Gamerherz
Gamerherz
About
- Username
- Gamerherz
- Joined
- Visits
- 198
- Last Active
Comments
-
@SeannyD115 said:
I rather overcharge be changed so survivors can't "walk away with the skill check" This way it would be a perk to prevent gen tapping.
It would still be very boring to use and probably never be used. My change would make it really appealing to try it with different perks and find new builds
-
@Raptorrotas said:
The suggested change is to change the skillcheck trigger from the kick to the regression-debuff"
I'd love that.
Also replace that skillcheck-to-go with a normal type
Running overcharge with ruin or jolt could be a very nice combo and adds new gameplay. I’d love to run that
-
@YOURFRIEND said:
What.... What exactly is your suggestion to change it?
I said make it work with regression perks, have it apply when a gen regresses with jolt for example. Or whenever the gen regresses with ruin. It will automatically apply overcharge to it and give you the skillcheck
-
@bleep275 said:
You literally just said the perk unrelenting but with a speed boost. Instead of genrushing, break totems. There's a dozen perks and items that show you the location of totems. And boom. Killer has no NOED perk to activate
You should read it correctly before commenting, I wrote „Successful Basic Attack cooldown decreased by 25%“ which works like save the best for last Just without tokens and Without loosing any
-
@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/304482/hex-no-one-escapes-death-rework
I would love this change. But according to the devs through their balance decisions, noed, dead hard and coh are non issues.
It is priority however, that we nerf Marvins blood.
my changes are actually how noed was im early stages of its life, so it’s not too far fetched. But yeah these addon nerfes for nemesis are weird, they would make sense if they would part of it basekit and therefore nerf the addons
-
@AngyKiller said:
NoED is fine. This BS about 'undeserved downs' is a lie. So is it 'rewarding failure'. The Killer HAS NOT FAILED until you step off the map. End of debate. This is how the game works. Stop inventing fake rules for winning or losing.
Did the Killer find you? If Yes: Did the Killer hit you? If Yes: He deserved the down. The end.
This is a fact. It is unarguable. Saying the Killer 'lost' if '5 gens pop' is as truthful as the Killer saying 'I win if all 5 gens are not done in 7 minutes'; it's a made-up rule no one has to follow and that cannot be enforced.
And you can't balance a perk based on lies and made up rules.
So you're wrong. Factually wrong:
- It is not 'giving free downs' as it does not strike Survivors down where they stand. The Killer still have to find, chase, and hit them; literally the other 3 steps to killing a survivor.
- It does not 'reward failure', like some Survivors pretend is a real thing. The Killer has not failed until he can't kill anyone.
People need to stop inventing literal lies for NoED and just accept how it works.
im Killer main with over 4K hrs and I always disliked noed, it always felt undeserved getting kills because of that perk. I want to work for it, which shows my skill but noed can just used by anyone. And when I played survivor and the killer did absolutely poorly because he was maybe lower mmr he still got 1/2 kills because of it. And that’s not really how it should be
-
@Zolfo16 said:
The point "the skillcheck is easy" leads nowhere my dude.
There are people able to ignore the old ruin always hitting the excellent SC and there are people not able to hit normal skill checks consistently.
You can't make a SC more difficult because there are pro players because otherwise the game would become impossible for the casual ones.
For some people DS is a difficult SC and overcharge is the same.
I think the point of OC is not hitting or failing the SC but stay on the gen until it come and until you complete it, instead of tapping and running away.
It is only 2 seconds? In a situation where you are assaulting a gen closely defended 2 seconds are a huge amount of time.
I dont get your point, i literally just said that no one uses overcharge bc the skill check is to easy since you want to build on the skillcheck. And then you continue explaining something that wasnt even part of the discussion. I never said i want to make skill checks harder, i only said skill checks are easy. And thats just a fact
-
@Zolfo16 said:
I dunno. I am never a big fan of making easy simple perks more complex.
Complex? Whats complex about a speed buff for 2.5 seconds. The Effects are simple so i dont get why it would be complex
-
@Zolfo16 said:
Exactly! You can't fight "camping the basement" with a perk that makes hooking in the basement more convenient.
The basement hooks are often time-expensive to reach, once you hooked in the basement you are usually going to defend the hook because it is generally a place easy to defend. If you carried MS you wanted to play that strategy from the beginning.
The basement itself is a place intended for desperate killers that are not able to pursue or defend the gens in that match.
So that would be the same as saying "bringing dead hard is for people that arent able to loop". The basement is a big part of the game and gameplay, its a place which gives the killer for once the strengh and momentum instead of the survivors. Having a basement build is fine and good for the game since its not always the same meta perks around. And survivors can easily play around the basement. Theyre getting punished for bad positioning.
-
@Zolfo16 said:
No, i think the whole point of the perk is to better defend a 3 gen situation.
You choose 3 gens that are close and defend them, as soon as surv notice it they will start to roam around one of those 3 in order to break your strategy and continously tap the gens you kick.
You need something like 3 seconds to kick, they need 0.2 seconds to tap.
If they are cohordinated they can assault the gen from different directions and finish it while you are busy shooing the other ones.
Overcharge was about to stop or making more difficult this strategy, you cannot tap for a splitsecond but you have to stay and do the SC or the gen explode. But it doesn't work, the SC comes even if you move away.
But its not enough for players wanting to use it. People dont use it right now because the skillcheck is easy to hit. Thats why i gave it a new effect which makes this perk way better. And it will actually make people want to use it.
-
@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743857#Comment_2743857
The point is: unrelenting should be a beginner perk in order to diminish the penalty for a failed swing. Do you want to raise that bonus? Ok, we can talk.
But if you put a speed bonus the people will run the perk for the secondary effect instead the primary.
thats the point of it. Make it more attracting to players. It definetly wont break the game. For beginners it will be fun to use and they get the missed swing cooldown. And more expierienced players will use it in builds, but it 100% wont be a meta perk. The point is making it more used and interesting
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2744100#Comment_2744100
https://forum.deadbydaylight.com/en/discussion/comment/2744103#Comment_2744103
Yeah that's what he means, although tbh 30% isnt that high. It encourages survivors to play better and not just trade hooks feeding the killer pop.
You also have to travel to a gen which is basically extra progress on a gen while you're walking to it.
Either would be okay but I dont see pop as 30% as an issue in my survivor games where mmr is actually working but I guess 20% pop and 5%base would be a good start then check after if its still worth using
Yes i definetly agree. Gen Progression of Survivors is really fast and if theyre really good 30% pop wouldnt be much of a hinderance for them
-
so you mean 5% by default and using pop its the usual 25%
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744066#Comment_2744066
I wouldn't nerf duration, I would nerf %. Right now kicking is kinda useless without a perk for it.
It would avoid camping, because killers would be more likely to leave that survivor, if it was more effective strategy, which is not right now.
That would be nice overcharge buff, but I doubt it would be played anyway. I like an idea of buffing base regression and nerfing Ruin to same amount. Maybe like 150% to both (ruin is 200% now). You could make overcharge to 200% too.
Best outcome I can think of is to nerf face-camping, no idea how, most ideas I can think off would affect proxy camping too, which I think should stay, it's not always your fault...
Then if we buff base regression, or some mechanic that would reward players for leaving hooked survivors, killers will be stronger and games will be more fun.
i definetly agree with most of what youre saying, but i dont really do with the first part. You need to consider how fast the progression of 1 Survivor is compaired to regression. If the killer walks to the gen which he wants to use pop on, he will waster lets say 25 seconds. Then he finally kicks the gen, which also takes time for the animation. Then you get 25% instant regression which is around 15-20seconds for a SOLO survivor to negate. And while the killer went to that gen, the survivors can just start a new gen which will be almost done when you consider the 25seconds of the killer walking to that other gen + he doesnt know on which gen theyre gonna be next. Which wastes time having to walk to other gens to find where the survivors are working on. And when the killer arrives on the right gen it will be done anyway since he had to waste so much time only to stop a gen for different gen to get done. So i think a nerf to pop would render the perk not being used.
-
@Dino7281 said:
Well, we are not going to get any changes for him any time soon. I don't think he is that bad after all those buffs, he is quite decent and fun. I enjoy playing him and against him. I think there are killers that need changes way more than him atm.
he definetly isnt the worst killer, but the things i mentioned will balance his overall ability. On high rank he will have a hard time with his current state. And with my changes he will have a better time on the high rank. While not dominating low rank, since like i said, low ranks are bad players and both sides dont know what their doing.They probably struggle hitting knifes anyway but they will learn and get better and that will be rewarded
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744059#Comment_2744059
I kinda think same thing. Right now camping / tunneling is just better way to win. It would be enough to nerf it slightly and maybe create some new mechanic where leaving that survivor for gens would be better for you. Nerfed version of pop might help...
why would a nerfed pop help avoid a camp. If its nerfed the killer wont bother leaving for a gen which is far away with pop that lasts maybe 15 seconds when the gen is 20 seconds away. In my other discussions i said adding 200% regression speed when kicking a gen with overcharge would make the killer leave to get that 200% on a gen which he knows is almost done
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2744033#Comment_2744033
https://forum.deadbydaylight.com/en/discussion/comment/2744021#Comment_2744021
When MMR is about 2K balanced, I knew its not about skill, its about "who tryhard will vs tryhard". As Otz with his test between ways of playing, the favor is on the side who tryhard.
Sadly, tryhard people will make game miserable for the other side, happens long enough would cause everyone tryhard. And makes the game no more fun.
Im sure there are ways to address tunneling / camping / gen rushing. They just not willing to address it. At least with the status coming, Camping will be weaken
It would be very easy to address that, they just need to incentivize people not to camp by giving them rewards for doing certain things. Like BBQ and Chili incentivizes to hook multiple people. I mentioned it in my other Discussions
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744046#Comment_2744046
Ok, then that would help for sure, if it would work like that.
I would use two to down unhooking survivor then just wait 12 seconds with last blade, I am ranged with same speed so should be fine. Well, Trickster is already really good at face-camping anyway...
The unhooked person could still dodge the blade with dead hard or hop in a locker with ds, and since youre then still locked in main event you cant vault windows, destroy pallets or open lockers, survivors can play around that quite a lot. So its definetly not uncounterable. And by the time you got the unhooked person, the unhooker could already be healed.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744041#Comment_2744041
I would just track both...
Problem is that they just have quite small updates per three months, that is just too low for any real balance, when they also create new killers / perks to break it again.
They wait for super long and then create some overkill nerfs -> Deathslinger, Freddy, Billy...
Theyd just have to prioritze the games health and focus on that each update. Just like when they were reworking all maps, during that time we didnt get any new maps. So they just need to rework 2 Killers per update which would contain the update of usual chapter release and the mid chapter. If they would do it like that we would have 4 killer reworks within 3 months. And some killer dont even need changes i.e nurse, blight and oni. And some killers only need some adjustments. So it wouldnt be that hard if they would actually focus on that
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744031#Comment_2744031
You can hold it as long as you want. If you use it, someone is just dead. You would most likely to use it when someone is unhooking to down both of them.
How would it work, you remove them 1 by 1 or you have total duration which you have to keep removing and if you stop nothing changed? Because you could 100% remove them 1 by 1 during chase.
yeah thats right but that wouldnt be as strong as maybe bubba, since bubba can down the healthy unhooker and the person getting saved, even through borrowed. And with trickster having 3 main event blades, it will be the unhooker down. And at best the hooked person if theres no borrowed. And as far as removing blades, its not 1 by 1, its a total. If you got hit with 2 blades it will be 1 bar that will be 3 seconds. If its 3 blades it will be 4.5 etc. And since it can only be 5 Blades at max, because with the 6th youll get injured or downed, it wont ever be too long
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743958#Comment_2743958
Yeah, just for that I would prefer hooks. I wouldn't consider 6 balanced tho. I think 8 would be good... Either 0 kills with everyone on dead hook or two kills and 2 hooks.
Problem is that for this to happen they would have to adress camping / tunneling and for that they would have to either nerf survivors or buff something else to help killers.
yeah thats what im trying to achieve with all my suggetions. But i think all of the playerbase can agree that Hooks will be way more healthy
-
@Dino7281 said:
I am really against that main event rework, that would be so annoying to deal with, you are just dead...
I don't think Laceration decay is an issue anymore. He can get really fast downs in open and this is just drawback for it.
I am not sure if removing action would be really that better. It would help when you get random hits without a down, but this would allow you to remove them mid chase, which could be quite annoying on some maps. You would just start to remove them on any corner when you wait to see how killer will try to mind game. So hard to say if this would actually help or make it worse...
I don't really think Trickster needs many changes, maybe some numbers. I have started to play him way more after they nerfed Deathslinger to oblivion. He is quite fun and way better than his first version, which was trash. Also better than Deathslinger now imo.
With that new main event you still won’t be dead. You’ll still be able do wiggle and the killer will miss the blades, and take it from me as a trickster main, it gets really hard to hit when the Survivors start to wiggle. And you can still use tiles where killer won’t be able throw over and since he’s stuck in main event he will be 100% movement speed so he won’t catch up to you. So he will waste a lot of time if you’re doing it right. And he might just cancel his power and loose it instead of chasing you around a tile where he can’t throw over with 100% movement.
and with the laceration, you won’t be able to remove it in chase since a blade hit will reset the meter. But If you do good and don’t get hit it will reward you more
-
@C3Tooth said:
Balanced = 2 Kills.
2 Kills: either 2 hooks or 10 hooks.
Then people think the game can be balanced in both 2 and 10 hooks...
Thats the problem, 2 Kills don’t show you the story of the game. It could’ve been the most boring game ever with camping and slugging which resulted in 2 Kills. But with hooks you actually see that the killer went for many hooks and didn’t 1 hook everyone or camp
-
@MikaelaWantsYourBoon said:
Game should balance around hooks, not kills.
I can play as Bubba with NOED. And i can take min 2 kills every game. 2 kills are seem balanced but was it fun? No.
Exactly 1. this game should be fun for both sides and 2. noed should not be needed to fit the balance
-
@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743440#Comment_2743440
First you will have a 0% kobe instead of 3.4% or 4%. You can be sure that there will be no kobe unless deliverance.
Second you have complete control over Scourge hooks, you know where they will spawn and you know they will be immune to sabo and destruction, good for comboing with other scourge perks.
That does not do enough to stop killers camping the basement though. Especially With the hooks always spawning in the basement it will make the killer camp the basement more since the hooks are only there which is the completely wrong way. With the survivors screaming if they’re nearby it will incentivize the killer to get them aswell and get him away from camping the basement. And if he decides the basement for some reason there still will be the chance of a Kobe. My Change is way better for the game
-
@Zolfo16 said:
You simply need to fix the fact that overcharge's skill check can be done on the move.
It is an anti-gentapping perk that doesn't work.
You receive the skillcheck, if you do not stay there in order to complete it you will fail it!
still no one will use it. Why would the killer bother going cross map to leave a hooked survivor just to kick a gen to get regression of 1/4 of the progression of 1 survivor. He’d rather just camp the person on the hook. And that’s what I want to avoid as much as possible. With 200% regression it will be more incentivizing to go and kick a gen since it’s a big reward for not camping. And I’m sure you’ll agree with me that that’s better then having him camp you
-
@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743472#Comment_2743472
Nono it is not about the 2.5 s.
You seem not understanding that 5% bonus in speed is pretty significant. It is more than the noed speed boost.
It is one stack of PWYF at command, it is the difference between hitting and missing often.
The clown need to use a bottle and waiting 2.5 seconds to have a 10 percent boost, missing a swing is much faster for a looping situation.
With Freddy it is a mini snare but you do not need the surv is asleep or he steps on any trap.
It is like coofee grind effect but triggered much faster and you do not even need to use a trap.
I can continue....
Still you have to swing and get through the penalty of that and the animation itself. And at a loop you can still play around that as survivor. Trapper has a yellow addon which gives him 5% for 5 seconds after setting a trap. If he uses a setting speed addon it will be around the same time as swinging and missing. So I don’t know why you think it’s such a huge thing. Noed gives you 4% for potentially the rest of the game which insta down. Which basically can give you free kills, and I think it’s way more value to get an Insta down with potential kill than swinging to get 5% for 2.5 Seconds.
-
@Zolfo16 said:
Yes but man:
Walking survivors will get afflicted with the hindered status effect
This is too much for a perk! You think it is not but it is a pretty significan effect. Moreover BHVR already said that a perk that affects EVERYONE must be an Hex perk.
Hindered can be anything from 3% to 20%. It can be adjusted how bhvr would want it, it’s just a suggestion. I would add 5% which wouldn’t be gamebreaking. And you need to consider that there’s fixated. So if someone uses it in his build he’s immune. Since fixated is 15% I believe
-
@Zolfo16 said:
Unrelenting IMHO is good the way it is.
Otherwise you will have killers that can trigger an undetectable and miss on purpouse to have a boost of speed.
Like demo with a mushroom, teleport to a portal near a gen, appear, miss on purpouse, check the gen, if you find a surv you'll have also the speed boost.
You need to consider that this is only 2.5% which obviously could be adjusted. And with demo making noise when swinging it’s not really that bad. And there’s still the penalty for missing a hit, it’s only decreased by 25% and I doubt killers will be running around swinging all game just to get 5% movement speed when the get a penalty each time. And since they basic attack it can’t stack with play with your food. It can be used with mad grit, agitation but for that you’ll have to get a survivor first, then you’ll have to be lucky that there are any survivors around, if so they just can use lockers etc. And in the end you used 3 perks for that. So i think it’s a fine change
-
@Zolfo16 said:
Predator is a learning perk. Like Unrelenting. It is not meant to be competitive.
BUT we still can improve it.
1) Scratch marks will spawn considerably closer together
2) Footsteps marks will stay visible for 1/2/3 seconds longer
3) Scratch marks colour will be highlighted and more visible, like bloodhound, making tracking easier for colour blind players
My changes won’t change the fact that it’s a learning perk. Scratch marks will be visible longer which obliviously helps newer players, so it won’t change at that part. The hindered effect won’t affect new players since both sides won’t really notice it since they’re new. But experienced players will notice it and will have to make a choice of either running and taking the risk of the killer seeing their scratch marks easier or keep walking but Traverse the map slower. And as I said it will be handy for some killers
-
@Zolfo16 said:
Scourge hook: Monstrous shrine
1) The scourge hooks are always the 4 in the basement
2) Kobe is impossible
3) Accelerate sacrifice progression by 3/6/9 %
That’s not really changing anything though
-
@AngyKiller said:
I was thinking something like 'When a Survivor is unhooked in the basement; both Survivors move 2/3/4% slower for 3/4/5 seconds.'
Make getting away harder. Though this would also encourage basement camping. Eh.
Yea exactly that’s what I want to avoid with these changes
-
@jesterkind said:
Would the aura you're shown be more impactful than already seeing the aura of those hooks?
I do like the first change, though. I'm not sure that it's a very thematic change, but it'd be a mechanically interesting one!
Yeah sorry, forgot to mention „highlighted“. Bit of a „brain out of order“ moment.
-
@Impartiality said:
When killers camp it’s like popping the football so no one can play the game
Killers don’t get rewarded enough for playing in a fun way i.e prioritizing kills over hooks which will make them want to get the kill by any means through camping. And that’s not fun for the survivors, if they just get 1 Hooked and then it’s over. That’s why i would reward killers for playing nice and fair.