bjorksnas
bjorksnas
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2473017#Comment_2473017
That was definitely an issue before but now wraith isn’t add on reliant. You can run without windstorm and do just fine
yes but you still are missing out on an addon slot that can augment chase power
like 5/7.5/10% extra cloaked movement speed
8/10/12% uncloak speed (one of his strongest imo is double uncloak)
40/60% faster cloaked break speed
the ghost, the serpent blind warrior white
you just miss out on having some other strong addon or strong addon combination that addon can create, which is the cost for running it
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2473182#Comment_2473182
It 100% should be universal. Also who cares if it's unrealistic, you can literally walk through a killer vaulting something by using an add-on on a key or after getting hit. Realism should not hinder gameplay.
I care, it only needs to be in the game in around 0.1% of matches otherwise its useless since most perfect blocks are patched around, it makes hatch stand offs when the survivor has a key unwinnable for killers unless they have an instadown since instead of being able to stand on hatch to block it a survivor will just squeeze through them and open it anyway which means its effects are more likely to negatively impact more matches then they help
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They have thought of it, its a kind of squeezing mechanic it applies in places like the basement stairs but it isn't applied everywhere since it looks unrealistic and it only applies in few rare situations so its not worth it to rework it to have it be universal
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just frontload the stacks
stack 1 gives 8%
stack 2 gives 6%
stack 3 gives 4%
stack 4 gives 2%
stack 5 doubles the bonuses
could be more front loaded could be less but it is an idea
or even cooler, start with a 2% bonus and every stack doubles to bonus maxing out at 32% at 5 stacks, and for scaling factor I guess just say it maxes out at 30%/31%/32%
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2473032#Comment_2473032
The queue time has been reported to remained the same.
As far as we know, but I will trust it when I see it
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@PsychoTron said:
SWF death squads: It's not fair. Why are we being punished just because we want to play with our friends.
Now we're only going to face nurses and blights running meta perks with thousands of hours.
Top killer mains: It's not fair. I put a lot of time and effort into this game to be good and now I'm being punished going against sweaty SWFs after SWFs.
How will I ever do my 50+ win streaks again??
____________________________________________________________________________
You're being matched against someone just as skilled as you. Sorry but no more lopsided matches for you.
My suggestion for both if you don't like it?? play less sweaty and maybe your SBMM will get lower.
Veterans are punished because they worked hard to acquire skills and worked hard to make them stand above the average player and instead of getting a high winrate as a reword they are likely going to get a slap in the face longer queue times and just to feel average again while only going against top tier killers, sounds like a good use of their thousands of hours
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2472972#Comment_2472972
All seeing blood. The one that tracks survivors for free with no downside
The downside is it takes up an addon slot, all seeing is nice but it means you only have one other addon slot meaning while you can get more information you are weaker using your power then with different addons
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Its going to take years to see a decent amount of variety at high mmr survivor
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2472826#Comment_2472826
The point of dailies is largely to encourage players to leave their comfort zone and try other characters. Especially when there's an imbalance of roles which leads to heavily skewed queue times. being able to veto one entire side of the game would be a pretty bad move.
The one reroll per day is enough to eliminate your "absolutely not" options, and get you something more appealing, usually. If not, try again tomorrow, it's only 30k BP.
Everyone should absolutely play both roles. It would fix queue times, reduce toxicity, and enhance your understanding of how the game works.
So what I knew all that before I said what I said, still don't think any differently on it tho
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There are 96 killer dailies and 113 survivor dailies, I don't see a problem here other than it might be nice to decide which side a daily is generated for
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Hard agree,
an invisible match making rating with the game always averaging for 50% win rate on both sides feels absolutely terrible since there is no longer a sense of growth and improvement as a player besides just learning more mechanics and numbers, being able to see a number that displays what your mmr is gives you a sense of growth and accomplishment match after match, seeing nothing just feels empty which is why I think mmr hidden mmr systems aren't fun because there is no sense of growth as a player after a certain point sure you can unlock more things or learn more numbers but you now no longer have a gauge for ingame skill which feels terrible to lose after having it for 5.25 years of playing (3 personally)
I want to see it so I can still see if I improve at the game once mmr starts up not just feel hollow match after match with no sense of growth since thats 1 of the only 2 things I still have to progress
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Well as someone who mained blight for a long time I can confidently say these are the beginner addons I would recommend S-D tier
S tier addons are addons that just make it less frustrating to learn and would not hinder muscle memory in almost any way
A tier addons help keep building momentum and giving you shorter cooldowns for doing well, shredded notes is good because 1 less token reduces maximum cooldown from 12.5 seconds to 9.1 seconds or if you only count token recharge from 10 to 6.66 and alch ring rewards you for successful hits which makes you happy which makes your brain happy, which makes you want to repeat it which makes you enjoy learning and succeeding so you can practice for longer, its probably science
B tier addons have mostly no effect so use them for variety while learning if you want but you don't need to go out of your way to use them nor do they really affect muscle memory except the tag if you go out of your way to use it (I wouldn't recommend that yet) just use them for fun bonuses not as your main strategy
C tier addons have some merits but are decently undermined by their effects on muscle memory, there is a disconnect from seeing where you will bump and not seeing it and a disorientation of the game rotating you, as well as adrenaline vial is good for cooldown but bad for everything else
D tier, for don't use these addons all of them will heavily affect muscle memory or remove parts of muscle memory you should form while playing blight, once you have the basics down feel free though
Other than that drink water and get plenty of sleep for best learning potential
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It does not since that would make tunneling as an option unfeasible and much more difficult / time consuming making it no longer a viable option, from a single perk that would be too much, on top of the fact that the perk is in a perfect spot, 13% usage rates and 50% escape rates on people using it vs 26% and 50% pre nerf, the perk is still as strong as it used to be at what it should have done the whole time but no longer provides free objective time for having the perk
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Probably just a response to people being super mean to wraiths for absolutely no reason
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Its not propaganda if you think about it
look at it this way
a lot of top streamers spend thousands of hours to become skilled so they can win a large majority of their matches in the current system, but they stay rank 1 like a lot of people below them in terms of skill
now they are about to be placed on a pedestal that threatens fairness and makes them wait longer between games for better opponents
so not only do they have to wait longer between matches (which isn't the best for streaming since more downtime) since their playtime is likely to place them on a pedistal above most other players they also just face other people who honed they skills more often, both sides are now unhappy because all their practice to be better than the average man has just made their queue times longer and now they will likely be closer to a 50% kill rate because thats what the system is pushing for, there is no longer any point to get good at the game or be good when the game will always average you out for a 50% average, it just feels like a waste of time now
and I feel the same as certain killers I feel I grinded out the skills and the time to preform better than the average survivor and instead of now enjoying and being rewarded by my skill with a high win rate I get harder survivors back to 50% winrate and a slap in the face for all my hours spent ingame because now I get to do average just like everyone else
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Even if he played as a m1 killer he would start the match as a perma t3 myers with an extended lunge that also breaks pallets quickly with instadowns and aoe attacks, he would be the best camper in the game his map pressure would be insane, and nurse couldn't really hold a candle to him other than maybe making up for him having to play around survivor resources, survivors would never heal though but just given monitor + infectious you could potentially snowball at every single down for massive amounts of map pressure on top of the movement speed
he would become the one of the strongest killers in the game by a decent margin or 2nd best by only a little bit
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2468341#Comment_2468341
some of the maps and how they are set up like this for double protection ontop of survivor perks like dead hard, etc. just baffles me and i don't get it
well don't forget this map always comes with 2-3 main building god windows on top of the chance to spawn a incredibly busted shack window into long wall window
I get that survivors need stuff to work with but when the game is basically playing itself with godly tile spawns it just doesn't feel fair
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Friendly reminder that you can get shack window into a long wall window right next to it lined up on father cambells
would be nice if the tile was moved away from it a bit or they couldn't both have windows that face each other
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would recommend a reinstall of the game, might just be the files getting muddled over time
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If its everyone v everyone its going to be oni
as soon as the battle starts he will have the blood flowing for non stop blood furys, absolutely bodying most killers with a massive club swung with massive force and a movement speed to catch others, not only that but he swings 3 times in short succession when he lands the blow so even bulkier killers would probably be defeated in just 1 full attack, plus even then without his power he has a sword that can cut through limbs and bone as seen by the mori, most other killers have dull or inefficient weapons, and on top of that he has armor which is much more than some of the other killers have in terms of defenses, he is a warrior, and a strategist, he has the upperhand in every fight
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@landromat said:
i almost have 5000hrs and i still have characters to level up
I don't think thats exactly what he meant, I think he meant he got all characters up to level 40 for their teachables not all characters maxed out
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ban-jo-boozle
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His large hitbox is only there for a few frames at most it requires extremely precise timing to use effectively, of course from an outside standpoint it seems strong but blights have a lot to balance more than just hitting the survivor so its fair for this early hitbox to be generous
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Much like survivors are allowed to use good perks so are killers
most of the time the effect of the good perks are to counter the time bought by the other sides good perks
but its also potentially in retaliation to treatment in a prior match
examples
killer A tries to do a fun build against survivor team A, Survivor team A is chocked to the brim with strong perks and items that trounce killer A's build
next match killer A decides they didn't like how they were treated that last match and in retaliation equips strong perks and addons and matches into survivor team B, survivor team B isn't as stacked as killer A as they were a more casual group and they now get trounced instead, now survivor team B is frustrated they got trounced and pick up strong perks and items (sound familiar yet?) and go against killer B who is trying to do a fun build.
Its a cycle where one side bringing strong stuff for the upper hand leads to most average players just bringing similar strength stuff 24/7 so they don't experience a harsh defeat again because they were out perked by the other side while they were trying to have fun
You can't blame either side in this scenario for their actions since its a very humane response
nor can you stand on the side lines and complain while you are above it that other people can still just be a part of the cycle, its just how it is
if you want your casual experience make some friends and do it with them or accept that some people have been too damaged by the current system to care way too much about doing fun builds 24/7 when their goal has more shifted to having fun because you are winning from the same system
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He got hit before the pallet was at the halfway point when it stuns the killer and sends the information to the server to then validate the hit but as he was hit before he would have no protections
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@TGB said:
You get his power like, twice a game.
Dash movement is pretty stiff.
And M1'ing takes forever.
How does ANYONE ever get downed by this guy???
I feel this way when I face against him as Survivor, too. I just don't get it.
Unless there's nothing to get, and he is considered bad by most people who know what's going on.
Dash movement has strafing and no collision, try less to play it like regular billy and use the extra mobility to your advantage
using m1 in power to down you don't actually have to hold it for the full 2 seconds for the insta down you can hold it for 0.35 seconds then release and you will do the insta down attack, just get close to people and back rev them with it
also he is a slow killer in terms of how long it takes him to get his power and how often he isn't in his power so you need perks to build more pressure while in power, like infectious fright to make up for his slow but strong nature
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I think it would be fine to synergize with perks like overcharge, maybe even marking gens for eruption, and probably dragons grip, but definitely not pop
would make an interesting build
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None, they are fine and have counterplay, the counterplay to old ds was slugging and with unbreakable on top it removed all counterplay, break the totems you removed half of the killers build, unlike the survivor build which didn't let the killers build any pressure through slugging or getting someone out early while they were still able to progress their objective, survivors can still progress their objective while the totems are up and have a pretty easy time when they are down since they are now versing a killer with 2 perks
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Yes but my most memorable one was one in the lobby
it even came with the idea for a perk which was an active ability for killers
you can blink forwards up to 12 meters this ability has a 60/50/40 second cooldown
a single nurse blink on killers would be a wild perk tho so Idk how balanced this "dream" (literally) perk would be
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I get that hit validations a good thing but it would be nicer that when the server rejects a hit it doesn't show the blood and animation of a successful hit, the current problem right now is even if there is a hit that was "successful" but rejected by the server it still makes the blood noises and animation as if it was a successful hit rather than cut the sounds and animations short when it was rejected by the server
I hope it gets fixed as well
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@jajay119 said:
Killers would want to separate survivors to stop them grouping on gens too quickly.
At low ranks yes
At high ranks split survivors is an optimal strategy to letting them spawn that way would be a nightmare
I think the shroud addons are fine on the sides they are on besides shroud of separation I think killers should have that exchanged for a shroud of binding (but I don't think survivors should get the shroud of separation just because of how strong split spawns are)
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The killer isn't meant to see it
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@Sluzzy said:
I am convinced he somehow is ignored because of all the newbies playing him is lowering his performance on the charts. Or perhaps he is ignored regardless. Of how often he is played and the many complaints he is receiving and there’s nothing being done. The way Blight plays with the same boring perk build that totally suppresses survivors, there is absolutely no opportunity to escape. The learning curve is too small and Blights are overpowered.
Survivors are nerfed when it is unfun or perceived too strong when killers “say so”. It is time this killer is nerfed and not ignored. Not talking about adding a millisecond to his recharge time. I’m tired of playing him 9 out of 10 times in a sweaty red rank mode and have zero chances of escaping. Ruin, Tinkerer, POP, BBQ is ignored and needs looked into. Too many slowdown and tracking perks on these killers that can be everywhere with no cooldowns.
He has no cooldown after traveling completely across the map. He instantly moves at full 4.6 speed. How is that balanced? Tinkerer told him where to go. Blight needs a nerf and those perks because they are a huge problem. He shouldn’t regain his stacks almost instantly, and have much more penalty for using his power. It is too oppressive.
I mean there are a lot more contradictions than usual
No recharge time and no cooldown on a killer with a 4.5 to 12.5 second cooldown
The learning curve is too small yet people are bad with him
The perks are overpowered but blight needs the nerf
Traveling across the map has the longest cooldown but its still no cooldown
Honestly I think with less contradictions it would be an interesting sluzzy post but the too many contradictions make it hard to enjoy
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Well its 25% progress gained while dropping a survivor so you only need to be at 75% to break free of their grasp
however this would make it 4 pick up and drops however wiggle regression is just enough to prevent a clean escape with 4 pick ups and drops so it would be 12 seconds of wiggling then a drop or 3 drops a slight bit of wiggle then a drop to break free
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@Bluerry said:
oh didn't notice that sounds logical gonna be carefull next time then thx
https://forum.deadbydaylight.com/en/discussion/comment/2459336#Comment_2459336
is there any way for me to change the catagory after publishing it?
Generally if the mods think it doesn't fit in that category they will move it, mostly moving feedback and suggestions into feedback and suggestions, or closing bug reports and asking you to rewrite them in the correct category, but im sure if you ask nicely they would move it as long as it still fits
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Sometimes you are just in a section and creating a discussion creates the one for it, just click the discussions button at the top and it will take you to the, recent discussions section and you should be able to then press the create a discussion button and it will have options
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Being blinded takes legion out of their power without fatigue but not out of animation
if they start vaulting the pallet in power they will finish the vault and be taken out of their power since they were blinded
they won't be able to see but they would be able to hit you with a basic attack depending on how close you were to the pallet
its a calculated maneuver
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2453460#Comment_2453460
Depends on the positioning. If it's something like an even split, 2 and 2 at a gate. He can probably down the 2 in time to get to the other gate.
in 12 seconds, probably not especially if they tap the other gate first
its situational
kinda like... another perk
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@thefallenloser said:
It's not.
Let's say in this fairly realistic hypothetical scenario:
Bubba immediately finds, downs, and facecamps a survivor to death about 1 min into the game. In those 120 seconds it would take for Claudette to die as well as the additional 60 seconds from before, an average of 3-4 gens would be completed. Cool, almost all the gens are done. Bubba doesn't catch anyone after, then the final gen gets done. That survivor Bubba couldn't catch? NOED helped him out with a little speed boost and instadown. Bubba facecamps that survivor to death. The others can't do anything about it.
Is NOED fine in this instance?
Even assuming that survivors were looking for the totems while the first survivor was being camped, that would mean less gens would get done, giving Bubba more time to kill. This is assuming that the survivors even find the totem in the first place. On maps like Grim Pantry where the totems can spawn in some random corner away from everything else hidden in grass, are survivors expected to reliably cleanse those totems in a timely manner on that big map?
The problem with NOED is that it requires absolutely no input from the killer in order to activate such a game-changing effect. With Ruin, pressuring survivors encourages them to leave gens. Devour and Lullaby require hooks to increase their power. Crowd Control and Blood Favor require the killer to give chase for their effects to activate. Even Plaything requires a survivor to get hooked. Haunted is pretty much the only exception to this and coordinated survivors or weary solo queue players can figure out what it is, plus, it only lasts a minute.
With NOED, the survivors don't know it's in play until its effect is applied.
Solo queue players can't coordinate totem placements, especially on indoor maps or maps or very large ones.
It's effect is overly powerful for how little it requires from the killer.
If a Wraith can just run Bitter Murmur, No Way Out, and NOED and sit in the corner the entire game until the gens are done, then just go around and one-shot slug the team to death, NOED may be a problem.
Wraith can't do that since base no way out only has a block timer of 12 seconds they would need to play the game beforehand to get 60 seconds of gate blocking
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2451502#Comment_2451502
I like this idea! Idk if it would make it any more possible to escape from said RBT but I guess some forewarning might help?
https://forum.deadbydaylight.com/en/discussion/comment/2451517#Comment_2451517
Agreed. Well to an extent. I personally like her base kit I think with some minor buffs to it she'd be golden. I wasn't around for it but I heard that she used to have a 24m Terror Radius originally and I'd love to have that back to pair with Monitor and Abuse (Bcuz I'm evil like that). Other than that I feel like making her default Crouch / uncrouch a little faster would help a lot.
Not sure how RBTs could be changed overall to be more consistent. I've heard some people say make every RBT so that nobody can EVER get it off on their very first attempt but that seems a bit scary lol I'm not sure how I like that idea.
Personally the traps are one of my favorite things about her. I really appreciate the built in slowdown as it allows me to play the game more and get more experience looping etc etc I'm not crazy about getting actual kills with the traps. Most of my kills from them tend to come from a well timed trap on the last gen (I run Tinkerer and it's a godsend for this).
I swear an active RBT after the last gen pops is terrifying lol
Well the forewarning tells the survivor so they would know if they have time to heal while active or while inactive that they should prioritize boxes which can help them make the right choices and have a better survivability while dealing with tampered timer
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While I think the addon itself is strong its very situational and the timing on the survivors side can completely mitigate its effects, its hard for them to actually know if its in play or not to make the right moves, so the only change I would propose to it is that survivors should know their trap has tampered timer
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2449240#Comment_2449240
With this add-on pass, my goal is to have numbers shown for all of his add-ons
Makes it easier to know what it means than hoping considerably is good or not
Yea but you could also eliminate bad addons and addons that are outclassed by 2 of the same type and replace them with meaningful addons at the same time
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@Hoodied said:
I am working on an indepth rework to Pyramid Head's entire add-on selection as he doesn't have incredibly useful add-ons, with some being used to zone for longer while others are better at hitting from a range which can be really unfun to face.
My goal for these add-ons to be changed is to try and make the add-ons more descriptive on what they do and changing how some work overall, I might tweak his power if I need to
I think killer instinct addons showing auras would be more interesting then slightly longer killer instinct
All 4 purples
All 4 browns (just so he only has 2 of each addon and not 3 of each addon, no more slightly/moderatly/considerably to choose from only 2 of each addon would allow for more creative addons
Maybe his undetectable Iridecent to gain undetectable until he damages someone after sending a survivor to a cage idk
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There is a difference between a perk that can't be countered but you can't choose when to use it and a perk that can't be countered and you can choose when to use it, it tows the fine line between fair and unfair depending on the strength of the effect
You don't choose when tinkerer activates buts its a extremely strong effect, which balances out
You can choose when deadhard activates and its an extremely strong effect, which doesn't balance out its strong effect
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Mine used to be legion + spirit when stridor used to be a perk
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2441781#Comment_2441781
Again, i don’t see how this suggestion would affect this at all. The only difference that case would be slightly slower vaulting speed or the need to use the (limited use) item with animation times to easily during a chase catch up as killer.
I mean every loop you do already get 1.7 seconds free when the killer vaults as long as you are 8 meters a head of them you have time to drink and drop again, idk seems kinda obviously broken with fast drink times
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2441607#Comment_2441607
The actual effects of Exhaustion would need testing/refining for sure.
my intention was to actually make new items as I don’t like the current boring ones. Also to address some of the most complained about issues (in this case exhaustion perks being just second chance perks and with the penalty on repairing also slightly address genrush.
i feel like if killers would get something like exhaustion perks, they would come with a bigger downside than just a cooldown.
https://forum.deadbydaylight.com/en/discussion/comment/2441681#Comment_2441681
i don’t see how? You would lose some seconds for the refresh where the killer can catch up. Also after refreshing, you just get rid of the louder breathing and vaulting speed penalty (both don’t exist right now) but exhaustion perks would still be on the same cooldown. With the vault speed penalty this would actually make it somewhat weaker, not stronger
Some but not enough, you would be fast enough that with a little lead you can loop for a long time
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This just seems like its going to make haddonfield offerings stronger, vault a window in a house with a balcony, use balanced landing, run back around, refresh balanced landing, wash rinse repeat
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You have a few good options
You can play a killer that ignores pallets, Spirit, Nurse, Doctor
You can play a killer who can break pallets faster and catch up after breaking one, with blight, demo, oni
Personally for preflipping I recommend compound 33 blight instantly break the pallet on your first rush, then be rushing after them 0.5 seconds after
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Its effect is too strong to work without a totem, otzdarva made a video comparing the effectiveness of slowdown perks
https://www.youtube.com/watch?v=lhQvjsIqobE&ab_channel=notOtzdarvaThis video might provide a better idea of how much value ruin can actually provide which is why it should be tied to a totem and risk reward since it provides so much benefit

