jules_bl
jules_bl
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- jules_bl
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@NorMak3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187200#Comment_1187200
Alright, which ones in particular would cause such a problem?
How about everyone??! Killers are already on a major disadvantage as of now and you’re supposing all those perks should be nerfed? That’s actually beyond ridiculous, if you think swfs, god loops, recent gen speed etc. exist. Gens are already done in like 5-10 minutes even if the killer juggles all 4 survs perfectly.. if they’re optimal, have a bit of brain to loop you and know how use the tiles on the map you have literally no chance to win..
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@Lametart said:
Hey everyone! I had this idea that could help a bit with the gen speeds. Of course this relies a lot on RNG, and is not an immediate fix, but it'll help with living up skillchecks a bit!
https://us.v-cdn.net/6030815/uploads/426/QVXPXL8MHQJ2.png
Let me know what you think!
I love that idea, but you know this too similar to ruin no way this is going through
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@NorMak3 said:
Hey everyone,
You've probably seen this stuff floating around for awhile on the forums, but in case you didn't know, I uploaded a document (and accompanying forum post) titled Dear Dead by Daylight about awhile ago which has been getting incredible feedback from you guys here in the community, but the biggest suggestion was to split all the change ideas into multiple documents to make them easily digestible.
Today, I bring you suggestions for changing overpowered or annoying killer perks. My last post got a lot of discussion which was incredible and exactly why I'm doing this: to refine these ideas. Thank you so much and if you wanna help me out, there's a few articles that haven't gotten a whole lot of attention.
You can find them by searching Dear Dead By Daylight in the search, they should be the only ones there. I'd love to hear from you all.
If you want to know my reasoning or check out the rest of the changes, I'll leave a link to the main post as well as the previous article. Please leave constructive criticism and/or support, you're feedback is invaluable. Thanks again,
NorMak3
P.S. This list isn't perfect and I may change things on the main document based on new data, but I don't plan on changing anything on these fragment posts, so if something seems off, make sure to check the main document or comments to make sure it isn't already fixed.
- "No One Escapes Death: It’s effects last for 150 seconds or until the totem is destroyed. Additionally, if the Power Outage occurs, No One Escapes Death activates then, instead of during the door opening stage.
(Author's Note: I know what you're thinking. Trust me, it's rare that the endgame lasts 150 seconds or more, I've done the math. This is a minor nerf meant to help out beginner games where hesitation can cause the endgame to last more than 150 seconds.)
- Barbeque and Chili: Alert survivors that Barbeque and Chili is active when they are first revealed using Barbeque and Chili (similar to when they discover thanatophobia). Additionally, it will not reveal downed survivors and the stackable bloodpoints only apply to the sacrifice category.
(Author's Note: Once again, I know what you're thinking. The existing double bloodpoints is absolutely ridiculous, especially when compared to all the other bloodpoint perks. Feel free to critique me on the rest, but I've talked about this on other posts in the series and I'm still sticking with this.)
- Rancor*: You become obsessed with one survivor and start the game with three tokens. Whenever a survivor dies on the hook or is killed you lose a token. Each time a generator is completed, the obsession sees your aura for 6/5/4 seconds and you see the auras of all survivors within 40 meters for 3 seconds. Once all generators are completed, this perk activates based on the number of tokens you have:
- 3 tokens: The obsession gains the blind and exposed status effects and can be killed by your own hand
- 2 tokens: The obsession gains the blind and exposed status effects
- 1 token: The obsession gains the blind status effect
- Monitor and Abuse: Change it to 3/5/8° FOV increase.
- A Nurse’s Calling*: When a survivor within 20/24/28 meters makes a good skill check while healing, they are revealed to you for 1.5 seconds. This does not apply when they achieve a great skill check.
- Bamboozle: The vaulting spot is locked off for a constant 10 seconds no matter the level of the perk.
- Enduring: It is now a 35/40/45% reduction to pallet stuns.
- Franklin’s Demise: It only drops the item if the survivor goes into the dying state.
- Iron Grasp: Effects of struggle go down to 60% and the struggle time goes up to 5/9/14%.
- Save the Best For Last: Change the stackable increase to 4% instead of 5% per token.
- Infectious Fright: Change it so survivors only scream and reveal themselves within 6/8/10 meters from you when you down the survivor.
- Pop Goes the Weasel: Change the regression amount to 20%
- Sloppy Butcher: The haemorrhage and mangled status effects last for 2 minutes or until the survivor is healed to healthy."
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Bro I can’t take that post serious.. the game would be officially 100% dead if even half of these go through lmao