ukenicky
ukenicky
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- Username
- ukenicky
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Comments
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@Equus said:
You should go for that steam achievement to do a gen and escape without perks 8 times. It's a really satisfying achievement to get and after that you'll appreciate every perk way more. It'll free you from your current build.
Can you bring an item for that achievement?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/245717/hag-needs-one-last-change
She's not strong against good survivors.
Literally run just on the edge of her trap and then instant pull back. Bam
Counter to hag Right there, She needs help more than Nerfs,
An A tier bordering on S tier killer doesn't need help lol
Hag is fine as she is imo. It's almost impossible to beat a good Hag. They operate on another level of 4D chess
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I think the only mori that should be base kit is cypress mori. It makes sense to me at least, that the Entity would allow the Killer permission to execute the last survivor if they wanted to and in doing this I think the Killer should get the same amount of points that they would for hooking them that way they aren't screwed over.
Once keys get gutted I don't see any reason the mori offerings should be touched either. I know it stinks that they are kind of useless but I really would rather see moris get baked into perks more like Rancor and Devour Hope. They could add new perks that have mori potential or rework old perks to gain mori power.
Idk that's just my thoughts on it as someone who plays both sides.
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Something I haven't seen anyone mention is Save the Best for Last.
Obviously it isn't a hard counter to this situation but if you have stacks of STBFL you can turn a hook dive / most save scenarios into a slaughter fest because of the increased recovery. Again, this isn't a hard counter and it won't exactly work if the person getting unhooked with BT is your Obsession but it's still incredibly useful. I've seen Killers use STBFL in this way to end up downing both the rescuer and the unhooked survivor.
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I'm here for it! Myers needs some love to bring him up to date as well, he's easily the most outdated killer but we still love him bcuz he's iconic and actually scary ❤️
Anything to make the game actually scarier I'm always here for. I love getting creeped out and jump scares LOL
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The Pig changes seem a bit much. Tampered Timer + Crate of Gears would mean every RBT is a guaranteed head pop since it's impossible to search 4 boxes with that add on combo in play.
I think Pig is a very well balanced killer, she's a jack of all trades, master of none kind of killer and I like that about her. More than anything I wish they'd reduce her TR back to what it was at launch to help out her stealth game.
I could MAYBE get behind the RBT idea of tampered + crate got nerfed but in the current state of things, making every single RBT an inescapable death trap would actually be gross and I'm saying this as someone who plays as her lol
Combat straps add on being base kit is an idea i've seen thrown around a lot, idk if it's necessarily a good idea but I'm down for something like that as well.
I'd love to see her get a big add on pass where tampered and crate get nerfed and everything else gets buffed/reworked. The skill check add ons are useless and the status effect RBT add ons just encourage tunneling it's sad.
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The only time I break away from a heal is if my Spine Chill is going off.
But yeah, even when I run Resilience I gladly take a full heal, especially if they heal fast. If they have We'll Make It for example, or even Botany Knowledge (Mega sleeper perk) you may as well get healed as long as the killer doesn't have OHKO potential. Even then, sometimes I still like to be heales up against Bubba/Billy in case they m1 while you're injured.
But yeah. Also if they DON'T have the aforementioned perks and you're suffering from Sloppy.. Then I would break away lol
That shi takes FOREVER to get healed up from and isn't worth it imo
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@D3spair said:
https://www.youtube.com/watch?v=35vBSv7zPGw&t=983s
https://www.youtube.com/watch?v=stfxjkjO4eY
Undeniable proof that playing fair or "by the Survivors rule book" will never get you a win(3K+ or Ruthless Killer) as a Killer.
Sure we can say these are the Top 1% of Killer vs the Top 1% of Survivor and these does not represent the average games we always have but can you still say that after BHVR implement their MMR system? It will come to a point eventually that every one of you will encounter Sweat after Sweat opponents Killer or Survivor.
The fact of the matter is that the only way to win majority of games is playing dirty, by that I mean Slugging, Camping and Tunneling. To counter this Survivor will eventually adapt their builds accordingly and we'll see the usual sweat build (DS,UB,DH,BT)
It's a bitter pill to swallow that in the future the DBD trials we all know now would be less fun for Survivor and Killer. I am pretty sure that no one wants to get Sweat Nurses, Sweat Spirits and Sweat Squads every time in the future.
Why is it "sweat build" if survivors adapt and bring perks to counter slug/camp/tunneling? Survivors just run what they think they will need to have a chance at having fun and not being tunneled out of the match or dying on their first hook. Same goes for killers utilizing gen defense / slowdown perks to give them a chance to have fun as well and have an actual match that lasts a few minutes. I don't see how adapting your build to lessen such things on both sides is "sweaty".
When I'm tired of going up against hard tunneling killers with my friends I bring BT and DS because we're just trying to have some casual fun and some killers go into matches just wanting a 4k or riot lol it's so much worse for solo queue too
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@Yords said:
It is trapper for me, especially since I play solo most of the time.
I swear I am so paranoid of his traps that I don't even loop properly, even if he is right behind me. I can't really trust my team to disarm his traps so I try do do that the best I can by myself.
I feel this so hard. Even when I'm playing with friends, we usually do pretty poorly against Trapper but usually it's because the Trapper players use a map offering to take us somewhere we will never be able to see his traps LOL
Or Lery's where you can see the traps but can't do anything about it mid chase like ugh it's rough
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There's always room for something like this in the form of a perk. If you ask me it would be rather niche anyhow, to bring a perk just to counter Exposed- also they would need to be very careful with making a perk like this as there are certain killers who's power is all about exposing the survivors like Myers and Ghostface.
Idk, I'm on board with it because I think it would be pretty interesting and new survivor perks have been really boring/bad lately.
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There's literally no reason whatsoever that Mother Daughter Ring + Yaku Yoke Amulet should be as powerful a combination as it is. It suddenly gives Spirit insane mobility and is actually kind of problematic.
Spine Chill can help to counter her but it's not magically going to make you win against her lol the only positive I can see with Spine Chill is, at a dropped pallet, if she begins to phase and go around it, your Spine Chill will turn off as, a husk left behind looking at you will not trigger Spine Chill (I'm uncertain if it lights up if she looks at you while phasing, someone back me up on that one if you know).
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If anything I feel this will just encourage killers to go for grabs on the rescuer even more.
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I want to see more perks have the mori baked in like Rancor and Devour Hope.
Mori should also give you more BP/be equal to sacrificing a survivor for the rest of their hook states since it can often be a detriment on your Sacrifice category to kill them.
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There's honestly so many underrated killer perks that are really good it's just mandatory that killers bring adequate gen defense, slowdown and information perks if they want any sort of good chance against coordinated survivors.
And yes, there are a lot of awful killer perks that seriously don't see the light of day very much and desperately could use buffing/reworking.
I think that things will happen over time. I think we can expect more perks on both sides to be changed and made more useful it's just that, BHVR takes an incredibly long time to do anything because they know they can go at their own pace and they do.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2123808#Comment_2123808
Omg I forgot monstrous shrine even existed! I like your idea btw!
Thanks! Yeah it's a pretty forgettable perk lol
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Excellent idea, you have my vote.
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Hex: Monstrous Shrine
A Hex rooting its power on the act of sacrifice. Your fervent care of hooks has aroused the Entity's interest.
• Hook Progression is accelerated by 3/6/9%
• Self-Unhook difficulty is increased by 5/10/15%
• Self-Unhook penalty is increased by 3/6/9%
• Survivors suffer from a 5/10/15% Action speed penalty when Unhooking other Survivors (New)
• Hex: Monstrous Shrine grants 50/75/100% bonus Bloodpoints for actions in the Sacrifice Category (New)
The bonus Bloodpoints are only awarded during the Trial.
I wanted to rework Monstrous Shrine to be a Hex perk that would affect ALL hooking not just basement as that is a bit too niche. Additionally, Survivors won't know they are cursed via Monstrous Shrine until one of them is hooked to give it a bit of surprise factor. My only concern with this is it might promote camping. A clause could be added where its effects only work when you are a certain amount of meters away from the hooked survivor similar to Devour Hope (24 meters) as I feel killers should be incentivized to go elsewhere after hooking instead of camping.
I feel like Monstrous would be really cool like this as a Hex with immediate value on hooking. Usually Survivors keep working on gens and think they'll have time to go for a save once they're finished with said gen but Monstrous would put pressure on them. If left alone, Monstrous would make end game scenarios where everyone has been hooked once much more harrowing as well and I think they'd really go out of their way to cleanse it to alleviate that pressure. A Hex that survivors actively seek out to cleanse is great imo as it encourages side objectives. Lmk what you think! I hate Monstrous in its current state lol
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Surprised you didn't mention Deliverance
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2122732#Comment_2122732
Bbq..? If you show up on BBQ. You weren't in their TR to get starstruck
If you get exposed from being in their TR then go to hide/get outside their TR you remain exposed no?
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To everyone saying "just hide", Infectious Fright and BBQ do exist.
I think as more killers play with this perk in certain combos we'll see some nasty stuff come out. As already stated, high mobility killers can easily take advantage of this. May need some reworking in the future, I think it's a really cool perk and want it to be powerful but it just renders so many other killer perks utterly useless in comparison.
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@Zixology said:
Hold your pitch forks and torches for a second and let me explain. (But you won't. I know who rules these forums.)
With the "bug" of having Breakdown destroy hooks for the remainder of the match, I personally think we should work with that. Make it so that Breakdown only activates once per match. But make the hooks stay gone.
Ever since the devs added extra hooks to try and combat old Saboteur, they never reverted the change even after Saboteur was nerfed into what we have today. There's an absurd amount of hooks in the maps. And the hook offerings are useless to both sides and make no visible difference. Hooks will always spawn within 20ft or less of each other.
With this change, at MOST, only 4 hooks can be destroyed per match. That's more than easy to deal with.
No one used Breakdown before (unless going for adept) because it wasn't worth using. This change won't make it meta, but I'm sure it will at least get more use.
Unused perks on both sides need changes to actually incite people to use them. This could be a step in the right direction.
As someone who plays both sides I love this idea!
I'm really hoping BHVR keeps improving perks that see little to no use on both sides. There are so many perks that could use buffing or reworking tbh
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Plague
• Fountains spawn closer in from the outermost edges of the map.
Not to the point that they are all center fountains but currently on certain maps like the Swamps, teh fountains literally spawn in the outermost edges of the map, facing walls and blocked by trees it's actually so awful lol
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Because BHVR thought they were a good idea.
I'm sorry that's the honest answer lol
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I genuinely don't see survivors running DS unless they really don't want to get tunneled or want a guaranteed end game escape chance. Idk it really seems bad now outside of end game scenarios.
Borrowed Time is really good but I think Iron Will and Deadhard are better
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Sigh
It's not an exploit if it's working as intended. Is it still bs and a ridiculously powerful perk? Yes but it's not "exploiting" it to utilize its i-frames in those ways unless BHVR wants to comment on that themselves and let us know what they think of it but for all intents and purposes Dead Hard does exactly what it says it does and since it exists in the game it's fair until they intervene and change it otherwise lol
I don't even like or use dead hard I usually end up exhausted on the ground when I use it. It seems like something veteran players get more use out of so I'm content to stick to my lithe and sprint burst.
Also about baiting it out: that literally is a way to deal with it, at any and all ranks. When I play killer that's how I get around it sometimes, especially when you're chasing the survivor in a dead zone they just inevitably go down. If they get to safety with it I make the decision: am I going to try and mind game here to get them or am I going to leave them and get someone else? Usually I bring Sloppy so even if I've hit them once at least they're in a bad spot to heal and I can go hurt other survivors and get more slow down going either via Sloppy or Thana.
The only reason I'm worried about getting DH nerfed is that killer mains don't seem to be content until something is nerfed to the point of uselessness and that's probably what will happen with DH if BHVR listens.
Then it'll be on to the next perk you don't like
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DS is a waste unless you're in the end game. Killers can and will slug still because they don't want to eat a DS.
There are better meta perks to run, Iron Will, Dead Hard, Unbreakable, Borrowed Time, Spine Chill etc.
Survivors will adapt and Killers will complain to get the next perk they don't like nerfed (See, Dead Hard).
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@Azshhh said:
There was literally no need to remove it's ability to detect killer traps either
It was one of my very few ways to counter Hag ;-;
She really feels hopeless to go up against, and I'm saying this as someone who plays as her lol
When I bring Small Game and happen to be up against her the warning of her traps is actually so appreciated.
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@GannTM said:
Sac wards are more of a meme offering. One time I played in a swf with two others and one said they are burning a Midwich offering. I said "do it I dare you" and burnt the sac ward. Hate Midwich so much.
LOL this sounds like something i would do with my friends when they wanna go somewhere I hate
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This is actually an interesting idea. I like it!
Never uses indoor offerings, like ever
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If you still want to tunnel you can.
So many killers hit through BT and just follow them and down them since they have to mend lol
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@Zixology said:
8 games in a row now, I've been tunneled straight off the hook for all 3 hook states till death. Slugged for 2 min in between despite me not having DS and most games not even having an obsession.
I've been trying to be nice and "not toxic" according to killers. Just running Bond, Kindred, WGLF, and We'll Make It. No items or offerings because I feel like they'd be wasted. But I guess I still get singled out for who knows what.
Give me the most toxic build you can think off. I'm sick of being nice just to get treated like dogshit.
U need a build focused more on survival. This build is too much altruism. Tunnelers/campers have a hay day with that. I absolutely recommend an exhaustion perk of some kind, my favorite is Lithe but Dead hard and Sprint burst are great too.
I would definitely only bring WGLF or We'll Make It. Both seems a little overkill. When I bring We'll Make It I don't bother with WGLF. Kindred and Bond you can play around with but I recommend switching one out for some kind of self preservation: DS, Unbreakable, Soul Guard, Second Wind etc.
I'm not good at "toxic" builds but I can try to help make a balanced well rounded kit that will hopefully help you against killers who play mean. Also encourage others in pre game lobby to run Borrowed Time, it needs to be encouraged and become normalized to help against camping / tunneling. Also when I don't want to run Kindred I let ppl know in lobby if I am or not bringing it so that others can switch perks accordingly if they want to bring it or not etc etc
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@QwQw said:
You might wanna swap the order of those emojis mate, cause right now we're talking about Break Lucky.
I thought about that but I thought it looked better this way 😣
@Phasmamain said:
You’re gonna require 2 perks and it only lasts 90 seconds which is about 2 gens worth of time for an average team
Could be okay but certain killers like legion or plague will drain it quick
I feel this, a lot of people are saying "You have to run two perks to be mostly undetectable" but Iron Will is one of the best perks rn, if not the best after DS nerf.
@MadLordJack said:
No, I don't think this is an okay change. Completely removing a killers ability to track you? You basically become undownable for the first two minutes of a trial.
And imagine in an indoor map. What the #########. Who thinks that's an okay idea? Who looks at the killers ability to track survivors and goes "well, that's too strong!"
Yeah this is gonna be insane on indoor maps or anywhere with lots of LoS breaking potential and hurt killers who need to get that first down asap which to be fair is most killers but especially like Pig who needs to get a trap on someone ideally before first gen pop.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2103358#Comment_2103358
It’s gonna be a great perk paired with Off The Record.
This is true too! I think it's crazy how well this version of Lucky Break will synergize with many other perks. Maybe even be the new Houdini build or Houdini 2.0 at the very least lol
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What C tier killer can teleport between gens, passively put survivors to sleep where they are oblivious and utilize traps for incredible anti looping?
These nerfs will hurt, yes but they will separate good Freddy players from bad ones and a good Freddy will be mostly unchanged imo. Seriously he'll still hold a lot of map pressure and lethality even with these changes it's just going to take some getting used to.
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He can still teleport around the map through generators = amazing mobility/map pressure
People still get put to sleep passively, he literally doesn't have to do anything = free oblivious debuff
Dream Snares are still going to be powerful he can anti loop just as well as Clown = he still retains his lethality and ability to end chases prematurely you just can't litter the map with snares now
The add-ons probably do hurt. I'd be upset if my favorite killers add-ons were gutted too but the issue with slowdown add-ons is that they can stack with slowdown perks to the point that it creates really boring gameplay.
Overall I think they did a fine job with these changes. They could have hurt him a LOT more. He's still likely S tier, maybe A tier. He has so much going for him that other killers wish they had.
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This looks so good like ugh I'm actually excited for this map rework. It looks really nice and bright unlike azarovs rework with its gross green
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Actually I find it odd it gives you a boost to healing slugs yet not a token for picking up a dying survivor. That could and should generate a token imo
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I still try to tell my friends this to this day I kid u not and they all still run up to him/through hag traps and they're higher rank than me LOL
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I think WGLF is fine. The insane healing boost to slugs is highly underrated and just, amazing.
BBQ encourages killers to leave the hook and go look for other survivors 1. with the aura reading it gives and 2. with the BP bonus for 4 unique hooks on different survivors.
Literally I think both are completely fine. I get that it would make sense for WGLF to generate tokens on other certain actions though like flashlight / pallet stun saves etc.
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Main: Plague
Perks: Hex: Ruin, Pop Goes the Weasel, Thanataphobia Infectious Fright
Add-ons: I like to use green and below add-ons so that I don't get dependent on higher level rarity ones but typically anything to reduce puke cooldown and make me move faster while puking. The apples are GREAT though. Black Incense when I want to spoil myself lol also the Emetics which increase purge's effectiveness are dirty as well. It's literally disgusting when you fully infect someone with like half a puke.
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One day, shirtless Ghostface and Myers will hopefully be a reality
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Trapper really needs help, like BAD.
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I think it all depends really. In my opinion, Sloppy is a well designed, powerful perk for most killers. Some killers don't even benefit running it though, for example my main Plague but that's because she renders healing impossible through her power.
I like to bring Botany Knowledge + Medkit or We'll Make It as I'm much more of an altruistic / healer type survivor and when I do, Sloppy doesn't affect me and my teammates at all since I can counteract the penalty. However, exceptionally good survivors can also counter Sloppy by simply not getting hit a second time. Builds exist that utilize Iron Will, Resilience, Dead Hard and whatever 4th perk you like so that when you're injured you are much more efficient and actually harder to kill.
So it's interesting that Sloppy can be really nasty when comboed with things like Thana or Nurses Calling but Survivors have a couple ways of countering it themselves. I really truly think it's a balanced, strong perk. At its worst it's annoying for sure but the only people who would call this "unfair" are likely people who don't understand how to deal with it.
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@Zixology said:
You're not the only one. Unfortunately.
People are finally realizing that DS isn't a good method to reduce tunneling. You can still be tunneled right through it. You always could.
Yet, the devs and most fog whisperers actively promote that type of behavior.
EDIT: They promote it by saying it's not bannable since they consider ruining someone's match a "strategy". Giving this reason because someone is bound to ask.
I'm glad someone in this thread said this.
I love when people say "just do gens" in response to complaints about camping/tunneling and then they complain about gen rushing/gen speed.
Kind of creating your own problem in the first place.
All that being said I think Borrowed Time is going to become a must bring perk for anti tunnel purposes. It's already always been a pretty great perk but I see it being the new meta since a good teammate using it to save someone and body block off hook is probably the best way to stop tunneling now.
Second Wind is nice too. not sure what else but the survivors that stay around will adapt and figure things out and then killers will probably ask for the next thing to be nerfed. Vicious cycle, sigh
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Me at the exit gate.
Actually jk, I'll usually let them hit me twice unless they're an insta down killer. And never leave at the last second instead of letting them get a hit which a LOT of people do. Meanies
Though, I can understand if the killer was scummy and camped/tunneled hard but yeah, for the most part I see nothing wrong with giving killers free hits at the exit gates. Same with survivors healing each other for altruism points etc
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@undoredo said:
Like, I don't facecamp or go out of my way to tunnel, but I do play him.
It isn't Freddy so, no. U good fam
(I'm joking, although I despise going up against Freddy I don't think people who play him are bad people.. Though a fair amount of Freddies tend to be really toxic but that's neither here nor there.)
Bubba is a totally valid killer
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My man Tony just can't catch a break 😩
I honestly can't wait for the key rework. I'm really hoping they become more aura reading items than bs hatch items.
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@gatsby said:
This isn't my first rodeo. I predicted the general ideas of Smash Hit and Power Struggle before. So here are two new predictions for the general ideas of new perks.
1- Endurance Perk for the person going for an unhook.
Savior
You can't save everyone, but that won't stop you from trying.
When you are within 12m of a hooked Survivor, gain the Endurance status.
Any damage taken that would put the Survivor into the Dying State will instead trigger the Deep Wound Status Effect, after which the Survivor has 20 seconds to Mend themselves.
Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.
"Trust me. We'll make it out of this just fine."
2- Exhaustion Perk that increases the speed or duration of the boost from taking damage.
Faster than Fast
You know when its time to leave and you don't look back.
After taking damage from a special attack or basic attack, break into a Sprint for three additional seconds.
Faster than Fast causes the Exhaustion Status Effect for 60/50/40 seconds.
Faster than Fast cannot be used while exhausted.
"Run first, ask questions later!"
For the second perk, would the sprint burst activate after the small burst you get from being hit or no?
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The issue with that is that a Killer could bring their strongest add ons and just completely slaughter the survivors and get to keep the add ons for another slaughter fest.
Iridescent Head and Black Incense come to mind.. And Mother Daughter Ring + Yakukyoke Amulet combo. I'm sure there's more
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@darlazon said:
When I'm on someone getting off hook, even if I am pretty sure they don't have Decisive or Borrowed Time, I will let them go in favor of uninjured, unhooked survivor. And in the endgame I will purposely leave hooked survivors because I will feel like a dick for camping them. Am I being too nice? Am I handicapping myself?
My two cents is do whatever feels right to you in that moment but being "nice" is always cool!
I usually play Survivor but when I'm playing Killer I try really hard not to camp or tunnel people because I know how awful it feels. I do however slug a lot lol. Also in end game I am pretty inclined to proxy camp at the very least (There isn't much else to do as killer at that point).
All that being said, when survivors dive the hook I wouldn't feel bad about taking them down. Usually what I do in a scenario like that is take down the unhooker because they're basically farming the person who was hooked and I've been in that situation where you just get farmed without BT and it sucks. So I uh, yeah. Personally I like to go for the maximum number of hooks possible so I get the most Sacrifice points but I also run perks which give me incentives to get as many hooks as possible (Pop, BBQ etc.)
It's just all up to you but I always remind killers that camping / tunneling someone out early means the remaining survivors will likely gen rush you even harder than if you hook then go and look for another survivor immediately. Exerting as much pressure as possible is how you keep control of the game, not making one unlucky persons game experience miserable lol
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Idk I really don't get this. I just run Pop so when I do kick a gen I don't have to worry about taps messing with me.
The base regression is so minimal I feel like it doesn't really matter and even if it took the same amount of time working on a generator, that it does a Killer to kick the gen, to stop regressing I feel like killers would still complain about gen speed.
Maybe more perks to incentivize kicking gens would help though I do feel like Pop already covers that niche and may never be outdone. Buffing existing perks would be nice. Oppression honestly should have a lower cooldown.