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LordHeXaGoN

LordHeXaGoN

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LordHeXaGoN
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  • @Engelchen_2018 said:

    Survivor totems shouldn't be allowed to be re-erected once the Killer has destroyed them. Also, the Killer should be able to see a totem's aura when nearby—just as Survivors can. As a Killer, you can't put yours back up either (except with *Pentimento*, which can also be destroyed and has its aura revealed). Likewise, Survivor aura perks that reveal the Killer should be nerfed, since Survivors usually play as a SWF (Survive With Friends) group anyway, constantly communicating the Killer's location, actions, and so on. I play both sides, but I want things to remain fair.

    "O no im blind! i cant see the killer or a boon i made!"

    The game became rock paper cizzors.
    Boons may be annoying, but setuping them maybe time expensive sometimes.

  • @Brimp said:

    No hasn't been S tier for a while. He's bordering on highest of B tier imo unless they tone down pallet density.

    I ve seen pallet after pallet afet pallet after pallet i couldnt take it anymore.
    So i quit as the ghoul.
    He was an S tier.

  • @Tenac said:

    We hear complaints all the time about tunneling but what about reverse tunneling or favoritism where you go after all but one survivor? I'll admit ive done it before but not often and only in semi friendly joke matches. Especially if its a fun character like steegul or nic cage.

    Obsession, i just dont want to… (Even sometimes they have 0 hooks in the end)

    DS all that stuff.

  • @TheTom20 said:

    Amount of survivors who have gone down almost instantly I than let them have an extra chance when i could easily eliminate them later end up mocking me in an out of game it's so frustraiting.
    I'm not one of those killers who slugs 4 people at 5 gens or bms on the floor an yet i'm often treated like trash by the survivor players.

    being nice is a problem, you can be nice. But still you have to be killer. So i end up slugging someone who on the last hook stage if they are not doing well in the match. Giving them Hope that they can defeat me, and ended up with 2 kills and 2 escapes. They often didnt even realize that it was me who let them a draw, cuz sometimes there was meany oppertunities to end the match faster.

    But im quit babysitting, so im playing more rough now. At least trying, until some swf just bonks me in the head with their UBER genrush build.

  • After fast track meta all killers was traumatized.
    this is oke, queues will normalize after some time.

    Now im enjoy wesker more than ghoul. And he is even more busted because unlike ghoul he wasnt gutted, and if someone tries to vault back in fron of his face, just SLAP and thier health state is gone, even if they touch you for a slpit second.

    Now nerf Wesker plz. He is more op than ghoul.

    I cant vault back against him, THIS IS TOO OP!

    @Rokku_Rorru said:

    Almost like you should have done something about them, lmao

    Like how is it so hard to listen to your survivor playerbase atm, Fast track gets nerfed which is whatever at this point but just ignoring Ghoul so you can shovel more dash slop chapters. I can't wait.

    Sorry for the emotional post but I was really looking forward to playing against the buffed killers.

  • @dbd900bach said:

    Ghoul became one of those killers who in the beginning became widely hated due to how how strong their power was along with the free injure at the start of every chase. He could even vault and get an easy hit at loops, plus being able to catch up immediately after breaking a pallet.

    Almost all of these annoying aspects have been nerfed. He's still a great killer, but after receiving so many changes over time is still widely hated despite being not as oppressive. A noob stomper but every killer is to most newer players so I don't think that really counts as part of the argument.

    A good hand full of survivor players have stated that Ghoul is not difficult to go against. Especially the average Ghoul who hasn't even mastered his mobility at all. Easy to loop and take advantage of in chase.

    So I'm trying to understand if there is inherent bias against Ghoul. Rather than trying to improve in chase, are most survivors just giving up and not even trying? Instead of getting better at looping Ghoul do survivors just assume Ghoul is the primary problem if they get downed? Their skill doesn't need to be put into question?

    So nerf legion i guess same thing

  • https://forums.bhvr.com/dead-by-daylight/discussion/466391/what-killer-has-the-best-counterplay

    His own power give surviviors tools for counterplay.
    yes you can use sphere to disable items, but still… If you dont have it ready the big chance this will be a long chase.
    or just *POOF* survivior is on other side of the map.

    And Ken if you have enough resorses around you. Pretty loopable.

  • @shizzy_Pooh said:

    This killer has map mobility, easy free injuries, can put u into deep wound, they can vault windows and pallets, but nerfed skull merchant into the ground.🤦

    Skull merchant… She's a punching bag thats it. Reverse Nerf skull merchant

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071659#Comment_4071659

    that's the struggle about asymmetrical games, because modern dbd meta tempts people into playing ghoul. killers don't like hold w pre running Laras and yet people still don't want to play the actually op Nurse, the queen of dbd.

    Nurce by daylight coming soon… How soon, depends on devs

  • @Little_Kitten said:

    "Help, I’m looking for excuses for the fact that I’m too lazy to practice and get better."

    Im not…

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071771#Comment_4071771

    Difference is with Hillbily you can pretty much run around the map and start the chase with a survivor with your power. Then inmediately use your power to hit the survivor. Then using your power again to break the pallet the survivor did throw. Then using your power again to catch again the survivor. And finally using your power one last time to down the survivor.

    The screenshot you did show us is just the time Wesker has after he uses his power before he can M1 again, it is not his power cooldown. Once you use his 2 charges, he will need to wait a full 10 seconds to be able to use his power again.

    The same time as blight.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071763#Comment_4071763

    What do you mean to "quickly catch up"? Like, hitting a survivor and then going after him a second time?

    If thats the case, then he cant.

    If he used his power to get the first hit, he has big cooldown so he cannot catch up fast to the survivor.

    If he just M1 to get the first hit, then he can catch up quickly, but again, that did mean on the first hit he didnt catch up fast anyways as he did the hit as a normal M1 killer.

    image.png

    This is not long, same as Hillbilly. By Catching up i mean you wont lose so much distance from hitting a survivior or breaking a pallet, or if they used Exhausting perks. Because you can close it with your power. This wont be as effective as Ken, but if Wiskas can its catching up.

  • @albertoplus said:

    Wesker being called a "mobile" killer has always been overrated as hell.

    He has big cast time where he is slowed, he doesn't go that far and he is slowed again big time after his power ends. And then it has a big cooldown.

    He is definetly faster than killers like Trapper but his map mobility is actually "a tiny bit above average" and putting him with other killers like Blight or Billy is actually insane. In fact his 40m TR also doesn't make much sense at all.

    Wesker Is mobile, can he cut off? (No)
    Can he quickly catch up? (Yes)

    So whats the difference between these 4 killers then? (Every one of them can quickly close the distance between them and survivor. That makes them similar.)

  • Royval12:33 am

    what has Wesker done to be 4.4

    Exist, he is 4,6 with 40m terror radius, devs classified him as Shtrong as Ken and Blight with Billy.Can you use his power to catch up? (Yes. This is why.)

  • yes and make deep wound dercrease like a cheery on top!

    @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466280/could-it-possible-be-that-devs-will-make-ghoul-wesker-and-hillbilly-4-4-like-the-blight

    I hope that's a joke? You can't just make everything that has movement automatically 4.4?! Otherwise make legion 4.4 too, how would you like that one? (I assume you like to play legion because of your profile picture)? xD

  • @LordHeXaGoN said:

    Welp these killers are "fun" so why not?

    Blight as 4.4 wont suffer, these aren't as well.

    O yeah and add power disable mechanic after breaking a pallet for them.

    This was a duck, but i wanted to people think like, should be every movement killer 4.4? Like future blight.
    Or there is something that divides OP killer from balanced. Mb every Killer who have movement ability or possible use for movement (Catch up/cut off) should be 4.4? Like it was with the pig, standardization all that stuff?
    Yes this is horrible, i think that every Killer will lost thier identity then.
    The balance in this game is like you're standing on top of a mountain, one step left, one step right = you fall.

  • @BongoBoys said:

    So while it fantastic that Blight is getting the Nerfs to make him more balanced why is Ghoul not being made 4.4? After the immense amount of feedback and Devs during the Livestream were ignoring in chat about anything related to Ghoul.

    Why ain't the Devs Addressing and ignoring the extreme amount of Displeasure of going against Ghoul? Devs please make Ghoul 4.4!

    Welp this is realy silly idea.
    If they made ghoul 4.4, they HAVE TO rework his ability to DAMAGE instead of injure surviviors.
    Blight wont suffer as 4.4.
    Blight can damage and his variability in chase a lot better than ghouls.
    Imagine ghoul with damage ability. This will be terrifying!

    They are just different.

    I can agree with Ghoul as 4.4 but in one case scenario.
    If his ability will be Reworked to take SKILL to use as Blights. And able to damage.

    Without it, there will be 3d 4.4 char with 40 meter terror radius.

    After all nerfs he alr recived, he wont survivie to be 4.4 on base level.

    Just imagine, you are injure 1 st survivior, chase him, they drop a pallet, after 4 sec you ability is recharged, you are use it to close the distance. they drop another. And you cant mindgame them because you cant use your power to damage. If u vault a pallet, they vault back.
    If you break it you are loosing distance. Repeat and repeat untill all gens done.

    In short what i mean, he will lose piece of being THE killer and become another a Legion type of A killer. (Gutted destroyed like a scullmerchant)

    Dissolution will be his must have, and Devs will nerf it because of Him.
    Nevermind that Wesker and Legion have good synergises with Dissolution as well.

    Devs should make Wesker and Billy 4.4 as well then with such logic. (And they will if the Ghoul recives such nerf.)
    They have mobility, they have 40 meter terror radius, can easly catch up and CAN damage.

    Im not fan of the Ghoul at all.
    But the whole generation of 4.6 with any mobility will dissapear. if Ghoul recives 4.4 nerf. (Devs just dont know when to stop.)

    Please i dont want to play Nurce by Daylight!

    im just too tired of that cycle with certain char's: release, nerf, gutted, forgotten, rework/rebalance, repeat…

    Look at the trickster! He is 4.4 with 44 m terror radius! its like a meme cuz he have NO mobility AT ALL! And still many wanted (4.6/8 knifes to injure with horrible throw rate) invalid back.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071342#Comment_4071342

    I am pretty sure the guy was hacking looking back on it. I am not gonna lie. lol

    i m not saying you are lying just sayin' all possible XD
    With this game ALL possible.

  • @Ricardo170373 said:

    My God i feel like i only play in Nostromo is this event, someone can turn off this terrible map ?

    3 Nostromos in a row on billy, then on tha trickstar 2 times Lary, 3 time Midwich :(((
    Its a curse aint it?

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071336#Comment_4071336

    That's wild…Yeah I am pretty sure he was hacking. He just knew where we were at all times even when he was not in his power.

    Or maybe you just can't accept the possibility that the guy never leaves the game XD

    Recently was a tough match against 16k hours dude. (His teammates 5k hours each)
    Lol… didnt event noticed that he perfectly know when i coming and start pre run. (Without info)
    Or i was using my power from distance where he couldnt possibly hear or see me. (Knight)
    Only after i checked his profile and was shocked/

  • 2 possible explanations, 1st this is a hacker, 2nd they are from region there legion was not disabled, or they didnt closed the game after they was Killswitched.
    2nd happend to me, when in europe they was disabled and i played on legion an ENTIRE day on asia after it.

  • @HexPectoPatronum said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071008#Comment_4071008

    Yeah, that's definitely a design flaw. You as killer get punished for downing and hooking survivors who use Fast Track. BHVR logic in a nutshell. You should never get buffs from a bad performance. I understand the concerns regarding beginners who need these buffs so that they don't struggle that much, but it's unhealthy for the rest of the game.

    Unhealthy is lightly said

  • @HexPectoPatronum said:

    Hyperfocus and Stake Out (with or without toolbox) had recently been the most broken perk combo in the game. Adding the buffed Fast Track to it made things worse. These 3 perks combined decrease the repair time of a gen drastically.

    It hasn't been such a big problem so far because of the survivors' inexperience and mercy and because "gen rushing" is a boring gameplay. But if 4 survivors decide to join a match with this combo and try to win, the killer's chances to win are close to zero.

    Since the latest Fast Track buff, the common awareness of the existence of this combo has increased massively.

    Stake Out alone is fine, but Hyperfocus and Fast Track need some fundamental tweaks.

    They are thinking about FT.
    Mandy said that PTB version wont go live. So they now thinking about activation conditions to keep the same effect.

    I dont think FT effect is OP, its OP because anyone can bring it and get FREE value from a killer just hookin' .
    Which is design flaw/

  • @shizzy_Pooh said:

    BHVR please, if we nerf gen speed perks, I pretty sure killers will less likely tunnel, camp, and slug, Im a survivor main that plays a lot of killer so when I lose a gen before I even hook someone my mind set is OH OK I’m going back to hook cuz gens are just gonna fly anyway.

    What do you mean by " help stop killers to tunnel"? That the killer chase a survivor who was unhooked an hour ago, healed, and already sat on a generator? Losing two generators after the first chase is often normal. The killer has little control over gens. If a guy was tunneled and camped to death, it's often their own fault or their teammates. Bring DS, OFTR, STB, Babysitter and Reassurance. And the killer will never do anything to you.

    You have perks to help the killer stop tunneling, slugging camping… And often even that is not enough.
    Against S tier you are less likely survivie if they decide to tunnel.
    But below S tier, its up to u.

    Any time i picking up the dude that was just unhooked, its a guess there will be DC or nothing. If nothing, that was their fault to not count tunnel in equation.

    If dude healed or touched a gen this isnt tunnel alr.

  • @OrscristXD said:

    https://us.v-cdn.net/6030815/uploads/IHQXQDNDEHOE/img-0455.png

    Who else out in the fog has realized their potential?

    No you are not!
    He was the First the moment he was dropped!XDDDD

  • @Tribute347 said:

    is there any update on when legion is coming back? He’s a really good killer to bp grind with and I really want to play them again

    Glad i ve had ghoul as the second farmer.
    I prefer playing legion, but ghoul… is ghoul u know…
    1000-7 all that thing
    Make the legion 6 m/s alr!

    My 2000 cakes on legion will just remain idle, which is sad! :(((

  • @zonkednb said:

    I recently switched to learning Pig after a prolonged period of Chucky play.

    I was forced to become a memester because I forget you have to uncrouch to gen grab, so multiple matches I have stealthed right up to someone oblivious on a gen, then proceeded to just grunt awkwardly.

    When they turn around and boop, I feel so guilty that my intention was to kill them, and I can't bring myself to stop playing nice after.

    Is this how a Pig main becomes what they are?

    Actually, yes.
    And for me, that was sad story.
    Dude just booped me in the last moment just before their reverse trap blew up.
    :(
    I prefer never feel so guilty.

  • O no! Fast track will be sidegraded!
    This cant be true!

    I was kidding!
    Or was i?

  • @LordHeXaGoN said:

    Just like tha Legion sercets for me, like deadly frenzy legion. (Yeah when frenzy actualy can damage the survivior and down them)
    How? I know, but I can't tell.
    Sometimes I'm forced to do it. And sometimes it breaks people's mind.
    "O yeah im hit and legion is in frenzy so im safe" (No you are not, and get downed XD)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070489#Comment_4070489

    i think when they are re-enable the Legion this bug still will be with them.
    Cuz no ma what it will always be with them.

  • Just like tha Legion sercets for me, like deadly frenzy legion. (Yeah when frenzy actualy can damage the survivior and down them)
    How? I know, but I can't tell.
    Sometimes I'm forced to do it. And sometimes it breaks people's mind.
    "O yeah im hit and legion is in frenzy so im safe" (No you are not, and get downed XD)

    @AbsolutGrndZer0 said:

    I am sorry, divulging our secrets would be betrayal of The Society of Swine.

  • @Gardenof_Eden said:

    What a weird post to downvote lol

    @AbsolutGrndZer0 said:

    I am sorry, divulging our secrets would be betrayal of The Society of Swine.

    1 o 1, i ve upvoted it.
    Cuz if its fun, its fun.
    I don't care about people who tell me how I should play.
    if i want the boop, ill just sit and chase the guy untill i get it.
    If i dont, they'd die.
    Simple and common from me.

  • @Trex_Crazy said:

    Survivors being able to walk through goul vaults is terrible since it actively punishes me for using my power in chase. Whether intended or not. I dislike it so ai am going to keep making noise about it until it is fixed.

    This is about how the killer vault works, Wesker and Legion suffer from that as well.
    Just try to think when you are want to vault. How far survivior from a pallet.
    Like 1,5 meter or even 1 and Survivior cant just go through ghoul cuz ghoul slowing survivior after Grab.

    Same with wesker, but with exeption that wesker can just hit survivior if timing wasnt percise.

    You can go through legion the moment they cancel their power.

  • But you still can go lil chaser playstyle if you have GF or Pig. Myers's perk Play with your food became General, so you can try.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070280#Comment_4070280

    The Fast Track that's in the PTB is not going to be the one that goes Live….we're making adjustments from PTB (that we already have planned) so I wouldn't say nerf for the final version but more of a sidegrade.

    If that will be the sidegrade for fast track, that means its effect will be the same? I dont mind its effect, i think the problem how you get tokens.
    The problem isnt that this perk is Strong and Op and ect… Nah, its ussualy free BNP charges for anyone who bring it to the match.
    And great skill checks was never a hard to do.
    Well, others Perks with same effect requrie certain conditions to make them work and these conditions spend time. While FT dosent.

    So if FT new sidegraded verion will fix the 3 min matches experience its good.

    Im glad to see that you are looking around this perk, instead to nerf\forgot and move on.

    About diminishing, this is what this game has been missing for a long time. Stacking was a problem, and possible will be. If game wont adapt.
    Yes this will ruin funny Haste builds but with a cost.
    There will be a plenty room to make strong interesting and fun perks, without a risk to broke the game if something could be combined.

    Now people have to think how their builds would work, instead of take everything to heal or gen rush or haste... They would try something else.

  • @Gardenof_Eden said:

    By goofy I'm referring to things like "xenokitty" where xenomorph chases survivor flashlights or basement Bubba guarding his basement chest. I tried basement bubba don't like it. xenokitty can be funny if people catch on for it. I've "created" something I've not seen anyone else do (yet) that I call guard dog dracula. ONLY play in wolf form. find something random to guard the whole match. use the insidious perk as a must with any other 3. Plays just like basement Bubba but for anywhere in the map. Looking for more goofy ass things to do in lobbies when I'm a bored killer.

    Real myers?
    Like, you can chase only the obsession.
    And dont actually care about other three surviviors?
    Isnt that goofy?
    I m usually paried it with FtilltheEnd and skull derchant perk i forgot its name, to benefit from dropped pallets.

    Or you can try the only night Dredge, like a true horror idk.

    Or lil chaser like GF or Pig but you can play only in crouch. (For GF i saw it with PlayWithYourFood and Coup de Grace. So idk it was a long time ago.)

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068370#Comment_4068370

    Sure, but at least that's not "basekit" situation unlike with anti-everything update.

    yeah its not but still hurts the experience

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066402#Comment_4066402

    community screamed themselves out of the anti tunneling and slugging updated which would of punished this bad gameplay we are now concerned about punishing

    No? Situation would be even worse at that point…
    You would have basekit feature that will punish you for tunneling and then perk that will punish you for spreading hooks.

    Right now, you can at least tunnel anyone with toolbox.

    welp, against good team and perks, you cant braza

  • And yet i quit the basic trials, just because any 2nd game i see it.

    And almost every 2nd game i got destroyed.
    Just because 3 dudes pick this perk and 1 dude was just a guy who sacraficed themself for others escape.
    Which looks pretty terrible in my opinion.

    I d rather change it to reward the unhookers, rather than just punish killer for hooking.

    With lara perk, you have to search chests to get value, for brand new part you have to bring toolbox. For Fast track, nothing?
    Literally nothing…

  • 9.5.2 bugfix, yet nothing

  • @Dinadin said:

    It doesnt make sense that survivors have to battle over unhooks to use their perk.

    I ve just posted it as an idea, not an instruction. So devs always will do as they like.

    Im still remember the old days, when gens flying so much faster compare to now.

    Now you have entire 3-5 minutes against good team.
    In the old days in the good scenario just 3.

  • @Dinadin said:

    It doesnt make sense that survivors have to battle over unhooks to use their perk.

    This is how egoism and good design work.
    
  • @Balrog said:

    Please leave your feedback for 9.5.0's Trickster update here. Thank you!

    Just make him 4.6 m/s at the S rank i think will be enough.
    The other things are good/

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465550/fast-track-litlle-design-tweak-could-make-its-effect-balanced

    I know no one asked but i thought about how this perk HAVE TO work.

    Yun-Jin always was a solo surivior that was her flow, her perks was designed to benefit from suffering teammates.
    So why does her perk now can grant everyone almost a free brand new part, just because killer hooked a survivior?

    With this design idea. Now she have to save them, and make assure she can make it further, the closer they are to death, the easier her way to make it out.

    This will be fun for a couple of days, than its turn into meta, than this will get boring, so this perk sooner or later will get its changes. Im sure of it.

  • @LordHeXaGoN said:

    What i see as a design flaw is that this perk IS PASSIVE. For its effect yes its too strong, but yet not so broken.

    Literally just make it so Fast track only now works after unhooking, and only unhooker gets tokens for doing so.

    So we will go from passive perk for the WHOLE team, to active perk which appreciate unhookers for saving their teammates.

    To compencate lets make it 3% permanent progress per token. Or give more tokens for saving IDK.

    So the description will sound like this:

    "Sometimes the sacrifice of others is necessary to get ahead."
    Whenever you are rescue a hooked Survivior, Fast Track is granted 1/2/3 Token(s), up to a maximum of 9
    
    • Succeeding a Great Repair Skill Check consumes all accumulated Tokens.
    • Permanently reduces the Repair Charges requirement of that Generator by 3 charges per Token.

    In the end each unhook with this perk grants you a brand new part, so ONLY YOU are getting rewarded for making so. Effort, risk all included.

    Like the real Yun-Jin Lee.

    My issue with this perk now, is that its punishing "good play" and do lit. nothing with "bad boys strats".

    For solo its fine, for the team is not.

    I know no one asked but i thought about how this perk HAVE TO work.

    Yun-Jin always was a solo surivior that was her flow, her perks was designed to benefit from suffering teammates.
    So why does her perk now can grant everyone almost a free brand new part, just because killer hooked a survivior?

    With this design idea. Now she have to save them, and make assure she can make it further, the closer they are to death, the easier her way to make it out.

  • And why i have to repeat myself again?

    This perk's problem is Design, not its effect.
    From passive for hooks to active for unhooks and only to one person with this perk and make its effect stronger would be good.

    @HolzkreuzTo said:

    I think the current setup of the Fast Track perk is very unskillful; furthermore, it punishes the killer for not slugging or tunneling. That can't be right. I came up with a cool rework idea:

    ,,Each time another Survivor is hooked, gain Tokens based on their Hook State:
    1 Token for the first Hook, 2 Tokens for the second, and 4 Tokens for the third, up to a maximum of 10 Tokens.
    Tokens are only gained if you are within 16/24/32 meters of the Hook.

    While repairing a Generator:
    Hitting a Good Skill Check consumes all Tokens. For each Token consumed, the Generator gains 2% permanent progress"

    → This way, killers who tunnel out a player early in the round are punished.
    Furthermore, you only get the tokens if you were actually near the hook, not just for doing nothing. So there's a small skill aspect to the perk that can also create further synergies.
    And the levels 1, 2, and 3 of perks are also incorporated via the required range, so that unlocking Lee at level 3 is worthwhile. What do you think of my idea?

    Sounds terrible.

    Tokens are only gained if you are within 16/24/32 meters of the Hook.
    

    This will force you to be around the hook and watch how your teammate get hooked, while you are doing in that moment literally nothing, just to gain tokens///

  • @HolzkreuzTo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465266/new-survivor-perks-feedback

    I think the current setup of the Fast Track perk is very unskillful; furthermore, it punishes the killer for not slugging or tunneling. That can't be right. I came up with a cool rework idea:

    ,,Each time another Survivor is hooked, gain Tokens based on their Hook State:
    1 Token for the first Hook, 2 Tokens for the second, and 4 Tokens if they die, up to a maximum of 10 Tokens.
    Tokens are only gained if you are within 16/24/32 meters of the Hook.

    While repairing a Generator:
    Hitting a Good Skill Check consumes all Tokens. For each Token consumed, the Generator gains 2% permanent progress"


    → This way, killers who tunnel out a player early in the round are punished.
    Furthermore, you only get the tokens if you were actually near the hook, not just for doing nothing. So there's a small skill aspect to the perk that can also create further synergies.
    And the levels 1, 2, and 3 of perks are also incorporated via the required range, so that unlocking Lee at level 3 is worthwhile. What do you think of my idea?

    Sounds terrible.

    Tokens are only gained if you are within 16/24/32 meters of the Hook.
    

    This will force you to be around the hook and watch how your teammate get hooked, while you are doing in that moment literally nothing, just to gain tokens///

  • @LordHeXaGoN said:

    What about fast track?

    Mb conditions for its effect should be changed.

    From passive gianing for hooks, to active when you are unhooking. And tokens only gets to you and only. If you have this perk.

    They are not for the rest of the team which prevents flying matches.

    When the more and fair you play, the faster are endgame for you. If you are good you are get punished, if you are bad you almost don't suffer (im talking about big tunnel/slugging guys. Who actually don't care)

    Let's do basic math. 2 survivors brings this perk with toolbox with brand new part. Oke, then 2 survivors without it getting hooked one by one 2 times equals 4. How much charges do we get?

    3 tokens per hook * 2% permanent progress * 2 surviviors * 4 hookstages + 10% from addon * 2= 68 charges more than half a gen which CANNOT BE REGRESSED! And you can do literally NOTHING ABOUT IT! Cuz it comes passively! Without an effort or risk!

    This is not how preks should work. If it's passive it's effect should not be strong or harming for gameplay.

    But make it's effect stronger to compensate passive gain loss?

    This will force survivors to unhook their teammates, so they will not want to lose a single hook state.

  • What about fast track?

    Mb conditions for its effect should be changed.

    From passive gianing for hooks, to active when you are unhooking. And tokens only gets to you and only. If you have this perk.

    They are not for the rest of the team which prevents flying matches.

    When the more and fair you play, the faster are endgame for you. If you are good you are get punished, if you are bad you almost don't suffer (im talking about big tunnel/slugging guys. Who actually don't care)

    Let's do basic math. 2 survivors brings this perk with toolbox with brand new part. Oke, then 2 survivors without it getting hooked one by one 2 times equals 4. How much charges do we get?

    3 tokens per hook * 2% permanent progress * 2 surviviors * 4 hookstages + 10% from addon * 2= 68 charges more than half a gen which CANNOT BE REGRESSED! And you can do literally NOTHING ABOUT IT! Cuz it comes passively! Without an effort or risk!

    This is not how preks should work. If it's passive it's effect should not be strong or harming for gameplay.

  • @T1RAN said:

    Добавление сервера для РФ. Adding a server for the Russian Federation.

    They just cant

  • @H1z1n said:

    Я понимаю что перк сейчас очень слабый, и это вам принимать решение, но мне кажется, будет лучше, если вернут старый "Крепкий орешек", потому что, во первых, этот навык можно использовать всего 2 раза, а если точнее - 1 так как, если убийца не ожидал увидеть "крепкий орешек", то во второй раз он просто подождет, пока выживший нажмет свой навык. Поэтому будет как по мне будет лучше, что бы он, как раньше, работал только от усталости, а не от стадии на крюке.
    Во вторых, если вернуть орешек, который давал i-frames, то он будет балансней, чем тот, который дает стойкость, так как если в мертвой зоне ты легко закрываешь выжившего, даже если он его реализовал. А если взять, к примеру, орех, который дает стойкость, то выживший просто убежит в место, там где есть паллеты, после удара маньяка.
    Мне интересно будет узнать ваше мнение по поводу этого навыка. Если вам не сложно, можете обьяснить, зачем вы так сильно изменили этот навык и после каких обстоятельств?

    Банально но вернув старый орех, его смысл изменится. Чел получает и endurance и додж с орехом.

    До этого, если ты бил чела то знаешь что ореха нет.

    После этого не угадаешь.

    Орех и так сейчас сильный в своём роде. В правильных руках просто неимоверно много выигрывает времени там, где экзосты не работают. Трюкач, нюрса, мор и Анька ничего не могут поделать с орехом.

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