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Calchexxiss

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Calchexxiss
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  • @Frontdoor6 said:

    I had a perk idea called Unstoppable, with similar effects

    When you hook 2 survivors, the perk will activate. When active, the next time you are stunned by a pallet or d-strike, you absorb and ignore it. The perk will have a cool down before it can be reactivated

    The main difference here, is that rather than a perk, this is a mechanic. I wouldn't want a perk that does that because it runs the risk of becoming either a non-used perk or a perk that's part of the meta. If you introduce a new Mechanic on the other hand, you can have, say, four or five different perks that grant the Unstoppable state, much like how multiple Killers can inflict Deep Wounds. The different measures of gaining Unstoppable then encourages different styles of play.

  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1401863#Comment_1401863

    I see what you're saying but you're missing my point. Add-ons aren't generic to the killer, they're specific to the killer. A chewed pen increasing the rate of GhostFace power recovery does nothing for any killer except GhostFace. Thrilling Tremors, however, is generic to all killers.

    What does this mean? It means that every perk has to be balanced for every killer, and then also balanced within each individual killer add-on ecosystem. So a perk that's reasonable for a somewhat stealthy killer might be way out of bounds if another killer can use an add-on to get super stealthy. So the perk gets an outrageous cooldown or gets put on a totem to balance for that - making it useless for any other killer (including the one it was designed for originally) that doesn't have that add-on.

    Perks should be designed towards killer archetypes instead, with an understanding that any killer could use a standard item to make themselves faster/better/stronger in baseline mechanical ways. So a Perk designed for GhostFace might work pretty well with Myers, for example, but not with Leatherface. But some Leatherface perks might work pretty well with Myers and not with GhostFace, as Myers is closer to Leatherface in archetype than GhostFace. That's how you create build diversity with a roster of different characters.

    Instead we have a core group of meta perks for all killers to boost their baseline mechanics, who each have their own specific items that also have clear bests, leading to a stale meta with a million unused perks and items - and every killer essentially becomes the same killer with a little tweak depending on the power.

    Boy, if you're slugging a Survivor team so hard that you're able to chain-lock generators with Thrilling, then you did not even need Thrilling.

    Chain kicking generators is a waste of time since you can only bop one generator at a time, so you're invisibly jacking off in one corner of the map while the rest of the Survivor team is actually accomplishing their objectives.

    I'm all ears doesn't erase mindgames from loops any more than Bamboozle does, which has no Cooldown, and while you can only lock a single window with Bam, you only need to lock one window in a jungle gym to destroy the loop, but I don't see you complaining about that.

    You clearly don't play this game much, either that or you play at yellow ranks, where I can conceivably see these complaints being valid.

    actually yeah. now that I write that, I see your point. If you're playing at a rank where other Survivors literally do not know how to do generators, then these perks must seem incredibly overpowered.

    I get it now.

    mb

  • @Twillzy said:

    Killer perks need cooldowns. You might argue the extend of some, but to say they shouldn't have any is silly. Well, that one guy is right about Surge though, it shouldn't have a cooldown. You can't really exploit it if it was removed since it's tied to downing survivors.

    You can't exploit Thrilling Tremors or Blood Echo either for the same reason, you need to down/hook. You can't exploit Trails of Torment because it's tied to kicking generators, which takes time so you can't do it in a chase, and you can't damaged unworked or already damaged generators. You can't exploit I'm All Ears because it relies entirely on the actions of the Survivor, not on anything you do.

    Think before you speak, mate.

    @JustCats said:

    The problem with killer perks is really killer add-ons. Add ons serve the purpose of perks - enhancing your killer's abilities - making perks too hard to balance across a roster with very diverse abilities. That's why you get these weirdly long cooldowns and the clumsy totem mechanic. When killer abilities aren't even consistent within the context of the killer it's very hard to determine when and where a perk is OP. Right now it's backwards, where a killer's perks are picked for their general utility and the items are specific - so the most useful general utility perks become the default meta.

    Add ons should be relatively generic consumables the same way they are for survivors. A stim for increased movespeed or a thing to bust pallets quickly or whatever. At that point you'd be able to examine perks with a more even balance foundation.

    I can't say I agree with you. Most Killer add-on's are incredibly generic to the Killer. Most add-ons just change the charge time of powers or add effects to special attack hits. Only the rarest add-ons do anything special. Take Pyramid Head for example. Every single one of his Brown, Yellow, and Green add-ons do exactly the same thing with rising levels of power. Only the Purple and Iri add-ons alter his power at all. That's largely true across all Killers with a few notable exceptions like the Doctor.

    That aside, you're missing the main point of my argument. By and large, these perks aren't used at all with the exception of Thrilling. Meaning they're badly designed. Anything that's put into a game and is never used is, by definition, badly designed.

  • @MiniPisa said:

    I'm all ears has a cooldown because if it didn't then you'd see survivors pretty much all the time - that is way too strong. Not sure why Trilling Tremors has one but obviously Trail of torment would have one - you'd literally be a stealth killer just by kicking gens constantly.

    If you're fast-vaulting all the time, I don't what to say to you mate. But yeah, that's what I'm talking about though. If you're at a T-L or a jungle gym, and someone is just fast-vaulting everywhere, I'm All Ears should show you them. It doesn't let you catch up to them, it just balances the power of a good loop by giving the Killer an advantage in exchange for a perk slot. You say 'too strong' but frankly most Killer perks are pretty weak.

    I say 'Most' because you have to think about just how many perks never get used in the Killer's arsenal versus the six-ish 'good perks', i.e. Nurses, BBQ, Ruin, Surveillance, Sloppy, Corrupt, and Pop. Those being the 'meta' perks for Killer. You can literally just run 'Ruin, Surveillance, Pop, and BBQ' on every single Killer.

    Thrilling has a Cooldown because it makes generators uninteractable. I think. Trail of Torment can't make you perma-stealthed because if you were in a chase and stopped to kick a generator, you'd immediately lose that person. Even with Brutal. Best case it can give you the ability to approach, and then you still have to chase them down. And even then, an alert player or team can still just, y'know, see you.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400352#Comment_1400352

    Something that in solo Q happens every time? :'D All pallets wasted and no gens done is my every day routine :') Also i keep gettin chased and still gettin the most gens done, i wonder how but it always end up like this xD

    This is my point, mate. You can't balance a Killer around players being BAD at the game. You can't nerf a Killer because you're playing with bad players. Do you think I don't get those games to? Because I do. I never said that you can survive every single game doing this stuff. I'm saying 'This is how you loop Deathslinger'. It's a team game, if your team sucks, then you all lose. Nerfing Deathslinger because he scares you is not the answer to that.

    @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399521#Comment_1399521

    And when you waste every pallet on the map or when he shoots you in 0.5 seconds before you can reach a pallet sounds like you dont face good death slingers.

    You're just like every other Survivor Main, mate. All you're thinking about is escaping. I'm talking about winning chases. I'm talking about finishing generators and getting safe unhooks. I'm talking about the fact that I can pip in about 85% of my games regardless of my survival. If I'm in a game-long chase and my team doesn't finish 5 generators, then OF COURSE I'M GETTING CAUGHT AND KILLED.

    Jesus christ, mate. You act like the only thing that matters is getting through the gate. You're aware that surviving is only 1/4 of your score card right?I face plenty of good Deathslingers, and maybe I flatter myself here, but I'm a pretty good Survivor too, and I've had plenty of them just give up chasing me to go after weaker loopers who don't know how to do what I do.

    Try playing Killer now and again. It will open up your mind.

  • I feel like Mori offerings should be removed and just be a thing that you do to the Survivor when they're on death hook, or barring that just something you can do automatically to the final survivor in a match because they're dead anyway.

  • Mate, with the best will in the world, you probably just need to practice and get better.

    Right now the game has a massive problem with Killer/Survivor Ratio. The disparity between how hard it is to rank up as Killer and how easy it is to rank up as Survivor has actually caused a pretty big problem with the matchmaking because there aren't enough killers at Red Ranks.

    This is why you end up with a ton of Killers at purple ranks going up against whole teams of Red Rank Killers because the Developers have flat out said in one of their OWN POSTS that correctly matching up ranks is far lower on their priority list than just getting people games. The developers have admitted this is an issue but they have no solution for it. If you're having trouble ranking up, it's not the game. It's you.

    Not trying to be mean, just telling the truth.

  • @Yogerman1997 said:

    Solvent Jug:

    Survivors hit directly by a Bottle suffers from the Exhausted Status Effect for 30 seconds.

    Why would you bother to nerf the worst Killer in the game, mate? If you're this bad, you really have no leg to stand on in terms of suggestion input.

  • @HexNooneEscapesDavid said:

    If the killer had Noed and was chasing a teammate, then opening the doors and triggering the endgame collapse would be stressing for the whole team. that just means they have a certain amount of time to get everyone out. When closing the hatch as killer, it triggers the endgame collapse, and if the survivor couldn't partly open a exit and leave, the killer would have time to patrol both exits, making the chances of escape for the survivor pretty much impossible.

    if the survivor team opened the exit and triggered the end game, it's their choice how they manage their time. also if you're having a hard time with survivors, the killer can also open the exit, forcing the endgame.

    OH NO! Running from a psychotic murder? Stressful?! PERISH THE THOUGHT.

  • @BaroneMaximus said:

    Why is this even a thing? endgame collpase has been created to avoid Hostage-games to be never ending, if endgame collpase doesn't start with the last gen done then doors should regress periodically if not kept opened so, in other words, one surv should stay to the door or the door would be back to 0 in moments

    I agree with this entirely. 99'ing doors is incredibly dumb. It should immediately start regressing back to 0 once the Survivor lets go of it.

  • This is a terrible idea, mate. I'm sorry to say that so bluntly but it is. Deathslinger is not a good Killer. That's not against SWF's either. I play almost exclusive solo and he's just a bad Huntress. Literally you beat him by dropping a pallet early. Don't go for stuns. Just play ultra safe, drop pallets, loop til he breaks it, then run.

    He's a 110% Killer, every pallet he breaks gives you massive distance. His low terror radius is probably his ONLY saving grace because his power is frankly garbage. It's a ranged version of Legion's Feral Slash that gives no additional information and you have to reel in your prey every single time you hit them which is a massive waste of time.

    If you really think Deathslinger needs a nerf, you probably just need more practice against him.

  • @SnakeSound222 said:

    I think the Emblem system is designed around making sure everyone has fun instead of how well you perform. That's we have stupid features such as Killers being punished for using their power, killing people too quickly (not enough Chaser and Malicious), DCs punishing Killers, and the camping penalty (yes, there are situations where camping is a smart move, and the Emblem system will punish you for doing so).

    The problem with that is that if the emblem system isn't judging you on your performance, then you're going to end up in situations like I do where I'm performing at a higher rank, but playing at a slightly lower one, which results in lower rank players getting stomped by a misranked Killer. That's not fun for me or for them, or at least I assume it's not fun for them unless they've got some kind of humiliation kink.

    If you're not basing the system by which your game groups up your players in a PvP game by skill level, then you end up with players of wildly different skill levels, and that's when the Emblem system works and matchmaking pairs you with people of your rank, and not, say, three R20's and a R1, which happened to me.

    That was a baffling game of Killer, let me tell you.

    @Parallax said:

    The devs are implementing an MMR system this year, so the emblems will become redundant and these problems hopefully won't be as big of a deal.

    I feel like MMR is going to backfire. Right now, the number of high MMR Killers and high MMR Survivors is VASTLY disproportionate because it's so much easier to rank up as Survivor than it is as Killer. This isn't a stance or an opinion or anything, I can play a game as Survivor doing borderline jack ######### and still walk away with a pip or at least a draw game, whereas if I do that as Killer I will depip 100% of the time. It's to the point that I play Survivor when I want to do something brainless and easy that requires like, 0.01% of my attention.

  • Deathslinger is terrible, mate. He's really an awful Killer. I'm sorry man, but your main complaint seems to translate out to:

    Deathslinger is really hard to play against when I'm playing with a team that doesn't do objectives.

    If that's the case then... man I really don't know what to tell you. That's every single Killer in the game. If you're with a bad team, then you're probably not going to escape unless the Killer sucks too. You can't say a Killer needs to be nerfed hard just because you have a hard time with it.

    I mean... you can I guess, but it's sort of irrelevant.

    As Killers go, Deathslinger is garbage tier. He's a bad Huntress and here's some reasons.

    Unlike the Huntress he:

    • Has to reload after every shot.
    • Can't down people from a range. (he has to reel them in and hit them)
    • Reeling in Survivors wastes time. (and can be bodyblocked)
    • His power is countered by pallets.

    If you're having a hard time beating Deathslinger, I'll give you some advice. First off, drop pallets early. He can hit you over the pallet with his shot, but he can't down you, so worst case scenario he gives you Deep Wound. Just run and weave, don't hide. Deathslinger is still a 110% Killer, meaning you can get distance on him very easily, and a decent loop that breaks line of sight is his doom. Third: Do. Generators. Just push gens. Once again, he is a 110% Killer so he cannot pressure generators as easily.

    None of this guarantees a win, obviously, but Deathslinger really is not that good.

  • Fun Fact: Survivors possess the ability to remove NOED from the game via a little known talent called: breaking dull totems.

  • I agree with the gen kick regression. Honestly, the ability to just undo a kick by gently tapping the generator with zero backlash or requirement is incredibly annoying and doesn't even make sense.

  • @APoipleTurtle said:

    I don't think Devour Hope should retain its stacks after being cleansed, or really be changed at all. It is a high risk, high power perk (theoretically, the strongest killer perk in the game if it stays up). I think it is fine as it currently is.

    Personally, I want for hexes to gain lingering effects which only activate after the totem is cleansed. These would ideally be weaker than what the actual Hex did when lit, but don't leave the killer with nothing if totems are lost early from bad luck.

    For example, if Ruin was destroyed, gens would no longer auto regress, but any missed skillcheck could cause twice the progression penalty.

    Or Third Seal: It loses its super-blinding power when cleansed, but could inflict 5-10 seconds of Oblivious on a survivor hit with a basic attack.

    I do agree that Huntress Lullaby should retain its own tokens after being destroyed, but I think every gen that the survivors repair should remove one of the tokens. It also shouldn't light a totem until the killer has one stack AND the perk has cursed a survivor (also making it preventable).

    Most hexes just need to stop being All-or-Nothing perks, especially given how average most of their abilities are. They should offer a decent-to-powerful ability while lit and should have some kind of functional, but mediocre-to-average ability that remains when the Hex is gone. Exceptions would be the 'Trap Totems' (Retribution and Haunted Grounds), which probably don't need any changes.

    The change to Devour Hope is only relevant if they implement this change in its entirety. I agree that as it is Devour Hope would be far too powerful, but having to get maximum stacks before the totem is cleansed is incredibly hard to do unless the team you're going up against is a bunch of potatoes which, let's be honest, you probably didn't need the Hex Totem to 4k that team anyway.

    If a Killer is up against a practiced and capable team, they are extremely likely to lose that totem within the first five minutes. The odds of a totem lasting the whole game is borderline astronomical, especially now Inner Strength exists as a meta perk that encourages solo players to hunt down totems for free healing charges.

    The whole reason I proposed the persistent effects post-cleansing is because chances are, the Killer is only going to have a few tokens on it by the time it falls, if they have any tokens at all, since, as we all know, a totem can go down instantly. It's not about the power of the totem, it's about the fact that Hex perks, right now, punish more than they reward. There needs to be a balance.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318725#Comment_1318725

    Hard disagree on that.

    Deathslinger is easily mid to high-mid tier.

    His power helps him dealing with longer loops,loops with lower walls,pallet gyms, jungle gyms and windows.That makes up the vast majority of loops in the game.

    Due to the fact that quick scoping is so insanely fast,survivors always have to predict when the Deathslinger is about to shoot which makes them lose distance on you without the Deathslinger having to do anything for that.

    Also unlike Huntress,Deathslinger can always reload quite quickly mid chase.

    All those things are the reason why his power is so extremely strong in chases which makes his lack of mobility and overall map pressure up.

    As an aside. If you're talking about Deathslinger's efficacy at the ranks where survivors aren't good at looping and chasing, then yeah, Deathslinger is high-mid, because they can hit at a range.

    But then, at that rank the Clown is good, so... yeah.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318725#Comment_1318725

    Hard disagree on that.

    Deathslinger is easily mid to high-mid tier.

    His power helps him dealing with longer loops,loops with lower walls,pallet gyms, jungle gyms and windows.That makes up the vast majority of loops in the game.

    Due to the fact that quick scoping is so insanely fast,survivors always have to predict when the Deathslinger is about to shoot which makes them lose distance on you without the Deathslinger having to do anything for that.

    Also unlike Huntress,Deathslinger can always reload quite quickly mid chase.

    All those things are the reason why his power is so extremely strong in chases which makes his lack of mobility and overall map pressure up.

    I can't agree with you there.

    Deathslinger can only shoot over very specific loops. Most tiles that are looped completely block the Deathslingers shot. His power is all but useless at jungle gyms, questionable at best at T-L's, and gym v.2's from Ormund and Estate are no better. Furthermore, Deathslinger's power doesn't down people, and he has to waste valuable time reeling in his target once he has hit them and that reeling process can be interrupted by a body-block.

    His power is patently inferior to Huntress's. And lastly, the reload speed quality you mention is only relevant if you're bad at the Killer. If you're good at using their power, their reload time is a non-issue. Go watch a really good player like Tru3talent or Umbra play Huntress and you'll see what I mean.

    Although, remarking about their reload speed as if it actually matters tells me approximately how valid your opinion is... so, never mind.

  • @Rydog said:

    I don't understand why Behaviour doesn't punish hook suicides the same as disconnects. It makes no sense and legitimizes griefing, because it amounts to nothing more than a penalty-free DC.

    Just had a game where two players -- red rank players! -- suicided on-hook inside of the first two minutes. Then, somehow, I'm the one who gets de-pipped for it. It's unbelievable how maliciously negligent Behaviour is with certain aspects of this game, and this is most certainly one of them.

    Unfortunately there's no way to punish Hook Suicide as far as I know. I would suggest removing the ability to try and kobe entirely without the service of a Perk like Deliverance. That way players can't intentionally bypass first stage. After that you'd have to remove the struggle effect, but that might be too much. At least making the first change might help.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318785#Comment_1318785

    Personally I believe the killer’s goal is to sacrifice all 4 survivors. Since the Mori allows the killer to just straight up kill them without sacrificing them to the entity it makes sense that there is a difference in the reward or emblems for that very action.

    The two mechanics are similar but given that it’s an asymmetrical game the rewards for each side will always be different.

    https://forum.deadbydaylight.com/en/discussion/comment/1318790#Comment_1318790

    I’m simply exploring different reasons as to why the emblem system rewards pips for mori’s and hatch escapes the way it does.

    Fundamentally I don’t think an offering should give an equivalent pip score that would have been achieved without it. Of course I don’t know the specific score rewarded for Mori or keys but that’s something I’d like to find out.

    I actually never noticed if I pipped solely by escaping through the hatch but I always liked the 7000 points.

    I can't agree with your notion on objectives. You're ignoring that the Survivors have 'Stages' of objectives too, even if they're not as obvious as the Killer's hook stages. Bypassing portions of your ultimate requirements is a function of the Key and the Mori almost identically.

    As for the pipping. I can tell you I have definitely pipped because I hatched. Sometimes I only pipped because I hatched, because otherwise the Killer would have had me dead to rights.

  • @NekoGamerX said:

    ok them give us a sacrificing Mori.

    A Mori that speeds up the Sacrifice timer is actually an interesting idea. Maybe a Mori could instead create a number of hooks around the map that have 25% faster Sacrifice speed? That would make for interesting gameplay at least and it would be clear that the Survivors need to rescue that person FAST or they'll lose them.

  • Predator is a little too strong. Haste effects on Killer should be very carefully modulated because so much balance is tied to their speed vs the Survivors speed. It's a decent idea, though.

    I love the idea of being able to activate Beast of Prey as a power, maybe with a cooldown of 60/50/40 or something like that. Being able to kill your terror radius and red glow for a brief period of time would be super fun.

    Fire Up: once again, can't really agree with that much speed for a Killer. Maybe decreasing cooldown on Miss and Successful attacks? That might be more balanced, although it would stack kind of horrifyingly with Unrelenting and StBfL.

    Overwhelming Presence: I like that. That's a fun idea, very interesting for information gathering.

    Coulrophobia doesn't seem to enough of a change. Healing is so quick sometimes you don't even get a skill check. Not sure how I'd fix it though.

    I actually made a post regarding Hex perks if you want to read that. Your change to Third Seal overlaps too much with Huntress Lullaby I think.

  • @th3 said:

    wouldnt there be a disparity because of the different goals the key and Mori have.

    Key: Helps survivors escape which is literally their objective

    Mori: Allows the killer to kill the survivor without sacrificing them. While the killers objective is to kill survivors it’s rewarded by sacrificing them to the entity rather than straight up murdering them because then the entity gets cranky

    Let me put it this way: If you're defining the Survivors ultimate objective as 'Escaping' then it is equally valid to described the Killer's ultimate objective as 'Killing all 4 Survivors'.

    Think of it like this now: Survivors have to finish multiple generators to open the exit gate and get out in the same way that a Killer has to hook a survivor multiple times to get the payoff of their Devout Emblem.

    Keys allow a survivor to Bypass whole generators and the process of opening the Exit Gate with a single click of the mouse button once the Hatch has spawned in the exact same way that a Killer is able to Bypass hook stages via their Mori.

    These two mechanics are, functionally, not as different as you seem to believe.

  • @TheNormalizer said:

    as a legacy wraith main, i can truly agree on mori's, i usually try to double hook everyone (even tunnel, idc about salt in postchat lmao) AND then mori ppl

    imo it would be better if you would have to double hook to be able to mori. (last survivor? don't care, insta mori any hook state)

    keys are....idk, a map wide audio cue (to everyone in the game), a SUPER OBVIOUS noise indicator to the killer and a 5/10/15/20 second timer to unlock the hatch would probably balance it?

    I get what you're saying, but balancing isn't really the point of my question. My question is this:

    Let us assume that the Devs want to keep the Mori and Key exactly how they are. Let us assume the Devs are not going to change anything about these items/offerings.

    Assuming those postulates are true: why is the Survivor rewarded for using a Key and the Killer is punished for using a Mori?

  • @TheNormalizer said:

    as a legacy wraith main, i can truly agree on mori's, i usually try to double hook everyone (even tunnel, idc about salt in postchat lmao) AND then mori ppl

    imo it would be better if you would have to double hook to be able to mori. (last survivor? don't care, insta mori any hook state)

    keys are....idk, a map wide audio cue (to everyone in the game), a SUPER OBVIOUS noise indicator to the killer and a 5/10/15/20 second timer to unlock the hatch would probably balance it?

    Re: the mori. I'd be fine with being able to autokill, say, the last survivor on the map, since with the changes to hook timers for the final survivor they'll just auto-die on the hook anyway. As for keys, that makes them borderline useless, but that's not really my point.

    My point was that, IF the devs insist on keep these factors in the game, then why is the Survivor rewarded and the Killer punished via the Emblem system?

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/157205/deathslinger-115-move-speed-with-empty-weapon

    Deathslinger really doesn't need a buff.

    He is in a perfectly fine spot right now.

    Deathslinger is in competition with Clown for the position of worst killer in the game. I don't necessarily agree with OP's suggestion, I'm not sure 115 is right since it actively rewards you for ignoring your power, but Deathslinger isn't in a 'fine' spot. He beats brown-green ranks (sometimes) with increasing difficulty, and gets demolished above that.

    Honestly, Deathslinger is a really bad Killer. He's everything wrong with Huntress with none of Huntress's upsides.

  • Perk tiers are just not useful anymore. I think I get why they had it before, but now there are just SO MANY perks in the game, and there's even more set to come out as the game continues, that tiers just feel like a total waste of bloodpoints. I would much rather spend my points collecting addons for my characters, not buying the same perk three times so I can get the one version I actually want.

  • @Raven014 said:

    I like it most of the ideas, but I have been called a dirty killer main more times than I can count. I like the idea of the Entity being more involved, but it raises some questions... like how would Ruin, Surge, and Surveillance behave with the changes? Is there a way to go back past 50%? Unnerving would essentially become old Ruin again.

    On top of this you completely miss the problem of keys. It does not matter how many gens they get if there is one key in the match. It allows them to escape even if the hatch is closed.

    Removing Moris is another issue, as they are something used to balance out Keys and SWFs. You can't just remove one without the other. I would agree with making the requirements different for a red mori: That everyone needs to be hooked before you can use it, but removing them carelessly would be a bad idea.

    Regarding regressing past 50%, I'm also on the fence about that. I'm not sure if it would fair to put the Generator back in the Entity's claws as that might be too oppressive, so allow regression back feels like it might be problematic. That's something I think would have to be tested in PTB rather than theorised on.

    Regarding perks: Surge is a garbage perk that can only ever really see marginal use on Stealth killers, the whole perk is in dire need of a rework, so that's a different discussion. Ruin could stay as is, speeding up the Entity's reclamation of First-Stage Generators and regressing Second-Stage ones. Surveillance could also stay the same, allowing the Killer to keep track of Second-Stage Generators more closely, and making it more a clutch mid-game vision perk. Unnerving isn't old Ruin because it's only in the radius of the Killer's Heartbeat, this makes it more of tool to force Survivors to respect the Killers presence, but it also means that a good Survivor would try to lead the Killer away from active Generators. In turn this would make Perks like Bond or Better Together more valuable as it would tell the Survivor where to avoid leading the Killer so their Unnerving Presence doesn't sabotage their teammates.

    That's the difference between Ruin and my version of Unnerving Presence; the former was just an uninteractive nuisance, the latter is something that demands the Killers and Survivors alike play in a certain way.

    Lastly, I'm honestly on the fence about keys. One of the reasons being that, yes, it does have the same issue of bypassing the objective that Mori's do, but in light of the changes I'm proposing, I genuinely believe it would balance out at the Green and higher ranks, and at Yellow to Brown ranks the players are rarely skilled enough to take advantage of a keys power beyond allowing a single player to randomly escape occasionally. My only concession would be to make it so only one person can escape with a key.

    @OhHelloThere said:

    https://forum.deadbydaylight.com/en/discussion/152779/balancing-by-addressing-dbd-fundamentals

    i agree with almost everything except Dead Mans Switch, reduce the regression

    voted up ur post! :)

    great idea, would love to see this even as survivor

    I had Dead Man's Switch that high because it's a hyper-specific perk. It can only activate under stringent circumstances. It seems like a lot but you have to think of how difficult it would be for the Killer to activate that perk with any kind of consistency, and give the perk a level of power and influence equal to how difficult it is to execute.

    Creating a build that can consistently make use of Switch, for instance, would require two Perks minimum (Nemesis & Switch) and a willingness to be regularly stunned. You also have to catch that specific Survivor which is entirely reliant on the Killer's skill. Nothing I've outlined above has in anyway affected how effectively any Killer can win chases, only allowed a buffer for Killers who lack automatic map pressure.


    Thank you both for your input though, I appreciate the thought and the time.