randonly
randonly
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I believe that the mechanics of revealing the killer is client side, and if the internet of those involved is not good, especially the killer's internet, when you start to face him, you don't have time to reveal it. Old bug,
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The problem is "not influencing the test with preconceived ideas", but how to pass the feedback accurately to devs without knowing what has changed (and this is no double-blind clinical trial)
I'll explain better, even with normal matchmaking, it's not like it's random enough to have good matches in a row and the next day all bad.
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Mine, most of the time, is really bad, even more against killers with map pressure and using certain perk combos.
The game urgently needs to reduce the abysmal distance between soloQ and SWF, and I will leave my suggestion, to give visibility to BHVR
@randonly said:
Well, I decided to make this suggestion because I know that BHVR must already be working on something similar in the HUD of the characters as they had already announced to improve the experience for solo survivors.
The idea below is to help devs to increment and improve the work that will be added in the game.
Guided voice system
Similar to games like overwatch and paladins, where you don't have to waste time typing some idea or strategy in the match chat, you don't even need to use the voice system (and for obvious reasons, DBD is not made for in-game communication). Just type a predefined keyboard shortcut and the characters on the match automatically sends the idea with text in a small chat and with their own voice too.
For DbD I thought on 8 predefined strategies useful in guided voice systems that create synergies together using numpad key binds:
1 - Spread out
2 - I'm with killer (shows the killers name on the side if survivor is on chase with them)
3 - I'm on my way
4 - Need help
5- Group up
6 - Cancel that order
7 - Killer coming
8 - I'm busy (shows the action that survivor is performing on the side)
the same system can be activated by holding the G bind on the keyboard and selecting the appropriate option through an in-game communication wheel as illustrated below
https://us.v-cdn.net/6030815/uploads/KHOU3A5R8CT9/keybindsss.jpg
https://us.v-cdn.net/6030815/uploads/AMFRS237P024/ex6.jpg
https://us.v-cdn.net/6030815/uploads/VJS9RO60BY4G/ex11.jpg
https://us.v-cdn.net/6030815/uploads/MSBPDJP7OJOI/ex2.jpg
https://us.v-cdn.net/6030815/uploads/S204VMXHHZD8/ex-33.jpg
About the perks that each survivor uses, this has to be improved in the game lobby yet, allowing everyone to see what is being equipped.
Well, for now I think that's it, more interactions or suggestions, I'll leave it to BHVR.
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I believe that BHVR decided to end the collaboration with Strange Things (probably for financial reasons), because doesn't make sense for netflix months later announce a collab with another game, and much more violent (which breaks with the theory that the collaboration was terminated for ideological or legal reasons)
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1) Autohaven (and variations)
2) Lerry's
3) Yamaoka (whaith and variations)
4) Red Forest (and variations)
5) MacMillan (and variations)
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This trick only works with new killers (I don't like to use the expression baby because it's very pejorative). If you're seeing that your lobby is full of flashlight survivors and you're not good with mind games in the chases (like fake grabs, direction, know if anyone is around, etc.) or not playing a killer with enough pressure (classical m1), then dedicate at least one perk slot to equip lightborn or Iron Maiden or Infectious Fright (chase perks), etc.
this mechanic can be abusive, but in the long run, in veteran games, whoever does this ends up trolling the game and always ends up in 2 or 3 on the ground (slug), when they could be making a generator and really helping on the match.
Nerfing this mechanic, which is already quite risky and situational, will only lead more people to making a generator and less investing in chases, because if you are new, you already have the tools to avoid this type of "bullying" (strategy)
what should be done in the game is a complete rework on how the MMR system works and the win conditions for the killer to feel less frustrated in the game, not based on kill, but on hook and chase time.
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I believe the 4 scourge hooks are enough. At least until there are changes that make the DMS + PR combo less oppressive (with certain killers it's already too easy to zone the survivor close to them - scourge hooks-, but if you use agitation then, even easier)
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Sometimes, especially when I have a quest. But I think these basement and hatch offerings should be hidden (secret - only for survivors to see), just like the Shroud offerings.
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My ideia to make soloQ less boring:
@randonly said:
Well, I decided to make this suggestion because I know that BHVR must already be working on something similar in the HUD of the characters as they had already announced to improve the experience for solo survivors.
The idea below is to help devs to increment and improve the work that will be added in the game.
Guided voice system
Similar to games like overwatch and paladins, where you don't have to waste time typing some idea or strategy in the match chat, you don't even need to use the voice system (and for obvious reasons, DBD is not made for in-game communication). Just type a predefined keyboard shortcut and the characters on the match automatically sends the idea with text in a small chat and with their own voice too.
For DbD I thought on 8 predefined strategies useful in guided voice systems that create synergies together using numpad key binds:
1 - Spread out
2 - I'm with killer (shows the killers name on the side if survivor is on chase with them)
3 - I'm on my way
4 - Need help
5- Group up
6 - Cancel that order
7 - Killer coming
8 - I'm busy (shows the action that survivor is performing on the side)
the same system can be activated by holding the G bind on the keyboard and selecting the appropriate option through an in-game communication wheel as illustrated below
https://us.v-cdn.net/6030815/uploads/KHOU3A5R8CT9/keybindsss.jpg
https://us.v-cdn.net/6030815/uploads/AMFRS237P024/ex6.jpg
https://us.v-cdn.net/6030815/uploads/VJS9RO60BY4G/ex11.jpg
https://us.v-cdn.net/6030815/uploads/MSBPDJP7OJOI/ex2.jpg
https://us.v-cdn.net/6030815/uploads/S204VMXHHZD8/ex-33.jpg
About the perks that each survivor uses, this has to be improved in the game lobby yet, allowing everyone to see what is being equipped.
Well, for now I think that's it, more interactions or suggestions, I'll leave it to BHVR.
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try to wait for sadako's jumpscare in the lobby and 7 days. Maybe that's the clue.
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the best way to avoid the chasm between SWF and SoloQ is a communication wheel in the game.
It's been a while since I made this suggestion, but unfortunately what make successful on forum, even in the suggestions area are posts like "US vs Them"
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I personally don't like to pre-drop the pallet, but what forces me to do that if 1 - killers as an artist and similar 2- or usually it's my ping, which is normally 100 and up,
and there's nothing more frustrating than you doing everything right and not fall into any mindgame, and the game counts a hit 2 years after you dropped the pallet and still stunned the killer (and it decreased very little even after hit validation) or vault a window and be hitted even though i was already far away
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@some_guy1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2857680#Comment_2857680
it's caused by getting stunned while crouched, you can see it on zubat's video here: https://youtu.be/8C6HclKylMs?t=160
that's right, bingo
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2853221#Comment_2853221
It's funny that Killers want gen speeds to be slower, yet secondary objectives like chests and healing were put into the game to do exactly that and killers requests chests "Keys" be nerfed into uselessness, which they were and now no one does chests, making gen speeds faster. Now the exact same thing is happening with healing.
Killer do realize the developers added boon totems as secondary objectives to slow down gen speeds, right? The "only" boon totem worth blessing is CoH. Survivors aren't going to do secondary objectives unless they are worthwhile to do.
BTW, the funny thing about key's being nerfed is that it increased toolboxes being used, speeding up gens.
I agree with everything. There were better ways to nerf the keys than by changing the hatch mechanics.
And if the CoH gets more nerf in healing % and not overall totem blessing time, I think few will use the other booms (except in purely niche and situational builds), self-care, medical kits and botanical knowledge will return = more time spent on gens
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@JPLongstreet said:
How would this work on console & controller? Pressing in on one of the joysticks maybe?
And I'd suggest making it toggleable for those who don't wish to use it, or maybe use different bindings already.
Putting some shortcut to activate the communication wheel on the controller (ex: R1+ L1) and using the analogue to navigate through the wheel options and select the option
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I already edited the topic changing and showing the ideia for numpad key bind 8
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@FilthyLegionMain said:
Would the working on gen thing apply to other interactions like gates, totems and chests?
https://forum.deadbydaylight.com/en/discussion/comment/2852133#Comment_2852133
hm, it's a good idea, swapping repair the generator for something like I'm busy (and show in the task what the person is doing, if the person is doing nothing, then, no action appears on the side.
Ex:
I'm busy (opening the exit doors - 90%)
I'm busy (blessing a totem - 20%).
i'm busy ()
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@FilthyLegionMain said:
Voice system? Does this mean we'll be able to hear the survivors talk for once? :0
From their voice actors yes, it would be a great idea to hear them communicating with each other and not just the pained screams on the hook
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I agree, not everyone has the same physical abilities to give with the jumpscare, but i think, we don't need to go that far and have an addon for that. Just one option to disable it on game
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I bought the DLC on the first day. Today when I opened the dbd, a different intro appeared (the same video on youtube trailer that shows claudete running with 3 other survivors on the floor crawling) and after a random loading screen (because i dont press space) i was directly sending to the menu and I received the charm.
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@Barbarossa2020 said:
Tunneling and camping is about pressure and value.
Kicking gens is pointless as survs cant take 0.1 sec to stop the regression.
CoH gives you endless free heals so is little point in chasing someone wounded, or snuffing when they can endlessly free heal.
If you want pressure and value from time invested as a killer you go for the tunnel.
The best way to stop gens and stop healing is to have people on hooks.
on the hooks or bleeding to death on the floor (slug 4k).
Although they are valid tactics, a missing perk on the survivor side (or a solo queue) shows that they are not healthy for the game, which shows that BHVR works more with band-aids than balancing the mechanics of the game itself (and I'm talk about balance game to improve satisfaction on both sides - killer and survivor)
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key to success (Tier I/II/III/teachable)
After a long hard work, peace comes.
description: The first chest you open grants you a key. You can open the hatch with any kind of key rarity and even fully depleted. During the match, you can see the killer's aura at 32/64/128 meters for 3 seconds once the killer closes the hatch.
"Please let me out. Freedom." - Future unknown survivor
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2848864#Comment_2848864
They kill switched Dead Dawg because the window upstairs was missing a wall making it an infinite. The preschool is missing walls, making it an infinite. Why is one kill switched and the other isn't?
I think it was killswitch because of a totem that couldn't be touched on the map, and not because the lack of doors as far as I know, which impacts both sides.
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I don't know if it's something so urgent that it deserves to have the map disabled just because it's missing some breakable doors. Making an analogy, it's the same as asking the nurse to be disabled just because devs wrongly increased the speed of her blinks. I don't think both situations create an environment for killswitch.
about the perks that reveal the killer's aura, one of them needs to be disabled and soon.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2848337#Comment_2848337
Not every reworked map needs breakable doors. And there's plenty of doors that were either open or closed depending on the RNG, they could just make some of them spawn as breakable, I suppose.
I think I figured it out, maybe on that top floor where the solo generator was, putting breakable doors in the little rooms around them since they had windows to enter too, because in other open places, it would turn into a maze with closed rooms and no ends
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@Vyne456 said:
I hope they can bring it back so we can have the characters again and a reworked map.
i miss the map but i can't imagine where they would put the breakable doors in a possible rework if BHVR acquired the license again
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well, BHVR would probably have to disable her again, and idk how much longer, since her tps now are so much faster than before
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2848197#Comment_2848197
If survivors dont need to respect you while they need to search 3 boxes spread across the map then you arent putting in that pressure or fear.
Having to search 3 boxes is far better than 1, and itd be consistent for all survivors. That's easily 40seconds wasted if you dont even interrupt them as they need to search and cross the map. 40seconds PER TRAP. That's not including addons, I can assure you the RNG hurts her more than a consistent 3 boxes
well, people play with pig like them wants, regardless of the pressure they put on the survivors or not. Don't try to show your opinion is good by blaming others for their playing styles.
And going back to what you answered above, I don't expect that every RBT I put will kill every survivors, but yes, currently even if situational, there is this possibility, and because fearing this possibility that survivors respect RBTs
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2848096#Comment_2848096
Actually in the saw movies they use keys, some traps are actually locked behind multiple keys so it doesnt break the lore
And no one dies from them now after her addon nerf unless someone has forced it or wasted a bunch of time while its active. I'd know as the last box is usually mine lol.
This iant the only fix she needs but it's a start, its similar to trappers buff. This is a consistent buff to pig and a good one.
it will certainly drastically decrease people's chance of removing the RBT on the last box, although it increases the chances of not removing it on the 1st try as well (but inscrease to remove on second ou third).
so potentially speaking it's a nerf because it reduces the possibility that survivors will actually waste enough time to die with them activated like in lore. Anyway, At least if devs want to implement a change like this in the RBT that was just for survivors to waste time (and not have the potential chance to kill them), it could be through an addon, and not in her base kit. It's my opinion.
@topic:
forgot to mention that it's already 2022 and we don't have a chase music for her.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2848025#Comment_2848025
I mean, they did disable Wake Up instantly.
I read somewhere that it was a holiday for the BHVR people, even the rank didn't reset, they will probably only fix all these bugs tomorrow
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@LunarWendigo said:
I mean, I'm just throwing in my two cents cause I play pig a lot. Whether you agree or not is your opinion and I'm not trying to start some argument about whether pig is good or not.
Personally I love Pig. I play her the most cause I usually have better games when I play her. For her stealth I honestly don't use it except in the very beginning when nobody knows where you are and during the match if I know where a survivor is and they're outside my radius (like i saw 2 ppl on a gen, chased one away and know the other is back on that gen). Which is also where I use her ambush, good way to catch ppl off guard if I start the ambush like behind a wall or tree where they can't see me. I don't get the hit every time, but I do majority of the time .. plus it's fun haha. I ambush sometimes during loops, but I'm also still pretty new to killer so I kinda suck a$s with loops. But sometimes it works lol.
For her traps I mainly use them just to buy time, the add ons I usually use is the Face Mask and Razored Wires (sooometimes I'll use tampered timer to add more pressure tho). I usually will always use the Face Mask tho just for blindness. And yes, a lot of the times survivors will get them off super quick, but I also don't rely on them. I play her as an M1 killer and that might be why I do have so much fun with her.
Does she have the best of everything? Hell no. Does she have map pressure? Not really... big maps make me cry sometimes cause there's no real good way for her to get across maps fast at all lol. But she's fun to me, she's relatively simple and I can chill when I play her. Granted there are killers I like more than her, but I guess it's just how you play Pig and what you're looking for out of the game. I do wish she would get a buff, I feel like Pig doesn't get much love from the devs. But ... oh well. I still have fun
an big map also means more spread out jigsaw boxes, just like in the Raccoon city map, which is bad for survivors. I really like playing with her on big maps, it's not a pressure from map presence, but from her power.
@EntitySpawn said:
Her head traps just shouldn't be rng. Just make them take 2/3keys (search 2/3 boxes) and it comes off.
I don't agree, this suggestion has already been made several times on the forum, in addition to distorting the lore of the movies, it's a big nerf, because it removes the real possibility of survivors dying with RBT.
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who plays with her, likes the style of play that she promotes in the game (RNG in boxes similar to movie lore, because just as you can remove the RBT in the 1st box with luck, you can be unlucky to die trying to take it out in the last one).
At most I would add small buffs to her crouched speed, make the RBTs work at the end of the game (RBT still remain disabled, but survivors just can't get out the gate or it will kill them even if it's disabled, but they can still escape through the hatch) and improve her addons.
I don't think there's any way to improve the ambush attack more, maybe at most put the roar when you are already start the action, but something else would be turning it into a mini Oni or Blight power, removing any counterplay for the survivor, and yes, I'm satisfied with my average 2 kills in every game I go with her.
Returning to the addons topic, I had already made a suggestion here on the forum to improve Amanda's secret, since it is a very rare addon and should work to keep the pressure on the game, especially after the nerf in the Tampered Timer + Crate of Gears combo, i will paste here:
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I liked the trap addon, as much as I personally can't see his traps currently (depending on the map), but what addon would you replace for this? And what rarity would you give to this addon?
about the ghostface, I find difficult to devs apply it in the game, since it must change the color of cosmetics in the store when using the addon, which people wear and buy because of the visuals with different colors for killers.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2845455#Comment_2845455
“Abuse the mechanics”
You should actually learn what you’re talking about. Devs have explicitly created Oni to play around slugging, and have acknowledged that before. That is the entire point.
is it a strategy? yes, but is this healthy for the game? No, so don't use the term "abusable" out of my context.
And yes, I wanted to "learn more", if you could post the video where the devs comment on it. Because to me it seems a paradox that they try to rework mechanics like face camp but find super normal slug.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2845393#Comment_2845393
Ah yes, kill the entire point of Oni. Brilliant idea.
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just use his power at the right time, it's not like you're forced to use it and lose power as soon as you hook someone. Do a m1 chase, accumulate blood, hook the survivor and use their power. repeats the process.
Oni's users already do that, and abuse the mechanics to accumulate enough blood in the area where they zoned the survivor to activate the power at all times. At least I don't see this being the developers' intention
don't use ad-hominem fallacies to try to prove your point. What would be your suggestion then? "nerf the Oni's power ? Brilliant Idea"
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blight and Oni are the killers that the base kit makes them so strong that when built with the right perks they are practically unbeatable (although the two kind of suffer in more closed maps)
while blight at the very least needs addon nerfs and maybe a slightly longer cooldown, Oni needs to reset the bloods left on the map as soon as he gets a hook or when his power runs out (to avoid and discourage slug)
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this lobby would also make a great new swamp map with references to sadako's lore (lighthouse and well)
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I don't think putting a distance requirement would be valid, as she only has 1 hatchet after the nerf and would be horrible to play with this addon. But what I expected when she was nerfed is a change in her base kit , regardless of the addon used, wich put a timer when she holds the hatchet before releasing (she should have a maximum time to hold the hatchet and, after that time, she automatically throws the hatchet if not canceling it before)
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A small rework on one less impactful Pig's addon.
Ps: While the Common Addon "Interlocking Razor" forces the deep wound status if the survivor misses the skill checks in boxes, this very rare force the same status on every wrong box finished
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For me Legion is the same spot as the Twins. People greatly underestimate this killer's ability, when in competent hands, he has an ability to slug insanely playing in the dirtiest way possible, because he basically uses frenezy and instinct to go on survivors once by once, and it's not like buffing him people would stop doing that.
I would even accept buff his powers, but revealing people with frenezy/instinct has to be at least removed.
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up
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I agree that the exposed status should be applied if you are fully condemned, but not agree to increasing the time to put the tape on TV. I was on a match where the killer knew I had the tape and zoned the area around my tv, which forced me to stay close to stop passively increasing the condemned status. Killer waited about 2 gens to be made to move a little and I was able to put the tape.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/313276/merciless-storm-is-beyond-op
Ig you're new? Only times I've broke gens is either cause I ducked up going for a great check, or I was although tabbed, and I'm not a good player. Skill checks are insanely easy.
she/he has already made it clear that she/he is from another platform. I don't play on the Switch but you can't judge that the person is inexperienced just because these skill tests are difficult using controller and not keyboard (apart from occasional problems such as fps drop, lag, etc).
Changing the subject but making a small analogy, it is the same for those who have visual comorbidities and have difficulties with the game's filters, colors, etc. I particularly have a lot of difficulty with dark maps and killers that use traps (hag/trapper), and I already wear glasses on the pc because of the high degree of astigmatism.
Finally, making it clear, there are many possibilities, and not because the person is "new or inexperienced"
about the topic, i have already spoken about it on forum, merciless storm doesn't need to be changed (neither nerfed or buffed), the point is you create synergy with others perk (like tinkerer) to catch survivors off guard in the skill tests that start at 90%. I don't particularly have problems with these tests as survivor, and there's no reason to remove the tests, which are precisely the counterplay to prevent the generator from being blocked (but if used with tinkerer for example or alone with a very fast killer, as I said, you can arrive before the survivors finish the generator on 90% and force the block).
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After having parental guidance, an extremely situational perk nerfed still on PTB, I have no more hope for Yoichi, with his 3 perks that doesn't have any synergy with anything.
Back to the topic: the suggestions for the dark theory were given on the ptb yet, it should be a 2% increase in all survivor actions (unhook, heal, vault, sabotage, repair generator, etc), and not just movement.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2840210#Comment_2840210
I also considered that maybe lowering the threshold to about 80% might be a good change too, so you have a little more time to defend it after the timer elapses.
Either way, the fact that it only procs once per generator is totally fine imo.
if they reduce it to 80%, it will take a long time until 100% doing a lot of skill checks (at least if the survivor is alone doing the generator).
Ps: One thing I still don't know is if this perk works with lullabies and similar perks make it even more difficult.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840165#Comment_2840165
What's strong about 90% tinkerer that happening only once and without undetectable...? I don't get it.
Also I don't see how it synergize with those two perks either, can you explain that to me?
I already replied, waiting for the comment to be approved by moderation
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840165#Comment_2840165
What's strong about 90% tinkerer that happening only once and without undetectable...? I don't get it.
Also I don't see how it synergize with those two perks either, can you explain that to me?
Okay, I'll give you some examples:
ex1 (tinkerer + Merciless Storm + Thrilling Tremors) : you get the information in enough time to get to the generator that is at 70% with the right killer, and manage to catch the survivors in the skill tests at 90%, making them miss and block the generator for 20 seconds. With enough skill, you can take down a survivor in the exact time the generator unlocked, grab the survivor, and block the generator again.
Ex2: you use the perk alone (Merciless Storm) in a blight/Nurse, it makes the survivors miss the skill by blocking the generator.
Ex3: Other synergies (pop, surge, eruption, opression, corrupt Intervention, Surveillance): And look how many other perks you can combine together: Pop (hooks and kick the unlocked generator), and you don't even need perks to hook the survivors in Scourge Hooks with right killers, just use Surge to take down the survivor on the time that generator was unlocked and with Oppression and Surveillance you have enought information about how many others generators survivors are working that you can kick (eruption) and activate merciless storm again and create a loop effect with generators once by once exploding at 90% at a time
Ex4: Or if you want to risk it, use ruin and zone the generator so as soon as it gets out of the block, it starts to regress, but which is unnecessary today, just use Call of Brine or eruption because then you can kick generator and have the same effect of the ruin perk.
there are many other examples, just don't invent using combos without any synergy (like use ruin + kick perks) or doing things in the wrong order (yes some combos are more casual than others)
Ps: merciless storm does not activate once in the entire match, it activates once on each of the generators that reach 90%, and then deactivates for those generators.
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what is useless and circumstantial today are Yoichi's perks, and one of them was nerfed in PTB and neither -alone or with other perks- it could be useful (I'm talking about the parental guidance)


