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pmp2019

pmp2019

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pmp2019
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  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/978329#Comment_978329

    The problem is, the time taken would be nowhere near enough to balance out having a second chance at, say, Devour Hope or NOED. Those perks are balanced around the likelihood of their being able to be disabled permanently. There is no rebuild mechanic I can imagine which is sufficiently risky enough to justify the ability to restore them after they're broken.

    I see your point. The only thing that I could see being a possible solution to this is adding a mirroring risk factor. Possibly in the form of the time it takes to re-build and ignite particular hex totems.

  • That wouldn't be a bad idea at all. It would push survivors harder to find ruin instead of grinding through it which to be honest at its current level is quite manageable.

  • @Boss said:

    A Perk that's only useful if you run a Hex Perk?

    I mean yeah, you got stuff like Self Care being useless if you use No Mither, but then this Perk is useless with over 50 other Perks.

    It'd be better as a standard ability, but I won't see them do that.

    That's a really good point about it being useless without a hex perk.

    With the logic that survivors can naturally destroy totems maybe killers should be able to naturally build them back to some extent?

  • @Fibijean said:

    I don't think so. Hex totems are supposed to be high risk, high reward, and are balanced around that. Whether all the hex perks actually fulfill that criterium is another discussion entirely, but I think we can all agree that at least some of them do, and for those hexes in particular, making them rebuildable in any way would almost completely mitigate the risk and thus make the perk itself way too strong.

    I agree with you completely. I wouldn't want that aspect to be removed from the hex play or counter play but if the totems were able to be rebuilt it would only take time from the killer and in turn the survivors but for a possible "optional" gain on either side.

  • @goat10em said:

    It depends imo. I feel that hex perks should be powerful. As a killer you are taking a perk into a game knowing it may not do you any good at all, but it potentially can change the game.

    New ruin does not fit that. So if this is how hex is going to be I don't see an incentive to run it unless something is done to ensure it is harder to destroy.

    As a scenario, what if ruin entered the game as it normally does but the killer has the option to reinforce the totem giving it a longer time to destroy and if the totem is destroyed the killer can reignite a dull totem once ignited it can be reinforced?

    Bloodpoints could scale accordingly for both killer and survivors.

    On a side note, reinforcing the totem could add a higher skill check rate on gens and decrease the skill check range.

  • Yeah deleting copy asap

  • Wish I got the refference. Seemed like it was funny.

  • I'm starting to think the devs. are all killer mains.

  • Sole survivor, object of obsession, bond and sprint burst. KYF

  • One solution to this could be that the entity offers the killer x number(s) of choice(s) for map selection.

    Map offerings would trump this decision of course. This could also add incentive to do away with those pesky map offerings that clutter survivors inventory.

    As a side note, does anyone know how map selection is determined when more then one map offerings is burnt?

  • The blindness effect on survivors who jump into lockers is fair. It discourages camping in a locker. You should not be able to jump in a locker, formulate a strategy and then leave based on aura reads.

    Also, with the perk head on as a potential factor, it opens up too many doors for toxic gameplay.

  • In my opinion NOED is very balanced and fair at its current stage. The only thing I can think of ATM that would improve it is that instead of igniting one totem it ignites all remaining totems and all have to be cleared in order to destroy NOED. Not only would that create incentive to clear totems but it would also reward your score in the long run late game. It give players exp running back in for teammates instead of opening the gate and ditching asap but that's another topic.

  • Object of obsession, bond, self care, sprint burst

  • Reduced speed on either side

    *Redacted

  • @LCGaster said:

    It seems you are a low rank player

    I completely disagree with your point of view

    Only a few killers are actually good, most are decent at best and have to rely on perks and add-ons a lot just to succeed

    Higher ranking survivors will use everything they can to make a killer's life miserable, t bag whenever they can and just be as annoying as possible

    Killers need to use mind games to cause the survivors to make mistakes

    If survivors make no mistakes most killers have no chance of winning

    LCGaster

    You seem to have missed the point.

    To reiterate. In your opinion, is it easier to be a survivor over killer excluding perks, items, add-ons?

    Please be more clear and concise as I have been.

    Since you brought up rank I will clear the air. I have two+ years into dbd and can sit quite comfortably at r1 if I so choose.

  • I'm glad you agree with me and i understand the point your making ghostlyfoxx.

    I would say to that, that gen pressure is common knowledge. Or at least for the sake of this discussion.

    A perkless killer with moderate to well understanding of the map, gen pressure, and mind games can 4k at a higher rate then a group of perkless survivors that have the same skill set and or a team of 4.

    My argument would be that the survivor role is more challenging then the killers role because as a survivor you are taxed more on your overall skill. Not to say that killers aren't taxed the very same way but as a killer their unique abilities are more then sufficient for pulling in a 4k.

    I would be willing to wager that if dbd were to remover perks, items, and add-ons that killers would have a higher 4k ratio compared to a survivors 4 man escape.

  • First off I'd like to start by saying that I appreciate you taking the time.

    Let act for a moment that items and add-ons weren't part of the equation on either side. To simplify the topic.

    To counter, I would say that as a killer running simply BBQ&chilli with nurses calling is sufficient for most killers. I would even say running nothing at all can still work very well.

    As a survivor you do not have the luxury of entering a match "perkless" as you heavily rely on what you have.