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Blue_Guy

Blue_Guy

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Blue_Guy
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  • @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914285#Comment_3914285

    The range is fine, the stun duration should be 3 seconds and the perk should apply exhaustion when used.

    I agree with you on the 3 seconds and I made that change, but i think exhaustion would be too much, itd probably end up being one of the worst if not the worst exhaustion perk in the game. also its got great synergy with balanced landing and we'd lose that

    I did increase the CD to 30 seconds though

  • @daikaimon said:

    Interesting idea, but seems a little too powerful.

    I did also think it might be a little OP at first too but then I realized it's not very often you get Endurance while Healthy. In fact this might even be a little underpowered because of that

  • @RpTheHotrod said:

    Interesting idea, but it would just brutalize already weak m1 killers who depend on reliable downs after a long extended chase. This would essentially just bully m1 killers. There would need to be some sort of tell at the very least. It is too easily triggerable, especially if almost everyone is running it. You literally would never know who is healthy and not healthy with such a small cooldown.

    I forgot to specify this so I just updated the post now, but it wouldn't affect the UI. UI will always tell the truth, so the main counter would be to pay extra attention to it and realize when the survivor you see injured / healthy isn't actually injured / healthy on the UI, but somebody else is

    Once you realize someones running the perk i feel it shouldnt be too hard to adapt and realize injured = healthy and healthy = injured, it's somewhat along the lines of Deception

  • @smurf said:

    This sounds funny, and you did a great job with those perks! But I don't think there's any chance that BHVR will want to make perks so obviously themed around "certain substances".

    Also, I'd be more likely to want to play as Jesse than as Heisenberg :)

    Tbf games rated M

    Jesse would go hard as a skin

  • @Archael said:

    Maybe:

    Once You perform conspicuous action for the first time perk activates. While performing same action you gain speed towards this action but penalty to all other conspicuous actions. Additionally performing the same action You cannot scream, be grabbed and Your progress cannot be lost, tho You still can be seen by aura reading and killer instinct, and be hit and downed.

    Balance questions:

    Do gens works differently like other values, can be regressed? Or are excluded?

    Im not sure what ur asking exactly, this perk doesn't save your progress on an action it just prevents you from being interrupted (with the exception of being put into the dying state by an attack ofc) It also applies to non-conspicuous stuff like vaulting

    Unless you're making a suggestion that it should save your progress on actions that normally dont and you're asking how it could be balanced

    either way though i feel this is prolly good enough of a passive perk as it is, progress saving could be a whole other perk

  • @Jay_Whyask said:

    I understand that this is most likely a joke post, but these perks have incredible potential.

    Coming in Hot definitely shouldn't be that strong though.

    it is but i did try to make actual perks lol

    is the range too big?

  • @Emeal said:

    Boosts may stack.

    This is literally what BHVR is trying to get away from atm

    wdym?

  • @terumisan said:

    well vigil exists for the first option

    the second option will the reserve be used first? or will the sprint burst eat the reserve and the sprint burst

    how i see good survivors using this is using vigil or just reserve by itself along with sprint burst (most likely sprint burst since just running is the activation requirement) immediately cancel start walking then run to the gen and start working on it to get rid of the exhaustion and when the killer shows up use sprint burst and then pop reserve to go halfway across the map or use it at a loop that blocks los for way more distance and just do it again till all gens pop

    I worded it badly, the reserve and the sprint burst will be used at the same time but their speed values wouldnt be added onto each other nor would the time.

    I'm realizing now though that, even with this balancing change, this perk's probably not gonna work with Exhaustion. So im gonna edit it to just the on-hit speed boost and haste which still has a lot of potential in its own right (technically it will work with overcome which is fine)

  • @terumisan said:

    sounds broken it's double sprint burst or sprint burst + whatever secondary sprint perk so shift w will be more prevalent and the m1 killers will be even worse

    in that case we could balance it in some ways:

    - Decreasing the time the reserve lasts for. since exhaustion takes 40 seconds i believe to recover, it could be 35 seconds max for tier 3
    - Making reserved speed boosts not stack on top of other speed boosts (so if u sprint burst with almost an entire second sprint burst in reserve, it'll just end up being a sprint burst and you'll lose the reserve)
    - and/or a cooldown so that, when you use the energy bank, it uses all of the stored speed at once and you're not able to reserve it again by walking, meaning u can't edge the remaining boost u got left

  • It's probably been mentioned here already, but if it hasn't, the biggest problem is the jank. His auto-aim attack goes through many objects and walls and, while I haven't played him myself so you can correct me if I'm wrong, as Survivor it feels like he can turn almost full corners with the autoaim as well. I doubt they'll want to remove the auto aim so I just suggest making it fair.

    If you're behind cover, (in fact, even just partially) you shouldn't get locked onto and/or injured, obviously.

    The autoaim needs to be more precise and should require some setup, maybe needing to get a specific angle on a survivor to actually lock onto them where a survivor can think "oh he's locking onto me I need to do X," instead of "yeah might as well just stand still till he hits me" it's hard to explain as I don't know how exactly it should work but I hope you get the gist that survivors need to feel they have some counterplay. At the very least like I said above if part of your body is obscured by an object or wall (other than grass) he shouldn't be able to lock on

    Also mentioned in the post is the survivor stun which is right, it feels unbelievably janky and just pisses me off everytime I get stuck in place cause there's no reason for it, just make it be like every other killer where you instantly get the speed boost

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441928/survivor-perk-suggestion-army-crawl

    They do take perk suggestions here and you're in the right place ๐Ÿ‘

    Thanks, I figured since there isn't a forum in the Discord or anything, alr made a couple other suggestions as well

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906203#Comment_3906203

    did you mean "slower" instead of faster than? because the description of the perk makes it a better vigil

    No I did mean faster but I've realized it's def too much. I just edited it out

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441928/survivor-perk-suggestion-army-crawl

    that's a busted perk that will be meta just from the crawling effect alone since you can just hide very easily

    is there a potential downside for it being this busted?

    Tbh i wasnt sure if just the crawling would be good enough which is why I added in the exhaustion recovery bit but that can definitely be removed. Only potential downside I could imagine being added is nerfing the speed of your crouch instead of keeping it the same, or outright removing the ability to move while crouching (in this case crawling but not for the dying state)