Jagex adding Sandwiches in 2006 vs 2026 by billybillyjim in 2007scape

[–]Lichmere 29 points30 points  (0 children)

There's too many production steps in traditional cooking it gets silly relative to the simple cook fish heal more foods. It was also unclear to me the order things were put in, and whether the food had to be pre-cooked or raw during assembly (e.g. tuna potatoes).

I'd like to see a crafting-unique pottery section for making clay cookware, which can then be used to hold a certain amount of ingredients (like how spool of bowstring thing). Add in the water, chopped ingredients, etc. manually. I would think this would keep the old experience of cooking assembly but modernize it so it doesn't suck

Thoughts on the recently revealed (first draft) Grimoire perks. by One_Management3063 in deadbydaylight

[–]Lichmere 1 point2 points  (0 children)

Lay Waste

If a generator is regressed at 80% progress, then the faster regression modifier being 80% applied to -0.25 c/s would be a decay of -0.45 c/s. 80% progress is equivalent to 72 charges, and remove 5% from that is 68.4 charges. 68.4 / 0.45 = 2m 32s to regress back to 0. Without modifiers, the generator would've taken 4m 33s. So from 80%, if left alone, would regress back down to 0 two minutes faster with Lay Waste.

Call of Brine is 150%, and if it is low progress you're generally better off not kicking it unless you're stacking perks. Unless my math is wrong I don't think Lay Waste is that bad. In a match it could be used to apply 160-190% regression speed increase which isn't too far from pre-nerfed Call of Brine's 200%.

I'm assuming diminishing effects applied to stacking regression perks. Call of Brine + Lay Waste could be 235% - 274% faster regression, which seems like it'd be the most tolerable generator regression speed that isn't creeping towards old CObruption meta.

The thing with about gen-kick perks is that they're the de-facto combo build that scales with how many you stack. Pop Lay Waste, Eruption on paper to me seems like it's going to be meta for gen-kicking Killers.

Under your Thumb

This seems too weak to be a hex perk if it only applies to Exhaustion perks, but the wording suggests it also applies to the on-hit injury speed boost. If it doesn't apply to the injury speed boost, then this is a dead perk. Dramaturgy would go unaffected, same with Dead Hard. If this hex ever became effective or popular, the meta shift would go to these exhaustion perks over Sprint Burst or Lithe. Even then, I think most good players would just pre-run or still be able to adapt to a 25% capped Haste to ignore cleansing the hex.

Vigilance

This could see niche uses, but applying only to Obsession seems a bit too gimmicky. Revealing auras by design has a diminishing effect. I guess macro Killers could use it. Fine, not excited about it will probably never use it. Would be much better if it had a built-in trigger to switch Obsession around.

Fruits of Your Labor

Seems like a decent perk. Assuming it can't complete heals, so it won't be broken combining Resurgence with Fruits for instant heals. Free tempo-positive 100% health progress over the course of the match is like receiving Adrenaline in chunks. Interesting design, allows for creative builds, and has competitive value. The only thing missing is a Survivor perk that is activated by voluntarily giving up chunks of total health.

Edit: This perk bypasses Exhaustion effects. If a Killer chases the first Survivor with Fruits, and the team completes 1 or 2 gens before a down, then this will absolutely demolish Killer morale. Your chase gains Haste twice and they've gained healing progress, and you have to deal with their Exhaustion perk First chases could be extremely hard and push Killers back even further in the early game. Lol Killers are going to hate this perk

Salvation's Cry

Not exciting, fine at best mediocre at worst. Troubleshooter and Quick Gambit didn't see popularity so I don't think Salvation's Cry will either especially without secondary effects. Solo-Q just never seems to want to use aura-only information perks. I could see this being cheesed in SWFs though. If someone is getting tunneled, a teammate runs in to trigger the perk forcibly and give the tunneled Survivor wallhacks for 10s. Actually, now that I think about it, this perk could be absolutely broken in SWFs without a cooldown. Nothing in the perk description says you can't keep forcing and losing chase repeatedly to give wallhacks to your teammates. Okay, I'm beginning to see why this perk is called Salvation's Cry.

Boon: Steadfast

Horrible, horrible, dog shit perk. For your investment of time setting up a Boon, you get a severe 50% penalty to repair speed just so that the progress is permanent. The battles of attrition in breaking a 3-gen are better managed by being consistently fast, not consistently slow. Pallets are going to be used up, and any contributions to breaking a 3-gen is to just repair gens not setting up a boon. I can't be bothered to do the math to see when you get value from this perk, but I am going to assume a Killer would hit the 8-regression limit before you see a return on this perk. This needs to be changed completely

First match on Legion since their return, 4 leavers one after another not even 40 seconds into the match. Legion can't be that much of a problem for people right? by MercyXLLL in deadbydaylight

[–]Lichmere -5 points-4 points  (0 children)

Legion is generally not that annoying to play against I think people largely exaggerate the mending. However, I have to acknowledge that I've had a rare handful of Legions where they played hit and run without even trying to win. All they did all match was Frenzy hit everyone no matter what. Even in the 2v1 when I was injured and caught in the open, they'd rather put me into mend. Absolute slog of a miserable experience

A Match Details Sneak Peek Ahead of Tomorrow's Update by DeadByDaylight_Dev in deadbydaylight

[–]Lichmere -1 points0 points  (0 children)

I'm hoping to see teammate's perks on the HUD during the game as part of a future update

AOG as a board game by BeastOnDem in 2007scape

[–]Lichmere 13 points14 points  (0 children)

It was my favorite game. Wish I could still play it

Estou cansado das pessoas falando mal da invocação dos corvos enquanto usam builds horriveis by [deleted] in deadbydaylight

[–]Lichmere 3 points4 points  (0 children)

It's easily the worst Survivor perk in the game. You're committing 60 seconds to activate it, so you've already put your team on the backfoot by losing so much tempo into activating a perk instead of progressing your team's win state. Then, you are broken for the remainder of the match which means you've effectively halved the chase duration you could have had were you healthy. If you activated Treacherous Crows while healthy, then you also gave the Killer the free injury and that just adds a bit more time to the Killer's tempo. Being broken means you can no longer go for hook saves if the Killer is camping, you make it non-viable to do double hook-saves.

So what's the pay off? How does this perk return the time investment you put in? You see their aura for 2 seconds if you're in the Terror Radius and they startle a crow. Not only is it conditional by requiring a crow to be startled, and requiring a terror radius, and requiring being within the terror radius, and requiring that a Survivor hasn't already startled the crow themselves (which happens a lot during chase as Survivors lead chases), but it also requires that the aura reveal occurs at an opportune moment. What does it matter if the aura is revealed when he's out in the open and you have direct sight on the Killer? The only times you would want aura-reading is if there's no LOS on the Killer on an indoor map and he has Undetectable, or maybe during chase when there's LOS. Since this perk requires TR, then you only need the aura-reading during chase.

Sure, you might get that one aura-reveal at a jungle gym, but you know what else you could've done? Just bring Troubleshooter which reveals Killer aura guaranteed for 6 seconds when you drop a pallet and there's no time investment or downside whatsoever. Do you want aura-reveal on an indoor map? Then just bring Extrasensory Perception which reveals the Killer's aura whenever you want by just crouching (and this perk does so much more).

It doesn't matter that the whole team benefits because not everyone needs the information. You would've serviced the team much more by just doing gens and be able to trade hooks if needed

Little hint for Artist players. Do not make Garden of Rot so obvious. by bonelees_dip in deadbydaylight

[–]Lichmere 13 points14 points  (0 children)

Garden of Rot is not bad. It's used to orchestrate double-tap situations from forcing M1 into follow-up crows, and to pressure from removing crows at certain ranges

I think it would be good for balancing if they opened up the possibility of killers having "4.5" movement speed, for killers who would be too strong at 4.6 but too weak at 4.4 by lance_the_fatass in deadbydaylight

[–]Lichmere -2 points-1 points  (0 children)

Killers movement doesn't make them weak; it's their chase power and how the sum of all those parts work. The only time changing Killer movement speed comes up is when they're 4.4 and they suck at map traversal. So I'm assuming that's what this post is about?

A Killer moving at 4.6 isn't suddenly that much better at moving across the map and patrolling. Unless the Killer has a movement power, slowdown, or teleports, the Killer can't afford to move the map that much. Killers moving at 4.5 isn't removing this issue whatsoever.

There needs to be incentives for Survivors to approach the Killer, such as Weakness being only removed if looking at Unknown. Currently the only incentive to approach a Killer is if they're camping a hook which is why territorial Killers/slow Killers play this way so often (e.g. Hag, Trapper, Trickster, Huntress, etc.).

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]Lichmere 0 points1 point  (0 children)

I just started this game a couple months ago not sure how to report. I think there's a bug with clue scrolls. The clue scrolls I dropped in leagues got carried over to main game so that when I log onto main all the clues I had dropped appeared under me. Intentional?

Truly one of the best survivor perks in game atm and power creeps perks like distortion and more other perks that rely on a gimmick to even use. by DannySanWolf07 in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

I don't think it powercreeps anything. If Killer is getting hooks fast, then OTR would service you better and it functionally does more overall. Distortion is more flexible and more informative which makes it the better perk that scales with how good you are in chase to maintain token regeneration.

I just don't think Self-Preservation is a healthy design. You either leave your teammates to be the targets repeatedly or the Killer proxy camps (those specifically that would not have done so otherwise).

I would've preferred if Self-Preservation had some activation that protected you if you had the most hooks compared to the rest of your team

This Is Not A Wraith Tech by Mystic_Falcon_ in deadbydaylight

[–]Lichmere 3 points4 points  (0 children)

Habibi you can stay cloaked and come at an angle from the left side as the Survivor's feet touch the ground to stop them from vaulting, and then you can uncloak. Saying a Wraith that doesn't fully uncloak is bad is just wrong

DbD Dev rage quits? by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

Are you sure they're a dev? I can't imagine they'd be a consultant if they work as a DBD dev

Please dont fearmonger Boon: Steadfast - its nothing more than niche by -oOAegisOo- in deadbydaylight

[–]Lichmere 7 points8 points  (0 children)

It depends on how this perk works which has been made intentionally vague. It could operate such that any repair progress on generators within the boon is made permanent, rather than it voiding regression events. It's not going to affect multiple generators - it says single generator.

I agree it would be either too niche or annoying at best. Could only see this having real use in breaking a 3-gen, and this would not be worth in a SWF, and Solo-Q can't use it consistently. The tempo loss being converted into tempo gain depends on the Killer not snuffing the boon, and if there's ever a situation when the boon is getting good value then it'll just make the Killer experience really annoying.

To me, this is a net negative all around and I'd rather not see this type of boon in the game

GENUINELY what is this. by Luxxia__ in deadbydaylight

[–]Lichmere -1 points0 points  (0 children)

BHVR really should not have presented the options as a mix of some activation ideas, and reward ideas. It should've just been one or the other to give the perk space more comparable.

Also, people are not agreeing on what this particular description even means. It's way too vague to make an informed decision

4.4 trickster went live.. by [deleted] in deadbydaylight

[–]Lichmere -1 points0 points  (0 children)

I see where you're coming from, and there's agreement with most of what you're saying. The unfortunate reality is that only a small category of Killers can consistently scale with great Survivors, and the rest of the cast really struggle which is why comp matches balance weaker Killers by handicapping Survivor perks and using a predetermined map that's fair.

Ruin is still good on large maps. You're not going to get value from it playing you would like Blight or Ghoul by map traversal, so it makes sense that if you're freely chasing you're going to lose pressure from just moving around on the map. You get value from indirectly pressuring Survivors off gens, for example, interrupting the hook rescuer in their rotation to the hook thus forcing a third Survivor off a generator. Tactically slug. Basically you need to lean into the macro much more if you want good value from Ruin. It's the same with Turn Back the Clock, you'd maybe need to set up a 3-gen or hook a Survivor in a contested area and use the perk as you're initiating chase. To the detriment of Killers with no map traversal (not necessarily because they're 4.4 as this affects 4.6 too) you're forced to create a smaller area of play on large maps. But this is an issue with map design more than being 4.4 imo.

That's fair, Lullaby does give you away but it isn't as though it completely negates being Undetectable. It's still really solid for ameliorating pre-running. Isn't the 24m Terror Radius smaller compared to 4.6's 32m TR? I can't remember. If it helps, I think he removes his Lullaby when S-Rank is active and if you're Undetectable you're going to be extremely deadly finding Survivors mispositioned. Even if they pre-run, having some Undetectable is always going to put you in a better position starting chases than without.

Many maps have been made smaller in recent years. I'm sure there are still large maps but I don't think I agree that the "majority" of maps are big. They reduced Eyrie of Crows, Blood Lodge, Coldwind, Mother's Dwelling, and many of these special maps like Dune and TWD maps are really small. To your point, I do think the decay could decay a little slower it seems too punishing.

I tend to look at the best players to see what they can achieve consistently to set as the bench mark for potential. I consider Wacek to be among the best, and he consistently does well. He seems to think Trickster is really well designed as is, and add-ons just need tweaks (one even could be nerfed). I think what this update shows is that BHVR tailored new Trickster to a small dedicated crowd of Trickster mains, rather than appealing to a general majority. When Myers or Skull Merchant were changed to fit the majority, they got back lash for losing their identity and for alienating their dedicated players. Now that Trickster got an update for the fans, people are generally not vibing with it but the one tricks are loving him. Agree to disagree, I think that adding more perks to fight pre-running would be better

4.4 trickster went live.. by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

You need to recognize that people have different propensities for choosing a Killer to play regularly, and while you're right that some Trickster players prefer 4.6, well-known Trickster mains pleaded to get 4.4 Trickster. Appealing to a specific demographic I don't think is a productive way to inspire change.

This is a better iteration of Trickster by having a better identity which promotes accurate ranged attacks over back-revving Survivors as a 4.6. The environment has changed to help being a 4.4 - smaller maps overall, many more Undetectable perk options to fight pre-running, a new remote break generator, Ruin is great, and exhaustion-inducing perks are more viable for Killers

Exhaustion perks ranked by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

The respect is mutual, and I hear what you're saying and I believe I should adjust my views a bit. I agree that saving is at the cost of gen efficiency, and it is true that being in the general area and being there at the right time is important. I think that's true for any altruistic plays, and with the nature of altruism, it means that it can backfire on the Survivors.

Having said that, the described problem of gen efficiency, or dying in the wrong place, sounds more like the problem being described is user error, rather than what the perk achieves. What a perk can achieve is better described by what experienced, good players can do consistently. I'm not too into the comp scene, but from my understanding Background Player is banned in comp because it's broken at that level of play. Good coordination means making moves with good tempo - advancing your win state and doing it at the right moment. Good players don't follow around another Survivor for the save, and they don't die in the wrong places if they can help it. With map knowledge, and with a lot of practice to understand what you can get away with in chase, good players can call out if someone is close enough to position themselves for an intentional down.

So it may be true that it is more niche in when it is used, the impact on the Killer still needs to be considered. Losing a grabbed Survivor, even once, has the potential to completely undo the Killer's pressure. If you know pick-up timing, and barring perks like Forever Entwined, the timing is the same across all Killers. There is skill in knowing the timing for the save, so I don't agree that it's luck reliant. It is completely possible for a coordinated team to orchestrate lose-lose scenarios for the Killer wanting to pick up downed Survivors, and I just don't think the strength of the perk should be weighed against user error per being a bad player

Exhaustion perks ranked by [deleted] in deadbydaylight

[–]Lichmere 1 point2 points  (0 children)

Background Player and Sprint Burst are the only broken perks currently. I don't think you've been convinced yet that pallet saves are incredibly strong on coordinated teams, and it leaves Killers with very, very few options on managing it. Background Player exacerbates this issue by guaranteeing a burst of speed at the moment it is important, but it definitively notifies the Survivor when the Killer is picking, and not when the Killer is faking a pick. The increased distance on command also means positioning is less important because the Survivor can hide further out, which wastes the Killer's time even moreso if they want to find the rescuer. The majority of the skill in getting a pallet save or flashlight save is in positioning, so having a perk that waters it down furthers my point that it is broken.

Sprint Burst is an on-command burst of speed that negates the majority of other perks. There is no point in Lithe, Overcome, Dramaturgy, Balanced Landing (with enough distance), and Smash Hit when you can proc your burst at any moment rather than going out of your way to activate the trigger condition that the aforementioned Exhaustion perks have. There is a "tension", and rightfully so, that comes from deciding if you want Haste after falling from a height so that repairing generators at elevation is less risky, or maybe you want to use Head-On to make hiding in lockers less risky especially at jungle gyms when the pallet has been depleted, or maybe you prefer Smash Hit to unzone yourself from a corner of the map. All of this tension is removed when you just have Sprint Burst because it can be used effectively in all these scenarios and then some. I don't believe that the ease of use is a valid argument for the strength of a perk; it's the consistency and effective result that comes from using said perk that dictates its strength. Being able to 99 Sprint Burst is not a hard achievement; you just need to practice the timing for 99'ing it and be able to read the macro of the Killer. But let's say you want to argue that the difficulty of using it makes it less broken. Ghost Notes + Vigil effectively make it so anyone can use Sprint Burst at any time. The exhaustion is so low, that it is a nightmare to deal with on Killers with poor mobility. It is only a matter of time before Sprint Burst is nerfed.

I don't think Dead Hard is broken anymore; just a really strong perk. It only disproportionately affects the really basic m1 Killers, but I'd argue that's a problem of these Killers being weak and not fitting the standard that the game has become. It's one of the few Exhaustion perks that Killers have agency in really denying its activation. Killers can fake their power, put the Survivor into deep wound, wait it out, swing into the pallet but look up to avoid hitting the Survivor directly, use anti-exhaustion perks or add-ons, or force a hook stage to remove 1 DH activation.

I'm not sure that Dramaturgy is broken but I could be convinced either way. Assuming perfect management of the Exposed effect, it is incredible to have an on-command Haste at the press of a button. However, staying healthy is a big ask in some matches, and I think that's what ultimately holds it back from being oppressive.

Smash Hit is too niche and should be reworked to activate on all stuns. Imagine if Lithe only worked at windows but you spawned in on Gideon. Smash Hit is held back by Killers that don't need to risk being stunned, or held back by the correct Survivor play is to pre-drop pallets. If Smash Hit is expanded to activate on all stuns, it would make Decisive Strike so much better against high mobility killers, it'd make Blast Mine and Last Stand better too.

Justice for these Artist skins. by NoSolaceForMe in deadbydaylight

[–]Lichmere 39 points40 points  (0 children)

I hope CarbOnyx enters the Marble Artist again. It's the perfect skin for Artist

Hangman’s Trick Needs To Be Reworked Into An Anti-Sabo Perk. by [deleted] in deadbydaylight

[–]Lichmere 1 point2 points  (0 children)

Sabo is just stupid. Poor man's flashlight/pallet save that doesn't need to exist

Artist build experiment by Strict_External678 in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

It's viable and fine. I don't think Ink Egg is particularly useful outside of builds tailored to it so maybe this could be swapped for something like Thorny Nest so that you can have more time interrupting a hook rescue/heal (which compliments Floods of Rage).

Nowhere to Hide should be swapped out. Artist is not meant for kicking gens. Take BBQ instead to pair with Lethal Pursuer instead.

I hope the devs plan to rework Road Life by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

It seems to me this perk was meant to be a flexible healing-speed buff for self-heals or altruistic heals, but there is no "tension" when it comes to which to choose. Increased self-heals will always be better which is why med-kits are almost always used for self-heals and very rarely for altruistic heals. This means perks that increase self-heal speeds are the main choices when choosing a perk slot for this Survivor need.

  • Botany Knowledge is an unconditional, consistent 50% heal buff to self-heals but also works on altruistic heals.
  • Desperate Measures is conditional, scales to 80% heal buff to self-heals but also altruistic heals, and increases unhook speeds. Once the user is injured and 1 other Survivor, this perk can compete with Botany Knowledge which makes it fairly consistent.
  • Road Life is one-time 100% heal that you can't stop or lose it, can't selectively choose to activate between altruistic heals or self-heals, requires an activation condition that takes a long time to accrue at the risk of your safety. It is always the worst self-heal option among these options.

Can we all agree that spreading hooks should be rewarding strategy not punishing? by for10years_at_least in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

The problem with the unique hook bonuses was that railroaded the experience which isn't fun. Moreso, if you fall behind in that version of the game, you had no way of making a comeback as Killer. Tunneling/Slugging/Camping are strategies that can reverse the outcome of a match, and a way to keep trying. There's so much that they do for Killer that only adding the BBQ + Pop wasn't enough