ACasualDoorMatt
ACasualDoorMatt
About
- Username
- ACasualDoorMatt
- Joined
- Visits
- 28
- Last Active
Comments
-
Doesn't this remove the skill of using DS? The point of DS is high risk for high reward. In my opinion, I believe the skill check is somewhat easy but that's because I use it frequently enough to get used to it.
-
@ARatherStrangeKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1848370#Comment_1848370
You're aware that this is how DS used to work, right? Minus the fact that you had to have been unhooked, this is exactly how old DS worked and honestly that version is worse than what we currently have, this included. The fact there is no time limit means a survivor can save DS for whenever they want to use it, including during the end game where they can just stun the killer as a "######### you" and escape. This is a terrible rework.
True, looking back on the idea I can see how flawed it is. Also, I intended to make it so you can choose when to use it as I thought it'd make for some more interesting plays. And about the old DS, I didn't play back when the old DS was a thing so this was more or less just a similar idea. Of course, I can see this being worse than DS because this idea was intended as a nerf/rework.
-
My idea of a rework would be:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will be active.
Press the Secondary Action to begin a difficult Skill Check to instantly escape the Killer's grasp and stun them for 3/4/5 seconds once per Trial.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases the odds of being the obsession.
"There's nothing to be scared of." - Laurie Strode
To make it easier to understand, rather than always triggering when picked up after being unhooked, you get to choose when you want to use it at the cost of only being able to use it once every game.
-
In short, get Plague. She has 2 very good teachable perks with 1 decent teachable. Her power is interesting, not my favourite but has some interesting gameplay and very unique take on a killer. The Twins feels sloppy, unfinished, with their teachables being bad or mediocre at best.
-
@MrGrizzly said:
https://forum.deadbydaylight.com/en/discussion/comment/1845886#Comment_1845886
Perhaps not the dying state? Deep wound would be enough imo. He already has an addon for that, I think it's a bit op to make that base kit.
True, I think if Deep Wound could also be good for him. I do understand there's already an add-on for inflicting dying state, but I think it'd also bump his power up to be able to have that as base kit.
-
I don't know how you could remove it. It's literally just press crouch and release crouch. To remove it, you've remove crouching and therefore stealth.
-
@Ghost_Face_Main said:
They're limited rewards for a reason. The sweater codes this month for example are free offers that depend on you using the given codes before your chance for free content is up. Wouldn't really be a special deal if the codes lasted indefinitely, cosmetic or not.
Limited within reason, surely they should give you more time to redeem. I missed some of these cosmetics because it's one of the only games I've played where I only have 24 hours to redeem a reward. I usually miss them due to not being able to play that day, which I know isn't games fault, but they should give you more time to redeem these. Possibly 3 days? Or at least until the new redeem code is out. If I'm not wrong, there was a weekly cosmetic that expired in 24 hours. Seems like poor design to me. Shouldn't I at least have until the new one is out? What makes those other 6 days so special?
-
I agree. Not sure about 8% but there has to be some sort of instant knock-off of progression. I decided to play a killer I haven't levelled in a long time with no Pop Goes The Weasel and the gen kicking was horrible. Because the first killer I played and levelled was Clown, I always used Pop Goes The Weasel since I heard it was a top tier perk, I didn't really know about the default gen kicking. As I said, I'm not sure about 8% but instead maybe 5%. They should also increase the gen regression speed to -0.5c/s or -0.75c/s. The current gen regression is incredibly slow and can be removed with a small tap, another problem with regression. I feel like survivors should have to repair the gen for longer to stop the regression, possibly making it so it doesn't progress or regress until being repaired for 3 seconds then carry on progessing.
-
The problem with this is that there's no point in having it if the killer can hear. Sure, this opens up for more communication options than pointing forward and signalling to follow but this seems more of a benefit to the killer. Anyone who uses it is easily found. Another problem is that this opens a whole new world of toxicity. The end-game chat can already be toxic enough, but the voice chat would take the cake. Imagine the amount of survivors and killers yelling at eachother. "######### you, DS-using chimp!", "Eat #########, baby killer!".
-
This is why I'm sick of levelling my Legion. I have 1/4 perks I want after getting to level 48 with it about to be 2 since I finally have Blood Echo in my bloodweb. I also counted and out of 10 bloodwebs, I got Tier 3 Bloodhound 7 times. I refuse to waste 6000 bloodpoints on a complete waste of a perk. Surely if I let the Entity take it 3 times, what means I want it another 4 times? I think they really need to add a sort of pool of perks that are eliminated for a short time if they're taken to not only remove perks you don't want but to also make you think more about your pathing in the bloodweb and what you want.
-
I feel like it should stay the same with one additional thing:
- Hitting a survivor instantly makes you lose all other hatchets you're holding.
This would allow you to still use Infantry Belt but make it more balanced since being able to still hold onto 2 other insta-down hatchets is still pretty good.
-
After playing Legion for a small time, he feels not only boring to play but almost useless. I'll just list my problems:
- Hitting someone with Feral Frenzy feels like it's only useful for information.
- The fatigue duration feels way too punishing.
- The duration of Feral Frenzy feels too short.
- The Feral Frenzy recovery speed is too long.
- His power feels almost useless in loops.
I feel like buffing even some of these could make him a lot better than he is. In my opinion, I want him to be reworked. His power feels underwhelming and unimpactful. A buff could help this but I feel he'd still feel like an underwhelming killer.
-
I'm not sure of a fix myself, but 10 seconds of aura reading is way too overpowered. I've played a lot of Oni so I think I can fairly say that having this add-on would make him insane. Sure, you have to wait for the Blood Fury activation animation to end and then charge up Demon Dash, but pairing that with Scalped Topknot would give you still a good 7 seconds of vision of the survivors.
To make this more balanced, I'd say reduce the aura reading to possibly 5 seconds.
-
Hitting them a second time without the add-on has no effect and ends your Feral Frenzy.
-
This couldn't be further from what I think. The idea of going against 4 survivors, all using infuriating perks and items, makes me want to play the game less. The main thing that makes me feel this way is keys. I know these will be getting a nerf of some sort but the idea that I played perfectly and lost because the key not only can give vision of the killer but also open the hatch for multiple people is beyond infuriating. Whenever I see someone with a key, I have a sort of feeling that I somewhat need to tunnel them before the hatch spawns. I already hate tunnelling but I almost feel like it's needed to counter keys. Another thing that drives me insane is the Brand-New Part add-on. 30% repair progress over 10 seconds feels so overkill. I wish I could say these 2 things feel balanced but they really aren't. The key has a counter, that being tunnelling, but that isn't remotely fun at all. Having to chase someone exclusively because of poor balancing makes the game feel sloppy.
-
I don't think he needs a rework but he definitely needs a buff. I believe he needs to start with 3 traps and hold 4. Maybe also make it so when survivors make it out of his trap, it puts them in the dying state.
I can see the intention of your design, living up to his name, but I don't see this working with bear traps unless they change what type of trap he uses. I'm not sure what type of trap this could be but I'm sure they could find something.
-
That's why I don't play survivor. The gens are just holding M1 with the occasional press of space bar on the big box, it feels mind-numbing and completely boring. This doesn't only apply to gens, but exit gates, healing, totems, wiggle (sort of), recovery, unhooking, and even unhooking yourself.
They need to add more interactive things to do when completing objectives, I'm not sure what though but it needs to be more variety than holding M1 or spaming A and D.
-
I'm not sure if this is the right approach since it adds more to patrol but it sounds like a good idea. I'm sick of going into games and having to juggle several gens at 70-80%. I genuinely feel the need to run Corrupt Intervention and/or Pop Goes The Weasel on most killers I play. I also feel some toolbox add-ons don't even need to exist, like Brand-New Part. The fact that it adds 30% for hitting, in my opinion, relatively easy skill checks is insane. If I'm not wrong, it's 30% over 5 seconds too which is just overkill. It could be 10 seconds as well because I'm not too sure but even 30% over 10 seconds is still powerful. Even without Brand-New Part, I feel toolboxes make gen progression faster than it needs to be. There's already 7 gens I need to patrol, all split across the map, it's just annoying having 2-3 gens finished before it even hits the 5 minute mark.
-
I'm sure it's soon, so there's no need to worry.
-
As a killer main, I like when survivors lead me to their team as it allows me to deny gens. However, I can see how this is horrible for survivors. Not only are you bringing the killer towards teammates but it's doing it with the intention of removing the killer off of you by interrupting the progress of gens. This is why I personally take Bond whenever I play survivor so I know where not to go towards. Being able to know where not to take the killer is more useful than some believe.
-
I feel like it gives the killer of the knowledge of knowing which hooks to go to a lot more. Being able to see the wiggle progression lets you know how far you can go with hooks, a good example being knowing whether you can reach the basement or not.