The_Arr_Red
The_Arr_Red
About
- Username
- The_Arr_Red
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Comments
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I use a lot of nicknames for killers in my games!
Like:
Trapper = Trapper because perfection
Hillbilly = Billy
Wraith = Bing bong boi
Nurse = Snurse
The Shape = Daddy Myers
Hag = Hag because boring
Doctor = Herman the German and we act like his shocks are farts
Huntress = *untress (just go through the alphabet)
Cannibal = Bubba
Nightmare = Fredward
Pig = Miss Piggy
Clown = *iconic coughing*
Spirit = Smurf
Legion = Frank or not Frank
Plague = Vommy Mommy
Ghostface = Ghosto Facu (and we breath heavily after we stun him)
Demogorgon = Is a pretty Flower
Oni = Onii Chan Daisuki!
Deathslinger = *Urgh*
Executioner = Toblerone Daddy
Blight = Rpg boss (that is what his chase music sounds like)
Twins = Kick the baby
Trickster = Oh no K-Pop
Nemesis = SM Daddy
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2304991#Comment_2304991
I guess so. The only map I could think of this ever being useful on is Gideon.
yup and it doesn't interfere with other perks so i don't think it is a problem
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@gendoss said:
The biggest thing I think is too much is how Windows of Opportunity shows the auras of breakable walls... like why?
well there are walls that make certain places a dead end. So it does help If you can see the walls
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I never really run DS since it has never really helped me get away. I rather play Windows of Opportunity or some exhaustion perk not Dead Hard though since it is predictable. They help me analyzing map parts and make use of them and buy some time. that is what DS is suppose to be doing.
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I like the idea of challenging Huntress to a sing off. xD
Anyway I think it is a nice idea maybe cap the healing to some percentage and running and humming doesn't seem ideal... So maybe it is only usable while not running. but the effect could be like vigil when they go out of the range the effect will persist for 5 seconds or the the effect will slowly fade away as the memory of the song disappears...
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1915825#Comment_1915825
It's because Deep Wounds still counts as the injured state but for heals from stuff like Second Wind and Adrenaline, it probably prioritizes healing that first instead of the injured status itself.
Dead Hard works while afflicted with Deep Wounds because you're still injured. The requirement is simply to be injured.
Good it means that I am injured. It still means that the description of Second Wind is wrong if it is mentioning the healthy state. After a total duration of 34/32/30 seconds, Second Wind automatically heals you from injured to the Healthy State.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1915820#Comment_1915820
Second Wind won't heal past Deep Wounds to healthy. It works similarly to if you activate Adrenaline while affected by Deep Wounds. It just heals the Deep Wounds and leaves you injured.
then the description is not fully correct. Why are we able to use dead Hard while we are in deep wound if deep wound isn't being injured? Everything is so confusing when you analyze it.
Edit: They got the description right with adrenaline. it says it heals one health state that means that deep wound is a health state that isn't being mentioned in a lot of perks. resilience would also not work while in deep wound... just like This is not Happening.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1915798#Comment_1915798
Yes. Let me explain why 20 seconds is arguably bad.
Second Wind can be used as an anti-tunnel perk. If you waste enough time during the chase after being unhooked, you waste even more time than normal.
You know what else is an anti-tunnel perk that is much more common? Borrowed Time.
In 20 seconds, it's not that plausible to get away from The Killer and probably have to mend before Second Wind activates and only heals the Deep Wounds, nullifying the use of Second Wind.
24 seconds is probably just enough to get away from The Killer, mend, and also get your heal from Second Wind. You get about 12 seconds to run away before you need to begin mending, which is quite a lot of time. Eight seconds is a bit more restrictive if The Killer persists for a bit after the Endurance hit.
Also, for situations where BT isn't activated, is an extra 4 seconds going to make too much of an impact? You're probably going to still either guarantee the heal or guaranteed die.
I guess there are a lot of uses for this Perk. And weird scenarios to Imagine. If the killer is persistent you'll die anyway. I never had the mending status while I had second Wind but if I had it, wouldn't I be healed to full health anyway? That is what the perk description says.
After a total duration of 34/32/30 seconds, Second Wind automatically heals you from injured to the Healthy State.
The question is injured equal to the deep wound status? I mean if it isn't you shouldn't be able to use dead hard either.
You can take a beating. When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1915791#Comment_1915791
Arguably, that can be seen as a nerf.
Plus the upcoming buff is not enough.
So 24 seconds is a buff and 20 seconds is not?
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@ManyAchievables said:
Second Wind.
Make the post-unhook heal take 24 seconds but make the perk itself activate whenever you finish a heal on someone else.
There are so many times where I just barely don't activate the perk because a Claudette or a Meghead self cares for a milisecond after being unhooked even though I brought We'll Make It.
Alternatively, you could just make the unhook heal always put you in Healthy even if you're afflicted by Deep Wounds and keep the rest of the perk the same. This would make BT less of a detriment to be given to you and more of an assistance.
Second Wind already gets a Buff in the next patch. It got reduced to 20 seconds
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@Grimmy_Bluues said:
Monstrous Shrine:
- You gain 4 tokens at the start of the trial and a shrine to the Entity is added to the basement
- Interacting with the shrine consumes a token and allows you to teleport to any generator you are looking at
- If a survivor is rescued from the basement while you are at least 40m away, the entity will block the exit for 10s
Are you still functioning or are you experiencing an error?
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I would buff Boil Over. while wiggling like to 25% 50% and 75% you'll face a skill check similar to Decisive Strike. If hit the skill check you'll sling the killer in a different direction not the opposite of a hook just a random different direction. the numbers are just ideas.
And Buckle Up like keeping it like it already is maybe we don't need that aura reading abillity. and maybe after picking someone up healing speed will be increased by 100% like we'll make it but shorter
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@Katzengott said:
https://forum.deadbydaylight.com/en/discussion/comment/1913995#Comment_1913995
Wait, Open Handed does stack when more survs use it?
If that's the case, that's most likely the reason they have to overthink the buff from the PTB.
It only stacks in the current patch. It won't stack in the next patch.
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For my part I really do not like passive phasing of hers. It is just random and if she is change direction in that moment you could be laying on the ground. And she can fake using her ability making it difficult to determine if she is in phase or not.
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@Leumas said:
IMO It needs to be changed so it also repairs the gen by like 15-20% over that 30 seconds, as atm its just such an incredibly niche/dumb perk that also has massive prerequisites to even use.
Uhm no? are you crazy? that stuff would OP as heck everyone would use it. blocking the gen so it repairs automatically while the Killer stands beside it and watches? no? why not give use a Perks that lets the killer walk at half speed for 5 min?
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@Falkner09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1913577#Comment_1913577
overkill. Pop's timer starts the moment they hook someone. so it includes the time it takes the killer to go to a generator as well as the whole kicking animation, including any time they might spend chasing survivors they find on the way. Repressed alliance protects the gen for 30 seconds the moment it's activated, so adding those times up makes it outlast Pop most of the time, unless the person is hooked right next to a generator being worked on.
Also, if the killer decides to camp a sealed generator AND waits for the blocked timer to run out, that's 30 seconds the survivor has to run away and get on another generator. If the survivor doesnt take advantage of it, that's the survivors' fault. just like when survivors reward a killer who camps the hook by standing nearby teabagging instead of doing gens.
I agree the time should not be extended but maybe the charge time. Like I said being you are not able to charge the Perk with two Survivors on a gen because gens are too fast.
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@Aneurysm said:
I love it. It counters pop better since they nerfed that, it can counter ruin if you get chased off or need to go get a save, plus in solo queue I use it as a beacon to mean "I nearly finished this and got chased off it, go do it when you can" and surprisingly the message often gets through.
the thing is most survivors confuse it with either Thrilling Tremors or Trail of Torment even though it is a different aura and different conditions and they will not finish it unless it is SwF. In my experience at l least.
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@Chchchcheryl said:
The thing is, that's 30 seconds the killer wastes just standing there which can be used to unhook from the clearly recent hooked player, get another gen up to about halfway, etc. and if the killer doesn't stand there their pop will likely be gone before they get back and they can only kick the gen with basic kicks until they get another hook!
True it is just unlucky if the gen is besides the hook xD
But it is really difficult to time it because If you do not want to get chased you have to use it early and that dramatically reduces the time the Killer will have to wait to kick the gen which will make saving difficult if no one is close by
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1913596#Comment_1913596
Yeah I just saw this which shocked the hell out of me. Getting some mods to look into it in another post.
alrighty. Although it would be kinda nice in solo q though being able to know if there is BBQ or not
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1913590#Comment_1913590
It should be on the wiki... hmm.
Maybe it’s in the wiki under Open Handed
When Kindred
is active, all instances of Open-Handed will enhance the range in which the Killer's Aura is revealed around the hooked Survivor.
- This Reveal range used to be capped at a maximum of 24 metres, but the cap was eventually removed, allowing for it to increase up to 48 metres (16 metres default + 32 metres of four Open-Handeds).
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1913584#Comment_1913584
No it won’t. Kindred has had a hard cap of 24m for a very long time for balance purposes.
What why isn't that in the Perk description or in the wiki? is there something in writing?
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@TripleSteal said:
My first guess is that flip flop might have been coded in an awkward way, and flip flop simultaneously recovers and increases your wiggle progression at 100% rate. The 0.5 modifier to wiggle is only applied afterwards, once the pick up animation is completed.
I could be but I was just kinda disappointed :c
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I was already thinking about the Open Handed Change and Keys and Blood Amber weren't my first thought. I thought more of Open Handed and Kindred since it will allow you to see the Killer in a 32 m range of the hooked survivor. it is not as strong but it has no "real time limit" and still allows for other Perks like Exhaustion Perks or anything else.
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I read the description but you didn't look at the video right? the perk was lit up and a moment before I could drop the palette it turned grey. if it was the case that I didn't recover enough it should have not lit up.
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what is unfair?
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I think so too it should work together. besides I already said that in another post but why does double healing someone count as healing one health state for second wind?
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*crying in plague*
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Well the Bloodweb is random so you'll have to just keep trying. Good luck :D
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I also believe that this is the case but it is not the description of the Perk.
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I am pretty sure If you double heal it'll count as a health state for second wind. I need to test it again.