LancerCain
LancerCain
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- Username
- LancerCain
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Comments
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Lol, true.
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I confirm it doesn't, I ended up changing it and forgot about it, but yes, it is bugged in PC as well.
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Hit 1 Survivor(s) with an Ambush Dash within 10 meters of a Generator as The Pig.
I have even hit survivors working on a gen with it and still nothing.
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I would love a terminator collab, which I thought it was kinda weird they didn't had one already considering their other game. Anyway, nice concept I think it would look kinda cool.
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Yeah, I'd go for make it for everyone, but if not, at least for killers.
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No, he is fine, nor he nor the zombies need any nerf.
Learn to dodge his tentacle.
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Yeah, I think it should change, I think it should have changing messages for example:
You are supposed to kill...
Imagine if I let Ash or Bill keep their weapons...
They are like half your size...
You got owned...
Were you born a fat, slimy, scumbag puke piece o' #########, or did you have to work on it?
don't try too hard. If I would have wanted them up there I would have miracled their asses up a hook, wouldn't I?
Masochism 1000%
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@Lliart said:
Honestly I think it depends on the killer. Evan I can't really picture talking, mostly just him grunting and sighing. Maybe an audible "Hmmm...." Or something here and there or a few one word statements like "Rabbit in the trap..." or "Prey..." same as Hillbilly.
Doctor definitely would talk with such things as "Beautiful specimen~..." or "Such delightful Pituitary glands, heheheh~!" or even a few literature references to show off the good ol' doctorate.
The literature references reminds me of Dr. Killjoy fromthe suffering: https://www.youtube.com/watch?v=b-eZV3zToJA
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Sorry, I don't know what they did, did they nerfed the Demo's base kit?
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Well, his power can be kinda Op or extremely weak depending on how much time is needed, in order for it to work it would have to be really fast and definetely way faster than it empties.
Think of this: When was the last good survivor you faced that didn't looked at the killer constantly? that is the trick, survivors would have to balance between not looking at the killer, which would make mistakes really easy to do, and the risk of activating a power that would pretymuch guarantee them to be hit.
About the HEX it has it's own disadvantages for the killer: the first one being a hex. the second, the killer can't know where the survivor is, so it makes the killer lose a bit of control of hooked survivors, also if the option to rescue the survivor on other hooks, it would pretty much make camping impossible.
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- It could be worth a try in a beta and see how it works, but the one who truly needs his 115% is the trickster. The others can manage.(note he didn't mention the nurse in this)
- The key is OP and unfair, so I say yes delete it, don't even bother to balance it, just make it dissapear. About the grab, why not? I always thought that the hatch should be very killer sided, as it's a freebie given to survivors.
- Nah, it sounds too strong, But something could be done to prevent survivors from staying at the doors just to mock the killer.
- Trickster's recoil is pretty much gone on PC, I suppose you just need to wait a little if it hasn't been implementedon PC,but letme warn you, he is still garbage.
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@FFirebrandd said:
I didn't know I wanted that buff for the Hellshire Iron, but now I really want it. Honestly, I don't think Iri coin needs a rework. It's a neat effect that's hard to get... I could see buffing it to be 12m but I don't think it should be removed.
To be honest, I thought that's how all breakable walls were going to work. When I heard they were coming, I was picturing Killers using breakable walls to just Koolaid Man their way through, then a Survivor could come by later and spend ~5s to build the wall's debris into a barrier that essentially functioned like a thrown pallet. I am still slightly underwhelmed that they aren't... but I did have a game as Serpent Wraith where I did use a breakable wall that way.
The coin's effect doesn't have to go, I like the idea, it's just it being an ultra-rare that doesn't feel right. I'd like it to be part of the basic kit, they could even add different coins:
Copper: reduce the distance by 1 m.
Silver: reduce it by 2m.
Gold: reduce it by 4.
Iridescent: Reduce it by 5
Non-stackable.
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Camping and tunneling are fine as they are, most of the time they are self punishing actions if survivors have the slightest idea of what they are supposed to do, which is to do gens. Killers will be automatically discouraged from do it once they start to see how they don't get points at all.
Also, camping needs to not be punished outside of the normal course of action, because it is a strategy that works in specific situations, I've found it specially effective against tryhard survivors, the ones that make their perfect plan and even get someone to act as a decoy, in many cases I've found that if you caught the decoy and camp it, it will now become bait to get the rest of the survivors.
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I think it's when you get the sharpshooter event but that actually is not really important, if you manage to hit the survivor you'll find out, is not likely you are going to let him/her go, right?
anyway, let me ask you,how many times have you gotten it to work? and remember it's a red add on we are talking about.
I still think it is so hard to get that it should be base kit, perhaps the coin could reduce the distance needed to perhaps 10 meters.
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He also needs to not lose his laceration meter when hitting the survivor with m1, this idea makes his gameplay less versatile as you are kinda forced to keep up the knives or lose what you already earned by wasting time and knives.
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@FFirebrandd said:
The only buffs Trickster needs at this point is to Main Event. His base kit is actually pretty good, he's just balanced around having a power burst like Myers, Oni, or Plague... but its kinda trash.
No, he needs normal speed, main event is just a gimmicky trash power. that could be completely scrapped and he would be the same.
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Yeah, Psychokinesis, my bad. And yeah, my idea is something that can't be used as a main power, I was thinking something that recharges slowly and about how to control it, I had in mind something like this: https://youtu.be/Q0AI1LvgK5k?t=170 in mind, which as you can see, is kinda hard to control, I remember I was almost never able to hit enemies with that when I had that game, now without splash damage would be very unreliable, unless you are really really skilled in which case I think it would be fair, I guess.
About COsmic mind, I don't remember what other perks are used that base on obsession, the only one I got problem with is OoO and that because with SWF it becomes almost an exploit. So yeah, if it cancels balanced perks, then it would be a bad Idea. You know, when I tought about it I had the Idea that if it cancels OP stuff, it becomes fair by that, since it pretty much just stops the others from using something that lacks balance.
and about the baby name: I rushed that one, the name was taken from this: https://youtu.be/rYUfexmeJr8?t=33 I just thougth it was funny, so I was not expecting it to be taken seriously. about the effect, I kinda just wanted a perk that allows you to see what offerings are offered by whom, so you can be specially vicious to whoever wanted to go to Haddonfield. But it would be kinda a wasted slot, so I tought wat else could it have that was related to the psychic theme, and well, mind reading was the first thing that came to mind.
Anyway, thanks for taking a look at it.
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Ok, first of all, sorry if this sounds harsh, as someone who enjoys doing concepts and such, I know how much effort people put in this, but Seems like a really weak killer.
Normal killer speed is 115%, so this guys that relies on physical attacks is as fast as the hag/Huntress that have other means of movement/attack and even more you can't really change objectives. and all it has is some short range aura reading to compensate.
Even old Freddy seemed to be better than this. About the perks:
Change: this is the best of the 3. but like JackFrost said, it is lackluster for a HEX totem.
Divine Judgement: It is basically a camping perk, so even if I am a big fan of camping, I don't see it fair for survivors.
Blood: Kinda pointless, we already have Endure. the other part is kinda pointless, since the important part of lightborn is to not be blinded in the first place.
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@ItzNobody said:
https://forum.deadbydaylight.com/en/discussion/169232/how-about-haunted-grounds-using-its-2-totems
Perhaps this is not a bad suggestion and should not be brushed off immediately, perhaps let us give this some thought. A hex perk should in my opinion be a perk that one can argue is overpowered or on the verge of being so. This should justify its removal through being cleansed. Hex: Haunted Ground is one of my favorite Hex perks in the game, and I would be intrigued to test how this would work. A ptb would be perfect to perform this, but perhaps we should reduce the Exposed time to make up for the effect remaining in two totems this time, would you agree?
To be honest, I don't know, I mean most of the time I use it I only manage to down one survivor and that's it, so less time unless is a big reduction, wouldn't really matter to me but I think that should be asked to more experienced players that are able to down more than one or so.
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Happened to me twice in a match, it was when wrath filled up automatically.
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Maybe I am confused because of the video, but if I am correct what you are looking at are not ######### grafics, it is auto-lowered resolution.
Whenever I hit someone with charms with "invisible" ghostface, my computer slows down, and that is how the game is seen for a while.
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@Milo said:
I mean this would be Demo more luck based wouldnt it? Any map that doesnt have many high grounds auto becomes his worst maps.
It doesn't have to, I mean it would be just something added to him for very specific situations, otherwise he would be the same as he is now.
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I love the roar.
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Dwight is smart, after all he is a natural born leader, but booksmart? i don't know, he pretty much all his life was a good for nothing loser. but by personal experience I can tell you there are more reasons than just being stupid as to why such things happen.
@Knightsofren27 said:
So, who would that make me most like? I'm a 15 year old nerd who reads comic books, loves academics, plays videogames, and collects action figures, collectibles, and statues. I am somewhat impulsive and tend to say what's on my mind. I love to help people and be friendly. I am very OCD and do some weird things such as holding my breath for long periods of time while counting. I am often serious and can't stand not being able to comprehend things. I am very inquisitive and love to study. I care about every one and while it's hard to make me angry it is possible, and it ends very badly. I am usually calm and happy, and I work hard to achieve my goals. My goals are often very high goals can be difficult to obtain. I despise immaturity. I enjoy puzzles and games. I want to be an IT and do computer programming or security coding. Don't say Adam.
I'd say Claudette, which of course outside the meta of the evil ultra hateable toxic survivor is not bad, as far as the lore goes she would be a very loveable girl, much more than most of the other survivors.
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Just make them inflict their status effects on every feral frenzy hit and there you go. not OP but not as weak as they are right now.
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@SquidFacedMan said:
4 minutes to do one gen? lmao
While my math were kinda wrong there, i was thinking in 3 minutes, 4 minutes ain't that hard either. because
a).- great skill checks, tool boxes and all those speed increasers that right now have no reason to exist will decrease them.
b).- and most important, there are multiple people working at the same time, which is why 80 seconds is ridiculous, I bet you have had games that end close to 5 minutes against a coordinated SWF team.
but in the end the 3 minutes is just a number I tought of, to give an idea, not the final number.
@Go_Go_Roboto said:
Well, you could bet your ass I'd never run Ruin or Thanataphobia again on Trapper.
The first paragraph going to generally make what perks you bring in like the ones I mentioned, or others, to delay or destroy gen progress. If we had an extended time on a killer on top of these mentioned perks, it'd be a complete nightmare to get generators done.
The second paragraph is something I'd like to be possible, but would be very difficult to implement, not to mention that people would abuse this on alt accounts or in some other manner.
That's the thing, people would no longer need to bring ruin or tanatophobia in order to have a chance to get some kills which as I repeat would only apply to less capable killers let's say the wraith, the trapper, Piggy, etc. while the best ones would have less time.
In the end 4 minutes might not work but another number would. the main idea is to give different repair time depending on the killer, to me this is the best option because it would not give power to the already powerful ones (nurse, spirit, etc) but it would give a chance to the lower tier killers to be viable in the red ranks.
About ruin and such, it is easy, even solo survivors can comunicate with othe survivors before the game, it takes just one of them running small game to hunt it down, or just run int it in the first 30 seconds of game like usually happens. So no, it would not matter, about pop goes the weasel, it can be reworked, but in the end, I think it's the same because 20 seconds of gen regression for the nurse can be deadlier than 60 seconds for the trapper.
@[Deleted User] said:
You can't just add time to gens without compensation, repair times are not the issue. Sabatoge and totems were viable gameplay objectives than players wouldn't be on gens the entire game, even adding more genorators but reducing the time would help the real problem
First of all, survivors don't need any compensation. most people agree that survivors are overpowered against most killers. the extended time is the compensation for weaker killers.
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Legends of the world.
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They are done by the entity, like everything there from it's own understanding of the world.
Now I don't see them fitting the lore, I think those are just in game mechanics. At most I see survivors getting cosmetics to kinda raise their morale. You know, playing dress up just to cope with the fact they are there.
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I had a fan concept for a survivor like that. He was a grave robber/Mafia kind of guy, in his story he shoots the killer when he was still human.
His perks were mostly about being egoistical and leave others survivors by themselves.
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@[Deleted User] said:
Maybe they will give him the LEGION TREATMENT, so that the way you liked to play is stored in an addon instead.
True, but that way you can't really use it as before, you know, he would lack all his add ons, or if it were a splinter-like offering he would lose moris and such. So I would rather having 2 full killers in 1.
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@Chaddad2169 said:
If anything they need to make a new passive timer, simply make it so if survivors don't cleanse then they die from the sickness, simple as.
They don't need to go that far, just give it a shorter timer and if they don't cleanse they go down and give a notification. and to avoid survivors from just healing add some penalties to sickness downed survivors, like hindered status or inability to repair gens until cleansed or even a delay while using pallets and windows. So not cleansening would be far worse.
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The answer should not be unlearning perks, it should be a better Bloodweb.
Anyway, My idea for bloodweb and prestige is like this:
P1.- You lose all perks except 1 your starting ones, who are kept at the current level.
p2.- You lose all perks except 1 and your starting ones who are kept at current level or if they were lvl 1 they get promoted to lvl 2. You only find perks lvl2 or 3 on the bloodweb.
p3.- You lose all your perks except 1 and your starting ones, they will be lvl 3 and you'll only find lvl 3 perks on the bloodweb.
Anyway, even without the keeping perks, I think the important part is to stop finding low level persk as you prestige.
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@Volfawott said:
The RAM of The Entity has already been confirmed to be a timeless place you don't age from when you were brought in.
Which would mean the Legion are still in their teens.
Susie being roughly about 16 or 15 so far the youngest member of the legion until stated otherwise probably will get more information with the archives
Frank 19, Julie 17/18 and Joey is probably about 18.
Whichever age that people like nurse, spirit and all of them were brought in to is the age they remain.
If that wasn't the case then huntress would be an old decrepit Woman by this point
Their bodies don't age, but that doesn't mean they don't grow older mentally, as you can see from Benedict's Journal they do perceive "time" they perceive a now and a before, so even if her body hasn't change one bit, if entity's realm is limited to ours 23 years have passed since she was abducted, and in a way she is a very hormonal and underdeveloped 40 years old woman.
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First of all, Ghostface is not the one from the movies. If we want to play using alternate universes theories, including ours, the Peanut eyed ghost mask existed even before the movie, so it is possible for Olsen's to also have it and due to olsen's actions the movie using a different mask, which would actually explain why he uses a different robe.
Not to mention entity drags people from different dimensions, for example one where the world was overrun by a disease called the green flu.
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if it's about the time they were born it is easy, people have already told you.
If it's about years being alive it's harder since we don't know how the entity's realm work, for example if we go by dates, Susie would be close to 40 years old, if we are supposed to think time in the entity's realm is somewhat limited to ours, that means that for example, they were abducted in 1996, and then 14 years later, Freddy and Quentin were dragged in, and 23 years have passed since they first joined the entity.
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I don't fully blame devs on this. From a lot I've seen on reddit, even supposed killer mains like the things the way they are.
I gave a suggestion on how to stop looping (A perk where the killer smashes the pallet after passsing next to it for a second time on a chase), and it was too OP according to everybody, since when looping passed from being a braindead uncounterable exploit that Devs actually said they wanted to fix to being the only way survivors could survive?
Making killers whose ability is to make survivors lose time, even with the pig, the only killer that actually makes survivors lose time, it is a mediocre ability at best, no killer based on making survivors lose time has been good But then again the community said things are good the way they are, they love making survivors lose 8 seconds of time. Old Freddy? Crap, old doctor? Crap, Pig? She actually gains some time, but still not enough, Legion? Crap (the mending mechanic)
And let's face it, even there they don't want to go further, Pigs traps would be hell better if they actually posed a threat, let's say they only lasted 40 seconds you'd force survivors to stop completing gens unless they wanted their numbers to be reduced stupidly fast.
In a 4 vs 1 game, the 4 players are supposed to be a team if they want to survive , which leads me to:
In a 4 vs 1 game if you want to make it balanced the 4 players should be forced to play as a team if they want to stand a chance against the lone killer. But they don't want to depend on anyone for that, so what if a trap could kill you if you are playing with an #########? most of the time it won't happen, because it would most likely screw them over as well.
But no, survivors want to be in control of everything, which makes the killer powerless against a team that makes no mistakes. they don't want RNG or bad teammates to affect them. but on the other hand as a killer you'll be victim of it a lot of times.
Also they want things to be balanced in a 1 vs 1 scenario. Just look at how many people wanted we are going to live forever the same as BBQ and chilli, or how many survivors perks we got that counter a killer's or even their powers. when in reality the fact that you have 16 perks as survivors should mean that they are the weak ones. But if they had a perk that for example gave survivors the exhausted status, they would cry OP even when the exhaustion perks are quite OP.
They give them tools that are just plain overkill. Toolboxes? Prove thyself? Leader? as if gen repair speed wasn't stupidly fast enough already.
In short they are afraid of making survivors actually be weaker than the killer so they have to rely on each other "We have to work as a team, I need you to survive so that I can survive!" Sorry Dwight, everyone wants to be on their own, unless they team up to be actually OP.
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@newavitar said:
Other idea 2: No. Never. I main Legion and this is broken as #########.
Other Idea 1: Also broken as #########. His cooldown makes sense since, you know, he just went ape ######### sprinting around and stabbing everything.
About the pins: the perfect buff to Legion as a whole, and thus the pins, is to make it so his frenzy hits down again. It was never broken in the first place. He needs to hit you a ridiculous amount of times to down you with frenzy, but at the bonus if being able to bypass loops. His vault speed needs to be faster, and remove the bullshit stun when he misses. To deal with the lunge abuse that made him move further, remove the lunge at all. Keep the terror radius change, and revert the time change.
Broken as ######### compared to what? to instadown hatchets? or to soundless spirit? because it is an ultra rare we are talking about.