avilmask
avilmask
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- avilmask
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Comments
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@BloodyTapp said:
Nerfing the meta would force all the players to choose from either crap or nothing. Let's just buff NOLB, Hope and Wake Up
I don't want to see more perks on the same level as adrenaline. That's one of those perks that leave a killer no chance.
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Add a door mechanic to the game so nurse can break it >:)
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/640534#Comment_640534
Break down ? Doesn't just make it so the hook you break stay broken for a longer duration...?
Nope, it just breaks a hook you're on.
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@TheUnendingNightmare said:
Way too OP and I'm saying that as a killer main.
It gave me an idea tho;
Survivor perk
Fragile: When the survivor is hooked this perk triggers and the moment you are saved the hook break.
This perk already exists and called breakdown.
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Damn, that question should be in FAQ.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/640334#Comment_640334
I'd suggest reading my other comments because I've already addressed the second half of your comment.
As for instas.. they are rare, one time use and should be nerfed. That's like telling a killer to bring a Mori if he's struggling to get any sacrifices. Not a realistic or helpful solution.
So far you said that you would use botany knowledge if it slow or stop bleeding (but let's be honest there, what use of it if you still can be tracked by blood, so we're saying it stops bleeding). Did you imply after healing (because that's a point a perk) or actually passively (activating instantly/on demand)? Also you said there is no point in a perk with ani-bleed if you also groan in a process.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/640315#Comment_640315
The idea is to help you lose the killer when you're already in a chase. Not sure how healing accomplishes that. 🤔
instacough-cough
Anyway, so basically you want a perk that permanently removes bleeding from the beginning, or activates immediately when demanded? Preferably also removing groans and scratch marks?
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I actually know one cool perk idea.
Healing: stops bleeding after being healed.
Seriosuly, though. All bleeding perks of a killer work only when survs are injured and countered by not being injured. I guess in current meta healing is too much work to do?
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I've chuckled at DS. Here I though getting tunneled means to be killed in very short period of time (what DS counters hard by adding a minimum amount of time you have to live). But it's actually means only to be chased a lot, and DS doesn't counter that, so it's useless.
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Just a round up: looping per se isn't an exploit. But killers will call you an exploiter if you EXPLOIT an extremely safe loop (you keep running to the same place and keep running circles there until the end of the game).
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@xEa said:
How about make it a perk that has some extra use instead of only Bloodpoints?
You get a stack for taking a hit for a teammate or safing from the hook. After doing this, the safed teammate gets a sprintburst for 1,5 seconds.
And sprint burst shouldn't trigger if killer hides behind a generator. Or if a killer closer than 32 meters to the hook (so most survivors can't directly benefit from it, but only have a useful info at best).
Design of BBQ is one of the best in the game, because it straightly says "don't stand around a hook, go away" while also being useful. Look at things, that would encourage sportsmanship in survivors behavior, to make it "useful". There is little survivors can do by not being an eye sore to the killer.
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No mither, serious.
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I want fast walking when cloaked to be base. I mean, spirit has it without any drawbacks of reappearance. Reappearance time gives survs all time in the world to run far enough, and it makes me sad, how his cloak is totally nonviable in chases, basically making so in base kit he's invisible only 1/3 of the match.
Also QOL change to allow me hit the bell without accidentally cloaking myself (different button).
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Anti-hag perk? D: Makes it impossible to use triggered trap + make your choice.
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Just give him built-in trapper bag and make traps spawn considerably closer to the center, from there you could look further. Just this alone should considerably impact trapper's winrate.
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@CrispyChestnuts said:
The point is that NOED is meta-warping. Saying the solution is doing bones to avoid the 4-5% of games this crops up in is like never leaving your house to avoid getting mugged. I'd like it better if it was just a mechanic of the game that triggered every match instead of being this random 4% chance that a killer is running it thing. It would actually make totems a secondary objective and players would be emotionally prepared for it (causing less forum tears).
Do you close the door from your apartments every day? If you do, why?
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@Locker_Monster said:
I'm hoping the Upside-Down just appears at random.
Like, as you running through the map, you will step through a portal you cannot see into the Upside-Down, which changes how the map looks to you (making it darker or something) until you exit again.
Like, you cannot SEE these portals. The map looks normal until you step on a tile, then the entire map looks different until you step back off.
While in the Upside-Down tiles, the Demogorgon has improved powers as opposed too if he's on a normal Entity tile.
Don't know about improved abilities. In the series demogorgon didn't even have a better perception than usual. Most likely some penalties to survs. Also Upside-Down doesn't even have to be there, because of how demogorgons was in 2nd season.
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So basically you should kick the gen only when your chase ends right next to it and you don't have a new target yet :/
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The Game has the most safe pallets on one map. Comparing Lery's to The Game, I definitely prefer Lery's more. Windows at least has doors close to them most of the time.
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@Tag Can't really understand your obsession with Sloppy, I preft to not run it on pig myself, because there'are actually perks that can improve your chase or detection, when slowing down survs you could leave to (cheap) add-ons. But that's a difference in playstyles, I guess.
Considering the former, I guess you never faced survivors that would get gens as high as possible, but not finish them (99% percent strat against the pig). And since they're not pushed to do the objective ASAP with trap inatctive (rendering all timer add-ons useless), they can safely heal themselves or help people around (saving that one guy you left slugged for some reason), still being effective. That's where penalty with helmet on comes in handy. That's why I don't actually think that "current" face mask is unusable (blindness), since it hinders their ability to see people and be effective while they're not pressed to remove a helmet (except against SWF OFC). But it's a niche use, I have to admit that. Again, difference in playstyles.
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I have to agree with All Ears. I thought it could be pretty good perk with stealth killers (especially on the pig), but seeing, how often I actually can utilize it, makes me sad. Especially if it's triggered in unusable situation (basically if someone did it too far away, on the edge of it's range). It could be more bearable if it triggered one PER SURVIVOR with that cooldown.
And Thrilling Tremors are basically know as bad BBQ&Chilly (all survs go to hide in lockers while you're carrying a surv anyway, so they waste time anyway, maybe just a little bit less, but also without a timer).
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T * L * B The Last Bodybuilder.
Known as the Last Bodybuilder because reality he's from was destroyed by zombie apocalypse and he was a last bodybuilder. Whenever someone challenged him with flex contest, the contender always died. One day TLB made a wish, what if there was a world, where he wouldn't ever run out of contenders. That's how entity started rooting in his mind. So much for someone, who used to be too swoll to control.
Hits people with his fist while also flexing. Special ability: can swing carried survivors for extra range. Can maintain posture to gain tokens of hardness that let him endure pallet hits or even destroy them when hit.
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@Tag That's why I said 60s timer shouldn't be a thing. So you don't actually have to let them go to make a use of it. I.e. mangled effect goes away only when healed. With 60s it's a pointless add-on, as I also described in my comparison with Bubba's add-ons.
On it's own, I like an idea of adding some "initial" effects to ambush, because right now there is no point in using it as a first attack (ambush, huh?). You might as well just walk up and hit them without alerting with a roar.
I also said that new Face Mask would work if survs would be forced to work gens with their helmet on. With current add-on set this add-on also is pointless, because survs gonna do gens with their helmet on only if they're really clueless.
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@snowflake102 said:
Ok thanks anyways I will save my shards for plague:D
But if spirit can't see blood trails then how come was panda able to see blood trails?
It's father's glasses add-on. It allows you to see blood and highlights it.
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He wanted you to get upset and make a thread on the forum about it.
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@tag You really prize that juicy increased bleeding, don't you? For me 90% Sloppy Butcher is just a permanent mangled effect on hits. Sometimes I wouldn't mind using "5th perk" instead of whatever current yealow or brown perks are. Except for the belt and tape, of course. But they get burned fast if you use them all the time and don't really level up pig anymore.
Timer and gear add-ons are rare and finite, that's their downside :(
I guess, I can understand your point, why you want ALL perks work at any level.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/632134#Comment_632134
Since your first opinion was that Adrenaline only activates when you ignore other objectives like healing and unhooking, I'd have to say that they are.
I said it as opposition to opinion that NOED rewards bad play, but actually rewards it just as much as adrenaline rewards bad play from survs side ¯\(ツ)/¯
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Why do you think that bloodhound gonna help you on spirit? Or you just have a generally bad time tracking people? Because you still can't see blood when phasing.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/632127#Comment_632127
So what? A killer can sit in a corner and NOED will still activate if survivors don't cleanse totems. Just as survivors can sit in a corner and Adrenaline doesn't activate because apparently you didn't sop 3 people doing 5 gens. That's still not a good basis to whine about a perk "Well you can POTENTIALLY do nothing therefore its an unfair perk" That's ridiculous.
And no, i do not dislike NOED. The ecuses for both are just getting real thin.
Exactly what you said. Neither perk rewards you for anything. They just trigger at the end game, and benefits may wary. That's all. People compare survs to killers like they do or not do something (on purpose or not). So our opinions aren't really opposing each other there.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/632071#Comment_632071
Uhhhh....no it doesn't?
I can do two gens, find 3 totems, unhook a survivor and adrenaline STILL will activate when all the gens are done. Don't assume people's playstyles because its convenient in order to put the perk down,
Or you can sit in a bush for the whole game and adrenaline STILL will activate when all the gens are done. Rewarded for what?
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@Tag On Utility blades I would disagree. But might as well make it so mangled is not removed until healed. It's usually not a bad idea to give an add-on that cane save you a skill slot, especially when you just look for a filler.
60 secs limit suffers from the same problem Bubba's add-ons do, those ones that add slowed down gen repair for 120s after chainsaw down. Because by the moment surv is done drying on the hook, it's almost gone. And point of chases and ambushes is usually to succefully finish the chase with a down. So why bother with 60s sloppy?
Now, broken state can be used to counter insta heals. Sort of Franklin's demise in add-on form against medkit party.
Face mask could be really good with my idea of RSN2 (inability to remove a mask until it's active).
So I mostly like offered changes, because they look like a set of utility tools that you think about taking on a specific mission.
Now, about skillcheck perks. I often use them for giggles, and it gets especially funny if survs die from failing too often. Doesn't work on higher levels. But do all add-ons really must be viable on highest ranks?
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@altruistic said:
Adrenaline rewards a player for completing their objective, Surviving until all the generators are powered.
NOED rewards a player for not completing their objective, sacrificing.
The two do not equate.
But IF I even play the game now, I 100% run Small Game. If Small Game became a meta perk, you would quite literally never see NOED.
Adrenaline rewards you only when you ignore another objectives, like healing and unhooking people. Even hooked guy gets a reward the moment he's unhooked AFTER final gen. Whole point of adrenaline is ignoring some side objectives that actually might cost you a game otherwise. Try escaping after all 5 gens done, when 2 of you still injured, 1 just got downed and one guy is on a hook.
Now, what was that about NOED rewarding you for ignoring objectives?
Cheers.
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Also kinda don't want to get rid of reading auras with crouching. It's one of unique perks of dbd that change gameplay significantly.
But instant activation is actually feels like an ultra-rare add-on.
Ruleset no.2 gonna have a lot of complains. On large maps that add-on gonna kill a lot of people on its own. I would stick with just "can't remove unless active", to force them run when they're actually on clock, and not earlier. Yet it doesn't feel like a super-rare add-on, more like a purple one. Might replace one of them (like Jigsaw's Sketch. One more box as very rare? Come on) and make so ruleset no.2 activates RBTs instantly.
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@switch said:
Honestly the idea on paper seems nice, but in reality it is not so good.
Everyone will sell everything they have on characters they dont play and put all bloodpoints in strong killer/items, that wouldn't be very fun huh...
Because it's better when some add-ons are left unused for years. Is it really that bad if you sell 100 of your ebonies for 70k points to get one level on another character?
It also would give an ability to clean you radd-on screen, because I have a lot of map offerings on killers, that I NEVER gonna use, but they cover entire page.
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Hm, actually scratched mirror on Lerry's could do the trick. You don't really need anything except his add-ons for this to work. Just don't be too overzealous with grabs and surprise attacks. Survs really get discouraged fast with that.
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Pirfect scenario is to get full stack of stbfl using pwyf (by avoiding obsession), than tunel down obsession preferably with one shots to save all your stbfl stacks. And from there do other stuff... Pretty tricky. I guess, only actually useful perk for him there stbfl and two add-ons for fast t3.
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@Atrushan88 said:
@avilmask Every stealth killer outside of Wraith has something besides stealth. 0 TR is generally a bonus ability. And being seen by the killer is a drawback. It comes quite in handy for the killer when you can see them from any distance. Heck, if they have OoO you can even slug them and use it as a form of deerstalker.
Yeah, it's fine as long as it robs killers only of half of their strength, and makes it difficult to use the second part of it. Unless you're the Wraith and get robbed of all of it.
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@Atrushan88 said:
@avilmask A killer's power isn't countered with a single perk. OoO has the same effect for the killer as it does the OoO user, and there are 3 others who you can go after if you're Ghost Face or Pig. When your terror radius is reduced to 0, that means you can see them from ANYWHERE as well(meaning you don't have to actually look for them once you get in range). Alert only shows you if the killer kicks something, or breaks something, and those are the only two DECENT aura reading perks a survivor has.
I also never said that OoO couldn't be changed(I personally believe it should only work when both the killer and survivor are looking at each other, as that's what I originally thought it did due to it's description), but the fact that all aura reading is rendered useless against these killers will just make survivors run more perks that benefit them directly rather than aura reading, and you guys are gonna hate that.
Compare this change to removing BBQ's effect any time you want just for existing, or Nurse's, or anything else.
@LordGlint that was my thought exactly as well and I definitely disagree this should be the case.
Yeah, but... Basically what @orion said. If you disable killers ability, what the point of playing said killer? One perk makes it so stealthy killer basically becomes as good as any other killer WITHOUT their abilities. Who cares if you know, where survivor is if it doesn't make it easier to catch him? I still think that ability of OoO to be seen by a killer isn't a drawback, but a bait.
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@Atrushan88 said:
@Marcus those aren't against specific survivors. I meant for example, a perk that doesn't work against Jake Park or David King. The perks you are mentioned are counter play, not things out of your control(I mean they are out of your control but they are also affected by that by having to play differently to counter those perks). None of them actually help survivors and hurt you. Outside of maybe Discordance if none of them have Prove Thyself.
Wait a moment, whole killers being countered is way worse than certain perks. Killer power shouldn't be counterable with a single perk alone.
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Point of trials is to give sacrifice. Ability to kill is rare and usually requires an offering or work to get. It would be indeed lame to avoid whole sacrificing part by making RBT actually kill people consistently. Yet it also lame that you don't need to care about RBTs after gens are done. I would like to see them actually work, but slow down the EGC. Still can't escape, but not pressed for it AS much. There is a possibility of hatch play anyway. And first try escapes are the lamest. Still I wouldn't make it "baseline" to deny removal from the first box, but I would love to see an add-on that would do that (key in the first searched box is always a fake one).
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Anyway, I wasn't trying to say that idea is particularly good. That's just position of "Rewarding killer for being bad, mhm?" is wrong at it's core, and snobby people like that should be ashamed of themselves.
IT IS a way to give a killer second chance, like hatch is. But hatch isn't just "survivor always has a chance" mechanic. It's a tool to wrap the game up that both killer and survivor would seek for ASAP, instead of silly search for final survivor.
4 gates don't do any of this. It gives potential to grant more then 1k, unlike a hatch (unless a key, but killers has mori). And has no value as a mechanic of preventing holding the game hostage.
Also lore wise killer is only creature in the game that can displease the entity. Survivors are simple in that accord. They have no objective of pleasing entity by playing with a killer. So that's definitely not the way to "force" them (unless for some reason entity can be angry with survivors, but there is never a thing like that). I also think that game need a better second objective for survivors (than that).
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/629896#Comment_629896
Rewarded with a free hatch? it is in some random place and most times the killer close it and the surv has to go to that dumb process opening the gates and 95% of the time loses.
If 3 survivors died the Killer is not that bad, so why you say the surv is bad for having a chance to earn only 2k points?
Survs doing gens and escaping vs a lame killer... bad.
Killer hooking and killing 3 survs, and one (you dont know if he is good or not) has a chance to use the hatch...bad.
You dont want to give any chance to survivors, even if they deserve it.
So what you're saying when killer kills 3 survivors is not survivors are bad, that's killer is good. And when survivors escape from a killer it's a bad killer, not survivors are good. You do realize that there is no way good killer could allow 4 gens under 5 mins with all survivors alive? Also where did I say that survivors given a free escape via hatch is bad? I just said it's a thing.
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Isn't being more than one in the same area is a counter already? It already becomes useless with a hooked person in a radius. So basically "don't be the last survivor". Hatch situation is exception to all game rules, asking for privileges when you already granted a chance of free escape is just impudence.
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/629455#Comment_629455
For me personally I have the biggest issue with it when I'm playing hag and doc. I don't know why but its mainly those two. I just think Doc's hit detection is garbage and feel like they've just never bothered to fix it. With the hag the auto lock feels inconsistent. Sometimes there's practically no auto lock, other times she does a full 180 while attacking.
Can confirm on Hag's part. I play her a lot, and weird "prematurely ending" lunges and wall hits on turns always confuse me. PC player.
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>and less of tunnel.
Okay, that's where I've lost you.
Weird changes to RBT considering protection from hits. Suggestion about skillchecks punishes new players super hard while doing nothing to old ones. This suggestion seems to be all over the place.
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Amanda's Letter just as bad as scratched mirror. Usually bad, but has it's niche that killer players use it for. Easily could be a purple add-on, like scratched mirror is.
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@rina said:
https://forum.deadbydaylight.com/en/discussion/comment/629896#Comment_629896
How is this opinion relevant in this particular discussion?
In that sense your opinion that someone gets punished or rewarded is irrelevant as well.
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@Akuma said:
https://forum.deadbydaylight.com/en/discussion/comment/626473#Comment_626473
Wait. Survivors played bad when they triggered Adrenaline?
Risking getting downed with one hit for finishing final gen is practically the same as risking final gen for ability to oneshot survivors. Survs don't care about getting healed because they get it for free. The same for killers, they encourage fast gens to get an oneshot ability faster.
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Nothing. It's bittersweet victory, that's as much of a victory as black pip without kills as a killer. Bad survivors get rewarded with a free hatch escape/ability to open gates without gens. Bad killers just suck.
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@rina said:
So killer gets rewarded for playing bad and survivors get punished for playing good? Seems like a cool idea :)
Survivors get little from that "win".