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rhodamia

rhodamia

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  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086492#Comment_1086492

    I’ll take your suggestion if I have to, but I want to be able to hear Chuckys iconic laugh during gameplay. I want to launch myself with a kitchen knife at Survivor faces. I and want to induce nightmares for everyone that is afraid of red headed dolls!

    Fair enough. But those are just the cosmetic portions. They can change the skin and voice easily. But check out the perks and gameplay. She launches herself at their face as her attack. It's pretty unique. Just pretend it's Chucky in your mind. Ya never know. It might wind up being him!

  • @AvisDeene said:

    I was against this at first, thinking it would be impossible for the Devs to implement him. Then I played a bunch of matches as Hag and realized it isn’t impossible. They just have to make him as tall as the Hags point of view (which is pretty low and annoying).

    As for hooking, they could change the hooks to nooses and animate him dragging the survivor to the noose and yanking them up. They would just have to come up with a new animation for decisive strike.

    The difficulty lies in what kind of power he should have. I was thinking of giving him a limited ability to scale objects in the environment and to be able to launch himself at unsuspecting Survivors.

    If they could nail down the sound of his rapid tiny footsteps, and make it confusing for survivors to tell where he’s coming from, it would make for some interesting plays.

    Check out the creations forum. I put up "Lucy the Doll" so as to avoid more copyright issues. But it is still a doll killer. And has a fully fleshed out perk set, power, add-ons, etc. I think it would be amazing.

  • @ZoneDymo said:

    Why dont all survivors just run DS, BT, DH and Adren/Unbreak ?

    Excluding not owning the DLC's obviously.

    Personally im not try hard enough to do it, I know how powerful it is but in my years of gaming I have found many many MANY players do gravitate towards that which just gives them the biggest advantage.

    So yeah, why dont you run that build all the time?

    I'm with you. Though I never run BT because everyone else does. And I don't want to be one of the vultures for hook saves. I do safe unhooks. If it's unsafe I just leave it up to someone with BT.

    So I run DH, DS, Adren, and Unbreakable.

    I also tend to take killer attention in chases often so I like to have as many second chance options as I can to give me the best shot of getting out in case my mates are potatoes and do gens slow.

  • @MigrantTheGreat said:

    3 things

    1. I don't blame you for not maining killer anymore, it's too stressful which is why I quit. Yeah sure I could play survivor but I get bored very easily playing survivor due to the lack of skill involved with survivor.

    2. I would just shorten the timer for DS. We slug DS because it's the only counter to it. While I I agree with your statement, I believe the timer shouldn't be paused because the killer is trying to counter the perk.

    3. I am situational about DH. Because of how strong looping is and the fact survivors aren't using DH as it's intended, something needs to be done about DH because it's literally being used to prolong chases and not to avoid taking a hit.

    1. Thanks. I'm just enjoying how easy and broken it is by comparison lol. Its kinda fun to have all the power for once.

    2. The timer doesn't pause when on the ground in my suggestion. In fact, if you are downed the and the killer runs off to hook someone else, the timer continues. They CAN wait it out. The change was that if someone else is hooked BEFORE you are downed. DS deactivates. But we don't want people to tunnel one down, hook someone else to disable the first guys DS. Hard to put into words but... As long as you hook someone else before you down the unhooked guy. The unhooked guy loses his DS. If you down the guy with DS first. Then it doesn't matter what you do, DS works the way it does now (they don't lose or gain any progress on their DS timer).

    3. DH is being used to prolong chases. But thats high skill use. You have to be good to use it right and efficiently. Looping is its own problem that should be addressed. But if you change DH to fix looping. Then one day when they fix looping. They will need to fix DH again. DH feels pretty balanced. High reward for high skill use (get to next loop). Low reward for low skill use (Dodge one hit, buy a few seconds). No reward for no skill use (baited, mistimed, etc.)

  • @Nos37 said:

    Adrenaline should not activate when the hatch is closed.

    "You are fuelled by unexpected energy when on the verge of ESCAPE."

    The verge of escape, not the verge of peril.

    I've said that NOED should not proc from the hatch being closed. "The last remaining Survivor has very little chance as it is, so why should NOED Proc?" The counter-argument was that if the Killer found the hatch first and closed it, then the Survivor has pretty much lost and deserves to die, so NOED doesn't really change anything.

    Why then, is the Survivor on the verge of escape when their death is almost guaranteed with the hatch closing. Death is Not an Escape.

    To be honest that wording was chosen before hatch closing was a thing. Back then, it was only triggered by generator completion.

    And technically they are on the verge of escape. Or death. But hatch closing powers the exit gates. All they gotta do is open one and get out! (Way easier said than done) but still. They are on the verge of escape. So idk about that one. It's tough enough as is once the hatch is closed. A heal probably won't really change anything.

  • @Nos37 said:

    "Though again I will point out that every other perk that gives a free hit causes adrenaline. Except one [(Borrowed Time)]."

    You meant 'causes exhaustion,' surely

    Fixed it. Thank you

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082018#Comment_1082018

    If you are the one abusing them, then maybe you should stop and then watch how matches go.

    As for Tunnel vision, It doesn't meant the killer won't go after someone else, while you're hooked. The problem is while the killer is in a chase, has hit (or has exposed or chainsaw, etc.) and is about to down someone when you get unhooked, He will down them, hook them, then immediately come back to you. Essentially playing ping pong between just those 2 survivors. He won't give a crap about the other 2. This is still tunneling, the only reason why he will target those 2 at that the first was on the hook longer than the killer expected and can see he now has 2 he can bounce between. I can guarantee you, if that 2nd person wasn't hit, or he couldn't get them down in 1 shot, He will return to the hook immediately to go after the first.

    As for borrowed time, The other person said it best, with how many clutch perks used to save yourself, HO, BL, Lithe, etc, adding exhaustion to a perk designed to help your teammate is overkill. you're forcing the choice, Do I bring something to save others, or something to save myself? The fact that these perks can work in Synergy, isn't something that should be punished. If you do start punishing these, then you know survivors will want any killer synergy perks nerf'ed as well. No using Dying Light with Thanataphobia, Agitation, with Iron Grasp, etc.

    Faulting the perks design for your abuse of them isn't the issue that needs to be addressed, The reason these perks were put in is the issue that should be addressed. Again, If the number of camping/tunneling killers dropped dramatically, the need for these perks to be in the build in the first place would be gone. Survivors will use more than "Meta" perks during the match and it will probably be more fun for all. Personally I'd like to go back to using Self Care, Botany, Streetwise, Empathy, and run around with a med kit healing. but so many camping, tunneling killers in the game, I must regularly run BT, DS, Lithe(or BL,HO, etc), and Unbreakabill, WMI, or Iron Will.

    I can see some of your logic. However, telling someone to stop abusing something isn't the right move. Stopping the abuse is the right move.

    The game IS about making choices. Do I play safe? Do I put myself in danger for someone else? Etc.

    To help make my point. Why is it fair that a killer can go outside the terror radius to avoid BT enabling. Wait for you to unhook. Then tunnel the unhooked guy? It's not fair. It's working the system.

    Change BT to be exhaustion. But with no other requirements. Now if they sit outside the terror radius, or down someone and head straight for the unhooked guy. They can still be given BT. Sure would help wouldn't it?

    And best of all. It can't be abused on either side. Its a choice to use your exhaustion how you want.

  • @Reaper_xx said:

    BT is fine the way it is. Killers shouldn't camping and tunneling. It's simply not fair for the survivor.

    In all honesty, of the perks I suggested changes to, BT is by far the least important. I don't find BT to really be a problem. In fact, as I mentioned. I don't even run it on survivor. So I clearly don't think it's as strong as other perks.

    But the change wouldn't be DRASTICALLY impactful I don't imagine. Though again I will point out that every other perk that gives a free hit causes exhaustion. Except one (mettle of man). But taking 3 protection hits for 1 free hit later is much harder to achieve than "yank someone off a hook even if it's unsafe".

  • I think a key difference is that being able to know the killers name would be a lot of information for survivors. They might learn that "oh yeah! That guy always plays this type of Hag" and could build to counter the player.

    However the killer can do this with survivors as well (although much less helpful since most survivors run the same perks and have the same playstyle in higher ranks). But that's beside the point.

    Perhaps in an effort of fairness, the killer could be unable to see survivor names as well. If a survivor was so toxic that you would dodge them in the future... Then perhaps there could be a "toxic player" report option at the end of a game that makes it so you can't play against them for a week or so. Same thing for survivors to killers. Be able to remove that killer from your games for a day/week etc.

    This report would not negatively impact the player as it's not a bannable offense to piss people off. But if you don't mind waiting longer for lobbies in order to avoid certain players that you really don't want to play with/against. Then this would be a solid option.

  • @Kai6864 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081357#Comment_1081357

    Exhaustion would not only counter speed burst perks then, as clown especially, you could just negate all borrowed time and just camping it out. Don’t get me wrong, I think it’s a great idea and could work out well but you have to find the little issues that can be exploited and make the game unfun - eg spamming exhaustion bottles as clown, prevent any exhaustion perk, including the new BT and be able to sit and camp. Sure, it’s not effective in any way to win a game but I’d be it makes the game pretty boring for the hooked survivor.

    I agree. A clown dedicated to camping would then counter BT. But let's face it. If a clown with exhaustion bottles is camping that hard. BT isn't going to be a gamebreaker.

    But it would give BT more use in other ways. What about times where you were outside the terror radius? Perhaps they are stealthed with NO terror radius. Old BT doesn't help with pig, ghostface, t1 Myers, wraith, hag.... My BT would work wonders for those because you can use your exhaustion to guarantee a safe rescue. And stop most other campers just as easily.

    I think the added benefits in many games would outweigh the loss of a few clown games.

  • @MiktheSpik said:

    Look if you respond and want me to go into specific detail with each on of your comments made i will but a tl dr if you want an honest opinion, you sound like you got caught in alot of bad chases that ended up being a waste of time because you disrespected perks and dont know when to cut your losses. Things like your BT and DS changes are so ######### specific its unreal, and are trying to justify unessecary changes with specific scenarios. If someone is literally unhooking in your face with bt. Youll just down the rescuer. If i have 30 seconds left on my ds cause my rescuer wasnt that good at looping and i turn back to help him and you get me down and i ds out. Thats such a specific instance of bad timing and getring unlucky.

    They are specific I agree. But those specifics are what people are complaining about. If I all out proposed a "Nerf it to the ground" proposal, it would be like the other salty posts.

    These ideas are not trying to make the perk useless. Like you said, it only effects certain scenarios. The ones that are using the perk in an unfair way, outside of the confines of what it was designed for. You shouldn't run in to save your friend and escape because of an anti-tunneling perk designed to punish tunneling. You should escape from skill or other skill based perks like DH.

    As you said. They are specific changes. So it won't effect the majority of players. Which is why I think it's fair. It leaves the perk in tact for the majority. But there are dumb aspects like repairing a gen in a killers face and hopping in a locker when they get near because they LITERALLY can't touch you (a scenario that I didn't even address in my change. Even THAT is still in tact). Or they can waste a minute staring at your locker. Which is also a waste of killers limited time.

    Again. I'm not trying to nerf it to Oblivion. I'm trying to change it so it still works but not in unintended ways.

  • @Kenidur said:

    Ds - your change would effectively make the perk useless for a majority of the matches. More often then not, as soon as the killer gets into a chase is when another survivor goes to make the save. Often times the 1st survivor has just been unhooked with the next survivor going down very shortly after. Hooks aren't spread that far apart and usually are hooked only a second or 2 later. I more often see killers immediately to tunnel the first guy, than I see survivors abusing the perk. If you are going to make a change like this, then what do you do about these killers? To give survivors a fair chance? You take that away, then you best have a solution for that.

    BT - again you are killing the use of the perk by adding another penalty to it. If you have that ohh so lovely camper killer, sometimes that speedboat in to make the save is all you have to get them out. So what so you do about the campy killer?

    I won't deny tha th the perks can be abused, but as a survivor, I've played more rounds with camping and tunneling killers than with survivors who abuse perks. The best fix you can get to the perks is do something about the killers who make these perks almost mandatory.

    Well I don't play killer much these days. And every game is abusing these perks cuz I'm the one abusing them lol.

    DS. You can't tunnel the first guy if you were ending a Chase and hooking someone else. Tunneling is based on the term tunnel vision. And if the killer is spreading out his kills then he doesn't have tunnel vision.

    As for this being useless. It's not. If the killer truly has tunnel vision it will help. And if it worked the way I said, it should work for every hook and not just once per match.

    BT... There are opportunities to save from a camping killer. In reality BT I don't think was made for a facecamper. The counter to a facecamper is the deranking of a facecamper. If you facecamp regularly you won't stay in high ranks long. Also. Chances are if they are so close that you can't get in there with regular sprinting. Sprint burst probably isn't going to help either.

    However, BT counters proxy camping pretty nicely. And being able to hold shift to give someone an extra hit will help counter proxy camping. BT also helps counter the issue you said with DS where the killer hooks one and goes for the recently unhooked. BT is there for that. And in my idea. Terror radius isn't a factor. So... You can give BT to anyone if you so choose.

    These are just my thoughts. The perks still counter tunneling and hitting right off hooks. But at more cost to the survivor. Devs are all about "free rewards for no work" being removed. Such as old ruin. So the same should be for survivor. If you want to unhook someone and make them invincible for a little while. It should cost you your beloved exhaustion to do so. In my opinion. Then again. I don't run BT. I run the other toxic perks cuz I'm better at using them to their fullest.

  • @Kai6864 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080962#Comment_1080962

    It was more so about the exhaustion factor. Sprint burst means you have exhaustion all the time so no BT, can’t save a friend in need. Blood echo means you can’t use BT while injured, every add on that has to do with exhaustion means you can’t use BT, with Pig’s traps and the slow release toxin, can’t use BT. It’s too counterable if you get what I’m saying. Chances are you won’t get to use BT at all because you’re going to likely run into these exhaustion killers- Pig, Huntress, Demogorgon, Oni, Clown. (Especially the clowns and huntress, I see lots of exhaustion add-ons because they can’t afford a sprint burst or dead hard.) I don’t see the point in running it if it’s so easily countered. Throw a bottle and poof, no help for the hooked guy, hatchet to the face? Move on. Stepped on Demo’s portal with the Whistle (I think that’s the add-on), nope, no save for you. Your idea is brilliant but it is so easily countered Id ask myself is it worth running.

    If that was the case then you would never get to run any exhaustion perk. Dead Hard, just don't use it. Lithe, just don't use it.

    Yes add-ons can cancel it by adding exhaustion. Just like they can cancel any other exhaustion perk. It definitely wouldn't be so meta. Which is the point. What would be the new go-to? This would still let it function just not quite to the extreme that it's on right now.

  • @Kai6864 said:

    I don’t really have a problem with BT unless someone tries to block- the exhaustion perk idea seems cool but that means you can’t use it with Sprint Burst at all unless you walk to the hook... maybe they can slightly decrease the timer, remove collision from the survivor for this time and give the unhooker killer instinct for the duration of the BT to increase the stakes. I’m not too sure what to do to it really - just kinda popped out! You could also disable its usage while injured so the name becomes a bit more literal, “Borrowed” time

    You just won't be able to run SB with BT. Like any other combination of exhaustion perks that don't work together.

    Like you can't run DH and SB. Same concept.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080908#Comment_1080908

    But because some killers refuse to leave the hook right from the start of the trial, this is exactly why we have perks that can grant the survivor the ability to escape the hook.

    I mean you could leave one on hook and slug the other and camp them both if needed be, its gonna force the 2 other survivors to come for the rescue anyway so it’s not all powerful.

    If 90% of killers didn't just decide to hound one person all game and sit arounds hooks then we wouldn’t be in this mess. Most killers have nobody to blame but themselves.

    I think you misread. You couldn't slug him. Because he just got unhooked. He will take the hit and get the save.

    Person 1 gets hooked, person 2 unhooked them.

    Person 2 gets hooked.

    Person 1 has borrowed time if you hit him (so he gets the save).

    Person 1 also has DS if you caught him in the middle of the unhook animation.

    So he gets the save regardless. Slugging wasn't an option here.

    The fix to DS would remove this as a possibility.

  • @[Deleted User] said:

    I'm fine with this mostly. I especially like that you included that DS will not deactivate if you're slugged, which is good.

    Although, BT being an "exhaustion" perk ... Not so sure about that, especially with the amount of "exhaustion addons", I think this perk should be exempt from killer's addons, otherwise it'll become useless and never used. Considering the whole point of BT is to provide a degree of safety for the unhook used generally in "camping" situations, which camping killers will just run exhaustion addons and make it useless.

    DH is fine, especially since it doesn't always work with the servers.

    Adrenaline is also fine. Survivors are getting rewarded for doing their objective.

    Exhaustion add-ons would be a problem. Just gotta be sneaky I guess. Time it properly. One distract while another goes for the BT save? That's a tough one. But it could be pulled off. Would just take skill. Which I think would be more fun than "BT is immune to killer add-ons"

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080848#Comment_1080848

    I disagree, they DO punish you the killer for being the killer.

    I don’t camp nor tunnel so DS/BT barely ever affect me. If I see someone try to rush an unhook in front of my face I go after the person doing the rescue so DS and BT don’t come into it.

    Meanwhile everyone has DH, I chase the survivor and they get a free pallet. I’m punished for chasing them. Or the last gen pops and 3 survivors all get an instaheal, again I’m punished for playing the game. These two perks are far worse than DS/BT.

    They are much stronger in the hands of the fair. I agree. But I don't think it's broken. Bait the DH. The heals sucks I agree. 3 heals. Ouch. It might need a look at.

    But!

    Let's say 2 people have DS, BT ONLY. No other perks just to keep it simple. You hook one. Other else makes the save. So you down and hook the unhooker. And the first guy comes right back. What do you do?

    You have 2 survivors in front of you. One on hook. The other injured with BT on him and he's going for the save.

    If he unhooks them in time, they will both have DS and BT.

    If you catch him in the save, he will DS you and save the other person. Now both have BT active and one has DS active.

    If you hit him normally he will eat it with his BT and unhook and they will both walk away with DS and one with BT active.

    In that scenario as killer. You have 0 options to keep your guy on the hook. None. And that is unfair.

    DH can buy you a loop and such. But DH can't guarantee two people escape a hook. Strength vs Abuse.

  • I agree. NOED isn't a crutch either! Nothing is a crutch. It's a game. And it's an option. But some things are just overtuned. No need to put a negative name on it. It's an option. One that would potentially be more fair with changes. NOED is no exception.

  • @LetsPlayTogether said:

    None of these perks are crutch perks. This just shows youre biased towards killer.

    Oh they aren't crutch! Lol. You don't need them to be good. And I'm not. Currently I'm not even playing killer. My killer rank is.... 15? I think? I don't even know. And I'm red survivor.

    They aren't crutch. I was just calling them what everyone else does. They are definitely strong perks. And I use them because of their strength. But I also abuse them. Because I know how and I can. And I've been on the receiving end of it. And it's not fun. So I'm working to point out the flaws that I find when I use it. Like bringing a gun to a knife fight. Fun. But it's not really fair to the guy with the knife.

  • @ClickyClicky said:

    I don’t get why everyone rips on DS and BT yet give a free pass to DH/Adrenaline.

    Two of them are defensive perks. Complain about how they’re used all you want but they are primarily defensive perks for the epidemic of killers that just want to proxy camp the hook and tunnel one survivor out.

    DH and Adrenaline serve no such purpose. Its just a free heal or pallet to punish the killer simply for chasing the survivor.

    Correct, but the "defensive" ones are drastically more debilitating when they are used improperly. Whereas DH and AD can't really be abused and are thus balanced. Still strong! Very strong if used right. But it doesn't punish the killer for being the killer. It rewards you for being a good survivor (using DH right or taking a properly timed chase for AD). But if you go down before adrenaline pops. Or they bait your DH... Oh well. They countered you. Skill vs skill.

    The two being mentioned for rework are being used in unhealthy ways. Such as farming and sandbagging other survivors, or punishing the killer for being a killer. If he downs someone, hooks them, and turns around and you are still there unhooking in his face. And he downs you and picks you up. And you get to stab him, unhook the other guy who gets BT and can body block a hit for you. Throw on DH for both of them. You did nothing wrong as the killer but just had 2 people escape.

    There is a difference in balanced strength. Vs abusable strength. That is the line I'm trying to help point out.

  • @Johnny_XMan said:

    Nicely put together thread, and although I disagree with most of these "fixes" I think you did a great job explaining each point.

    I think for me, I will only touch on one thing that I think can be used to argue much of your reasoning on the sort of gameplay these perks encourage, because I don't agree that they are mechanically broken.

    As a survivor, your job is to survive. Everyone knows this. Part of surviving (in the general term) is also finding the courage to make bold moves in whichever form that applies. In this game, many people seem to have an issue with that, and honestly I like the bold moves survivors make sometimes because it makes the match more exciting.

    Many times I have had DS and I've made it work for myself when I traded hooks with someone else and the killer had to guess whether I still had DS or not. On the other hand, I've also had killers who baited it out or were smart enough to understand my "plan", which ended up in them getting a 4k.

    My point is that much of the complaint has been the way survivors use these type of perks, especially if they like the interaction aspect with the killer. DS for example, was never strictly made to be an anti tunnel perk. DS is literally a move drawn from Laurie Strode's lore when she stabs Michael as her last resort to escape his grasp. In one of the comments one of the devs specifically explained how if you happen to find the unhooked survivor again, it will come down to a strategy at that point. Which is in line with the movie lore.

    Camping and Tunneling are luxuries that do not deplete or end. Unlike these perks. Many killers in all ranks use these tactics because they work. So, many of the survivors who bring these perks have to plan around a killer doing either one of those two, because unlike guessing perks those two are always available.

    While I can agree with a lot of it, I would hope you can see some of the unhealthy gameplay aspects that it can cause. A survivor repairing a generator right in front of a killer and hopping in a locker when he gets close.... Yes, mechanically and gameplay wise it makes sense. It was the right move to "survive" as you put it given the perks taken.

    However, I don't think a survivor should scare away a killer in any instance out of fear of a perk. Imagine if Michael saw Laurie had a weapon. Do you think he would run away and wait for her to drop it before he came back?

    Like... I take on another chase after being unhooked. Why? Because I have DS, DH and Unbreakable. If he's close to catching. Hop in a locker. Picks me up? Stab him. Or if he downs me normally. Picks me up? Stab him. Slugs me? Unbreakable. Then do it again but use dead hard this time. Throw on looping strength... It's just a lot for one survivor to be able to do to a killer who is supposed to be murdering. Cannibal should be eating me. Not pallets. But that's another argument.

    The killer shouldn't be scared of the survivor in my opinion. And these changes would help take some of the power from the survivors while still leaving the perks functionality in tact.

    If the killer plays fair and fun, chases the unhooker and downs them and the unhooked person runs up for the save. What can he do? Smack and slug and camp? Because if he picks up he gets stabbed. Leaves them and they unbreakable. So stand there. And camp. And that's what a lot of people are doing. Because it's one of their only safe options. And it's no fun for anyone. Just a few extra examples. Thank you for your feedback though!

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080712#Comment_1080712

    Oh I think you misunderstood what I meant. The UNHOOKER has to wait 10 seconds before they unhook for BT to proc. But because of this, no more TR requirement.

    So if you unhook in 9 seconds. No BT. If you unhook in 11 seconds with a cloaked Wraith/Night Shroud Ghostface/crouched Pig, etc, then BT still activates.

    I hope this makes more sense! 😊

    Oh you meant within 10 seconds of the survivor being hooked! Thought you meant the unhooked person has to survive 10 seconds before BT. Ok. Makes more sense.

    That isn't bad. But it resolves one issue, which is the immediate unhooking. Which isn't REALLY an issue. As you can usually just grab them off or hit them, they unhook, you hit them again. I don't see that one as a major problem. But perhaps that's just me.

    However, my idea also has no TR requirement. You simply hold shift if you think it's dangerous. And BT will activate and exhaust you.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/128710/crutch-rework

    I suggested in another thread that BT should have a 10 second wait period before you can get the benefit. However, the TR requirement wouldn't be there anymore. Now survivors can't "hook tech" into BT.

    10 seconds is too much time if you really were in an emergency. I think it should activate immediately. Because often times the guy getting unhooked gets hit when his feet hit the ground. But if the unhooker gets exhaustion it will be even more reason for the killer to go for them instead. (No exhaustion perks to use now)

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080649#Comment_1080649

    Oh yea I missed the whole choice part. That's interesting and a pretty good idea.

    I notice you are up here a lot. Isn't it crazy how good posts are like 4 comments of people saying "oh this is good and balanced" then there are salt posts of "killers just need to git good and blah blah blah" with hundreds of comments. Makes me feel like people don't actually want improvements. They just wanna complain and argue.

  • @AntiJelly said:

    I agree to an extent, but these perks wouldn't be as much of a problem if the core mechanics (maps and loops specifically) were fixed.

    Of course there are multiple solutions to any problem. But id imagine changing some activation conditions would be easier to code than a reword to randomly generated and structured loops and map layouts.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080652#Comment_1080652

    Ahhh ok my bad, I didn't realize they needed to be both downed and hooked while your DS is active. That's much better IMO.

    Thanks, I worked hard on it to think of both sides.

  • @Aura_babyy said:

    I feel like making BT an exhaustion perk will be bad for those with SB trying to save a person who is being camped. They would have to remain in a walking speed while rescuing which is terrible lol

    Killers would just abuse it and keep downing the same person

    True. You would have to make that decision before the match and decide that if you want BT then you will need another exhaustion perk besides SB. (Which if you would like I can explain why I believe ALL exhaustion perks are better than SB.) But you are right. SB and BT would counter each other like No Mither and Self Care

  • @brokedownpalace said:

    People suggest that DS nerf all the time but all it does is make killers with high mobility even stronger. Down someone new when you've already got someone on the hook? Just wait 5 seconds and that other person will be unhooked almost guaranteed. Boom hook the new person, activate BBQ and chainsaw/teleport/phase walk/blink right over to the newly unhooked survivor who is being healed or running away.

    Not quite. If they were downed while you were on the hook then it won't deactivate DS. You must be off the hook. And someone must be

    1: put into the dying state

    2: put on a hook

    All while you are NOT in the dying state. If you go into the dying state before BOTH of those conditions then you still get your DS.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080638#Comment_1080638

    Hmm I guess that makes sense, but why should I be punished for doing a safe unhook in the TR?

    You aren't. If you hold shift then you have them a health state because you THINK they will take a hit. You thought it was unsafe enough to unhook with BT. So you get exhausted.

    If you think it's safe. Don't hold shift. Just regular unhook. No exhaustion nor free hit.

    It's not a punishment. It's a choice you make based on how dangerous you think the situation is.

  • @Waffleyumboy said:

    BT compromise: doesn't activate while exhausted, user becomes exhausted when the unhooked sponges a hit. It activates in a 28m range instead of TR.

    Make it so another survivor getting downed and hooked won't deactivate DS while the user is slugged and we're golden.

    Good post mate.

    100% gonna go edit post and throw the DS part in there. Agree. And I'll add some words to edit what I meant by the BT exhaustion. I like mine a bit better.

    Regardless of getting hit, if you give someone the ABILITY to have a free health state. It should cost you your exhaustion. It was your perk. Your gift to them.

  • @Cheers said:

    Although I think everyone has said that decisive strike rework, I am a big fan at what you suggested with borrowed time and making at and exhaustion based perk.

    Dead hard is a fine perk as it is and when I play killer now I just expect it so I run up until I’m directly behind them to see if they have it. Always works because survivors (including myself) usually dead hard when we see the red stain on us.

    I like the Adrenaline one as a killer. I’ve never used it on survivor so I’m not sure if they would like the changes, but as a survivor I think this is fair game.

    Also as an exhaustion perk, BT would be optional. You don't have to hold shift when you unhook. And you get to keep your exhaustion.

    DH is tough to use. Often you have to read the run and be like "if I run to that window I won't make it. But if I dead hard now, I will". Often times the best uses are BEFORE the stain to make it to the next loop. But in a situation where I don't have that option. Yeah. See the red stain and smack E.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080395#Comment_1080395

    It's very tough because early slowdown is needed at the minute. But I don't like rewarding survivors while using a hex which is what yours is designed off. If you want to reward survivors then I don't think it should be in gen repair increase. Points are something I always love so maybe for every gen completed while the perk is active it gives survivors an additional 10k points at the end of the game. Also after the totem is destroyed the effect isn't immediately removed. Instead it counts down from 50 to 0, with every second removing 1% of the regression speed.

    It's really difficult because the devs don't want to add anything that slows down gens massively. I'm of the mindset we need other objectives besides gens.

    I posted an idea into a few recent general discussions about a hex perk that I might be adding to a chapter idea of mine. Similar to yours it was meant to help with early game gen slowdown but wasn't just as strong with its regression.

    I like it! BPs are always nice. Particularly to survivors.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080240#Comment_1080240

    Destroying haunted ground first is bad, but not terrible. It's not difficult to loop the killer for a minute if he even finds anyone in that time.

    I did keep in mind that the bonus works on all 4 survivors. I've always felt like hex totems are that strong that they need to be a hex. They are that strong that they need to be destroyed by survivors in order to help them. It's a risk for the killer but if it works the payoff is massive.

    Your totem is different to this. Your totem helps survivors long term depending on how long the game lasts and I don't think survivors need any help right now. My team are escaping every game with only letting the killer get 3 or so hooks. The only time we even let one person die is by mori, our own mistakes or silly builds. For me personally I don't think ruin should be a hex either since it's really bad atm.

    It seems like we will go back and forward on this but I have thought about this a couple of times now and I don't think I'd run this as killer for any reason. If the survivor bonus wasn't there or it was changed then I would consider it but not in it's current state.

    That's fair. I'm with you 110% that survivors don't need any help right now. They are broken strong.

    As you said. Strong perks are hexes. So I was trying to come up with something that helped keep those in play. Do you have any ideas of how it could be better? A gen slowdown that is significant at the beginning or until cleanse would never make it in. Survivors would complain too much. So do you have another idea of a way to inspire survivors not to cleanse? Haunted ground does good. BUT what we need is something to slow down the early game, that also doesn't piss off survivor mains. I'd love some feedback on what you would do differently. Cuz I miss playing hag. And I need something to give her time to set up.

  • @Roxane said:

    Do you find it normal not to penalize a killer who is camping on the hook? good players try to improve their rank and are penalized by people who can’t play!

    Are you camping ? -2 that's it. 

    You can't play without camping, you stay at rank 20! settle that instead of going out for paid outfits every week.

    You know killers are punished for camping right?

    Letting gens get done. Bye gatekeeper emblem

    Not hitting or chasing others? Bye Brutality and hunting emblems

    Proximity to hook while not in a chase? Bye sacrifice emblem. (They get bronze for having killed one person)

    Meanwhile, 3 of the 4 survivors can take a look that the killer is camping, and do gens and cleanse totems earning lightbringer, and simply stay alive to get unbroken. And if the killer camps one person and you do NOTHING in altruism. You still get a bronze in Benevolence.

    Camping is dumb. Killers who do it are generally not good or don't know what they are doing yet. OR they are just being mean and not caring about the rank punishment. But don't be mistaken. They take a rank hit for it.

  • @Carlosylu said:

    Rank 1 killer, Trapper, NO PERKS, NO ADDONS VS 4 men SWF red ranks in Rottenfields

    The match starts, I place a trap on each exit gate lever, basement is in shack so I proceed to place one trap in one of the shack's exits, one outside of window, grab a trap, go for a chase.

    Surprise! 3 gens pop at the same time next to each other, don't get me wrong, I don't believe in "Gen Rush", this is something I expected as I was placing traps doing nothing else.

    I go for a chase, the survivor runs towards shack, I down him, hook him in basement, place the trap I'm carriying on my way upstairs, go for another trap, place it in the only exit left without traps in shack, I start going away and... POP! 2nd survivor, I carry him, POP! another trapped surv, I hit this survivor on my way downstairs, I hook the carried guy, go for the downed one carry him, hook him in basement too. Place all my traps again, go away.

    The fourth guy unhooks 2, I go back (I wasn't proxy camping, I literally went away), POP! trap, POP! Trap, hook 2 guys and injure the "hero", again, 3 hooked survs in basement, they let go... (Die)

    I find hatch and close it

    POP! The last survivor gets trapped in an exit door lever, I hit him, let him Wiggle off whyle hitting the lever as a way of saying "I'm letting you leave, go on, open the exit doors". Guess what... He runs to the other exit door, I don't follow him...

    POP! REAAAAAALLLYYYYYY?! TWO TIMES IN A ROW?! He died in the EGC...

    Post game messages:

    Me: GG

    Surv: You're the most toxic Trapper I've ever played against in DBD

    Me: No perks, no addons, rank 1 trapper in Rottenfields... You got outplayed guys, it had nothing to do with toxicity, I didn't even camp and my traps were practically yellow cause of no addons, if you were a SWF I don't know how you're all in red ranks...

    Surv: We were a 4 men SWF but we didn't lose cause of you outsmarting us, we played really dumb, but you keeping us in basement was a toxic move my man

    Me: "We didn't lose cause of you outsmarting us, we played really dumb" Ain't that the same as me outsmarting you guys? Just learn to take an L

    Surv: Sure man, keep up the toxic playstyle and make this game even worse

    Me: I'm saving this conversation, welcome to the forums guys. I even tried to let the last one leave...

    Surv: By placing a trap on each exit door, yeah, I believe you

    Me: What? You got trapped and I even let you wiggle off! And those traps were set from the beggining as a strategy, not at the end

    Surv: No gg to you, reported, enjoy the ban, and BTW, we're all blocking your GT

    Me: Have fun man, I hope you get a killer who satisfies your needs... again: gg...

    How dare you kill those survivors. They were just trying to flashlight spam, point at your face, and tbag their way out the gate without ever seeing a hook. How could you DO this to them!?!?

    Using the BASEMENT for crying out loud! How could you use something so broken and unbalanced that it's literally in EVERY map since launch!?!?

    With your.... *Spits* traps that can be disarmed. And your *eye roll* basic killer movement speed. Or your so called "bigger hit box that makes you take corners slower than survivors so they can run you in circles for minutes on end".

    Git gud.

    Toxic. Reported. Ban.

    /Delete His account

    I share your pain. <3

  • @JakeMyers said:

    Hello! I'm Jake, referred to as such by my online friends for my exclusive love of the solitary survivor. I am a studying game designer and have decided to take a crack at designing a killer and survivor of my own creation. I have posted my fun project of Jake-turned killer on these forums back in December. After taking some time to design and balance my new killer idea, I have decided to finally post it here for everyone to enjoy! I hope you like my chapter concept!

    In the Darkness

    Killer Concept: The Figure

    There are times at any point in someone's life that they face the unknown. When sitting up at night in their bed, walking home late at night, or even staying at the office to finish the evening out. Occasionally, one mistakes the sight of another just out of sight. Just out of vision. A figure out of the corner of their eye. Focusing on it shows it only to be darkness. A jacket hanging on a hook. A blanket draped over a chair. Nothing to be afraid of, an easy explanation for that formless shape resembling a person. But then... How do you explain away those eyes peering back at you from the darkness?

    Stats:

    Speed: 4.0 m/s

    Vault Speed: 2 seconds

    Terror Radius: 40 meters

    Height: Tall

    Model: A tall, darkened silhouette with all of the majors features obscured by shadowy mist. Only bright, white eyes can be seen clearly along with sleek, dark claws.

    Difficulty: Hard

    Map: Memory Lane

    • This map is composed of three parts: An abandoned office building, a street outside, and an estate you cannot get inside of.
    • Each part features two key spots for the Figure that can be mistaken for his shape at a glance.
    • This map tells the story of the survivor who got ambushed on their way home. Never making it back.

    Weapon: Shadowy claws

    Hook Design: A lampost, shattered light fixture and a trunk with several dents.

    Animations:

    • Vaulting: Spreads his arms wide, walks through the window like mist.
    • Pallet Break: Kicks the pallet once before angrily punching it to break it.
    • Walking: A wake of shadowy mist follows him. His exact movements hard to determine.
    • Chasing: Beneath his eyes, a wide grin appears. His claws forming out of the darkness.

    Memento Mori: The Figure claws his victim like a wild animal before dispersing into mist and covering them completely. He reforms standing over where their corpse should be.

    Power: A Trick of the Light

    The Figure has become a creature of incorporeal mist. His form not quite discernible even as he stands there silently watching his prey. He is able to send forth a wave of shadowy mist in a direction along a long line, shrouding any survivors hit. While survivors are afflicted by his mist, the edge of their screen will display his shadowy influence.

    Initially this shroud does nothing. But if a survivor attempts to complete an objective action such as working on a generator, cleansing a totem, or opening a chest then the Figure is able to condense the shadow around them and teleport to their location after a 1.7 second channel time. He is able to cancel this ability part-way through but will still spawn a shadowy duplicate of himself.

    Survivors are able to shake off this darkness by shining a flashlight at each other or cleanse themselves by standing under the light of a powered generator for several seconds. When cleansed in this manner, the Figure is given an audio cue of their location. Shrouded survivors remain afflicted for twenty seconds.

    Perks:

    Silent but Seen:

    You prefer to remain elusive but not unknown to your prey. When spotted by a survivor, if you do not enter a chase within the next 15/10/5 seconds you will gain a token. You can hold up to 1/1/2 tokens. The next time you enter a chase all tokens are spent to grant you an immediate level of bloodlust.

    Elusive:

    You keep your prey guessing, constantly uncertain if you're there or not. While unseen by a survivor, you gain movement speed up to an extra 3/4/5%. This movement speed ends immediately when spotted by a survivor or when a chase begins.

    One with the Shadows:

    You thrive in the darkness. The fewer generators that are powered, the more powerful you are. At all times, you gain a 5%/10%/15% reduced cooldown on missed strikes. When 1 or fewer generators are powered, you gain a brief 0.5 second glimpse of the nearest survivor's aura every 10 seconds. When 3 or fewer generators are powered you gain an audio cue of the nearest survivor's location every 12 seconds. When all 5 generators are powered, you lose all benefits of this perk.

    Add-ons:

    A distorted photograph: (Ultra-rare) An unclear, damaged photograph of the Figure to prove his existence. It was lost to time. The Figure is now able to use A Trick of the Light on objects such as vaulting locations, lockers, generators, and chests. Survivors that interact with these objects while they are shrouded grant the Figure an audio cue and are subject to A Trick of the Light's normal effects.

    Iridescent Teddy bear: (Ultra-rare) A seemingly ordinary teddy bear, with eyes made of a foggy, glass-like material. A perfect companion. When one survivor is afflicted by A Trick of the Light, all survivors become afflicted by it. When the Figure begins teleporting, all survivors will see a shadowy replica of him appearing regardless of where or if he teleports.

    Torn Ribbon: (Very rare): Taken from a girl whose parents wouldn't believe there was a monster in her closet. Struck survivors are now afflicted by A Trick of the Light but cannot be teleported to. Instead, their auras are revealed to the Figure when they interact with objects.

    Innocuous Jacket: (Very Rare) Not put away after a day of hard work. Was it always discarded there? Survivors afflicted by A Trick of the Light are now subject to visual hallucinations that resemble the Figure for its duration.

    Ripped Blanket: (Rare) When a tug-of-war in the middle of the night ended badly. Moderately increases the duration that survivors are marked with A Trick of the Light. Stacks.

    Bent Key: (Rare) No longer fits to the lock it was meant to. But was the lock sealed before the key became unusable? Moderately decreases the teleportation time of A Trick of the Light when teleporting to a marked survivor.

    Misplaced Keys: (Uncommon) Aren't these always put by the door? How did they go missing? Considerably decreases the teleportation time of A Trick of the Light when teleporting to a marked survivor.

    Missing Sock: (Uncommon) Taken from someone that sleeps with their foot exposed. Considerably increases the duration that survivors are marked with A Trick of the Light. Stacks.

    Glass of Water: (Common) Spilled when they discovered they weren't the only ones up so late. Slightly decreases the teleportation time of A Trick of the Light when teleporting to a marked survivor.

    Missing Toys: (Common) Taken to make it easier to move around unnoticed in the dark. Slightly increases the time a survivor is marked by A Trick of the Light. Stacks.

    Survivor Concept: Cameron Martin

    As a child, Cameron was convinced there was something in his closet. Of course, he was reassured that nothing was ever there. Even as he grew older he tried to explain away what he must've seen when he was little. He went to school, moved out, and eventually bought his own house. It was only when he started to see a familiar figure at the end of the hall of his new home that he began to consider the alternative. There really was something there when he was young. But the resurgence of this figure didn't end there. He would swear that it was following him. Watching him from the supply closet at work. Stalking him home as he walked the road back. Waiting for him as he approached his front porch. His mysterious disappearance into the Fog was never explained. No signs of forced entry. No clues to him being followed. Except the broken doorknob to his bedroom closet.

    Perks:

    Lost in the Dark:

    You are experienced at being lost in the darkness. The light only aids in your ability to keep yourself out of danger. You gain 1% movement speed when running and an additional 1% for every powered generator. This perk is inactive while exhausted.

    Keen Senses:

    You won't be caught off guard by the elusive things in the shadows. And you won't be shaken when they come for you. When you win a chase, briefly see the killer's aura for 0.5/0.75/1 second. When you lose a chase, leave no scratch marks for 2 seconds.

    Paranoia:

    You're certain something is there, even if no one else believes you. When not in a chase you slowly build up paranoia, giving you a stack at maximum paranoia. You can carry up to 3 stacks. When you enter a chase, spend all stacks. 1 stack spent erases your tracks for 2 seconds. 2 stacks spent erases your tracks for 2 seconds and gives you a brief glimpse of all unused pallet locations within 20 meters for 1 second. 3 stacks spent erases your tracks for 2 seconds, gives you a brief glimpse of all unused pallet locations within 20 meters for 2 second, and gives you a brief burst of 150% movement speed for 2 seconds. This causes exhaustion when 3 stacks are spent. This perk is incompatible with other perks that cause exhaustion.

    I like a lot. But to play devil's advocate.

    Lost in the dark: Way too strong imo. I could loop a killer endlessly with that much movement speed. Perhaps it could be 1% per gen lasting 1/2/3 seconds upon entering a Chase with a 30 sec cooldown or something.

    Paranoia: In my opinion this would be MUCH more useful if it occured after escaping a chase! The sprint is fine in a chase but the killer rarely uses scratch marks at the beginning of a chase. I would change it to activate upon escaping a chase. A few seconds of a sprint with no scratch marks would be a solid "get away and hide" perk.

    Other than that, great job! Thanks for the contribution and time you put into this.

  • I agree. But the problem isn't that solo doesn't have enough info. The game wasn't designed for SWF level of info.

    In my opinion there should be a random number of dull totems (like 5-8 or something) then even SWF wouldn't really KNOW if they were safe. They are being hunted. They shouldn't really KNOW anything lol. Except maybe deafness and exhaustion.

  • @Yung_Slug said:

    I was thinking it could be like the Mori icon where it pops up when you look at it.

    Would also be nice for survivors to have a totem counter somewhere as well.

    I think the totem counter is too much info. But that's just my opinion. But yeah that's a good idea. Walk up to it to see it. And perhaps a cross map icon at the start of the match for a few seconds. So you know where to head first if you were so inclined.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080005#Comment_1080005

    But at higher ranks we can work out exactly what your totems are. If you had 3 totems then I'd check for ruin, calculated risk and thrill. Then I would check for third Seal. If the killer doesn't have third Seal then I can tell what hex totems you have. We use a similar system at the minute to work out if a killer has haunted grounds or not.

    My problem with the perk was if I find your totem immediately (which normally happens) then I'd destroy it. The time I can now spend on gens outweighs the time I could have gained later. If I destroy haunted grounds then that's unlucky for me but you would be encouraged to stop your setting up in order to try and get your instadowns. If I destroy another totem then that's still bad for you.

    If I actually played against this perk I think I'd destroy the totem. If I got lucky and destroyed your Devour hope first then I'd work out if I need to destroy anymore or if I want to troll the killer for the rest of the time.

    For me personally the negatives of this perk outweighs the positives. I love risk and reward perks a lot but this hex puts too much power in the hands of the survivors. Good ranks one would work around this easily I think.

    Perhaps there is truth to that. However.

    If you break early you could hit haunted ground. Yes. Bad for you.

    If you broke Calculated Risk, bad for killer, yeah but thats the risk you took with a hex. This could apply to ANY hex. But also, breaking CR early is bad for the survivors long term. You aren't the only one with the bonus. Keep in mind, that is a potential 20% for all 4 of you. And the longer the game goes on, the harder gens become as the killer gains momentum and the more valuable that time becomes.

    If you cleanse DH, bad for killer, yes. But again. This is like any hex. They all have the potential to go early.

    The only way that CR would be a negative to the killer is if the survivors cleansed everything else except CR which is up to chance. And if every survivor has the same mentality as you, then there will be many killers with a nice early Haunted Ground. Which can be crippling to survivors if used right.

    Keep in mind this perk isn't going to INSPIRE cleansing hexes. It's going to deter them because they want to keep the good one.

  • From a killer main turned survivor main because of brokenness.

    DS is great idea. Just needs to deactivate in some situations. If you have time to be healed to full, OR someone else gets downed AND put on a hook. Sorry. But you were not tunneled and DS should deactivate.

    BT could simply be made an exhaustion perk. If you are exhausted, ya can't use it. Might not fix the problem. But it couldn't hurt to limit the use a little bit.

    DH: Sorry. It's fine. Good in the right hands. Pretty easily countered. I find it a quite balanced perk. Strong. But you gotta use it right. High skill cap rewards a decent perk.

    Adrenaline: it's fine too. Though I think if you get the heal you shouldn't get the speed burst, just the exhaustion for a free heal. Otherwise it's fine. Small change. Big help. A free health state is enough. No need to be a free health state AND extra chase time.

    This is just my opinion of course.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080072#Comment_1080072

    Swf could probably abuse it sadly, have one person follow the killer where ever they go while two others do gens and one gets chased

    Yeah but you could always toss down a haunted ground to keep things spicy.

  • Could make for some interesting gameplay.

    Hook a survivor, put devour right next to them (or haunted ground to mess with their heads).

    And run off and put TOTH somewhere else. Now you get a stack when someone gets pulled off and a notification if they try to cleanse first. Kinda guarantees a stack on Devour.

    ADDED BONUS. You know which totems to defend more aggressively. Good concept. Haven't come up with a way to abuse it yet. But. I'm sure someone will. Lol

  • @Zelosmaijir said:

    I don't think this goes with Ruin at all. I like the concept, but I'm having trouble figuring out a good hex to match it with. So the new ruin digresses, which is definitely better overall for matching with this than old ruin, where they pop the gen and just go try and find your hex totem. But survivors will still get the idea that they need to get a hex totem when ruin is up, and the first two minutes aren't exactly the most intense gameplay yet. If this could have an addition, where, perhaps, instead of 2 minutes it is 4, and for each minute it is up (not including the first minute), you get a token which gives you ... insert here... once it is broken, (I'm going to go with 5% faster movement speed until you hit someone, using one token, but this is just random preference thinking about it from killer mentality) I think that could be a really decent hex. I would run that with Ruin and my other hexes because then I could try and play the game around my hexes (thinking hag now, ooooooh) and really make it worthwhile. If killer gets an early game, they'll be willing to sacrifice some late game for that pressure. Just my thoughts though, hope this helps.

    It doesn't have to go with ruin. It can go with whatever hex you like. That's the fun of hexes. It would TOTALLY be good for Hag. Again. The idea is to do the opposite of haunted ground. Instead of punishing cleansing. It entices the survivor to not cleanse in the first place. Which can keep your other BETTER hexes in play longer.

  • @CashelP14 said:

    This is an extremely bad hex idea. I see what you are trying to do but this wouldn't work.

    Survivors wouldn't want to cleanse it but that's besides the point. If the killer had this perk I'd begin the game looking for totems. I'd count how many I've found then if theres only one I'd leave it. But if I destroy it then it doesn't matter. A stealthy team would just wait out the time and get the increased speed quite easily.

    I'm actually wasting 120 seconds at the beginning of the game that I could have spent doing gens if I leave the totem. I'd only save 80 seconds if I complete 5 full generators so depending on when I find it I'd probably destroy it. If you do have Devour Hope then I wouldn't care about destroying both, that's you get lucky. Gens are repaired quick enough already so increasing that would be crazy.

    Sorry. I like risk and reward perks but this isn't it mate. I wouldn't run this at any rank.

    Your scenario you just named would be the killers fault for only running the new hex by itself. Yes. Bad idea. Though you did waste some of the killerstime.

    Let's say you were a survivor and saw two hexes? Three? Haunted ground? Other hexes? You gonna take the chance of instadowns and mori because you want some gen speed later on? You just wasted the beginning of the match scouting for totems and now you have to make a decision. A calculated risk. Lose your gen speed or deal with whatever those hexes might be (plus the time you wasted searching out totems).

    As killer, if they decide to cleanse it, at least you got some early game pressure or time to set up (hag, trapper). If they don't cleanse it, then they are likely not cleansing anything. Which means your other hexes are still in play too.

    You are correct in that if you run it by itself it's not a good idea. It's like an anti haunted ground. Haunted ground punishes cleansing in hopes of keeping your better hexes in play. Calculated Risk rewards NOT cleansing in hopes of keeping your better totems in play (while also getting some early game benefit). Does this help?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077989#Comment_1077989

    1- Yes, And here's the problem, BBQ only appears in the shrine of secrets every blue moon. miss it once and you'll probably quit the game before it appears again.

    2- actually, no. this perk is a Leatherface teachable, you'll have to unlock leatherface, a killer that you cannot unlock with shards, and forced to either spend money on the dlc or buy it from the store for 500 auric cells.

    BBQ isn't the best perk. It can be countered easily. Id say it's one of the only good ways to get bloodpoints. Literally double BPs to just do your job. It's more a waste of a perk spot in order to get BPs.

    Everything is once in a blue moon on shrine. But patience will win out. And eventually it will show up for you. Practice without it. Because eventually the info is useless.

    Why is the info useless? When someone goes down you can get in a locker, hide behind a gen that you are on for a few seconds, get within 32 meters of the killer.

    There are only 3 things you would be doing anyways. On a gen (simply duck behind it. The Gen aura hides yours), following for the unhook (just get in 32 meters, a standard terror radius), or running around doing random crap. When someone goes down and gets picked up. Just hop in a locker and stay until a little after the hook.

    :) Hope this helps. I run BBQ for BPs only. Plenty of better info perks out there than BBQ if you wanted to try hard.

  • @Yung_Slug said:

    I don't like hexes (or perks in general) that put most of the power in the survivor's hands. If the killer can't interact with it in any way, where's the fun in using it?

    I don't like them either. But it won't change the fact that hexes will be in the game. And anything strong will be made a hex or survivors will complain about it being too strong. So having something strong that also deters survivors from wanting to break it. Which in turn passively deters them from breaking ANY hex. IDK. Thought it was cool.

  • @Brucecastro81 said:

    What's the point of breaking the totem after the 2 minutes, this perk is unhealthy to solo queue

    They won't want to break it after the two minutes. But you would run multiple hexes.

    Do we break the hexes in Hope of getting rid of Devour Hope? But what if we break the wrong one?

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070468#Comment_1070468

    Trapper needs alot of quality of life and not be as addon reliant, i agree but he's just one of many like Leatherface, Clown, Wraith, Legion and Pig who all need some updates.

    Lol. Once you get to a loop ya know who struggles? Leatherface, clown, wraith, legion, pig, trapper. Ya know who would benefit from a smaller hitbox to take turns faster and thus instantly making them better at their job?.... See where I was going with it? Lol. The ones who need "updates" are weak because they are forced to loop. Take that away and now they just have to eat pallets and windows and window loops and dead hard and stuff like normal. They just don't have to run in circles before the survivor is scared enough to use one.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070435#Comment_1070435

    Killers shouldn't be m1 killers, they should have unique and possibly game-changing powers. Please don't encourage devs to make useless killer powers.

    Haha I agree. But I don't think trapper is getting a new trap launcher anytime soon.

    Perhaps some killers could have a different box than others? Killers that primarily m1. There's cool powers that assist the m1. Idk. Just saying I think it would help the weaker killers who clearly need some help, otherwise we would see more of them.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070371#Comment_1070371

    If they did that they'd have to up the amount of pallets and super safe tiles because killers would destroy survivors if that happened. It'd break the game and killers would just be op

    @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070378#Comment_1070378

    Looping is the meta, without it killers will get consistent 3ks without even needing a power. Isn't this obvious? Before looping was meta, killers were extremely powerful.


    Haha well evidently I'm the oddball out on that one. Personally I think there are plenty of killers that don't have to take corners to chase (hag, nurse, spirit) as these killers can use their power to avoid that component of chasing. Which is what makes them top tier killers. Making this change wouldn't help hag or nurse or spirit because they rarely are in a chase that requires them to loop repeatedly. They mind game.

    Changing the killer box size would help put m1 killers on par with the higher tier killers. Sure it would make them stronger. But no stronger than a good top tier killer ya know? At least that's my opinion. Put all killers on par with each other will help increase killer diversity and make balancing easier later. If they are too strong, tweak it. But it would help put more killers on the same level. In my opinion. Which is clearly not the common opinion lol.

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