Comments
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This guy is right tho. No exhaustion perks should benefit you while exhausted. They're one-time use per chase (or at least supposed to be)
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Killing farming survivors during Bloodhunt (a devil incarnate indeed)
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And works with add-ons increasing the maximum amount of bottles! Great idea imo, I think base reload time could be slightly reduced as well
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Good idea, however moris are used in less than each second game. I'd switch 30/40/50% more points for surviving the trial (as a score event I guess) to additional 50/75/100% more points in Survival category mid-trial. It'd allow to max this category out if you manage to escape, which needs some skill nonetheless and…
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I really like these tbh. I love Doctor, mechanically speaking, because he's fun to use and improving his shock therapy attacks would be relatively helpful in a long run
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Has the healing time ever been above 16 seconds?
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Maybe buffing healing perks could help then?
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It seems to be quite good if you care about secondary objective given, and Iron Maiden is not viable from the beginning. Why couldn't it see a buff?
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In my opinion, it's not that much considering it accumulates overtime and you don't have to sit in a locker at all, denying the perk
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In my opinion, it's not that much considering it accumulates overtime and you don't have to sit in a locker at all, denying the perk
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I mentioned this in my (quite long) thread with perk balance ideas but will find and post it separately. Maybe it creates a high-effort discussion
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Autodidact needs a total rework whereas Fire Up needs a small value buff at most. I'm fine and agree with the rest
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I mean, not all of them are meta candidates but they're still much better than Solidarity, Autodidact (which needs a rework the most of all perks imo), Saboteur etc. I guess a few really good synergies will have been found in a week or two. Don't be so early to judge
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My idea: Upon exiting a locker, the Survivor's Aura is revealed for 5 seconds and they gain Exposed status effect for 10 seconds and additional 5 seconds for each second spent in a locker, up to 40/50/60 seconds. This makes it so they don't get punished as heavily if they spend (let's say) 4-5 seconds there to hide from…
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Looks very game-changing but also interesting
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Poised is already decent and repair progress determination would be better as a part of Deja Vu Besides that, you have a few interesting suggestions (especially Slippery Meat). Keep up with high effort posts as it's always nice to read them!
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That's using 3 perk slots as well so survivor can pick only one of the Survivor Trinity (besides Adrenaline): Dead Hard or Borrowed Time We have to wait and see how the meta turns out
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A quote is just a quote, my goodness... I get the point tweaking Predator, it's pretty much useless and occassionally even makes your job harder, however Bloodhound is borderline fine
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It's called Borrowed Time
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Nerfing the meta would force all the players to choose from either crap or nothing. Let's just buff NOLB, Hope and Wake Up
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"after getting hit by the killer" - A small reminder of what I'd written that tells you wouldn't start injured to not give the perk off
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Your suggestion is basically NOED + Shadowborn under strict circumstances I think it has too many tier-dependent factors (5/6/7, 3/4/5% etc.). It doesn't look good, especially mentioning the fact BHVR started to standardize certain factors of some perks to be the same across all tiers
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Not bikini Jane, topless Jane
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Thanks for feedback! I appreciate the post, however I'd like to read a word or two about add-ons that could be changed I'll fix things listed above as soon as I come back from my holiday. Writing on a phone isn't comfortable at all
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Comparing M&A to Shadowborn is not 100% accurate. Shadowborn just increases FOV, whereas M&A applies this effect to smaller extent while outside a chase and manipulates terror radius as well. That's why Shadowborn could see a buff About the rework suggestion: a nice idea! Wish I could came up with a similar one when I was…
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As you mentioned, the killer has to decide whether to chase them for some time or just hit and let them escape freely so it doesn't defeat the point. Your another point is that it has counters. I wouldn't want to be forced to use specific killers just to prevent one perk from activating, not to mention how crappy Insidious…
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I do agree that it should require effort to gain a protection but I think it should receive a total rework. Perks granting protection are either too easy or too hard to get the benefit
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And it's too good against killers who have terror radius (most of which have it large enough for it to be activated) since you get unlimited second chances with it
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I don't get all those "nerf noed" commands. It's just a penalty to survivors who don't do totems I can get a small Adrenaline nerf behind It's called "turning left/right" with your mouse/controller You can still outsmart killers and cause their lunges to cut thin air Maybe it needs a rework, I dunno I suggested similar…
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Just make this effect not active while exhausted. Boom
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I don't like what do you want with Clown's MS penalty. That's what Flask of Bleach does and it should stay -15% base imo. Also, if you want to reduce Piggy's base crouch time to 1s, tell us what time it'd be using Combat Straps Now let's talk about perks: I feel like you want to kill Adrenaline only because it's one-shot…
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There are already solutions to "issues" you listed. You can heal outside the Killer's presence, not to mention your BBQ suggestions... Play some killer games instead of shittalking on forums and you'll understand why some broken perks should be working the same way they're working rn
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With all the perks reducing TR going around, it may not be a bad idea to base it on the range straight out but looking so far outside the box isn't necessary. I'd say it only needs the protection window reduced to 5-10 seconds (time is questionable) so that survivors must have a strategy prepared to get out alive, unlike…
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In my opinion it's unbalanced just because the timer of protection (15 seconds) is too long. I'd rather change only one thing of below: Reduce the timer to 5 seconds so they don't act like idiots with this perk Expose the rescuer for the duration of protection
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@AetherBytes I didn't mean the time to mend yourself but the duration of protection you get. It's just a bit too long because you can't punish both the people for unsafe unhooks Also, what does the exposed status make up for?
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I barely resisted the urge to stop reading after you mentioned 20/25/30 seconds window I already think 15 seconds is too long because you can only punish a rescuer with a hit if they're unhooking in front you. Hitting the rescued person just after doesn't make any sense since fully mending yourself is a piece of cake
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The only thing I'd do with exhaustion perks is not allowing BL to reduce stagger duration while exhausted. It should be one-time per chase as all the others do
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I agree that it does need a nerf but not that harsh one. I think it's all about the Deep Wound status effect it gives rn. It used to be straight out a bleed-out timer. Maybe it just needs a lengthy cooldown or a shorter window during which they can resist additional hit?
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It doesn't needs a buff, it needs a rework to not be reliant on skill checks
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I think dull totems should just be paid more attention as a secondary but only optional objective. That's what I guess devs were trying to achieve with standardizing NOED's expose and now emblem points for cleansing dull totems. Survivors ask for a secondary objective as often as killers, yet complain about NOED being…
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Survivor: Looping - it's essential to survive in a chase, however this change could make the game better and less reliant on godly places such as Killer shack Teabagging - you can't escape it, unfortunately. You can only force them out or give a hard slap in the back with surprise Blood Warden Killer: Camping - the same as…
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I bet you're new to the game and don't know how it is to play as killer, Doctor specifically. His power may be annoying but it isn't THAT strong. You just have to learn how to play around Carter Spark's afflictions, e.g. practice hitting skill checks, work out the habit to hide in lockers time to time and read a bit about…
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Maybe just remove "outside your terror radius" requirement? I feel like it's a typical, ultra-rare aura add-on like Black Incense and should stay like this
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Based on v2.7.0 I think DS is not top tier after rework but it's good in its way now. I feel like SC is overrated even considering there are sutiations where its VERY useful. WGLF is not a bad perk but I wanted to separate it from other perks since it does nothing but giving bloodpoints
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Before complaining after having read what I want to say, read the list of changes: https://deadbydaylight.gamepedia.com/Hex:NoOne_Escapes_Death As you can see, devs wanted to make NOED a balanced perk and they achieved that. It's left in its current state because: It can be countered by spending a few more minutes in the…
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Since SWF has been mentioned a few times, I'd suggest not implementing this change to not give people another thing to complain about. Applying this effect to the exit gates however would make it a decent perk. Besides that it could receive two other buffs: Increasing the odds to prevent generator explosion to 80/90/100%…
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Doctor and Bubba - I love salty survivors and they're perfect to bring 'em out, also grant a lot of bloodpoints with Distressing and BBQ respectively and are fun to play Hag and Wraith - Popping next to a survivor can be satisfying, and Devour Soap on Hag works very well
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There's one change that I definitely recommend: git gud
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Just buff Distortion and Sole Survivor, which block aura reading. Two problems would have been solved at once
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You're about 2 weeks too late. Its rework has already been announced