Temori
Temori
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- Username
- Temori
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Just split up lol
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You already get punished for safe unhooks - it gives you minus points at emblembs.
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@Krempi said:
Afaik there shouldn't be even one perk that completely cancels another one. Especially since Killer perks need to be stronger since it's 4vs16 perks. Instead of reducing the wiggle time you take away the auras of some hooks which isn't strong in most cases but still something that can help here and there.I know it's stupid that perk's cancel each other. But adding useless perks to the game is stupid too imo. I mean the perk has a nice idea but it's way to weak in high rank.
@Nick said:
Devs tested it and it would've been way too strong they said.Okay, good to know.
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@Noodle said:
Would be a bit OP really since survivors can body block, cut off paths by dropping pallets and blinding with flashlights. If Boil Over allowed a faster wiggle time the killer would never get anyone to a hook.But w/ iron grasp you can counter it. Killer gets often enough to the hook, even without iron grasp.
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Both are very strong. But instead of SB I use Lithe because I run a lot and I hate it when I can't run (cuz I don't wanna waste my sprint burst). Btw I like using Lithe & Dance with me.
But I do use Dead Hard as well. Taking a hit is extremely useful. The only problem is that you need a good timing.
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Nurse. I like playing a killer that you can master. And if you master her, you will destroy every team.
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@Runiver said:
@Temori
Some translations are late to be updated, including German and French one.
The current Borrowed Time status is :"You are fuelled with an unexpected energy when saving an ally from a hook within the Killer's Terror Radius. For 15 seconds after unhooking a Survivor within the Killer's Terror Radius, any damage taken that would put the unhooked Survivor into the Dying State will instead trigger a 15/20/25 seconds bleed-out timer.
If the unhooked Survivor takes any damage during the bleed-out timer or if the bleed-out timer ends, the unhooked Survivors will be put into the Dying State"
Basically, it has no limits of use, and only affects the rescued.
Source : https://deadbydaylight.gamepedia.com/Borrowed_TimeFirst I thought it was changed like this, but I thought they changed it back. Good to know that it's a translation mistake.
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@Cetren said:
Temori said:@SadonicShadow said:
@Temori said:
So I remember the time where everybody took this perk. The only problem with this perk is, that you can't decide if you want to use the perk or not.
What about changing it like this: If you unhook someone with left click BT isn't triggered, if you unhook someone with right click BT is triggered. This would allow survivors to choose if they want to use it or not.
What do you think about it? Would it be to op?
In its current iteration that change would be redundant since borrowed time is unlimited.
It isn't.
...yeah, it is
@SadonicShadow said:
@Temori said:
@SadonicShadow said:
@Temori said:
So I remember the time where everybody took this perk. The only problem with this perk is, that you can't decide if you want to use the perk or not.What about changing it like this: If you unhook someone with left click BT isn't triggered, if you unhook someone with right click BT is triggered. This would allow survivors to choose if they want to use it or not.
What do you think about it? Would it be to op?
In its current iteration that change would be redundant since borrowed time is unlimited.
It isn't.
Yes, borrowed time is unlimited. It used to only be a one use perk that applied to both the unhooked and the unhooker but it was changed to be unlimited at the expense of it only effecting the hooked survivor.
I'm sorry. There's a translation mistake then. Because in the German perk description it says "once per round".
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@SadonicShadow said:
@Temori said:
@SadonicShadow said:
@Temori said:
So I remember the time where everybody took this perk. The only problem with this perk is, that you can't decide if you want to use the perk or not.What about changing it like this: If you unhook someone with left click BT isn't triggered, if you unhook someone with right click BT is triggered. This would allow survivors to choose if they want to use it or not.
What do you think about it? Would it be to op?
In its current iteration that change would be redundant since borrowed time is unlimited.
It isn't.
Yes, borrowed time is unlimited. It used to only be a one use perk that applied to both the unhooked and the unhooker but it was changed to be unlimited at the expense of it only effecting the hooked survivor.
@Cetren said:
Temori said:@SadonicShadow said:
@Temori said:
So I remember the time where everybody took this perk. The only problem with this perk is, that you can't decide if you want to use the perk or not.
What about changing it like this: If you unhook someone with left click BT isn't triggered, if you unhook someone with right click BT is triggered. This would allow survivors to choose if they want to use it or not.
What do you think about it? Would it be to op?
In its current iteration that change would be redundant since borrowed time is unlimited.
It isn't.
...yeah, it is
Lol, than I'm sorry. There is a translation mistake in German. The perk description in German is "once per game"
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@SadonicShadow said:
@Temori said:
So I remember the time where everybody took this perk. The only problem with this perk is, that you can't decide if you want to use the perk or not.What about changing it like this: If you unhook someone with left click BT isn't triggered, if you unhook someone with right click BT is triggered. This would allow survivors to choose if they want to use it or not.
What do you think about it? Would it be to op?
In its current iteration that change would be redundant since borrowed time is unlimited.
It isn't.
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@Tsulan said:
@Temori said:
@Tepiglover88 said:
Since it pretty much relies on saving other survivors, my personal suggestion would be something minor but still helpful, such as faster unhook times to the point where you don’t need to do that fake out thing and then go down, just my suggestion thoughYea something like this sounds nice.
@Tsulan said:
@theagitatedapricot said:
I mean with BBQ you're not competing with 3 other players to get stacks. It can also be hugely risky to take hits for other survivors or attempt unhooks. Hooking survivors is not risky, it's necessary. I'm not saying WGLF is easier but whether one is easier or not is beside the point. It's not like WGLF needs to give unhooked survivors a 30 second sprint burst, but it's really not that difficult to come up with a slight buff that actually affects gameplay.Hooking survivors is not risky? Are you kidding me? It´s way harder to get 4 stacks on BBQ than getting 4 stacks on WGLF.
Remember, the devs had to nerf WGLF because people abused it and made it impossible to play. They rushed to the hook and unhooked in front of the killer. You want that back?I remember the time, 200% BP was insane. But I have to disagree, e.g. when I play the nurse it's kind of easy to get 4 stacks. I mean u see the aura of the people and than you can easily go for them. When you play good ( kill everybody - you get all stacks. But when you play good as a survivor you don't necessarily get all stacks because you can't unhook everybody. When a survivor gets hooked other survivors are often closer to the hook so they unhook them & not you. Even with the emblembs, I don't get enough points on the Benevolent emblem becuz I'm not fast enough.
Not every killer has the map presence of a Nurse. You also know that the Nurse has the steepest learning curve of all killers.
BBQ does everything to incentivize killers to leave the hook. WGLF does everything to incentivize farming the teammates. I never had problems getting iridiscent benevolent. Easiest points ever.Ik, that's why I'm playing nurse (btw hopefully does the patch make the other killers useful in r1 again). Maybe its just the way I play. But I also don't have that big problems with other killers. But I can't deny that its way easier with nurse.
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@Tepiglover88 said:
Since it pretty much relies on saving other survivors, my personal suggestion would be something minor but still helpful, such as faster unhook times to the point where you don’t need to do that fake out thing and then go down, just my suggestion thoughYea something like this sounds nice.
@Tsulan said:
@theagitatedapricot said:
I mean with BBQ you're not competing with 3 other players to get stacks. It can also be hugely risky to take hits for other survivors or attempt unhooks. Hooking survivors is not risky, it's necessary. I'm not saying WGLF is easier but whether one is easier or not is beside the point. It's not like WGLF needs to give unhooked survivors a 30 second sprint burst, but it's really not that difficult to come up with a slight buff that actually affects gameplay.Hooking survivors is not risky? Are you kidding me? It´s way harder to get 4 stacks on BBQ than getting 4 stacks on WGLF.
Remember, the devs had to nerf WGLF because people abused it and made it impossible to play. They rushed to the hook and unhooked in front of the killer. You want that back?I remember the time, 200% BP was insane. But I have to disagree, e.g. when I play the nurse it's kind of easy to get 4 stacks. I mean u see the aura of the people and than you can easily go for them. When you play good ( kill everybody - you get all stacks. But when you play good as a survivor you don't necessarily get all stacks because you can't unhook everybody. When a survivor gets hooked other survivors are often closer to the hook so they unhook them & not you. Even with the emblembs, I don't get enough points on the Benevolent emblem becuz I'm not fast enough.
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I like the idea, it also fits to the dream world. But I think the main problem of Freddy is that he needs 3 hits. I mean first of all you have to pull a survivor in a dream. That takes a lot of time. I think we need to change the way how survivors are pulled into dreams.
The 2nd problem of Freddy is that he gets easily destroyed by SWF. I mean you can easily pull someone out of dream. I think it should be more difficult to get out of the dream - but idk how to change the current mechanic.
I don't know how to fix him, but I think the most critical point is that he needs 3 hits. I mean every Freddy player knows how frustrating it is when the last gen goes on. Freddy can get trolled easily because he can't hit survivors when they aren't in the dream world. Maybe after the last gen is on everybody is pulled into the dream world? But this would be kind of overpowered with NOED. I think his power kind of needs a rework.
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Ok, I agree that it's harder to get Stacks @ BBQ & Chilli but I remain at my opinion that perks that only take effect at the endscreen are kind of inapt
@Visionmaker said:
@not_Queen While a BBQC stack is harder to accomplish, I don't think you've considered that it does not change the killers objectives. Unlike individual survivors that do not have to go in for saves or otherwise pointless bodyblocks, killers primary objective is to hook and kill survivors. BBQC gameplay is the same as no BBQC gameplay.The incentive also doesn't work for anyone but Nurse and Billy. If you observe higher rank streams, even one missing aura signals to camp/patrol as usual. Watch killer streams and many even vocalize it: "they're nearby".
Meanwhile WGLF incentivizes poor gameplay that runs at odds with BBQC. People farm hooks instead of completing objectives, and risk death for protections. Dedicated savers with WGLF put the hooked survivor at risk for camping versus BBQC killers, and the lack of BP penalty for unsafe hooks puts solo survivors at risk of death.
Fact of the matter is that WGLF changes survivor gameplay in a negative fashion (excessive bodyblocking and hook farming) because it's useless as anything but a farming perk. Unlike BBQC that does not require the killer to change gameplay, helps them farm BP with no risk to themselves, and still acts as a strong tracking perk.
Yea WGLF encourages & rewards negative gameplay like you said e.g. farming.
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@Wolf74 said:
@Temori said:
I said I like using BBQ & Chilli and I play both sides Killer and Survivor. Im not complaining that BBQ and Chilli is too op, I'm complaining that WGLF is a perk that only takes effect at the end. Adding some cool extra, and idk what extra, would be great.And I think it is stupid to say that survivors can have a "empty perk slot" because they already got "op" perks. Because the point of perks is that you get benefits ingame, and not only at the endscreen.
And I think everybody can agree - there are a lot of perks in Dead by Daylight that are completly trash and nobody is using them - for survivors & killers.
Survivor do get an ingame effect from WGLF: better equipment.
If they wouldn't farm more points with WGLF, their quality and amount of add ons and items would become less and less.
But they can run more stuff, because of the extra BPs.
And they trade this with an "empty perkslot".
And yes, survivor are so op, they can get away with an "empty perkslot".Sorry but I disagree. Yes, survivors are op. I think we all know the loop problem. But killers do benefit from the extra Blood Points as well with add ons and offerings like, e.g. mori.
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@Wolf74 said:
BBQ got it's bloodpoint buff after WGLF got introduced and the survivor queue times for survivor skyrocketed, because so many player switched from killer to survivor to farm bloodpoints.
It basically became a SURVIVOR ISSUE, to fix the queue times by giving the killer a similar perk and nerfing WGLF.
The Devs just decided to pick BBQ for that, because it already had a weak bloodpoint buff that wasn't that good to begin with and so they buffed it up with a further incentetiv to NOT "tunnel".
So BBQ solves 3 SURVIVOR issues: better queue times, less camping, less tunneling.
Still survivor dare to complain about BBQ being to pwoerful.
And survivor already have the better and more powerful perks and still they try to get more.survivorlogic
I said I like using BBQ & Chilli and I play both sides Killer and Survivor. Im not complaining that BBQ and Chilli is too op, I'm complaining that WGLF is a perk that only takes effect at the end. Adding some cool extra, and idk what extra, would be great.
And I think it is stupid to say that survivors can have a "empty perk slot" because they already got "op" perks. Because the point of perks is that you get benefits ingame, and not only at the endscreen.
And I think everybody can agree - there are a lot of perks in Dead by Daylight that are completly trash and nobody is using them - for survivors & killers.
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@Visionmaker said:
@MyFreddyIsBae Aside from the fact that it can encourage farming teammates and acts as an empty perk slot otherwise.The emblemb system punishes ppl who farm teammates
@Runiver said:
@Temori said:
@Runiver said:
@Temori said:
@Runiver said:
Because killers cannot afford a dead perk slot in their kit, while survivors can.You could imagine something extra for WGLF for sure tho, but what would you get exactly ?
Dunno maybe something like, "After unhooking a survivor the aura of the killer is revealed for 2 seconds" or something like this
Would be definitely wrong for a simple reason :
Showing the killer's aura to survivors is a HUGE way to reduce the scare factor, that is already super low in most rounds (sadly).It's understandable on Kindred since it's situational and mostly against camping, so acceptable tho.
Ik but adding a perk to a game which only takes effect at the end of the game sounds stupid to me. And scare factor? I think everybody can agree, but the scare factor of Horror games constanly go down the more time you play the game.
And you can also tell that being able to know where the killer is gonna come from/where he is at, is actually a huge way to make it even less scary tho.
That's actually one of the reason that makes SWF to be way less scary and way more efficient.And I agree, a perk for the sole reason to farm is actually very stupid.
WGLF and BBQ should both be passives (for the BP aspect) and people should be able to pick perks for their interesting mecanics, not for the sake of grinding.I actually posted a few reworks about that, including giving more points to gen repairs too, and such, to balance things out.
I didn't read them yet, but It was just an quick example for an "extra". I'm not sure what to add, but its just stupid that this Perk, and perks are made to take effect ingame, takes effect after the game. But we both agree on this point

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@Runiver said:
@Temori said:
@Runiver said:
Because killers cannot afford a dead perk slot in their kit, while survivors can.You could imagine something extra for WGLF for sure tho, but what would you get exactly ?
Dunno maybe something like, "After unhooking a survivor the aura of the killer is revealed for 2 seconds" or something like this
Would be definitely wrong for a simple reason :
Showing the killer's aura to survivors is a HUGE way to reduce the scare factor, that is already super low in most rounds (sadly).It's understandable on Kindred since it's situational and mostly against camping, so acceptable tho.
Ik but adding a perk to a game which only takes effect at the end of the game sounds stupid to me. And scare factor? I think everybody can agree, but the scare factor of Horror games constanly go down the more time you play the game.
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@Runiver said:
Because killers cannot afford a dead perk slot in their kit, while survivors can.You could imagine something extra for WGLF for sure tho, but what would you get exactly ?
Dunno maybe something like, "After unhooking a survivor the aura of the killer is revealed for 2 seconds" or something like this
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I like using Lightweight with Iron Will. Dunno if it's good but I have a good feeling using it