tesla
tesla
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2764181#Comment_2764181
And missing skillchecks you physically cant hit because you never saw it makes perfect sense?
Maybe not, but the solution suggested is not very good. I would be ok if they added a little delay beetween the warning sound and the start of the skill check, so it would be less likely to let go the generator and explode it, but it would still explode if the killer comes and you don't have time to hit the skill check.
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Yes, I would like this. And it's not too opressive as one can only kick one gen at a time and it is counterable by someone just tapping the gen. Maybe apply this only when kicking and not by perks like Jolt or Pain Ressonance.
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While your efforts to come up with this are noble, this change wouldn't be healthy as explained in previous answers. But you actually give me a good killer perk idea: When you hook someone, the gen repair speed is cut by half, but so is the hook stage progression, until the survivor is unhooked. It would disencourage camping, but it would also disencourage the strategy of "just let me complete this gen, then I'll go save". It would also give the killer more time to use its pop.
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I would like to see a Freddy with elements of his old and new self, with failed skill checks not waking up (the clocks and awake survivors are both an option to wake up). His animation of putting survivors to sleep was so cool. For every survivor sleeping he could be stronger, like vaulting/breaking faster or having a mini enduring effect, while still having the teleport and the snares. I just don't know how it could be button-wise, since there would be 3 actions: teleporting, putting to sleep and placing snares. But I would also like to see the relation beetween his TR and being asleep inverted. For awake survivors, he would have no TR or very small TR. For sleeping survivors, normal TR but he would be much more powerful.
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It would be really fun if as a killer you could de-99 an exit gate 🤣
Maybe kicking it and making it regress, or hold it up to regress the progress
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@ShinobuSK said:
You mean those instant skillchecks that happen as soon as you leave gen? Those are truly horrible and should be fixed.
Like let me hit it after I let go just like Overcharge
It doesn't even make sense to hit skill checks after leaving the generator. Also, overcharge is a joke.
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I like your idea, but I wouldn't extend the effect for longer than the sprint duration.
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@DianaTheDuck said:
My suggestion is that the both of them should have a cooldown after they used they power.The Wraith abused his bell without any cooldown and The Nurse with teleporting(even though she has a little cooldown after she miss the atack, its not enough). I think I am not the only one who thinks the same.
If nurse had a longer cooldown, like Blight for instance, her base movement speed should be higher to compensate. Kind of what she would be if both iridescent addons were base kit.
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Agitation: I would like if instead of messing with wiggle (there is mad grit already) this speed up the pick up and hook animation
Blood Warden: I like your idea, but make it 10 sec per token
Iron grasp: I like your idea a lot
Insidious: still would be used for camping. How about: After hooking a survivor, insidious activates. Whenever you are at least 24 metres away from any hooked survivor you gain the Undetectable Status Effect. When the survivor is unhooked, insidious deactivates.
Monstrous shrine: I don't know what to do with this monstrosity.
Predator: too op, I like one idea I saw where the scratch marks would be animated and flow in the direction the survivor ran.
Surveillance: very interesting indeed.
Territorial Imperative: I still wouldn't use, I guess I don't care much.
Spies from the shadows: how about instead you see the auras of disturbed crows anywhere in the map, no cooldown. Useful, but not op as survivor's aura. And not confusing as the current bubble thing.
Claustrophobia: another complicated one
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@Fnatic47 said:
https://us.v-cdn.net/6030815/uploads/E0Z9R4XCL8XJ/killer-stats.jpg
What is your thougths about this ?! Do you agree ?
Doesn't mean anything if not grouped by the different MMR levels
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If BT becomes base kit, it would be only fair
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Yes, please! Really great video btw, congrats!
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/2758689#Comment_2758689
exactly, it reduces the grind by half and can prove to make the grind significantly smaller, prestiges don't matter as those are by choice, but when you're a killer or survivor trying to get all the perks on your main survivor/killer, it's a pain in the ass due to the grind
Ikr, I don't even prestige and my survivors and killers are far from getting the perks I need.
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@Mekochi said:
Legion and Ghostface are on the list for buffs a future update
https://us.v-cdn.net/6030815/uploads/WHJ2LQ67H50R/screenshot-20220112-135812-148.png
Unfortunately "future" may mean "5 years" 😥
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RIP Nea. You will be remembered.
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Personally, I'd like to see perk tiers removed. They are so inconsistent as some perks are not worth at all to bring at tier 1 and for other this doesn't even matter. And removing them would greatly reduce the grind, and even make implementations of new perks way easier, so it's a win-win.
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DC should count as a 3-hook sacrifice. At least this way they can't negate your pop or bbq. I would like if they add the EGC ending sacrifice animation when this happens.
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@TWiXT said:
Eruption:
After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.
- When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
- Applies an immediate 6 % Progression penalty.
- Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 12/14/16 seconds.
Eruption has a cool-down of 60 seconds.
The Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk so something that can synergize better with others for slowing gens. For that reason, I also increased the cooldown time of eruption to 60 seconds (was 30), it only seems fair since this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of 6% damage to all of the affected gens on your next down... Maybe I could shorten that a bit though.
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness.
This isn't a perk I necessarily USE in all my Builds or on Every killer, but come on... Poor Spies has been needing this level of a QoL Rework for a VERY long time.
Your idea for spies deserve its own thread. Really good.
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@dugman said:
I think he's fun to play but don't have a strong opinion on him one way or another. If I had to guess I'd say probably B tier because he's a basic attack killer with a potentially strong 4v1 ability and situational Teleport and single target chain abilities.
I notice Otz has him at B Tier as well if you want to hear his opinion.
This was before all the nerfs in his addons 😭
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You can even slug. Just be sure to come back before fully recover.
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@GHOSTfaceP3 said:
Ok why are boons not fine?
too damn fast, too large range and unlimited uses
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Some aura reading abillity for sleeping survivors would be nice too.
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@WishIcouldmain said:
Rework to to combine elements of Freddy 1.0 and 2.0 hoped for a strong and viable killer.
This is what I want. Take away the passive sleep and make it manual again (maybe give the passive with addons) and remove the waking up from failed skill checks. Take away his TR for awake survivors or make it Myers T2 level. Give him more snares again and keep his teleport. I would like to teleport to completed generators too, even if some addon was required.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754027#Comment_2754027
Sure, but I-frames also protects you against ranged powers, traps, Victor and let you move through a killer. It's also way easier to use because of them and you can get away with using it on reaction.
It would be more risky to use without I-frames, at least around loops.
DH though killer is the most annoying thing. If they don't want to remove neither the invincibility nor the distance, they should at least remove the no collision part and replace to a micro endurance effect.
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@ThatOneDemoPlayer said:
I hate the distance way more than the invincibility
For some killers the invincibility is way worse, like Victor and Huntress. It doesn't even make sense hearing a hatchet hit the target and no damage is taken.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2750449#Comment_2750449
Everytime I see this comment I just picture someone being given five bucks by a stranger than complaining five is better than nothing but why isn't it ten.
It just seems extremely weird to be disappointed by something you have no expectation or entitlement to. Someone gave you five bucks. Either smile or not care but to seem disappointed is just.... weird.
not disappointed, just meh.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2750401#Comment_2750401
I like this. I'm also imagining my rage when I down the last Survivor, close the hatch, and they have Adrenalin. But I like it! 😁
Sounds fun to me 😄
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Better than nothing I guess, but 50% extra is a little meh...
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Or maybe just show hatch's aura after downing the last survivor. Simpler than mess with buttons.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2718652#Comment_2718652
The DS doesn't need nerf, it's just you not being a tuneler
how is it a nerf?
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I have an idea:
- Reduce the current killer stun duration to 3 seconds
- The skill check now gives the survivor a 2 sec boost
- DS deactivates after the last gen is popped
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I do both ways. But Ghostface is always black costume.
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I love Lethal Pursuer, but sometimes I just feel there are so few perk slots...
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@meatisadelicacy said:
I cannot wait until they destroy Dead Hard and then survivors switch to an exhaustion perk that actually works 100% of the time. Killer mains have no idea how often DH just does not work, and there is still constant complaining about it.
What do you mean? It used to be like this, now it works every time
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And since now his TR is wider, he should move at 4.6 m/s, or at least when his weapon is not loaded and then make his harpoon range longer.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2712469#Comment_2712469
Maybe tweak around it. Anything close to his BS from before isn't allowed though.
200ms would be reasonable.
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@Myla said:
Nah the ADS nerf is perfectly justified. I do think they should have gotten more buffs instead to compensate for the ads nerf though.
400ms is just too much. It's like he is in slow motion.
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Happy Holidays/Merry Christmas to all <3
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@Mileena_Kahn said:
Im hoping they do something about them in the mid-chapter patch.
Pretty soon. Just wait.
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@jesterkind said:
You're right that it would increase the amount of skill required to use the perk, but I wouldn't support it myself for one reason- that would just encourage people to use DH for distance even more, since that doesn't require invincibility and is already a lot safer than using it to dodge a hit. Generally speaking, you want survivors to be using it to dodge a hit- that's the counterable use, that's the use that requires skill (albeit not that much), that's the use that only sometimes actually gives all that much value.
What I'd propose instead is having a cooldown of somewhere around six seconds after using Dead Hard where you can't interact with pallets or vault locations, so survivors can't Dead Hard for distance quite as easily.
Six seconds is too much, they would go down for sure. One second would be enough to screw up 95% of all DHs to windows and pallets of history.
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@Aven_Fallen said:
You question is "Would this nerf Dead Hard?"... Not "fix".
And the answer would be "Yes, it would nerf Dead Hard".
And I dont think that this is what the players want. Because most players complained about DH for distance, which would be the only purpose of this Perk if you would remove the I-Frames.
This was true a while ago, but recently I have seen more complaints about the i-frames.
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@Typedragonfly0 said:
I see a lot of posts saying dead hard is OP but there’s not too much to back it up except ramblings of frustrated players, so let’s try to look at the situation from a logical standpoint. In my experience, DH is used in about 60%-70% of the survivors I go up against (I am not guessing, I actually did a sample size). With 8 exhaustion perks, this should be much much less. Hence why DH should be put on the level of other exhaustion perks to encourage perk diversity.
Another interesting point is Coup de Grace. This is essentially the killer dead hard, it increases the lunge range to get a hit where you normally would not be able to get a hit, where dead hard gives you a quick lunge to bait a killer into missing a hit they normally would be able to make; however, unlike the survivor dead hard, this is limited to a 5 time usage. I’m sure we could all agree that if this was a cool down perk, it would become almost as used as ruin undying in the meta. Killer to survivor balance, even if you wanted to argue that the killer should be on equal standing with the survivors, I’d still argue for the DH nerf due to Coup de Grace being so limited.
Coup de grace should activate whenever you put a healthy survivor in the injured state by any means.
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I would use it if I owned Jonah. Not all the time, but sometimes.
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I was making a joke, it's not really a suggestion/feedback. If I broke any rule, I apologize. I would delete the post, but I don't know how or if it's possible.
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@agonizing said:
https://forum.deadbydaylight.com/en/discussion/comment/2710951#Comment_2710951
In DBD history, It’s usually a general consensus that determines the nerfs. i.e. Old Ruin, Old Sef-Care, Old Spirit, Old Nurse, etc. With people who play killer more often, DH is very frustrating to go against.
Also it punishes any killer with animation slow down, hurts Nurse the most if you’ve ever played her.
It's exactly because of nurse that DH cannot be nerfed. A match without DH is 4k easy for any decent nurse.
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Basement scourgehooks would be awful against a hag or some killer with agitation + iron grasp. I think there could be more scourge hooks instead, but not in basement. Otherwise it would need a long cooldown.
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They did promise to make the grind better... I'm still waiting for this plus Legion and Ghostface buffs :(
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/301056/please-make-killers-stop-camping
Genuinely can't determine if this is a joke, real, or what side of the fence it falls on :(
poe's law strikes again :(
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She needs a nerf so killer perks can be properly buffed without giving her too much power. There shouldn't be one massive supreme op killer while 90% of them are underwhelming. She'd need extensive rework though, so she loses a bit of power but gets some QoL to compensate.