RangerDanger
RangerDanger
About
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- RangerDanger
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Comments
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Run Hoarders or Hoarders and broken coin. Youll see those sneaky survivors searchin for a chest miles away.
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I like the idea of the 1 plus 1, however that sounds like a perk to me. For every killer I think 3% would be plenty regression to start with, and then check how that affects the game. It is nice to see the numbers rounded but 5% immediate regression may be a little too much to slide as a base action for all killers.
I am a survivor main that's been dipping my toes in the killer pond. From a survivors perspective, I think it would be great to add for the exact reason you mentioned @Hippie, to prevent gen tapping during chase. Sure if ruin was in your build it wouldnt matter too much if you kicked because ruin does the work on regression. But maybe that's exactly the reason why they haven't implemented it. It could make Ruin even stronger adding additional damage to the kick.
Other than Ruin, Pop wouldn't really be affected that much since youd still get the 25% regression after you hook someone, the only issue would be determining is Pop regresses 25% or 30%- assuming the base kick regresses the 5%. Would Pop add to that value or would it be considered separate
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I think Up the Ante needs to be reworked or made more clear in how it works.
Monstrous shrine is also a weak perk. I cant remember if theyve ever made changes to it. The benefits of the perk seem great, but in practice the amounts are very miniscule and do not equate to much benefit.
Im glad scourge hooks are a think now. Maybe we will see some changes to the OG perk.
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Spine chill is an amazing perk for any and all stealth killers. It is a soft counter to wraith even without the silent bell. Silent bell is fun to play against since the gameplay doesnt change too much. All the counter to wraith still apply, you just wont know that hes uncloaking.
It can be annoying to give wraith a free hit, but since he is an M1 killer, he isnt that difficult to juke. Remember silent bell uses up one of his add-on slots, if hes running that, he will be less effective chasing you. That means youll have an easier time during chase.
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Maybe it is just me, but I have noticed that I get the three killers on specific maps every time I load into a game when there are no offerings. But I could also be over thinking
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The interesting thing about change is that nobody is every truly prepared for a major change to a systme they are already familiar with. I think if this change doesnt occur now, when is the best time for it to release? With a game like DbD, it will never ever be completely balanced until new releases stop.
There is no intention of stopping releases any time soon and therefore the game will never be balanced, so when is a good time for the SBMM to be released?? For the game to be "more balanced" is a matter of perspective and opinion.
I think the only reason this project will fail is if they lose a large percent of their player base due to the change, however, the devs have stated that this system is way better than the old one. Is it perfect? No. Are you perfect? Probably not. But if it is believed to be better than what they are currently providing, what is the harm in testing the waters. If it blows up in behaviors face, they may choose to revert back, however I don't think they will
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@Moonman157 said:
I pretty much agree with steezo. I would like to use these skill checks for some other mechanic or perk, but I think it would disproportionately punish newer players as a random gen skill check and would have little affect on experienced players after some time.
I can agree on adding it to a different mecanic, however, I have to disagree on not affecting experienced players after a while. One reason i proposed this to be added to gens is to increase the length of time the skill check is active. If a killer is on a survivor during this lengthened skill check, the survivor will have to complete it, risk taking a hit, or risk being grabbed of the gen or blow the gen. Instead of making it a rapid skill check the continuous skill check is what is really interesting here. Slow down the speed of the skill check, that is totally fine. The purpose of this skill check isn't necessarily about the difficulty, but rather the length of time the survivor is "stuck" completing the check.
Of course, I really want harder skill checks for the gens, since that was my main argument, but you guys make valid points about new survivors. As long as the skill check is viable and made easier, I wouldn't see any issues with adding a new type of check to generators (So long as its not too speedy)
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@steezo_de said:
I doubt new players would be able to handle this.
I did think about that, which is why it would only appear intermittently. Part of the game is obtaining the skills required to finish generators. Lower skilled survivors will make more mistakes absolutely, but lower skilled killers will have a better time learning the game too since they will get a better understanding of the movement of survivors.
When a gen blows up, people get scared and run away, most times in my games. but If in Low tier games the gens are blowing up, this gives the survivors the choice to stick to it to learn the skill checks and give baby killers the chance to find survivors and gather more information.
You aren't wrong about it being harder for newer players but, with skill based match making coming soon, weak survivors against weak killers should have a relatively balanced learning curve for both teams (Survivor/ Killer)
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Disabling charms because you don't want to see the Pride flag doesn't come across as a very positive suggestion but, I can understand your point. However, disabling cosmetics just for your screen will never work. That's not how the game is designed. Its similar to other games with the use of skins and it is a synonymous request with the ability to keep everyone default on your screen, unless that is what you are trying to argue.
People pay money to obtain charms and cosmetics, so why are they going to sensor it out because it interferes with your immersion of the game? That doesn't make sense. I dont personally run charms on my survivors, but I enjoy running it on my killers because I think it looks cool. It doesn't affect gameplay and doesn't affect how you play around a killer.
So censoring charms just for your screen doesn't make sense to me.
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A better argument would be: Why cant we change killers during the 60sec in game lobby? It annoys me sometimes when I see a team come in and im like, oh no, I want to play this killer because they have perks for countering these items. However, completely countering items is not the sole objective of DbD, if it was, no one would ever bring in items or open chests. Knowing what items are in the game can help the Killer manage in game objectives.
Imagine not knowing there were 4 toolboxes brought in... You would play completely differently, maybe chasing a survivor a little longer only to have 4 gens pop in 3 min. At least knowing the items brought in can give you the insight to focus on your own objects and how to apply the best pressure for the game.
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Just like any new release in the game, there are bugs and balance issues. This does not surprise anyone at all, and should not be a shock. Learning the counter play and style of the unique killers and how their perks and abilities work, in my opinion, takes about a month after full release for people to get familiar with the gameplay (Both from survivor and killer perspectives)
I've been following this game since Huntress released in 2017 and this game has come a far distance to where it was. Perfect? No where near, but the DbD team is large and trying to make the game work for everyone. I personally will probably hold off on buying the DLC because Im not a killer main but I will get it once Im ready for his teachables.
By the time I choose to buy the DLC balance changes will have been made, like they usually are for new releases about 1 month after full launch. At the end of the day, I enjoy the content release and will choose to buy what I want with my money. Sometimes new killers are underwhelming on release and have several bugs, but after a while Its another killer that brings something interesting to the game
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Deliverance by itself is maybe a lower tier perk because it is situational. However, people usually run 4 perks and not 1. In combination with other perks, deliverance is somewhat decent if you know how to use it well. Decisive is usually a go to, with unbreakable/ soul guard, is a specific build built solely around a deliverance play. So, being broken for a little while is definitely balanced
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I can understand the resemblance to the theme but they do not have a major connection to the other killers. Oni, Plague, Nurse and Hag are from completely different timelines and dont have anything in common. Id definitely enjoy seeing new killers with the proposed powers, although the Horseman of war is basically trapper that can trap other objectives.
Yes, the killers have semblance to other killers already a few killers have similarities in the powers anyway, different lore and base power, but different nonetheless. But with an idea to create these killers it would be harder to tell which killer is in the game. The Famine would share similar UI to the Plague, which will create slight confusion to who the killer might be, even if its just for a short duration.
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I understand your point. Going against the same perks can be annoying but there are builds that counter almost ever killer perk. You should argue for an in game cooldown rather than a game cooldown. The only way I see this potentially working would be if all the characters, survivor and killer were granted all the skills, but that would be bad because now your removing a money maker bloodweb and teachables. Maybe a once game CD? Or even CD based on the perk. No CD for neutral perks or perks that belong to the killer, then a 1,2,3 round cooldown based on the level of the teachable. 1= 30, 2=35, 3=40. But the idea makes sense to me