csandman1977
csandman1977
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- csandman1977
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If it's oni he should be able to naruto run around the map without attacking.
Then he should be able to curse windows and pallets, giving a survivor uses the pallet or vaults the window a status effect that needs to be uncursed. Maybe even cause damage when a cursed object is interacted with, via add ons.
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Bitter murmur is ok also as setting an aura may help get you a cross map hit
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Just have to be touching a gen when it pops
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Hybrid panda fanboy. His narration of the game and his shrinewatch are all top notch.
Tru3 is good for learning mechanics.
Monto is great in small doses
Tyde, was good learning the history of the game. But the whole i hate this game and am quitting....until hey i need money again so watch me play. Thats a pass for me.
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BT is run in case the killer tunnels, or you just want to unhook in killers face.
DS is used to prevent tunneling, or just being a douche and charging the killer after unhook to save a friend.
Not every killer camps and tunnels.
Adrenaline only procs when gens are done meaning its only good if you make it to end game.
So mostly perks are run to make sure adrenaline procs.
Spine chill is effective against every single killer. Yes it's more useful against certain killers but all of them are going to look at you so it's going to be useful ALL game.
Iron will is also effective against all killers as most of them will track by sound. Yes spirit is required to track by sound due to her power. But sound is a huge part of the game.
IW and SC help you get to endgame against every killer. So, whats the problem?
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I think it's the map that is missing. As the roadmap shows chapter 14 won't have a map. However, in an interview with the King, Cote pretty much confirmed we were getting a map.
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Had a game against him where he was chasing me, his terror radius was playing. I was looking at him and I got marked. I was like that's some crap glitch right there. It only happened once.
He didn't have any terror radius modifying perks equipped either. Was so weird.
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@DeKillerKiller said:
I agree, Killer Instadowns or Instakills require a heavy caviat in order to use them.
Michael's Judith Myers' Tombstone makes him slower.
Clown's Pink Finger requires him to be really precise with his aim, and even then he needs to be close to hit the survivor immediately right after.
Billy and Leatherface's Chainsaw require the chainsaw to connect with the survivor first. With Billy requiring precise movement and Leatherface requiring the survivor to be out in the open.
Ghostface's Mark requires him to stalk a survivor for a period of time that requires the survivor not paying attention.
But Huntress? She just uses it like how she normally uses her hatchets. The fact that she can have 3 of them at the same time is bonkers to me.
Clown and huntress have same power but clown has 6? Pinky finger too op. Nerf clown next
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Some killers play endgame builds. Or 3 gen strategies. Keys potentially counter entire killer builds. My only problem with keys is randomly finding them mid game in chests. Much like end game builds are high risk for potential reward, keys should have to be brought in from the start.
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@AlexisFox said:
Oh boo hoo, so what if a survivor found the hatch and used a key to get out? It's not a 'free escape.'
- They had to do something to cause the hatch to spawn in the first place.
- Complete some number of generators
- Survive longer than anyone else
- They have to use something up.
- The key itself
- An addon for the key
- An offering
Y'all that complain about keys are just acting like entitled little brats whining about how they weren't able to do something they wanted to do because someone else did something to prevent it. It's a game, you aren't going to get your way every single match and if someone prevents you from getting your precious 4 kill then just move on and try again in the next match. I promise you that if you keep trying you'll get a match where you get to murder everyone.
The only problem with keys is they can be found frequently in boxes around the map.
Should have to bring it in at match start.
Thats not crying or whining. Just my thoughts.
Also, survivors shouldnt expect to survive every match so I guess they should stop whining about moris, iri-heads, prayer beads and instadowns.
- They had to do something to cause the hatch to spawn in the first place.
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Let's just remove killers totally. Then we can have a generator repair simulation game and all will be happy
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I used to get so mad when i got killed as survivor. Then i stopped caring about surviving. Only perks i run allcthe time are spine chill and Sprint burst. Other 2 slots are whatever i feel like it. Never run adrenaline cause i never expect to make endgame and when i do its cause I've been safely and stealthily doing objectives all game and stayed healthy. DS i always miss the skill check. I usually top out at rank 8 but I don't play all the time
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This is a good perk. Good job!
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Because the killers actually want to play against something other than the DC icon. And since spirit is the OP rage inducer of the month.....
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Try messeging the killer to see if he wants to join your fun. If not then either dodge lobby or deal with it.
I would love to not have 3 gens pop before i get a first hook but im not going to ask the survivors to not do that. Personally as killer i find being looped annoying not fun.
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@InnCognito said:
I think it would perhaps be best suited as a hex. I mean this does make the game have a new dynamic. And its certainly not a bad idea. But I do feel as though that A Hex would make this interesting. As long as the hex persists. It would continue on.
I've always thought that BBQ should be a HEX and not a perk either.
It would be way to strong as a hex. I mean 3rd seal causes blindness after being hit. This would have zero activation cost and do more. If you are going to make this a hex, just add the oblivious status to 3rd seal. It makes sense actually
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Kill all 4 survivors took me 2 games. First game brought Bubba with devour hope, rancor and an ebony. Got red forest and a really coordinated team. Next game ran Freddy on haddonfield and it was pretty easy.
Crows was easy. Threw on legion cause new cosmetics are awesome. Was going ti just run around the map but got a swamp. Set off crow bombs 3 times. Survivors jept throwing themselves at me so 3kd. Didn't try for 4. Pretty weird cause i suck at legion and killers in general.
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@Critical_Fish said:
I just think opening the hatch should take 12/10/8 seconds :/
Great perk though :D
@GeneralSpudmuffin said:
https://forum.deadbydaylight.com/en/discussion/comment/813746#Comment_813746
It should at least give some kind of boost, yeah... I like yours, though!
Just trying to counter the slug for 4k end game crap
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@Critical_Fish said:
I think it shouldn't be limited to a cone, but a red addon could limit the power to a cone and make it do damage. The Banshee does also lack map pressure, but decent chase potential, great power over all.
All the perks are great, I just generally don't like Slugging and therefore don't like Sleepless Nights. That's a personal preference thing, though. Good job!
To be honest, im not a fan of sleepless nights either. Just really like the song and the effect fits with the name lol. I really dont think we need anything else to promote slugging.
Also if you aren't aware of who he is, look up any king diamond/mercyful fate song. You'll agree the power fits
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Personally i like moris as a survivor. I always know when the killer has one. They add a bit of tension to the match. My biggest problem with them is with teammates who unhook in killers face giving them a free kill.
Iri head same thing. It adds a fear factor this 'horror' game lacks.
Ultimately, much like playing against spirit, those 2 items force you to adapt your gameplay. That shouldn't be banned or nerfed or punished. That should be encouraged to keep things different.
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Why not, grant double bloodpoints if you escape a killer with a mori. It can be done. Just play stealthy. If you get farmed then dont blame the killer, thats on your team.
Keys are ok. I just want them removed from being found in chests.
Huntress is very hard to aim with and good survivors can usually dodge most of her throws. If you are caught in melee range of an iri head huntress, might i suggest you may be doing something wrong?
Perma t3 Myers is rare and again easilly countered by paying attention and not letting him stalk. Personally, if i see myers looking at me and i don't think i can lose him quickly, i jump in a locker. He may get me but i negate his only advantage as a killer.
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While i love the fact that dbd is 3 years old, i do think there are problems with gameplay that may not be able to be fixed with numbers and patches.
A growing number (majority?) Of survivors hate generators. Killers hate gen speeds. Cant fix one side without pissing off the other. Adding a secondary obhective creates all sorts of balancing issues that would require a rework of most of the game.
Now is it all bad? Nope. But trully fixing this game would absolutely require a full redesign. In terms of workload, starting from scratch may be easier.
And if you make the base game free. Charging for cosmetics and dlc and battlepasses, they would make their money back. Especially if they improved on the systems that make this game enjoyable and reworked the rest.
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I really dont understand the problem of BBQ. As a killer, more times than not i only see 1 aura anyway. As survivor, i know to hide in lockers for a second or walk in one direction then change course after 6 seconds. Or just stand still. There are so many ways to counter that perk.
I honestly dont think it needs to be changed. It rewards the killer for not tunneling or camping. If i took someone and dont see any auras then I patrol closer to the hook. Its worse for survivor if less auras are shown
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I stopped trying so hard to escape and the game got a lot more fun. I like playing killer but for now just messing around im having more fun with survivor. Even 4%ing off the hook into the killers face made me laugh. Killer was patrolling trying to find a survivor she slugged. Jumped off the hook took 2 steps and spirit was in my face. I think i surprised her too.
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Heres what I've learned in my 45 years of socail interaction on this planet. Words only have the power you give them. (Putting aside musical chants which have been proven to affect the brain)
If i took offense every single time someone called me a name, i wouldnt have internet and i wouldnt leave my house. Ever. I learned early to grow a thick skin because i hated to feel bad all the time.
Anonymous people are like children, cruel for no reason. Who cares what they say or think.
No im not excusing it. Just block it out. Yout life will be so much more rewarding.
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@Karaage said:
Gambler's Luck
Where others see failure, You see profit. On a failed Repair Skill Check, there is a 30% chance that Generator explosion will be prevented and considered Great Skill Check instead.
Gambler's Luck is affected by Luck; any Luck gain is multiplied 1/2/3 times and added to this perk's activation chance. Multiplied Luck is only used for this perk, all other Luck-based interactions are not affected.
Improvised Tools
You have a knack to use any materials at hand. After cleansing a Totem or sabotaging a Hook, gain 1 Token in every Perk that uses them. This effect can only be triggered once every 30/25/20 seconds.
Comments: TL;DR of perks that would be affected by this: Autodidact (strong), Distortion (useful), Mettle of Man (gamebreaking?), Sole Survivor (if it was the old SS with aura-reading immunity, I'd consider it strong, but now it's ok), Stake Out (meh), We're Gonna Live Forever (very useful).
I think having to use a perk slot is a high cost but for the effects it grants would be worth it if not broken.
Maybe have the perk deactivate on being hooked? Or have a limit on number of tokens it can grant? Otherwise i like it
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As survivor i really like the azarov maps. Im horrible at finding pallets in chase so i never have to look far lol.
As killer i really like Hawkins. Just give up 3rd floor gen and the rest is pretty easy to patrol. It looks and sounds cool also.
As survivor i hate probably badham the worst. Though im learning it better now so that may change.
As killer its red forest. I dont play high mobility killers often so i always feel disadvantaged on them
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@KillermainBTWm8 said:
Dumb teamates teabaggers may be trying to get your attention in a SWF team so I just go meh. Campers and tunnelers are hurting themselves so meh. But nothing is worse than dying on first hook because all 3 of them decided they wanted to do gens instead of going for a save...when I have kindred....
I play solo survivor and always hear that kindred is a must for solo. Yet, while i haven't crunched numbers, it seems that i get farmed, rescued and left for dead the same amount whether i run it or not. So i changed it to something that actually helps me avoid getting hooked in the first place. Spine chill, Sprint burst, decisive and maybe plunderers since usually when i bring any items or burn bloodpoint offerings, im farmed/tunneled.
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@apathytheclown said:
I tried looking for an end date but couldn’t find anything.
They are already useless on xbox. Burning one means you lose any blight event points. It shows up at tally but not in total bloodpoints.
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@Peanits said:
It is confirmed between Steam and the Windows Store for now. We're looking to do the same for consoles at some point, but if it does happen, it won't be any time soon. We'll let you know if/when that time comes.
Is there anyway we can beg enough to move crossplay between consoles up a bit on the things to do list? I get the console to pc thing would be rough but between consoles shouldn't be too hard, performance wise.
Soon as dedicated servers drop i guess?
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I'm fine with keys if they couldn't be found in chests.
Having a survivor sacrificed in 2 minutes is bad but having 3/5 generators done in a minute and a half is fine?
NOED is for crap players? Sometimes but some people just play for endgame. Generators aren't They objective, they are the key to theobjective surviving.
Yellow moris should be base and the others should activate at endgame.
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@teegyl said:
To buy the full game and all DLC characters it's $111, not mentioning cosmetics.
Now they add another $11 on top that you have to pay each month for content that you wont be able to get unless this game is all you play?
Why is this ok?
So i ran some numbers
If you paid the $111 for the base game and all the dlc and you play every day for a year (many people here do indeed play a game or 2 every day) you end up paying 30.4 cents a day for something you theoretically enjoy playing.
Yes you can pay 60 for an a tier title, beat story mode in 20 hours and shelf it. Then spend 15 bucks on dlc for another 5 hours of content. And then you move on most likely didn't get near the same value.
Look at call of duty. 60 bucks for the game, 60 bucks for dlc and in a year the next one is out and you move on.
The only long running game cheaper than this on console that i can think of that isn't f2p is overwatch. All dlc is free, but they have a much larger player base and supplement cost with somewhat bs lootboxes.
Ive gotten this game free for 2 systems and bought all dlc for each and its the best hobby investment i think ive made ever.
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I play normally (no intentional camping or tunneling) and last man standing i will try to down and bring to totems to destroy or boxes to open. Then when he gets his points and i get my brutality points for downing them, i bring them to hatch. Unless of course they were being jerks throughout the game. Then they die.
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Keys,
green key fine. Purple key should only open hatch for survivor that uses it. Pink stays the same.
Remove green and pink keys from chests.
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Everyone worries about toxicity but i would argue the majority of player base aren't. Its certainly likely that you load into a game and find decent people and then continue to play with those people.
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@KuromiStarwind said:
Voice chat might be "fun" when you're looping the killer or running from them and you're both talking to each other, like in F13. But in the general sense, communication more or less breaks the game and makes it much, much easier for survivors. Knowing where the killer is, when to save, when to sit on gens, when to try and get the killer to target you and not your friend because you still have DS active, and having so much more information that is for you to learn yourself in game makes the game much more trivial. This isn't F13, where if you get caught, you get 1 shot dead. Take a look at how frustrating this game can be from a solo survivor's experience to understand how much easier it becomes when you're talking with teammates.
In most cases I honestly believe that the majority of people would not use voice chat even if it was implemented, and the only people who would use it are people who use discord, and would simply complain that it sucks so they stick to discord, so why bother?
Let me ask you all a very simple question: With how toxic and "me vs them" mentality both survivors and killers have in this community, do you honestly think you'd WANT to be on voice chat in a game like this, knowing the utter scumbags that will use it?
not everyone is toxic and douchey. Killers should not be allowed to hear survivors. And there is always the opt out button.
I just dont understand why swf is fine even though it breaks the game, but implementing an option for all people to use would be bad for the game.
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I don't agree with any of the arguments against voice chat. As long as there is a mute button or a way to opt out then there is no ligitament reason not too. Not while the game has been altered to encourage and make easier swf teams.
Played overwatch, never had a problem. Played call of duty, never had a problem muting annoying people.
Get yelled at by a stranger for not playing the way that person wants? Not going to lose any sleep over it.
@Okapi said:
If they won't add in-game voice chat because that would "break the game" and "ruin the atmosphere" they could at least acknowledge the massive sized elephant in the room: SWF.
Everyone knows a match involving 3 and 4 person groups is an entirely different game from 4 solos. So why after 3 years does the solo-SWF gap exist!?
Here are some easy to implement suggestions that would not kill the atmosphere by adding too many auras in game:
- Add chase indicators for all 4 survivors and not just the obsession. Make the obsession chase indicators red.
- Add a totem counter to the hud that both survivor and killer can see.
- Add a hook indicator to the hud for each survivor so all players in a match knows if someone is on death hook.
- Allow survivors to see each other's load outs in the pregame lobby. Killer would not see this for obvious reasons.
- Allow survivors to see if anyone else in the lobby is in a SWF group. Again killer would not see this, but they would see any SWF groups in the postgame results.
- Allow survivors to invite people in the pregame and postgame screens into their SWF group.
- If a killer has been near a hooked survivor while not in a chase for a period of more than 15 seconds the hook icon of the hooked survivor will begin to flash red.
I agree with all of this for the most part. More information players have the better the experience. I would also add, no mither not showing the broken status and the survivors not seeing who the obsession is.
But back to comms, killers are more easily outplayed by comms. As it stands now, since comms are 3rd party there is absolutely no way the devs can balance for it without destroying solos. But giving every single player access to that information, whether they take it or not, means that we can potentially start bringing crap killers out of the gutter with much needed changes. Changes that could be made with part of the actual game design in mind.
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@Auron471 said:
Should i get this perk from the shrine? Is it worth getting? I dont have any other gen slowing perks other than thanos-phobia.
Absolutely! Or just get clown. As bad as he is i love playing as him
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So,
wool shirt - Replaces snares with dream whip. A beam of dream energy that lashes out (what was it 5-7 meters?) at survivors. An awake survivor hit with this energy is instantly put to sleep. The Nightmare can see the aura of sleeping survivors outside of terror radius. Tremendously increases teleporting activation time. Teleporting can't be negated.
One less slow down add on to deal with
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So why is a killer wanting a 4k by slugging worse then 3 survivors swarming a hook at end game to get all 4 survivors out.
Survivors mostly do what they can tovnot leave anyone behind, so why should a killer just concede the 4th kill?
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I feel like the thana/dying light combo killed one of her more powerful add ons. The ultra rare that lets you see a survivors aura for 5 seconds when they puke. That was a huge punishment for staying diseased and probably the best tracking item in the game.
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@Elegant said:
They just need further penalties to both emblem points and bloodpoints for really bad gameplay. Killers would stop tunneling and camping if they got virtually no BP for it and if it rarely resulted in them getting a pip. A big issue with this is awful survivors who go near the hook when the killer is camping. I think the survivor should lose a significant amount of points for time spent near a camping killer. While they are there, they are effectively useless to everyone on their team. They enable the killer to camp and hurts the entire team. There just needs to be more clear and significant punishments for obviously terrible gameplay
Killers lose bloodpoints already for camping. And if survivors play smart, killer ends up losing the game for camping. Yet despite that, it still happens.
Survivors on the other hand lose the game when swarming a hook against a camping killer most of the time. Then when killer gets a 4k, blame camping.
Everything being talked about is easilt punished harshly by people playing the game properly. Killers camp because a) they are new and don't know better, or b) they camp knowing survivors are going to throw themselves at them thus negating the need to patrol and search out other victims, or c) the survivor did something to intentionally piss off the killer. (In that situation, maybe look at your playstyle and change something?)
As far as tunneling, that's harder to breakdown. Sometimes, that's just the play that has to happen, other times, it's not intentional, sometimes the survivors purposely run at the killer knowing they have 2nd chance perks.
Tunneling isnt fun for survivor, but on the other hand having 3 generators on opposite sides of the map pop while chasing someone isnt fun for killer.
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Like chainsaw now takes 30 seconds to charge up but lasts for 60 seconds? That would be awesome. Especially with no collision
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Wraith, addon to decrease if not remove shimmering while cloaked while not surpressing tr. Grab survivors off gens while cloaked. He can do everything else why not that?
Piggy - traps activate when unhooked. Less roar when charging
LF - Built in insidious and hooking a survivor anywhere teleports to basement. (Joking) Reduce charging slowdown and tantrum length. Chainsaw through pallets not ending chainsaw.
Doc - remove switching modes and more variety of illusions
Clown - replace reload with a recharge timer. Make secondary power to drink a bottle for short bursts of speed (someone elses idea i just liked it)
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/779299#Comment_779299
Constantly calls people names for various things, literally went out of his way to insult a random camping LF, is stupidly biased towards survivors. What more to say?
He plays both sides equally. If calling out a camping leatherface is bannable there wouldnt be any survivors left!
Please define your version of toxic, because we are on 2 different planets.
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@MemberBerry said:
That's why I believe Noob3, AngryPug, HybridPanda and whoever else is toxic should've been banned by now.
Dude. Noob3 and Panda are completely different. Im not sure there is anyone nicer than panda. He gets into the game for sure but rarely does anything that could be considered toxic. At least on the youtube videos he puts out.
And noob3 is definitely a dick but hell he's entertaining. And lately his videos haven't been nearly as bad play wise as they used to be.
Never watched pug but calling for bans on panda? Hell no.
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Only once. RNJesus gifted me with 4 claudette teams 3 times in a row. All wearing the dark brown skins. Didnt have whispers. Decided it wasn't worth it.
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Poised - after completing a generator you leave no scratchmarks and become undetectable for 6/8/10 seconds. Negates rancor, bitter murmer, and any other aura reading perks that may proc at the time
Iron maiden - survivors exiting a locker are exposed for 15 seconds and their aura is visible for 1/2/3 seconds
Overcharge - prompts a difficult skill check after breaking a generator and increases regression by 2/4/6%
Hex ruin - remove the hex part and just remove great skill checks while decreasing skill check zones by 5/10/15%
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/774968#Comment_774968
What, you mean that a Survivor can use it, but it can't stack with other ones other Survivor offer? 🤔
No i meant most likely no survivor would use these as it benefits the killer more. And thinking about the interaction with noed, 2 more totems is probably way too much. Sodium content is already through the roof with that perk.
Make them all killer offerings
Maybe common, create one more dull totem, gain 25% of bloodpoints when a survivor cleanses a totem (survivor gets the 1000bp for cleansing, killer gets 250bp)
Uncommon, create one more dull totem, gain 50% of bloodpoints when a survivor cleanses a totem
And then ethereal flame stays the same.
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These should all be killer offerings. Making extra totems makes ruin harder to find. Makes noed more likely to proc. Maybe just make 1 extra.