deathy108
deathy108
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- deathy108
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@DWolfAlpha said:
"Make the best of it"
-Sometimes, mistakes help you figure out how to improve your methods. Whenever you fail a skill check, your action speed (repair, heal, sabo, puzzle box, etc) increases by 5% for 3/4/5 seconds, and there is a 15%/20%/25% chance of regaining 10% of the charges of whatever item you are using. "Oops. That's not how you do it."
"Paranoia"
-For better or worse, a part of your attention is always on your surroundings. Whenever a crow flies away for any reason within 15/20/25 meters, gain a sound notification. Skill check probability increased by 25% and skill check success zones decreased by 10%. "Wait. What was that?!"
"You can count on me"
-You can be relied upon in a pinch. Whenever you are working on a generator with someone else and for 3/4/5 seconds thereafter, if the killer would grab you, you instead take a hit. Additionally, if you are healing, mending, or waking someone up, and the killer lands a hit on them, you take the hit in their stead. "I won't let you down. I got this."
Lemme know what you think. I haven't really put much thought into perk interactions between these and other perks, but I tried to make sure they were balanced. Thought about adding a bp reward, but couldn't think of the specifics.
the first two seem ok but the last seems broken due to the amount of people more than happy to risk being grabbed to try and finish a gen and this would negate the gen. that and peek a boo myers and ghostface going for grabs would become somewhat void
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@Boss said:
I didn't rank down.
I normally don't look at it, but i'm still the rank i was before the 13th.
Did it skip me? ๐คญ
this happened to my friend once. he knew rank reset had happened but hadnt deranked so he was sure that it was because of the custom games we were playing and that they had ranked him up. needless to say he sounded very stupid when he found out shortly after that it updated to what it should have been
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/926832#Comment_926832
Yup, if you put both on, then you could regard MYC as the "early 3-Token Devour Hope".
There's been a few times where i managed to down 2 before getting my 3rd Token.
I patiently waited with attacking anyone until they gave me the last 2 Tokens to get to 5.
SURPRISE 1-HIT DOWN, SURPRISE KILL!
It's especially devastating if you haven't even yet hooked the one you kill. ๐คญ
i feel like me and you will get along just fine
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@Boss said:
Use it all the time on my "fun build".
Best way i can put it to good use is to equip it and then ignore the Hex Totem completely.
If they ever cleanse it, oh well.
And of course if i see someone run to it or cleanse it, i should probably try to stop it.
But mostly ignore it.
It's true this bad boy varies depending on your Killer, but even Killers like Hillbilly & Shape can get some profit from the Exposed bonus.
Hillbillies can replace their charge time and restricted aim with a quick slap or lunge with better aim, which could mean a difference.
Shape wouldn't have to stalk to 99% first.
And then there's those on who it shines a lot more, like my man Wraith.
As long as you use the objects to sneak up on them from a good direction and they don't time their Sprint Burst exceptionally well, they're practically down.
You practically pulled off a grab.
Ahh, and then the good ol' killing.
Definitely more powerful than the Exposed bonus, cause why end chases earlier when you can just cancel any future chases, right?
Except the fact that it's behind that bonus is what makes it less powerful to me.
Once you have Exposed, any secrecy is usually out the door, unless you managed to get 2 down after you get your 3rd Token.
Everyone knows: This Perk is mighty dangerous if you let it be, and getting to 3 Tokens means they all know they gotta find it now.
Even if you're at just 1 Generator left, depending on your playstyle & Killer, you could still easily snowball.
I remember this one time on Groaning Storehouse where i got 5 Tokens, smacked a Survivor down and started the kill half a second before my Hex Totem got cleansed.
Thankfully, the kill goes through at that point, but i didn't let go of M1 at any during the kill. ๐
My other Perks are ones that can help me out greatly, with or without it.
With how RNG can sometimes treat you, if it gets cleansed early and you got something like Thrill of the Hunt on, that usually means it's a dead Perk as soon as Devour Hope gets cleansed.
Defensive builds can surely work, i acknowledge that.
But this Hex would take a lot of setup for a defensive build, and well, i don't like Trapper for that reason, so y'know. ๐
Anyway, lately i've been loving Make Your Choice a lot.
I'm usually gone from the Hook after hooking someone anyway, unless i see someone nearby of course.
So it's not like DH & MYC force me to go away, it's more like i'm getting a bonus for something i already do.
MYC also isn't a Hex Perk, and while it might only be 60 seconds, if your plan is purely to go for the unhooker, you'll usually get the hit.
It misses out on killing, can't deny that.
Its unhook range is also 8 meters further, but ehh, just take 10 more steps or so.
It's now my preferred Perk for the serious builds, and DH replaces it in my fun build.
As for slowdown, it really depends on the Survivors' personalities.
Some people need to find it once they know it exists, while others prefer to power through Generators once they know of it, in the hopes to not even suffer any effects of it.
This is of course assuming it's still up and you revealed that you have it.
I've seen quite a lot that Generators just suddenly stopped popping once i down someone with Exposed, it's pretty good.
Ehh, i think that's it?
Fun Perk, and can be very viable, but map RNG & Survivor-spawn RNG really need to be on your side.
It's a reason why Ruin is used much more: Immediate negative effects on the primary objective makes its spawn location not matter all that much.
But! I find very few things more satisfying than killing all 4 with it.
Sure, it definitely won't happen often, but that's what makes it satisfying to get, i'd get bored if i could do it every 2 matches.
Also, preventing any chase from happening whatsoever makes me feel powerful as #########.
thanks i never thought of combing it with MYC ngl and i like using devour with someone like pig or plague (when people cleanse obviously) who can down people without revealing the devour is active because suddenly killing someone when they dont even know you have devour is the best part of the perk for me
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@Xerge said:
The totem has always been cleansed before it even does anything all the times I've tried to use it.
thats unlucky tbh id recomend using a springwood offering as the totem spawns on that map are usully really good if you want to try it out
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@Fibijean said:
I suspect @Boss would have a lot of opinions to share on this one.
I don't personally use it a lot, but I think it's the perfect example of what a hex perk should be. High risk, high reward. It's definitely fun to run if you don't have anything in particular to fill that fourth perk slot, especially on a map with good totem spawns or when you're not running any other perks, like Ruin, that encourage totem cleansing.
Trapper is actually a great killer to run it on, because he's a late game killer by default and also one of the best at defending totems.
i get the whole trapper thing but the way i usually play trapper is get someone in basement then trap it to all hell and im still at relatively low ranks where people just run into traps so i generally dont get any tokens from people unhooking because if im not chasing anyone im gonna go straight to the trapped person making it basically useless the way i play trapper.