cutiekiller
cutiekiller
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Comments
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@CashelP14 said:
Flashbang is the perk I'd buff. Here's what I'd do:
- Only takes 25% to unlock the Flashbang.
- Flashbangs stack (similar to Stake Out).
- Can craft Flashbangs anywhere.
Is this balanced? I don't care. I just want more Flashbangs.
flashbang isn't a pain in anyway so I see no issues
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@Kira4Evr said:
For Survivor:
Balanced Landing, I would make it reduce the stagger even when you're exhausted
For Killer:
BBQ, I want those ✨12 stacks✨
it was like this before, it was nerfed to be removed, it was too strong sicne you'd always get the stagger value, but it's true it's what made it powerful, I was using it mostly for that, so yea maybe not 75% like it does when not exhausted but maybe 25/30%
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@BigChapAlien21 said:
As Survivor, wouldn't be caught dead without Detective's Hunch. I'd make it so Hex totems glow yellow so you know which totem is the one to go for.
For Killer, I've come to really love Haunted Grounds. I'd buff it so that each trapped totem has to be popped for the perk to be permanently gone (i.e. it has to be triggered twice normally to be totally gone, 3 with Undying)
It would make for some extremely scary Hex totem mindgames.
hunch will be a pain but that's a strong buff and I love haunted idea, sounds great
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@Gwinty said:
For survivors:
"Boon: Exponential" now covers 32m instead of 24...I love this Boon...
For Killers:
Grim Embrace now looses it stacks once it activates. It can activate once more while all survivors are alive.
it's the least useful boon so OKAY even tho boons are really strong, honestly why not? if you get all 4 once and you can still get all 4 again why not having 2 uses?
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@FFirebrandd said:
Coup De Grace: Add 2 features.
- Lunges that do not go past the maximum lunge range do not consume a token.
- Gain a token for every 6/5/4 pallets broken.
I also use Agitation quite a bit but I don't think it necessarily needs a buff.
yes and i'd personally get a token on every hook instead of gens
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@FreshCoal said:
Surge - Remove cooldown and make it activate with special attacks.
Autodidact - Remove the negative affect.
yes and yes, keep the 50% bonus but add like 5-10% skill check chances
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2757698#Comment_2757698
That is my biggest gripe with him and his power. I think that he actually could be really good if the chains autoaim when you set the portal, but with you having to do so manually, ACTUALLY stopping and it being a skill shot that has a good propability to miss (unless you let the survivor run through the portal in a chase) they are super underwhelming. I have had games were I pretty much landed all my skill shots and I barely got anything out of it, maybe half a second at best, if at all.
And if you miss, the survivor will be off and away, never to be seen again. The chains are somewhat nice on multi story maps for scouting and interrupting/scaring survivors on otherwise unreachable gens or boxes, but their suposedly main purpose, ie hitting a survivor on the move and stopping them in their tracks, is the one area where they fall flat.
So please, just make the portal auto aim a chain at the nearest survivor, just like they do during chain hunts. The mechanic is already there in the game, just remove the skill shot. Or make it somehow optional: hold right so summon a portal, then left click to do an autoaim attack or alternate power button for scouting and manual skill shots. There! Solved.
I don't think auto aim will be a good Idea, I think the ebst thing would be that once you now use your power and see your portal, you can still move around, of course you cannot move pinhead's body since the camera is on the portal/chain, but you can still move with aswd, so you never lose distance if you know the map and where you are using the chain, if you are in a circle loop or else you could keep moving while trapping survivors and get way closer to them than you would by staying still.
Let pinhead move when using the chain and it will be fine
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@Akumakaji said:
When summoning his chains in the idle menu animation he might actually be angry, either because there is someone opposing him, or he isnt in a chase, whatever.
But when he moris you, he is in total control, total serene and about to "show you such sights". He ain't angry, for this is the time when he is at peace with himself and the universe.
fair enough, you make sense here.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2757696#Comment_2757696
You have a point, even as it is right now, It's not like a killer is gonna spend 30 seconds kicking every gen they come across after downing/hooking a survivor to set it up for the next wave of minimal damage, so why does it even have a cooldown to begin with? Also, Oppression doesn't even add anymore damage to the kick or any of the gens it starts regression on, so why does it deserve a freaking 80 second cooldown? The devs decisions just don't make sense. I'll remove that part of the suggestion. Thanx 😋
they are too afraid to make something "strong/decent" with the artist chapter they released pentimento and pain resonance, if survivors break totems instead of blessing this hex is great, and pain resonance you apply gen pressure while getting hooks states, and 15% isn't bad one bit, 2 strong perks that don't break the game, so why does all these perks have cooldowns? surge???? eruption??? oppression I can understand to not spam it but still 80 seconds??? 20 would be more than enough, could be good with impossible skill checks builds, barely see those at all since the huntress lullaby nerf, all these perks are weak because they are afraid, look at dead man's switch, that buff makes the perk nearly S tier or very close to it now, no need to be afraid, it can be strong while not being broken
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@DoritoHead said:
I think Otz actually talked about this once: If one side has something broken, that's not an excuse for the other side to have something else broken in return. It creates a scenario where you're going to bring undying to counter boons, but if they don't bring any boons they're just going to have a horrible time, and if they bring boons and you don't bring undying then you're not going to have too much fun either.
So instead of bringing back old undying, why not just nerf boons directly or improve totem spawns?
I saw that part talking about it, while I understand his points, I still think it should return for now at least
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@PleassBuiltInNoed said:
In my opinion he is not even a B tier. After the green box addon nerfs he kinda went from good to trash tier.
Also his main power is garbage in 90% of the scenarios, it was always just the box and that got gutted.
this is what I think too
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@[Deleted User] said:
I put him A tier. His passive slowdown is huge. There are long stretches of Pinhead games where nobody can be on a gen. He has mobility. And he has solid anti-loop if you land the chain.
he's not that anti-loop at all, his chain barely give him time at all to catch up the survivor, since you stop moving when using the chain you never gain distance, you simply get the distance you lost while stopping back if you hit them, if you miss you simply lost lots of distance.
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@TWiXT said:
Eruption:
After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.
- When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
- Applies an immediate 6 % Progression penalty.
- Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 12/14/16 seconds.
Eruption has a cool-down of 60 seconds.
The Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk so something that can synergize better with others for slowing gens. For that reason, I also increased the cooldown time of eruption to 60 seconds (was 30), it only seems fair since this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of 6% damage to all of the affected gens on your next down... Maybe I could shorten that a bit though.
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness.
This isn't a perk I necessarily USE in all my Builds or on Every killer, but come on... Poor Spies has been needing this level of a QoL Rework for a VERY long time.
eruption needs no cooldown, the buff you mentionned tho looks great, but no cooldown, 6% is nothing, no need to have a cooldown
I kinda like the overhaul of spies, good idea
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2757672#Comment_2757672
But you don't need to be holding someone.
But yes, it would just become a better starstruck.
that would be way too powerful tbh, but I think you'd get value once and you'd never get value again unless the survivors are dumb
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@Brimp said:
Thrilling tremors buff it to be block gens for 20-24 seconds.
agreed, I ahte the perk personally but if it would do way more it would be fine, and if it would activate while carrying when the timer reset like startstruck
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305777/buff-1-perk-you-use-in-every-build-killer
I'll do my favorite two 'dumb perks that I love anyway'.
- Surge: Now works on grabs and killer power based downs (frankly, this should be the case already).
- Save The Best For Last: Now only loses one charge on hitting the Obsession.
https://forum.deadbydaylight.com/en/discussion/comment/2757630#Comment_2757630
Bond: Now gives survivors a tuxedo, a silenced pistol and a grappling hook.
yes I don't understand it myself either, also just remove the cooldown? if you down 2-3 survivors in 15 seconds it'S their fault and 3 downs is worse than 24% regression.
YES PLEASE we hate to lose our precious stacks
they run faster than us, but we can kill them
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@TruEternity said:
Bond: Friendly survivors now have a symbol telling them they’re within Bond range. Not only could this let people know you’re close to help out, they’ll also know I can now see the stupid ######### they’re doing.
hahahaha I love it
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/305777/buff-1-perk-you-use-in-every-build-killer
surge no works when you down someone with an m2. Blastmine now gets faster activation when working on a gen with a teammate
yes and yes
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@fblurbg said:
Shadowborn: Add a Killer FoV slider to the game. Shadowborn has a new effect: Instead of increasing the field of view, the visual distortion caused by noise notifications is eliminated and the Survivor that caused the loud noise has their aura revealed for 5/6/7 seconds.
Aftercare: No longer resets when being hooked by the Killer.
not that bad really 🤔
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@tippy2k2 said:
Blood Warden
I get to decide with a button press when to trigger it
It would make it STUPID overpowered but screw it, y'all gonna die!!! 😈
lmao yes it would haha
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@Tr1nity said:
Forced Pennance
- Hitting a survivor makes them Broken for 40/80/120 seconds
- Hitting a survivor taking a protection hit downs them.
the first one would be okay second it's pretty much starstruck
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@Lx_malice said:
Whispers sound queue is now directional. Imagine.
ohohohoh I like it hahaha
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2757397#Comment_2757397
I reported a cheater and they replied they will be looking into the issue but won't be able to report the result.
But I did keep track of the user profile and it did get ban.
good to know, thanks for the info
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@Mr_K said:
Yes, I've receive responses to my tickets.
what did they say?
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@Pizzasauce said:
I once responded to a reminder email that my issue had sort of resolved itself but now my friend was having the same issue and then I asked if it was possible to play the game without said issue. They responded by saying they were glad I fixed the issue, my friend needed to turn their own ticket, and ignored my question.
it's nice to ignore your players :(
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@egg_ said:
Weirdly enough, sometimes i receive them, sometimes I don't (even if the ticket has been closed already)
never had one :(
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The game in general, better.
But survivor perks is still unbalanced in many aspects and maps like coldwind farm are totaly unbalanced and survivor sided