Oloy294
Oloy294
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- Oloy294
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First of all, Otzdarva may know a lot, but don't take his word as Gospel. You should be able to make your own conclusions (which I think you have already made)
Second, the reason I think he put it there is because the average player just throws the perk on, runs into the basement, activates invocation and gets killed. To use the perk you need to go in the basement stealthily and listen to when the killer is close to get off without getting interrupted. It's a risk reward. Even after doing that, the risk reward stays from the permanent gen reduction while you are permanently broken. While I'm not saying it is necessarily a meta perk, it isn't bad by any means in its current state.
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@buggybug said:
I wish harden was just either 2 chest and 2 totems instead of needing one of each, some maps have horrid chest or totem spawns, ill find one yet cant find the other wasting gen time, so most time I end up using garbage calm spirit unless am in 4 man swf.
Maybe it could be 2 interactions total, and either chests and totems count. That way you could still mix it, or get 2 of the same item if you can't find totems/chests
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No Quarter would be nearly unplayable against newer players, and even more so if you run Coulrophobia. If anything, make the skill checks harder on self-healing to encourage finding a teammate and having the survivor waste multiple peoples time. I get that you were trying to buff it, but I think making it work with altruistic healing would be too far.
Hex: Wretched Fate is already a pretty good perk, and this change seems like it could push it over the edge, or make it broken with Pentimento (getting 5 Pentimento Totems even easier as you only need 5/6 totems, and the 6th would be another powerful hex like Devour), although I assume it wouldn't work with Pentimento.
Ultimate Weapon in its current state isn't terrible, and if they want to make it a bit better, either add a linger around the locker or lower the cooldown. Making it centred around the killer just makes it stronger on killers with high mobility, which are typically already the strongest killers. Making it centred and buffing it in other ways will keep it around the same on high tier killers, while increasing its effectiveness overall.
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I disagree with the change to Eyes of Belmont. It may not be the best perk, but it has its niche. Giving it a linger effect will make keys last way too long in chase (You activate the key for half a second and get 2 seconds of aura reveal). Skeleton key would be able to reveal killer auras for minutes if used correctly with just Eyes of Belmont alone, which I don't think would be enjoyable for killer.
That's the only big problem I have with the changes, everything else seems fine, although it would probably need to be tested.
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Not great at writing essays, but I still wanted to respond to this post
Houndmaster changes I absolutely agree with. There isn't enough of a benefit to give survivors Houndsense. Having something else with it could make it more interesting to use Snug for some sort of bonus effect on the survivor with Houndsense in chase. Not to sure on the addons, would have to be tested to see how they good they would be.
I agree that Treacherous Crows should not have a requirement for survivors to be within the Terror Radius, and that the perk should apply Oblivious instead of Broken, as the effect it gives isn't enough to warrant being injured permanently.
Invocations having a larger effect for the more survivors are on it is unique to other ideas i've seen, and although I'm not completely against it, is not something that I think would be good for the game.
Clean Break seems already decent if used correctly. It allows you to not waste time healing and to do a generator in the meantime, but at the downside of taking significantly longer to heal yourself. It seems fine the way it is, although maybe a bit weak. I would rather wait and see how it performs before any changes are made
Shoulder the Burden giving an aura reveal is also interesting, as that gives the killer value from knowing where the survivor who now has the extra hook state is if the killer is far away, and doesn't reward the killer for proxy camping the hook for a free down on the now-exposed survivor. The change to not more than once on a survivor is also fine, as I feel like that could be frustrating for some players, but I also don't think it is necessary. I personally believe that the problems the perk may cause (if any) would be done to the killer being more encouraged to get survivors out of the game as fast as possible, and would be made more fair if changes were done is some way to encourage killers to spread hook states more.
Myers changes seem mostly fine to me, just not sure how hard it would be to code the extra effect on vanity mirror. Tombstone Piece would also be extremely hard to use, as you would first have to drain 20 points from a survivor, while they also regenerate stalk points. Might be better to just rework Tombstone Piece completely.
I don't have enough experience playing as or against Chucky, so can't really say too much about the change to Rat Poison
It did feel somewhat unnecessary that they increased the cooldown of Hellfire, so reverting that is a good thing in my opinion
Weave Attunement might need other changes if the range goes back to 12 Meters, as a lot of people complained about the perk.
Human Greed feels too similar to Weave Attunement with your change to revealing auras. I think seeing the open chests would be nice enough as a bit more of an incentive to close the chests, and would make the perk more useful
The change to Weaving Spiders I am mixed about, as I partially enjoy using it with resilience to increase my speed on gens and help with chase. The change to make it exposed allows you to get hit by special attacks twice, but prevents the combo with resilience and no mither as much (although you could stay injured for resilience). This would also lead the killer to not know who is exposed after completing the invocation, which is something else to consider this change, as they would originally know exactly who was the vulnerable survivor on the HUD with the broken status effect.
Scene Partner change is more a problem with screaming than the perk, and might have to change the way the perk is coded to allow being able to not be interrupted on object.
Again, these are my opinions on your patch changes, and I'm not necessarily right or wrong. I do appreciate you taking your time to read through this though.
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Not sure about full Agitation basekit, but a small buff to Killer Movement speed while carrying a survivor (0.1-0.2 m/s faster) could encourage hooking more than the current high-rate of slugging
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Could you explain what you mean by progression tools?
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For the survivor skeleton as a hitbox, it shouldn't be tied to the model of the survivor, as some survivors are smaller than others and would give them a distinct advantage of making them harder to hit. More likely if it were to be a skeleton model, it would have to be a general model that is the exact same for all survivors but is invisible. At that point, it could still lead to hits that seem unfair, and it would also use a lot more memory.
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@Devil_hit11 said:
i wish they would change to be on-hit.
That would also give it some interesting synergy with Nemesis or Furtive Chase
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Wouldn't this make him Sadako without condemned to slowdown the game?
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831853#Comment_3831853
It already can be used with that combo lol?
It was supposed to be a joke
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This would be overpowered with No Mither