timetotalkabout
timetotalkabout
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Comments
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@DemonDaddy said:
Doesn't need any restrictions for the benefit it gives. Could be on any down without cool down and would be decent but not op.
I agree but you know, bhvr balance team
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the exact same thing I think about twins when victor is on your shoulder, NO YOU SHOULDN'T BE ABLE TO VAULT AND DROP PALLETS DURING THAT TIME.
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@Yui_TheBeauty said:
My idea is to increase the amount of progress taken from generators, maybe bump it up to 15%.
Your idea is also nice, I wouldn't mind it at all.
15% would be way too powerful, it's like a instant medium pop for all surounding gens and can also remove another 25 if you indeed use pop.
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@[Deleted User] said:
As a Surge enjoyer, I think this change would honestly be great!
I am happy so far people think this change is good :)
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lazy incompetent devs, they won't do anything they promised unless it takes them 3 years to do it, they can't code ######### and everytime they add someone it breaks in the first week, look at the new grades, look at first MMR, look at first dedicated servers. they can't code ######### and they suck at their jobs
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@Masterninja said:
I agree, better than we currently have.
it deserves to be used more.
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@glitchboi said:
I don't mind this change, I like it actually.
Glad you think so :)
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2494761#Comment_2494761
No I meant like this very topic about this specific video. Without summarizing the ideas just posting a link
Because the video say eveything that has to be said
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@Mooks said:
Am I imagining this or have I opened the same thread with different titles three times the past few days?
We want changes the devs just refuse to do or simply doesn't work on it even tho we cry for it for years
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@Plu said:
I would but they're unlikely to happen cuz bhvr
exactly
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@Marcavecunc said:
Dead Hard is one of the easiest exhaustion perks to counter.. If you know they have it, or expect them to have it, wait a second longer before going for a lunge/hit.. they'll use it.. then you can chase for an extra second and down them. Easy peasy, lemon squeesy.
Thanks for proving you totally ignored the whole post.
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DH should simply be removed OR not give any speed dash, it is meant to avoid a hit, not get to a loop you shouldn't have reached and extend the chase for idk how long
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@SpineChillUnderlord said:
If you're struggling with dead hard, you're struggling with almost every exhaustion perk that's not natural balance, sprint burst, lithe and probably smash hit too. Dead hards been a part of the game for a hot minute and I'll never understand why Killers complain about it when you can Bait it out or even use other killers that can just snipe you; I.E: Huntress, Pyramid head, Deathslinger, (Recently) Cenobite, Twins, Plague, Nemesis, Nurse, Doctor, Hag (With correct Trap placement.) The only killers that suffer are Primary M1 Killers like Freddy, Trapper, Wraith, Billy, Myers, and I'm pretty sure the spirit.
It's Kinda MEANT to be a Second chance perk if played right and that would be like me complaining about killers using infectious fright or some other perk MEANT to find/seek out the location of other survivors; wouldn't make sense cause it's doing it's job. Not to mention that if you're suffering at loops- B r e a k C h a s e. People seem to forget that they shouldn't be hellbent on getting one survivor alone the entire match which is what causes EVERYONE to De-pip. The moment you get pissed off at the game is the moment you'll start playing badly, killer or survivor.
:sadge:
I complain about dead hard, not other perks, SP might be a perk people complain about but I see more post about DH than SB.
I have no issues with other exhaustion perks, I simply hate how DH can extend a chase for idk how long while the other perks might extended for half as long compared to how DH can extend it
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@IamFran said:
Removing the perk is too much.
I think removing the dash and leaving only the iframes would be more fair.
The dash is too abused for correcting bad positioning, mistakes and reaching pallet/windows before getting hit.
And for the people saying that sprint burst would replace dead hard as meta, just equip mindbreaker, it's a good counter.
fact
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2482614#Comment_2482614
'Dead hard is awful and anyone who disagrees with me is wrong. It's broken.'
'Actually you said you don't mind it but you don't play Killer at all.'
'Actually you do play killer but you're still too new to have an opinion.'
Hypothetically speaking if I were a proper devotion level what would your counter argument have been? Or was that the end of the line? What is your devotion level pray tell?
i'd simply think you don't experience it enough in the worst ways possible as a killer, you are devotion 2 with means you most likelyt have like 300 hours or something of experience into the game, you haven't played enough to truly understand why this perk is problematic.
IF you were high devotion than you would have been one of the few killers which really doesn't care about DH but you'd be the minority of killers who doesn't (most likely)
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@Vampirox said:
pfft dead hard extending chases, i laugh.
You obviously havent meet survivors who 99 there Sprint Burst.
i can tell you struggle with the game.
idc about sprint burst in anyway, yea 99% sprint burst can be annoying but whatever, dead hard is more of a pain than SB ever will be.
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@brokedownpalace said:
Just do bones
Best counter argument of this post so far
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I mean you are devotion 2, you are still really new.
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@RiskyKara said:
It's a good perk. I like it both as a killer and a survivor.
You totally don't play killer enough or high enough to think that
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Be better and stop using second chances perks
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@Pony_Baloney said:
I just posted a thread about this, unfortunately it's not just Haddonfield. It also happened to me on Badham.
yay the bug was fixed and it is back, yet again another fixed bug making a return, typical BEhaviour
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@ReviloDBD said:
This happened to me earlier today too!
so annoying...
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@TacitusKilgore said:
We don't need more RNG into the mix.
why not?
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@DbD_Enjoyer said:
If you want a OP version you can make it so there is no token limit, but instead it consumes 5/4/3 tokens whenever you instadown a Healty survivor.
by default there isn't, but you'd be unlucky AF if you had like 20 tokens and still didn't get value of the perk
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/278058/perk-idea-critical-strike
Its bad for a perk to be based on Luck
It is but it can be greatly rewarding, it's RNG but if luck is on your side it gives lots of value, "technically" you can end the game in 4 hits if luck is on your side
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@DbD_Enjoyer said:
https://forum.deadbydaylight.com/en/discussion/278058/perk-idea-critical-strike
I think the perk idea is actually good, but the execution could have some improvements, see if you prefer this instead:
- When Critical Strike is active your next Basic Attack on a Healty survivor will put them into the dying state and deactivate the perk.
- While deactivated, you get a token to Critical Strike whenever you hit a survivors with a Basic Attack.
- Once it has 5/4/3 tokens, Critical Strike becomes Active and won't be able to get more stacks until deactivated again.
Your version isn't bad at all but 3 tokens is by far way too strong, 5-6 would make more sense in tier 3, 3 regular basic attacks and the fourth is a 1 shot is too powerful, it would be like the killer version of old mettle of man.
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@DbD_Enjoyer said:
Each totem is linked with a single survivor, once its cleansed that survivor cant be cursed anymore. You can have up to 4 lit totems / 4 cursed survivors at once per match.
Thank you