AChaoticKiller
AChaoticKiller
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@OBX said:
As much as many people want this it really won’t change what the issue is: solo Q v. Swf Q.
slowing down the game in the beginning via some mechanic that affects gens is something we already had (old ruin). It will still be troublesome for solo Q and make little difference against average swf. (Also see current ruin/undying)
until bhvr addresses swf everything else is simply a bandaid they slap on the game and then remove because the game at its core is supposed to (and nearly is) balanced around solo Q.
they don’t have the fortitude to address the cause, they just want to muddy the effect. (The muddying will also be seen with them intending to hide MMR)
the trial start up idea is pretty balanced, basically for the first 1-2 minutes of the game gen speed is reduced by 50% until the killer downs a survivor or the timer expire.
I don't think this would be unfair even to solo que and it would really help out killers in the early game.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1910233#Comment_1910233
At the very least the cooldown should be reduced and the duration increased IMO. 45 seconds isn't that great and it already goes if they get healed, which might be less than 45 seconds anyway.
You lost me at spine chill, how does blood echo punish spine chill?
https://forum.deadbydaylight.com/en/discussion/comment/1910209#Comment_1910209
I don't see why blood echo should only punish the survivors killers interact with. Let's say Survivor A is engaging in the game and gets chased and manages to escape, or has been unhooked, and survivor B is hiding in the corner, or sitting on a gen far away. Should survivor B gain immunity to the perk just because they are doing gens, or even worse, just sneaking around?
the healthy survivors just shouldn't get affected
if you can't grasp that such a massive penalty shouldn't be on a survivor throughout the game with NO counter play or even interaction with the killer then you don't understand balance.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1909056#Comment_1909056
- quieter footsteps, yeah needed.
-roar audio only for successful attack, also needed because otherwise people are clued in on the fact Demo is doing other things outside of pressuring Survivors for free, map wide.
- slightly reduced Shred width, allow Demo to get edge/corner wall strafe Shreds off without colliding with a wall that isn't even on your screen anymore. It also allows Demo to not be worried about aiming to far away from a survivor to avoid hitting the obstacle they are hugging to get behind. Needed.
- portals, is a nice buff regardless of time already, yeah.
- unsealable recently opened portals, could be problematic for portal bouncing, but could also be nice to make Demo not feel like his time is being wasted by using his power.
- Red Moss, yeah he needs more Shred related add-ons.
- Rat Liver, being merged into Red Moss. And no, it shouldn't be base-kit, Demogorgon is drastically altered in chase by that Rat Liver that is should not be base-kit. It is way too easy to land Shreds with it and takes a lot of options away from a survivor that plays the tile really well. The new one makes reaching max charge easier allowing more distance without losing as much ground initially.
- Wax/Webcap are currently terrible and offer a very short amount of stealth time after emerging. Red Moss currently outshines both of these but has a harsh negative to it. My new ones make the Webcap do what current Red Moss does, and the new Waxcap do what the current Wax and Webcap currently do but combined together + 1 second.
- Barb's Glasses, bear in mind this is an Uncommon add-on and grants Demo silent map traversal, that is ridiculously strong when used traversing to closed portals. The fact he is slower definitely fits as a fair negative to it.
I don't care about the addons or portals since they are way less important then his chase tool let me explain why it's a nerf.
a decent part of the extra width doesn't collide with objects that is how you can hit survivors right next to you especially survivors that don't drop the pallet. you can also glide along walls you just can't do it at a large angle so that combined with the extra width already does what you ar3e talking about but better.
since you obviously didn't know this maybe don't rework skill based characters, his shred is fine and this is a nerf because we can already use the extra width+wall gliding to get hits. here is a guide and it is very evident you can do this at long wall loops.
https://www.youtube.com/watch?v=-WoemxN7B18as you can see in the hit at the 1 minute mark demo gets hits just fine.
s for the roaring again that does nothing, the survivors will still just be working on gens like normal the only time they are worried is during the traversal not when they hear roars because it's not affecting them.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1910106#Comment_1910106
Yeah agree the aura may be too much, even if only on injured people, I can see people crying it promotes tunnelling if you see previously injured people.
https://forum.deadbydaylight.com/en/discussion/comment/1910129#Comment_1910129
What if it applied exhaustion to every Survivor, regardless of them being injured, BUT the exhaustion is lifted as soon as the killer downs or injures someone. This way it limits the value the Killer can get, but it makes it less situational. Currently, you have to injure everyone to get a lot of value out of this, and in this situation you are already doing quite well, so Blood Echo is kind of a win more perk at the moment. Most of the time, not everyone will be injured, and then not all of them will be running exhaustion perks, and it's likely if they are smart they will be out of your range to get value within 45 seconds. So there's literally 3 conditions that must be met to get value out of this perk (must be injured, must have exhaustion perk, must be nearby and/or not hiding).
it would still be the same you down them then hook them to apply it to everyone hell i would slug and wait to get that effect.
i don't think the survivors should suffer that much of a penalty due to such a basic thing. the reason it's fair is that they are injured when it is applied the killer interacted with them and they didn't recover.
there is no interaction between the healthy survivors and the killer, in some perks that is fine especially info perks because those don't effect the chase at all it just helps start it and the survivor can make it worse to go for them by acting against what you want such as infectious fright showing you but you run away from the downed survivor thus resetting the chase to allow the downed survivor to recover. in perks like thano it is a very small penalty that can be dealt with and with dying light that penalty is accumulated but fair due to the small increase.
this takes something away from you without counterplay and without actual interaction between you and the killer.
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guys i think the skill check is too hard you should just make it instantly work on every pick up because i noob like me doesn't know how to use it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1910129#Comment_1910129
In a hypothetical scenario even IF the survivors were exhausted all game you just traded your one perk slot for one of each of theirs. What would be wrong with that scenario?
Not to mention the killer would risk them not even running one in the first place.
it's wrong because that is way too much value?
i get it's a 4v1 situation but to even do that to healthy survivors THAT easily isn't fair.
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That is too much, a good killer will basically render exhaustion perks useless way too easily.
the cooldown can be adjusted but i think it simply needs a shorter cooldown and the exhaustion effect being at 45 seconds is fine and plenty of time to find a injured survivor.
as for the other status effects meh, it's main purpose is to exhaust survivor. i feel that simply reducing the cooldown is good enough as it should only apply exhaustion to injured survivors.
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@GoshJosh said:
Blocking gens for extended periods of time is a risky move for both sides, in my opinion. Thrilling Tremors works because it is so brief, allowing for Pop/Overcharge, etc. Even with your proposed change, Dead Man's Switch is far too situational comparative to TT (up to three total uses vs. unlimited on cooldown).
You would use this perk in a obsession build which are not viable since so many killer obsession perks are so underpowered (imo they should be just slightly weaker than hexs).
for example you run nemesis, dead man's switch, remember me, and surge. or dead man's switch, nemesis/stbfl, remember me, and noed/enduring/rancor.
these are builds that need obsession based play style and as you see they are not the best that is because in general a lot of obsession perks simply need a buff/rework.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1910033#Comment_1910033
Wow, you are saying pretty much the complete opposite of the reality as low-rank gameplay. Low-rank killers often camp and tunnel, low-rank survivors most of the time don't have DS. Also, new players wouldn't understand how to use dead hard effectively in a chase since they don't know how to loop. Getting dead hard as a rank 17-20 survivor is just so stupid and non-beneficial (if you're new).
doesn't matter my point is in a short amount of time they get the strongest perks in the game and for dead hard just replace it with sprint burst when they get it.
you can literally get a full meta build by just leveling 3-5 survivors depending on what perks you want in a short amount of time.
to make it even shorter as said get bbq as a teachable then put it on doc, killer in low ranks is super easy to play since survivors barely loop.
my idea is not out of reality since it is based off time not skill, are you REALLY going to tell me you can't get 3-5 survivors to level 40 in 2 weeks when you level david first for WGLF or you take the killer approach and get bbq so you get bp faster. a lot of players are told to look into a beginners guide to this game and even if they are not they will probably look into them anyway due to how much content is in this game. many players will see that a character on each side has a bp perk and play as them to get it to help reduce the grind.
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definitely a buff which is good but i think it needs more than that as it still isn't worth running when you could run say thrilling tremors because both perks are for only for info really but thrilling will activate more often.
I have two changes that would help out this perk.
- it simply blocks all gens for 45 seconds right away instead of when survivors leave them.
- upon the obsessions death in addition to this idea gens are blocked off for 60 seconds just like the first suggestion.
I think the second suggestion is more balance but since you can only really hook your obsession 3-5 times the first suggestion isn't unbalanced due to its limited use. however for a stronger effect that would be more unique i feel that the second suggestion is better.
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the point of the events was bp and exclusives, only two offer unique changes to the game and they were encouraged by getting bp and cosmetic rewards.
since you shouldn't be able to get these whenever you want and you can't get bp in costume games which this would be in there is no point to do the extra tasks and all the other events are just reskins really. there isn't a point other than for looks to do this and this is way too much work for just that.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1909989#Comment_1909989
Stop saying it's easy. It's NOT easy when you are a new player. It may be easy now, but you will constantly lose when you are new, so it's not easy at all.
level up david to get dead hard and WGLF, focus on doing saves since many new players don't camp and if they do they are not good at it.
it's extremely easy if they know the approach and new player guides already preach about leveling david for his good exhaustion perk and bp perk. Same thing for leatherface if you want to play killer instead they will say buy him to get bbq and gain 2x the bp you normally would.
besides it also doesn't change the fact that you can easily do this in under 100 hours which is about a week or 2 of playing this game every day. this can be even shorter if you buy and level LF for bbq than play a high bp gain killer like doctor who is both easy to play for new players and a great killer for farming bp, slap on your bp offerings and you easily get 100k a game and this is all doable in a day or two of normal playtime.
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sure this is a good change
getting camped usually means way less bp and even a forced depip this helps counter that a little and it makes sense as to why you get bp.
I think this would be a great addition as it doesn't affect balance but addresses a common frustration players have about getting camped.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1909959#Comment_1909959
What do you mean? I don't think new players would have bought all the perks and DLCs right away.
it's easy to get a character to level 40, you also don't have many perks unlocked to begin with, they also can't unlock perks for you since then you just level up one character which further reduces the grind.
this means they can level up certain survivors for their perks and each time their survivors get all the perks they want because we don't have enough unlocked from the start allowing them to select what they want.
simply put you do david, then luary, then bill, and lastly one survivor that has a perk of your choice and boom in less then 100 hours you have a meta build.
edit: actually you can do this in a day or two if you play someone like doc and just invest your bp into survivors.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1909934#Comment_1909934
Keep in mind though, there are 22 killers in the game and 3 prestige levels each. Same thing for the survivors side, I just don't think that people should have to grind over a thousand hours on this game if they want to get all perks on all killers and survivors with prestige levels if they want. Even survivors who have all meta perks don't use all of them most of the time.
if you want all perks then don't prestige, many players don't have that mindset and don't care to prestige since it's effects are barely worth considering.
you can choose to put in the hours for both the perks and bragging rights or put in 3x less time for just the perks. that isn't healthy for the game as many players don't even care to prestige.
edit: yes the grind isn't healthy either but it at leasts stalls meta usage for the lower ranks to help newer players, many more players will get turned off facing noed, DS, and what not right from the start of the game.
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@SlaughterBruv said:
https://forum.deadbydaylight.com/en/discussion/comment/1909585#Comment_1909585
My problem is that it isn't a strategy it's a exploit in the game itself and should be fixed.
A good example is that I play as pyramid head and am pretty good with him too, so when I hit a survivor on the other side of a wall or vault location and grab them and then have two other people body blocking forcing me to ether make two hits and drop the person I'm carrying or just drop the person from getting body blocked or hook blocked then that is some serious exploitation that needs to be fixed especially if your not a hook wh** or if your not tunneling which is why I recommended the option to instead of hit the players you have the option to push the players back without causing as much wiggle room like from an attack and the survivors don't take a wound hit ether.
As for the hook wh**ing, it really bothers me to see people do it because it basically gives the game to the survivors because there isn't any pressure being put on them and also its no fun to have some one just sitting there smacking you around let alone not even going after other survivors, which is why I think a buff related to how long the killer has sat within a certain radius that would raise your self unhook chance and give you a minor haste boost soly on the grounds that they are infact just hook wh**ing.
There have been similar measures taken with the abuse of vaulting pallets, windows, and walls and this to me is just in same camp as that, also it would add more to the strategy aspect as well as put the killer in a position to apply pressure to the survivor group as a whole instead of trying to tunnel or hook wh**.
it is a strat just what is the killer supposed to do when all gens are completed and they get a survivor? let them be saved and easily reach the gates with perks and body blocking? you can't leave the hook to chase other survivors it nearly always ends up with that survivor your chasing still getting to the gates as the other one who is saved goes to the other gate.
body blocking is also needed in this game to help out your teammates otherwise killers will always just tunnel or at the very least slug injured survivors. this has never been an issue if they body block you to lead injured survivors to exit gates it's your lose there shouldn't be 4 survivors that late into the game anyway you lost completely.
camping is also sometimes forced because survivors just don't leave the hook and also camping isn't an exploit as it is supported by the devs, if the killer is camping just do gens it's their loss. this is not the same as things used in a chase those things heavily prevented the killer from even getting survivors which isn't the same as survivors unable to perform saves mainly because their are 4 of them.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1909920#Comment_1909920
it still takes a while
not really the chances you get the perk you want are 1/86 for survivor so getting what you want would be really easy and it would only be a max of 36 extra levels to get all perks if you could only get 1 per bloodweb. Idk about you but i could go play killer for a bit and come back with like 500k bp and easily do 10 or so levels.
for killer it's a little over a one in a hundred but still would be extremely easy and likely that you would get the perks you want.
this is assuming only 1 perk is shown per bloodweb, if you can pick 1/2 or 1/4 perks then you will almost always get what you want pretty fast.
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@Yords said:
What about getting rid of perk tiers?
nope nope nope
that would make getting all perks way too easy and we don't need meta being more used across all ranks.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909879#Comment_1909879
I should have said infected objects too not just survivors. This way you have a reason to still infect objects even when all survivors are already infected
as said infecting survivors has never been the issue and also i miss understood your idea so read the edit if your haven't
as i said in the edit i think that would be like making her huntress and i also don't think she should have her ranged power without survivors cleansing. plague is about the survivors choosing the lesser evil which is being broken and loud or being healthy but giving plague an insane ranged attack.
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that's one way to go about it but the problem with the grind has been getting the perk you want not the bp too much.
i personally think a perk upgrade system is what this game needs, of course you will need to find the perk on the blood web first and it will cost a decent amount like 150k to upgrade it.
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@SeannyD115 said:
What about a secondary power where you build up an infection meter and once it is maxed out you can press the active ability button for a short corrupt purge.
she doesn't need it as it is already easy to infect survivors to max, as a plague main i know i would rather just use normal vile because you can't really miss you will infect the survivor and with addons it's very easy to break them. most of the time up close unless your in the open you want to just m1 them anyway otherwise they might make it to vaults/pallets without you getting them to injured.
the problem has never been infecting survivors it's always been accessing her corrupt purge.
edit: oops i misunderstood what you meant, i don't think that would be that fair since you could easily just play like a huntress with that change. my solicit chant ability which is very similar gives the survivor a warning and time to get distance and you need to be in range of a corrupt pool of devotion which means survivors need to cleanse. it makes it so you can still choose to hold her back from her power which is fair since survivors are broken and easy to find.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909251#Comment_1909251
That’s why my additional effect was being able to switch obsessions And Not NEED nemesis I hate the fact behavior thinks I wanna take up 2 slots for a play style but okay okay narrow it down for me
2 tokens worth 7.5% each
OR
keep it same, automatically gain token upon getting new obsession.
edit- I also imagined tokens only being consumed when downing someone but, that would be inescapable with stbfl haha
like i said having forcible obsession switching on two perks won't happen and that would be way better than nemesis it's just not reasonable, hell i would run that on it's own.
Having gaining a token upon obsession being switched be a secondary effect would probably be good but limited unless you also run nemesis.
Before you respond yes i heard you, you don't want to have to run two perks but they won't make PWYF switch obsession especially with how easy it is to manipulate the chase mechanic.
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survivors without a perk should not be able to see hatch same with killer, they will just always use it instead especially if keys are included. this basically makes escaping really easy as the killer has to check/defend 3 locations and they can't do that. also if keys still instantly open hatch then survivors can just run up to the killer and escape if they lack an insta down ability or perk.
This isn't fair to the killer at all simply because they can't defend 3 locations that can be miles apart.
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I do feel it needs an additional effect however since tokens will be consumed quickly making the perk inactive for large periods of the trial.
edit: while pondering this i had an idea, what if instead tokens are kept at a max of 3 however instead of gaining speed it allows you to instantly down a survivor at 3 tokens and you lose all tokens when that happens. i think they would have to increase the time you can't get a token after getting one to around 30 seconds.
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you don't remove useless things you improve them especially if they are from a licensed chapter. Speaking of licensed they need to talk to those people before they can implement any changes.
now the thing is the tokens are simply consumed too quickly resulting in you only getting use if you are using a insta down ability this rework will make tokens disappear faster due to it's limit being reduced for stronger per token effect. However i don't think it should switch obsessions as that doesn't fit myer's lore and it would make nemesis obsolete.
We can do two things we can try to make it better which is what you did or we can completely rework it and give it a new effect, however it must be reasonable. the only unreasonable thing you did was make it switch obsession other than that this is a buff to the perk and a decent one too.
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seems weird, i don't think he would be very strong as he has no traversal or actual chase power.
you get a similar probably better game play as clown where you just throw pallets early and gen rush. they both should catch up in a similar way but i feel slowing the survivor is stronger than being fast since they get to vaults and pallets later.
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skill checks unless for stalling purposes are largely meaningless especially if your expect them so i wouldn't make disarming traps have them.
rng for if you disable something is also frustrating for both sides i feel like he needs a more interactive change. bloody coil works since it is a UR addon meant to be strong and also it really shouldn't be basekit.
My trapper idea is this.
Trapper secondary power: rigged generators
Press the secondary ability when interacting with a gen to trap the generator. This power has a base 45 second recharge. Rigging a generator applies a base 10% regression but stops natural regression, there is no limit to the amount of generators that can be rigged at once.
When a survivor interacts with a rigged generator they must succeed 5 skill checks (lasts 10 seconds), if the survivor fails one of the skill checks or stops this interaction they lose a health state, the gen regresses a further 15%, and the generator is no longer rigged.
edit: i know i said skill checks are pointless but this is to distract the survivor and because it's meant to keep the survivor on the gen. getting off a rigged gen will trigger it otherwise the skill checks as said is to stall.
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@horrortale_sans said:
"selfish gain"this hole world does thing for selfish gain there is no reason to change a game for it
https://forum.deadbydaylight.com/en/discussion/comment/1909101#Comment_1909101
Exactly.
anything only related to bp is related to selfish gain.
so you agreed
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1909085#Comment_1909085
how does a survivor or killer getting bloodpoints affect you
it doesn't and that is why this is a pointless change that wont go through
it also doesn't make sense, yes party streamers are a thing as a offering however it is still for selfish gain, i don't see any perk that gives the other side bp.
sometimes perks benefit the other side isn't an argument as perks are meant to fit different play styles and no perks are purely helpful for the other side, even bitter mimer makes you immune to slugging and makes you quieter.
yes i have no reason to hate this, what you don't get is i hate this because of how pointless it is. imagine this goes live what does that tell the players? it tells them to farm instead of playing as you should and many would take it as compensation for having to deal with a strong perk for the ones who think bbq is OP. edit: they would rather want actual changes not a pointless amount of bp.
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My point
this does nothing, doesn't make sense, and the argument of using it just for farming isn't good enough because you are farming for yourself not other players. it's selfish human nature that disproves the hypocritic argument since im not using it for anyone other than myself.
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@offwhiteknight said:
https://forum.deadbydaylight.com/en/discussion/comment/1908752#Comment_1908752
That's simply not true. Offerings are not meant to affect every player. Some offerings are meant to effect every player and some are not. While most perks do help your side, some offer benefit to the other side as well. There is precedence for perks that benefit the other side.
Apologies if you thought I believed this perk to be OP. I NEVER stated that and don't believe it. I only run it when farming BP. The information you get from it is horrible. No survivors within 40m? No survivors in lockers? Hard as hell to spot survivors hiding behind gens.....no thanks. This is a farming perk. Nobody would run this if it didn't double your bp. I don't play enough survivor to know, but do survivors have a perk that doubles all their bp?
https://forum.deadbydaylight.com/en/discussion/comment/1908762#Comment_1908762
It actually is being hypocritical. Almost the exact definition. BPS benefits the survivors exactly as much as you. You are giving them double bp. By bringing that offering into the game you personally are literally, giving them thousands of bp regardless of what benefit you get. You said yourself that it doesn't affect gameplay balance. I agree. I think (hope) it might have the same effect as BPS on the toxicity and sweaty ######### that happens though. If it works to make a more chill game, I'm all in for it. They already think we run it in every build anyway. If they changed this, would you stop running BBQ and Chili?
As far as distressing...your right. It is meant for certain build. I run it on Doc regularly. The killer getting a benefit from it doesn't in any way alter the fact that the survivor gets a benefit. Same with No Mither and Self Care. The survivors benefit (lol, questionable with NM) because it is their perk, but that doesn't change the benefit the killer gets from those perks.
I'm not saying I don't understand your argument. I do. What I am saying is that this game stresses some people the ######### out! Maybe you and I don't get that way (often), but a lot of our fellow players do. I love the chat feature when I get to chat with cool people. I've made some friends since I started playing DBD. Unfortunately that is few and far between. Most people just want to ######### about what happened in game. BPS seems to have some bearing on that. Maybe this could too. We won't know unless we try something different than what has been done before (cuz that ######### has not worked so far).
"offering don't affect all players"
I said in general they do, the only ones who don't affect everyone are shrouds, bp offerings, and wards. obviously only some will be just for you.
Also im not being hypocritical you want this perk to be changed in a pointless way, simply because why not. I can't agree with that as even if you call me hypocritical simply because i use offerings for everyone when when i use them i only care about myself there isn't a good enough reason to make this change.
there isn't a reason to make this change other than catering to survivors because the killer used the only decent bp perk that also has decent info.
you have wglf and it now has really good healing speed to prevent slugging, it is basically bbq for survivors and just as it is with bbq i see no reason to give bp to the killer from this perks use.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1909024#Comment_1909024
Skill based Killers do not equal low Kill Rate.
Demo has both a low pick rate and Kill Rate because he is fundamentally average.
you also said you can't do good with him because your limited by console which to me just says you haven't gotten good at him since i can shred just fine with him.
your past post counters your statement of skill doesn't equal low kill rate.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1909024#Comment_1909024
Skill based Killers do not equal low Kill Rate.
Demo has both a low pick rate and Kill Rate because he is fundamentally average.
say that to huntress and nurse
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pretty sure you are making these reworks as a troll but as new players or people with poor perception of balance will see and agree i must point out obvious reasons why this isn't that good
- the foot steps being quieter is a common suggestion and one i agree with so that is good.
- roar audio wont do anything to him, the roar only tells survivors that it is demo and that he is chasing so this really doesn't do much at all.
- why nerf his ONLY chase mechanic? it is already considered bad by players not good at him and one reason it is good is because of the extra width, horrible suggestion that alone results in this whole thing being a nerf to him.
- portals only being 1.5 seconds longer is meh, they by default take 12 seconds to cleanse i don't see this being that good, still a buff tho.
- portals being unsealable is also meh, the only situation i see this being useful in is if they cleanse a portal you just used and you are too far to get back. that is pretty rare so this won't do much also.
- 30 seconds is nothing, there are better reworks and since perks don't relate directly to a killers balance this isn't part of his rework because it's optional and their are better slowdown perks like corrupt intervention.
- red moss, sure that seems fun
- rat liver, no unless rat liver becomes baskit it should stay as a zoning addon
- he already has addons that extends his undetectable status effect but im pretty sure it last longer.
- that last addon is HORRIBLE, killers should only be 4.4 m/s if they need their power to DOWN survivors and it should be strong otherwise if it is for a free hit by stealth like wraith and such they remain as 4.6 m/s. if all it did was remove the traversal sound sure it would be nice to have.
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@Imagine_Milk said:
I'd say DS needs a nerf because of how it is abused by survivors. I think that it should deactivate when you're off the hook and the killer isn't chasing you.
killers can exploit the chase mechanic so this is not a viable solution, it really should just deactivate when doing a gen.
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@6yXJI0 said:
You know what current "tunneling" mostly is? Its when survivor know that he have a DS activated so he intentionally comes to a killer, playing fool, forcing killer to down-pickup at the 59 second of ds timer.
- wait it out by slugging them a good amount of time
- ignore them? slug them if they get too close? this has never worked on me XD
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1908741#Comment_1908741
Again, due to certain limitations, this is nearly impossible on Consoles.
The niche situation where Demo would get a hit with Shred and not by using a basic lunge is rare. It's like someone going down from Mending. Does it happen? Sure. Does it happen enough that I'll depend on it? No. His Shred is almost entirely used for zoning in most matches I've watched.
I invite you to explain his abysmal pick rate and his lower than average Kill Rate.
idk what you are talking about i play him on console and do fine and i get a TON of hits at loops, yes i zone with him a lot obviously but there are plenty of loops you can fake a direction and go the other to get the survivor to go to the better shred side as well as get distance to hit with shred.
the only and i do mean only issue i have is hitting shreds up close for stbfl o console. hitting shreds in any other situation i do fine however im no master but demo is very playable on console. it's really just a matter of being able to aim on the X axis, what makes console worse is how much harder it is to aim on the X Y axis but limiting it to just X and being good at aiming on that axis is pretty doable.
pick rate: players think he is weak and do bad with him so he is less used and he is dlc with no truly good perks. he is also very frustrating when you are not hitting shreds or sneaking up with portals.
kill rate: it is brought down by players who are bad at him just look at other skill based killers, the pick rate doesn't matter much in this regard since it is so easy to be bad at him by spamming shred.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1908959#Comment_1908959
I don’t usually let plagues get a basic attack on those pallets. Also I kinda wasn’t considering the fact that she goes slower when using solicit chant. Only because now I’m sitting here trying to imagine this. I see a plague use solicit chant, but knowing that her speeds movement speeds are slowed, I’m just picturing exploits and ways survivors will punish that movement speed. And if that’s worth drinking a pool from a distance. I do like the idea of drinking from a distance, but her being slower than if she just walked up to one, i honestly think as a survivor I have the advantage. Unless I’m in a dead zone. If she respects the pallet I’m dead forsure but 99% plagues don’t wanna get stunned so tbh I don’t think she needs that slow down.
I think the slow down is necessary as corrupt purge is pretty strong and being able to easily access it in a chase depending on the amount of cleansing going on is pretty good and the slow down is only during solicit chant not after you get corrupt purge.
If she didn't have a slowdown she would be able to pressure the survivor she is chasing with both an m1 and her corrupt purge after she gets it, if she is slowed and the survivor is alerted by the chanting the survivors only have to worry about the ranged attack if they kept running and 20-30 seconds is plenty of time to catch up and hit that survivor it's basically the same distance survivors get from sprint burst or slightly more.
edit: remember pools of devotion are rarely nearby it will more often be faster to enter corrupt purge with solicit chant, if a pool is nearby like in the path your chasing then obviously it's better in both activation time and duration to use that pool. It's also better to enter corrupt purge before you begin patrolling again.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1908917#Comment_1908917
Yea your idea seems fine. I’m a survivor main so maybe when using solicit chant, drinking a pool takes 1 second longer than usual just because I imagine it would really throw good survivors off. We’d have to find a new comfort zone now that she doesn’t have to walk away from me to get her power. And also a if you’re fine adding this, she can’t use solicit chant if she’s too CLOSE. So it’s strictly used for drinking a distant pool. Otherwise you could body block a pallet, sip the blood that’s 6 meters away and always get that hit. solicit chant would make physically going up to one obsolete. What do you think?
I don't see that as too much of a problem since if a pool is that close you should have used it instead of blocking the pallet, it's pretty easy to get hits with CP the problem has always been getting to pools since they are almost always out of the way. Also if the killer did this couldn't she have just used a basic attack all that gives you is time to run. the killer would also have less time in CP so if they downed you quickly they return to normal when they could have gotten another hit or down.
as said when using solicit chant she is slowed to nearly a hault and it lasts 3 seconds, i don't think the pools need their interaction time increased since they are still out of the way usually and i don't see it being a good change since faster is always better. also the time can be reduced to 20 seconds effectively limiting it to only 1 maybe 2 chases but i think the range should increase then so ingesting corruption is better since you would get 60 seconds instead of 20 seconds edit: that is if 20 meters isn't good enough.
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/1908078#Comment_1908078
Well seriously? I played red rank 1 . Can you show me screenshot when you got +2 emblem with Plague? Maybe you can't. I think you haven't played Plague ever.
I play a lot of plague and I have only gotten like 3 or 4 games with all iridescent emblems and by a lot i truly mean like 200 games as her. I don't have screen shots since i tend not to care about end game results in the first place I prefer taking clips since im on xbox.
While it is possible im pretty sure you have to get a long game with multiple downs with your power along with survivors getting picked up and of course still 4k'ing.
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I have a secondary power for trapper too that is very similar to yours in terms of skill checks however it is more for protecting gens.
Trapper secondary power: rigged generators
Press the secondary ability when interacting with a gen to trap the generator. This power has a base 45 second recharge. Rigging a generator applies a base 10% regression but stops natural regression, there is no limit to the amount of generators that can be rigged at once.
When a survivor interacts with a rigged generator they must succeed 5 skill checks (lasts 10 seconds), if the survivor fails one of the skill checks or stops this interaction they lose a health state, the gen regresses a further 15%, and the generator is no longer rigged.
If a proper AI could be made in this game your idea is better but a bit complex.
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NGl i got turned off the second i read AI, in games that have controls like this along with vaults and yada AI's would suffer and be very easy to loop and with the amount of bugs this game presents im sure it will get stuck a lot.
IF they did make a good AI which i highly doubt they can just look at mobile that does have AI's than the idea is is pretty good but i think it should be on it's own killer. I get that trapper struggles with traps but that is the only connection i see between his power and the dogs and the dog would definitely not be able to herd survivors into traps that would only happen if the survivor was going to that traps location in the first place.
however the skill check thing? i feel like this would only be good against new players so the event that the dog would actually injure someone at all would be rare, skill checks for any power should only be included if it's for stalling/interacting and while this does that I feel the dog isn't strong enough for it to need that and it probably wont get survivors easy enough either.
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@matthewg64 said:
Not bad, that idea seems to help her if a corrupt pool is in the corner or something. That ######### would be scary.
Another cool power would be to switch between a stream of puke and into balls that explode, they travel slower and takes longer to charge but it can hit around corners, anything hit by it stays infected longer, and it’s more effective.
The only issue i think vile has is simply consistency, players who are good at her would rather use the faster stream of vile and wont want to use a projectile more slow than her regular vile, It's also really easy to hit survivors with her power in the first place.
I think you would want to use this ability in a chase and try to use pools of devotion in corners as you chase since it is more worth it to ingest corruption like normal as you would get twice the duration. In my head it would be you just going to a loop like normal and than she starts chanting and your like "OH #########".
simply put during a chase unless you pass right by a pool of devotion you would want to use solicit chant and when you patrol or just hook a survivor it is more worth it to use ingest corruption so you have more time to use it and find survivors with it active.
i think if this idea is too strong a simple change could be to either reduce the time to 20 seconds or reduce the range you can use solicit chant i personally think it's ok like this tho.
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@offwhiteknight said:
https://forum.deadbydaylight.com/en/discussion/comment/1908576#Comment_1908576
It matters because the "logic" that was used was why would you use a killer perk that benefits the survivor. If you agreed with that but run offerings that benefit survivors, then you're being hypocritical (and no, it wasn't you that said it) and the "logic" is faulty. I see killers running Distressing all the time...this certainly benefits survivors in the sense of early warning regardless of what benefit the killer may get from it. No Mither and Self Heal are arguably better for the killer than the survivor and I see the latter all the time (No Mither is rare but I have faced it). That's just 3 perks without even thinking about it. There is precedence for perks that benefit the other side.
Maybe there should be some survivor perks that give BP to killers. I know when I see BPS or other offerings that benefit me as killer, the game is usually much more chill and the toxicity rarely gets out of hand. I don't have to play so sweaty cuz I know I'll still get decent BP. I've had survivors thank me for bringing BPS in post game chat even though I got a 4k. We talk so much about wanting to end the toxicity, but cling desperately to an us vs. them mentality and do nothing to actually change anything.
So I'm going to stick to my original suggestion and say that if you or anyone else uses BPS then your actions agree with me even if you are disagreeing on this forum and I thank you for your support!
Also there are plenty of other perks that give extra bp for both sides, in the first place it doesn't make sense to help the other side in any way and secondly it isn't hypocritical for us to use and say bbq shouldn't give bp to the other side when we use bp offerings. If we ignore the perk and focus on the bp aspect then in the first place we are only using it to help ourselves get more bp not the other players so it still makes no sense to do that.
would this affect balance no, would it be good for survivors? yes but that is like saying we should add a bp effect to anything strong or commonly used just because why not and obviously that won't happen.
edit: also distressing can work against the survivors. its a perk meant to be used on killers that have TR influence such as doctor, spirit, and TR builds.
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@offwhiteknight said:
https://forum.deadbydaylight.com/en/discussion/comment/1908576#Comment_1908576
It matters because the "logic" that was used was why would you use a killer perk that benefits the survivor. If you agreed with that but run offerings that benefit survivors, then you're being hypocritical (and no, it wasn't you that said it) and the "logic" is faulty. I see killers running Distressing all the time...this certainly benefits survivors in the sense of early warning regardless of what benefit the killer may get from it. No Mither and Self Heal are arguably better for the killer than the survivor and I see the latter all the time (No Mither is rare but I have faced it). That's just 3 perks without even thinking about it. There is precedence for perks that benefit the other side.
Maybe there should be some survivor perks that give BP to killers. I know when I see BPS or other offerings that benefit me as killer, the game is usually much more chill and the toxicity rarely gets out of hand. I don't have to play so sweaty cuz I know I'll still get decent BP. I've had survivors thank me for bringing BPS in post game chat even though I got a 4k. We talk so much about wanting to end the toxicity, but cling desperately to an us vs. them mentality and do nothing to actually change anything.
So I'm going to stick to my original suggestion and say that if you or anyone else uses BPS then your actions agree with me even if you are disagreeing on this forum and I thank you for your support!
offering are a thing that are meant to affect EVERY PLAYER perks are not. some offerings only affect you and some perks affect other players but by in large perks are meant to help your side not the other and offerings affect all players by giving bp, changing the map, luck, or hatch spawn.
you call this perk OP and you want to change it in a meaningless way that doesn't affect gameplay.
that isn't how you balance a game, that is like reverting DS to how it first was and just giving killers 1000% more bp in all categories per perk. It sounds good but it would be awful for the game and yet players will say "you got a ton of bp get over it". the point is if you think this perk is OP which it is not then logically you actually nerf it you don't compensate the other side for having to deal with it.
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@Pulsar said:
Because he is.
Demo suffers from something unique. He can do everything, but he isn't particularly good at anything. He is stuck being either bad at worst or mediocre at best because of it. This also affects his pick rate. If you want someone with a ranged attack, why play Demo when you can play Deathslinger, Huntress or Freddy? Want stealth? Why not Myers, GhostFace or Wraith? Easy map traversal? Spirit, Billy, Blight and Oni.
As for your points, I'll address them.
- His Shred is easily baitable and is pretty punishing. It also SUCKS on Console, which is where I play.
- Portals do offer map traversal, but they can be removed. They also give a huge notification that you are using them AND they glow.
- His tracking is decent, but again, it's only when touching the Portal and tracking without means to capitalize is meaningless.
- He is good with STBFL.
- His stealth is REALLY bad. Only really bad Survivors will EVER be surprised by him. He gives not one, not two, but THREE warning signs that he's near. Map wide notification that he is using a Portal, Portal glows and his stomping.
- He isn't map dependent. That is true.
Demo needs a total redesign. Not only is he mediocre at best, but he is boring to play. He could've been so interesting, he does so much in ST. Have him able to pull Survivors into the Upside-Down. Have his Portals expand to corrupt the surrounding area. Let him pull generators into the Upside-Down. Do something to make him unique.
because demo when you are good and know when your shred will hit forces pallets to be thrown down, if a demo went for a shred and missed because you already made it past the pallet that demo wasted time and good demos know when shreds wont miss.
this makes it so he creates dead zones fast and since his shred is fast enough to hit you on reaction when around 8 meters away you can't use windows if he gets too close which makes him good at zoning, really good demos can zone a pallet at max distance go for the shred and even if it misses they will hit you proving that they either body blocked or have recovery addons (which are bugged atm).
edit: i do think his stealth needs a buff and his footsteps should be a lot quieter and obviously his addons need to be changed since most are useless.
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he is good only if you know practically every time when you can shred even at like max distance when a survivor goes between objects and during loops to force the pallet break or they get hit or you even hit them before they get to the pallet.
the thing is if you are not a god at his shred ability or even worse you just spam it and miss a lot he is pretty bad otherwise i think he is a solid killer.
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her bp is pretty low you basically have to 12 hook to get max points in devious and brutality while with other killers you only need like 8 or 9.
edit: 12 hook as in 12 chases.
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In the right hands it is, the only loop i have trouble effectively using her corrupt purge in is the one with 3 straight walls since they are easy to lose line of sight to hit with corrupt purge. any other loop tho i have a pretty easy time hitting survivors.
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@offwhiteknight said:
So I'm assuming all you guys NEVER use Bloody Party Streamers or any other offering that benefit the other side cuz why bring an offering that benefits the other side?
And no, I'm not a survivor main. I play both sides with about 80% of my time being on killer.
why does that matter? i don't see any survivor perks that benefit the killer by giving them bp so why should a killer perk do that for survivors?