ChronoSeth
ChronoSeth
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- ChronoSeth
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Breakdown's main shtick is breaking the hook you've got unhooked from for 180 seconds. The 6 seconds of Aura Reading is just the cherry on top.
Wicked's main shtick is a free unhook only if you are hooked in the basement. Since this perk might not get value unless you run down basement before being downed, the Aura Reading for 20 seconds becomes its main shtick after your valuable first hook.
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Pharmacy - You have a knack for finding medicine.
Let's focus on the "finding" part of the wording.
The auras of all chests on the Trial are revealed to you.
You unlock chests 40/60/80% faster and the hearing range for noises from unlocking chests are reduced by 8 meters.
While injured, guarantees an Emergency Med-kit whenever you find an item within a chest by any means.
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Ignore this one, apparently this post was missing from my discussions and then reappeared.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/336249/new-patch-is-garbage
Seems fine to me. Plus I played around 10 games as survivor yesterday and only lost 2. Not sure what you're crying about.
Oh, a personal opinion! I really feel the need to see you as a superior for your game being perfect 8 times out of 10!
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One idea that could be possible for a basekit Kindred is that after 10 seconds of a survivor being hooked, survivors within 8m of them are revealed to all other survivors, increasing by 8m for every 10 seconds up to 128m.
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They should at least give Desperate Measures to include dead/disconnected survivors. Along with a buff to 15% per injured, dying, and removed survivors to healing and unhooking. Gain 50% additional Bloodpoints for the Survival and Altruistic categories for every survivor removed from the Trial.
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@BastardKing said:
Repairing something should be more difficult than destroying it. Kicked gens should regress at 100% single survivor repair speed, and require five seconds of work to stop regression after they get off. Ruin just makes it so the regression starts automatically and happens at 200% normal speed. That way, kicking a gen actually matters, and it isn't done at a much faster rate by survivors.
I can be fine with this one. The regression starts after a kick, which when the survivors repair it they need to spend 3 seconds sounds better than 5, where the progress is entirely paused, just like when a skillcheck is failed.
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@SwampDaddy said:
From a killer perspective, Decisive Strike is very valuable to a survivor. However, due to body blocking and the speed boost while the killer is stunned, it's pretty much a 100% guaranteed win for the survivor.
Personally, I find it to be kind of a cheating little move that the survivor gets to use as a get-out-of-jail-free card despite being so bad they couldn't stay alive.
The killer should get some sort of perk or ability that allows him to counter Decisive Strike or even nullify it. Hell, a fair balance to Decisive Strike would be NOT giving the survivor a speed boost to run away. The killer is already stunned. The survivor gets to flee at an increased running rate also? It's not fair in my opinion.
This is another thing that needs to be reworked to create an even playing field for Survivors and Killers.
Decisive Strike does not increase your running speed btw. A minimum of 1.5 seconds is wasted in an animation of dropping off the killer's shoulder, meaning you only have a max on 3.5 seconds to run away, that is pretty much the standard for exhaustion perk speed boost. I have no idea where you got the increased fleeing speed from.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/256789/wake-up-requires-a-change
Why though? It’s not necessary to see the gate switches until they’re active anyway.
Like I mentioned above or something, it is for planning purposes. When you know exactly where the gates spawned, you'd know if the gates are next to each other or on the other side of the map. That's information worth having, at least. It gives Wake Up a use outside of Endgame Collapse.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2267167#Comment_2267167
But then what is the aura reveal that activates once the gens are done? I don't use wake up much, so I'm a bit confused with that
The aura reveal is to other survivors, when you are opening an exit gate your aura is revealed to all other Survivors so they can hightail it towards you and exit together. I'm trying to give endgame perks a presence in the early game without making it over the top, by giving Wake Up the ability for you to know where exactly the gates are from the start of the game just like Deja Vu. That way you can plan to finish the last generator as close as possible to the exit gate and open it within 18 seconds.
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Recluse - You are forgettable whenever no one focuses on you, but you know something is wrong if someone does. After 20 seconds without running, noisy actions, and no other survivors within 16 meters of you, your aura cannot be read by the Killer. When another Survivor enters within range, the Killer's aura is revealed to you within 32 meters for 2/4/6 seconds, and the perk goes on a 60/50/40 second cooldown.
"Don't mind me, sitting here doing my thing. But come over, I'm always ready to listen."
Protective Sacrifice - Knowing full well that saving someone means they can pass on the deed, you do it readily. See the aura of the injured Survivor for 5/6/7 seconds when you take a Protection Hit scoring event. The protected Survivor gains a 5/6/7% Haste status effect for the same duration.
"Go!"
You've Got This - Sacrificing your energy, you try your best at making others go further. Healing another survivor up a health state allows them to run at 150% of their normal running speed for 3 seconds, ignoring an existing Exhausted timer, but causes the Exhausted status effect on both you and the Survivor for 60/50/40 seconds. You've Got This cannot be used while Exhausted.
"It's alright, win this for me."
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@Ryuzaki said:
The constant aura reading will be distracting imo.
How come? How can 2 white specks that show the exit switches be distracting?
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@CoalTower said:
What exactly is the change here? This sounds like current wake up.
The change is that you get to see the auras of the switches from the start of the game until the end. Allowing you to plan.
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@Sonzaishinai said:
Wake up is one of those perks that you could change the numbers all you want and it still won't be good.
Like hypothetically what if you boosted the numbers that you open the exit gates in 0.1 second.
Would you run it? I wouldn't.
Outside of being the last survivor and the killer get's the hatch first it still wouldn't be any good.
True, even with you being the last survivor, the aura reveal to others is completely wasted without anyone surviving. But it could work as a planning perk, knowing straight into the game where the gates are makes a difference of choosing which gate to go for in the endgame. Paired with Dark Sense, you can for sure escape if you know where the killer is going to.
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@glitchboi said:
If you left the locker during his tantrum, you'll get downed by it. That's intended. If that didn't happen, you probably got cucked by a client-sided bug that happened on the Bubba's side where you're outside of a locker but still in the "inside locker idle animation" for some reason.
As stated, I am already inside the locker for 2 whole seconds, not a split second and not intending to leave any sooner. He chainsawed the locker and downs me while I was inside it, not even going into a tantrum.
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@[Deleted User] said:
Any perk that reduces survivor footsteps sounds is a no from me, sometimes survivors can be hard enough to track as is, so I don't like the lightweight idea.
Visionary and open handed changes are strange, open handed is already getting a sizeable buff sometime soon, so I don't see the need. Especially since this implies that if you see the killer on kindred you'd be able to have wallhacks on em during a chase. Visionary is fine as is, doesn't need a buff.
It doesn't look like you changed buckle up and wake up at all.
And camaraderie looks like it'd be a little too strong at wasting the killer's time, I personally think the only change it needs is notifying all other survivors that the person on the hook has it. I might do some of my own spins on these perks after readin this though, could be fun to think of ideas for changes
For the changes to Buckle Up, it applies to healing other survivors to any new better health states, Dying to Injured to Health applies Buckle Up to each of them.
For Wake Up!, it applies immediately at the start of the game, allowing players to gain value straight from the start. It strategically improves their planning when Exit Gates are already shown, allowing faster planning in say, dire situations in everyone dying and you have to choose which is the furthest one to open when EGC starts by hatch being closed, or going to the exit gates first when you know the last generator would be completed in... 20 seconds.
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@NursesBootie said:
I like BK and We'll make it. Ridiculous fast healing boi.
It increases healing speed by 133%, which only reduces 16 seconds to a mere 6.8 seconds. And no, survivor perks are additive instead of multiplicative, therefore it becomes a charge speed of 2.33 per second instead of 2.66.
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@Biggs said:
https://forum.deadbydaylight.com/en/discussion/comment/1010442#Comment_1010442
you realize as survivor you absolutely dont need any perks right ? ruin is gonna be dead, dying light is realy trash perk, thano is ok but you need to wound survivors, pop you need to hook people, spirit fury + enduring ? ok good combo but from ONLY 4 perks available it takes 2 perks, and its not so insane combo so its like meme combo, but nothing meta..
what can survivors do with those clutch perks ? oh nothing you just hit skill check and you are good.. please think.. or do you really think that DS is a not toxic perk now ? I mean come one 60 secs be totally Invurnerable or take DS is ok ? head on same crap..
as killer you cant do anything against adrenaline, BT, DS, head on etc etc. see the point ? its like throwing beans against the wall .. awating heavily toxic response.. pleae wake up and dont make survivor game even easier.. now survivor is really braindead plays everyone knows it so please wake up :)
I'm having an aneurysm reading that crap
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No thanks, it pollutes survivor item pool and you have to hold it for the whole 5 gen or ECG. Which means your item would either be wasted since you died or it could have been a toolbox repairing generators.
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Toolboxes only grant 10% increased repair speed.
But they can be shared now. If other survivors does not use a Toolbox to repair, your toolbox uses 50% more charges for every survivor cooperating granting 5% increased repair speed to them. They are affected by the toolbox's benefits and backdraws (if it has any). Sabotage speed increased.
Worn Out - Decreases success zones, increases Great Success Zones.
Toolbox - Increased Success and Great Success Zones.
Commodious - Increased Charges and Increased Great Success Zones.
Mechanic's - Repair sounds reduced by 4m and increased Great Success Zones.
Engineer's - 1% Bonus Progress with Great Skillchecks and increased Great Success Zones.
Alex's - Increased Sabotage Speed, slightly increased Repair Great Success Zones.
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The reason it should not count as sacrifices is because it is a seldom action with loss to the survivor who disconnected. And the reason for that is from both Survivor and Killer reasons.
Lose and Lose, you did not Sacrifice the Survivor. You did something that angered them, or the other Survivors did something that angered them.
That survivor lost items, pip, bloodpoints.
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I wonder how isolated someone is to Survivor Gameplay that they had 0 idea of the 99.99%Tech.
Survivor/Killer Main my ass.
But Vigil is actually going to be viable with its 8 second reduction.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/920545#Comment_920545
The same should happen to survivors then when they escape with a key. Yet the opposite happens
Because the entity doesn't care should the Survivor escape, since it gives them Hope. And Hope is what the entity feeds on.
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I don't know why people are confused over this. First read of the post and I understood everything because I read into the fine details.
How much braincells have you guys lost?
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Are you guys brain dead for asking that DS should deactivate when another survivor gets downed?
If a survivor does a one for one BT save, and DS gets deactivated it would be a dead perk. Don't ######### about DS, it IS MEANT to be the final saving grace for a survivor BECAUSE IT DOES NOT DO ANYTHING ELSE OTHER THAN THE ONE TIME USE.
Be smart and just take the hit. Disable the perk early. Don't think that a Survivor Perk is the problem, YOU are for not thinking.
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Lorewise, the Entity feeds off the hope of survivors. Do you know what gives them hope?
Escapes. Any moment the survivor thought they were gonna escape gives them hope. Which grows inside the survivor and is then harvested by the entity while on the meathook.
That's why Billy can't get lots of Chaser emblems because he didn't build the survivor's hope to feed the Entity.
So play for the fun of both sides. Give them hope of escape, and dash it at the end.
Feed the Entity.
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"Git Good" they say. "He's Balanced as he is" they say.
Remember, the game is fueled by us Survivors. Have fun playing as Billy when all of you have to wait 20 minutes for a match.