limierr
limierr
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- limierr
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First to answer this, based on the gamecore it is on survivor side.
Most update contain buff for both side and some changes but people usually see the glass empty...
For vanilla mode i don't think anything is plan for this year based on the roadmap. However nothing stop you to participate to the vanilla event organized by devs : you get bp and shards to play the game.
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He has a normal lunge but his lunge is deceptive in regard of the others.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/620967#Comment_620967
How you counter Enduring? Corrupt Intervention? Thanatofobia?
Enduring is suppose to be a counter to a gameplay mecanism that is offer for free for survivor ... Enduring alone didn't need to be counter as it still stun the killer in case and the killer will still need to break after that...
Corrupt intervention : either do the considered gens (and as the number of gens is limited found people to gen rush will be more easy) or hide (but no one like this option like when noed were limited in time).
Thanatophobia ? The thing is that the perk barely slowdown the game, stealth and loop will still make you get more time to do gens which will counter the perk effect. So you need no perks to counter it.
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Problems are :
=> No one of this perk appear in 90% of the game based on devs stats.
=> Surveillance is clearly not a meta perk. The effect of the perk require to kick the gen who ask to go to the gen, kick it and wait for 16s that someone get again on it. If the killer is chasing someone else he can't be a two place at the same time.
=> BBQ : only perk in killer side that give extra bp and only perks in the game that can be counter in 100% by follow two rules.
=> Nurse calling : range limit , not much a problem.
=> Ruin ? One of the few perks able to slow down the game and give to survivor another objective. Can be counter without any perks and it also give more bp and emblem point which is nice for you as survivor.
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I would most likely keep the current version and add simply a free full recovery for miss attack every 60/50/40s. The lunge works as a speed boost so if you have a free miss attack you can use it to get a slight speed boost and even a free hit.
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No i don't think so. It would most likely make her even more weak.
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BBQ can be counter at 100% by follow two rules and this whatever the killer.
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Pretty good joke so far.
=> You can be wake up by your teamate
=> You can wake up by yourself
=> You can wake up with the cloack who barelly takes a few seconds ...
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Dead hard is a strong perk, the only problem is that the perk is currently bug which didn't justify a buff but more a bug fix.
I mean imagine that because save the best for last is still not fix i ask to get back the old machine gun ...
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=> Cooldown associated after he end his animation or hit a survivor.
=> Cooldown associated to the charge of the chainsaw
=> cooldown associated to the fact of hiting an object
As there is already three cooldown i would say no.
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Exhaustion perk are not required at all to survive. So a killer who use that take the risk to lose an addons slot for nothing.
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Ok and in exchange the killer can mori straigth away the survivor who get down ?
The perk is balance currently.
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The main problems i have with all of this :
1) Sabo a hook is easy and fast to do.
2) Sabotage a hook mean deny one of the killer objective , which can't be replace as bleed out is punnish and mori deny some emblem point.
3) The time to wiggle is 16s by default. If you get to a hook and try to hook a survivor, you will be default enter in a hook animation of 1.5s without mistake. If the hook directly broke you need to get again to another hook as you can also offer a frame to make a free blind in animation.
4) You don't need a toolbox for sabo : you have sabotage perk.
5) Use the 99% would be way more efficient than this ...
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It wouldn't be balance in my opinion especially if it stack with save the best for last.
I would have seen maybe to add a system to the current version where every 60s the cooldown for miss attack get deny totally in order to offer a kind of dead hard as you get a small speed boost when you lunge.
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That is pointless as the snare barelly slow down .
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If i can say the idea is quite bad :
=> 1 gen to do : easy
=> 1 unhook : you didn't precise so i will make both case
1) Unsafe unhook allow : just unhook (easy)
2) safe unhook only : bring bt (not hard)
=> get 1 protection hit : you can just be hit after the unhook and with all the previous you already have the protection ...
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/609991#Comment_609991
Isn't that already a thing with improved Head On?
For the 3s precise whatever if you enter slowly in a locker or fast enter ? No , i personnaly always see problem with the slow enter.
For the fact to be stuck after hit the killer : still occurs.
For the fact to be hit / grab in animation : i can't tell for sure for the grab since last update but you can be hit during the animation even if you hit the killer.
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@starpilotsix said:
https://forum.deadbydaylight.com/en/discussion/comment/609998#Comment_609998
It might be workable if the skill check improvement goes away once 5 stacks are reached.
Not really. Remember the main idea of the perk :
"The chance of triggering skill control increases by 10/20/30% added pls? thanks : all skill check will be affected." : so that mean that skill check from gen, self heal, sabo, ... will be increase. Knowing that, you have a tool to indirectly increase the global healing speed and repair speed.
However if it remains just to the perk and it won't add up as the max stack are reach it is fine.
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The main issue i have with that is that autodidact nearly allow you an insta heal quick. Give more skill check mean that you can replace even faster we will make it.
Also based on your definition it would mean "The chance of triggering skill control increases by 10/20/30%
added pls? thanks" : all skill check will be affected.
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The only "buff" that the perk could deserve is to fix the actual timer to be really 3s, make that you can't be stuck after head on , and that you can't be grab / hit in animation as you stun the killer.
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Nurse is balance in the gamecore, the problem is more that there is no forced tutorial.
Hillbilly is fine and can be loop way more easy than the nurse.
Leatherface have a multiple insta down ability but situationnal and it can be easily be loop, stealth and gen rush.
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For insidious i would just keep the current form but add the fact that you radius stay to 0 for 5s after you have move.
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But that means that there is no counter at all for borrow time especially for end game ...
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You can blind her but you just need to change a bit your timing. The best way to learn it is either look on the web or test in kyf.
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for the first part ... Is that a kind of joke ? I mean if the killer let you escape from his grasp he will get penalized for it so why should he shoot himself a bullet in the feet ?
So the second part, it could be either cause by a ponctual issue or an exploit but it shouldn't happen. Even though survivors can do the same ;).
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Personnaly the perk is always in my main build and it remains a meta perk ...
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Add fake pallet to the basic build.
Increase the speed and the range for shock or increase the time where survivors can't interact.
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@Slayer said:
Huntress is one of top tier killers.
If you want to not be punished for doing bad just take addons. Thats how this game works.
All depend which tier list you take and how many killer you can put in your top tier killers list ^^.
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The whole idea of ruin is fine, the loss of 5% progress is ok if it didn't have that additional stop in progress after hitting the skillcheck.
I don't mind to remove it if the penality get higher ... Because currently with the strength of gen rush, it is not really a big trouble.
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Imo Huntress should have 115% movement when u don't have any hatches anymore. Gradually getting more speed as less hatches u have could be good.
Pretty much what i though :
=> She start with a normal speed killer if she has 0 hatchet (115%).
=> For each hatchet she is carrying, she lose 1% of speed (so with the basic number of hatchet she has 110%). That imply that if you have a huntress with 8 hatchet, she lose 8% of speed (which shouldn't bother survivor main). That imply also that the killer can go to reload faster.
=> Depending the result, you could even go to the point to make iredescent head count as 5 hatchet (and so you could have an indirect nerf if people use the belt to increase the number of hatchet , which should also please survivor main).
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https://us.v-cdn.net/6030815/uploads/390/4P7E2YJHOBOR.png https://us.v-cdn.net/6030815/uploads/713/CCKX87ACRHYD.png What more can I do to please the entity.
Don't worry it is not worst than having 99.99% in chase emblem
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So I am get down. The killer slug me. I still have my pink key. I crawl a long way to the closed hatche and I can't open the hatche. Is that a bug?
I mean even if you was able to open the trap door with the key in dying state , the killer would have close it before you jump in.
Also the key is already one of the strongest item in the game.
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Experience breeds success Everytime you heal a Survivor gain a token up to 7.
Honnestly i was excepting the worst, but the idea is quite interesting.
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@Odimm said:
Sure - after they are done with Legion <3
In fact they have finish with legion even though the result is not really good ...
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I have 3 in mind: Legion, Trapper, and Leatherface. Legion has the most useless power, but he's the newest of these 3 killers.
I think personnaly that the freddy rework is not totally finish in order to classify as good.
For legion : there is some little need to done but most people and even devs will tell you it is fine, so no need to enter in a war on this topic ...
For trapper : he remain quite decent even though some little change could be done. At least for him there is some small hope he get some attention
For leatherface : he could deserve some buff however if the devs touch him , i am ready to bet that he will also receive unecessary nerf , so let say no for the moment.
Personnaly, when they totally finish freddy rework i would like to see some buff to the clown and pig (normally with this two , the probability to make unecessary nerf will not be possible).
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@thedevalex said:
Object has been out for 3 years. Only now with the introduction of Ghostface is it actually a "problem" that people are complaining about. This means that it's not the perk that is a problem, it is how it works against stealth killers. So, simply just disable detection perks against stealth killers.
It already has a massive downside, having your location revealed. This perk is not a problem to normal killers if you know how to deal with it.
Just a small correction : the problem were already here with the pig release. However as the crouch mode as some limit, the complain was less hearable if i can say ...
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Ok devs you don't seem aware or don't care a lot of killers particularly ghost face/huntress among others are trashed by object and spin chill.
Even though i understand that you could want to nerf OoO for exemple because of swf and ghostface but for spinechill ... Sorry but this perk is made for new player and is not much a threat...
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Personnaly i think that she deserves some buff :
I would see personnaly :
=> Her trap can be pick up again if someone die or dc.
=> Remove the "roar" when charging (in all case the radius will appear as you charge) or make the charge time faster by default. The addons in order to increase the charge time could get change in consequence.
=> Make the crouch speed slightly faster : without mistake the fact to crouch was created in order to encourage a stealth approach of people and be usuable for mind game. However :
*For mind game it works only in on some specific spot , it is quite a time waste (but here it is not the topic).
*For stealth approach, you will found mainly a problem on big map. As the pig is 92% (slower than nurse without mistake), you will consume quite some times when you could simply walk in normal mode. I think that we can start to give her nurse speed when she is crouch mode (it could a good test for ptb).
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I have an interesting proposal for Lithe. it would be interesting to put a speed bonus of when you climb over a windows / pallets. Lithe:
No.
Here are the main reason :
=> Lithe is already a great perk (add three machine gun on a tank is not necessary).
=> Loop is already a problem in this game, make a perk that will also directly influence that will bring even more trouble (unless of course the game get balance).
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/575169#Comment_575169
@limierr how would your vigil affect Third Seal (blindness?) And most add-ons only have timed versions.
Yeah personally. I also like the idea of Wake Up but it seriously needs to get buffed
For third the seal it could make it limited in range for exemple.
For addons yes most are limited in time but some remain until you get heal which could be good for you.
The problem for wake up is how to make to better without make it totaly abuse ? However an idea could be for exemple to make two changes : first change the perk in order to have 15% of action speed (heal, sabo, cleanse, open chest, opening door, unhook, ...) only at the game (that way people who keep crying about noed beeing unbeatable will have a perk able to cleanse it more faster) + second you make the 15% by default and just change the range to each tier.
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@Milo said:
@limierr "Why not simply increase the value and make that it also affect permanent malus effect by reduce their effect instead ?"
Actually.... good idea. (Would only work for Sloppy tho)
"Wake up ? Quite good for end game and especially when you play with potatoes survivors." why not use Adrenaline tho.
Sorry for the delay of the answer.
=> For vigil : true but it could also affect some others perk as third the seal or some specific addons.
=> For wake up, adrenaline is meta perk i found boring personnaly : this perk is pretty much the perk who did everything for you as the end game trigger without any downside or counterplay.
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@Centernova said:
personally, Quentins perks do suck, comeon when was the last time you found pharmacy usefull, and i was thinking not to be the full 50% (shouldve put it in the post but i was rushing) to go from 10% 20% and then 25% recovery while running, Disabling the fact where you can use an exhaustion more then once in a chase unless the killer leaves you because you would be wasting most of there time
Pharmacy use ? Combine it with ace in the hole and you have high chance to loot an insta heal or a pretty good medikit.
Wake up ? Quite good for end game and especially when you play with potatoes survivors.
Vigil ? The main reason i don't use it are that: i didn't use any exhaustion perk except head on, the value is not big , can't stack and didn't apply on permanent effect. If you just tweak the value and make it can affect permanent effect at some point it would be decent.
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I doubt this is the place to put this but ima put it here anyways bc idk where to put it
Not balance.
Why not simply increase the value and make that it also affect permanent malus effect by reduce their effect instead ?
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/566550#Comment_566550
If there is a bug with it, it's not a well-known one at the moment. The devs didn't ban for abusing Wake Up, so they probably won't do anything about Sprint Burst either until a hotfix.
Well from memory, you can see a video youtube on the topic if you are interested ^^.
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@PilarAsp0923 said:
How is using Sprint burst anytime an exploit? I see barely anyone even running it cause balanced landing and lithe are a lot better. If anything I would not call that an exploit.
Well same goes for tinkerer 2 exploit in the past.
I mean how much people do you have seen using this perk ?
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@Chatkovski said:
https://forum.deadbydaylight.com/en/discussion/comment/564094#Comment_564094
I do not have this "problem".
By the way, this should be its normal use. Without this, this perk is quite weak.
EDIT (for rd_dex just below): even if it is necessary to reduce its power of course, or totally modify its logic. But I keep: currently, being sentenced to walk or use it for nothing and no longer having it for 40 seconds minimum is a real problem. If DH, BL and Lithe are preferred today, it is surely for this reason.
In fact it makes the perk even more strong than it should be ...
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1 when it activates all totems reveal their aura but doesn't tell survivors which one is hex 2 it become non hex and works same, but limited exposed effect…
Better idea, put it as it was before : unlimited time, better speed, a cooldown for miss and sucessfull attack...
Now more seriously : the perk have multiple counters that didn't require any perks ... What do you want more ?
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I feel like ds needs to be changed. It should not be affected by enduring that much and the timer should slow down if ppl are getting tunneled but slugged.
Actually:
=> DS could not be affected anymore by enduring if ptb go live which mean 5s for the moment with no reduction
=> If you are tunnel it means that you have 60s to get down and carry... If the timer run out it means that you have make waste enough time to the killer to let all others survivors time to do gens ^^.
=> If you get slug ? Sad for you but it is actually the only counter to this perk if you found and down the guy who get rescue.
So sorry, for me it is a big no ^^.
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If killer has B&C, Infectious Fright, Iron Maiden and M&A?Don't you think it's a meta combination?
Not exactly :
=> Infectious fright work only if you down a survivor and you are in the radius of the killer. If you cumulate it you will be out of 40m (which can be troublesome yes but as i don't know a lot of people who will slug unless end of the game) ... Also without mistake it can be counter by calm spirit (need to be tested).
=> BBQ : can be counter by range, gen and you can use it against the killer.
=> Iron maiden : relly on locker and limited in range and time : not much a problem.
=> Monitor and abuse : not much a trouble.
Also with a build like that you will have quite some trouble ... Remember the three basis of survival : gen rush , loop and stealth. Stealth won't be much a trouble if you don't fail the first stealth, loop won't be a problem and gen rush either at some point.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/518099#Comment_518099
What this person said. It only works on nightmare though if your also in the dream state. It's still information on who it is though.
Worked for me fine yesterday.
True , sorry i forgot to add it.
Here is the official source : https://deadbydaylight.gamepedia.com/Alert