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CrimsonMothKing

CrimsonMothKing

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CrimsonMothKing
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  • @Xendritch said:

    Can anybody clarify for me how Help Wanted works now? Is it you get Ruin for two minutes or is it a one time event when the gen pops?

    Yee. After the gen pops, you get a ruin like effect

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111198#Comment_4111198

    Personally, 5-6 minutes is a LONG LONG time and will probably die or escape by that time, the mechanic should probably be a 1 time use as it would kill them and if they are sacrificed, while affected, the xenomorph could do it again to another Survivor, so yes, I like the idea and mechanic, however, I just thing the time it takes to get value from it is... a bit too lengthy and probably won't even be able to use it all or very much, Also the facehugger, would it be able to implant on its own without the xenomorph downing someone or would they be required too be downed in order for the facehugger to implant the embryo? Because that part isn't specified but also, I think the embyrod Survivor should also cause the motion trackers to go off as well, if the Turrets remain the same when it comes to detecting xeno while undetectable

    The Facehugger can catch people on its own, think like a Knight Guard, I wrote it can grab survivors under Facehugger Chase. Downing a survivor just guarantees an implant. 5 minutes is the same length of time as a Pig Trap, but unlike a Pig trap you can't remove it.

    Detecting a survivor on the motion tracker would be pretty cool.

  • @KingOfDoom55 said:

    While I do like these ideas, I think the facehugger needs a bit more.... pressure to speak, also the flame turrets themselves should still not have the ability to detect the Xenomorph when undetectable, bc that's just unfair and a bad design choice because that means stealth perks are still useless

    I didn't explain it in the post, but the reason I didn't have the Flame Turrets stop detecting the Xeno is because, how I would imagine it, is the Xeno would use the Facehugger to push someone out of an area and fake out a Flame Turrets motion tracker while the Xeno would approach with its new Vent Undetectable and pincer attack the survivor.

    As for the Facehugger pressure, I thought I did quite well. What about the facehugger is lacking in your opinion?

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110523#Comment_4110523

    Maybe they could add an option to lower the game's overall volume when Nightfall is active? I think how loud it is is part of the reason it's so overstimulating for some people, and if the volume can be lowered automatically during Nightfall it might help but also not give them advantage because the audio mix would be the same.

    I think at that point, just have the game quieter and use visual heartbeat where you can.

    I could imagine sudden volume changes to be quite jarring for some people

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471418/sensory-issues-with-dredge

    Dredge doesn’t have a high DC rate at all. His pick rate isn’t even that high.

    It wouldn’t hurt to have a setting specific to going against dredge to where you could adjust this as long as it doesn’t interfere with normal gameplay or somehow give advantages a killer that isn’t classified as strong to begin with.

    That's the issue unfortunately.

    Make it too bright, and it doesn't hinder people anymore.
    Make it too quiet, Dredge's stealth drops significantly.

    Not much accessibility wise can happen to a power that is "overwhelming darkness" without it providing some kind of comp advantage.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109150#Comment_4109150

    Oh, right, sorry, I haven't used these perks in such a long while I totally forgot how they even work mechanic wise, you are right, this isn't as cheesy as I thought.

    More proof that such an idea would be absolutely great for testing tbh, revive the dead class of perks, being more of them in theory

    No worries man. I'm just glad the idea is being decently well received.

    These perks are fun, they just aren't accessible or worth the risk and I wish we would see more radical or out there changes/adjustments in DBD.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109100#Comment_4109100

    Yeah tbh with some perks I can see them being rather potent, for example Hex: Ruin or TBTC (Henry's perk) for their spammability of regression, or things like Jason's addon to often proc the regression

    You would still need to Kick the generator. So it wouldn't work with TBTC or Auto Regression like Ruin or Jason's addon.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471249/compromised-gen-perks-suggestion

    Exactly what I proposed back in a days. Make it trigger on stopping the regression. 30s is a bit too short. 45s is more reasonable. Also compromised perks need number tweaks to compensate diminished returns.

    I would say 30s is long enough as with this change you could theoretically have it permanently active.

    Currently, when a gen is completed the perk activates, whilst active you can kick another gen and compromise it straight away.

    As the function would now be more consistent and easier to achieve, you wouldn't want it to last too long as it could be chained together too easily.

  • @pidgeon said:

    Why are you wanting to nerf already bad perks that can happen at most 5 times a game when in practice it happens maybe 2-3 times.

    It isn't a nerf fully. Rather than requiring a gen to be fully completed, it would instead grant the buff when the generator stops regressing.

    It would make procing the perks more reliable and consistent, but they would need to be reduced in some way to match the new consistency.

    @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109038#Comment_4109038

    This is a buff as they activate after the stops regression and the nerf will compensate for a strong buff, like if there's a gen with a lot of progress and survivors really want to complete it then they will stop regression knowingly the killer will get a bonus and the killer might stop them from completing the gen.

    This is a pretty good buff in my opinion, especially to the spring trap perk which is currently useless.

    @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471249/compromised-gen-perks-suggestion

    Hoooo, that's an interesting idea to tie it to regression stopping instead of gen completing, I would love to see how they would perform with a condition like that.

    Thank you, I would love to test the perks with this kind of change in order to gage how effective it would be at making them a more reliable and effective set of perks. Doing so would also promote BHVR to create more compromised perks as they would be more popular.

  • @Mooks said:

    i mean.. the graphic reworks were just the best way for the anniversary to showcase what they are working on but they have confirmed its an (almost) complete overhaul of the whole game, code basis, etc and wont just be a graphical update

    And the game does look dated, and the last graphical rework while technically an Update lost so much of the original vision..

    I think it's a decent approach to getting the game on a better track. I have been of the idea for a while that the game needs redoing from the ground up so more can be made with the game and the graphic rework seems to be a good place to do it.

    New look, look feel, new code. A proper fresh start.

    (Also Xeno, Dredge, Unknown and Krasue mori in the heavy rain PLEASE BHVR I NEED THIS)

  • I wish we got more Scourge Hooks and more Compromised Gen perks.

    You could do a decent amount of things with Scourge Hooks, but they would never be too crazy or they would encroach on Hex perk territory. Like maybe a scourge hook that progressively makes the killer stronger or more stealthy.

    I always imagined that compromised gens would work better if the effects were shortened but would proc whenever the gen it is attached to stops regressing.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088791#Comment_4088791

    I don't know about this.

    People keep referring to Jason as a 'ranged' killer justifying his 4.4, as if his isolation to 4.4 is the primary tool of his kit revolving around the ranged. But his 'ranged' facet is weakest, and frankly among ranged killers has one of the weakest applications. He's not a 'ranged' killed with a speedy teleport. He's an M1 with a single ranged utility. In this sense I don't see problem with his haste on OE, as it brings him to a competitive place and inherently punishes anyone who wants to run haste/hindered perks on him. Additionally the pallet/vault animation slow down helps to balance the rush.

    I think his primary weakness isn't his 4.4 nature. If he was flatly 4.4, I think Jason would be dead in the water and would accept few arguments on the matter - his ranged capabilities are simply too crippled to justify it. Removing the haste wouldn't be 'correcting' for his weakness, it would be destroying what capability he has.

    I think his real weakness is just the current, boring meta of gen-rushing. Which yes, whole-heartedly I agree is boring. But once Jason engages, all you need to do is stealth around him, spread out, and stick to gens. His power is poor at picking up on stealth, and the perks for survivors including things like elusive just become more and more relevant to counter-act him.

    Jason can rush around all he wants, but whether he is 4.4 or 4.6 doesn't matter overly much when a loop is still a loop to him. His anti-loop is weak, leaving him only with the ability to spam OE: and any survivor who wants to counter him will learn to recognize when he activates OE and goes 'blind', and will use that window of time to break to a new loop and potentially stealth out. He's not dissimilar to knight in his counter-play.

    Recognize when he's activating OE to disengage or try to get a drop on you in loop, and GTFO. He has little counter for this. His spear chuck is no real threat when the animation lock means you can dodge at the last moment fairly easily. If you play with your 'back' to an open area, you can even trick him into giving you more distance and eat the spear to use the push away to escape.

    His counter is largely, imo, pre-baked into his kit. Just keep looping/running/stealthing while your other survs stick to gens. If he's a particularly resourceful Jason he's going to pull a hook as ammo and you can elect to go down under that hook, disabling him from any easy hook and opening him up for saves.

    For his hook spikes, the hooks are only disabled for 30 seconds, and refresh instantly when he uses OE.

    The only thing that counters his aura in OE is crouching/crouch walking, no perks affect it like other killer powers.

    Playing stealth does help against him, but all he has to do is guess and tp to get a 16m killer instinct.

    When activating OE he can tp almost instantly instead of having to wait for his Husk to disappear.

    He has clear timings where survivors can make attempts to counter him, but he has equally short windows where he himself can be more reactive.

    I still don't believe he should have the haste, and he wouldn't be dead without it.

  • The atmosphere he brings is awesome

  • @TsukiYurei said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468592/jason-feedback

    Jason is fine & is balanced perfectly, Nothing is wrong with him.

    This is the one sided whining tribalism that needs to go already.

    Because of this Krasue got destroyed, Bearly seen now due to some not all survivors. Not wanting to learn her counter play.

    Now you’re complaining about Jason, Even tho he’s been out barely a day.
    Every time now on day one a new killer comes out, This bad habit needs to stop with the one sided narrative.

    It’s bad for community & over all games health !

    Stop it already, He’s been out a day & you’re complaining.

    It shows your true intentions,

    Play both sides learn & adapt have fun in the fog !

    This is coming from a player, Who does play both sides & has been activity playing since 2019.

    Just stop with one sided narrative, Jason hasn’t even been out for 2 months to even get more data on him.

    Personally he’s an A- at best.

    Happy 10th anniversary all!

    🍾

    @TsukiYurei said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088667#Comment_4088667

    I disagree, If you’re smart & watch your surroundings while Jason is around.

    You just need to dodge his spear,

    The aura reading for the small amount of time you have it, On the spear is super fair.

    I quote what I said before, Read what I said.^^^

    Your being one sided, Example survivors can run perks that gives you the killers aura for 20+ metres.

    (Mind you this aura reading on the killer is all time throughout the trial, Unlike Jason’s speared survivors)

    But no way an small aura for an short time on an speared survivor,

    Just dodge his spear learn & adapt.

    This is the one sided narrative that’s hurting the games health & the community, Just stop.


    Play both sides, Learn and adapt. Have fun in the fog all.

    You're right about Krasue being over-nerfed, but the rest of your comment is so disingenuous. I voice my opinion about how he has felt facing over 3-4 hours of gameplay as playing against him. I felt as though if you make killers 110% so that they have to rely on their power more in chases, and then give them a very adaptable power with aggressive tp's, a strong ranged attack and the ability to mind game with the Spike aura, they really shouldn't have an option to just ignore it and be an M1 killer.

    That is my only complaint but you don't want to hear and see it as crying. "Shows your true intentions"? Yes, I want to have a fun game, I just think he has this one thing too much in his kit. Having so far hearing that his counterplay either boils down to "play meta/gen rush" or "just don't get hit" is silly and doesn't help Jason's case when it comes to other pieces of feedback.

    I do play both sides of the game and started playing around the same time you did it seems, but that doesn't matter here. Where he is on a tier list or anything like that doesn't matter either. A killer can be low on someone's tier list and still have unfair components to them, like Pig pre-nerf where she could camp a box and guarantee a kill.

    People giving feedback/opinions will always be one sided to themselves.

    His kit allows for a lot of skill expression and he is a welcome sight into the fog.

    Despite this, if you find him fun go for it don't let anyone stop you from enjoying the game.

    Happy Anniversary!

  • @NeverSolus said:

    Counter his killer instinct by crouching. Counter his haste by having SB, lithe, or the standard load-out. Counter his spear by dodging, he can't change the aim in the last good bit of the animation. Spread out. Gen rush. Win.

    He's not that different to face than other killers. If you are bothered by the haste just champion of light him or pallet him. His spear is limited enough, so you only need to dodge one toss per reload. He's B tier. He'd be A- if he didn't already inflict hindered and have a 5% haste, which locks him out of hindered/haste perks without getting hit by the DR wiffleball bat.

    But doesn't "just use meta" or "just gen rush" sound like such a boring way to play against a killer? All I am saying is that with all the options he has in his kit, having him be 115% technically instead of having him be 110% is counterintuitive.

    If I play survivor, I want to be chased/hunted. I want to feel like if I play well I can escape. But him having this haste gives him a way to play around his natural weakness with little input.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468592/jason-feedback

    I honestly can't tell? It's same thing as with Ghoul or Vecna II, technically there is a cool down, but they are in their special ability 24/7 so what's the point? It's a bizarre design, problematic, maybe not, maybe yes, but bizarre nonetheless

    I do feel it is bizarre, especially when he has so many options within his kit as is. I just think that if you design a killer to be 110% for a reason, keep them at 110%.

    Unlike Springtrap where he loses his ranged attack and then becomes 115%, Jason doesn't trade anything and then just is 115%

  • Try using Omnipresent Evil like a off brand Wraith. Go invis when you chuck a spear, grab a new one and then tp to a location that cuts off the survivor.

    When you tp, you block that location for a few seconds afterwards, or it allows you to reposition and zone the survivor better.

  • @OnryosTapeRentals said:

    I think the post-Jump Scare Haste is a little excessive. I honestly think he'd be okay without the Haste at all, but obviously that'd be an unpopular change to make. Reducing its duration sounds reasonable to me.

    I want it removed too.

    He has insane mobility and tracking with his Omnipresent Evil, as well as aggressive use of it in chase allows him to block pallets and windows, on top of him being able to Hinder Survivors that try to remove lodged hook spikes from themselves.

    He doesn't need to be faster at any point outside of Omnipresent Evil.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088563#Comment_4088563

    i havnt played as or against jason, ive only seen videos but from what ive seen most of the time he isnt in jumpscare mode, majority of the time he is chasing.

    his tp is a bunch of down time if hes tp across map.

    though i am suprised its 25 seconds. i would have expected like 10-15 because he probably needs that initial speed boost.

    With how fast his projectile is and the map mobility he has, plus you can use his tp to block windows and pallets (and break pallets) I don't think he needs the initial speed, let alone for how long he keeps it.

    His tp doesn't have a lot of down time, it's on a 12s cd. That's Dredge tp cd. And yes, in gameplays he is mainly chasing. But he is mostly chasing as a 115% killer with a really strong ranged power.

    You find a survivor's aura, tp nearby, gain haste for 25 seconds, in that time you either down quick or lose chase, go back into OE and then rinse repeat until you down them.

    My main gripe is that a killer with that level of lethality and mobility should just be 110% and not have a way to bypass this weakness just by playing normally.

  • @HexSlugged said:

    "What is the point of making him 110% if he can just counter act it permanently."

    presumably there are moments of time in the match where he isnt using the traversal mechanic. Kind of a strange statement to say in my perspective

    When he Jumpscares, he becomes 115% for 25 seconds. His tp is on a 13 second cooldown.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088528#Comment_4088528

    True that, the atmosphere gonna be on point, they showed Coal Tower and it looks amazing, its color palette reminds its old self from 2016-17. I hope they all add more performance options with this update, such ass unlocked fps and dlss / dlss frame gen.

    I hope so too!

  • I am so excited for the weather and updated models. Imagine how good Xeno, Unknown and Dredge will look on the new graphics chasing you in the rain.

  • Currently you can use the perk inside Xenos tunnels, so I assume you might be able to use it during his tp.

  • I still play her, I've wanted a "transforming killer" that swaps between set up and chase for ages.
    It's just that any remnant of "macro" she had with mushrooms is non-existent due to infection being removed on hook, pallet vaults are slow you down so much that shack is impossible without Bamboozle and there are just better dash killers.

    She has a lot to be desired for anything outside of chase.

    I had an idea where instead of removing infection completely on hook, you just reduce it to 1 charge (like Wesker), so that survivors remain infected after hook but can't be damaged by Intestinal Whip until they reach Tier 1. This gives Survivors incentive to go after mushrooms giving the Krasue slow down similar to Wesker and rewards her for multiple infections.

    MintSkull had the idea of reverting her number nerfs but adding in that she can only vault over pallets that she has infected.

  • She is fun but slow and clunky at times. She is almost purely a chase killer so trying to get multiple infections isn't worth it most of the time.

    Use your spit to scout areas, the auto lock will hit survivors and tell you they are there.

    I recommend Rapid Brutality, if people try to block you, Body form - Hit them - Head Form and use the haste to catch back up.
    If you find that they are pre-dropping a lot, use Fire Up, the extra break and vault speed can come in clutch.

    Framed Newspaper + Crumpled Sheet Music is really good for mobility.

  • No. For kindred it's the hook that is revealing the killers aura not the survivor, similar to wiretap (the gens) and Treacherous Crows (the crows).

    So there is no survivor to reveal. It's similar to Vecna's items, it's Vecna revealing his own aura to the survivors through his abilities rather than it being the survivor revealing them

  • @Elan said:

    Sorry to both, I'm stupid. I ran it on Demo and somehow didnt noticed it's only lv 2. Thanks for feedback

    Ahhh lmao. You get so used to Lv3 perks. I forgot that it's stacks change with level

  • It hasn't been nerfed?

    And it does kinda stack with Fire Up, just pick up speed is capped at 42%, so once Fire Up gets 2 stacks it stops.

  • Xeno - Massive Alien fan and love the gameplay

    Unknown - Love the concept and I'm glad to have a decent ranged killer

    Dredge - I love my incomprehensible monsters

    Krasue - Another monster, plus I have always wanted a killer that could transform to a "chase" form

  • I still have the idea that if they really want to lower how fast and oppressive she is in Head form, they should make it so that vaulting a pallet consumes 4 charges from Headlong Flight.

    That way if the Krasue used Flight to catch up, chase around a loop and then zone by vaulting a pallet, the Survivor has a chance to run to the next loop while Headlong flight needs to recharge.

  • She just does so much, so quickly.

    If they make it so she doesn't infect people as quick, slow down when she can attack after spitting/transforming, remove infection on hook and lower the turn radius on Whip she would be better.

    Personally, I would have her be 110% (24m Terror Radius) in Body form, increase her cooldown on spit and recovery and then you can keep her Head form the way that it is.

    Maybe even slap on her pallet vault consuming headlong flight charges, but that's just me.

    I think she is really fun to play.

  • @NekoTorvic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006762#Comment_4006762

    Maybe that is the only way to make her balanced. But I'd hate to go that route first. The killer feels responsive and nice to play. I love that about her. I would prefer if BHVR figures out a way to balance her without clunkyfying her. The one consistent thing that has made me stop playing certain killers is when they start feeling clunky because everything they do has a massive recovery. It happened to Pyramid Head, it's the reason I never touch Huntress. I dunno if plague is still like that but there was a patch where she felt god awful to control because they made her clunky. Deathslinger is the worst example so far for me, a killer I bought cosmetics for and who I mained for several months, and they made him feel so clunky that I have not touched him ever since his ADS speed nerf.

    I guess they made the splash have autoaim because map collision is pretty inconsistent. I would tone down the strength of that autoaim and I would still make the spalsh the focus. In my opinion, figuring out how to splash onto survivors is miles more interesting than just a basic direct hit projectile.

    I wouldn't be opposed to the pallet vault in general consuming a percentage of her Headlong Flight charges, at least if you make her vault too much, she won't be able to instantly catch up once you get distance. And it would create a pretty interesting gameplay decision for the Krasue: Do I stay in body form and potentially waste more time so I can infect the survivor to tier 2, get them broken and then switch to head to get the down, OR do I infect them, immediately switch to head, but risk wasting my charges if they make me vault. I like it!

    For Krasue, she has a similar issue to old Unknown, where you could spam M2 and make survivors think you were going to spit and zone them, while getting closer with no slow down.

    The balance between responsive and instant is difficult, true. But being able to spit and M1 before a survivor has finished the "infect" animation is way way too fast. Not only have you completed your primary focus of infecting the survivor, but you also got in an easy hit that will make your already extremely strong chase, even stronger as now you only have to deal with 1 health state.

    For me, the time between shots, recovery and when she can attack needs to be increased, she can do so much so quickly that it's unplayable in most areas.

  • She just does everything way too fast.

    • Recovers from Regurigate too fast
    • Recharges Regurgitate too fast
    • Switches to Head and can attack too fast
    • Recovers from Headlong Flight too fast
    • Whip is too fast

    She needs to be slowed down in almost every way.

    Also, I would make it so that only direct hit fully infects as the splash (for some reason) has an auto aim feature where it condenses the droplets towards a nearby survivor.

    But I do agree, additional hits should increase the meter as long as infection is fully removed when hooked (and mushrooms are reduced because of it)

    One suggestion I had, is that using the pallet vault in Head Form consumes some charges from Headlong Flight

  • I thought about that, having special lockers just for Dredge that spawn near gens. But then I thought it might be too strong, especially during Nightfall.

    The main concern I had was if the Lockers worked with Darkness Revealed, imagine the insane value it could give, nearly guaranteeing aura reveals on survivors working on gens. But that's just my conclusion.

  • I want that so badly. Can you imagine Nightfall? Ahh, my beloved.

  • I really like the full Scourge Build on Xeno.

    Hangman's, Gift, Floods and Jagged just make me feel like I am creating a large nest over the map.

    Due to the lack of Facehuggers, Gift of Pain is sort of like infecting a survivor after the hook.

    Hangman's just let's me see where people are, and if I can spread pressure well enough, I get almost map wipe aura. The map is my territory now.

    Floods is just uber useful, stops survivors from being able to hide.

    Jagged is an amazing perk I didn't know I needed or wanted.

  • @AssortedSorting said:

    So, say that the survivor has Boil Over in an area where the Hook spawns are too far away when considering a drop. Or there’s a map oversight where Hook spawns cause the Survivor to be in a position where the Killer cannot feasibly reach a Hook in time.

    In such scenarios, your proposed system allows a “free pickup”, as through no fault of their own, the Killer will be unable to transport the survivor to the Hook.

    Are there any safeguards against these scenarios your solution brings?

    Or should these scenarios be hand-waived/These maps be disabled until a fix is implemented?

    Would such a pickup be considered a “feee-pickup”, if the Killer is guarding the slug, the survivors are not progressing the gens, instead threatening hook sabos and the like?

    All my solution brings is a safeguard against pure, 4k bleed out slugging. No it doesn't have any safeguards against purposeful time wasting using boil-over, however these issues are map and perk issues, more than a slugging issue, as slugging in this scenario is more of a way to counteract it/punish it. The maps and hook spawns should be looked at 100%.

    If the killer is guarding the slug drawing players away from gens, no it's not a free pickup as the survivor is likely to be knocked down as they get up. But all my suggestion does, is help against the killer just downing and leaving the survivor on the floor.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826639#Comment_3826639

    You dont need to point out to me what the effects of the changes I want, Im well aware of them and still want to give it a try.

    I never said it should be balanced around my personal skill, I distinctly defined the average, you are just focusing on one part of my response, while ignoring the definition. It clogs up your response to with things I already know instead of making a better argument for your system than saying "its estimated" instead of coming clear how its estimated.

    You're right, I apologise for that. I was too fixated on a single point. A mid point between my mechanic and yours, would be as you suggested, one where survivors could only be on the floor for say 40 seconds with less hooks, but more hooks extend this duration, or even generator progression could affect this value too.

    You made a good point and I was focussing on trying to one up instead of consider your suggestion.

    Slugging does need to be addressed, especially early game.

  • A Rapid Brutality Rework? Why do you think so?

  • BHVR!!!! KILL WESKER AND CHUCKY LIKE YOU DID SKULL MERCHANT AND MY LIFE IS YOURS!!!!

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826374#Comment_3826374

    I know it can feel unfair to hear that sometimes the experience has to be based around the averages, but the truth is, it serves the majority of players. Balancing for the average ensures that most players get an experience that feels accessible and enjoyable, even if it doesn’t perfectly match everyone’s skill level. Slugging is LITTERALY on the top most unpleasant experience for Survivors so we do well in taking their complaints seriously and if you are slugging longer in early game, just wheel it in, its just not fun anymore.

    I fully agree with you that Slugging needs to be addressed, it is boring and removes survivor engagement. However, my above statement was that you yourself, cannot say that you are the average killer. Balancing around the average is a good way to go about it, but balancing around what you believe to be the average isn't.

    Being able to down a survivor and then apply adequate pressure within 40~ seconds may be average/easy for you, but to the average killer it could be outside of their skill bracket. Yes 90 seconds can feel like a lot, and it is, but that is enough time for Survivors to do a gen, or have a chase or do whatever they need to, while also giving the killer plenty of time to make use of the slug by applying pressure and then returning to hook them or baiting survivors to go in for the heal. What this does do, is it makes it so that the killer still has a viable strategy for getting pressure (however unfun it is for survivors) while also removing the ability to just drop and forget them.

    By having the duration be too short, you inadvertently punish killers that play well and win early for whatever reason. If you have it be too long, you ruin the survivor experience. 90 seconds is a rough estimate at this time, it could always be tweaked to be shorter.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826348#Comment_3826348

    What you have suggested is a mechanic that effectively could render early game slugging next to unimpactful.

    I do believe you have figured out what the intention is. I am also against ending the game easily at 5gen, I think that sucks.

    From my understanding from your description, if the average time for a survivor to be picked up by another survivor was 26 seconds, +10 for the mechanic, that means that early game the killer would have only 36 seconds to do something with that down before the survivor gets up. With this mechanic in play, survivors wouldn't have to worry about actually picking up the downed survivor, only making the killer believe that they are trying to and then <40 seconds later, their pressure is gone.

    I am a Killer who can make a play in 30 to 40 seconds, if you take longer then you need to not do those long slugging attempts in the early game, get some hooks and then do it. I think Killers can adjust to this easily. Take on avarage Killers who perform a slugging action, how many of them slug for longer than 30 to 40 seconds? its gonna be a tiny amount.

    Just because you can make a play within such a short amount of time and then go hook the survivor you downed, doesn't mean you slugged in the same manner as the type of slugging my suggested mechanic is supposed to counteract.

    I agree with you, yes killers could adjust to the idea of they have 40 seconds to hook a survivor, but that then puts more unneeded pressure on the killer side. Sometimes they will need longer than 40 seconds. To hold the average survivor and killer player to you own level of experience and say "what's best for me is best for everyone else" is a bad approach to fixing the issue. As such, yes YOU can down a survivor and then go apply pressure elsewhere and hook them all within 40 seconds is a fine and subjective experience, but saying that this should be and is the experience of the average killer and should be balanced around is unfair.

  • @Emeal said:

    I think spending 90 seconds on the ground is too much, and in large terms unhelpful and insufferable to the player.

    I'm sure bHVR can detect the average time spent slugged, its all instances where the downed survivor isnt picked up within 3 seconds, in all those games figure out how long they actually there on average before picked up by a team-mate. This number + 10 should be the range at which an anti-slugging mechanic should kick in, at least in the early game, meaning this system could get worse with each hooking. That is rather the system I want for Survivors than this one.

    90 seconds is absurd.

    That's 90 seconds where you have no intervention from perks or other survivors. Yes it will feel like ass to be out of play for 90 seconds, but that is better than the current alternative of sitting and waiting.

    What you have suggested is a mechanic that effectively could render early game slugging next to unimpactful. Yes the mechanic would get weaker with hooks, but if as the killer you need to slug to get some pressure back, you wouldn't have the time to make it useful.

    From my understanding from your description, if the average time for a survivor to be picked up by another survivor was 26 seconds, +10 for the mechanic, that means that early game the killer would have only 36 seconds to do something with that down before the survivor gets up. With this mechanic in play, survivors wouldn't have to worry about actually picking up the downed survivor, only making the killer believe that they are trying to and then <40 seconds later, their pressure is gone.

  • @smurf said:

    This is probably more balanced than most other proposals I've seen.

    I do wonder a little if it would change the slug for 4k meta to even more heavily promote proxy camping the downed survivor.

    A killer might see the opportunity to keep their eyes on the slug while being far enough away to tempt a pickup. But if that was the most common play, the remaining survivor could probably do a gen while the slug gets ready to self-pick up. That should incentivise the killer to go hunting. Anyway, just wanted to ponder out loud a bit. It sounds like a solid idea!

    When it comes to Slugging, killers usually try to bank on Survivor's being altruistic and proxy camp the survivor anyway. This change is to stop the extreme end of slugging where the killer just keeps downing survivors and never hooking or progressing the game.

  • Nemesis, finally gives him his rush ability.

  • Unironically, as much as I despise going against Doctor or playing as him, giving AI to the illusionary doctors would be awesome.

  • I do actually like this sound of that for his ability.

    I could imagine his invisibility is based on a resource he needs to manage, where he could run out of it. Or survivors could set up water traps to force him out of it.

  • I was just thinking this. I want to use it with quick and quiet + Lucky Star. A different, higher investment stealth build for when you're injured.

  • Yeah, sounds completely fine to me.

  • I'm loving Xenomorph in this mode. It feels right to actually be stealthy as Xeno.

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