BuddyRhein
BuddyRhein
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- BuddyRhein
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@skarsguts said:
To be clear: I'm not here to talk about any NOED nerfs or changes.
Just had a Blight chase me through five generators, and I get screwed over by NOED at the end. In this game he was running Hex: Undying with Ruin and NOED (I forget the fourth perk).
I was able to cleanse one lit totem before I started to get chased (was Ruin but because of Undying it transferred.)
In this scenario, I really think a totem counter could have brought more incentive to my teammates to cleanse totems during the game - and of course it helps keep track of how many totems remain on the map. They cleansed a lit totem while I was being face-camped to death but it wasn't NOED.
I'm the type of survivor that cleanses every totem I see, so this is really irritating as a solo. On top of it all, I de-pipped, which in itself is not fair considering Blight was all over me the entire game. Red ranks BTW.
I like the idea of a counter showing how many are left. Very good idea. It would force both sides to take every aspect of the game importantly.I feel like totems aren’t looked at as an important part of the overall game and some silly side thing until noed pops up.
On a side note- I have been asking a long time for ds to be totem based. Make it exactly like inner strength. It would balance out ds and make totem cleansing actually important.
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@bm33 said:
That's how I felt after the first day of crossplay. Left on hook to die or struggle, usually die, unless I had another ps4 player in my lobby. Gens not getting done. Teammates from other platforms seemed to work more against eachother than with. Only escapes were when my lobby was mostly ps4 players. Also mostly got rainbow rank lobbies after waiting around 10 minutes for a match. Just overall terrible experience as solo.
Turned it off and wait times either side are only a minute or two, my teammates actually work together, escape/die are about 50/50. I'm happy it seems like alot of ps4 players feel the same since the waits aren't long, I'm playing with/against different players each match and the ranks are close to mine.
Its not just ps4. I’m on switch. I feel like its as soon as players see the little crossplay symbol all bets are off. I played a match last night where David was hooked in the basement and kindred showed the other two running around and sticking together being stupid. I was in chase and these two let him die from first hook. They didn’t do gens and then when I finally lost the Trapper, my teammates wouldn’t heal me. Thank my lucky stars I brought a med kit. They teabagged me and then when homeboy’s friend got down he kept pointing at me and then in his friends direction, I am assuming so he could work on a gen. I said screw that. Kept on the gen. He ran away. I got three gens done while they just kept trading downs and hooks. They died. It was annoying. Then my dumbass ran into a very out in the open trap. I thought I was slick and I could fit around it. I couldn’t. I died. I think crossplay has invited more toxicity and makes it a them vs us vs the killer mentality. Idk why when we are all playing the same game. I turned off crossplay and queue time decreased, game was a lot more fun, killer was fun (no tunneling, no camping) but all in all I liked the lack of crossplay better. I am thoroughly disappointed as I have wanted crossplay for awhile. God forbid you do solo crossplay queue...good luck.
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First game in a week. I got the crossplay notification when I booted the game. I was pumped. Chose Ghosty boy and someone used Mary’s letter. They broke my haunted grounds in record time. I downed the obsession immediately, hooked. I walked down the hall to realize I fudged up and should have gone down the other hall to get to the courtyard, I turned around and look! A wild Ace! Funny part is that I wasn’t in night shroud. I let him save Meg. Downed and hooked him. I go upstairs and meg comes running around the corner. To avoid being a toxic killer, I turned around and started down the other hall, breaking doors when I saw them and Meg comes creeping up about 30 seconds later. I down her, she dcs. Someone finally saves Ace and these idiots come down the hall toward me. I poke my head out and they start teabagging. I go after the new meg. I down her, dcs. Then I leave Ace be and I come across a Jane. She tries to 360 me and fails. Down Jane. Hook Jane. Dc. Hatch spawns next to me. I shut hatch. Ace reveals me. I let him get the door. They didn’t get a single gen done and at this point I feel bad. I check the names. The three that dc’d were crossplay. Ace was the only one who wasn’t and stayed to finish the game. If this is what I have to look forward to I may shut it off.
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I’ve said it before and I will say it again. Make ds, a totem perk. Then you can use it and go find another totem and use it again. (If that’s your thing) Making ds a totem perk will put pressure on the survivors and killer. Its completely even. If you abuse totem perk builds then you screw your team. There are typically five totems on each map, meaning everyone can get one and for sure the counter to that is running haunted grounds and Retribution, etc. any perks that affect the survivor when they cleanse totems. Example of a great scenario would be: Endgame, running inner strength and ds, gotta pick one to use. One shiny ass totem left and ya boy is doing big sweats trying to find ya.
I would even go as far as saying this would nullify waiting out ds when they jump into a locker, because activating inner strength should take away the totem token. So as soon as you start healing from inner strength, ds is deactivated. Quick fix. Easy fix. The opposite side of that situation would be you don’t need to be hooked in order to use ds.
Hey Behavior, let me know when I can come in to the office/zoom call for an interview. I will do my very best for those paychecks.
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Why not make ds a totem perk. Kinda like Inner Strength. It would guarantee that it can’t be abused. There are normally 5 totems on every map. That would mean that one person has the potential of getting 2 if the team as a whole gets one each. (Assuming the team works together and everyone gets one) (perfect world) Which means you would have to pick and choose what you want to use it for. Inner strenth or DS?. If someone did try to abuse it and try to break as many totems as possible, they will still only get two attempts at DS because they still have to hit the skill check. There are multiple killer perks relying on totems, why not do the same for survivors.
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@Hoodied said:
If{Homescreen}[Don'tpenalty}
That I just said is a joke, you really can't as crashing sends you to the home screen, but so does closing the game
I am not saying the Homescreen should be a safety net. What I was quasi requesting is that there be a differential between purposely quitting and being forced out of the game. There are games where I know I am getting WRECKED, and I mean wrecked, but to leave would be a complete waste of time and the points I did get whilst getting wrecked would have been a waste. There has to be a way from punishing people that just play the game and get screwed. My conditional branch would be If Error then No Penalty.
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@Nurgling7 said:
And then what is to stop people from crashing their games to circumvented the DC penalty?
And yes, people will do that. It's already been proven how petty Survivors get when outplayed. DC penalties were a long time coming.
I understand having a penalty for that. That makes sense. When I am given the error message, that the Devs have programmed into the game, because of something they can't fix atm, why am I punished? If you are given an error message saying you've been disconnected and your rank cannot update, clearly you are not purposely dc'ing. Unless someone has found out how to trigger the error messages in the game, I feel like receiving an error message should be an indicator the person didn't want to leave. People dc against me as killer and I think, "They were doing well, why did they leave?" I am starting to think its not them, but the game crashing. I see your point, but I won't change my stance on saying it's annoying. From both the Killer's pov and the Survivor's pov. I would say it's more annoying to the killer if anything. They should increase the amount of points given to the quitter bonus due to it severely hindering the killer's opportunities for points. Just my thoughts.
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The thing that really pisses me off the most is when I have a great game, open the gate, run to the exit, and as I'm leaving my character runs in place and it brings me back to the main menu and I get banned. I checked my connection and it's fine. This particular event has only happened once (5 minutes ago) I hope it doesn't happen again. It has happened differently. It used to happen on Xbox all the time when I was running to save someone or looking for the hatch. Running "OOOOO Hatch!" Disconnects -_______- "#########?" Running "I gotchu Jake!" Disconnects
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/920789#Comment_920789
You can tag me like what you just did or @Majestic_Herman Let's see, I think stacks of movement speed perks would be too strong since PWYF exists. Coin for the ferryman could work like this "When survivor gets healed from the dying state, you'll get a token. Maximum of four tokens. When hooking a survivor you'll spend a token and gain the ability to see all survivors for 4/5/6 seconds." It's somewhat unique, grant it Barbeque and Chili is still the better choice, but you have that aura reading ability without a range cap. Death sense could also work like this. "Survivors who are injured will bring a sense of dread upon all other survivors. You've become obsessed with a survivor. When the obsession is injured and moves near any other survivor, they lose ability to read auras and will cause every survivor to scream and reveal their auras after 120/90/60 aura reading will last 7/8/9 seconds until the afflicted survivor is healed." Death sense seems like a bad idea. I was having a hard time coming up with something for these perks.
What if there was a cap on movement speed for these perks? I am wondering if maybe it should cap 150%. If we could figure out a way to limit the amount of speed or cap the amount of stacks it could become viable. PWYF is definitely something I forgot about. I was so wrapped up in trying to optimize the grim reaper, I forgot about legion and how much the perks would affect other killers, but see below for the change I made.
Base stats:
Speed: 90%
Height: Tall
Terror Radius: 28 Meters
A Coin for the Ferryman - "The Grim loves deadly wounds. It brings him closer to you and you closer to death..." When survivors mend deep wounds, gain 1 token up to 3 tokens. Gain 2% (Tier1), 3% (Tier2), 4%(Tier3) movement speed per token, plus bloodpoints post trial. Lose 2 tokens when hitting a survivor that isn't the obsession. Lose 3 tokens when a deeply wounded survivor is downed. Lose all tokens when the exit doors are opened. You can only be obsessed with one survivor at a time. Movement speed cannot exceed 150%
(PWYF is similar in that when you hit a basic attack you lose a token. It is so similar in fact, that I was thinking I would redo this whole perk. I added the loss of all tokens when the exit gates are open so someone can't essentially teleport over to the door. Maybe it should be a hex totem? This way it is something that can be achieved, but if someone finds that totem you go back to being a turtle.
Father Time - "Time waits for no man." If there is a survivor hooked when the endgame collapse begins, the exits are blocked for 15 seconds and the killer gains an additional 2% (Tier1), 3% (Tier2), 4% (Tier3) movement speed until the trial ends. Movement speed cannot exceed 150%
(I understand what you mean by a weak blood warden, but in a way I think it would benefit the killer and survivor. BW reveals the aura of the survivors in the exit. FT would just allow speed and block for 15 seconds. I think having the auras revealed is a little broken. With FT the killer still has to guess the right door. The combo of Death Sense & Father Time is a little much, but I think with a little work we could make this quite balanced.
Death Sense - "I see dead people..." After the completion of the last generator survivors' become exhausted and the survivors and killer auras are revealed for 10 seconds. The killer's terror radius is increased by 26/28/32 meters. (Adrenaline ignores exhaustion)
Death Sense is the one that really needs to be redone because there is already bitter murmur. The exhaustion status addition is new, but it still resembles BM too much.
I was thinking about your idea about the dread. Maybe the Reaper could have his own item that needs to be interacted with on the map. Maybe an hourglass? The survivor has to turn it back over, if it isn't then you suffer from dread? If you come in contact with another survivor suffering from the dread then you get it too? It'd be really interesting if survivors couldn't tell who suffered from dread. Those that do suffer from dread see their breath and the outside looks cold and dark. The screaming is pretty cool because much like the doctor it would reveal the survivor for the duration of the scream. It seems a little op though...
Hmmmm something I should think about. Let me know if any of these changes are sufficient so far. I will continue to work on this. I greatly appreciate your responses. Thank you :)
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@DwarvenTavern said:
Uh... coin for the ferryman would be extremely busted on Legion. Since he does deep wounds all the time, and if it stacks on with "play with your food" you could have broke the game with Legion. I see what you're getting at though. His power seems weak with his movement speed and his normal swing shouldn't do anything special unless his power or add-ons were involved. Death sense is rather weak/strong in some regards. A weaker bloodwarden with a speed boost that doesn't have a stacking limit and you've created HillBilly's speed. I've added up the math on basic movement speed killer. Let's use Trapper. Trapper moves at 115% base. Play with your food (level three) makes him move at 130% now, combine that with CFTFM he would move at an approximate 160% three stacks of 5%? Right? That's equal to Pig's ambush attack and I didn't even mention bloodlust. If I did I'm pretty sure he would move at 190% that's max bloodlust. In other words, HE FAST.
Edit: I didn't add Father time because at that point it would be too ridiculous.. I would have just ran around the map for fun at that point haha.
See above. Im not really sure how to tag you in responses in order to keep people posted.
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Lol! I am super happy about the flaws you pointed out. (Not sarcastic) I thought about the Legion after I finished the post. I have never played Legion as killer. I have only faced them as survivor and it gets rough. K/D against Legion is bad. But this is what I hoping for. I am sure perks can be adjusted such as the movement speed increase to max and /or base speed max. I tried to balance cftfm by taking away speed for every survivor hit. I had thought about add ons that makes his blade longer from common to ultra rare. I am genuinely curious about what other things need to be balanced. I am going to create a finalized version stat sheet with all of the suggestion. I want to see if we can optimize this killer suggestion without making him broken. I thought of him as more of a weak killer that could optimize his own perks very well, but also keeping them viable for other killers. Hopefully not too viable lol (The Legion)