Nos37
Nos37
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@Spirit_IsTheBest said:
Your change is unnecessary, Deja Vu is not an issue and doesn't need any changes. 3-genning may not be as bad as it was before, but stilling getting yourself into one is quite annoying, especially if the killer is high mobility, or good at pressuring generators, including slowdowns perks if they have them.
6% is very small, it saves like 4-5 seconds at most, and is one of the most balanced perks, it's fine where it is.
3-genning may not be as bad as it was before, but stilling getting yourself into one is quite annoying, especially if the killer is high mobility, or good at pressuring generators, including slowdowns perks if they have them.
Deja Vu helps you see the problems gens. It does not prevent 3-gen scenarios against killers and situations like you mentioned; that's Potential Energy's job.
You are saying two things that cannot both be true. Either 4-5 seconds is very big and helps survivors prevent and deal with 3-genning, or 4-5 seconds is very small. Which is it?
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757224#Comment_3757224
Wasting the Killer’s time is the primary goal of a survivor.
It does not counter their power.
Imagine if the Onryo could dribble you to MAKE you gain stacks of condemn. She would waste a lot of time, sure, but she could still mori you right out of the game with no counterplay.
Executioner can force you into a cage, whether you perfectly avoid becoming tormented or not.
My solution: Either give the survivor a split-second window of immunity for the game to realize that the survivor is crouching instead of just immediately tormenting them regardless of the crouch button being pressed, OR remove auto-wiggle (let it max out at 99% and let the survivor choose if & when to finish the last 1%).
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I don't know about all the other hex perks, but Hex: Third Seal should be blocked by the Entity for survivors unaffected by it. Only those who are blinded by the hex should be allowed to cleanse it. Some value is therefore guaranteed.
The downside is that if the killer only tunnels without hitting any other survivor, the tunneled survivor will be blind for the entire time. (BUT, there are far better options for tunneling, the killer only has 4 perk slots, and it can be pretty hard to avoid hitting other survivors who insist on bodyblocking.)
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757209#Comment_3757209
Legion doesn't just push a button and make everyone instantly injured. They have to find someone, hit someone then traverse the map to the next person and hit them and so on. As an individual survivor even without incredible skills you have a great deal of control over this. Pre run when you see mending pop up. Legion cannot catch you in this circumstance. Work on gens solo. If legion tags you first do it under a pallet, there's a good chance you can stun them and prevent further chain hits.
Vs not even good survivors, just ones that know the simple counterplay they become a killer that gets one or two health states and just has to chase without a power. They're really bad.
Pre-run? You either have to have Bond or Empathy to know which direction TO run or you lose huge distance by running straight into Legion before you realize how quickly the terror radius is getting louder and change course.
Sometimes you have nowhere TO run to either. If you can't work on gens in the corner because of this, and you can't work on gens in the middle of the map because you have to spread out from other survivors… you may as well go to the next match.
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Does Coulrophobia affect recovery speed? I know it affects other survivors healing a survivor in the dying state (because that is healing, not recovering), but the survivor in the dying state should still be able to recover at the normal rate.
It's still annoying because if a survivor tries to heal you, it goes slower, but if you use the Sprint button to deny them the heal so you can recover at the faster rate, they just get confused or upset and leave you. You're stuck on the ground until they come back or someone else shows up.
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757213#Comment_3757213
So they wasted time using the cage on you.
Wasting their time is not a counter. If the killer gets to punish me for being tormented, I don't want to be tormented, and it is entirely possible for the survivor to counter being tormented (except for 1 missed edgecase), I should not be forced to be tormented.
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Also also, the devs still might change it, I'm saying it doesn't need to be changed. I'm not a dev.
I see now. Seems I read too much into what you were saying.
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@katoptris said:
Did you crouched?
If you wiggle off the killer's shoulder (even if it's the killer dropping you and picking you back up until you are forced to wiggle off), holding the crouch button does not prevent becoming tormented (even if you hold crouch before wiggling free).
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@jezebelthenun said:
I've noticed a definite change in how people are playing Legion as opposed to, say, a year or two ago. People aren't chaining hits as much as they used to. I've seen several Legion players, literally over the last few days, frenzy hitting a survivor, then just. . . chasing the same survivor, losing frenzy, and going for the chase/hook, then they either slug for their kills in the late game or end up in a 0-1k situation. Like 40% of my recent Legion experiences have been played like an M1 killer. The other 60% (obviously I'm making up numbers, but it seems a little more than half of the time) people play Legion as it's meant to be played, by chaining hits and optimizing the ability, and they end up with a 3-4k.
I kind of feel like it's not a buff issue so much as a learning to play them efficiently issue? I could be wrong, without a doubt, and I haven't played a legit, non-farming adorable cat Susie Legion game in a long time, so I can only speak to what I see as a survivor.I kind of feel like it's not a buff issue so much as a learning to play them efficiently issue?
Playing Legion efficiently? Or playing against survivors who are not efficient enough to counter Legion? Unless all the survivors in my match brought Bond, feel confident in repairing gens while injured, and can last a decent time in chase while injured… I don't see the match going well at all.
But hey, on the bright side, if they buff Legion and Legion becomes more popular/prevalent then I can dust off my autodidact build. Haven't needed to use it as often since the Sloppy Butcher nerf. Killers just return-to-hook now so no one gets to heal. 🤷♂️
*Anticipation of buffed Resurgence intensifies*
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The way I see it, there are 5 players in the lobby and 60 seconds on the timer. If I ready up, take MY 12 seconds of time off the clock (or however much of it is left). Or leave it on the clock, but make the clock tick down faster for each player readied up.
If perks are not going to be shown/shared amongst the survivors in the lobby then why bother with the lobby? Let us queue straight into a match. 🤷♂️
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Reasons I have not clicked Ready:
- Bathroom/water break
- Spending Bloodpoints so I don't hit the soft cap and miss out on points after the match
- I switch my monitor input to PC between matches and need to buy myself some time to wrap up on PC before switching back to console input
- I'm replying to teammates from last match who had messaged me (a separate screen / menu on console)
- I'm trying to change my build around / customize my character's cosmetics
- I'm debating playing a different role/game and have not committed to Readying up
I very rarely tbag the killer. If I see another survivor tbag the killer and they go down just short of the exit where the killer can pick them up, I will tbag that survivor for laughs.
I will look for a gen or totem near hatch to repair/cleanse for some extra points until the killer shows up. All they see on their end is me waiting for them to watch my escape, which is not my intent. If it is a newly released map (feels like it's been a while since we got one), I wait around so they can see the hatch and learn its spawn location.
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@Dreamnomad said:
It's just part of that killers kit. It isn't like survivors have no counter play though. Try really hard to not run over his trails. Sometimes that means taking a basic attack.
If that were the case, I would not mind cages.
But if I have a perk that requires being hooked/unhooked, and I go out of my way to avoid the barbed wire trails (even to my own detriment), the Executioner should NOT be allowed to dribble me until I wiggle off and fall onto the barbed wire against my will with zero counterplay.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757137#Comment_3757137
Yeah, but there's also no problem or reason to implement this change either, that's what the full sentence there was about.
Genuinely, at this stage, why bother changing Deja Vu? It's healthy and non-problematic in its current state, so there's really no cause to tinker with it.
Okay, so from now on, whenever the devs say "temporary" or "band-aid" it means permanent until very problematic. Got it. 👍️
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/419812/deja-vu-small-nerf
Deja Vu is fine. It saves ~5 seconds per gen and its main use is preventing 3 gens. 3 genning might not be a huge issue anymore, but getting into a situation where you accidentally 3 gen yourself is really bad, Deja Vu prevents that. It doesn't need any changes imo.
The survivors can still prevent 3 gens with the proposed change. It shaves off ~5 seconds per survivor who equips it. It should not shave time off the final gens. It's too late to change the locations of the last 3 gens. It is no longer possible to "break up 3 gens."
Therefore, the survivors should no longer get a speed boost that helps them "break up 3 gens;" especially if it means they get the speed boost even though they have an amazing gen spread by the time there's only 1 gen left.
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It's helping players out with preventing 3-gens pretty nicely.
This change would not affect that.
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@smellywart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757104#Comment_3757104
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757111#Comment_3757111
These weapons you mentioned should have been in this game years ago.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757110#Comment_3757110
I don't think it's that much of a hassle to create a custom mori for blunt animations?
I guess they could flip the weapon upside down so the haft goes into the survivor's body and is ripped out.
If the Knight is using a blade: normal mori.
If the Knight is using a blunt weapon: flip the weapon upside down before the mori and flip it back after the mori.Plus, if it's not that much hassle to create a custom mori, why haven't they gone back to give old killers newer moris? A heavily requested feature for years…?
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757108#Comment_3757108
Cardboard set.
Knight set. (Chess piece)
The cardboard one would be amazing as a knight one off cosmetic!
The chess set one, though, would be so crazy awesome as a full chess set of various characters! Like specific OCs get a specific piece. They could even do a survivor set (black) and a killer set (white)!
BHVR, make this happen and take my money!Except, knowing how bright the devs like to make survivor cosemtics, I'm sure that survivors would get the white set and killers would get black.
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They would have to make a custom mori. The current one would not work with a mace. They could do one blade mori and one blunt mori, but I'm sure old killers getting updated moris has higher priority than Knight getting 2 moris.
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Yes, buff him. Triple his frenzy duration exponenetially with each survivor tagged. Increase the frequenecy of killer instinct the more survivors that are tagged so that Legion basically has wallhacks on the final survivor. Let him see scratch marks always. Trigger a loud noise notification whenever 2 survivors are within 4 meters of each other or when a survivor completes the mending action themself.
I don't care.
As survivor facing Legion, I'm not very inclined to stay in the match anyway.
Legion's a solo q / noob / pub stomper. They gets easy matches until they get to high ranks. They deserve to be as weak as they are when facing those survivors. Consider it payback. 😒
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756993#Comment_3756993
I don't think it needs a nerf, it's most noob friendly gen rushing perk...
But I also wouldn't underestimated value of the perk. There's a reason why it's so highly picked in all skill level groups.
You save time by not looking for gens too, which can be especially good on indoor maps. It can be difficult to locate best 3-gen there to break it early.
That gen speed is also increasing on value against killers with lot of gen regression perks.
You would still see the gens throughout the whole match. I did not suggest that they change the aura reading effect of this perk.
The most likely situation that the Entity would be blocking a gen from further regression from the killer's break action would be when there is only 1 gen remaining. Even if the killer has a lot of gen regression perks, they can only do so much damage thanks to the new regression limit. The repair speed is not necessary.
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You realize that's by working this way, it's best use is going to be camping last survivor in end game, right? That's simply really bad idea.
The anti face-camp mechanic disables in the end game. What else is the killer supposed to do in the end game? Camping is fine at that point. No Way Out in its current form already promotes camping at endgame. It buys yous time to secure a sacrifice.
When they reach the gate, most of them are injured. This perk would singlehandedly give me 4k on completely lost game...
If they left the gate at 99%, unhooked the survivor, ran to the gate, and opened it up at the last second, yes.
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So basically you are asking for a nerf because of a situation where, Survivor failed to repair 5 gens against 3 perk killer, last survivor failed to find the hatches, and also failed to hide against the killer for 1 minute
I am asking for a trade.
This perk stops pooping all over the last survivor and it poops on survivors who 99 gates instead.
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@VomitMommy said:
That's a nerf overall for normal gameplay at least.
Even if you hooked every survivor, if you killed someone before last gen is finished you have by 20 seconds less time against 3 survivors. It also wouldn't work that well with remember me, but it would be amazing with blood warden....
Basically best use would be hard tunnel one survivor, then one hook each survivor to stay at 3 tokens. That doesn't seem as good design to me.
Instead of trying to pressure all survivors and end the game, this would be huge buff for camping last survivor. That's also very bad design.
I would still manage to get hatch situation anyway.
Kill one survivor, 0 tokens.
Hook all three 3 tokens, kill two 1 token left for hatch play.
I would just need to make sure not hook one survivor and probably slug them until I kill one survivor. Then I am sure to stay at 1 token.
You're right. Didn't catch that.
The perk gets 1 token the first time a survior is hooked. Exits blocked for 15 seconds per token when a gate is opened. The perk deactivates when there is only 1 remaining survivor. Fixed.
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You are more concerned about losing a free 4k as soon as you 3k than you are about making the survivors think twice about leaving the gates at 99%?
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756940#Comment_3756940
Current no way out is fine. If last survivor failed to find a hatch or they team failed to repair all gen they should not get free escape.
"Free escape??"
If the killer closes hatch, the killer is not stunned for 20 seconds, letting the survivor get a "free escape" through the exit gate. The killer still has a very good chance at finding/preventing the last survivor from escaping through the gates. Plus, gate RNG means there's a chance the killer doesn't even have to walk between the exit gates.
Imagine if closing the hatch did stun the killer for 20 seconds and the survivor did get a free escape…
That's pretty much what the current No Way Out does… It gives the killer a free kill.
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If you get all your tokens by endgame, this version is strong if you are "losing" and weak if you are "winning."
If you get all your tokens by endgame, the current version is strong if you are "losing" and stronger if you are "winning." The last survivor may as well be insta-sacrificed by an Entity Spike.
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Or maybe I'm tired of taking the time to submit player reports when it does happen because the burden of proof is on me. I have no way of knowing whether it's malicious intent or not. I just know that it happens more often when I make my aura visible to other survivors.
I did an experiment using Aftercare, Blood Pact, Empathic Connection, and Wake Up. Other survivors would bring the killer right to me! They did not have perks like Bond which tells me they weren't trying to be evil, they were just desparate and my perks gave them a way out of it. Even if I was death-hook and they had 0 or 1 hooks.
95% of my rage quits are while playing survivor. Half of those are from other survivors intentionally and repeatedly bringing the killer to me. I can only play survivor for so long before my penalties add up.
Without this option, my choices are find a SWF to play with, play the killer role exclusively, or do not play the game. Even if I do not use perks that show my aura, there are still perks they can use to see my aura. I have tried sandbagging them when they do this to me, but it only makes the killer side with them. I'm in a lose/lose.
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@Ohyakno said:
This problem seems to inordinately affect you. I have this happen very, very rarely. Like a handful of times ever.
It sounds like you don't need this option then. Must be nice!
In that case, if/when they add this option, you can leave it as Disabled if you don't need it. 😁
I am not forcing you or anyone to use this option. Please don't force me to continue playing without this option simply because it does not happen to you. 😔 -
Accumulating 1,000 Screech Cobbler offerings will be easier for the killer role. They do not have event items cluttering their bloodweb.
I think the devs got the assymetry for this event backwards…
If I play survivor and use the event offering, there is a chance I die first with very little points. The event offering is doubling my 3k points and is doubling the killer's 30k points. On the topic of killers getting more bloodpoints than survivors, the devs said they don't mind the survivor role dying quickly because they can quickly get into the next match. Here's the problem. The survivor's event offering only lasts for 1 trial, meaning it is easier for survivors to quickly burn through them than it is for the killer.
This would be fine if the devs took this into consideration and gave survivors more event offerings than killers. Instead, survivors are getting fewer event offerings because event nodes in their bloodwebs are filled with items AND offerings, not just offerings like the killer role's bloodweb.
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@GhostsCore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753323#Comment_3753323
If your issue is pallet saves maybe you can try blood favour or infectious fright? Favour holds the pallet for 16 seconds which is more than enough time!
I have tried Blood Favor. It only works for the first down (IF they went down under a pallet). It's cleansed before I get my second down. Are survivors who scream from Infectious Fright briefly unable to interact with pallets? If not, then it won't help.
If they buff his Trickster's Glove addon from 0.5 to 1 second, or add a yellow version of this addon that has a 1 second duration then that should be enough. Maybe then, it would be worth me playing Vecna. Otherwise I need Fire Up's perk slot for Franklin's Demise to counter the new take-a-hit-and-sabo-in-the-killer's-face sabo buff, and I can play any killer for that.
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I only bought him to counter pallet rescues. Even with his addon to increase the duration of Mage Hand holding up the pallet while I pick up, survivors can still rescue. I have to equip Fire Up for faster pick up speed too. Haven't had a chance to see if that's enough to finally counter it as I've been playing a lot of survivor lately.
I did not buy Vecna for his other powers or his perks, so I regret the purchase. My experience and reasoning is unique, so my regret is less meaningful.
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@emetSdidnothingwrong said:
I'm gonna play the devil's advocate here and say this: if you don't like bleeding out (I'm assuming this is mostly because the killer slugs to combat the hatch) then don't crawl away into some far off corner or the basement. Which is more important to you, not bleeding out or the small chance you get that hatch?
Staying where the killer left me just means they come back and pick me up moments before I'm about to bleed out. If I have the game focus muted while I wait for the killer to find the last survivor/get bored/finally hook me then they get to kee me in the game an extra few minutes until I switch back to the game and wiggle out.
Let me hold Shift (Run button) in the dying state to bleed out faster.
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Hatch race is already in the killer's favor.
The killer does not have to avoid being seen or heard by the survivor.
The killer moves faster and can still use mobility powers.
Hatch offerings are in the killer's favor (unless they hook the 2nd to last survivor in the basement on the opposite side of the map and have no mobility powers), even if both the killer and survivor are standing on top of the hatch spawn before the last survivor fully perishes into the skybox.
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For the "tunneling side effect" of Distortion (the killer sees fewer survivor auras and focuses on the survivors they CAN see), isn't the blame on the survivors who are not running it, to some degree?
Imagine that Doctor became extremely popular and common. I use Calm Spirit or Hardened to stop myself from screaming and my teammates don't. If that happens match after match, wouldn't you also just equip Calm Spirit?
There are so many killer perks with aura reading. If everyone ran Distortion, killers would have to actually use their game sense and eyes (or play Doctor/Legion/Xenomorph).
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Speaking of BBQ, wheter it uses auras or killer instinct, it should not work on the most recently hooked survivor.
Everyone gives the perk praise for being anti-camping incentive, but that's not entirely accurate. It can tell killers when to camp* and/or can show the killer where to go to tunnel; where that death-hook survivor ran off to.
*The killer hooked and saw no auras. The survivors could have been hiding behind gens or in lockers, or the killer can assume that all survivors are within 40 meters of the hook and just camp.
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Penalty for being close to guards prevents sniffing survivor's hair and double-tapping them right when your guard does.
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@Krazzik said:
If I really need to escape for archives , then I run this:
Distortion, Sole Survivor, Wake Up, Calm Spirit/Left Behind and run a hatch offering. Will bring either a Key or Med-kit.
I use a similar build (in my post above). I hadn't thought about Left Behind since my goal was a gate not the hatch, but knowing the hatch's location means I would know which gate is the furthest from it. 🤔
Maybe Clairevoyance for that 64-meter range on hatch, then run to the gate furthest from it?
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Deja Vu, Resilience, Quick Gambit, Invocation: Weaving Spiders
I will sit on critical gens whether I'm injured or not. If I have to take chase, then I will try to buff others repairing. If I'm death-hook then I will invoke some spiders as a parting gift before I go.If I'm on a losing trend: Lightweight, Sole Survivor, Wake Up, Distortion
I'll do what I can until the match goes south, keeping note of exit gate locations. Then I will play for hatch, but take the exit gate instead, getting a head start on the gate the moment the killer closes hatch.
(Hatch escapes count as draws and will not get me out of ELO hell; only escapes through gates will.) -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/418781/this-is-not-happening-rework
That is way too much of a condition for such a mediocre effect to activate...
Thank you for saying this! I toned it way down because I thought the immedaite knee-jerk repsonse would be "no, too op!"
At first I didn't even have an upper limit to how many charges could be removed, but perks need 3 different tiers of effects so I threw that in.
How about this?
[New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1/2/3.Honestly, the big downside of this new effect would be its incentive for killers to tunnel.
"What if they have This is Not Happening and now they're gen-rushing me? I have to remove them from the match!" -
@OrangeBear said:
Gonna be honest if you aren't getting value from we'll make it then you are probably unhooking too early. Or the killer is billy or blight. In which case you need a lot of distance or they need to be chasing someone else
I used Open Handed and Kindred to make sure the killer was far away first.
"The survivors unhooked too early, so I'm going back to hook."
"The survivors took too much time to unhook, so I'm going back to the hook to force Stage 2."
"I'm too lazy to look for survivors working on gens, so I'm going back to the hook because I know there are 2 survivors there (even though they could have possibly self-unhooked; oh well, I will just tunnel them in that case)." -
I use anon mode because 7 times out 10, the killer will drop chases (with injured survivors) to chase me instead (even though I am healthy). Doesn't matter which character I play. I do not click flashlights, emote spam them, or in any way provoke them. 😔
If I am on a big losing streak and my rating drops, I get awfully inexperienced survivors for teammates. The skill floor for survivor is MUCH lower than for killer, so it's a slaughter. I use perks like Sole Survivor to get my escapes (playing for hatch is not enough since that counts as a draw). I'll play the match out as best I can, but when it eventualy (and inevitably) comes down to the hatch game, I let the killer have it and use the head start on the exit gate to skedaddle. I hide my name from my teammates so they don't recognize me and grief me in the next matches, knowing I will leave them to die.
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I was excited to hear about The Lich's Mage Hand ability. Finally! A way to counter pallet saves!
Then I heard Scott Jund say it only works if you have the brown addon that extends Mage Hand's duration by 0.5 seconds. No biggie. I'll just always use the addon; it's cheap and available.
Then I use Mage Hand WITH the addon, spam the pick-up button so that I can pick the survivors up as soon as possible, and the other survivor STILL got the pallet stun!
Bad enough I have to play a specific killer with a specific addon, but now I have to also dedicate a perk slot to Fire Up just to counter a survivor performing the simple act of standing next to a pallet when they go down (using an emote to prevent them from being knocked out of the pallet's hitbox too!). They don't need to play a specific survivor, use an item, waste a perk slot (unless they decide to bring Plot Twist, but it's not necessary).
"Just break the pallet and chasse them again…"
Okay, so NO hooking ANY survivors until all 20 to 30 pallets on the map are broken. Got it.
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@Halloulle said:
I get that it can be maddening - especially when some perks are in play. But we also know that just because something is maddening at times a) doesn't mean it has to go b) it's always that way. Anytime survs play for pallet and other saves, that's at least (!) two survs off the gens. Usually, one also hovers and touches a gen that's somewhat close but also always leaves it to jump in as back up if it looks like they're needed. That means you have effectively 1 person on gens, and one or two gens that get occasionally touched. That's tons of time, usually enough to bleed out the ever-saved surv with 2-ish gens left. The key is patience. Keep injuring the hovering surv(s), listen carefully, look at bushes, look at crows. If they then change tac and get gen efficient, it's still a somewhat hard match but pretty do-able if your chase times are good. If they're also really good in chase then I'm sorry to tell you: going down in a pallet isn't what makes the match hard.
That's what I thought…
"Oh, well at least no one's doing gens if they're all here for pallet saves and pick ups off the ground."
5 gens get done anyway.
"Guess not."
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The problem with Teamwork perks is that they don't get used, so when I do use these perks, my teammates don't know what to do with them or what they mean.
We finish a heal. Teamwork: Collective Stealth activates. The killer comes near. The other survivor tries to walk away slowly to avoid leaving scratch marks, even though the perk is preventing scratch marks. 🤦♂️
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I've been using Fast Track to speed up gens as my team gets hooked, Quick Gambit to speed up gens if I'm being chased, and Weaving Spiders for when I'm death-hook and don't want to be caught on gens / parting gift before I die.
I've switched some of those perks out for Kindred (because the repair time I would lose out for going to unhook when someone else already was is not worth the 3s a different perk shaves off), and for Resilience to motivate myself to do gens injured instead of wasting time healing up and to synergize with Quick Gambit to make chases last a little longer. (But they also have anti-synergy. If I don't heal up, my chases can be very short.)
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Only perks that help SWF bully and help Solo live long enough to complete 1 gen are used.
They would have to buff these perks over and over until they're game breaking.
12 new survivor perks a year. Still the same 4 perk slots.
Can't have good perks without bad perks.
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You have to pay money to complete this tome challenge. (Buy Alan Wake and use Champion of Light.)
Or buy Ellen Ripley and hope the killer lets you repair half a gen, drop a pallet, trap it with chemicals, break the pallet to become hindered, and let you run off to repair more gens and do it 2 more times in the same match…
I used the search function to look up slowed and hindered. Chemical Trap and Champion of Light are the only 2 perks.
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I do not return to hook to tunnel/trade
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I am not unequipping Lightborn.
Background Player? Flashlights from chests and being unable to see gen auras because of Residual Manifest? Huge hindered effect for a long period of time because of Champion of Light?
Just add a Star Wars Chapter with Luke, Leia, and Vader, and replace flashlights with lightsabers that can cut off the killer's arm so they cannot use weapons for the rest of the match…
I would gladly give up the ability to see items in the pre-trial lobby if it means Lightborn can stay as is. In fact, let's trade. Hide survivors equipped items in the lobby, and fix the bug with Lightborn that somehow still lets survivors blind killers (the screen does not obscure, but the "blinded" audio sting still plays and lunges are disabled briefly).
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For perks like Nowhere to Hide and Barbecue and Chili, they need to look at how much ground the average walking killer can cover in that amout of time (4.6 m/s for 5 seconds (technically 4 seconds for BBQ because of the hooking animation) = 23 meters) and add that distance to the perks as an upper limit.
Barbecue and Chili - After hooking a Survivor, all other Survivors' auras are revealed to you for for 5 seconds when they are further than 40 meters from the hook. Barbecue and Chili deactivates after moving further than 24 meters from the hook.
Nowhere to Hide - Whenever you damage a generator, reveal the aura of all Survivors standing within 24 meters of your position for 5 seconds. Nowhere to Hide deactivates when moving further than 24 meters from the damaged generator.