EclipseDarkstar
EclipseDarkstar
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- EclipseDarkstar
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I play Identity V somewhat actively, and the way it handles win conditions has rubbed off on me. One kill is a loss, two kills is a draw, and three or four is a win. Really simple, but it's just a shame that it's so hard against good teams to even secure what I'd class as a draw. If I win I can very rarely say it's because I outplayed the survivors, just because survivors are in many ways required to outplay themselves to fail at doing all five generators before they all die. Without Ruin it's become laughable to expect a gen or two not to go by your first hook, and if that doesn't happen, you can safely assume that the team has no idea how the game works.
And because of my experience as a killer main (clocking in at about 2400 hours of game time between both sides), the fun in playing survivor has kinda been sucked away. Either my team and I win because the gens fly by, and I feel bad for the killer and the stress they've likely endured, or we all die because one or two of my random teammates didn't know how to hold mouse 1 and occasionally hit space. It's just a series of eye rolls at this point because either way I don't feel any sense of pride as a survivor player.
PS. Ruin was never hard to counter. Either hit the skill checks properly like you have the innate capability to do, or go find the hex and break it. Same with NoEd. Hex perks are all complete jokes, and it's just sad that the only one worth a damn is now an even bigger joke.
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I miss when you had to get two gens done to spawn the hatch for the last survivor. It rewarded the killer with a less stressful time than slugging the last guy to get the four man, and it meant that if survivors actually wanted a chance of getting one guy out, they had to rely on actually doing the objective and trying to help the team, instead of practically just waiting for the last guy to die and let RNG take the wheel.
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I've noticed a trend for the last few DLCs that the survivor perks are on average much more powerful and useful than the killer perks for the chapter. Is this intentional, and if so, why? Pardon my phrasing, but it looks to me like you're almost intimidated to give killers more truly strong perks.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/708191#Comment_708191
I guess you are unfamiliar with the concept of humor.
Probably about as unfamiliar as you are with punctuation that makes humor apparent.
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I feel like at this point it would be sort of redundant. Think about it, as it stands, as the rescuer, you can choose to take a hit for the rescued survivor if the killer comes back. Same basic effect as Borrowed Time, without giving an already strong perk an extra potential safety net.
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@TheUnendingNightmare said:
I'd like to agree with you but...your icon is Leatherface...
There's nothing to agree or disagree with. The killer doesn't have any counterplay to you using a button in your menu and guaranteed giving your friend the hatch. There's literally nothing the killer can do, and it's unfair. It's not an argument.
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Saint_Ukraine The thing is, with the rank 1 emblem requirements, that basically means that even with two points for a DC instead of the full three, if more than one or two survivors disconnect, then that basically means you can't get the emblem. And thus if the survivors want to punish the killer by disconnecting to deny them the pip, they still can, it just requires more than one DC now.
However if you get the full three points (no more than the full three, by the way, then it's just excessive), then it makes punishing the killer via emblem denial impossible to achieve by disconnecting. If anything, by disconnecting early, you are rewarding the killer, which is A, good incentive to just not do it, and B, a good emblem-based reflection of what happens when a survivor ragequits in game, IE, the killer probably wins.
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It should also give you all of the Devout emblems you would have gotten for hooking them three times. Too many times I've been short of a double pip because some entitled brat decided they had to ragequit. A killer shouldn't be punished for a survivor taking the easy way out of their death. Period.
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The hatch close is coming back, so it really wouldn't matter at all. Unless you can handle getting a gate all by yourself against a timer that's probably already ticking down.
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Are you under the impression that 4.6 movement speed is enough of a bonus to compensate for these massive nerfs? Because I have to wholly disagree, Legion is weak as it is. All this change does is basically make him a version of Plague that has no projectiles or corruption. You've stripped him of all true potential.
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And yes, if you do the math, killers at base move at 115% of a survivor's sprint speed, so reducing them by 20% would make them slower than a survivor.
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If killers were slower than a survivor, they would literally never be able to catch up unless every killer had a teleport. Which would be repetetive and silly. And considering how much survivors hate fighting Nurse, I don't think this would go over well with the community.
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@sKetch said:
https://forum.deadbydaylight.com/en/discussion/comment/403725#Comment_403725
No biggie, weather it's Legion, Billy or [insert boring killer name here ______ ] just, 4x suicide on the hook and find a match with a killer that's actually fun to play against like the trapper.
Not so fun for the Legion or Billy etc but not to worry! They'll eventually get tired of getting 4k hook suicides and learn there are killers out there that survivors enjoy playing against, switch to them and get far more enjoyment out of longer more interesting matches with players that stick around for the fun. Everybody wins.
"Almost impossible" should be the general philosophy all killers are based around. They are the power role, it should require immense teamwork and effort to escape a skilled one. It should never be easy for four survivors to stomp all over a killer of equivalent skill. Period.
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I get frustrated with because of two reasons. One, because it is incredibly strong, and two, because it is essential to the survival of the team. Neither of which I feel should be the case. My solution would be some kind of alternative objective, but I really don't know what that would be.
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Also, a two killer game mode. Because all of the yes.
Kill With Friends has a nice ring to it, doesn't it?
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A different design philosophy. One disturbing trend I've noticed for a while is that when adding new content, or when reworking old content, killers tend to get nerfs to keep their buffs in check, while survivors really just get buffs most of the time, outside of the occasional cave-in nerf that's been begged for months back. I wish that either both sides receive straight buffs, or sidegrading nerfs. Because killers are weak already, so either nerf survivors as well, or don't nerf either.
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This sounds interesting, but I would almost rather it just had an added effect on top of the 60 seconds. It just sounds a little bit crazy powerful if the gates are never able to be reopened, which would be perfectly cool with me if it wouldn't encourage survivors to bring keys all the time to counter the perk.
Although if we went with your idea, to counter the key idea, what if when you hooked somebody it also reshuffles the location of the hatch? That would actually be really interesting, and would at least partially solve the problem. I dunno, what do you think?
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Would love to see a killer from a different horror game make an appearance. We have Bill as a survivor who originates from a different game, so why not a killer? My personal suggestions would be either William Afton from FNaF, or in a slightly more interesting twist, Alma from the F.E.A.R. series. Would love to hear more suggestions.
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I really adore this idea. I've always said that Freddy needs a second power to make him better, and to keep him more in line with his character. This seems like a really great idea. Would make Bamboozle necessary on him, but that's not exactly the worst thing at any rate. Great job. :)
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Here's an idea I've had for a while. It's actually a really simple change that wouldn't require much time or effort to implement. But basically, all you do is increase the amount of max tokens from 3 to 15, and the amount of tokens gained from 1 to 5. Each token is a 1% speed boost instead of the 5% it has now, and you only lose one when you hit somebody. This way, you still earn it the same way as before, and in the same basic amount, but it doesn't evaporate immediately, since you have a lot more tokens to burn through. Letting your obsession get away three times is a lot of effort for the tokens to just go away after three hits, so slowly burning through a good chunk seems fair enough in comparison.
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The reason it's a buff is that it gives you more comparable crouch speed to the addon's previous effects, without requiring the use of it. So you're harmed significantly less by using something else. Now you have more viability with setups that don't involve the combat straps, while still not taking away the old advantages of the addon should you choose to use it. And while the terror radius is bigger, it also fades and reappears faster when entering and leaving crouch, which is great for mindgaming and hiding. And that's not even discussing the farther placement of Jigsaw boxes, making traps take longer to remove if you're unlucky with finding your key. And while that's not the change to Jigsaw boxes I would have asked for, it's nice regardless. Overall as a Pig main, I'm happy with these changes.
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PS. Some really big problems with the current mechanics nobody seems to be addressing are how it affects two things; Killer addons that apply exhaustion, and Vigil. The former being too powerful, and the latter being completely nullified in effectiveness. Something needs to be changed about those if the current mechanics stick, because the only thing they won't nerf into the ground is Sprint Burst. Which was kinda the center of the rebalance anyway.
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Honestly the biggest problem with all of these perks (Minus Dead Hard, which I don't think needs a nerf, especially since it kinda already just got one) is that their existence makes problems that are already problems just that much worse. Namely, maps and pallet/window placement. Sprint Burst is crazy because pallets are too abundant, Lithe is crazy because window looping is pretty impossible to beat without Bamboozle if the survivor is smart, etc. So while I would agree that these perks are way too powerful, I don't think it's as much because of themselves, but rather the state of the rest of the game.
Here's what I would rather they do. Just make a mechanic where you can only use it once per chase, but the exhaustion still recovers, maybe with a little leniency if the chase is broken since it's too easy to break a chase just by breaking line of sight (Part of why Bloodlust sucks, by the way, too many times I've followed the survivor perfectly and my Bloodlust just vanishes). Also fix the damn hitboxes so that when I hit someone who's sprinting, my weapon doesn't harmlessly glance them while I suffer a lengthy cooldown. Then perhaps remove about a quarter of the pallets on each map that isn't Lery's or Rotten Fields. Also double pallets are a complete no-no. That could be a good start to fixing the balance. Not perfect, but a start.
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I want remake Jason really badly in this game. If they'd ever cough up the rights, I think he could be the best potential fit for the game.
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As a killer main, I have no gripes. I can't blame killers for doing what they have to do. It's frustrating from the other side some times, when I'm playing survivor myself, but it's sobering to remember just how much more frustrated that killer must be on such a regular basis that they would need to camp or tunnel. Really helps that I've been there, obviously. Survivors really have nothing to complain about but themselves in this game's state of balance. Other than the boredom from winning constantly at high ranks, of course.
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@SaltyKiller Exactly. He's a defensive character first and foremost. Good offense would be nice, but not at the cost of his primary existing strong suit. Without it he's kinda just Hillbilly with no map pressure.
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I think the chainsaw should still continue the flurry after hitting a survivor. Leatherface has a huge bonus that's set apart from other killers in that he's the only one who can actively down multiple survivors at once. I don't think this advantage should be taken away. It adds so much risk to the rescue process in ways that not even Make Your Choice comes close to. Removing it isn't going to stop camping by any means, it's just going to take one of Leatherface's strengths away. And in the end, it makes the chainsaw movement speed bonus simply not enough to make him viable.
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Biggest buff they can give Leatherface for me? Make it so that if he breaks a pallet with his chainsaw and he still has swings left, he keeps going. That would give him a unique edge over Hillbilly in the chase itself. Couple that with the buffs @IronWolf115 suggested, and I think Leatherface could be really strong.
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Freddy's. Right out of the movie. I respect that. Plus it just looks badass to me.
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Quentin. What can I say? I like the guy.
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All of Quentin's perks, but I also have quite a soft spot for No Mither. I know it really needs a buff, but it's still so much fun. Adds actual tension to survivor play that you can't always get otherwise.
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It depends on my mood. Some days I want to see what people have to say, some days I don't.
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@RagingCalm Says the person who spelled "#########" as "IMBICAL."

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Honestly, if survivors get nerfed she'll be fine.
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My favorite map is definitely The Game. On top of just being a huge Saw fan and gushing at the references, it feels like one of the few maps that's actually killer-sided. Which I feel all the maps probably should be. Generator and totem placements are generally pretty great, I love having the basement be in the same place every time, and having two full floors just makes it so much more convenient to navigate. As well as interesting to play on.
Least favorite is definitely Torment Creek. For one simple reason. That. Damn. Zeppelin husk. Honestly, the map fix that would make me the happiest is making that bloody thing not an infinite anymore. Granted, all infinites should be removed, but Bamboozle might take care of a few. That one? I think it'll still be a miserable pain even with that perk. And that's not even mentioning the junk all over that you have to chase around as well, but I can forgive that all if not for the bloody zeppelin.
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@ThePloopz Then maybe the solution is to make it harder to put people to sleep. One thing I think could work is changing the block addons to do something completely different. That could serve to make sleep transitions less avoidable, and also put more value on other addons. Maybe leave the Paint Brush the same, but being that that would be the only transition reduction addon, and it's an ultra rare, I'd say that's fair.
That being said, though, it should still be easy enough to wake up for Freddy to have to worry about them doing so, especially if he's trying to go for multiple people at once. Generator skillchecks and Medkit skillchecks will still work, and you can always find another survivor to pick you back up.
And as for NoEd, Make Your Choice, and all that... Everyone else can do that easier than him because he has to most likely put the rescuer to sleep after finding them. Especially with Make Your Choice. He's still not as good with either of those as Nurse even with this new power, assuming the killer player is able to outsmart the survivor.
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@ThePloopz Here's the thing, though. Freddy should be powerful enough in the chase to warrant having to wait 7 seconds to do anything to you. As well as to make it worth the ease of waking up. Hence why I didn't take more away from survivors than just Self Care, which really was just a gimme. Like I said in my original post, the goal was to make him strong in the dream world, nonexistent in the waking world. How he should be. I feel like this is a suitably powerful ability that could be worth having to put people to sleep. Freddy's biggest problem is that survivors being asleep just isn't really worth the effort. Now it can be, and thus being awake becomes more valuable than ever.
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@ThePloopz Good question that I'm glad you asked. I'm gonna answer that with the question of, how do you juke a Nurse? It's a similar principle. If you goad him into hitting you, then he's going to be screwed if you get him to miss. Plus, if he doesn't act within the time limit, he's screwed there as well. It's not like it would be that hard for skilled survivors to mindgame him, but he also has opportunities to mindgame you. That's the goal here.
Plus, I did say that if it was ridiculous we could add some sort of negative to balance it. My first thought was slower base movement speed, but I'm sure there's other things to come up with.
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I think her movement speed is fine, but her hitboxes do definitely need a lot of work. But what I really think would help her is a reduction of her humming's hearing range. Or at the very least the ability for it to be affected by terror radius reductions like Monitor and Abuse. That 45 meters is a huge giveaway, and while I don't think it should be like a normal terror radius, maybe it needs to not be as huge as it is.