Cancan71
Cancan71
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@DancingCactus said:
No idea if these are even remotely good advice, but it works for me maybe you too :)
Are you on a Pro Controller or the Joy Con Controller? It is probably just a learning thing but the small sticks on the joy cons are a pain to deal with for me personally
What is your sensitivity? I personally have the least problems with 70. It is even perfect for killers like Huntress for me.
When people try to do some funky movement in the middle of nowhere I always step a bit behind and then do a swing. Or wait instead to predict them. Like the person above said normal hits are easier to hit than lunges
One thing I learned on Switch, if you believe a lunge will hit, lunge a second after that. This is the most important for me
I'm on joy cons as I play portable mode.
I'll try the 70 sensitivity and see how it goes, I think I'm at 60 or so.
Thanks for the advice everyone!
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@The_Krapper said:
I'm not on switch but I can give advice, when you're close enough to get a hit try getting a hair closer and just tapping the swing button instead of holding it and you'll hit them most of the time, the issue is when you hold a lunge you're easier to 360 and it's easier for survivors to abuse the aim dressing and it's like you glide right around them
Thanks, I do try to do that, but sometimes I do a short swing, then the camera shakes and I miss, possibly due to the aim dressing.
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It might actually be better now, as the 7% base kit adds to the 7% from Guardian, making the survivor 114% for 5 seconds and 107% for 3. This perk might see more use as an anti tunneling perk.
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VINDICATION!
Thanks devs for adding Scourge Hooks auras to Sabo!
Now make the cooldown based on a successful sabo, not just an attempt, and add a 5 second cooldown after losing a health state to prevent abuse. Then this perk would be in a healthy state. Thanks again!
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@Firellius said:
Autodidact. It's fun, but it's more likely to help the killer than the survivors.
Same here. It should guarantee a skill check after 8 seconds of continuous healing if no skill check appeared during that time.
Bam, this perk is now usable, while still being worse overall than Circle of Healing, so no one can complain about it being overpowered.
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@dugman said:
Just to clarify they didn't say what is changing about Sabotage. It could be a buff, it could be a nerf, it would be a revamp that's neither.
I know, but I say a nerf is unlikely considering the perk's low usage rate, so it either going to be a buff or a rework.
These suggestions just my ideas for what a Sabotage buff should be, to improve the perk and to keep Scourge Hooks in check for the future.
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@sizzlingmario4 said:
I do agree with changing the cooldown conditions, however I think you should still be punished for taking a hit before completing the sabotage. But it’s definitely annoying to accidentally trigger it (eg. after unhooking and trying to heal) and then having it on a 60s cooldown.
Imo there are 2 ways to fix this, you can either give it a 10s cooldown after a failed attempt, or increase the sabo time to 3 seconds and have the cooldown only trigger after a successful sabotage. I think the first way is better since this doesn’t require nerfing another aspect of the perk.
Disagree with the scourge hook stuff though. Sabotage is already effective enough at countering them as it is.
You are right about your first point. I say a 5 second cooldown after getting hit while saboing is a fair compromise, like how Soul Guard was given a cooldown to prevent abuse.
I disagree with your second point that Sabotage is effective at countering Scourge Hooks right now. Survivors have no way of knowing which hook is a Scourge Hook. The only way to confirm is by seeing a perk like Pain Resonance activate nearby and remembering the hook, which would be fine if there weren't 4 different Scourge Hooks, meaning it would take until late game to find all the hooks.
Additionally, one perk, Floods of Rage, gives no visible indication to the survivors that the perk is activate, bar perks like Distortion. So you could have a game where survivors don't even know there is a Scourge Hook perk in play, which could become problematic as more Scourge Hook perks are added to the game.
All of these points makes countering these perks with current Sabotage unreliable, as most of the time you have to make a guess where the Scourge Hooks are, and you might not even realise Scourge Hooks are in the game. Allowing Sabotage users to see Scourge Hook auras would open up more skillful plays and planning on the survivor's side, while also keeping the Scourge Hooks in check for the future, potentially leading to more interesting perk ideas.
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@Valik said:
I appreciate this version, but I believe the perk needs to have a little more meat on its bones - while also having use right away.
It isn't Devour Hope, it doesn't need to take until mid/late game to ramp up to viability.
There honestly needs to be a small effect that is present at the beginning of the match that ramps up into the mid game over time.
Well I was thinking that the small effect should be that at the start survivors would have to do 2 skill checks in a row, then after every hook it would be 3, 4 and then 5 skill checks in a row like I said in my post.
That way, killers have more opportunity to make survivors miss skill checks and it would synergies with killers like Doctor and perks like Tinkerer. It would also only require three tokens for max power, making it less work than Devour Hope.
I agree though, this perk needs some attention to bring it to modern standards.
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I say one change they could make is that when survivors press E or the equivalent button, the perk is active for around 1 second. If they are hit during that time they will perform a standard Dead Hard. If they are not hit then they continue running like normal and they don't get the distance made from Dead Hard.
This could solve the problem of using Dead Hard for distance while awarding good reaction from the survivors.
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@Murgleïs said:
It’s fun but very easy to counter. Even with pain resonance, all you have to do is wait for the killer to hook, and then get back to working on your gen without interruption.
But the killer will know you are working there, as Pain Resonance targets the most progressed gen. So they can easily interrupt, especially if they are a killer like Freddy, Doctor or Artist.
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@Laluzi said:
I really like these ideas. The Trapper's one is way too strong, but I love the idea of Wraith's giving him his normal playstyle in reverse - you know he's near you, but not where or how close.
Billy's speed limiter giving a lopro chains effect in addition to everything else may be on the strong side, because it'd allow for double hits in many situations. But maybe that's the point?
Oh - Freddy's meme addon that reduces his snare hinder to 5% could perhaps make it so that his lullaby is always playing at its lowest level when you're asleep? Makes it difficult to discern when he's actually nearby, because the ramp-up of his lullaby is quite soft compared to a traditional terror radius. But in return, his chase power is useless.
Yeah on second thought the Trapper addon might be overtuned, so I lowered it to the 15th attempt instead of the 20th, making it 27 seconds at base kit.
Yeah that is the point of Hillbilly's addon, so you can counter body blocking or chain hits across the map, at the price of only damaging one health state. One thing to note is that unlike Lopro Chains he wouldn't be able to chainsaw through pallets without stopping.
I like the idea of making Freddy more stealthy, but I don't know if that change in his lullaby would be worth the downgrade of his snares. However that made me think of another change to improve his stealth so tell me if you like this.
Survivors no longer fall asleep passively.
Whilst awake, survivors can not see The Nightmare when he is farther than 8 meters and can only see him intermittently between 2 to 8 meters.
So you are trading his faster teleports and lullaby for improved stealth.
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@HagathaSimmons said:
I think all perks that increase blood point generation should accumulate like BBQ and chilli but obviously to not as high a ceiling. (Off topic sorta)
the trapper meme addon change is way too strong. It may not injure them but having them unable to free themselves for such a long period of time is basically the same thing as an insta down.
suggestion: reduces successful self-escape attempt by 5-10% for each attempt and it takes 2 seconds longer to be rescued by another survivor.
the wraith: increases his terror radius by 8m so it’s a 40m terror radius. reduce his detection by 4m. (Right now I don’t think you can see the wraith while cloaked from farther than 20m?)
Not being able to distinguish the exact distance of his terror radius sounds like Freddy in the dreamworld but for a brown meme addons that might be too strong.
hillbilly: there’s already turning addons you can pair with it so adding another one can cause OP stacking issues. suggestion: Wounded survivors affected by your chainsaw have the deep wound effect applied to them.
pinhead: 5 second reduction can be too strong when paired with other time lowering addons and his irri that hides the box until chain hunt. Suggestion: hits also cause a 2 second hindered effect. (I think standard hindered effects are 9%?)
Agreed on the bonus bloodpoints.
I don't think the Trapper add on is too powerful. Traps are meant to be instadowns anyways unless a survivor stepped on a trap on the other side of the map. The idea behind this addon is that it gives the Trapper 36 seconds to apply pressure elsewhere while the survivor is trapped, kinda like Pig with her traps. Survivors can counter this by rescuing survivors in traps and being mindful of their surroundings.
I agree 8 meters is more reasonable since Distressing is a thing. I don't think it's too strong for a meme addon since you are trading stealth for the ability to confuse survivors with your terror radius and use terror radius perks. The Plague's meme addon is pretty strong, so the meme addons don't necessarily have to be weak, just offer a different playstyle.
The turn speed I suggested for Hillbilly's addon is the same as his yellow turn speed addon, so there is no chance it could cause stacking problems as it can't exceed what is already in game by combining the purple and yellow turn speed addons. The idea behind this addon is to allow Hillbilly to chain survivor hits very quickly, while making his chainsaw less lethal.
As for Pinhead, the chain hunt addons were nerfed recently, including the iridescent addon, so I don't think this would be a problem considering you are weakening your main power for it. Plus survivors would know you are running this addon due to them only being hit with 2 chains, so they would be able to counter it. However, I do admit 5 seconds might be too much, so I lower my addon change to 4 seconds per hit.
Thanks for the feedback.
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@GoshJosh said:
The scourge perks are already so situational, I'm not sure.
https://forum.deadbydaylight.com/en/discussion/comment/2656746#Comment_2656746
That's not a bad idea.
Well I predict Pain Resonance will be a popular perk when it's released, plus they'll make more Scourge Hook perks in the future.
However, the other suggestion about it working on rescues is a good idea.
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@Seraphor said:
Can agree with this.
Doctors power in practice is probably most similar to Freddy's out of those options, but in being able to prevent a vault and trap survivor in place it can be more effective, so he should be slower than Freddy.
However 3.08m/s vs. 4m/s is pretty huge.
He should probably be more comparable to Plague or Executioner at around 3.6m/s.
I would argue that his power is more like the Artist, as she can shut down loops with her crows and prevent survivors from vaulting as they have to dodge or take damage. In addition she has ranged attacks and map pressure, while having 15% more speed while summoning crows.
The Doctor should at least be 3.68 m/s while charging his power like the Artist.
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Okay the perk is actually called Pain Resonance, they just screwed up the patch notes.
It's still funny that they used pain in both of the Scourge Hook perks name.
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@Crowman said:
I wouldn't really say it nerfed hoarder. The situation where hoarder did anything was if a survivor picked up the box near you and then tried to leave to a different area. Since solving it immediately and on the spot doesn't give much time to react to the hoarder notification.
Well before this PTB you could be interrupted by chain hunts, giving more time for the killer to reach you. Not anymore though.
I still say Hoarder is a good perk to run on Pinhead though, but now it is not going to be as meta.
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@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/2595232#Comment_2595232
Yeah the progress bar wasn't yellow, was healing the same speed as a brown medkit. Will report it as a bug.
Just checking, were you hit with Sloppy Butcher? I believe that negates the green medkit's healing speed increase.
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I added a new condition to the perk, making it so once the boon totem is destroyed, Temptation deactivates for the remainder of the trial, similar to Haunted Grounds.
So a survivor can only use this perk once, but once Temptation is deactivated, they can use the other boon totems like normal. However, if the killer doesn't kick the Temptation totem, then that makes it so survivors can bring 2 or more boon perks that do nothing in the trial, so it creates a risk/reward dynamic.
With this change, I think I created a useful perk that can have a great effect, while also making sure it can't be abused by SWF to a great extent.
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@ElusivePukka said:
I'd honestly say 20/25/30 would already be incredibly punishing to killers, possibly too much so; keep in mind that gen and hook auras are a vital part of a killer's basekit. While more aura denial would be interesting in the hands of survivors, this kind of thing would easily snowball into something which just deletes a killer's ability to meaningfully participate in a game which is already stacked against them in mid to higher tiers of play.
That's a fair point, as survivors can still see things like Jigsaw boxes even when blind, so I forgot to set some limits to the killer's blindness. Since killers can't get blindness as of this most recent patch, we need to set some rules on how blindness works for killers. So I propose the following:
" When a killer is afflicted with Blindness, they can still see their belongings, the default aura of generators, as well as the auras of hooks while carrying a survivor.
However, they can not see the auras of survivors, any change in the auras of generators, the auras of hooks while not carrying a survivor, as well as any additional auras caused by perks or addons."
So to put this as an example, a Trapper with Blindness can see his traps, the red aura of generators, and hook auras when carrying a survivor. So even though he's blind he can still do the main parts of the game like protecting gens and hooking.
However, his Barbecue and Chilli doesn't work, as well as his new addon that reveals survivors who disarmed his trap. His Surveillance doesn't change the generators' auras as they revert back to red when he is blind, so the perk doesn't work. He can't see his Scourge Hooks unless he is carrying someone, and he can't see items dropped by Franklin's Demise.
Thanks for the feedback as I feel this makes it more fair for the killer. I'll update the OP with this.
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Clairvoyance is a weird perk, as it requires cleansing a dull totem to activate, while the other two perks encourage you to never cleanse in order to apply your boons.
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I remember that a youtuber does that for Overwatch, where they compare all the changes in heros using a side by side comparison of the live and ptb servers, so something like that might be nice.
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@Mr_K said:
Not praising anything until I see the addon changes.
There's some on their twitter if you want a look.
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Plague has pretty decent addons across the board as it stands, so I feel like her addon pass might not change her addons as much as other killers. The Myers and Pig addons seem promising.
And to be honest, compared to the other meme addons which are utterly useless, the new Plague addon seems like it could be useful in some builds, since it now infects objects for 80 seconds.
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In terms of meme addons, this seems like this one can actually be usable with some interesting applications, and this is coming from someone that never uses the meme addons.
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The buff is a bit insane to be honest.
For example, using Built to Last on a yellow medkit with 24 charges allows you to replenish 48 charges of that medkit, turning a heal and a half into 4 heals and a half. This is just a normal yellow medkit with no addons or other multipliers like Botany Knowledge. Using it on a toolbox like you said will be insane combined with other perks like Prove Thyself or Streetwise.
I feel like they should tune it down to 75/50/25 instead of 99/66/33. Even with this nerf you get 150% more charges with your item, which will be amazing. Right now you get 198% more charges which I think is a little much.
That being said I'm glad they are taking risks like this with perk buffs and I am happy to see this PTB as it seems like the best one yet.
EDIT: Then again I forgot about the getting into a locker aspect, so maybe that will offset the insane amount of charges this perk gives now. We will have to see on the PTB.
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Wow, that Built to Last buff is insane. We can put Streetwise in the bin now where it belongs.
That Any Means Necessary buff is quite nice. I was thinking that it should be buffed like that recently.
I'm happy with the Plague buffs as I like playing her but it can be hard on console.
EDIT: If you are using a yellow medkit with 24 charges Built to Last gives you 48 more charges, while Streetwise gives you 6 more charges. There's no reason to use Streetwise now.
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Technically Franklins Demise counters keys as keys with no charges cant open hatch now. But yeah they are quite strong.
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The perks are listed in alphabetical order, so if you are looking for a hex perk for example you can just go to the H part of the list.
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@Pulsar said:
This will probably be unpopular but
I would rather have another potential Mettle of Man-esque OP perk than continue at the current perk change rate.
That situation kinda happened with Lucky Break, as when it got its rework people were complaining about it and it got nerfed. It then got buffed later because no one used it.
I just wish they could buff the old perks like they do the new ones. They managed to buff all the PTB perks in a 3 week timespan but then take months to buff the old ones.
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If they add more totems, then they would need to address NOED, since survivors can't be expected to do like 8 totems in a match as well as 5 gens.
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Before I would have suggested that The Third Seal should inflict oblivious as well as blindness, but now Hex Plaything kinda fills that niche.
I still think you can still add oblivious to Third Seal as the two perks have different strengths, as Third Seal would be a powerful effect tied to one totem, while Plaything functions as game delay due to it spawning multiple totems only one person can cleanse. Plus they would still have some synergy as Third Seal would hid auras from Plaything.
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The streamer Otzdarva made a petition to allow consoles the ability to lower their graphic settings, so I'll post a link if you want to sign it.
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But it could reference the "bite of '87", which was an event that happened in FNAF lore.
I never played the games but I known that is a thing.
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@Tsulan said:
Hellraiser was released 1987.
https://forum.deadbydaylight.com/en/discussion/comment/2425832#Comment_2425832
Does Hellraiser have anything to do with tvs though? I never watched the movies.
EDIT Plus the YouTube thumbnail is of a camera lens or something of the kind, leaning towards FNAF.
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The tv has the numbers "1987", the same year as a certain "bite".
We've been tricked, we've been backstabbed and we've been quite possibly, bamboozled.
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It's weird that No Way Out block gates for 60 seconds during the end game collapse, but when the end game collapse was introduced, Remember Me was nerfed to 16 seconds.
If this is the way the devs want to design end game perks, then they should have a look at Remember Me again.
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@GrimoireWeiss said:
The worst for me is the nerf on the addons. Seriously, why would I run something that gives me extra 4 knives? That's not even a health state...
Well if you add 4 to 44 you get 48 which is 8 health states instead of 7.33
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2385927#Comment_2385927
the worst part is you can't even fix it to get to 50 with addons since you only have +4 knives and +8 knives so you can have 48 knives, 52 knives or 56 knives, but no clean number that ends in a 0
Well 48 is divisible by 6 so that would end in 0 but you are right about the others.
EDIT: Nvm you were talking about the total blade count, not about whether it divides by 6 or not.
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Just to clarify one point of your post, there are blinking lights that lead you to gens in RPD. They are little light bulbs that flicker near the doors.
The problem I have with the map is that it keeps crashing on Switch so I can't play it.
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Another thing I would suggest is to allow survivors to see each other perks in game by using the pause menu.
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No one left behind should definitely be changed to activate when the exit gates are powered. It could be a decent perk but the fact it only activates when the gates are opened makes it almost useless, as survivors only open the gates when they are leaving most of the time.
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@PsychoTron said:
I agree, but it should only show up when you are close to them. Similar to how it works for 'We'll Make it" perk. When someone with this perk unhooks you, you see a notification next to your 4 perks on the bottom right. Very useful so you either stay in place and get healed real fast, or run together, etc..
Any Means Necessary should also activate for any teammate that goes near the person that has it and is downed. Instead it becomes a waste when teammates go for the save when they don't have to
But if it shows up when you are near them, then its kind of a waste. Especially for Deliverance as if you go to the hook and then see the perk icon you would have just wasted your time. It works for We'll Make It as you need to be near another survivor anyways to be healed.
Their icons should show up when they are hooked and the perk can be activated, similar to Kindred.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2338934#Comment_2338934
No there are only two lit totems so one of them is undying and one of them is ruin do the maths it's 50% chance
That's not how it works. If Ruin is cleansed then Ruin will transfer to the Undying totem and deactivate Undying.
When another Perk's Hex Totem
is cleansed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
That's from the DBD wiki.
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I got Élodie! Appraisal was really handy for that ultra rare item challenge.
Now I almost have enough to get Twins and finally have every character.
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You are right about perks overlapping each other, like Deja Vu/Visionary, Poised/Self Preservation and Built to Last/Streetwise.
I think it's a nice idea and maybe deserves its own perk in the future.
However, I would prefer if Vigil focused on negative status effects, since that has been the perk's identity since it released.
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@TeabaggingGhostface said:
Id use it with no mither
Since No Mither makes you broken for the entire game, Vigil would affect it the same way as Devour Hope or Rancor. So after the 20 second immunity you would be broken again.
You could pull off some interesting plays with it, like maybe using Vigil and a fast healing med kit to take a hit that you couldn't otherwise. It would be a very interesting perk combo if that's what you were thinking.
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@NMCKE said:
I had a similar idea, it essentially does the same as your idea, albeit less complicated or worded more friendly.
Vigil
Your kind heart has the ability to repeal evil.
When under the direct influence of the Cursed status effect, become immune to its associated effects up to a maximum of
40/50/60 seconds. While active, survivors within 16 meters to you will be protected as well. Once out of range, they remain protected for an additional 15 seconds.Once the duration has been used, Vigil deactivates.
Vigil Matchups Against Hex Perks
Ruin
Without Vigil
Canceling / interrupting a repair action will cause the generator to enter the regression state, at an increased speed of 200%.
With Vigil
Canceling / interrupting a repair action will put the effects of Ruin on hold for the duration of the timer. If another survivor touches your generator, Vigil is no longer protecting that generator if they decide to leave it. You have to be the last survivor touching that generator to prevent Ruin regression with Vigil.
Crowd Control
Without Vigil
Vaulting a window will cause it to be blocked for 20 seconds by the Entity.
With Vigil
Vaulting a window will cause Vigil to protect that window from the effects of Crowd Control, which is 20 seconds for each vault [3 uses before deactivation].
Haunted Grounds
Without Vigil
You become exposed for 60 seconds.
With Vigil
Vigil makes you immune to the exposed status effect for 60 seconds [would deactivate Vigil].
I don't think our ideas are similar at all. My idea is a counter to negative status effects but doesn't have much impact against hexes, while your idea is a Lucky Break that directly counters hexes.
It is a nice idea, but I feel like if you want to counter a hex, you would bring Small Game, Detective's Hunch or Counterforce, as it would help all survivors as opposed to the ones close to you. I feel like it would encroach on the territory of those perks.
There's no other perk that counters status effects like Mangled or Blindness, so I would prefer if Vigil kept that functionality rather than be another perk that counters hexes.
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I CAN'T ######### SEE! The maps on Switch are so dark that I can't see where survivors are going. Midwich is so ######### dark that I can barely see where survivors are and they disappear by walking in a dark corridor. And of course the devs are not acknowledging this problem on Switch so it's going to be like this for months to come.
Sorry for the rant I needed to get this off my chest.
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@Chaotic_Wretch said:
Jumped on my PS4 Pro after the update to check if anything has improved. Not only are all of the old bugs still there(freezing, frame drops) but I ran into a brand new bug where the terror radius of the killer never went past the "killer is moderately close" stage,but the chase music never started no matter what. How did they manage to not only fix the old bugs with the bugfix patch, but actually introduce a new bug?!
Wait I noticed that as well. I was playing against a hag and her terror radius was far away, however she appeared next to me and downed me. I don't know if its a bug that happens every once in a while or if it was just me not paying attention to the terror radius
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@Mandy said:
@loopsahoy that would be brilliant, thank you. Please feel free to tag me.
And enjoy the swimming!
Have the devs done anything to increase the brightness of some maps that are too dark on Switch, and if not, are they aware of it?
Thanks for the update and I hope it improves the experience on Switch.