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femme_fatal1

femme_fatal1

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femme_fatal1
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  • easier sure but that would be op this perk would be using an entire perk slot to make one perk better which is why its ballenced and you still have to wait for your exhaustion to run out first before activating it

    @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424557/new-suvivor-perk-idea

    Maybe instead make lithe and sb or other perks activated by button press? Woudnt that be easier?
    I think this mechanic is intended for players to NOT have everything on demand.

  • but its not about the frequency its the fact that the terror radius does nothing other than break immersion given that you wont even be leaving a gen enyway if you hear it only when you see the killer enyway it just makes you start looking around and no terror radius means that you would just be looking around enyway all the time which is more exiting than just wait for the audio queue and the rest of the time just space out hitting skill checks before moving on to the next gen

    removing the terror radius would make doing gens a high preasure task instead of something you just slug through cause you have to

  • @Devil_hit11 said:

    Use trail of torment, Unforeseen, Hex:plaything, Tinkerer, Machine learning or other stealth perk equivalents. you can make every killer stealth. Beware for killer with lullaby.

    i feel like thats missing the point running into a killer running stealth perks once in a blue moon doesnt change how i play suvivor every other match and barely changes how i play suvivor that match

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779893#Comment_3779893

    yes and my suggest is to remove 2nd part.

    "Upon damaging a generator, this perk activates:

    When a generator is completed, you gain 10% haste and 60 second of undetectable."

    there is no 2nd kick or any compromise. I don't know, just for the 3rd buff if it ever shows up. Maybe then the perk will be good.

    i… my comment was litteraly that you should have clarified that you wanted a perk activation change instead of just an effect change also it still isnt clear what you mean, cause what you just said about removing the second part would mean to have it activate of of the first gen kick but that doesnt line up with enything else you have said

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776749#Comment_3776749

    no, the perk activates after 2 gen kicks. it doesn't pick any gen to compromise. it is just stay active, next gen that is completed activates speed and stealth. It is like you compromised all generators on the map.

    per the perk description

    "Upon damaging a Generator, this Perk activates

    . While active, the next Generator you damage will become Compromised."

    stop talking out your ass

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774899#Comment_3774899

    you have to spend time kicking 2 gens. the compromise mechanic adds rng on top of time-sink to use the perk. this is not accounting that survivor can also hear/see the activation of the perk meaning they can entirely avoid the perk effect.

    oh you meant like that the perk activates after the first gen kick fyi so without describing that you wanted an activation cost change what you meant didnt really come through. tho then the perk would just stay basicaly useless with the only exeption being 3 gen builds and even if it worked without the rng (which isnt really rng tbh) it would get nerfed instantly cause that change doesnt really do enything exept make it stronger on the like 5 killers i mentioned previously and stay awful on the rest of the cast like maybe this makes you add blight to the list but do you really wanna make a perk more powerful just so it can be great on blight. oh yea and also the perk just wouldnt be fun why rework something to make it less interactive

  • side note that would just be kick every gen then you can have it up for the rest of the match which wouldnt work with the current stats it would be like if bitter murmer gave a 25 second aura read on each gen compleated

  • just no you would have to nerf the duration to a point where it wouldnt do enything if it was garrenteed making it a gamble would allow it to keep its powerful effect

  • @CrimsonMothKing said:

    I think the most recent buff to Machine Learning was a decent step forward. The only changes I would suggest for it is that you can compromise multiple gens at once and you don't need to kick gens twice.

    It would make the perk more consistent by far.

    i mean its definitly in a better spot now but like if your playing all but like 5 characters (onryo xeno dredge unknown demo) chances are in activating the perk your gonna lose a differnt gen enyway so this would just make it a more general perk