aeonskul
aeonskul
About
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- aeonskul
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Insane take. The mode is oppressively survivor sided. Survivors have to do 2 less generators than normal, give their entire teams old Object of Obsession, Sprint Burst, Self Care and old Made for This. 1 shot killers get basekit meme addons so they can't do the one thing they're good at. There's 3 hatches, 3 escape gates, 3x more pallets on the map with some loops having upwards of 6 pallets in that loop, invisible walls everywhere and no slowdown for Killers. It's really a mess.
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@ReverseVelocity said:
Most of my 2v8 games have been pretty fun overall, but there was one I had where it really sucked. All the killers did was slug people until they bled out deliberately to try and make people miserable.
The game lasted forever, and kind of grinded to a halt eventually. I really don't think this should be a thing, as there is minimal reason to slug with the cage mechanic preventing any sort of pallet/flashlight save, and the fact that it's really quick to do. This isn't a strategy that's any more effective than just caging in the end, but it is miserable to face. I guess that was the point, but still.
I'm not sure I can think of a genuine reason to slug somebody for a significant amount of time in this mode, so for the next time round, please consider extending the self pickup to anyone who is downed, instead of just for their last cage state. This will prevent people from playing in a way just to try and ruin the game for others.
I can absolutely think of a reason. The match starts with 2 gens less than balancing should require so matches end way too quickly. Caging a survivor often puts them right next to a survivor leading to absolutely no slowdown whatsoever. Slugging is way more important in this mode than any other.
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Is this a troll post, OP? There's 1 QoL update (selecting guards) and a metric ton of nerfs. What is there to rejoice about?
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744833#Comment_3744833
just made him more fun and rewarding to play
Would you care to explain how in any way he is more fun to play when you are now penalized for doing actually anything? 5 seconds for flag spawns means you are handing survivors a free sprint burst since you now have to sit still and send the guard 10m away before resuming chase.
Also could you explain how it is more rewarding to play when you are, again, penalized for doing anything with your power? Guards cannot score hits by themselves and the game now actively punishes you for chasing alongside your guards by shortening their spawn time by a whopping 300% when you get close to them. There is nothing positive here. There is no reward, there is no fun.
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I do have much weirder and wilder suggestions, but that one is the easiest choice, I think.
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@graveyard_7777 said:
@GeneralV opinions?
There is definitely a need to improve Freddy. His nerf was completely, absolutely unnecessary as at the time he was nerfed he was already one of the weakest killers in the game.
I find that one of the easiest and clearest "no-brainer" ways to improve Freddy would be to increase the variety of teleports he has access to. Allowing him to teleport to clocks and exit gates would instantly improve him by a wide margin by allowing him to counter would-be dream warriors and allow him to be relevant in endgame seeing as his power completely deactivates once the final generator is repaired.
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There is nothing constructive about taking things away. That is inherently destructive. If you wanted constructive, it would be better to talk about what things we can add to the game to bring up the quality of perk variety instead of making sure there are only 2-3 must have perks. Attacking what actually works is in no way constructive when you leave everything that doesn't work in ruins.
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Because all the formerly best perks got dumpstered in the last patch and the new chapter brought something the is fun and unique that people are trying out. When Dracula comes out, you'll likely see it used less as people scramble to make something of the new perks.
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Oh hey, finally, survivors got what they've been asking for for years. A secondary objective. Good on ya BHVR, you're finally listening to the fans and giving everyone a bunch of stuff that's been requested for ages.
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@Dreamnomad said:
First lets just get this part out of the way, yes it needs nerfed. Having played it extensively over the last few days, I don't think that part is even debatable. For large parts of a match it is like having infinite wallhacks. The value of knowing where players aren't is almost as valuable as knowing where players are. Counter play by survivors is possible by either not bringing or picking up items or dropping items off on some corner of the map but neither of those are healthy for the game. In short, value too high, counter play too low.
With that out of the way I've spent a lot of time thinking about the best way to make this perk viable but balanced. I've considered lowering the range of the aura reading but reached the conclusion that there is no balanced range. It will always be either too good or too bad. I think the best solution is a time limit on the aura reading per item. Something like 90 to 120 seconds seems fair. That time shouldn't be reset if the item is picked up and dropped later either.
You listed ample counterplay. Do not bring an item, do not deplete an item, discard items in a safe place, bring distortion or bring object of obsession. That's 5 counters right there. If survivors choose not to counter the perk, that's a skill issue, not a perk issue.
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I find the ever ramping degrees of FOMO to be in incredibly poor taste. The game already costs a lot of money to get all the perks or killers. I miss when items would come out and stay out. While I appreciate that a lot of skins are becoming earnable, a lot of them are adopting limited fomo runs that still leaves a very bitter taste.
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Warhammer 40,000 is my choice.
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I want to see something actually horror themed for the Trickster, and it would be a great irony to make the prettiest boy in the cast into a hideous monster. He won't be able to rely on looks anymore. Bonus points if he gets new voice lines depicting him no longer having fun and instead something more akin to Dr. Birkin's voice lines being in pain and confusion.
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I definitely think Dwight should have some unique dialogue with The Unknown who is wearing his own body. I've been thinking about this a lot as well. He is the leader, but he never speaks, he's seen as a coward hiding in lockers and has been here almost as long as Vittorio. If the Unknown is also speaking in his voice then it is the first time we've ever heard Dwight speak. While the actor for Unknown is still available, we should give Dwight some lines to make it even more obvious that The Unknown stole his identity.
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I think their BASE cosmetics should, by all means, be an extension of their story, but as we have expanded the overall lore of Dead by Daylight, we have entered the Multiverse. This should give us license to create any kind of version of these characters that fits our own headcanons for these characters, essentially making our own universe in the process.
My Dwight is a librarian from the late 1800s, my David is a grizzled old man and veteran like Bill. My Adam is a 1930s detective, etc.
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@Almo You seem to be the most active dev here, might I get your opinions on any of this?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/969768#Comment_969768
This would be a dumb reason, if that is the case.
In a dev stream, they confirmed that the reason it's still a Hex is because all of Hag's perks MUST be Hexes as they were introduced with her.
https://www.youtube.com/watch?v=3Aoe1H282oYTimestamp: 29:41
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It is not as though I was nerfing BT as a whole, just deactivating it during the End Game Collapse so it becomes tense for more than just the Killer.
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@Waffleyumboy said:
Why nerf BT? Just run blood warden if BT is annoying during end game.
I already explained. Because Survivors running BT have a tendency to get ballsy and rush for unsafe hooks and during the EGC they will swarm around you to bodyblock and bully you and there is no penalty for doing so. The unhooked person will also often bodyblock you and pin you in place so you hit them, which gives them a free speed boost and guarantees their escape.
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@TraitorousLeopard said:
m8 did u just nerf buckle up
K-kinda. I know it's a rarely used perk but I didn't know what else I could do for it. I might completely rework it in the future though.
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Oni for me. Since the nerf to his flick and his slowdown/cooldowns, I just can't do squat with him. He was very fun during the PTB but now he just seems way too easy to bully. any corner becomes a hard counter, he feels slow, massive and clunky and the new glove conditions allow survivors to further screw him over by taking the blood that they drop back, thus taking away from his core gameplay.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1037487#Comment_1037487
Unsafe rescues are the only rescues possible if the killer is camping/tunneling lmao. Not all killers adhere to a silly moral code.
If they're camping, then you do gens. It will punish a camping killer severely. Sure, they may get 1 kill, but only the 1 and it will guarantee a depip for them.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1037479#Comment_1037479
Yes it's tunneling. You hooked the survivor within a minute of them being unhooked.
Which would not have been possible had the 'rescuer' not thrown themselves at you. Unsafe rescues should not be encouraged. It makes for a poor survivor to have too many get out of jail free cards.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1037470#Comment_1037470
Dude. Someone comes in for the save, you hit them, they save, you down them, go after unhooked, down unhooked, go back and hook unhooker, go back and hook unhooked. TUNNELING SUCCESSFUL. SHOULD'VE BROUGHT AN ANTI-TUNNEL PERK BABY SURVIVOR LMAO.
That's not tunneling though... That's just a bad survivor play and a failed rescue...
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@Waffleyumboy said:
DS just needs to be disabled if the survivor touches a gen. This idea makes slugging too strong.
I fail to see how, exactly.. Though I should probably specify that it should still have that 1 minute long timer before it disables itself. The idea is that it shouldn't guarantee that Survivor is untouchable no matter what for that time. It should just turn the perk off if you down someone else and hook them first, thus proving you did not tunnel.
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Simply, for me, the changes I'd make is calling it something different and adding it as a new perk.
It is so fundamentally different from Hex: Ruin that it rightly should be its own perk.
Secondarily, since this is such a big nerf, I'd say to make it a permanent rather than a Hex.