VenomousHawk86
VenomousHawk86
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- VenomousHawk86
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Comments
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@Mr_K said:
Flavour text is a reflection of the survivor that the perk is attribute to. It seems strange to me to base a perk effect over a footnote.
Flavour is part of the fun of DeadByDaylight, one of the roles of perks for Survivor is to enable the player to realise what sort of character in this video game-ised horror movie they are, if I want to be the runner who thrills through the chase, sprint burst, lithe. Do i want to save my friends in the thickest of moments? We're gonna live forever and Buckle-up. Do I want to sneak away from the killer's search sneakily? quick and quiet and dance with me. I like to be the guy who is mortally wounded and still managed to claw my self away from the killer's grasp on my belly with Unbreakable and Tenacity myself
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@FFirebrandd said:
I still want gates to auto regress at 0.25 c/s but have check points at each light coming on. So at 25% 50% 75%.
This ^
Blood warden and end-game builds will immediately be added to the play pool more often for viable killer builds if survivors opened the gates since several of them rely on it, this also opens up possible perks for survivors to be considered like no one left behind since opened gates would be more reliable aswell to plan on since survivors have to actually commit to it. This game relies on a huge layer of decision making and adding weight to decisions like that outweighs the down sides of it.
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The problem wasn't Gun Man's TR, it was Monitor and Abuse and how it interacts with low TR killers.
The change they should have made is simple
Instead of a flat 8M, Monitor should have reduced your TR by 25% and increase by 25% respectfully
32M killers still have a reduced radius to 24 but now 24M TR killers gain less benefit though still an impactful one at 6M down to 18M, and hey 18M is just a little bit further then Gun man can shoot so it's actually fair and gives credit to the TR reduction add-ons for Deathslinger.
That or they should just band-aid him to have 4.6 move speed if that's too much so he can patrol the map better and close the distance after you get your 32M warning he is coming.
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@CleanseThis said:
The TR is fine, I think as base-kit Trapper should start with all traps on his person. For his ability to work he has to setup. Adjust his add-ons accordingly after that.
This is a bad change, the reason why they made this sorta thing a purple add-on for trapper is the play-style brand new players and the average player would lead themselves into because of it, and being one of the 5 base killers in the game that's pretty major to both the killer players employing it and the survivors that are getting into the game. (That strategy being trapping all over one area like the shack basement)
It's fine for hag to have all her traps because they are in turn very quick to spring when she's busy and she is shackled by her 4.4 move speed. Trapper's traps work regardless of his input and immobile you for triggering them, and disarming them require more time and effort then running into a large area likely by accident like hag.
I do agree that trap availibity is a problem, but it's more about spawns being super spread because of the random nature of it, traps should spawn more consistently around the center of the map, or if that makes traps spawn inside map geometry too much trapper should be able to pick one up out of a locker every 30 seconds or they spawn inside lockers themselves and are highlighted yellow to be retrieved.
After that issue is addressed I think the next thing to bring him up to parr is the consequence of stepping in a trap. Injured survivors that step in a trap should get deep wound for escaping or being rescued from it since they can't get more injured, and dead hard shouldnt let you go through traps.
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@RenRen said:
What exactly is the hitbox on nemesis's tentacle? Whenever I use it, it seems like it should hit but doesn't.
Keep in mind their is also a tech with nemesis where the hitbox lingers for a split second, meaning that he can strafe to one side to move the hitbox with him after performing a tentacle smack, visually it will look questionable since the visual effect doesn't move.
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@kermit_snacc_choke said:
Rant imminent. I genuinely find it baffling that Brand New Parts still exist in the game. Like 4 of them on one gen and you can delete a gen within the first 10-15 seconds within the game starting. Hello?!!!! Combined with the fact that 2 survs working on a hen simulataneously reduces the total singular gen time to like 44 seconds (basically half of its original), makes it unfathomable.
I just had 3 games In a row in which I was gen rushed to oblivion with bnp's and my god its the most frustrating thing. One chase would cost me like 2 gens. I can't even play killers I like without having to take the 'gens on lockdown' build. God I hate rank 1. Meanwhile I play survivor and I get bodyblocked and constant teammate dc's. I just want to play trickster or ghost face :.)
Yeah BNPs will do that. Personally I think this issue would be better if they reworked map spawns so that survivors never spawn directly next to generators. Then you have those few extra seconds to interupt survivors pulling something like that while also generally addressing the generator immediacy for survivors.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2354387#Comment_2354387
Having undetectable perks are fine. Tinkerer does need a cooldown though, because it's too opressive.
Nah tinkerer is fine being uncapped just so it's simple, if you were to touch it then they should increase the threshold to 75 or 80 percent generator progression for it to trigger, to tighten the timing required for a killer to capitalize on the info.
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Isn't it convenient that while the shrine has been changing daily it has had a lot of perks from the killers and survivors you get with the base game, when the primary reason people buy teachables from the shrine is so they don't have to buy the DLCs?
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Every now and then there is a killer who I run away from and hit him with a pallet, and they have so much fun chasing me that when they hook me at the end of the chase they stay with me and stand right in front of me like our characters are having a nice chat, giving all my friends time to do all the gens and escape. Isn't that so nice of him? I love when killers stay with me on the hook, it can only mean good things for everyone!
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@jakesotto said:
It enables him to basically do what bubba does and down the unhooked and the unhooked quickly. I do think he needs buffs but I dont think decreasing the laceration meter is the right call
They buffed him so he's better, these changes make him better at downing people so ofc he's better at downing people off hook.
Personally I think the amount of knives to down for him should have been reduced by 1, 2 was a mistake just watching this gameplay, good thing it's a PTB.
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I keep gravitating towards a 5th perk slot for survivors for aura reading. So only bond, kindred, better together, aftercare, empathy etc. this is the sort of info that swfs have anyway so letting them have an aura perk doesn't make them all that better but solo survivors can have that info without giving up one of their 4 perk slots, The only issue is killer would want something to compensate else survivor favoritisms will come up again, but killer perks don't work the same way as that.
My best idea is implement this rework to hexes in the below video and give killers 5th hex perk slot and give survivors a 5th aura perk slot.
Analyzing a Subscriber Made Idea for Hex Perks | Dead by Daylight - YouTube
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@Purgatorian said:
Just had a game were a Meg ran into a rock I hit her and she just disappeared, no scratch marks and no sign of her using the docs power. Then when I did find her she dropped a pallet and ran off in a straight line so I had line of sight. She disappeared again and when I looked she was back at the pallet.
Come on devs, this game is earning you enough money to get some good anti cheat software and not the shambles you have now.
That could've just been a survivor with bad internet based on your description.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2268009#Comment_2268009
The best way to know how powerful a perk is, is to see the most effective usage of it :
2-man SWF, both with purple toolboxes and BNPs (Obviously)
Their builds
Blood Pact
Prove Thyself
For The People
Resilience (Or We'll Make It)
The problem with your idea is that it doesn't stack with Resilience since after all, you're trying to find opportunities to heal your teammate as often as possible. We'll Make It helps since unhooked survivors are always injured. However, you can use For the People to purposefully injure yourself for an insta heal and to proc Resilience (Bonus points if neither you or your teammate is the obsession).
So there you have it. Insta heal and repair speed that stacks with Resilience. That's the most broken scenario I can think of. 2-Man SWF has never been more viable
The purple tool boxes and BNPs are a different issue then balancing these perks.
Alright, you invest your entire builds to pull this off, possibly giving up a health state aswell. and you get a situation where the killer doesn't intervene like trying to punish healing under hook and lets say you pick up your duo q mate from the ground so your both injured and on resilience. You can both hop on a gen and combined between the two of you you do 2.35~ charges per second or 34.1~ seconds from start to finish down from 47~ seconds for 2 survivors with no perks on a gen.
Frankly if you pull all that off, i think you deserve those 13~ seconds you saved. Especially since you don't have any exhaustion perks, slugging perks, or second chance perks (besides for the people but that actually has a downside to using it compared to others). That can extend a game and buy more time for generators to be finished.
Yes a swf can take advantage of this more thoroughly then solo queues, swfs are more efficient at everything then solo queues its a seperate issue. The point of my buff idea is to create more perk variety for more diverese ways of play, since perks need to good, not mediocre, to be consideered by alot of players.
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@Emeal said:
Lets give the perk some time, Keep playing with it tho to give developers more data.
I'm ignoring the aura read component and doing detective's hunch with it. Haven't had a game where I was the only counter-force user though.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261617#Comment_2261617
Did you know that there was a time when Leader also affected repair speed? Yeah that wasn't fun. The only thing stronger than second chance perks are perks that increase repair speed.
Every once in a while I would find threads asking for nerfs on Prove Thyself despite it being mostly bad. That's how bad repair speed perks were
Yes I was around when leader affected repair speed, generators also didn't incur any diminishing returns based on the amount of survivors repairing a generator in that day.
Prove Thyself is fine as it is, it helps repair gens faster when two survivors are grouped up on a generator. Just like how every second chance perk buys more time for other survivors to do generators. The point of my suggested change is to make blood pact a more desiring option, if you pull it off the perk works out to be a prove thyself + some aura reading. But prove thyself still works out the gate without needing to heal first. and if you Stack them together? alright that's minimum 3 of the survivors perks to do that, and then also play grouped up which has it's own downsides.
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@Saltjar34 said:
I would suggest also prolonging the process of freeing oneself from a trap at the cost of removing RNG. 20 seconds would suffice and if you're freeing someone else, it would take 13 seconds
That is just excessive
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2252953#Comment_2252953
Based on @Soulpaw 's suggestion, I would suggest having the boost only affect the obsession and have it not stack. That way the only reason to run multiple instances of it is in case the obsession doesn't stick with you
Also hey, I found the guy who claimed that this buff will be abused by SWF
It's not over bearing
One character can run prove thyself and grant 15% to another survivor they are grouped up with at any time.
My Blood Pact idea grants 14% only if two survivors, one being the obsession, heal each other, and then start a gen
Prove thyself isn't ruining everyone's games as is and it is way more consistent in performance and more effective. Also if a swf stacked my blood pact idea with prove thyself sure they do gens faster but that's less perk slots for unbreakable, self care, sprint burst, balanced landing, decisive strike, soul guard, kindred, borrowed time etc. which are all perks that can buy time for other survivors to do generators.
Perks need to be powerful especially if they want you to play in a typically sub-optimal way like blood pact.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2257851#Comment_2257851
you cannot disarm her traps. you can burn them with a flashlight, but not disarm them. also, they are way harder to spot.
"her traps require her to teleport to them to have an effect" not if she uses the trap just to track the survivor. or make the survivor double back giving her a hit, or just to flick the camera so she can get close enough to get a hit.
she also can teleport with her traps, has insane map pressure, has a radar with her traps, forces survivors to be extra careful when unhooking.
she has a lot of advantages over trapper. what does trapper has? way easier to spot traps and 115%? if the survivor is healthy they go injured? great... does nothing if they are injured already
triggering a hag trap means she is onto you. triggering a trapper trap, might mean absolutely nothing. because he's chasing someone else.
they flick the screen so you screw up your looping. and you just need to be in the vicinity for it to work, while you can quite easily walk around trappers traps.
she also doesn't need to go pick up or reset her traps after they are disarmed.
just because you can list stuff... doesn't mean they are comparable in any way. Trapper needs to be buffed to compete with the high tier of killers and that's it.
and since we have another killer that works similarly to trapper, we can base some changes from that. Trapper having all his traps, would not break him, at all. because hags traps work better, and she isn't broken.
By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so.
Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.
Yes Trapper has 115% move speed whiich is a huge difference to 110% move speed. It goes a long way in helping him catch survivors that try to run away from his territory, and means that if he can't rely on a trap he can get some stuff done. It's also why trapper can mind game at pallets by faking the setting of a trap, hags move speed is low enough that if you tried to fake a trap with her they would just make it to the next pallet/window.
Triggering a hag trap means she's onto yes, but triggering a trapper trap means your on the hook soon if he's on your half of the map (assuming rng doesnt get you out first try but that's a different issue) so ofc its harder to trigger them for a better reward.
Trapper doesn't need to be top tier, he just needs some updates that make him a bit better and more importantly keep him distinct from hag escpecially since they are the only two setup killers in the game.
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@Zeidoktor said:
One idea I'd had for a possible QoL change, or maybe an addon: All of the stray traps are active at the start of the trial. Given how randomly placed they are there's still plenty of incentive to go get them but they aren't just sitting there useless while you work on that.
I think it'd be better if the traps had more of a localised spawn, like they all spawn closer to the center of the map or in set locations like the shack or main building and in front/inside of random lockers.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2257395#Comment_2257395
because hag is better than trap. and she has all her traps with her from the very start. she doesn't even need to pick them up to trap a new area, she just does it.
which is why, it's perfectly fine if trapper has access to all his traps without having to cross the map.
you seem to not realize how slow bhvr is at making changes
Hag has all her traps from the start for a variety of reasons. She's 110 speed, her traps are easier and quicker to disarm, her traps require her to teleport to them to have an effect, they can be burned away with flashlights, triggering a trap only gives a hit instead of a grab, they don't immobilize you for setting them off, etc. Just because hag is better then trapper doesnt mean we should just make trapper a 'Hag 2'
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2255492#Comment_2255492
The main issue with trapper is the time wasted with moving them, it's more of a convivence thing. Right now I imagine new trappers simply don't pick up most of their traps, and if they do then they probably get gen rushed.
I think gen rushing is a problem for new players more because all the regression perks are teachables for dlc killers and not unique to new players on trappers, his playstyle just puts it into perspective.
Sure it'd be conveniant but conveniance also tricks people to be complacant and lazy, I'd rather new trappers learn sooner that moving traps is key.
I literally had a game last night where I adjusted my traps positions a little bit than had 3 survivors all step in them at the same time. Sure it may usea bit of time but i don't think it's a waste.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2255449#Comment_2255449
Hag exists. Trapper having easy access to his traps is perfectly fine. He still needs to basically give up a gen or 2 to set up
Hag exists? so do 22 other killers. Trapper's power works differently from hag's power in a lot of different ways the only real solid thing they have in common is the fundamentals of what a trap. I'm certain if giving trapper all his traps at the start was the way to fix him they woulda done it long ago, I'm also certain they found in their play tests it's all to tempting to create a dead zone around 3-4 gen and go from there. I've played trapper enough to know that sort of playstyle would be significantly less engaging for both sides.
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That is a cool idea, you forgot about the yellow spring kit though. I'm not sure if this will really affect high end surviver that much though. The deep wounds timer idea of mine is something that would impact all levels of play though.
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@Nyx32 said:
I think a very simple and easy to implement buff to the trapper is to make his iridescent add-on that resets his traps automatically and/or his bag add-ons baseline. His bags are basically required, and the iridescent add-on is extremely useful and makes him feel somewhat useful before 3 gens are already done.
The problem with the iridescent stone is that it promote a set and forget playstyle and if you want value out of your traps you want to be moving them. I don't think this will be very good for new players to trapper when learning him.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/255768/trapper-rework-suggestions-add-ons
I think this is far more than he actually needs TBH. I would do the following:
- Make Yellow bag base kit (start with 2 can carry 3 traps) and rework bag addons to do something else.
- Make his traps spawn next to a generator so that traps are always along the patrol path initially
- Remove the RNG for getting out of traps, make it so a solo survivor does a single 6 second action, if another survivor helps, it becomes 3 seconds.
- When a survivor is caught in a trap, trapper moves at 150% (yes 150%) movement speed.
This would allow him to actually use his power at the start, normalize the RNG for trap spawns so they always spawn near generators, and eliminates the RNG (good for both sides) for getting out of a trap. Additionally the movement speed buff can be used to quickly get to the survivor that just stepped into the trap, OR can be used to catch another survivor off guard with your sudden movement speed burst.
Perhaps you should give the other post I linked in this one a read and share what you think.
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@Alice_pbg said:
random locker? RANDOM LOCKER?
are you kidding? just changing the issue from "traps spawing in the corner of the map" to "still on corner, but also in a locker so it takes longer to get it".
just have it so you can get them from any locker up to the max number...
If trapper could just get all his traps from the same locker then he'd just trap half the map and claim a 3 or 4 gen to defend at the start of a trial. This is the same reason why trapper just doesnt have all his traps to begin with. Because of his ability to create dead zones with multiple placables they need to be spread out over the map.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/255768/trapper-rework-suggestions-add-ons
I don't know about increasing the rarity of additional traps, but those iridescent ones are really nice.
No actually, I linked my trapper rework suggestions post that states trapper by default has a carry capacity of 2. so trapper sack ends up being as good as a trapper bag as is, and the trapper bag can be the green variant of the bag addons now, The spare trap add-on suggestion was to replace the trapper sacks role.
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Pardon I meant to post this in feed back and suggestions.
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@Saltjar34 said:
I'm surprised there hasn't been that one guy who says that SWFs would abuse this by stacking it with Prove Thyself, Resilience, BNP, and other gen perks.
Question, does that 7% boost affect both survivors or just one survivor?
It affects both survivors.
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Why did you edit my post?
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@TheClownIsKing said:
Blood Pact is fine. It doesn’t need a buff. It’s not suboptimal working together if you make chases harder for the killer with the haste status.
It doesn't make it harder for the killer to chase you in the vast majority of cases. Even in ones that do if you are sticking 16 meters together during a chase that just means the killer is bothering two survivors at the very least. The only situation where that could help out is if you have a long open space for you both run in a straight line away from a killer that doesn't have a means to close the gap or a ranged attack, even then you'd eventually run out of map and need to find a loop which you can't really share with each other.
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@Orion said:
Increases in speed are additive, decreases are multiplicative. With base speed being 1, this is how you do it:
(1-0.5)*(1+0.33)
Then you divide the base time (16, in the case of healing) by the result of the expression above.
If there are many decreases, you do it like this:
(1-decrease1)*(1-decrease2)*(1-decrease3)*...
And if there are many increases, you do it like this:
(1+increase1+increase2+increase3+...)
Thx. so in order to undo self cares negative, you have to have +100% healing speed
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As a trapper main who plays on OCE (Player population is low enough here that rank is more a symbol of how much you play rather then your skill) and I go out of my way to spread my hooks around survivors on a killer as pressed for time as trapper. Sometimes camping is just the play, you don't know where any survivors are or maybe all the gens are near the hook and its essentially throwing to leave a position like that when the survivors have a lot more over you ATM.
Personally the most of note situation where I say screw it and camp anyway is when a survivor screws up a rescue and gets downed, then they crawl under the hooked survivor where you can't pick them up. At that point camping is the optimal play since 2 survivors are doing nothing, and they'll need the other two guys to get them out of it, all because this rescuer just had to use this stupid exploit.