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StickyCheese

StickyCheese

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StickyCheese
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  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934300#Comment_1934300

    Or they could just make it instant, that you don't have to do that precise throwing. TO A DAMN KILLER THAT WAS ALLREADY IN THE OP 4 WORST KILLERS IN THE GAME. What the hell is wrong with those devs?

    I think you are missing the point of the delay super hard. If the delay wasn't there, survivors could also immediately benefit from it in a chase making the speed boost more or less redundant since both just get boosted.

    With the delay you can throw it in such a way that survivors will have to run past the inactive antidote while you as the chaser get to walk through it when it activates enjoying the speed boost entirely for yourself. If survivors wait to to get the speed buff they oviously risk themselves getting slashed.

  • Just suck it up. if you are healing in an unsafe situation, YOU took the risk to do so and now face the consequence. Use detection perks to get a read on where the killer is if you have that much trouble.

  • Auto-Didact

    It's interesting in concept but it's too limited and too luck based. It only works on healing others, as well as non-item healing only.

    It can be strong if you ever get the luck of having the full token count as it just destroys sloppy butcher or other effects that slow healing. But in the end just using medkits and Botany Knowledge gives you the same result for much less trouble immediately without gimping your healing ability.

  • Even as as a supposed anti-tunneling perk it gives too much leniency with its 60 seconds.

    60 seconds is a huge amount of time. Killers could change targets, losing the first survivor, break the chase and accidentally rediscover the unhooked DS carrier and still get ''punished for it''

    Nevermind that no other perk in a meta-sense has such an oppressive presence like DS. At some point killers just HAVE to assume any individual survivor having DS. Even if it turns out they don't, killers are pushed into playing as if they do regardless simply because it is that much of a powerful perk and there is no way of confirming someone doesn't have it unless you decide to eat the stab at which point you have to play around it anyway. No other perk messes with a killer strategy this way simply by existing, even if noone is using it in a given match. And again it can be there up to 4 times for each survivor and with a filthy synergy from BT as well. How is that not messed up. How is anything the killer has even remotely close to such an oppressive perk.

    Anti-tunneling my ass, its strength goes way beyond as an anti-tunneling measure, survivors are aware of that and exploit it for that exact reason.

  • @Caleegi said:

    Well we wouldn't need the perk if killers stopped ######### camping and tunneling.

    Oh, don't you even kid yourself. Even if Camping and Tunneling was never an issue, survivors would still take DS into every match.

    Just read aloud what the perk does. It gives you a second chance. Why would you ever not take it into a match? It's 60s of basically having an additional health state with one of the longest killer stuns to boot. Add to it, that up to 4 people can have it. Insane.

    Technically, you're right. You wouldn't need it, but you would take it into games anyway. Because compare having a free escape to something like aura reading gens or whatever else floats in the bad perk pools.

  • @Orion said:
    No. He can interrupt Survivors. It wouldn't be remotely balanced if the Survivors were unable to see him coming at all.

    What are detection perks.

  • @lasombra1979 said:

    @StickyCheese said:

    @lasombra1979 said:
    Honestly, as a killer, you need to break away and stop getting pulled into it.

    In all honesty, it's a bandaid fix to a nasty gash in the game's mechanics.
    So he stops chasing this dude and focuses on someone else. What says the other guys won't loop him just as hard as this one did, perhaps even actually hitting their DS or actually using their flashlights.

    The only true solution to overcome this kind of playstyle is to play 1 of 3 killer in a roster of 12
    If only a quarter of the killer cast can even remotely play against this style of play(which can be done by any survivor, to an extent even without perks or items), then you know something is wrong with the game.

    In all honesty, getting sucked into a 5 minute tunnel is not due to a problem with game mechanics. It is solely a bad killer. When you get looped for 5 gens by the same survivor, you are the problem, not mechanics.

    I agree that looping can get very bad at times. I disagree that only 3 killers can overcome looping. All can overcome it, its just that some are better at it.

    But do you see where this is going? Forget about this garbage killer for a second.
    Even if a killer wouldn't hardcore tunnel someone and swap targets, the other survivors can just as easily waste your time.
    ''Oh this guy is just wasting my time, better find someone else!
    Oh this guy also just wants to waste my time, better find someone else!''
    Repeat until all the gens get popped anyway.

    Also let me rephrase: Only 3 out of 12 killers can overcome looping by virtue of their own unique power and the player skill attached to it. Technically Hag and Trapper can too but that is too much reliant on chance and requires a costly time investment to set up (which they seem to address in the PTB at least). The rest of the M1-clicker cast can't do this. Their hopes of catching someone is awfully reliant on the survivors making a mistake, which is ludicrous. You don't outplay them, they just mess up.

  • @lasombra1979 said:
    Honestly, as a killer, you need to break away and stop getting pulled into it.

    In all honesty, it's a bandaid fix to a nasty gash in the game's mechanics.
    So he stops chasing this dude and focuses on someone else. What says the other guys won't loop him just as hard as this one did, perhaps even actually hitting their DS or actually using their flashlights.

    The only true solution to overcome this kind of playstyle is to play 1 of 3 killer in a roster of 12
    If only a quarter of the killer cast can even remotely play against this style of play(which can be done by any survivor, to an extent even without perks or items), then you know something is wrong with the game.

  • @Coriander said:
    Not all perks are entirely beneficial, but exist as gameplay alternatives. Laurie gets a risk-vs-reward in being able to see the killer, but can be seen in exchange. That's why her other perk can limit the killer's vision on her, granting her a significant advantage in certain situations. No Mither is also such a perk, in that you get a few benefits at the cost of some great penalties. I love that other options like this exist in the game, and wish more people would consider using them as they seem to have it pretty easy with their friends/strong perks/etc. If you're really good, adjust the challenge so you can feel an accomplishment at winning.

    See in the case of Laurie, she has perks that have a synergy with her other perks or like you said, mitigate the negatives.
    How does David fair here. The only perk of his that works with No Mither is Dead Hard. But DH is much better used without NM, which essentially gives you one free hit + the DH dodge instead of just the dodge.
    And NM actively works against WGLF, since it denies him to ability to tank a hit for a teammate, 1 of 2 oppurtunities to make use of the perk at all.
    The other perks that would boost NM effect are not his perks at all and the shared ones that require one to be injured are far to insignificant to run a build based on being permanently injured.

  • @Visionmaker said:

    @StickyCheese said:
    The buffs you suggested (recover while crawling, faster recover, full noise surpression, faster crawl) all exist already as seperate perks.

    I don't see how that's problematic.

    Even then having all of those perks combined into one still doesn't seem worth being down one healthstate.

    No one said it was necessary to combine all the perks. Iron Will, Tenacity, and Unbreakable are perfectly fine to exist standalone. If it still isn't worth it, then more can be suggested. Again, not problematic. These changes would make No Mither more viable and less pointless than it is now.

    And there's still the issue of the gameflow having Killers pick up immediate downed targets, making the self recovery for the most part absolutely useless, unless you meet that one once in a blue moon killer that actually leaves you alone.

    So? It's far better than the buttload of nothing it does right now.

    That's a poor philosophy to go by. Most of Freddy's perk are ''better than nothing'' but that means jack when there are FAR better choices to pick from.
    I don't think bloating the perk with several effects from other already existing ones is the way to go,
    especially when my main issue is that the perk's mere concept, not it's numbers and parameters, but the concept of it.
    No mither aims to make the Injured state your healthy state and the downed state your new injured state from which you can recover yourself. But killers in 9/10 cases pick you up right away when downed, so why go with this perk when you can run self-care, and optionally not heal yourself if you have any perks that require you to be injured.

  • @Jack11803 said:
    For all those people out there, no one cares it’s meant to be hard mode, it should get a buff. If devs says killer was unbalanced because it’s hard mode, you’d flip your #########.

    Anyway, I suggest 100% noise reduction, not 50%, 10% faster recovery, 25% crawling. Recover while crawling. No aura to killer while downed. No injured music. And less body sway from being injured.

    See, now we're getting to the problematic issues.
    The buffs you suggested (recover while crawling, faster recover, full noise surpression, faster crawl) all exist already as seperate perks.
    Even then having all of those perks combined into one still doesn't seem worth being down one healthstate.
    And there's still the issue of the gameflow having Killers pick up immediate downed targets, making the self recovery for the most part absolutely useless, unless you meet that one once in a blue moon killer that actually leaves you alone.

  • @DocOctober said:
    Why don't you just use one every game?

    Assuming he just doesn't stop leveling his character, he'd get at least 5 new brown offerings for every 1 he used for a trial.
    I think there should be a system that let's you recycle offerings of a certain tier to get offerings of the next tier.
    Or alternatively scrap them for BP

  • Instead of being freed immediately and the killer being stunned for 3s/3.5s/4s, the killer still keeps the survivor but is extreme slowed for the same time values. Meanwhile the grabbed survivor is free to wiggle on while the killer is halted. The killer can still turn and look around to avoid Flashlights and such.

    Another alternative would be that a successful DS proc adds a fixed amount to the wiggle gauge, say about 10/15/20%

  • @Lord_Technopapst said:

    @deathdoer1 said:
    Why not, when a killer is within 8-12 meters. The entity is displeased and slows the progression of the stages? That way all a killer has to do is not be a **** and be good instead of having to sit and stare at a survivor...

    I had this idea too and would love to see that. That also makes camping with insidious useless, because players know that the killer is nearby because of the slowed down sacrifice.

    They tried that, didn't work. Survivors abused the hell out of that.

  • @Sehkmet said:

    @StickyCheese said:
    So then all the Survivors will never attempt to escape, hang onto the hook forever, and basically deny the killer a sacrifice

    If all the survivors are hooked the entity is summoned and they die at the same time, end of the game

    (suppose 3 guys are trolling , waiting till the 4th gets hooked... are they going to test their luck unhooking while the killer is hooking the last one? I think its 4% chance, its ok to me if they want to play a last-second Russian roulette)

    Yeah and when does that ever happen?
    4 guys, one gets hooked, killer chases one of the other 3, 1 guy is free to save the hookee and the other is doing objectives.

    What your idea is doing is removing something the survivors have to worry about (the death timer) and removing one of the 2 only ways killers have (disregarding mori items) to quickly remove 1 member out of the game.
    How is that exactly balanced? You just shifted the scales even more to the survivors side.

  • And by what? By forcing the killer to give survivors free unhooks?
    Survivors will just swarm the hook, the killer will know this, but he has no choice but to give up his hook if things were as you suggested.
    Besides, there are more severe implications than just that. Not to mention to what extend SWFs could abuse being indefinetly on the hook
    You're basically giving the survivors the option to take the game hostage.

  • So then all the Survivors will never attempt to escape, hang onto the hook forever, and basically deny the killer a sacrifice

  • I'm liking the idea of the clown but find his power and its respective add-ons underwhelming.
    Here's an idea to make the tonic more of a force to be reckoned with.

    A lethal intoxication buildup debuff. What I mean with that successfully hitting survivors with either the bottle itself or the toxic cloud builds up a debuff that if completely filled brings the survivor down a healthstate.

    What I had in mind is that hitting a survivor with the cloud only builds up the debuff with a fixed rate for the duration of the cloud effect (currently that would be 1.5 seconds). Hitting a Survivor directly with a bottle adds a flat amount of buildup to the debuff. If for some reason the survivor remains in the cloud, the debuff will build up with the same rate as the coughing/blurred vision effect for as long as the survivor remains in the cloud. Additionaly it would stack with the cough debuff, meaning if you managed to intoxicate a survivor with the cloud and that survivor remains in the cloud for that duration you've essentially doubled the buildup.
    The buildup would slowly regress overtime. Perhaps if a Survivor is affected by Exhaustion it would halve the regression time due to the heavy and irregular breathing of the survivor.

    As for numbers:
    Affecting a survivor with the cloud : 15% over 1.5 seconds
    Direct hit with a bottle : 20% instantly
    Staying in the cloud: 10% per second

    Feel free to suggest different numbers because I honestly don't know how frequently clowns actually hit their tonics in the grand scheme of things.

    Some add-ons already affect stuff like the cough/blur duration, other could be added or changed to affect the direct hit buildup or the cloud buildup. Maybe even changing an ultrarare one to have the survivor downed instantly after a complete buildup.

  • I'm liking the idea of the clown but find his power and its respective add-ons underwhelming.
    Here's an idea to make the tonic more of a force to be reckoned with.

    A lethal intoxication buildup debuff. What I mean with that successfully hitting survivors with either the bottle itself or the toxic cloud builds up a debuff that if completely filled brings the survivor down a healthstate.

    What I had in mind is that hitting a survivor with the cloud only builds up the debuff with a fixed rate for the duration of the cloud effect (currently that would be 1.5 seconds). Hitting a Survivor directly with a bottle adds a flat amount of buildup to the debuff. If for some reason the survivor remains in the cloud, the debuff will build up with the same rate as the coughing/blurred vision effect for as long as the survivor remains in the cloud. Additionaly it would stack with the cough debuff, meaning if you managed to intoxicate a survivor with the cloud and that survivor remains in the cloud for that duration you've essentially doubled the buildup.
    The buildup would slowly regress overtime. Perhaps if a Survivor is affected by Exhaustion it would halve the regression time due to the heavy and irregular breathing of the survivor.

    As for numbers:
    Affecting a survivor with the cloud : 15% over 1.5 seconds
    Direct hit with a bottle : 20% instantly
    Staying in the cloud: 10% per second

    Feel free to suggest different numbers because I honestly don't know how frequently clowns actually hit their tonics in the grand scheme of things.

    Some add-ons already affect stuff like the cough/blur duration, other could be added or changed to affect the direct hit buildup or the cloud buildup. Maybe even changing an ultrarare one to have the survivor downed instantly after a complete buildup.

  • How about the perk stays the same, but everytime a self-heal is completed its healing speed is halved?
    SC starts at 50% healing speed, after 1 heal it goes down to 25% after that it goes down to 12.5% and so on.
    Survivors running SC will then experience diminishing returns if they keep relying on it.
    Oh and to prevent Survivors healing up to 99% and then have a teammate tap them to avoid the speed reduction, the speed reduction penalty will kick in if you've used SC for roughly 50% of the progression bar.