dspaceman20
dspaceman20
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@GrimReaperJr1232 said:
50% is FAR too much. If I'm correct, that would make the killer slower than a *walking* survivor.
Furthermore, the aura obfuscation is pretty useless. The killer will likely be able to figure out using common sense where the hooks are.
Then 25 or 30% then, anything to make it useful but not overpowered. And the aura reading could be back to a max of 14 meters?
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1833870#Comment_1833870
But that isn't what the Perk is intended for (as stated by the DEV). It is not officially an Anti-Tunnel Perk. A Perk should only give YOU the user a benefit, not force the other Player to do anything one way or the other. You call what you did a compromise; it is not. It is you trying to improve the Perk even further.
Ok I have several questions. If it's not an anti tunnel perk why do people complain about the tunneling aspect of the perk? There are multiple threads on this forum alone were people are complaining that people get hit with DS when they aren't tunneling, implying it is anti tunnel perk. If its not an anti tunnel perk, you could've fooled me with the way people complain about it as such. Also if its not an anti-tunnel perk then what is it? And why not make it into an anti tunnel perk, what would be the detriment in doing so?
Also a perk that changes the way others play is a benefit to you. And really what I suggest for a change is improving the perk further? I suggested shortening the timer and deactivating when the killer hooks another survivor. "How is that improving the perk"? I guess the devs were "improving" PGTW when they lowered the time.
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Here are my ideas for perks
Killer perks:
Alone
You become obsessed with one survivor
Anytime the obsession performs a cooperative action the obsession suffer from the exposed status effect for 40/45/50 seconds
Alone has a cooldown of 45 seconds after downing the obsession
You can only be obsessed with one survivor at a time
In The Dark
A successful kill hides your dreadful presence for the next hunt.
When a survivor is hooked or killed you gain the undetectable status effect for 30/35/40 seconds or until you start a chase with another survivor.
Omniscience
After kicking a generator, any survivor within 5 meters of the kicked generator will revel their aura for as long as they are in the range generator.
Omniscience has a cooldown of 50/40/30 seconds.
Survivor teachable perks:
Level Headed
You are able to keep a calm mind even in dire situations
When you are in the dying state, your aura will not be show to the killer under any circumstances and grunts of pain while in the dying state is reduced by 80%/90%/100%
You bleed out 50% less blood
Back on track
After being side tracked your able to effectively get back to the task at hand
Generators that are regressing will be show to you in a red aura, until it has stopped regressing
Stopping the regression and repairing the generator you have a 10% increase in repair speed for 5 seconds
Back on track has a cooldown of 40/35/30 seconds
Serve and protect
Your willing to sacrifice yourself for the sake of others
Once the exit gates are powered you become the obsession and your aura is show to the killer for 50/40/30 seconds. During that time you gain the endurance status effect. If your put into the dying state the killer gains the ability to kill you.
While this perk is active all other survivors that are still in the trial will leave no blood trail or scratch marks, and aura will not be show to the killer
If you escape the trial. are killed or sacrificed the perks effects are deactivated.
Decreases your odds of becoming the obsession
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1833828#Comment_1833828
Then don't accidentally hit something. The issue with DS is people using it to work Generators in the Killers face and so on. My compromise allows you to use it more than once per game, but ONLY as intended, i.e. to give you the best odds of an escape and not getting tunneled. It isn't me that is suggesting free anything, because you can choose to end the DS as soon as you like. It is YOU suggesting that you get to keep the DS even though you are not using it for other things.
Yeah but with the lowered time to 30 seconds it makes the survivors working on the gen not as invincible. Also all you have to do to counter this is hook another survivor and the survivor who is working on the gen ds will be deactivated since the change i made would deactivate the perk if someone else is hooked. Whit these changes people won't have to worry about the situation your describing.
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@FruityPeach said:
i get hits like this a lot. i dont think this should have hit me with a 47 ping (EU servers). the hit doesnt connect at all.
What in all that is holy was that hit
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@Clevite said:
I think DS is fine as is. I ate two DS stuns and about 10 pallets ( cause I respect #########) in my last game and still 4ked.
If anything is needed for DS , it would be to deactivate when touching a genny.
I also personally think DS don't need a rework but if they were reworking it then I would like them to go in this direction to make it a true anti tunnel perk. The way how DS is now is that its design makes it so that its used offensively instead of anti tunnel.
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@Moundshroud said:
I don't really like this rework; no offense intended. I think it should be more simple:
DS activates when the Survivor is unhooked. It will remain active 30/45/60 seconds depending on level. During that time an interaction with the environment other than running or vaulting will immediately end DS early. Likewise, DS will not activate during the End Game Collapse, but if already in motion it will continue until it expires.
This means you cannot repair, self-care, be healed, etc. or you will immediately end DS. The purpose of the Perk is for running away after being hooked, period. This Perk will activate after each hook.
*Likewise, to keep Borrowed Time in line with this, it will do exactly the SAME thing in this rework, period except it is the rescuer that has it.
Thanks for the feedback but I don't really agree with the idea of completely deactivating the perk when the survivor do anything. All this does it give the killer free gen pressure with no work. And what happens if I accidentally touch a gen or self care or if I get away from the killer for a brief moment but they still continued to look for and chase me but because I touched the gen they can get a free hook.
I made this compromise because of the 2 main problems I heard about the perk from others. The time and the fact it can be used if the killer is not tunneling.
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@Hyd said:
Eh...imo, survivors have enough tools and strategies at their disposal, and now you wanna take away yet another of the Killer's? (Yeah, tunneling is a strategy, and a logical one at that, sorry to have to admit it) It's the Killer's job to kill, and your job to avoid detection and win the chase if you are detected. However that happens is fair game.
I agree tunneling is a strategy however it can be an overpowered strategy. A good killer can literally tunnel the person out of the game early on to get extream pressure on the survivors. This is because 3 survivors are easier to deal with then 4. Its why Survivors dread when there is no obsession, because there is nothing punishing killers from tunneling.
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Couldn't you just open the door and let the end game collapse kill them?
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1829621#Comment_1829621
split on gens, use stealth, abuse the fact that she is a 110 and has to use her power with lengthy cooldowns to patrol any faster
@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829641#Comment_1829641
Healing, Stridor only works on grunts of pain. Unless the Spirit has Sloppy Butcher, this is the one time you want to Self-care in the corner
Thank you
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I have given up hope on it.
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I can agree to a certain extent.
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1829918#Comment_1829918
if your being chased by a psychopath you or the psychopath are not going to worry about what's fair or not
Where talking about a game here and not real life. If it was I would agree however if it was.
However based on what your saying the survivors can play unfair as well. If the psychopath is not going to be fair in order to get the kill neither should the victim play fair in order to survive.
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1829871#Comment_1829871
that is the point of killer
Then it make it fine that any player can use scummy tactics. If killer play scummy survivor can as well and thats not fun at all. Its not fair how the killers can be unfair in this way but survivors aren't.
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@RepostRiposte said:
Your teammates are technically the ones holding the game hostage by refusing to do generators and leave.
Not bannable, not reportable, just accept the 1k and move on.
@Angry_Boi said:
Get you teammates to do the gens and escape, because technically they're holding the game hostage as Wraith is only trapping a single person
So the killer gets to do scummy things to the survivor and gets away scott free. Seems fair
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Do one of your teammates have a flashlight? If you do light burn him and try to get him to move.
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Save the best for last I guess?
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1829621#Comment_1829621
split on gens, use stealth, abuse the fact that she is a 110 and has to use her power with lengthy cooldowns to patrol any faster
But what about if she has addons to recover her power?
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@[Deleted User] said:
Nerfing a perk due to a killer is bad design. I'd rather twerks to the killer than to the perk.
Btw, Stridor on Spirit is slightly overrated.
Any tips against stridor spirit?
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A good idea would be to make it a survivor perk.
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Sorry jokes fly past me easily.
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@TheClownIsKing said:
As much as I get your point/sarcasm here, the truth is that Head On in a coordinated team actually is a busted and highly abusable perk.
Isn't every survivor perk technically abusable in a coordinated team?
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I can't tell of your joking or not? (If it is sorry jokes sometimes go over my head sometimes)
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@KSzerker said:
When you find yourself psychoanalyzing people over how they play a videogame, you probably take it far too seriously.
Your probably right but I find it fun. Is it weird?
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@[Deleted User] said:
is there a psychology behind asking deep philosophical questions about things you don't like in a video game?
Maybe its just me but I find asking questions in games interesting.
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@Afius said:
https://forum.deadbydaylight.com/en/discussion/comment/1828162#Comment_1828162
It only works if you're a MLG pro at DBD
That I am not
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@Afius said:
That build is horrible you should try this one instead
No Mither
Tenacity
Resilience
This is not Happening
I can't tell if you're joking or not?
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1827080#Comment_1827080
Yes sir! Works with the snares too those just don't cause as many problems for me. And it works with Hag traps.
I need to try this out, thank you
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@meatisadelicacy said:
Small Game, especially since Ruin is stronger now as a solo survivor. And Trapper gives me a heart attack. Not to mention fake pallet Fredwards.
Small game works with dream pallets?
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Wake up is underrated.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1826486#Comment_1826486
It's not a lose-lose because Plague without Corrupt Purge is just a loopable M1 killer, especially if you considerer her height and the fact her weapon emits smoke.
@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826486#Comment_1826486
Here's the issue.
Let's say all the survivors don't cleanse... then what? You're an M1 killer with no power other than them being 1 hits, just like Legion. Except, unlike Legion, you're in a worse position because Plague is extremely tall and Legion can always just DW you for info/stall for time.
Now, you have one fountain to use by default. They're warned if you drink from it, so they can easily just go immersed on you. And if they don't, they can spread out, making it impossible to properly snowball, effectively wasting your power. That is if you can use it since it can spawn off in Narnia where you'll never be for 90% of the match.
It's completely determined by if the survivors are confident enough to remain injured. If they are, you're pretty much screwed.
Ok I see points now. I'm a survivor main so forgive me for not understanding right away.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1826448#Comment_1826448
Dude go play against this perk with flip flop and broken SWF. We'll see how good you will be as the killer :)
Show us how to counter that perk! We're so unreasonable though.
People have countered it with what was said above, your just refusing to acknowledge them, and your being unreasonable with your nerfs because it would flat out kill the perk and be useless.
Making it one use would be bad since if the killer is quick enough they could move out of the way of the pallet and miss the stun making it useless afterwards, also making it work with 75% wiggle progress would completely make the perk useless. On its own power struggle is garbage and can only be viable if paired with flip Flop. Flip Flop can only go up to a max of 50% wiggle meaning you would have to then wiggle 25% more in order to activate the perk thus destroying its synergy. Even if you get up to 75%, the killer still have to walk through a pallet to work. Your changes are bad.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1826486#Comment_1826486
It's not a lose-lose because Plague without Corrupt Purge is just a loopable M1 killer, especially if you considerer her height and the fact her weapon emits smoke.
A M1 killer that can now down survivors in one hit. At that point it comes down to your chase skills
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@[Deleted User] said:
Give her a way to get Corrupt Purge that doesn't depend on how survivors play. I'd say giving her a power bar that would fill faster the longer survivors stay infected, but now she can't grab the Corrupt Purge from fountains anymore. This way survivors would be encouraged to cleanse to deny Corrupt Purge for a longer time.
Besides that, she really needs a completely rework of how her puke works. She's by far the most unpleasant ranged killer to play because her vomit is super inconsistent and hard to aim. I wish it looked more like a stream of vomit instead of random particles that may or may not hit a survivor.
Doesn't plague already create a lose lose situation for the survivor? Either cleanse and have plague get Corrupt Purge or don't cleanse and be broken and easier to find.
I think plague is fine but if you wanted to change her i say make generators that are infected slower to do and other infected things slower.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1826108#Comment_1826108
you said no counter, even though its a bad one its still a counter
I think this is a big overreaction. There are counters like many people have described here. Slugging, infections fright, fake picking up a survivor, Hex: Blood Favor.
@Ihatelife said:
Oh and also make it so you need to be at least at 75% wiggle progress. Thank you.
@Ihatelife said:
Please make it only activate once per game. Thank you.
It's too broken to be in the game.
And start finally making good perks for solo Q, rather your broken SWF.
It's ######### annoying.
These changes would completely kill the perk. Be reasonable now.
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A PTB for what?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1825226#Comment_1825226
If this wasn't a hex and it didn't have a cooldown I'd agree with you, but that's not the case, so it's not a counter.
What about Infectious Fright?
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@Claudette_Baguette said:
You have literally no counter if survivors go down to a pallet. Their SWF friends are around and can save the guy or they do it themselves.
Combine that with DS and you have no chance to hook the person. It's just stupid that it has zero counterplay and can be activated multiple times in a game.
@HollowsGrief said:
Yes, this perk combo is busted af in a SWF just like Soul Guard + FTP being busted af in a SWF as well and just like OoO is busted too. They won't nerf it, just get use to being cucked.
So basically anything in a swf is op?
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@Akito said:
How about learning to survive in a chase longer than 5 seconds and playing more cocky in order to get sth done especially when the prorgress bar is at 95%? And after you mastered play the game correct you can also learn how to self in certain situations but this time you know when it's appreciated? Because you learned how to play this game well?
God, I wish there was a MMR filter to bypass those guys...
Look Just because i like playing stealthy doesn't mean I'm going to be useless, I do gens go for saves ,and be chased if I need to take some of the pressure, I get things done.
Sorry I don't wanna play the play style you like.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1824458#Comment_1824458
It depends how the map generates. There's also another tile on the map that has the same problem. So in some circumstances it blocks both and in some it blocks just the killer.
Why is map generation so weird? I was watching a video where I saw there is a huge rock in by the killer shack that nearly impossible to loop there.
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Hey I'm a survivor main and I like to be nice to people
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I think I have seen that hole and when I tried to go through it, I couldn't. It also effects survivors.
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@Hopesfall said:
why can't survivors learn how to face her after 2 years instead?
Nurse was destroyed by excessive cooldowns and exactly no one that plays them likes the legion cooldown
cooldowns are the laziest **** in the game
Do you have tips to go against her? I would love to hear
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@Claudette_Baguette said:
Ruin + Undying has a counter to it. AND you have to get survivors off of gens to make it work.
DS + Unbreakable require no skill and has zero counterplay.
Can you explain this to me. I don't agree that DS and Unbreakable doesn't have any counters. Ignoring the obvious hook multiple survivor still get stunned the best way is to counter it is to get it out the way as soon as possible, the biggest flaw out of these perks that people seem to not notice is that both are 1 use perks. Meaning once DS and Unbreakable are used they can't be used again, why don't killers just make survivor use them early on, then from there you can tunnel and slug all you want?
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1823018#Comment_1823018
No argument there, sometimes the RNG on gate proximity to each other is very poor. But that can be programmed to be better with relative ease. Hatch placement is true RNG as it can be anywhere on the ground floor map wide.
Well what about how long it takes the door to open is the time now fast enough to accommodate getting rid of hatch? and what about perks like left behind? If there is no hatch then how would this perk change?
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1807455#Comment_1807455
Hatch isn't a necessary mechanic - there are two exit gates that could simply be powered after the second to last survivor dies, giving players a chance, if they play it right, to open a gate. The hatch is instantly open, and it is a pure dice roll on who finds it first in many cases, giving it a very unfair feeling, moreso for killer than survivor (survivor can STILL escape through an exit gate if the hatch is closed, whereas killer is just SOL). EGC should simply start when the second to last survivor dies and gens are not complete, and the hatch is removed. This then requires skill on the part of the survivor to sneakily open the gate and outfox the killer, or the killer to outfox the survivor. Not dumb luck.
This also have problems, the door location RNG is just as bad as hatch sometimes they are spaced out far out from each other, other times they are literally a small walk away from each other where the killer can stand in between them watch the doors. With this its also leaving it down to dumb luck.
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I will give it a try
Alone
You become obsessed with one survivor
When ever a survivor comes within 2 meters of a obsession their aura is shown for 3 seconds
Whenever the obsession performs a cooperative action they suffer from the exposed status for 10/15/20 seconds.
Alone has a cooldown of 60 seconds after putting the obsession in the dying state.
This helps prevent objectives from getting done faster.
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Premonition
Its greatly overshadowed by spine chill making it useless.
And quick question
Does anyone remember no one left behind?
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I agree with this. This is a suggestion I was pushing for.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821622#Comment_1821622
Of course. That hatch that randomly spawned and then those random door placements? Totally in my control. I'll just do better next time. 😂
Well what about cases in which the doors are so close together there is no hope for the survivor to escape. By your logic the survivors deserves to escape. maybe they will try better next time.
The point is you lost the last survivor when and they escape, there are plenty moments in which the killer gets a 4k when hatch is open and the doors are powered. Stop being entitled.