Flood73
Flood73
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- Flood73
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Not a bad idea! At the moment, if the survivors are on comms then the blindness has very little impact.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394599#Comment_3394599
The reason for it is balance. Maintaing fixed fov both for killer and survivors, ensures that they see what they have to see and no more. Few degrees view more for killer like im shadowborn prevents lot of situations where killer lost track of survivor because lost them from fov.
For me is enought good reason to not introduce fov settings in dvd.
And yes lot of the people would adjust fov to some nice mid value to see well enough and for the screen to not be too streached. But me and lot of other people would immidately max it to see as much around the character as it is possible. Seeing more is HUGE advantage.
If a wider FOV is a "HUGE" advantage then why is Shadowborn not a meta perk? I have never seen it near the top of the pick rate statistics and the perk is unheard of in the comp matches.
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Traps are permanent and attached to survivors at the start. Completed generators start the timer, survivors must reset this or lose a health state.
If Pig's traps only caused you to lose a health state then I don't see a good reason for survivors to search boxes. It would be far more efficient to ignore the timer, work on generators, and then heal up after the timer expires. This change would also make the slowdown completely passive because it would not require the Killer to earn it through downing survivors. Personally, I like that RBTs come as a reward for ending a chase and don't give the slowdown completely for free (unless you have the video tape add-on anyway).
If already dying and the timer runs out, they die.
Currently, the RBT timer pauses when a survivor is in the dying state so how would it run out? Would you make the timer continue to tick while someone is on the ground? I dislike that idea because it would encourage you to slug someone and then camp them on the ground which isn't very fun for either side.
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Sloppy/Distressing/Unnerving/Coulrophobia is a build that I think will be very oppressive on Doctor and Wesker.
On Doctor you probably want to run double Calm add-ons to increase your terror radius.
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This could be heavily abused by looping the killer around a hooked survivor and only rescuing at the last possible second.
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Not a bad idea. However, I would prefer if they instead removed the movement speed bonus after the DH Endurance hit. This would make it harder for the survivor to hold forward to another loop and reduce the amount of time they could extend the chase by.
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@Rigbeta said:
I think The Pig is a killer that needs some bang for her buck.
Right now, Pig's main gimmick is her Reverse Beartraps, Which are only applied after the survivor is put into the dying state. Her secondary powers are severely underwhelming and are in need of additional bonuses. I will lay out the concept.
Special Ability: Crouch
The Pig Moves at a slower movement speed while crouched (4.0 m/s). The Pig is granted The Undetectable Status Effect while Crouched.
(Reason for tweaks: her Crouch attack is incredibly slow and actively hinders her map pressure. This would allow her some equal footing with survivors that are just running about, as her crouch movement speed would be equal to a Survivor's running speed.)
Special Attack: Ambush
Press and Hold the attack Button while Crouched to perform an Ambush attack on a survivor. During an Ambush, the Pig can effortlessly vault Windows and Pallets.
(I think the Pig's Ambush has a lot of potential, I like the roar, as it's in line with the movie, but id like to see the agility of the Pig be upped to include vaulting. This would make her power have a much better anti-loop potential in my opinion.)
Special Status: Drugged(or Numbed)
Successfully attacking a Survivor with an Ambush attack causes them to lose a health state, become Exhausted and reduces the Movement Speed bonus caused by their injury by 25%. Additionally, Survivors suffer from blurred vision and reduced hearing.
Drugged wears off after 60 seconds.
(I believe the concept of drugging would be incredibly in-tone with the Saw Franchise, as that's how Amanda and other disciples would subdue their targets.)
I just really think The Pig could do with some real tweaks that make her Crouch and ambush more useful.
I also think it would be cool if her crawling animation resembled the movie's more, where she was seen on all fours like an animal for the car scene with Lawrence.
I agree that her stealth and ambush need some improvement, they are indeed very underwhelming compared to the RBTs. I really like your first suggestion to increase the movement speed while crouched because the current speed is so slow that it's barely worth using. Another way they could improve her stealth ability would be to reduce her TR to 24 metres. This would save you time because it would allow you to move closer to a survivor at full speed for a bit longer before entering stealth to sneak up on them.
I also really like your idea of allowing the ambush to vault over windows and pallets. It's a great buff that would make the ambush feel more fluid and enjoyable to use without being too overpowered. In addition to this, I would really like to see the Combat Straps add-on become part of the basekit. One of the biggest problems with the ambush ability is how easy it is for the survivor to hold forward to the next loop. By increasing the crouch/uncrouch transition speed, it would give more counterplay in these situations and make the ambush a more viable option in chase.
On another note, I find the idea of a drugged effect quite interesting as it fits well with the franchise's theme. However, I think having blurred vision for 60 seconds could potentially be quite unpleasant for the survivor. An alternative and more straightforward change could be to apply Deep Wound. It may be less lore-accurate, but at least it would make it more rewarding to land an ambush hit.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367549#Comment_3367549
Basically Combat Straps + Johns Medical File Basekit.
Exactly. Combat Straps feels essential for ambush because it gives you some counterplay when survivors simply decide to hold W to the next loop. John's Medical File feels essential for stealth because otherwise you're wasting too much time. They could probably go even further with a buff but I think making these two add-ons part of Pig's basekit would be an excellent first step in the right direction.
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@Skill_issue said:
with the new hud helping out solo survivors not become potatoes (at lower mmr) and be more efficient in the trials will the data show that survivors still need to be buffed? on the survivor side i can still see a basekit ds/kindred still being added
or will the data show how lower tier killers need some changes? i want to know your opinions on which low tier killers are going to be buffed and why?I am at least holding out that trapper and pig get more traps to start the match with if nothing else...i know pig can never receive a buff its the meme
I agree that Pig needs a buff but I don't think that giving her more traps is the way to do it. Her traps are the strongest aspect of her power and they provide strong passive slowdown. The real issue with Pig comes from her stealth and ambush in my opinion. Both of these are underpowered and diminish her chase potential. I would like to see an increase in her base movement speed while crouched and an increase in the transition speed between crouched and uncrouched.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367512#Comment_3367512
And regression is 4 times slower than basekit progression, and if the killer don't commit to chases you could progress a gen, get out of there when he comes, and the moment he got away tap the gen to stop regression or continue repairing the gen.
I have played many times as survivor and the only games 3 gens have being a problem are the ones were we, the survivors, let him have those 3 gens. And the SM power is ridiculously easy to counter.
If you are a SoloQ player, PT, Situational Awareness, Deja Vu and a toolbox. I still don't know how this is so hard to pull off for so many people when I, being a total survivor noob who can't loop to literally save his life can do it. I don't even know what killer we are against until 2 or 3 gens are done in most of the games.
You're right that basekit regression is 4 times slower but a competent Killer who plans to hold a 3-gen from the beginning of the game will have perks like Call of Brine, Overcharge etc. to increase the regression rate much higher than that. I'm not saying it's impossible to counter but it can drag the game out into a long battle of attrition where the killer rarely commits to chases and instead prioritises kicking gens.
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@Batusalen said:
Have people forget that there is a perk that allows you to see the 3 closest gens at the start of the game so you can go to do the middle one right away? Or is just that people want to be able to win in every situation by only using the "cool guys perk builds"?
You can't do the middle one right away if the Killer decides to defend the 3-gen from the beginning of the game. I also don't see the need for a perk to identify a 3-gen when you can predict it based on map knowledge or by observing the spawns after you load in.
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@Defend said:
There's around one iridescent for every killer that amplifies a part of the power drastically, but in return penalizes another aspect of the killers power. A few examples would be
- Iridescent Head for Huntress that focuses on lethality but you only get one shot
- Same with Redhead's Pinkie Finger for Clown (but with a reduced penalty)
- Nurse's Matchbox that restricts your power for more movement speed
Etc etc, so for Amanda's letter that focuses on using your ambush more than your traps, that part of her power should be amplied even more instead of reducing the penalty.
Things like:
- Increased crouchspeed
- Delayed Roar when charging your ambush
- Increased speed/duration of the charge
All of those would highlight a ambush-type play-style more.
I think we agree that the current aura-reading effect provided by the add-on is insufficient to warrant the penalty of losing two traps. While I believe that keeping the aura-reading ability and removing the penalty would be a suitable way to buff the add-on, I am open to the suggestion of keeping the penalty and amplifying the positive effect. However, we must consider that the RBTs are the backbone of Pig's kit, and losing half of them is a tremendous downside. Therefore, I think the amplification needs to be significant to counteract this.
Your ideas to increase crouch speed and introduce a delayed roar etc. would undoubtedly enhance the strength of her stealth and ambush, but personally I would prefer for these features to be integrated into her base kit. At present, utilising stealth and ambush is a frustrating experience, and I don't believe it should be necessary to rely on this add-on for basic viability in these areas.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345158#Comment_3345158
I was wondering the same thing.
I was also wondering about Pig. I like to play as her but I can see so much room for improvement. I can appreciate that her traps offer good basekit slowdown but the other aspects of her power (namely the stealth and ambush) feel so underwhelming. If they made her a bit more well-rounded then I think she'd be so much more enjoyable to play. Adding some of the brown add-ons (like Combat Straps and John's Medical File) to her basekit would be an excellent starting point.
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I think the current stun duration is mainly a problem against M2 killers like Nurse and Blight who can instantly catch up to you and down you before you make any distance. I find it ok against your average M1 killer with normal mobility. One way to address this could be to make M2 killers lose their power tokens when stunned and pause their recharge for a short time.
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I agree it could use a change but I'd prefer a total rework. It would be pretty useless even without the cooldown and range restriction. The main reason a survivor enters the basement is to rescue someone you hooked there and you can quite easily patrol the area in a way that you notice someone going for the save. I don't see much value in having a perk to help with that.
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I don't think Pig is fine at the moment. Her traps are strong but her stealth and ambush are too weak in my opinion. The loss of mobility in stealth rarely feels worth it and the ambush is highly situational. I wish they'd consider making some of her brown add-ons (like Combat Straps and John's Medical File) part of her basekit.
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@Sparxlost said:
listen...
if i spend the game not camping and not tunneling i get hooks right but no gaurantees..
imagine i get lucky and hook two players near the end of the match and they get saved by someone so my only option at this point is to tunnel.... SOMEHOW i manage to down them both but as it turns out they both have dstrike and my day is effectively ruined because it is just such a useful skill on its own...
maybe with this nerf dstrike can get a haste buff for a short duration after breaking free
DS deactivates in the endgame so they wouldn't be able to use it in the situation you described and it wouldn't give them a free escape like it would have in the past. That was the whole point of the nerf last summer and I don't think it needs any further nerfs. If they're unhooked before the endgame then you have the option to go for the unhooker and you have the assurance that the unhooked survivor cannot do anything to progress the game without losing their DS.
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I'm not convinced that "popularity" necessarily means that a perk is overpowered and requires a nerf. I think that if you nerfed these perks without any form of compensation then a lot of Killers would struggle to keep up with an efficient survivor team.