TheClownIsKing
TheClownIsKing
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Huntress absolutely needed something for balancing purposes. Survivors needed to have SOMETHING that tells them to be on their guard because in theory Huntress can hurt survivors from (almost) anywhere on many maps.
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@GannTM said:
I’m sorry but this is a horrible idea considering the fact killer perks are way more risk reward and/or require more effort to activate than survivor perks do.
What effort does a killer require to activate Ruin + Undying?
Step 1: equip perks
Step 2: act on the information it gives to chase survivors off of the gen.
Where is the effort part in activating these perks?
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@ukenicky said:
The only way I'd be on board with this idea is if many of the weaker Killer perks got buffed and or reworked to be better and worth using to help break up the meta or pave way for new synergies and combinations.
But still, I'm not sure how to feel about this limitation in regards to Hexes. What if this would disable fun, niche perks like Dark Devotion just because survivors are cursed with Ruin?
That’s only if such a stipulation were placed on DD. I don’t think combo’ing DD and Ruin has ever been complained about, or seen as unbalanced together.
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@Gulsvart said:
i think a much better idea is to rework perks to incentivize better synergy and thus better variation. completely destroying killers because of a meta is pointless, there will always be a meta.
Where is this “destroying killers” coming from.
Where in my post did I say “let’s completely gut every single aspect of every single killer”?!
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@Lord_Tony said:
best way to make killers quit the game right here.
it's hard enough killing survivors with 4 perks, imagine no perks.
I didn’t say ALL perks. I said SELECT. I.e. just a small amount. And I’m not suggesting (for example) Tinkerer would be disabled until the end of the match. It would reactivate once survivors are no longer afflicted with a curse.
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2418578#Comment_2418578
https://forum.deadbydaylight.com/en/discussion/comment/2418549#Comment_2418549
You're using a fundamental quirk in one perk combo to justify nerfing killers entirely? The reason you can't use Pop while Ruin is active is because you can't kick a regressing generator. Ruin makes generators regress while not being worked on. Even if you don't have Ruin equip or it's been cleansed and you go up to a regressing generator you can't kick it, even if you have Pop.
Tinkerer activates when a generator reaches 70% completion. It's that simple. Not much you can do to counter it besides power through it. Have someone distract the killer and finish it. If they get hooked or die, it was a noble sacrifice.
My point is that it seems like flawed logic to think that a perk like Tinkerer should in any way be influenced by hexes, let alone Ruin.
How long have you played DBD? (Sincere question).
Do you remember one of the additional fundamental reasons they changed Ruin?
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Wouldn’t it be no different than deep wounds?
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@Huge_Bush said:
The wall hack add-on is the only thing that needs to go.
Agree. That’s the only problematic thing in his entire kit. Everything else is fair/fine.
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@Trickstaaaaa said:
Not a good idea. Because then killers will be limited to only totems builds, or non totems builds. Which would be unfair.
I think that’s probably a stretch. Killers still run pop with ruin
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@Power_Guy said:
This is such a heavy nerf to Killer perks. You go from having synergies to having 1-2 perks work while 1-2 perks are turned off. Then those hexes are cleansed and now the Killer gets his other 2 perks.
No. I'm sorry but this would make some synergies completely useless for no reason other than 'I don't like it' or 'I think it's too powerful'.
But that already happened with Pop & Ruin. Pop already now cannot be used with Ruin. Pop can just be “back up” if Ruin is cleansed. Why can’t a system be in place to make Tinkerer the same?
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@ChurchofPig said:
I don't think I've ever seen gens spawn that close to each other on that map, that is so weird.
There was quite literally only a wall, and a hospital gurney up against the wall separating the 2 gens. Killer would have had the most ridiculous 3 gen in the history of DBD had these 2 not been repaired early.
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I LOVE when I’ve got 4 tokens on both perks, managed to close the Hatch, and the last survivor wastes too much time waiting to see if it’s safe to start operating a gate switch.
Its so funny when EGC is almost half finished and I get the NWO notification. I go other there and just watch the survivor. No chase. No hit. Just watch. I already know they’re doomed.
The way I guess their heart sinks when they can finally operate a gate switch after NWO expiring, and then they realise Remember Me is also active.
They just stand there t-bagging, accepting the inevitable.
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@OniWantsYourMacaroni said:
Ok,this is weird.
I've seen some gens spawing pretty close together but not this close
Yeah it’s a weird one.
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@bm33 said:
I feel like since Cronus Prenn rework every patch since different maps are getting gens that are spawning right next to eachother.
It’s the first time I’ve seen something like this. Had I not been running Visionary, I’d probably not even had realised there was another gen on the other side of the wall.
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I’m gonna guess Crowd Control is the reason.
I had a hilarious match where I had someone slugged in there, and everybody else that tried to vault in got trapped, or trapped everyone else trying to get out.
4 man slug. It was funny because I was being gen rushed to hell up till that point.
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@Junylar said:
Have you tried playing survivor yourself and dodging all of this? It requires 1000+ hours to dodge every hatchet and every PH's strike of a competent killer. Nice bait though.
Perhaps know who you’re talking to before asking such a condescending question.
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@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/271727/chases
Not really because you did nothing else. I think they implement a cap so the survivor dont play like before and asign role to themself. Looping is good but as a survivor you should know when to drop the chase so you can go do other thing
What?!
It’s not within the survivors control whether a killer drops a chase or not. Survivors have NO control over this. With Lethal Pursuer in the game a good looper may be FORCED into a chase they can’t juke out of right from the very beginning
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@Moonman157 said:
So first the problem was holding W, and now it’s pressing A and D. How about survivors just keep their hands away from their keyboard.
I’m not saying what survivors do needs to change. What needs to change is how unforgiving a killer not having pin point accuracy is. I’d rather have more generous hurt boxes and longer cooldowns.
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@AGM said:
Spine Chill is fine. If you think someone has Spine Chill you can just look to the side as you approach. If you don't want to bother, that is on you, not the perk.
Sure, Myers and GF can just stalk from their ear holes huh
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@Heartbound said:
As killer if you realize a survivor has spine chill because of how they act, just don't look in their direction as you approach them on their gen. They'll be watching the perk icon instead of the game map, and you can snatch them off.
Just pretend you're hiding your red glow.
You realise how Myers and GF work don’t you!.
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@NoGoodUsernamesLeft said:
https://forum.deadbydaylight.com/en/discussion/comment/2412144#Comment_2412144
Hmm, ok I missed the end of the DYING LIGHT description! "Obsession get 2.5% penalty to repair, healing and sabotage for each token".
Incorrect. It’s everyone EXCEPT the Obsession that suffers the penalty.
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I.e. the perks get more powerful the more tokens you accrue.
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It says exactly what the tokens do.
STBFL - 1 token equals 5% decrease to cool downs on successful basic attacks. So 8 tokens equals a 40% decrease to cool downs on successful basic attacks.
No different to Dying Light. Each token equals 3%. The tokens are additive.
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There is no aim assist in this game.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2411933#Comment_2411933
"As a solo survivor I hate current Ruin, and much prefer old Ruin"
THAT IS WHAT I LIKE TO HEAR!
Old Ruin was a skilled/experienced survivor vs inexperienced/unskilled survivor problem. Current Ruin just widens the gap between solo’s and SWF.
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As a solo survivor I hate current Ruin, and much prefer old Ruin. Sure, I could flub every great while on a gen so that finishing the repair takes longer, but survivors are free to still leave a gen for any reason, and provided the killer doesn’t kick it, no progress is being lost.
I hate, hate, HATE current Ruin and feel like I have to stay committed on a gen once I’m on it. Without Kindred, or Bond, it can be really difficult to determine whether the right or wrong thing to do is stay on a gen, or go and assist, or leg it because the killer is coming.
Return to the gen? All progress gone. Entirely gone. Nobody else took my place. It’s infuriating.
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@GoshJosh said:
I'm going to have to disagree, as it would hard stop Nurse's Calling - already a niche perk. Bite the Bullet is powerful as it is.
@GoshJosh said:
I'm going to have to disagree, as it would hard stop Nurse's Calling - already a niche perk. Bite the Bullet is powerful as it is.
I agree. It’s already strong with a med kit or self care mid chase, as it completely throws the killer when they go from hearing you, then not hearing you at all if you manage to break LoS and start healing. You can’t do this with Iron Will as they already can’t hear you, and are expecting certain jukes.
Making BTB also have a built in counter to Nurses would be way too strong. If a player wants that THAT bad they have to choose to run distortion, off the record, or SS.
Like seriously, people need to stop complaining about the meta, yet not be willing to take risks by not giving up some of their meta perks.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2411652#Comment_2411652
At that point, you're sacrificing two perks and healing at 50% the speed, wasting time that could be on generators. Believe this is a fair trade, and why not have it, shift the meta around with unique builds.
You could be on generators. Just whenever the killer makes it obvious they’re running aura perks or add ons, just temporarily heal for the required seconds to “hide”
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@GannTM said:
Is Hex: The Third Seal + RPD Badge considered meta?
I love TTS on indoor maps.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2411015#Comment_2411015
Doesn't it switch to the unhooked person though? It basically encourages the killer to go for the person he just downed.
That’s if anybody lets the Obsession get there first.
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@GannTM said:
I was thinking a cool buff to Bite the Bullet is to also have your aura hidden while you’re healing as well. It’s supposed to be a stealth perk while you heal so I don’t see why not.
This had already been discussed. Someone with Self Care could abuse that for aura blocking whenever they want. Oddly, Sloppy makes this even more powerful for a survivor to do.
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@GrimoireWeiss said:
Hex: Connipition on Deathslinger would be nuts. 10 stacks of STBFL right off the bat is insane.
Hex: Calamity on stealth killers running hexes would be golden.
Hex: Conundrum is a bit worrisome as it encourages tunneling.
The Witch seems cool but I'm kind of worried how she would work with Undying + Devour Hope. Getting to 3 stacks of DH isn't that hard anymore with Undying, and survivors also having to cleanse a whole altar before being able to cleanse Undying would be too much imo.
The Obsession switching as part of Conundrum is meant to discourage Tunnelling straight out the gate.
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@GannTM said:
Spies is more beginner friendly but Whispers is way more reliable.
I mostly agree, but survivors seem to almost never suspect Spies From The Shadows.
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@Phasmamain said:
It sure about calamity because it could lead to a lot of lose lose situations but a pretty cool concept none the less
Until it’s cleansed...
As strong as it initially sounds, it’s probably not going to get a lot of mileage out of other killers, even with Undying. I wanted a Hex uniquely tailored to this killer that naturally delays the cleansing of Hexes.
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@Sherry said:
You're very creative. I like the idea, other than someone being broken at the start. Maybe it could be a hex totem and the person to break the lit totem, becomes broken for a set time.
Conundrum is a Hex. Until the Hex Totem is found and cleansed, whenever an Obsession switch occurs, they get rid of the broken status and exhausted status, and the new Obsession becomes broken and exhausted.
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@NomiNomad said:
As an avid STBFL user, give me Hex: Conniption and give it to me now.
Hex: Calamity is an interesting idea.
Hex: Conundrum would 100% be the most complained about killer perk if it were ever implemented. I could see Survivor Insta DCing if they entered the match exhausted and broken. Which I guess would make the perk useless unless the Obsession changed?
As for the actual killer, the power is well thought out imo, but I just don't know if many people would... Play her. I like the idea of a killer that has a map wide presence like the Witch would have, and her natural game delay (if she were using powerful Hex perks) is nice, but people like using their power. Having a killer with no power would possibly make her very boring to actually play.
I also wanted something that appeased old Freddy mains. No offensive ability other than M1, but passively gaining more information than any other killer.
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@NomiNomad said:
As an avid STBFL user, give me Hex: Conniption and give it to me now.
Hex: Calamity is an interesting idea.
Hex: Conundrum would 100% be the most complained about killer perk if it were ever implemented. I could see Survivor Insta DCing if they entered the match exhausted and broken. Which I guess would make the perk useless unless the Obsession changed?
As for the actual killer, the power is well thought out imo, but I just don't know if many people would... Play her. I like the idea of a killer that has a map wide presence like the Witch would have, and her natural game delay (if she were using powerful Hex perks) is nice, but people like using their power. Having a killer with no power would possibly make her very boring to actually play.
I can see where you’re coming from, but with the frequency at which I see it requested to have a “powerless” killer added, I’d guess something like this would appeal to them as it meets these players half way.
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@Elena said:
I love you, I felt so alone in bringing Lightborn but a lot of people underestimate how powerful the aura aspect of it is.
It's especially more useful when you kick a generator that's been affected by Blast Mine because you can avoid getting blinded and find the little sh*t that did that to you.
I love this aspect of Lightborn too. Funny how the introduction of new perks indirectly increases the power and viability of others.
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@ciara1999 said:
I really like the perk calamity.
Thank you. I’ve always wanted something in the game other than Spies From The Shadows that can make Crows much more dangerous.
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@NoelleMina said:
https://forum.deadbydaylight.com/en/discussion/comment/2410264#Comment_2410264
Just got done with a custom match.
Seems like I was wrong either way. There’s no aura reveal at all. With Doctor and his base power, at least.
Correct. Only Restraint counters Calm Spirit.
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410222#Comment_2410222
Ah so 100% no Pop up notifcation for the Killer?
Correct. No scream. No location notification. The only thing that gets around Calm Spirit is Doc’s Restraint add ons because the aura reveal has nothing to do with screaming, it has to do with tiering up in madness.
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410198#Comment_2410198
This is what I'm confused about, I need answers
Can someone show video evidence of this actually not showing or something because I would love to see it from a Killer POV
Well the thing is you won’t see anything from the killers perspective because they won’t know you have it, unless it’s a Doc running restraint add ons.
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@Apollos said:
Calm Spirit also prevents crows from flying away, meaning you can sneak around a lot easier on certain maps like the tugboat in the swamp.
Unless you actually physically touch them. Even with Calm Spirit if you actually come into contact with a crow, it flies away.
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@thefallenloser said:
Following at thread of mine from the other day, I noticed that DBD forums posters are really bad at engaging in any meaningful discussion, and it gets very annoying, and completely ruins many threads.
So-- with that being said, here are a few friendly suggestions when engaging with a topic so that discussions can be actually interesting, insightful, and on-topic.
- STAY ON TOPIC, PLEASE
- This is usually why the thread sucks. Someone starts an argument and the entire thread is just two people arguing. Whether you started it or not, quit arguing about something not on topic, take it to private messages. :)
- ACTUALLY READ THE POST
- It's actually extremely baffling how many times I run into people that don't read the contents of the discussion, just the title or a few words. I guarantee you many misunderstandings and points of contention would stop happening if people just took the time to actually read. You are engaging in a discussion by your own will. Please absorb all of the information presented.
- TRY TO UNDERSTAND THE VIEWPOINT OF OTHER SIDE
- This is like... basic Debate 101. Appealing to the other side either gives you opportunity to strengthen your argument or exposes the flaws in it. Instead of saying "I'm right," "No, I'm right," thus, turning things into a mere pissing contest of who can farm the most upvotes from the side that agrees with them, think about why people are presenting their argument and account for all of their points.
I agree. But unfortunately you’ll probably find that even this thread will be derailed by nonsensical rubbish.
- STAY ON TOPIC, PLEASE
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Bite The Bullet + Self Care has saved my butt countless times mid chase because of how confused the killer is about my sudden, seeming, disappearance.
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@dspaceman20 said:
I hope they implement the new boon totems for survivors.
Same. Even if it’s just one boon perk, but my guess the first survivor to feature them will have 2 boon perks.
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So I can get tabs on the killer, get info on what aura reading (if any) that they’re using, and to know what SS will and will not protect me from being f I get tokens.
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Oh, and also Bite The Bullet, OoO, Self Care, Sole Survivor. The “eventually you can’t even find me with A Nurse’s Calling” build.
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@dspaceman20 said:
I think I asked this before but I want to know again
What is your go to survivor or killer perk builds that doesn't use meta perks like Decisive Strike, Unbreakable, Ruin, ect?
Currently:
Survivor: Dead Hard, No Mither, Desperate Measures, Resilience. The “do everything faster” build.
Visionary, WoO, Wake Up, Open Handed. The “fine, I’ll do everything myself” build.
Doc: Distressing, Coulrophobia, Overwhelming Presence, Unnerving Presence.
Or...
M&A, Overcharge, Oppression, Dark Devotion, Double Calm add ons.
Twins: 3 teachables and Lightborn.
Freddy: 3 teachables and No Way Out.
Plague: 3 teachables and Blood Echo.
Clown: Coulrophobia, Deathbound, Forced Penance, Sloppy.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/270954/terror-radius-in-two-floors-maps
The point is supposed to be confusion. You're not supposed to know where they are. Just that they're close
Exactly