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soshidow

soshidow

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  • @Toxicity23 said:

    But why though?

    What poor soul in your mind told you to say this and be genuinely serious about this?

    Do you need a doctor? Give you the 'shocking' truth?

    Your comment is hilariously ironic, because if you actually read the original post you'd be shocked at the truth of what I actually asked and how non-serious it was.

  • @Withered8 said:

    Idk ppl are saying that it would make him unplayable but woudl it? If clowns yellow bottles origionally didnt affect survivors but then they were changed to affect survivors, there would be a huge amount of backlash. Obvsiously it would require tons of changing and game balance accordingly but i think it could be interesting.

    (Omg thank you for actually reading the original post, most people are only reading the title and thinking they know what I'm talking about)

    Yeah I think, assuming he was balanced appropriately, it would be interesting and actually require a bit more intelligence. Right now he is balanced, just boring (to me anyway).

  • @Tsulan said:

    People already asking for a nerf?

    Like... really?

    Maybe spend 20 seconds reading the original post before complaining.

  • @PeaceNGrease said:

    That would cripple him to the point of unplayability. That's basically asking to play against a 115 M1 killer, except even worse because now he's taking longer to do what other killers can do if he ever decides to use his power, and if he doesn't he'll likely be looped endlessly.

    @Altarf said:

    No. Making him slowed by his purple bottles would achieve similar results to Hillbilly's overheat; it would not negatively affect him in regards to strength too much as you would still have to insta drop pallets as Clown would still have a 15% speed bonus over survivors even while slowed. All it would do is significantly reduce the chances you have to use your already weak power and make him massively, massively less fun and more frustrating to play. The part about Clown that survivors dislike, the need to predrop pallets, would still exist.

    This would be the only opportunity to use his slowdown gas. Using it anywhere other than where the survivor is cornered would result in no extra distance gained at all.

    I'm talking about a hypothetical in which any tweaks, buffs, nerfs etc. that are required to balance this idea are also made. Thus im not particularly interested in "balance discussions". I'm interested in if it would it be more interesting, if it was balanced around that idea

  • @GoshJosh said:

    I like an idea shared in another thread on the forums: something like five candles in the basement, and the flame goes out for each totem cleansed. Also, buff Small Game to show how many totems have been cleansed or remain.

    ohh that is such a cool idea, I really love that

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603501#Comment_1603501

    How does that relate to the changes I'm suggesting for Spine Chill? The perk still has a clear advantage to equip. Also, are you including killer perks in this?

    Yes I am, almost every perk in the game has a clear advantage to equip.

    Consider Whispers, you're guaranteed 100% undeniable knowledge that 1 or more survivors are within 32m of you and you can with absolute certainty know when no survivor is within 32m of you. It's information is more ambiguous than Spine Chill but is absolutely uncounterable and has a clear advantage to equip.

  • @mintchapstick said:

    I know a lot of people have said this, but devs please. Give us a totem counter in the HUD. Reasons why:

    • Solo surviving or duo queues are impossible because you never know how many totems are left. If you just miss ONE and don't know it then NOED is going to proc and that sucks butt after spending so much time breaking all of the others.
    • Hex: Undying is coming and it's going to make NOED even harder to counterplay.

    Please give us a totem counter!

    That would be pretty cool, I've certainly experienced that frustration in solo queue when you don't know if someone else cleansed the last totem. (or when you cleanse them all and you see someone else still looking for them).

    I don't think it would cause any issues and it's information I already get for free in SWF.

  • @FellowKillerMain said:

    @soshidow Can you differentiate upgrade and sidegrade for me in this context?

    I'm not really concerned about it's ability to be countered, I'm aware of it, but thanks for sharing that.

    an upgrade as in: it is better to have, than not to have.

    A sidegrade as in: having it is not better or worse, only different.

    For almost every perk in the game it's safe to say that it is better to have the perk, than to have no perk.


    What I'm saying is Spine Chill does provide a lot of information, you're correct; it is a clear advantage to equip it. However, almost every perk has a clear advantage to equip with no downside.

  • Spine Chill is a perk, perks are upgrades and not sidegrades.

    Also Spine Chill can be countered: (two screenshots, the claudette moves outwards from the centre of view and stops once spine chill turns off)

    Normal Killer Fov you avoid having your target within the middle two thirds of your screen roughly

    Untitled Image

    Shadowborn Fov you avoid having them in the middle half of your screen

    Untitled Image

    So if you suspect someone's got Spine Chill. Boom, now you know.

  • @Science_Guy said:

    This is a solid point OP. Back when Pug was still streaming this game, he actually made a really good argument about this kind of thing. There are so many overbalanced perks, to where you could set their value to 100%, or remove every drawback, and even after doing that still not a single person would run that perk.

    For a brief moment, they seemed to have understood this when they adjusted Calm Spirit and Spies from the Shadows, but even after those perks were buffed (and still ignored because they fundamentally are not good perks) they continue to introduce even more terrible perks with unnecessary limitations. Too many new and old perks just don't need these kinds of restrictions.

    Technician has a 100% to not cause an explosion? Nobody cares.

    Deja Vu lets you see generators all game? Nobody cares. (Also, whoever came up Felix's Visionary, literally Deja Vu with its own useless restriction, needs to be moved to a different department. Do not let them design a single other perk.)

    Boil Over has an unlimited hook obscuring range? Still terrible.

    Maybe SWF stops WoO from being obviously safe as a map-wide perk , but it certainly doesn't need to have any kind of cooldown. Meanwhile, Zanshin Tactics could reveal the entire map and it would still be just as much of a noob-only perk.

    Territorial Imperative doesn't become problematic in the slightest if you remove that pointless cooldown.

    And so on.

    Your first paragraph sums up what i was trying to say a lot quicker, thank you.

  • That would be a brilliant buff and still be thematically correct for the name.

    it would actually be fun and fluctuate in strength throughout the game.

  • You realise that the time you spend enjoying the perks you have is the time that will unlock new perks to enjoy, so you can experience them all over time.

    and if you're thinking "no! i want to play with very specific builds right now!" well then that's not going to require every single teachable so it wont take as long.

  • "Where am i supposed to find the time to - "

    That's the point to focus on. Not the pallets, pallets are fine. new survivors already struggle as is, less pallets, shorter chases, less time to learn.

    You want the game to last longer, without simply making gens even slower. You want more time to deal with things.

  • I see no problem with having it be permanent 100%. Failing a skill check with technician still reduces the gen progress like normal, it's only the audio and visuals that it removes.

  • @Nomadd said:

    Why stop there? Lets go further:

    • 1 lvl - first hook phase is ignored and surv moves to second
    • 2 lvl - second phase is ignored and surv is killed on hook
    • 3 lvl - killer can mori survivor on first down

    I think that would've been more balanced.

    How about an addon "At the beginning of the match the Obsession starts the match in the Mori animation"

  • @Sainaos said:

    Why doesn't it grant the player the right to unhook yourself even when you are the last survivor and you haven't been hooked the entire game ?

    Why are you doomed ? Wouldn't it be nice to have a key and/or a perk useful when the doors are activated ?

    You insta die on hook as a lone survivor just to get the game over with, otherwise there would be hundreds of salty players waiting on hook for the full 120 seconds just to spite the killer. I'm pretty sure you used to be able to sit there the whole time and that is exactly what people did.

    Also as Milo said, if you're the last guy the killer is just going to stand there and wait. What else is there to do. It would create a very boring interaction that the game doesn't need.

  • @Fibijean said:

    I think Lucky Break is good as it is. Reducing bloodstains for the entire game would be a bit too strong, in my opinion. It would basically be No Mither with no downsides (yes, I'm aware that No Mither also grants the ability to pick yourself up from the dying state, but this ability is practically worthless since the killer knows you have the perk and therefore will almost certainly never give you the chance to use it).

    The way Lucky Break is now, you basically have to manage your injured time. If you keep yourself healthy for most of the game, Lucky Break will see you through most of the time you spend injured and help you to escape the killer more easily during that time, especially if paired with Iron Will. It's a great stealth perk, it just takes some skill to use well.

    As Killer I find more injured survivors by sound than blood (assuming they aren't running Iron Will of course). And I can track sound on any terrain (i.e. grass does not cover it up) as well as track through walls.

    With that said, Iron Will is a permanent effect. Even if both Iron Will and Lucky Break were permanent effects, Lucky Break would be weaker in my opinion. If I could only run one, I would always pick Iron Will.

    What you say about "No Mither with no downsides" is true but I could say the same about Iron Will's 100% reduction vs. No Mither's 50% reduction + downsides.

    Personal opinion and conjectures of course, feel free to disagree/ignore.

  • I run bond and just do whats best ( i.e. what the other survivors aren't doing). So it changes what I'm doing in the sense that i will pump out gens with stupidly altruistic teams, i will try to distract and loop the killer with bad teams, etc.

  • @Weederick said:

    It could be permanent like Iron Will. The bloody trail is much less effective for tracking than injured groans.

    This is what I thought too. I haven't got the time to test it in PTB personally so I can't give an informed opinion but on paper even without a timer it seems like Lucky Break would still be slightly weaker than Iron Will.

    That said, I haven't tested it... so... who knows.

  • I can see your point, he still gets a big boost to his power from an attack.


    Especially for No Mither which takes up a perk slot and handicaps you: a big redeeming feature is not leaving a trail. Seems fair that you wouldn't leave a floating "here i am" trail.

  • @yobuddd said:

    How about this for an incentive?

    You as the killer are thrilled by the thought of your prey dangling on the hook. Outside a 25 meter radius from any hooked survivor, you enter bloodlust during a chase in half the normal time (or immediately?)

    This will actively encourage hunting as the killer will want to take advantage of the bloodlust in a chase.

    It will also encourage survivors to get that tater off the dang hook! A common story is that SWF will often leave the random to die. This might make such a tactic more dangerous.

    People still wouldn't care. People camp to secure a kill. Even if there was a mechanic where the killer being 72m from the hook killed the hooked survivor INSTANTLY. A lot of them still be too scared to leave in case they got rescued while they were far away.

  • @Arroz said:

    Empathy is better than bond.

    Change my mind

    I wont say one or the other since I'm not sure myself but I'd like to pose a question:

    How often does information coming from further than 32m affect how you play?

  • Try playing any horror game for 50+ hours and still being scared.

    There's a reason good horror games pace themselves when revealing the spooky monster/killer/whatever. Because it's the unfamiliarity that makes it scary. You cannot remain unfamiliar in a situation you've been in for hundreds (in some cases thousands) of hours.

  • That's a rather strong opinion for someone who hasn't played a whole match with the changes.


    I'd recommend putting a bit more time and research into things before being negative about them.

  • The devs are doing a decent job compared to most of the games I've seen.

  • Again, yeah Legion is no fun to play against => reworked SWF is no fun to play against => nothing changed ever What is the point? No fun playing?
    • Everyone sees who is obsession (and when they're being chased) to reduce gap between SWF and solo
    • Can't see perks/addons/offerings on tally screen till end game to reduce gap between SWF and solo

    These may not be the changes you wanted to help balance SWF, but these are changes that happened to deal with SWF vs. solo.

    If you were to say "not enough has changed" then fair enough. Saying "nothing has changed" is incorrect.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/432959#Comment_432959

    Troll is used for literally everything. It's lost its buzz. And this is coming from someone who DID call out Orion for what was said. You're overreacting.

    Unless you're suggesting the word "Troll" has literally no negative connotations whatsoever, then Dwights point still stands.

  • @Plu said:

    You're right @Raccoon , I'm gonna drop it now or its never gonna end, I just hate when people act like this, it's almost slander to keep putting words in my mouth when they cant be arsed to read at everything and keep being hypocritical when calling others biased.

    If by "putting words in my mouth" you mean "He's quoting my previous posts" then yes, he is.

  • I agree with Dwight_Fairfield, I've got nothing against you Orion, you even went back calm things down whereas Bogyman went to further agitate Plu even more.

    All that aside, there were two offensive comments: Plu acknowledged both, criticised the second, refused to criticise the first. Both people used their words to be an ass, only one was called out on it, that is bias.

  • I love the idea and if the devs ever did a whole "Gen rework" that is almost exactly what I'd want. (Though it might be difficult to balance around voice communication... as with everything)

  • Games without Ruin are wayy to quick. The only two killers acceptable to play without ruin are Billy and Nurse. Everyone else requires Ruin.

    "requires" is a strong word, what are you implying it's required for?


    Whatever you're implying it's required for would then become baseline and would become the expected standard for every match. Would that standard be acceptable from both Killer & Survivor PoV?

  • Depends on the group of people.


    For people who can't chase as a 115% move-speed killer, this is a horrible nerf that will be received negatively. Probably rating this 3 or less.


    For people who can chase as a 115% move-speed killer, this is a slight buff while also making him slightly more fun to play against too. Probably rating this 4 or above.


    PS: Obviously this could change once we see it in action on the PTB.

    PPS: Obviously this is my opinion, I'm not stating it as fact.

  • Mettle of Man allows you to take an extra hit, but have your aura revealed if you heal.

    It's less about how powerful it is, more about how unfun it is to face.

    There are 7 killers (Wraith, Hag, Doctor, Freddy, Pig, Clown, Spirit) who's only way to counter the perk is:

    • Grab you mid-vault (smart players aren't going to allow that)
    • Bring instant down perks (Haunted Grounds, MYC, NOED)
    • Addons (RedHead's Pinky Finger for one hit clown bottles, Prayer beads for "fun" silent phasing spirit)
    • Camp on hook so that they don't have to hit you 3 times.

    Now, since most people aren't going to let you grab them when MoM is active... What type of counterplay do you want to encourage with this perk?

  • They did discuss doing that at one point back around the time they were looking at changing predator.

    Nothing happened with that though which is a shame, I would like more quiet stealth perks

  • @Navydivea said:
    You do realize it's meant for new players right? It's a learning aid. If you're going to play survivor seriously you need to start learning maps or at least a rough knowledge of spawn points.

    That's completely irrelevant, beginner perk or not this is the Balance Feedback section, if you have an opinion on the perk's balance, feel free to share that instead.

    @CrtKazz said:
    Yeah it’s a beginner perk but it still has a higher skill cap than you may think. If you’re playing an aggro build you can use it to map out which pallets are left to stun/waste more of the killers time. You can also see if there’s a pallet in route to a hook where a killer may be taking someone. That’s why I think it’s fine the way it is. It’s multifacted, helps newbies, and if you want to make the aura larger just bring open handed too. 

    That's fair enough, If I ever decide to remove WGLF I would probably replace it with Open Handed like you say (then get completely screwed by blind addons :angry: ). It's definitely not bad as is, but if they ever decide to show it a little more love... I wouldn't say no :blush:

  • @CrtKazz said:
    Nah it’s good the way it is. You should be using it to map out escape routes and pallets. If you had it during a chase the entire time the suspense is much lower 

    That's why I still enjoy the perk, it saves time scouting areas. That said it seems weak compared to Bond:

    WoO 20m vs. Bond 32m
    WoO pallets/vaults vs. Bond survivors (arguably harder to find than pallets/vaults)
    WoO 60/50/40s cooldown in chase vs. Bond no cooldown ever.

    I'm not saying they should remove the cooldown entirely but

    @soshidow said:
    60/50/40 seconds is too much.

    or you know, they could increase the aura reading range a bit, that'd be cool too.

  • @Eveline said:
    I am currently running SB, UE, SC. Maybe kindred would be better or borrowed time?

    Most people get quite elitist with their opinions on this perk. "ah yes, just memorize procedurally generated maps with semi-random pallet/vault placements" while sitting in their arm chair smoking a pipe.

    • You can memorize potential pallet/vault spots
    • Understanding and memory of each tile (the tiles that make up the map) gives you a good idea of where pallets/vaults will be

    Memory will give you a general idea of where to find things but:

    • no amount of memory gives you exact info
    • no amount of understanding tells you which pallets have been dropped/broken.

    Only sight/sound does that be it of the pallet, killer, survivors, whatever. If you don't know whats happened in that area recently, then you're gambling every time you go for an out of sight pallet.

    If you don't want to gamble, either scout the area (a waste of time) or have pallet wallhacks (WoO)

  • I don't run SC personally but a good reason to run it is to avoid one of the more mild forms of trolling: 99ing a heal for the points, then leave you injured. It doesn't happen often fortunately, otherwise Self care would be a staple in my builds.

  • @Milo said:

    @soshidow said:
    Post some pictures for us, we don't all have p3 kate or the motivation to check this out.

    Sorry i didn't word that right did i...?

    Do you think is it worth to get P2 or P3 to match with Songbird Top for Kate.
    I dont have P3.

    Oh right, sorry I thought you had them already.

    I imagine you'd look like a hot dog covered in ketchup and mustard with all that red and yellow. Maybe we can write some hot dog kate and pizza dwight fan fics, but for fashion I'm not sure it works out.

  • There is no difficulty curve for ranking up after rank 15. It is just as easy to go from 15 to 14 as it is to go from 2 to 1. The only difference is how regularly you play.

    EDIT: Basically everyone is a rank 15 player with their "rank" telling you their recent play time.

  • Post some pictures for us, we don't all have p3 kate or the motivation to check this out.

  • @thesuicidefox said:
    Does AD work with Self Care? I mean in terms of the healing speed, I know that you can't get tokens from Self Care skill checks.

    Having a hard time deciding if I want to use this perk or Deliverance as my permanent 4th perk for my NM/BT/Resil build.

    No it doesn't, that's in the description of the perk

    Also Resilience cuts heals to 11 seconds, removing one dice roll.
    With resillience your chance of skipping:
    at least 1s = 76.8%
    at least 2s = 72.8%
    at least 3s = 67.9%
    at least 4s = 62.3%
    at least 5s = 55.6%
    at least 6s = 47.8%
    at least 7s = 38.6%
    at least 8s = 27.8%
    at least 9s = 15%
    9.6s = 0%
    (9.6s is 80% so the maximum you can skip)

    You literally can't skip 9.6 seconds on a normal heal, there's 11 seconds, 1 second to get a dice roll, 1 second to hit the skillcheck, only 9 seconds left.

  • @Sarief said:
    It's per tick though? Though it's hard to define how they use it in the code.

    For example if they use check by:
    chance per second / delta (time) = chance to occur
    They will roughly get the same result but not actually. There would be small difference but that's generally it.

    That's what they mentioned for generator progression, so I assumed it's the same for healing mechanic.
    If it was checked only every second, you could just cheese the checks by doing taping every half second. Which is not the case last time I checked.

    Well, like I said if it's not seconds the whole thing is wrong.
    Any idea how long a tick is, or how many ticks in a heal? without either of those I can't really get anywhere.

    EDIT: I just watched the latest Dev Q&A and https://youtu.be/pyI0huMpFcE?t=16m52s so I think it might be per second.

  • @Peasant said:
    So in summary, Autodidact is a counter to Mangled, Coulrophobia, and Thanatophobia?

    That's a pretty good way to sum up the wall of text, yes.

    Personally I was more interested in seeing how likely you were to get full use out of it on a base heal, and believe it or not I find a bit of number crunching fun. 8-)

  • @Orion said:

    @soshidow said:

    @Orion said:
    Every comment about yours talks about Devour Hope, which happens to be a hex perk, but is also a perk with tokens. You're referring specifically and exclusively to hex perks, most of which do not have tokens.

    @soshidow said:
    So Devour Hope would go inactive for 2 minutes, but after that if they haven't destroyed all 4 other totems it comes back.

    Yes you're totally right, I was talking specifically about hex perks my mistake.

    Secondly, name a single killer perk that loses it's tokens after it's destroyed that isn't a hex . Oh wait, there isn't one. All obsession based perks keep their stacks when the obsession dies. The only thing this thread holds any meaning to is hex perks. Berate me all you want for giving an alternate idea on your thread but don't pretend I'm not discussing the only topic you're actually interested in.

    EDIT: PS: I'm done talking about this, I can't see there being any logical non-petty response. Please just.. get back to the discussion.

    My mistake. I thought STBFL was disabled once the Obsession died. However, this isn't about buffing hex perks, but about making the ones that rely on tokens not be completely useless once they're disabled. I have another suggestion thread for how hex perks can be not so #########.

    Sorry for suggesting something else in your thread btw and I got pretty annoyed by the last post, that one was pretty immature of me.

  • @Orion said:
    Every comment about yours talks about Devour Hope, which happens to be a hex perk, but is also a perk with tokens. You're referring specifically and exclusively to hex perks, most of which do not have tokens.

    @soshidow said:
    So Devour Hope would go inactive for 2 minutes, but after that if they haven't destroyed all 4 other totems it comes back.

    Yes you're totally right, I was talking specifically about hex perks my mistake.

    Secondly, name a single killer perk that loses it's tokens after it's destroyed that isn't a hex . Oh wait, there isn't one. All obsession based perks keep their stacks when the obsession dies. The only thing this thread holds any meaning to is hex perks. Berate me all you want for giving an alternate idea on your thread but don't pretend I'm not discussing the only topic you're actually interested in.

    EDIT: PS: I'm done talking about this, I can't see there being any logical non-petty response. Please just.. get back to the discussion.

  • @Orion said:

    @soshidow said:
    What about the hexes respawning on a dull totem after 2 minutes if there is one?

    So Devour Hope would go inactive for 2 minutes, but after that if they haven't destroyed all 4 other totems it comes back.

    This is not about hex perks. This is about perks with tokens. If you have your own suggestion, please make your own thread.

    Every comment above mine talks about hex perks. It isn't the entire thread but it's unfair to shun me for talking about the main point of discussion.

  • What about the hexes respawning on a dull totem after 2 minutes if there is one?

    So Devour Hope would go inactive for 2 minutes, but after that if they haven't destroyed all 4 other totems it comes back.

  • That'd be really good for SWF.but detrimental to solo play where you don't really stick around.

    It'd be especially detrimental to newer players who would get valuable experience finding out how they were caught, why they were healing slower, why the killer had an unusual terror radius.

    If they made your idea activate only for people who join through the SWF lobby that would be absolutely amazing. Honestly I really love your idea, as long as it doesn't screw over the fresh blood.

  • did not mean to make a second comment.

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