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@MasterofSFL said:
Hooked Survivors in your terror radius and within 10m of you have reduced death progression shortly after being hooked, while you're not in chase.
Obviously people have complained repeatedly over "face camping" and there are those who defend the idea of "camping" as legitimate. Camping is a problem, when it's blatant. Not only does it create a frustrating situation for the unlucky survivors to be caught, it ruins the thematic flavor of the game itself. Yes, killers who camp are more likely to lose, but this isn't an excuse or justification, it's simply what can happen. However, "Bait & Ambush" is a legitimate strategy and it does add to the thematic flavor of the game. Forget tunneling or blatant camping, Bait & Ambush is using the survivors and their altruism/self-interests against them, forcing plays and creating confusion.
The only way to permanently solve this issue is to split the two forms of camping into a form that's punished and is discouraged and a form that's legitimatized and balanced around. Killers who don't have the powers or the builds to Bait & Ambush shouldn't be hanging around hooked survivors the entire game, nor should they be rewarded with ensured kills/bloodpoints for doing so. Killers who do bring builds to specifically Bait & Ambush ought to be favored as a style of play.
I'll say it again: camping is only harmful to the Survivor unfortunate enough to have become the victim; effectively removing them from the game and denying them bloodpoints.
A good group of Survivors, will work on generators while the killer camps - knocking out several before either attempting to save before state change; or choosing to leave the hooked Survivor to buy more time and knock out most if not all the remaining generators depending on point in match. The huge problem is Survivors will kill themselves on the hook immediately instead of struggling it out and buying their team that time - which often results in camping feeling like it is toxic to the entire time when it is really the 'I quit' Survivor mentality when they get placed in an unfun situation.
Camping can be combated by team-rushing the hook and even solo-rushing or trading your place on the hook to buy even more time for the rest of the team, unless it is a one-hit down killer like Bubba that makes you have to think and weigh your chances more carefully because he can multi-insta-down. Also, killers that camp are also the killers that either: do not care about emblems or pips or ranks; or are trying to derank themselves.
The problem is the game has a plague about it in the form of a Survivor vs. Survivor Team vs. Killer mentality -- where Survivors care more about their own individual escaping than making sure members of their team are able to Survive -- and that isn't the Survivors fault. That is on the Devs for designing the reward system to not reward you based on team gameplay: such as post-match awarding something like 25% of the individual bloodpoints scored by teammates during that match, which would encourage players to help their team make as many plays as possible instead of worrying about themselves first and foremost.
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The design intent originally on why Killer's get more bloodpoints, easier, is because Survivors have the ability to escape with their items (previously item and add-ons); but Killers constantly burn whatever add-ons they bring; so they are constantly having to do bloodwebs to keep their add-ons fueled up -- and many of killers do require more use of their addons, because balancing when it comes to base power set being viable and effective is hit or miss; mostly miss.
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I agree with you that it's kind of stupid to have perks that directly negate stealth killers' undetectable status; but you won't find many that actually would agree to them being nerfed -- because that's why they're taken; to counter stealth killers.
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So...
"Why does building for anti-slugging require me to not run my crutches to do so" ?
Because slugging is a gamble you take on whether you want to be designed for anti-slugging or whether you need your crutches to perform well in other areas of the game.
Because you aren't supposed to be able to counter all playstyles with just one perk loadout.
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The penalty needs to be something other than just a timer. The simplest answer for DC's still has complications though. I think something like this would be an adequate deterrent and punishment:
Frequently DC-ing from matches (and we're talking the limit being conservative so it's actually punishing; like... 5-7 times in a month or so) puts you in the 'Quitter's Queue' with other players that have been flagged the same way. In this queue, you are only matched up with other players that are also in the Quitter's Queue. Your UI updates with a big, glaring notice 'QUITTER'S QUEUE' whenever you enter a lobby - so you know you are in there.
Only way out of the Quitter's Queue is to successfully complete - and stay - in a match until post-game results are filled in with everyone's information (when the match is actually over); this way it avoids just 'killing on the hook' to get out of the queue and forces you to have to at least stay through the entire match. If you or another player DC's from the match - the match is considered void and does not count for the number you need to complete.
Or, you spend something like 2 or 3 days in the queue and are automatically returned to normal queues at that point (for times when the player pool is so low that match times get too long (they're supposed to be long because it is a punishmment).
But - it can be abused, people can DC just to keep other players in the Quitter's Queue because it nulls the match.
It can be -- but that should be a reason why you should try not to ever be put into that queue.
You can just die on hook - this is stupid!
Then change hooks. Remove the struggle phase requiring constant input to avoid death (it's damaging to hardware and people's wrists on consoles anyway); implement 'Overcharge'-esque skill checks with only a narrow great zone. Hitting the zone, adds to your timer; but missing does not speed it up (so you can't just not do them to suicide; but if you can hit them you can draw out your hook time (with a limit of course) so a teammate can come unhook). No more suiciding on hooks because you have no way to ######### other than letting your timer run out - which requires SWF coordination or teammates giving up on you. The game already removes any options for second-chance hook yeeting if you're the last Survivor by auto-killing you through the stages anyway; so this is just the reverse, preventing you from killing yourself.
And all this comes from someone who has, on different occasions, DC'd as both a Survivor (toxic gameplay, dragging the match on just to keep playing toxically; other Survivors purposefully 99% exit gates and then not moving or opening them; etc.) and Killer (trying to complete a daily ritual and getting zero progress in games with toxic/SWF trolls, mainly).
A time penalty and losing bloodpoints earned during the match are not enough of a punishment or deterrent.
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The simplest answer for DC's still has complications (hacking, mentioned by Slashstreetboy):
Frequently DC-ing from matches (and we're talking the limit being conservative so it's actually punishing; like... 5-7 times in a month or so) puts you in the 'Quitter's Queue' with other players that have been flagged the same way. In this queue, you are only matched up with other players that are also in the Quitter's Queue. Your UI updates with a big, glaring notice 'QUITTER'S QUEUE' whenever you enter a lobby - so you know you are in there.
Only way out of the Quitter's Queue is to successfully complete - and stay - in a match until post-game results are filled in with everyone's information (when the match is actually over); this way it avoids just 'killing on the hook' to get out of the queue and forces you to have to at least stay through the entire match. If you or another player DC's from the match - the match is considered void and does not count for the number you need to complete.
Or, you spend something like 2 or 3 days in the queue and are automatically returned to normal queues at that point (for times when the player pool is so low that match times get too long (they're supposed to be long because it is a punishmment).
And all this comes from someone who has, on different occasions, DC'd as both a Survivor (toxic gameplay, dragging the match on just to keep playing toxically; other Survivors purposefully 99% exit gates and then not moving or opening them; etc.) and Killer (trying to complete a daily ritual and getting zero progress in games with toxic/SWF trolls, mainly).
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The only way the Wraith can be balanced fairly is for him to get gutted and reworked like Freddy did - taking away his 'invisibility' and giving him other abilities because "not being able to see him easily" is too difficult. /s
But seriously, that was the Dev's mentality with Freddy - they just don't bother with Wraith because he's extremely add-on dependent.
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@NemIsLive said:
https://forum.deadbydaylight.com/en/discussion/comment/1668908#Comment_1668908
Cool opinions, bro. You rarely see map offerings burned? Then you're extremely lucky you aren't going up against the sweaty survivors and killers that I am.
I like the random nature of maps, I don't like map offerings, why would I waste a map offering to go somewhere on the off chance that a killer would have a map offering? That's completely dumb.
I wish the maps felt random - 90% of the time, I'm facing back-to-back variations of the same 'map' like 3 Autohavens, or Autohaven, forest, autohaven... never feels random to me lol.
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@Mister_xD said:
i dont mind the combo itself, what i mind is this combo with Tinkerer on a Blight (or Billy or Spirit - basically any killer with good map coverage). that is where it gets super oppressive (and boring) and where imo something should be done.
honestly, why not try taking away the aura reveal Undying has?
i feel like that doesnt really have anything to do with its main effect of reincarnating destroyed Hexes and its a little over the top.
and to make the tiers unique, make it so tier 1 and 2 have limited revives.
I don't think the aura reading needs touched at all. Survivors just need to calm down; quit power-rushing the totems the moment they see them; take a few seconds to approach one then back away - wait a couple seconds to see if killer may be heading that way, then reapproach - Undying just makes Survivors have to be more cautious of their surroundings when they're taking care of totems instead of the cleansing action just be an off-handed "oh look, bones, let's do them" as they're sprinting through an area.
And it's only a 2m raidus; for maximum 6 seconds - and the killer has to be looking in the direction of the totem to see you; unlike ToTH that gives an audio-location que to get your attention.
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@aarongai said:
Her chase is pretty weak without Corrupt Purge, but I'm not sure if buffing Vile Purge is a good idea given how it's essentially a free (but delayed) first hit that can spread to other survivors. But if they were to buff it, maybe cause infected survivors to gain the Hindered status effect as well. Would give them another reason to cleanse.
I wouldn't go with Hindered - only because that's a very powerful debuff at even the smallest numbers.
Action speed penalty while infected (you're distracted by coughing and vomitting) would be the route I would go - encouraging to cleanse quickly so you can repair and stuff at full speed.
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@Kaitsja said:
Broken is a bit of an overrated status effect. Yes, it can give you an insta-down but at the same time, with a power like Plague's red vomit there's really no need for it. Not to mention that survivors typically cleanse only after being afflicted with Broken.
What if alternatively they changed 'cleansing' yourself to only removing infection and the Broken status if it exists - but not recovering your health state; so if you let yourself get broken, you are basically 'injured' even after you cleanse.
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@Chi said:
I was actually thinking of getting a we're gonna live forever stack when you pick up a downed survivor, not sure how fair it would be to have we'll make it activate upon every pick up.
WGLF should give stacks from: safe unhooks, protection hits, healing other survivors, repairing a generator (either yourself or part of a co-op, you must be involved), and flashlight/pallet saves.
As for We'll Make It - no, I don't think giving that much of a healing boost, without an unhook, just because of sluggers is smart. It effectively counters the healing changes to downed survivors.
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@ChantyBoi said:
I don't know man I still think just making EGC start when the final gen pops would be better.
That's what I recommend - but you would have to change Blood Warden after that change is made. 60 seconds blocking Exit Gates with an EGC that has been active since final gen popped is too strong.
But more regression in the game is better, I think - and having the Exit Gates regress if you are forced off of them is a nice change - perhaps as an alternative to the auto-starting EGC. One or the other, but not both at the same time because regression on top of an EGC timer is a bit much.
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Similar to suggestions I have made and others -- I would change "healing to healthy" to healing any health state - so if they are slugged and start the timer, they can't be healed and still have their protection on them.
This could be a fair trade-off though. Having no timer, but if you do anything but run from the killer; touch any part of the game; or heal yourself or get healed, then you lose your Decisive.
And yes, definitely deactivate during EGC because killers only objective at that point is secure their kill and tunneling is 100% justified there.
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I would be more likely to pay them the stupid $10 cost for the premium, if instead of mostly trinkets I got:
- Much More cosmetics.
- Small Bloodpoint rewards (like 25/50k here and there)
- Large Bloodpoint rewards (like 100k every 10 or so ranks)
- Shard rewards (the 1,000 Auric cells to "refund" the $10 just doesn't cut it and can't be used on some things).
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@AGM said:
You can turn sticky keys off, or change your crouch button to one that doesn't trigger sticky keys.
This. Just check the little box when the notification comes up to turn off the annoying warning.
Hold the button to get warned: uncheck box.
Rapidly press button in quick succession: uncheck that box as well.
Solves those problems. :)
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/1650214#Comment_1650214
Well I am maining her right now and she still does amazing.
I have read some people say that this PH change will increase the skill needed to do well with him, just like the nurse change did for her.
It is a good change, something so easy and skill less shouldn't be allowed.
Some people have said that his power is only good when it is used when survivors are locked in an animation, that is not a good thing and it should be changed.
Why do killers have to be the only players that need 'skill' to perform their basic powers and mechanics though?
Why do the majority of Survivor mechanics not involve much 'skill' to them and are just 'run over and hit a button'? Not even talking about perks here.
Literally the issue was Survivors could not longer trust vaults or pallets in a chase if PH was directly behind them - instead being forced to eat a hit of some sort because they didn't come at a loop from a different angle to allow them to get through that loop point.
The compensations we got are pitiful. They should have widened his attack so 'side-stepping' wasn't a thing; you had to literally get out of the way to avoid it not just take one step to the left or right.
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@Orion said:
I think revealing Ghostface should have some drawback to him, other than losing his stealth and stalking. I was thinking something like slowing him for one second (say, the Shape's stalking speed at EW I), or the survivor who revealed him has their stalking meter decreased/depleted, or even both.
My reasoning here is that revealing Ghostface is nearly 100% detrimental to survivors, which shouldn't happen in a counter. Sure, he lost his stealth, but he also knows where the survivor who revealed him is and doesn't lose any momentum (literally and figuratively). IMO, there should be some active repercussions for getting revealed.
It's a trade-off - you turn on his terror radius and red stain for anyone he's chasing; in exchange, you risk him changing targets to you. It's better used from a vantage point where you can see him at a distance chasing someone, so you break him out of it to give them more awareness.
It doesn't need to slow him down or doing anything else because of how ridiculously easy it is to break his stealth.
Otherwise, if you give him a debuff - then change his breaking mechanic to require something like continuous line of sight on him that resets if that line of sight is broken - so you can't look at him a little here, little there, little more here and break him out; you have to see him constantly to break his stealth.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1664072#Comment_1664072
Firstly I will say survivors don't mind it getting changed but I think they'd rather other things changed first (keys/moris). Also I'd say they are worried that DS will be destroyed.
Here's the problems I have with it though:
- Locker + DS is the only real counter to a mori. I don't want this removed till moris are changed.
- The only way a survivor will get any value out of this DS is if they get downed extremely quick. Killers can tunnel extremely easily if the survivor doesn't go down in 30 seconds which they shouldn't.
- Still doesn't solve the problem that if you hit DS, the killer can now get a free tunnel to death.
- Unbreakable + DS combo still there.
- Your increased stun timer can still be abused. A swf player who has DS can still force a grab at the hook and use their DS.
- Getting unhooked near the exit door is still a free escape.
You've fixed a problem but created 1/2 more. Sorry but this is another DS idea that isn't good mate.
This didn't create problems that didn't already exist - no new problems came from this. The normal stun is abused - but rather than go off and list unhooking a survivor disables Decisive also, I left it at the major non-tunneling actions (unhooking in a killer's face mid-chase is still technically while you're being tunneled or focused on). The increased stun coupled with the SB effect solves a lot of the issues -- and no, it doesn't stop DS from being an escape when the doors are open; that one was iffy but I suppose the suggestion that Decisive become disabled once an Exit Gate opens would solve that problem. If it's a real "problem" then add performing/starting an unhooking action; and once Exit Gate is opened to the list of disabling conditions.
Once again --- changing one item should not be "well what about X" as an excuse not to do it. Change Decisive; then worry about changing moris. The problem is locker-ds doesn't just interfere with mori's it basically gives you 100% shielding while your timer is active, when it shouldn't. Yes, Mori's are a problem - but stop trying to say other things should not be changed just because X problem exists. Fix one, then fix the other and don't use them as conditions to fixing one another.
And Unbreakable DS is not a 'problem' if you treat the "heals a health state" as healing any health states -- healing from dying to injured is healing a health state and under the suggested fixes, it would disable Decisive if they used Unbreakable to counter being slugged for the duration.
And the "only value being a quick downing" -- that's the point. It's not supposed to be a safety net you carry with you for a full minute while doing your objective. It's supposed to stop you from being downed quickly after being unhooked; and if you're being tunneled for 30 seconds - odds are they would tunnel and or slug you for the remainder of the duration in the first place so a 60 second duration is still pointless in that scenario. This remark highlights the problem with Decisive -- Survivors are too used to having it as a safety blanket that keeps working long after they've been unhooked or are not being chased anymore. They're used to having it while they run somewhere to heal and then using it as a protection so they can run to the killer's face or attempt an unhook because "oh I still got my DS" - when that is not what the perk should have ever evolved into. It is an anti-tunneling perk and should only be for anti-tunneling, not whatever the hell Survivors feel like using it for, for 60 seconds.
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@HersKisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1664271#Comment_1664271
It's not as much of a safety net as you think, dude. Let me give a scenario and you tell me if they do this.
Survivor gets hooked. He/she gets unhooked and killer comes out of hiding. They run to the gen and start working on it, knowing the killer is right there.
If this scenario fits, then the survivors are idiots cause the killer still gets the upper hand. Now let me give another.
Survivor gets unhooked and killer just went out of range and there is a gen that hasnt even started in front of them. They hop on it real quick and killer comes back and knocks them down after ignoring a survivor they were just chasing.
Now see, that is a great scenario where DS is ok. Now there are some clutch moments when DS can be used to get out and escape. And that is perfectly legit. Scenario 1 is just an idiot. Scenario 2 is a survivor just doing his/her job. Get over it. I do scenario 2 all the time and not when I'm using DS. It's not as op as you think. It was back when it had no timer, but now you are just being selfish.
In that second scenario - no, the unhooked Survivor should have moved out of the area and not tried to 'hop on' the generator right in front of them just because it wasn't touch. They made the decision to push their objective too soon and that is on them - DS should still disable because they chose that it was 'safe enough' to do their objective right near the hook they were on.
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@HersKisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1664072#Comment_1664072
What you ask is literally unreasonable. I was a player who never wanted to use DS since there was so much hate on it and I never believed I needed it. But recently, with the influx of face camping, tunnelers, I started giving it a chance. I've only been able to use it 7 times in the last 2 months since I bought Strode to get it. And 6 out of those 7 times, I missed the skill check. Every killer either slugged me or just carried me to the hook when I missed. It has many downsides to it including an extremely small chance to actually activate it. But unfortunately there are people who have outstanding timing. That's like players in CoD who rarely miss a shot. But to take away survivors ability to do the only thing they are supposed to do, just because you are salty, is unreasonable. Yes I find it annoying but I also find Myers ability to Mori without a Mori annoying as well yet it's not gonna get it fixed
Michael's Tombstone is a problem too. But that doesn't excuse Decisive not needing a fix just because you and other players want to be able to have a 'safety net' while doing your objective - from a perk that should not be a catch-all anti-Killer perk and should only be anti-tunneling. Skill checks are not adequate enough "downsides" - Survivors should not be able to work on generators or anything else just because they have an ungodly time window of 'I'll stun you if you pick me up and I hit a skill check' . It should be a use it or lose it perk - no "holding onto it" while you repair a generator or do some totems; no hopping into a locker mid-chase because it will automatically trigger your DS if you're pulled out of it.
It is not unreasonable to expect Survivors to stop using 1 perk as a safety net instead of only using it for its original intended purpose: tunneling. And like it or not - if you have time to do a totem or repair a generator, you are no longer being tunneled and therefore no longer need the safety net to be active on you.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1664017#Comment_1664017
I had a suggestion for changing DS a week ago though I don't think anyone saw it. It changed the perk a lot and I needed to make changes to the game for it to work but I felt it did fix a lot of the current problems with DS.
This is why I didn't want the thanatraphobia slowdown to be no higher than 6%. People wanted it to be increased to 8% which I felt coupled with killers like Freddy and perks like Dying Light would be horrible. Never remind me of forever Freddy again lol
Decisive is easy to fix, but Survivors don't want it "fixed", they want it to remain a universal anti-Killer perk.
Trigger on unhook, lasts up to 60 seconds. Killer can down you and this timer will still tick down while down. The perk should not be changed to where it also anti-slugging, when that is one of the only ways a Killer has to fight back against it; but I've seen so many people try to suggest this because "they just slug me and I never get to use DS". That's the point and it is because DS is so powerful we would rather just leave you to bleed out for 60 seconds than deal with it.
The changes to fix it are simple:
Decisive should disable itself when the Survivor - hops inside a locker; heals a health state; begins repairing a generator; starts cleansing a totem; or begins unlocking a chest. All of these actions should disable Decisive. The perk is meant to only be used if you are chased and downed again in a span of time; and apart from lockers, any of the other listed actions are clear enough that you are not being "tunneled" anymore if you have time to engage in them. Lockers need to go simply because it can be abused to just sit in the locker where the Killer cannot touch you because it triggers DS.
The duration should be much shorter - 30 seconds max. Not only does this shorten the time a killer needs to chase or avoid you; but it also shortens the time you are left slugged if the Killer manages to down you and decides it isn't worth eating the stun.
In compensation because it is now truly anti-tunneling, Decisive should stun slightly longer and give the Survivor a temporary Sprint Burst effect for a few seconds that does not trigger/ignores Exhaustion - but does not stack with using Sprint Burst perk with Decisive; as well as hide scratch marks for that same duration. This way Survivors can actually put distance and potentially get out of the tunneling situation during that stun. This does not stop a Killer from slugging you to avoid DS altogether - because that is a viable counterplay.
Again, these changes will never happen because the Survivors that use the perk do not want it to be anti-tunneling. They want it to remain the all-scenario anti-Killer go-to that it is now, that gives them a ridiculous 60 seconds to do whatever they feel like doing without having to worry about the Killer being able to down and hook them without eating a stun.
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@Woodywool said:
https://forum.deadbydaylight.com/en/discussion/comment/1663293#Comment_1663293
To be fair, If you need to take 3 perks & the perk for that Flip-flop is starting to work mostly it's not ok IMO. A lot of perks people used are those that can give some bonuses standalone or +1 perk too. Okay, the Flip-flop & Tenacity can work together not bad but it's a VERY RARE this combo can save you.
I'm playing with randoms perks so long and have some specific situations like "Wake up" saved my ass 1 time by increasing gate opening speed. I think that I have 50+ games for sure when I'm taking this perk and It helped me & others like VERY RARE. What about Flip-flop? I think that I had 1-2 saves by using it from the whole time.
Recently I had a game as the killer on closed map and the surv was carrying "Boild over". The fact that I bumped a lot to the textures and didn't notice the hook that was close to me he escaped from my grasp. I think it's the first time when I was outplayed by using this perk.
It's almost depend on rng
Yes, I agree the fact that for some specific perks you need to play specific sometimes too but we have a lot of perks that are popular and have unique playstyle and also be really useful in almost every game like Inner strength, Head on, Breakout e.t.c.
It also depends on what the playstyle player has but more popular perks are working often than others because we face with some situations a lot and these perks really help us or have a really good bonus for playing in specific moments and being helpful not very rare.
What about meta perks? These are really help to survs a lot and often than some perks that can help VERY RARE
I don't say that you're wrong but still... A lot of ppl agree the fact that this perk needs a buff. A lot of people and me don't mind to see some tweaks for "weak" perks too.
Tweaking perks is fine and great - but I don't think we need to bring them up to a level where Survivors don't feel obligated to not run DS/BT/Adren/SB on every single one of their loadouts because they're just that absurdly useful (which, in itself, in any other game, would deem that they need to be brought down in power while other perks are brought up).
For me - changing Survivor playstyles and making them not be able to run all the crutches they want is a good thing.
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@MauriceMaverick said:
Seriosly i'm sick of seeing my rank dont coming down, or dont lose one mark for that matter, even though i killed no one, just because i got all on the hookes ones, hunting took forever and it took centarys till the gens were done. Thouse ranks and marks are a good idea, but the 4 catagory points dont make sense at all. It should all depend on how many you can kill. In that way, up and downranking would be a lot more understandeble. Loose one mark by none to 1 kill (it could also be line that you loose two marks by no kill, but that is a theme for discussions), it stays with 2 kills and you got one more mark with 3 kills. Guess what happens on 4 kills ;).
I think that is a way better and more skill demanding system than thouse stupid points, everybody hates.
You can thank mainly Survivors, but also the Devs own mentality for this backwards system.
They want to encourage and reward Survivors to find and get chased by the killer, allow themselves to be hooked twice before doing their generators and escaping.
They want to encourage Killers to find and chase Survivors; let them go and chase them again several times; hook them and allow them to be unhooked so they can hook them again; and secure their kills only after three hooks instead of killing them too soon or without enough "engagement".
The reason - the Devs and the majority of Survivor players (and many killer players) don't want matches of having to try hard or see how effectively you can kill or survive - but rather want matches full of chases and escapes and messing around with the other side instead of Survivors employing stealth and survival while avoiding contact with Killer (as the game implies and was originally intended); or Killers securing their kills early in a match to swing it in their favor (wanting them instead to let them get unhooks and healing points and only be killed through three hooks spread out over the course of the game).
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@BaroneMaximus said:
Soulguard is basically no mither/unbreakable + borrowed time, it counts as 2/3 perks at once!! I would really think to limit the unbreakable part to just once per game even if you have an hex in the game.
@BaroneMaximus said:
So people seriously believe that Soulgard is actually balanced? Are we joking? XD
@BaroneMaximus said:
So you don't think that actually putting a limit on it should be a thing. i mean unlimited unbreakeble :\ plus the borrowed time lol
Soul Guard is just fine; requires leaving Hex totems active and suffering their effects; and all that just to be circumvented against Killers that do not use 'slugging' as one of their playstyle preferences.
Sounds to me like you're used to using slugging and Hexes frequently and now Soul Guard is allowing them to ignore your slugs because they ignore your Hexes.
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@HyenaScreech said:
I cant agree with the matchmaking. If it matched specific levels or average of the group it would take years to find a game as a killer.
This would be solved if they just removed 'ranks' since they're arbitrary and not conclusive of actual 'skill' in the game but rather etiher: time played or how well you play by the Dev's pip-reward system instead of just having fun even if it means not being the most effective (or in some cases, being too effective). And then replace it with a system that better tracks actual 'skill' and not 'handbook following'. The only ranks right now that have a specific level of 'salt' attached to them is Red Ranks - because if you see a red rank killer you know you are in for a match that they will go for that 4K - vs. facing other ranks where the killer is more likely to be like, 'you know what, I'll let you escape for such and such reason'; and Red Ranks Survivors you know will be rushing generators down and constantly picking fights with you so you chase them and engage them in loops.
@Pawcelot said:
Not mentioning how BHVR is more content with pushing out macrotransactions, DLCs and Rifts instead of improving their game.
They would seriously be in a better spot if they'd quit stacking licensing fees on top of licensing fees by constantly releasing third-party killers more and more instead of creating their own content more frequently. They don't even release cosmetics across the board, have random decisions on what Survivors get cosmetics each time, and while the rift may give you 1,000 Auric Cells by level 69 - $10 for the premium pass just to have to play it to near completion to 'get your money back' is kind of ridiculous (especially preying on people with OCD issues - giving one piece of a cosmetic set for the 'free' path but locking the other two pieces behind the pay wall so their condition constantly bothers them until they give you money to complete the set; ie. Jake's Ranchman set this Tome).
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@hazzzard said:
It's ridiculous that the game is out for so long and you see the same topics on forum circling around from people who mainly play one role. I play both killer and survivor equally because that's the best way of learning the game.
- People need to experience the game themselves and not listen to some streamers who only play one role. Obviously you'll have hard time on both sides. There will be always something that will make your game harder. In my opinion POP wasn't really in the need for a nerf although I understand developers want to adjust the game for newer players. POP will stay in my builds regardless. It's a soft nerf and in my opinion neglectable.
- DS is there for a reason. People who played the game before when DS wasn't a thing know how frustrating it is to be camped & tunneled for performing well in the trial. Killer mains are saying that's 60 seconds of invincibility which is not true. By slugging you're applying pressure to the team and survivors are relying on numbers if they wanna win. Killing one survivor is giving the killer better chances of winning a trial. DS is fine the way it is. It's giving a survivor enough time to plan further actions and killer to get fair hooks/kills. DS was changed in the past (rightfully) and nerfing it more would only award camping and tunneling.
- The last chapter was killer friendly with UNDYING while they gave survivors beginner perks and that's totally fine. Not every chapter needs to be one sided. It's gonna force survivors to use maps, perks such as DISTORTION etc. Finally we will have some variety in builds.
Stop playing one role before crying about something!
Play vastly more Survivor due to playing with irl friends and Killer not letting me do so while progressing - so I would be considered a Survivor main. DS's problem is its duration of invincibility and the fact that it does not stop working if you stop being tunneled - despite being designed as an anti-tunnel perk. You shouldn't get 60 seconds to heal, work on generators, hide in lockers, break totems, and still get to stun the Killer just because he comes across you again and downs you in that time span. That's literally just the problem people have with it - turn it off if you get 'safe' from a chase or tunneling situation again and the threads will stop. Also, this excuse I keep seeing the mods throw around that "DS was worse than it is now" like that excuses it being in a problematic spot now is just silly - just because something was worse at one point does not automatically mean that the perk doesn't need additional changes; or does that only apply to Survivor perks while you have killers like Pyramid Head that have been nerfed twice already in its relatively short existence?
Secondly, it is no different than Survivor mains currently creating thread after thread about Undying because it is forcing them to have to use maps or anti-totem perks and play more cautiously than they want to - take time away from their trolling or stream memeing, stop fixing generators to look for totems and watch their backs while doing so, etc. These players don't want to have to give up crutch builds in order to do that and so they want Undying nerfed to not impact the meta as much as it is.
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@Ghost_Face_Main said:
Title. Seriously, this killer could work wonders with less frustration if his FOV wasn't shorter than The Hag's. Simply increasing the height a slight amount would resolve this.
They don't want him to be able to see over things like crates and such he's pinballing into; or through corn fields he's dashing through.
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@InnCognito said:
It would be nice if maps would be useful again. Such as the "BLACK LOCK" tracking. when it actually would show the hatch aura from a decent distance and didn't burn up in 2 seconds (even with special add ons). What would be even better is if it would show the HATCH spawn location any time we used it, even before it would appear before us. Since killers just beeline it to the hatch to slam it shut anyway. We don't ever get a fair chance at exiting the level since gates are 90 degrees from one another.
As it stands today and I quote
"pink maps are only useful for the outhouse we don't see by the campfire, off screen. I mean survivors do need a way to wipe after a trial"Maps are useful for other things besides tracking the Hatch for an escape though.
Such as tracking totems so you can break them in this rising Hex meta.
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I don't know. I don't think we need to be reworking and tweaking perks just because they aren't at a level where you can run two or three crutch perks and then plug-and-play with a random fourth perk, like most suggestions tend to lean towards. Perks are fine if they work with specific types of builds - even if those builds would force players to have to give up their usual crutches.
Mettle of Man is in a weird place because of its nerf; but also because it is designed for unhooking/protection builds - things like WGTLF and We'll Make It.
Flip-Flop is in a good spot, but requires running an anti-slugging build such as Unbreakable, Tenacity, Flip-Flop, Soul Guard/Other. The 'general purpose use perk in that setup is Tenacity; and most of the time this build only comes into play if you are one of the last two Survivors - because most killers will slug them to avoid a Hatch escape.
The problem with a lot of perks - is they aren't designed to work with one another for things like adept trophies/achievements, but they are designed around using other teachables with them instead. And that's okay; it just means those adept challenges are a little harder to do sometimes; but not impossible.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1663215#Comment_1663215
Let's be honest.
The meta is already insanely stale anyways (PGTW,Corrupt Intervention,Ruin+Undying+Tinkerer,BBQ is pretty much the standard right now with a few exceptions).
And i didn't say that perks in general shouldn't stack.Only X% slowdown perks like thana and dying light.
This way you could buff them to make them actually worth running without having to worry about players stacking them
But neither side ever wants their meta to change. Undying creates an encouragement for running Small Game and Detective's Hunch for anti-totem counter - and adjusting your playstyle to be more cautious and take more time to do the totems while being mindful of the aura reading; but Survivors would rather Undying be nerfed so they don't have to take one of those two perks to counter that playstyle, because they want to use one of their other 'top tier' perks instead; and so they don't have to slow down on doing generators or take time away from farming bloodpoints off getting into chases and trolling with the killer.
On the flip side, Killers don't really have many options for 'viable' meta builds that compete with the multitude and power of the Survivor's meta perks; that's why it is stale on their end. The game is in a state of Killers having something and Survivors having the counterplay, but not very many situations of the other way around. When Killers did get the counterplay (ie. Pyramid Head countering Decisive Strike and Borrowed Time with his power), the Survivors were upset because it neutralized their meta perks again and now he's been nerfed twice with the first one being completely unnecessary (the cage changes) and the second one being subjective (Fake outs aren't a bad thing and keep Survivors on their toes and having to adjust their playstyle and plans on the fly instead of repeating the same thing against every killer).
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@Madjura said:
Plague can vomit on breakable walls to infect them, the same as dropped pallets for example.
Survivors become infected when interacting with infected objects. However survivors can't interact with walls, so infecting them does nothing.
Instead Plague should break infected walls faster. That way infecting walls does something meaningful.
Fair; and wall-breaking in general should be much faster ways to surprise the ######### out of Survivors hiding on the other side.
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99% exit gates is due to Survivors avoiding EGC timer and running out to regroup and gather their team mates so they can rush back, tap the gate, and tea bag their way to exits.
Automatically triggering 3-minute EGC once final generator is repaired; and changing Blood Warden duration to compensate (15/20/25 seconds instead of the up to 60 second exit blocking), is the exact way EGC should work - neither side having the power to avoid/trigger it, but it triggering automatically through normal gameplay. As it stands right now, Survivors will either 99 the gates; or Killers have to close the hatch (often wasting time to find it in many cases) or open one of the gates for Survivors and giving them usually a free exit out of that gate.
Otherwise, the only other option is rapid regression on exit gates left unattended. Like, 1% ever half second - meaning 45 seconds away from the gate to almost fully regress a 99% gate.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1662616#Comment_1662616
killing someone by hand doesnt have a time limit to it, yknow, you can mori people after the second hook too. If you have a mori challenge, you can literally delay it till there is still 1 gen left. Then there is 2 perks that allow exactly what the challenge requires and actually feel "earned".
Ebony mori simply has no single reason to be used, as there is not a single challenge that states "kill 4 survivors by your own hand in a single match".
I'd say that Ebony Mori could be changed to "hooking a survivor will expose them for the remainder of the match" and still be considered quite broken, even though that is infinitely better than ebony mori is right now.
Ebony should be kill all survivors that has been hooked twice in the match.
Green should be kill any two survivors that have been hooked twice.
Yellow should be kill any single Survivor that has been hooked once (no change, because it is not nearly as oppressive as the others).
Mori's should not be 'secret' because it is just pointless when the only other secret offering from killers is shrouds - either no secrets; or all killer offerings should be secret, pick one side or the other instead of 'flagging-without-flagging' the use of a mori.
Use of a mori should automatically refund all bloodpoint-based offerings used by a Survivor due to matches being cut considerably shorter and the offerings usually ending up being 'wasted'.
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On the flip side - Keys should have a chance to break upon attempted use so the Hatch becomes a risk-reward situation instead of a free-escape.
They should only spawn on bloodwebs.
Only exists as the Skeleton Key at iridescent rarity.
Have no means to keep the item after matches.
Destroy themselves when dropped from a sacrificed player
and never spawn in-game from chests so killers can always prepare for a key to be in play instead of someone finding one mid-match and getting a free escape because of RNG.
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@CosmicParagon said:
Remove the aura reading for totems. It is unnecessary and just makes the perk a strictly better ToTH. As a benefit, this change would force killers to use ToTH if they want the same effect, thus forcing them to use ALL of their perk slots to make it work, 3 of which are easily broken hexes.
"Thank you for your concern.
Please consider removing one of your preferred crutches and meta-approved perks in favor of running an anti-totem perk such as Small Game or Detective's Hunch; also, we recommend adapting your playstyle to more cautiously pay attention to your surroundings, work with your team, or learn to approach a totem, back, and then swing back around either during the aura-reading's internalized cooldown between aura detection or while the killer is preoccupied with another team mate.
We appreciate your feedback."
Sincerely,
Stop trying to get Undying nerfed or having the game be more balanced around solo-play at the detriment of the game's health and balance due to not wanting to rely on your teammates or work with them.
ToTH is for totem-touched sound-and-location notifcations and slowing down cleansing speeds. Undying is for aura-reading when looking in that totem's direction or when a Survivor is paying zero attention to their surroundings and running right by bones because they're 'not important to do' because they need to use that time to rush a generator or go find the killer to troll them for a minute.
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@Milo said:
You know they can also be doing a challenge right?
So they might have a "bad mood" because they couldn't do it otherwise.
Reason 233 these 'by your own hand' rituals and "mori-based" challenges are just more bull that needs to be cut from the came.
And doing the ritual-side of that does not require running an Ebony to do it because you only ever need 1 kill.
99% of the time - it's just salty/toxic killers wanting to shortcut the game. Same way Survivors run keys.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1662524#Comment_1662524
Claudette is problematic no matter what the lighting is. Her p3 alone is invisible on practically every map. The only counter to her is essentially a map that's fully white, but lets be fair, 90% of killers would be spotted from miles away on such a map.
The change is simple, but they won't take the effort to do it - go into her cosmetics and change the color scheme of her problematic tones and dark outfits as compensation and balancing. Yes, her skin color is dark - it does not "need to be changed", but it is a factor for balance and so her clothing should be brighter in comparison so she isn't the "go to" for toxic/immersive stealth gameplay.
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@Walkingcorpse412 said:
I love playing the game, but ive hit a wall where im only killer rank 10 and i only go against survivor rank 1-5 and they are all max prestige with every perk they want and im stuck trying to grind new killers with basic perks and only 1 slot available. The game needs to give you every perk unlocked lvl 1 but to upgrade the perk you should level up the killer the perk belongs to ( lvl 1-10 is tier 1, level 20 is tier 2, level 30 is tier 3) that way there is still a grind for unlocking new people and encourages playing new people, but doesn’t let older players stomp out new players. Just my thoughts if anyone feels to chime in on other possible solutions
Unfortunately there isn't really a solution to this. They won't automatically unlock perks because it reduces the grind that they swear this game doesn't have too much of.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1662452#Comment_1662452
That still leaves a lot of cosmetics too viable for stealth, just different ones.
With the tints, cosmetics that do well on MacMillan do quite bad on Autowreckers and vice versa.
It is a trade off yes, but one that really only helps the ones that are already brokenly strong for stealth (Claudette's cosmetics, etc.)
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@Hidon said:
The map in general is looking a lot nicer. However, I have concerns. Every map so far has felt the same, before each had a colour pallet and wall types to define where you are. Now they're all grey and overcrowded with shrubbery (that block totems) McMillan had a blue aesthetic and the buildings I feel should retain some blue colour. How does everyone else feel about the update?
That is what they are wanting - more 'realistic' art styles between different maps of similar styles instead of each map having its own art style/color palette. Outdoor maps should all look roughly similar; indoor maps should only vary by lighting design.
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How else would they force you to keep playing with a ridiculous grind if they remove 90% of the bloodweb's RNG options? =P
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I disagree - the tints made some Survivor cosmetics too viable for stealth options. Lighting should continue to be as neutral as possible, white-toned, and dynamic like they appear to be trying to go for.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1660320#Comment_1660320
You know that this is an issue for BOTH sides, right? And you're not at all forced to play that way. Just encouraged if you care about ranks or the grind. In a custom game, go nuts.
I've wondered before why my Pig, a killer who's apparently "low tier/bottom 5" is so effective. It's because I play the game as it wants to be played.
Don't shoot the messenger. I'm just sharing my finding.
Oh, no I wasn't shooting the messenger. I was just stating it is literally because that's how you are forced to play the game to make any progress (bloodpoints; I don't care about the arbitrary ranks personally). Because the Devs are the type that want to Force how we play the game to fit their idea of how it should be played; instead of letting players play how they want and get rewarded all the same.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1660043#Comment_1660043
Not sure about that.
My explanation is... borrowed time is to avoid tunneling, I don't know if you agree with me? I mean, to allow borrowed time to work, the killer must be close (in terror radius) PLUS the killer must hit the same survivor just been unhooked. That's what I call tunneling.
I play myself killer, and when someone unhook a surv whil im close, I usually go to the unhooker and not the unhooked... if I hit the just unhooked survivor, I'll leave him on the ground to let him have a chance to be healed while I'm pursuing the other.
So, when you play against a good killer who has good ethics, the perk borrowed time is useless.
I just mea that, lot of my games have been ruined by campers/tunnelers losers. Litteraly ruined, what's the point of playing if the only thing you do in a game is... nothing but waiting on the hook with no chance of escape. On the other side, what's the point of playing killer if the only thing you do is, nothing but look at a hooked survivor without even moving.
That is frustrating that if you get unhooked, the killer can just hit you a second after with absolutely no chance of doing nothing. Some killers wait for the animation of unhooking just to be able to hit again the unhooked surv. I think this is the most toxic thing in DBD.
And when you have just badluck and get downed easily by a killer, that is really frustrating to know that you could be saved and win some time by looping him after that unhook unless just being saved and hit right away without trying at least to loop him and show what you've got. Because killers like that are usually very easy to loop because all they do is camp, so never really practice their pursue skills. That would be such a great way to show them that camping tunneling ihas no benefits and encourage them to play better than just being sh*t.
First off, just for clarity: Tunneling is only 'tunneling' if the killer hits and chases and does everything in their power to down and kill a single Survivor - while ignoring any other viable targets in the area. It does not count if the killer runs to someone being unhooked - does not see the unhook-er and then chases down the previously hooked survivor that ran from the area leaving scratch marks. That is not tunneling at that point because there is no other viable target in the area that the Killer could see. I don't know which situation you were referring to - but for it to 'officially' be tunneling it has to meet that criteria.
Second, like others have said the BT effect would have to be nerfed to compensate for essentially giving a fifth perk to Survivors - and Killers would need one of their perks turned baseline in compensation as well for balancing purposes. It is hard to know what killer perk would correlate well enough to compensate it though - because there isn't a direct counter really.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1658434#Comment_1658434
Like them or not, they are our current system and I think that they're important because they cover ALL aspects of the game.
Part of this is to also share that there is more to this game than escaping or a 4k. When I play a normal game as survivor, I can double pip even though I died. I did my job and was rewarded for it. In an SWF, then gens pop quickly, we all escape but there were hardly any downs and hooks. I've also had a 1k where I got Merciless as Legion, proving that kills aren't everything.
Like them or not, same with rankings, you are still forsaking a large portion of the game if escapes and kills are literally the only things you strive for.
Only because Survivors (primarily) and the Devs FORCE you to have to play that way or not be rewarded for your time. Because they didn't want this game to be what they originally designed it to be after it was released. They decided: Nah, let's change it so it's '######### around with each other for a few minutes' instead of 'try to kill; try to live'.
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@deeziebaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1660139#Comment_1660139
Imagine how much better the game would be with actual decent competition.. they are a monopoly so bare minimum effort is all they will do.. how many posts for years of changes and ideas they have never implemented? Like making perks not be tiered anymore since the bloodweb is oversaturated for example.. they say oh we hear you but it's way down the pipeline 🙄
This - without any actual competition, they don't have to actually put forth as much effort.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1659891#Comment_1659891
it wasn't actually all that bad going against Claudettes, at least any more than it is today. Rather, all the other characters (Dwight in his white shirt, Meg, etc.) all blended in better so that is was less impossible to hide as those characters as compared to Claudette.
https://us.v-cdn.net/6030815/uploads/WRGUHK64X1XZ/screenshot-2813-29.png
This screenshot clearly isn't from me, but it highlights how Dwight's texture blends in better with the material of the environment, and when Dwight's put up against the shack wall, it's even clearer that in 2016 DbD, hiding was expected from all survivors and made easier because killers could miss each survivor if they weren't paying close enough attention.
Even if they are compromising due to different platforms (my computer probably couldn't handle the full force of UE4), there's no reason it has to look as ugly as it does now on low graphics or that they have to abandon the art style they've been working with for so long in favor of something more cartoony. I sincerely do not agree with their decisions.
I don't know. I don't see the changes as terrible and I prefer most of them so far - especially the changes to how completed generators light up the immediate area. If anything needs changed though, the Game map on Killer-POV is way too dark.
I'm torn on low graphics - if your computer can only run low graphics, then okay I understand; if you're abusing low graphics setting to make it easier to see things, then I have little to no sympathy for those people.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1659924#Comment_1659924
While it may fit the perks concept better, its still a nerf nonetheless. And some people simply think it shouldn't be nerfed.
Of course; people ran it in conjunction with Coulrophobia or on its own to make some pretty oppressive anti-healing builds. No one that uses a perk likes when it is nerfed =P
@OrangeJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1659924#Comment_1659924
Sure, just bump up the gen slow down numbers a bit so they're equivalent to the slow-down to momentum given previously by the heal-slowdown.
1% extra for completely losing heal-slowdown was just not a fair trade.
That is from the Dev's and their "generator speeds are fine; we don't want to slow them down anymore" mentality they have stated they have now. They don't want to slow gen speeds down anymore - hence also why they went to a mentality of making sure generator-related perks do not synergize as well.
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Thanata's change makes 100% sense - you're supposed to want to heal, you shouldn't be punished for trying to do that.
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Absolutely not; unless Deep Wounds gets reworked to be more of a hinderance and more meaningful (both for BT and for Legion's Feral Frenzy).
Also, for the record -- not caring about emblems and rank =/= low-IQ for killers. Many players just realize ranks are completely. pointless. metrics and would rather just have fun and enjoy their matches instead of playing by the Dev's "handbook" on what is reward and what isn't.