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Lucky57

Lucky57

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Lucky57
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  • I'm hoping very much it gets fixed soon because this perk could have some very interesting combos, especially with self-care or even solidarity and Stake out. For now it makes solo generators actually a bit challenging to do, since hitting those great skillchecks will make them progress a bit faster.

    Hopefully this thread gets noticed and the bug is acknowledged so the perk can start working as intended!

  • Servers felt better than PTB, there were a few desynch causing for example the Hag to not instantly teleport or to teleport back to her previous location for a second.

    Hit registration doesn't feel laggy or too unfair for what I experienced, so good point for the servers \o/

    I don't know if it was intended or just pure luck, but the first night servers were up, killer queuing time went from 10 minute waiting time to 10 seconds.

    Every game I made had between 40ms and 50ms ping, played around 10 or 15 trials as killer and 3 as survivor.

    Grabbing survivors is almost impossible on servers though, had a Jane slowly entering a locker in front of me, couldn't grab them at the beginning of the animation, it just swung at the locker door.

    I think that's all I can share about my experience on the servers, hope it helps ! :D

  • yeah, 20 seconds is usually not enough to hit obsession and check more than one generator sadly... But I think it would be a bit too strong if it was a longer timer :/ (imagine this on a silent spirit w/ring add-on or an omega blink nurse).

    Maybe make the cooldown 25 seconds and not 30 could help there, using it more often to put some more pressure on survivors.

  • I saw lots of streams and vids of this game and one day, it was 50% off so I decided "why not ? Looks like I can have some fun with it". Played 200h as a killer only before trying out survivor (I usually hate horror games but DbD is not what I'd call an "horror" game anymore, I'm too used to it). I remember my first two games pretty well... first one, a trapper that had some trouble figuring out how to play, the second one infinite T3 tombstone Myers. Then I was tunneled for a few games so I got the full DbD experience in my first survivor tries, since then I started playing as Rainbow Meg (because why not being fabulous, I'm getting chased the whole game anyways). Never used DS and got rid of Noed after a few hours playing killer (I mean, free kill perk and free escape perk are not fun to play with...) Now I just enjoy my daily dose of salt and fun x)

  • oof, my bad actually... Interesting ideas btw, but I think 16 tokens might be a bit too much, 8 sounds good, with every action only giving 1 too, because it would lead to people still farm others and bodyblock since it would be a "faster" way to get stacks.


  • @McCree said:

    Here is my suggestion : 

    1. Increase the max tokens from 2/3/4 to 4/6/8.(the percentage of a token would become 12.5% (8 tokens would still be 100% extra bps)) You'll see in my following suggestions why.

    2. Keep the actual ways of getting tokens but instead of having them give 1 token have them give 2.

    3. Add new ways to get tokens.

    Examples: - Escaping the killer after a chase worth of 1.5k points(not saying this should be the number) gives 1 point.

    - Completing a generator awards 1 point.

    - Opening an exit door awards 1 point.

    - Stunning the killer awards 1 point.

    Alternatively they could make it like this

    1. Increase the max tokens from 2/3/4 to 8/12/16.(the percentage of a token would become 6.25% (16 tokens would still be 100% extra bps))

    2. Keep the main ways of getting tokens but instead of them giving 1 have them award 4.

    3. Add the ways from above but change the 1 to 2.

    4. Add another way that awards just 1 point. For example : Healing other survivor (self care doesn't work) awards 1 point.

    A similar thing could be done for the killer but I can't be bothered to do another one of these for them rn.

    If the perk have a higher token number, the bloodpoints awarded by each should be reduced then, because having 8 or even 16 stacks would potentially make 200% (so 96k BP per game at max) or even 400% (potentially 160k BP per game) additional BPs per game which is completely broken... Just imagine BBQ having 8 stacks to encourage 2-hook every survivors, sounds good but would break the leveling system, potential 96k BP per games... And I'm not talking about having streamers yet, it would just make you reach 1M BPs in less than 5 games :/

  • That reminds me of a P3 huntress camping the hatch... I did the last two gens, pretended to open a gate, and escaped with the hatch. She had an ebony mori so I knew she wasn't gonna give up soon...

    But yeah, this hatch mechanic should be reworked, to avoid hatch stand off because basically, killers can't really do anything if they find the hatch and the survivor is near, and survivors can't jump in if the killer camp it, they can try to do gens, but when there is 3 gens left, it's boring as hell... There not even any danger, since the killer is just gonna stare at the hatch like it was taking their soul away in most of the cases...

    It's either the survivor give up and jump to get grabbed and hooked or finish the gens, or the killer give up and offer the escape to the last person... Not really what I'd call "balanced" sadly.

  • The emblem system is actually a good indication of what is a "win", since I almost everytime give the hatch to the last survivor if they played fair/at least not toxic and still get 2 pipe almost everytime I do it... So yeah, 4 kills isn't required to "win"