Avarice10
Avarice10
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@Patrick1088 said:
Would Scratched Mirror Myers still be viable? He's Undectable, but there's the Aura reading aspect.
The new OoO would have to let the surivivor see the killer even if they're undetectable for the nerf to have redeemale qualities, as almost half the killers are stealth killers with aura revealing add ons and the old OoO would at least let you know which way the stealth killer was coming from.
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This game isn't balanced around survivors being in first person and killers would be extremely powerful if survivors were using a first person camera.
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It'd be nice to run around as survivor in a training area too tbh.
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I think survivors should keep their add ons, as long as their equipment still has charges.
For example, if I bring in a brown medkit with a syringe, but the killer is AFK or a bot, or simply I just never had a opportunity to use my syringe, why should I lose it if I never used it? That doesn't makes any sense to me. If the survivor doesn't use their add ons then they should keep them post game tbh.
Killer add ons are different, and many are extremely powerful, like Myers Tomb Stone and Tuft of hair, infinite tier 3 and the ability to kill any survivor is extremely powerful and if they could re-use their add ons every game then the killer would be busted because they'd just bring their best add ons every game. Their add ons are also not finite and are active for the whole match.
Survivors items are a usable item and not a passive that modifies their power. as survivors have no power. I'm fine with the add ons being a finite resource but at least let us keep our add ons if we don't actually use them in game.
TL;DR
I think survivors should keep their add ons if they don't use them in game. So if their item hasn't been depleted they should keep their add ons.
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@CashelP14 said:
Not gonna lie man they either don't or take forever to do it.
I reported a hacker 3 days ago and they haven't even responded to my thing yet
Yet if that person hacked in Legacy they'd be perma banned faster than the speed of light.
Immaterial things are more important to them it would seem.
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The trouble with this backward logic is I've seen games where the camper camps a person to death then kills the team even if they were doing gens. Killers camp because it's effective, if they didn't have a chance to turn the game around and snowball the survivors by camping one survivor then they wouldn't do it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1956375#Comment_1956375
Wrong on GF. He can expose all four survivors at once.
I stand corrected.
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@Gorgonzola said:
https://forum.deadbydaylight.com/en/discussion/comment/1948032#Comment_1948032
You can also just close your eyes but ok. If you even have eyes. Demo, PH and Nurse should be immune to flashlights completely following your logic.
The Nurse has a thin cloth wrapped around her eyes, she would still get blinded by a powerful beam if it's a material that light can penetrate.
The Demo and PH, no idea how they get blinded.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1956952#Comment_1956952
Are you ok with killers not pipping if they don't get 4k?
We already had a system for killers that was like that, and it was called the Victory Cube, but it wasn't as busted as your proposition.
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@[Deleted User] said:
Survivor's objectives are: powering the gates, distracting the killer, helping other survivors and finally escaping the trial.
It's not just escaping. For killer it's not just killing either. Dying in a trial may mean surviving for the rest of the team. We could debate whether self sacrifice is a more meaningful winning condition than selfish survival. Point is, there are more objectives than one and it's not that simple.
While that's true, I do think we need to look into the pip system, you get people who will suicide on the hook to de-rank, you sometimes get AFK killers who want to de-rank, survivors and killers both do these things because they don't find red ranks fun.
Which is the whole reason why I'm suggesting that only survivors who survive the trial should get a pip. There really isn't any reason to reach red ranks, and lots of people complain that red ranks are not fun for them. Which makes a lot of sense when you consider the best survivors and killers ultimately get to red ranks, but if they're mixed in with mediocre survivors and killers, naturally they're not going to play well against them, so what are they doing there? Why is the rank system progressing mediocre people instead of aiming to match people on the same or similar skill level like any proper ranking system?
There isn't really any reason to rank up, so I'm not sure why people are getting jaded by suggesting we aim to have a pip system that is based on merit. One of the ways of separating the wheat from the chaff that I can think of is by a system where the survivors gained pips by escaping the trial. Should a survivor in a trial perform well but died then they absolutely should get a safety pip, that secures their position in the rank, without progressing or regressing.
It's not like this change would prevent survivors who die constantly from reaching red ranks, as long as they perform well in the match and died they still gain a safety pip securing their position in the rank. It just means their progression up the ranks will be slower as they need to survive the match to reach red ranks. However, what it does mean is survivors who die a lot but are under performing won't find themselves climbing up the ranks being paired with even stronger killers.
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@Shaped said:
Yes everyone just camp the hatch the whole game.
Well, if the hatch is a potentional problem then an easy fix is that if they escape through the hatch, then they only get a safety pip. Which would be no better than dying.
That way the rank system is able to seperate the wheat from the chaff so weak survivors don't end up in red ranks.
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@Fantasy said:
That would punish the players doing gens and having chases doing a good job and potentially reward the worst player who gets out with hatch.
If the survivor only skill is being a gen jockey and isn't able to survive a chase, or at least delay the killer for a reasonable amount of time, then that gen jockey really shouldn't make it to red ranks. As long as the gen jockey made a meaningful contribution they would still get their points and a safety pip so they won't derank.
Given that the hatch can be closed, I'd say these days if a person is lucky enough to find it or open the gate after their team did horribly or was outplayed, they deserve their pip tbh.
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@SnakeSound222 said:
That's exactly what he wants you to do lol. Go do the gens and leave that Survivor punishes any Killer who camps. You're falling for the obvious bait and then complaining about it.
Only trouble with doing that is sometimes people suicide on hook when they realize no one is coming to save them, in which case they reward the camping for basically killing a survivor with one hook.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1956480#Comment_1956480
Hacking? Sure... there is plenty. That isn't what the OP is trying to deal with. He wants the DC penalty to go away and is stretching the truth to try and claim the hack to force others to DC is back. It isn't. :)
Wherever it's true or not, we can't possibly know for sure.
What we do know is that it has happened before, and if it is happening again then the Devs will eventually find out and ultimately will have to disable the DC ban until it's fixed.
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He actually needs a buff or better yet, a rework, and this is coming from a survivor main.
Yes his power feels super cheap at times, especially when he hooks you, and then, stays. It's absolutely horrible if it happens in the basement, and Leatherfaces do tend to camp the hook a lot.
However when it comes to chases, it's apparent his power is weak if a survivor knows how to loop, and knows how to use jungle gyms and windows effectively, so much so LF is forced to M1 unless he catches the survivor in a dead zone.
I don't play Killer often, but when I do I don't enjoy playing LF, he's an absolute noob stomper, but you'll get destroyed against good survivors, especially squads.
All that said, yes, the game play as a survivor when the killer is Bubba usually ends up like the below link.
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Pretty certain I saw a hacking Feng when I was playing Huntress, she was running around the shack, not even using the window and after several loops I noticed I wasn't catching up. Now I know the Huntress is slow, but she's not THAT slow.
Furthermore, I was having no trouble downing the other survivors, it was only that Feng. The game ended with a 3k and Feng getting hatch. This was only a couple days ago, so I wouldn't be surprised if hackers are making a return, they ultimately always do.
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Myers needs a buff/rework tbh.
GF can only expose one person at a time so he's not that strong.
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The Pyro from TF2 would make a better killer than The Thing for DBD tbh.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1953884#Comment_1953884
You underestimate how common aura revealing perks are. 99.9% of your games, the killer will have an aura reading perk. It really isn't an issue. Not only that, but it's a risk reward perk, killers have lots of those and they are doing fine. If the killer doesn't have an aura reading perk, then I think that goes in your favor most of the time. I would rather have it to where the perk is useless, because now I know the killer doesn't have aura revealing perks. Or you could pair it with MoM, proc it, and now you will have permanent aura reading of the killer.
All of this is much better than just force the perk to do something just because you are going "well, we can't have this perk just not do anything". It's okay for a perk like this to not do something from time to time, because in most games it will have an effect and in the rare case you'll have no use out of it. But, as it stands, the majority of the games the killer is bringing at least 1 aura revealing perk. I mean, heck, BBQ is the most popular killer perk for a reason.
Wherever Killer aura reading perks are commonly used or not, that's beside the point. The point is no survivor perk should be entirely dependent on the killer bringing perks to get any use out of it. That's a bad design, and it's not even a high risk/high reward perk, it's a perk that lets you see the killer WHEN the Killer already can see you. If it's information you want, there's spine chill, if it's stealth you want, there's distortion. The new OoO being entirely dependent on the Killers kit is extremely weak. BBQ is probably the most common aura reading perk, and frankly the return value just isn't worth it. The killer sees all survivors for 2s and you see the killer for 2s and that's it? The perk is more rewarding to the killer than the survivor because it was designed to aid the killer. The survivor would be better off bringing Kindred. It's essentially the survivors version of BBQ but better.
I understand OoO is an unpopular perk to killer mains, but gutting it to the point where it's entirely dependent on your/Killer perks is going too far tbh. The only way I could potentially see any real value out of a OoO that is dependent on the killers kit is if the new design of OoO blocked your aura whenever it would be revealed to the killer and instead allowed you to see the Killer, if that were the case then this perk would be valuable and justified to be dependent on the killers kit, but that's not the case currently.
Honestly, the more I think about the proposed rework for OoO the more apparent of how garbage it is.
1. You see the aura of the killer WHEN they can see yours
2. If the killer doesn't bring aura perks you get no use out of it
3. Randomly have your aura revealed to the killer every 30 seconds
This is garbage.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1953206#Comment_1953206
I disagree, removing survivor control over when the aura gets revealed would not gut OoO, it would change its purpose, which I personally would like. However, I don't agree that the obsessions aura should be revealed every X seconds, because that removes any form of stealth. I am okay with survivors losing control over when auras get revealed, I am not okay with them losing it to the point it becomes detrimental.
That is why I like the first part, it's tit for tat, you see me, I see you and that's it. That is why I think the 2nd aspect of the perk should not be anything that lets you decide when to see the killer or have the game put you on a timer when to see it again.
To me, the first part of OoO would be just the perfect change, but because they still have tiers added to perks, it means they keep having to add unnecessary additions, just so they have a scalable parameter.
That is why I think what I proposed, have it simply extend the duration of aura reveals, would be a good change. It doesn't give power to swf (because, let's be honest, even if they added a range limit and put a time limit, that would still be too much info; plus the range would either be so far that it wouldn't matter, or too close where it is detrimental).
Also, I personally hate OoO even in solo, because it means someone sees all my actions as killer. Just because it isn't as strong as in a SWF group, doesn't mean it isn't annoying against a solo player either.
I disagree, the change they're proposing and the part you're missing is that the new OoO would be heavily reliant on the killer bringing perks or add ons that will reveal the survivor, if the Killer doesn't do this then OoO will get no use whatsoever in game, your proposed change doubles down on the fact the survivor would never get any use out of the perk if the killer does not bring any aura revealing perks/add ons.
That's why the Devs proposed the passive reveal after a period of time. I too dislike this change because it does destroy stealth, and the old OoO paired with Sole Survivor was a strong stealth perk for the last survivor. The new OoO would be extremely detrimental to solo survivor who is the last person standing.
Hence why I proposed that should they go ahead with the new OoO, then the second part of the perk should be a balanced version of the old OoO that only functions if the survivor is the obsession, if the survivor is not the obsession they wouldn't be able to use it at all, and again if the killer doesn't have any aura revealing perks a survivor who isn't the obsession would not get any use out of the perk whatsoever and that's a massive nerf when you compare it to the original. This also means a killer can counter OoO obsession ability by transferring the obsession to another survivor, negating the obsession ability to OoO.
It's really important that the new OoO is still usuable and is not overly reliant on the killer in order to function otherwise OoO really would be gutted, and I'm strongly against gutting any perk simply because the Devs are unable to balance the perk for Squads.
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You could discourage her from tunneling if the reverse bear trap timer regresses during chases. Pigs would be less inclined to tunnel said survivor that way.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/1953098#Comment_1953098
I think the idea was to stop survivors from gaining info when THEY wanted it, which is what made OoO annoying. This change would essentially change nothing with OoO, as with the current version you can essentially do what you proposed.
Not survivors, SWF squads. If OoO is changed it's to stop SWF from giving info of where the killer is during the whole match. By reducing the range and adding a cool down to the perk it prevents SWF from abusing it because they can't give info 24/7.
It also allows survivors to maintain control over the perk which is how it should be. OoO does not need to be gutted, it just needs to be balanced for SWF. Killers don't care about OoO when it's a solo player, when it's used by Squads it becomes a problem.
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@Onyx said:
I've talked about this a lot already, but I guess it's worth saying it again. I think the idea is great, specifically the first part, but it's the 2nd part that I have an issue with, because it has the same issue as old Discordance. The 2nd part doesn't objectively make it a better perk as it tiers up, depending on your playstyle.
If you are more of the stealthy type, then the lower tier will be better for you as you get revealed less. However, if you want more information for where the killer is, then the 3rd tier is best.
My proposed change to it would be to, instead, make the 2nd part read as follows: "When your aura is revealed it will last 0/1/2s longer". This means that, for example, if the killer had BBQ and saw your aura for 4s, at tier 3 he will see it for 6s, but this also means that you get to see their aura for those extra 2s. Which I think it's better than on a timer, which is completely out of your control.
Obviously some might still argue "well, first tier is better because then I won't have my aura revealed for that long", but I think it would be a better secondary addition to the perk.
On top of that, the 2nd part should not be tied just to the obsession. Just because it's called "Object of Obsession" doesn't mean the obsession has to have some special effect when using the perk. It should just increase the change of becoming the obsession and that's it.
I think a better fix would be to make it a hybrid between premonition and old OoO, so to clarify.
As the obsession, every 45/30/15 seconds, when you look in the killers direction, their aura is revealed to you for 3/6/9 seconds and your aura is revealed to them.
This way the survivor who is the obsession has control over when the perk activates, instead of it happening at random intervals.
I would also suggest that cool down doesn't start until after the aura reveal deactivates. So the cool down on tier 3 would actually be 24 seconds, and the cool down on tier 1 would be 48 seconds. We could also add a maximum range of within 48 meters or so, that way the obsession won't see the killer across the map.
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I'm in full agreement, I can't see ######### in that map.
By can't see ######### I mean, I can't make out anything in the map, I'm always running into things, I have a hard time identify where pallets or vaults are, I really dislike the lightening on the rework.
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It'd be great if they allowed the host to decide the maxium number of survivors and killers in the game, I can see streamers having a lot of fun with such a mechanic.
It'd also be nice to have some kind of basic AI to play as the survivor or killer so the solo players have a means to practice by themselves as well. It'd be important that the AI killer tracks with LOS and cues given from the game though.
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Dead Hard doesn't even work 90% of the times, and it's an exhaustion perk that can only be used when injured, but you want to nerf it?
Smh.
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It'd be even cooler if the blood point cap was removed so I don't have to start spending it whenever it reaches close to a million.
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@Gorgonzola said:
https://forum.deadbydaylight.com/en/discussion/comment/1944088#Comment_1944088
https://forum.deadbydaylight.com/en/discussion/comment/1947686#Comment_1947686
If you care about physics so much, flashlights saves shouldn't be a thing. Why in the hell would getting blinded make you drop a survivor?
Have you never had your eyes suddenly scorched by blindingly bright light before? Do you think the experience is somehow not painful? because it is. You can can even go blind by staring into sun. Too much light in the eyes hurts.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1947686#Comment_1947686
Except the timing acknoledges good survivors from bad survivors. THE ONLY THING I can agree with is the fast hits. However, I still think the animation should give immunity.
And I guess this will end here, because our arguements are now opinion based.
Personally I don't think that the only ones who should be able to stun the killer are people who know of the animation immunity and know to wait at the last second. Making it so the only ones who are able to reliably pallet save, as the veterans who have thousands of hours seems to be a gross standard to effectively use an in game mechanic. Furthermore, I really hate taking a hit because I had to wait last second. Being punished for helping a survivor is a tad BS.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1947513#Comment_1947513
It is an intented feature.
Again, I will point out to something else someone said. They did already add this once. People hated it. Survivors were invincible under the pallet. Yes, killers should be aware of potential pallet saves (and they are) but this change would make it so you can never pick up someone. You would have to search every locker, corner and wall to make sure that you're safe. And if you missed one spot you would lose a bunch oof time. And if you didn't miss a spot suprise suprise you still lost a bunch of time.
Disagree, as long as a survivor is nearby the killer is getting stunned regardless. That's how pallets work. I just don't see why I should risk taking a hit because I have to wait for an animation to end, the pallet should interrupt the animation and drop the survivor, it's not hard to understand physics.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1947352#Comment_1947352
So then it's not the same principle.
Vacuums allowed the survivor to teleport to avoid hits. That was broken because it could be used even more standing still and made everyone have a dead hard for pallets.
Pallet and flashlight saves cannot be "free". Same as why wiggling out isn't easy. It shouldn't be. They can halt killer's progress tremondously.
https://forum.deadbydaylight.com/en/discussion/comment/1947409#Comment_1947409
The are a lot of "challenges" in this game. Hitting skill checks, timing your abilities correctly and timing your flashlight and pallet saves (which wouldn't require skill or challenge if it wasn't time based)
If this was a FPS game where rockets, bullets or grenades wouldn't kill people when the player was engaged in an animation, it would be fixed ASAP.Would you look at that! This game isn't an FPS... sort of!
And if we want to get "other game" arguements, let's say killer gets Untargettable/Unstoppable status effect for the animation duration.
With that logic, we may as well revert half of the balance fixes the devs made, bring back vaccuums, add more pallets, old DS, no entity blocker and open up windows, why? Well because it adds to the challenge of the game!There's a line between something being challenging and something being broken and almost unwinnable.
An animmation giving the killer immunity to being stunned is broken. It shouldn't be an intended feature. If pallet stuns weren't supposed to be in the game then survivors wouldn't be able to do it period, but because they are able to do it, the killer shouldn't be immune to the stun for 90/100% of the animation, which can cause the survivor to take a hit by the time they can drop the pallet, which does happen. It's a problem. I don't think a survivor should be forced to wait until the killer is able to hit them in order to stun the killer, that's broken.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1946915#Comment_1946915
I'm in full agreement for this comment. I think getting the timing right is part of the challenge, I remember when it was absurdly simple, same as I remember the flashlight saves being absurdly simple (was quickly reverted), it made things way too easy and I think learning the timings of things is part of the challenge of the game.
I thought the challenge of the game was to not be killed by the killer. Since when is the challenge of the game about timing an animation to end in order for the blind or stun to register? If this was a FPS game where rockets, bullets or grenades wouldn't kill people when the player was engaged in an animation, it would be fixed ASAP.
With that logic, we may as well revert half of the balance fixes the devs made, bring back vaccuums, add more pallets, old DS, no entity blocker and open up windows, why? Well because it adds to the challenge of the game!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1945958#Comment_1945958
So if understand correctly, you think vacuums were fine for the game, correct?
No. You don't understand correctly, I don't think that. Just as vacuums were phased out, the kilers animation immunity should be phased out as well.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1945802#Comment_1945802
Because saving survivors from the killer's grasp shouldn't be easy to pull off. Not only does the survivor gain a health state when they get freed, but the killer just lost the time they invested in downing that survivor.
It's a huge gain for the survivor team when they pull off a save.
That's a terrible reason. Of course flashlight saves and pallet saves are strong, that's why good killers check to make sure there aren't survivors around to stun/blind the killer. I don't think Killers should keep animation immunity because they were careless in picking up a survivor and didn't check to make sure another survivor wasn't waiting to drop the pallet. It also doesn't make sense for the pallet drop to not stun the killer just because of the animation. To me this is a change that needs to happen regardless if it's popular or not.
It's the same principle behind the devs gradually removing window and pallet vacuums, killers didn't enjoy missing the survivor or eating a stun because of the vacuum, well survivors don't like that the pallet stun is completely negated by the animation immunity. It needs to be fixed at some point.
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I don't get the counterargument. This shouldn't be incorporated into the game because killers get stunned by pallets when they pick up the survivor? Isn't that how pallet stuns already work? Good survivors know to wait so the killer is getting stunned regardless. It sounds like it's rank 20 killers who hated it so much because new survivors weren't messing the pallet stun up tbh.
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The overheat mechanic was added so Billy can't camp the hook with his chainsaw held at 99.
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/1936845#Comment_1936845
Deathslinger is just normal killer. There is no need to change.
He isn't normal, he can end chases fast, and he is ridiculously strong at camping or tunneling survivors.
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Tbh I think breakable walls are a good idea, if there's a God loop that's too strong, the devs could add a breakable wall to the loop, allowing the God loop to be a one trick pony until the wall is broken, then it becomes a regular loop. That's how breakable walls should be used.
Where breakable walls get out of hand is when they add them to seal off sections of the map which forces killers to break them or to otherwise ignore them. They shouldn't be placed to seal off sections of the map where the killer has to break it, that's just a waste of time.
The only place I want to see breakable walls is by windows and strong loops, allowing the Devs to fix problem locations without removing them from the game entirely. So in conclusion either add pallets or breakable walls to open up god loops but don't add them to block parts of the map, that's silly. For example, Dead Dog Salon has a window where there are 3 possible walls to break, why 3? One door should always be open, one door should be completely sealed, and the other door should be breakable, which door is which should be RNG.
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@HelterSeltzer said:
https://forum.deadbydaylight.com/en/discussion/comment/1936900#Comment_1936900
I knew you were going to mention the other aura reading. The survivor version has a bigger radius than the killers. 12 meter all seeing? 12 meter letter? Now 8 meter Blight? There is a reason why I didn't mention the other killers. Meyers has THE best range out of all of them he can actually control the power. Plaugue needs to puke and survs can cleanse. Survs can avoid getting hit by Oni. Stealth is very advantageous to stealth players because of the maps, especially in open areas. It is a very good time waster for killers. Adding a perk, where a survivor can preemptively make a killer waste, time at best, adding an aura, or can relay info to their team at worst. The thing works when the killer isn't necessarily looking a the survivor as well. There is a reason why it is banned in tournaments.
Going back to your point on the killer's aura reading. The stealth killers' aura add ons do not matter because the PIG and Wraith are Undetectable. OoO is in a bad spot with them anyway. As for terror radius killers, this new effect is perfect. They all have some sort of aura reading. This new effect uses THEIR aura reading AGAINST them by giving you vital info. They see you and in turn you see them as much as they see you. The new effect normalises the playing field against Oni's and Plague's [or any other] add ons. Also makes it consistent with other killers and perks that don't have a terror radius but no undetectable effects [ie. Oblivious]. As it is controlled wall hacks for the Survivor during a chase.
Nah, Oni and Plague has the best range, not Myers, Plague can see where they vomit anywhere on the map, survivors can counter by cleansing but by doing so they're giving her corrupt purge which is what she wants. Oni can see survivors anywhere on the map when they pass through blood, yes survivors can "avoid" being hit, but that's not really realistic, especially against good Killers. Oni also typically runs the add on with indoor map offerings, where by wounding survivors he will eventually be able to see survivors anywhere on the map, which is a lot stronger then scratched mirror, he still has access to his power as well. Myers scratched mirror is also extremely map dependent, if he doesn't get a map like Lery's while running the add on they tend to DC. Oni and Plague do not have this problem.
The Oni, Plague, Pig, and Wraith are not map dependent. Neither of the killers have to sacrifce their power and movement speed to utilize their aura reading add ons. So Myers actually has the weakest aura reading add on despite its range because of how map dependent it is.
Take the Wraith for example, he might have to use his ability to see survivors in a 12m radius but he doesn't sacrifice movement or his power to see the survivors, so he won't have a hard time catching survivors once finding them unlike T1 Myers.
As for OoO, it's unclear if the new OoO will allow the survivors to see stealth killers when the killer can see the survivor, but the perk would most likely still light up thus warning the survivor of the danger. It would not be completely useless against stealth killers, just severely weakened.
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@MrPenguin said:
@alaenyia No I've been playing the game for almost 3 years now. Your experience is not lining up with most peoples it would appear, so RNG might just be working against you or something else is going on. I'm just saying most people are experiencing a lot of pallets and a lot are safe. That map has always had really safe pallets, it just seems they amped up how many either in amount in general or how many are safe or both.
@Milo Yes I understand the map has very little windows, the same as it had in the past. Making it up in pallets is fine but they went a little too far in the rework it would seem.
Alternatively, people are just noticing now how many pallets there are on that map that are safe and realizing there are too many. So a reduction would probably be the quickest fix or making more unsafe pallets spawn in place of safe ones.
You're definitely new if you've only been playing for 3 years because you weren't playing DBD back in 2016 when the game truly was Survivor sided. If you think the pallets on The Game are "God-like" then you need to see this to understand how much has been done to balance DBD since then.
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@HelterSeltzer said:
https://forum.deadbydaylight.com/en/discussion/comment/1921472#Comment_1921472
Meyers is the only killer that can control aura reading [scratched mirror]. One killer with a short lunge and slow speed vs one survivor that can see the killer at all times to do a stealthy play [alternatively tell the team what the killer is doing]. Against a solo, it is annoying. On a SWF, which the killer cannot control, it is much worse.
That; is incredibly wrong, lots of Killers have add ons that allow them to control aura reading without being handicapped like Myers is.
Both Wraith and Pig have aura reading add ons that function like scratched mirror, (i.e using the killers power) The Pig has Amanda's Letter, and Wraith has "All Seeing" - Blood. Very strong add ons in the hands of good killers.
The Oni has Renjiro's Bloody Glove, this does require an indoors map offering and intentionally letting the survivors bleed without collecting the blood, doing so will eventually give you complete map awareness.
The Plague has Black Incense, all she has to do is make them sick and she has wall hacks on them.
The Clown has Cigar Box, which is actually really strong when used on indoor maps.
PH, Deathslinger,DG,and GF technically have their own versions, but they're too situational to be worth adding to the list.
The point being, Myers is not the only killer who can control aura reading. Many actually can and some are actually quite strong. It's also worth mentioning that OoO doesn't work on Myers or stealth killers, you can't see them but they can see you when they use their power, putting the survivor at a severe disadvantage.
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I think there's a simple way to fix him.
- Increase the duration of ADS and add an audio cue when he does so, before he can fire
- His speargun attack always applies deep wounds, if he misses a spear gun attack he gets stunned from the cable breaking
- Increase his movement speed to 4.6 to compensate for the above changes
- Give him ammo that he needs to resupply from a locker.
- Modify his add ons for the aboved changes, i.e add on for quick scoping, add on to injure survivors instead of wound, etc
These changes would mean he will be able to score the first hit on survivors easily, to which he is then able to chase them down, with his reduced TR, increased movement speed and longer lunge, he'll be able to do that.
He also would have some unique advantages over the Huntress, faster, smaller TR with no "humming" longer lunge, etc. The difference being the Huntress can still rely on downing injured survivors with the hatchet, where as Deathslinger would apply another stack of deep wounds if he does use his gun. Overall, He should be a lot more fun to go up against with these changes and feel more "fair" and interactive, instead of the norm of being quick scoped by the spear gun and chase over.
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The game doesn't have jungle gyms or the killer shack to use and waste the killers time, and pallets are a finite resources, it also isn't a good map for stealth because of few LOS blockers, how it's been lit up and how blood trails are easy to see and follow on the concrete, so once the pallets are gone the map quickly becomes killer sided. There are also some killers that have a field day on this map, Nurse, Huntress, Deathslinger, Oni, etc.
There are also some maps that are killer sided, like Rotten Fields is a strong map for high mobility killers and it's pretty much GG if you get a strong billy on that map. So if the map has become more survivor sided from the update, that's not necesarily a bad thing.
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Pyramid head is really too strong when it comes to tunneling.
I had a match where he downed and hooked me even though I was afflicted by torment, after I was rescued from hook he went right after me, I was downed and DS was active, so I thought I'd be safe, nope! He used the cage. Even though I was across the map, he again went straight to the cage, and tunneled me when I got rescued. Would DS give me some respite after being downed? Nope, he used his inbuilt mori.
PH kit encourages tunneling and it's broken tbh.
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@disgruntled32 said:
This is my opinion on OoO, I believe that it should maintain as is. With only one survivor having it versus a possibility of a SWF running it. There are counters to it( I.E Running Third Seal) to prevent that from occurring.
That's true, Third Seal hard counter OoO. So it's not entirely true for killers to say OoO has no counters in SWF.
Hex Third Seal may need a rework so it's no longer a Hex if we're going to keep the original OoO. Then the Devs can tell killers OoO now has an official counter, which balances the game out. A perk to counter a perk is balanced tbh.
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@Azael said:
https://forum.deadbydaylight.com/en/discussion/comment/1921013#Comment_1921013
I really don't like the idea you proposed for OoO. This change would be far more beneficial for the survivors than the killer, if during a chase a survivor can always see the killer, even if the killer can see them too, all mind games are essentially useless. That survivor would be able to run the killer endlessly, especially if they were already a skilled survivor. A survivor in chase who always knows where the killer is doesn't have to worry about mind games or anything and can just react instantly to any moves the killer might make, and this would be incredibly broken. I think the changes BHVR suggested are great, and would balance the perk really well, keeping it strong but making it significantly less annoying. You said that OoO is useful for solo queue survivors trying to get chased, but I don't think that's a valid argument. In general survivors should be playing to escape, not just to get chased. Besides, if you really need to get chased that bad you can just vault spam a window or something.
I disagree, killers have access to add ons and perks that destroy mind games for the survivors, such as undetectable, or aura reading add ons like Myers Scratched Mirror, yes Myers is limited to tier 1 but they typically run a Lerry's map offering as well. So if we're against any perks or add ons that destroy mind games or stealth then the Killers perks and add ons really need to be changed. There shouldn't be any double standards here.
I think survivors should have a perk that is designed for chases that works within the killers TR to help counter anti mind game perks/add ons the killers have. Keeping its ranged limited to the killers Terror Radius, allows the killer to respond almost immediately to the survivor, by keeping the range limited to the killers TR, the only new info it would give to the survivor is where the killer is coming from when they would normally be aware of the killer. I also don't think it'd be OP because there's lots of unsafe pallets in the maps, where you can see the killer and they can see you, and even where the huntress/deathslinger can shoot you. What the new OoO would allow for is the ability to have vision of the killer when using jungle gyms that have hard walls you can't see through, however unlike the scratcheed mirror, the killer can see you as well, thus meaning you cannot attempt to mind game them either.
It'd be a useful perk for chases tbh.
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@FlameGNG said:
Bring back old DS!!! It should be use as a anti tunneling tool yea fine but killer just abuse the hell out of the 60 sec time... if you run DS and the killer has noed. I get downed with 3 sec left. they dont wanna risk reviving me so they go to the exit gate and 1 camp there 1 of my teammates is on the hook and 1 is left running around. The killer just waits out my DS and hooks me making me handicapped and not able to use 1 perk slot for the whole game... One easy and fair fix in my opinion is to make it activate after you get downed and maybe lower the times to 30 40 and 50 instead... 3 out of 4 games i wont be able to use DS at all and when i dont i get insta tunneled and end up dying instantly
I like your suggestion, if you're downed within 60 seconds, the perk activates and remains active for 60 seconds.
That way if you're being tunneled and survive a chase for say 50 seconds, the killer would have to wait longer than 10 seconds to hook you.
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"I honestly don't think that the Red Stain and Terror Radius should exist. The fact that you think that you are entitled to them, or other abilities that give such a strong advantage, is a result of how poorly designed game this is. This was meant to be a horror game, if you remember."
Deadspace, Resident Evil, Bioshock, Dying Light, these are all horror games that give the survivors access to really strong equipment, and they're not "running" from danger, they destroy it. Horror has nothing to do with gameplay or balance choices, it has to do with atmosphere which dead by daylight has been improving on with the latest graphic updates. Though I'm not a fan of the new junkyard, too dark for me.
The Red Stain and Terror Radius is about game play, and I've never, ever, seen Killers complain about them in the forums before. Rank 1 Killers know how to play around these things. If you are going to make the case to remove the Red Stain and Terror Radius from the game on the grounds 'survivors aren't entitled to this" then scratch marks and blood trails should go too because killers aren't entitled to these either.
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@EvanSnowWolf said:
"I don't think that my play style should be counterable, so I want this perk that does that nerfed or removed from the game."
That's all I hear in these threads.
That's pretty much how I see it as well.
Spine Chill is not a broken or OP perk at all, it's mediocre at best, and perhaps needs a buff. Yet there are people who want to nerf it because they don't want to adjust their playstyle? That's not how balance works.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1928581#Comment_1928581
You could make this point when it would be for example the cj-tech. But in this case its a lose-lose-situation. Even when the killer knows whats happening he cant do anything against it, right? He could search for the other survivor, but there are some problems with it. And what should a killer do against a double locker?
The CJ tech has counters, and the flashlight is designed to empower survivors to rescue people from the killer. A killer cannot counter any flashlight blind while they're locked in the animation, wherever it's by picking up the survivor or grabbing them from a locker. Should the killer grab a person while knowing or suspecting a survivor is waiting nearby for the flashlight save, and they time it perfectly in the animation, then the killer deserves to eat the blind tbh.