AChaoticKiller
AChaoticKiller
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@FhostGace said:
https://forum.deadbydaylight.com/en/discussion/comment/1763753#Comment_1763753
If there are 4 p3 claud flashlighth clicking and T-baggin because they have 500+ hours in game and can easily infinity loop me i rather waith 30 mins instead of ep pz lemons squeezy noob killer lol get rekt mf git gud ez ez ez ez ez ez ez (picture shows best game I got this week)
https://us.v-cdn.net/6030815/uploads/O9G1WSYSDTFM/screenshot-2817-29.png
get good don't RQ from that
a better post to make would have been fix your matchmaking not disable the DC penalty so i can rage quit more.
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don't DC 4 head, it's working against people like you.
you can't even use ranks as an excuse since you only see them after the match meaning your not dc'ing from that your dc'ing out of rage.
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@Demicaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1763262#Comment_1763262
I feel as if maybe my point didn't come across. Its not that there is a problem with killer switching its more just something different that we don't currently have. We don't need 5 perks copying each other and I think the whole seeing each others aura is a cool concept but in practice it just is to strong either way. Even if they did both have to look at each other its completely random and is still going to mainly benefit survivor not really fixing the issue cause killers likely wont mean to look at that survivor. Maybe the suggestions were a little weird but I just think we have to many similar perks and locking obsession seems really unique to me and has its potential upsides.
Edit: one thing I skipped over. The end game reveal i feel like wouldn't be to big as it would reveal all survivors as well giving everyone's locations away at the same time maybe just make it an aura for the same time too. Though on that note, you said that you think the rest of the perk seemed pointless making the end seem kind of understandable as just like adrenaline is s/a tier survivor perk but is completely dependent on making it that far and if the OoO player gets killed reveals don't happen.
https://forum.deadbydaylight.com/en/discussion/comment/1763343#Comment_1763343
I get the totem thing is a little weird but the reason i included that was because I think every major element after gen should get revealed aka both every remaining survivor and The killer with his potential strong points. (also don't think it would make since to put a range on these). Maybe the suggestion is bad but it just seemed different to me. Once again i feel locking obsession does have some benefits not extremely great but some. and the multiple obsessions is actually a way to more devalue the perk and make it to where it can have adverse affects making it to where multiple people would reconsider running it. Maybe its a bad idea maybe it would be better if it was just a survivor version of Whispers (i.e. if they is within 40-45-50 meters it lights up). On your idea i feel like it wouldn't nerf it enough to actually matter. Its still a lot of free info to get and that would still be a issues imo.
Ooo is meant to give a lot of information that's what the perk is designed to do I think it should be reworked to do just that but not in the way current OoO does it, what it fails at is the way it is restricted. current OoO is OP because of it being constantly active no matter what your doing and its range covers over half the map. my idea makes it unreliable at having constant info because it has a 10 second delay at which that info is available as well as having a 24 to 48 meter range whereas the killer gets double the info because they see you during the cooldown and isn't restricted by being out of 48 meters. It also disables the perk when the user is hooked or downed which makes going after the OoO better because you don't have to worry about them giving info as they are hooked/downed. Like this is way harsher than current OoO with the only thing going for it being your aura not being revealed within 24 meters.
like with respect you can't say that this rework idea barely nerfs OoO, it gives it a TON of restrictions and a better downside when using it because you can't react to what the killer does if the killer see's you. As for obsession switching i don't think it is good enough or relevant because only DS and like 2 other survivor perks and like 3 killer perks switch obsessions and there is no benefit to not having the obsession get switched, it will only be considered for the killer perks and those perks are not used commonly which makes your rework bad if we consider how useful the effect is.
I do like how you are trying to be original tho, but with this perk you don't have to be since no other perk is like this one. All you have to do is provide a better balance idea for this perk which is what i did. sure you can say premonition is just a worse version of this but that is because premonition is supposed to be safe to use and OoO wants to put you at risk for using it, i brought a risk for using it with my idea.
lastly can you be a bit more clear with how your idea will work by making it a perk description, its kinda hard to follow its effects with a explanation. that will make evaluating your idea easier because the way it's set up we have to assume what it does and it also might make you realize what you can change to make it better.
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the problem is the info OoO gives, NOTHING else matters when discussing how broken this perk is. having the obsession locked does nothing. Also is it just me or did i misunderstand but it feels like this perk does nothing and if its for totems than it's trash since detectives hunch is way better.
If this perks affect is to stop obsession switching and to find totems AFTER the gens are done im sorry but that is just bad and not worth running. While i want a better OoO that isn't exploitable making it a garbage perk isn't the way.
I actually have an idea for this perk that sticks to what it is but makes it more dangerous to use in exchange for counterplay.
OoO: when you look in the direction of the killer you see their aura if they are outside of 24 meters and are within 48 meters for 3/4/5 seconds. OoO has a cooldown of 10 seconds, during the cooldown the killer can see your aura outside of 24 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds. OoO does not activate if the killer is undetectable.
OoO becomes disabled if you are on a hook or in the dying state.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1762979#Comment_1762979
I see good survivors play against her. And I'm a good survivor myself. If the killer isn't a potato and has the experience, there's nothing you can do. Especially as I said if she's carrying Stridor. And no, that bug didn't influence the actual chase. It might have influenced the pre-chase, you hear whereabouts she is and you try to remain out of sight, but once the chase starts that made zero difference.
She can hear your location and therefore know exactly where you are. Let's drop the cynicism. An experienced killer with a Headset knows exactly where you are. It's a guaranteed hit.
dude, if you can say that then you obviously didn't see a good survivor go against spirit when that bug was live. info is power and that allowed you to play safe. its REALLY not hard to put 2 to 2 together especially when it took away the mind game of is sprint using her power.
So by your own logic a good player with a headset can hear other players locations and act accordingly. that means survivors can drop the pallet on the RIGHT side or go to the RIGHT side. its the same as having a killer with bloodlust on you but they can't see you so you just play more safe don't assume the survivor can't act accordingly.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1762908#Comment_1762908
I'm open to people's suggestions about ways to rework her, but I don't think that "bug" influenced anything honestly. You could sort of pin point her location... so what? she could still know your exact location at all times. If anything, that helps before she even spots you and you can try to remain unseen. In an actual chase that bug has little meaning.
yeah no did you even see good survivors play against spirit with that bug? they knew her location better than she did theirs.
it made it possible to play safe at pallets and such with no way for the spirit to hit you at most loops.
if that bug stayed it would be just as bad or worse as spirit not hearing any sound.
@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1762914#Comment_1762914
It would make it a true mind game/guessing game. As it stands, there is no possible mind game for anything. As people usually say, "After the first hit, count the seconds. If they go down before you even reach 10, it's a Spirit".
This is not a well designed killer as it negates any input from the other party. You play against yourself pretty much.
there are mind games with spirit at pallets, she can hear your location not see you so its a 50/50 even when injured at pallets which is what a mind game is at loops. is the killer faking going this way or will he commit? it's the same with spirit however you have to make a guess without visual info which makes it more of a 50/50 since you can often react to most normal mind games.
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yeah no, scratch marks are unreliable and would make spirit way worse, she is at the peak of what's not OP and that change will make her garbage.
she is strong, deal with it and mix up what you do at vaults and pallets since that is how you play against her. she can hear your location not what direction you go or exactly what your doing.
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ummm for collecting data i agree with you but without changes no, losing blood lust will hurt those killers and knowing the devs those changes wont come any time soon.
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dude she is a monster in the right hands and her rework hasn't changed how she is used it just delayed her by a second from using her blinks.
sure extra blinks are no longer around(since her UR addon is TRASH) but good nurses didn't need more than 2 blinks anyway.
the main thing to understand is that a good nurse is either on the same level or higher as spirit and god nurses are way above spirit since you won't avoid getting downed in 3 blink secessions. she is undeniably the best killer for downing a survivor because she ignores the environment and her mobility is about the same as any killer if you use blinks to move around.
As for bugs yeah they hinder her but that doesn't mean she sucks and dead zones are uncommon enough that you can often down a survivor before they get to one and if they do get to one then you just leave them and quickly down someone else. they can also be patched sooo.
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i hope they don't look at it for each killer the same.
killers like huntress, billy, nurse, ect whose power resets bloodlust don't really benefit from it too often.
Then there are killers like legion and trapper who are affected by it regularly since their power doesn't interact with bloodlust. If they remove blood lust it will only make these killers weaker and that is definitely not needed. Also if they make beast of prey give blood lust and remove the effect when not using it i will be pissed.
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@Noobe said:
have you seen how the game was in 2016? it was super bad compared to now.. besides most maps after their graphical update is getting very killer sided and queues has always been kinda meh.. so just keep practicing and play for fun instead of trying to win
yeah, this is the best this game has ever been in terms of balance which is actually sad to say when it is currently so unbalanced.
@just4fun2000 you think this is bad? it's nothing compared to the past, back then nurse was literally the only killer able to win against even decent teams as pallets and vaults were extremely BS to the point where normal killers just couldn't win as long as the survivors were good.
Nowadays there is a chance even against these teams and only the swf meta gen rushers are unbeatable unless you play spirit or nurse good or get very lucky when in the past you couldn't win against just a bunch of decent solo survivors who knew how to play basic loops and do gens.
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@Kolonite said:
Bloodlust isn't a must have in the game anymore. Just my opinion doe
I kinda agree on that since it was introduced during the dark days of pallet vacuums and such but certain m1 killers kinda get a lot of use out of it since they are not the best themselfs.
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blood lust is fine imo, the killer NEEDS to have chases that last less than a minute to have a good chance to win. In fact any chase over 40 seconds is already a time loss.
I think the devs will find that this will make the default m1 killers kill rate decrease a bit but other killers like huntress and such who's power resets blood lust won't be affected too much.
hope they don't do anything drastic, sure the mechanic can be used to get a survivor easier but it takes time for it to reach that point.
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if your in the spirits TR you don't hear her phasing.
be careful in her TR or listen closely as you can hear her walking so she doesn't get a grab, might still get a hit tho.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1758314#Comment_1758314
I played many games where after killing one or two survivors the killer stopped patrolling gens, then i ran the killer for 2 minutes and my friend did the last gens alone. Its not every games but its possible.
When i play killer I dont use gens regression perks so i cant hook everyone. It ends in a 2 or 3K and I think its fine. Im still learning killer, im good with only two killers.
The problem is killers wants 4K so bad that they use toxic perks combo like ruin undying.
Survivors wants escape so bad that they use only second chance perks.
Sometimes i feel like im alone with my original builds. I think people should try new perks.
I know killer is supposed to kill and survivors escape. But if everyone wants healthier game they should stop using toxic combo.
For example im exhausted of ruin undying but i think undying is a good perk without ruin, you can use other hex perks instead of ruin, i love haunted ground + undying.
if something is good players will use it, you can't expect for people to just stop using strong perks due to a code of honor. Also you can't tell me games like that are common at all so what i said before still holds true so 2k games are uncommon.
As for ruin and undying there are perks to find totems and its not hard for a swf to just go F it and get all the totems in under 2 minutes as the killer gets maybe 2 hooks for 2 perks in that time. Hell im a solo player and i normally run detectives hunch since undying came out and i usually get the totems as my team does gens, players need to adapt and stop being stingy with perks. its a meta that uses 2 perk slots with rng attached, not exactly the best once you take it out as it can be ok to good and on some maps it's just easy to take out.
Sure if you play solo it's strong against you, but killers need to use builds that beat swf's otherwise they are pretty weak once they encounter one. just because some people like you exist that don't follow meta (good on you btw) doesn't mean the hard core sweats don't exist for both sides. It just doesn't make sense to not run good perks since it makes the game more enjoyable, like who likes losing?
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1758399#Comment_1758399
I said it was the event in my first comment. The beginning of this year's Halloween event into start of the current rift PS4 was unplayable for weeks and they offered 0 compensation to PS4 players to make up for the lost play time for both the event and rift. New Xbox players are given a 600k BP bonus for the current issues they had.
Any platform that is made unplayable should receive compensation. It's messed up they jumped on giving next gen that has a smaller player base compensation and not previous gen with the larger base. Not compensating something as simple as BP to previous gen just adds to the list of examples of previous gen being a last thought for the devs.
i'm just talking from a neutral perspective, i can understand why that's upsetting but that was their decision.
it's not that they are forgetting about us it's just them trying not to have a bad impression on the new generation of console. They already got you and me and everyone else under their thumb so why kinder to us more.
don't get me wrong i understand that it is unfair to you but i also understand why they did that. it's also not like we can't say they won't do that for previous generation platforms in the future if there is a major issue.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1758377#Comment_1758377
See, you say that, but the devs committed to reaching 60 FPS on all supported platforms. This game also just isn't pretty enough for it to be unreasonable for something like a PS4 to have a stable frame rate. It's a PC issue too btw. The recommended GPU for this game is a GTX 760 (minimum is a GTX 460). There is not a chance that a GTX 760 could maintain 60 FPS even on low.
Not saying it's easy, but they've had years and they've made promises. They need to prioritize this.
i understand that hell im one of the players that was hopeful for this since im on xbox but they have so much on their plates that you can't blame them for this taking so long.
dbd has always had major issues, unless they hire some better or more people increasing performance without breaking their game as they constantly update it with new stuff is extremely hard.
edit: i wouldn't be surprised if they gave up on it tbh, they haven't been the best with decisions in the past year or so. for them as long as it runs good enough to play they will prioritize new content over improving the base game if they cross paths.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1758382#Comment_1758382
When PS4 was unplayable they acknowledged it and had to put through a patch to fix, it wasn't just a crash a day.
i mean there have been a ton of things like that in the past so i'm unsure as to what you are specifically talking about.
the rewards and such like daily logins for the recent events are fairly new so if it's before that then i don't know what to tell you.
as a company it is a better choice to compensate players from a new area in the game so they stick around. can't really blame them for doing this as it's a good move to keep players from there around.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1758377#Comment_1758377
Both previous gen consoles can run Red Dead Redemption 2 no problem. If they can run that game without issue, then they should be able to make DBD run without issue.
omg they were made literally years after dbd came out on xbox and such.
its not easy at all to reconfigure an entire system to be optimal every time they slightly improve a platform
the devs literally have to mess with THOUSANDS of lines of code, if you haven't done programing you wouldn't fully understand the scale of changes and bug testing needed to do what you want and now they have to make sure it works on multiple platforms each with their own performance issues and such so there is no standardising the code to fit each platform.
its one of the reasons in the update logs we have separate ones for each platform.
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@bm33 said:
Hopefully they do but I'm doubtful they will. PS4 was unplayable and took weeks to fix during an event - nothing was given to those players to compensate for the inconvenience, couldn't even enter the auric cell giveaway. New Xbox, that doesn't even have that big of a player base because limited amount available at launch, were given log in BP bonus to compensate. Just the fact they jump on giving log in bonus to next gen players but not previous I think is telling how much they care about previous gen.
dude the game was unplayable for a ton of those players on the new xbox, why would we get anything for not having any problems and no a crash a day isn't a major problem.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1758359#Comment_1758359
Because previous gen has been having consistent framerate issues when anything occurs in a match since dead by daylight came out. Which you'd think would have been fixed after four years on the same consoles.
the next gen consoles have better performance obviously. It's easier to improve the games performance for them.
the devs can't just wave a magical wand and boom they can improve performance for everyone without having to mess with like everything first without breaking the game.
what your asking is a lot easier said than done when your limited to what the platform can do.
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won't work, killers can exploit chase mechanic
DS is fine as it is btw, the only issue to it is being able to do gens with it active, simply making it deactivate after repairing a gen for a total of 3 seconds is enough to balance the perk.
edit: why do people keep coming up with this idea? it is so common and exploitable that you'd think players would look into if it has been suggested already.
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i posted a more detailed idea of this yesterday, didn't get much attention tho.
@AChaoticKiller said:
So my idea for a perk upgrade system is this and before commenting know this, it will be expensive and you will have to get the perk in the bloodweb before you can upgrade it. The reason it will be expensive is so players can't get all perks to Tier 3 easily so it makes finding the perk in the blood web a better choice if they are not prestiged.
Tier 1 perk ---> Tier 2 = 150,000 blood points
Tier 2 perk ---> Tier 3 = 250,000 blood points
yes that is expensive however that is to make prestiging more tempting because with this system for each prestige it will decrease the amount of blood points you need to upgrade a perk by 25%/50%/75%.
At prestige 1
Tier 1 perk ---> Tier 2 = 112,000 blood points
Tier 2 perk ---> Tier 3 = 187,500 blood points
At prestige 2
Tier 1 perk ---> Tier 2 = 75,000 blood points
Tier 2 perk ---> Tier 3 = 125,000 blood points
At prestige 3
Tier 1 perk ---> Tier 2 = 37,500 blood points
Tier 2 perk ---> Tier 3 = 62,500 blood points
Now for the better prestiging. The new prestige system will reward the player for prestiging with shards as well as give them some blood points back for every offering, addon, and perk in that character based on rarity. It will also reward you with 350 shards when you prestige which isn't a lot but it's better than nothing.
brown rarity = 500 bp
yellow rarity = 1000 bp
green rarity = 1500 bp
purple rarity = 2000 bp
red rarity = 2500 bp
event rarity = 1500 bp
This is to give the player a head start in their characters blood web it is not to give back a lot of the players spent blood points which is why the amount you get back is so low. If the amount of blood points you get puts you over the cap you simply can't earn blood points in games anymore so it's no big deal as we have seen with the codes and gifts containing blood points that the devs have given us. As for players who already have characters prestiged they will only receive the shards they would have gotten for each prestige they have so far and because it will be impossible to know what was in a character before they prestiged them.
This system will encourage players to prestige by making it easier to get the perks they want to the maximum Tier and give them some blood points back so they have a head start in leveling up that character. This system also helps with the grinding of the game by encouraging players to stop leveling a character at lvl 50 and instead prestige so they can benefit from the higher rarity of nodes and better upgrade prices. While you can also say this increases the amount of grinding in this game this system never was supposed to make it easier to get all the perks you want it simply makes it easier to get the perk you want to the maximum Tier which in a way helps with the grinding.
This game doesn't need a way to get all the perks you want to its highest Tier easily however this system allows it in a fair way if you spend a lot of blood points which is fair since you would get a lot more if you were to spend those blood points in the blood web. the cheaper prices at higher prestiges are also fair because you have already spent a lot of blood points to get there and could have gotten the perks you wanted by that time if you didn't prestige.
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because the game was not stable on those platforms and the issues were easy to identify and fix.
why would they not prioritise that?
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i also questioned why they made hatch offerings a thing with keys being the way they are and can only assume 1 thing.
the devs have a key rework ready or at least the idea of it so they made these offerings, why they added them separately im not entirely sure.
I think it might be because they are still working on mori's and want to release them both at the same time but the offerings were easier so they put them into the live game since they were ready.
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@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1758068#Comment_1758068
alright imma stop playing normal and start slugging x4 only til dead and see it that griefing is funny then
cool become the problem that won't ever be bannable.
one extra player or even a 100 won't make a difference, it simply isn't bannable because the game will eventually end.
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@Anara said:
For me both sides are ok, i dont complain about game mechanics. I complain about players that always wants 4K or 4 escapes. For me a fair game is 2K 2 escapes and I think you all should think like that too.
the problem with that line of thinking is that survivors should be able to nearly always finish the last gens and in this game that is not realistic.
once a survivor is dead the game starts snowballing to the killers favor, you can see that in the stats the devs provided since the kill rates are around 68%. The reason for that is once the game is set to win for the killer they will almost always get either 3 or 4 kills. only in losing games does the killer often get 1 or 2 kills which is what you think is fair and in those situations unless most of the survivors are dead the survivors can work together to make the killer only get 1 or no kills.
it's just not realistic to expect 2 kills a game, it's almost always 3-4, or 0-2 with few exceptions as always but that's how the majority of games go.
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the fact that you included DS+UB was a poor example as it is exploited regardless if the killer tunnels or camps. In no way is it fair that you can have a minute of immunity to do a gen at no risk unless the killer throws the game to get you. I personally am fine with everything DS does other than the fact that you can do gens with it, it should deactivate after repairing a gen for a few seconds IMO.
As for discussing balance i play both sides, i understand how this game works as i have been playing it for 4 years and am red ranks for both sides year around. this game is not balanced well, we can complain about things to point out that, that's how games improve.
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@BBWH said:
https://forum.deadbydaylight.com/en/discussion/comment/1755438#Comment_1755438
That is an entirely different scenario - in that case the PLAYERS are not utilizing THEIR skills or THEIR strategy. No one faults you for using the perks you have - to identify players who are surrounding the hooked survivor. All three did the same exact thing. THEIR gameplay was poor. IF THEY had played a better game I'm supposing you would have played differently and the outcome would be different YET - both you and the survivors continue to get to play and have the chance of winning.
That is smart game play against poor choices and game play by the survivor. You weren't lying in wait to watch the hooked survivor die. Doint that takes NO skill. And thats the point. What is appreciated by all is GOOD gameplay - not relying on the EASIST way to get a kill, just because you have no skills to anything else.
If people can't see that giving a player absolutely no chance of surviving EVER no matter what... and STILL stroking their egos at what a skillful player they are and the BEST at the game... just don't be surprised when players say FU we out,
THATS ALL.
And it still amazes me that players think they have this game down when all they can do is play how a 10 year old would play. Good luck. I"m out of this convo because i'm done explaining what is VERY obvious even if you feel your the BEST killer around Re-evaluate what "the best" is, because a respected and effective AND fun Killer doesn't rely on such a basic gameplay.
if good survivors use everything they can to win, they win.
if a killer wants to do anything to kill one survivor, they should be able to do so.
if you can't understand that this game is survivor favored in spite of what the killer can do to a single survivor you don't have an argument regardless of how skill factors into this game simply because things the survivor can do also takes virtually no skill.
having 4 survivors hold repair on different gens takes no skill and can barely be called a strat yet it is a massive threat to the killer.
getting unhooked with DS and UB and just holding repair on a gen because you can't be punished takes no skill.
taking hits for someone to get to a gate doesn't take much skill either you are just moving to be in the killers way at low to no risk depending on the killer.
calling any of these things a strat is correct but that's also admitting that camping and anything thing else the killer does is a strat and is equally respectable.
point is you can't focus and call what the killer can do skilless when there are things the survivors can do that is stronger and just as skilless. view things from both sides and maybe you can understand that everything both sides do is fair only because of what the BS the other side can do. Is that healthy for any game? No but that's how dbd is, it's a mess of balance that barely works because BS like camping, perk combos, ect exists. In no way can a game like dbd be balanced to suit the taste of anyone who doesn't like that they might not stand a chance if the killer decides so simply because of the design of the game.
We will never see a day where camping or meta gen rushing will no longer exist because there is no good solution to these things so you have to accept that it's fair regardless of skill or simplicity as long as the other side can do something just as strong. In today's balance survivors have the advantage and hopefully in the future it will even out and then the devs can hinder the skilless strong strategies like camping but they will never actually go away.
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@scrceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1757584#Comment_1757584
I can't believe that the majority of people in this thread still think that camping is a good game mechanic that needs to be encouraged. Even after various good arguments were listed.
While you are complaining that the bad game mechanics leave you no other choice than to facecamp, there are plenty of killers that seem to win just fine without that. It seems like, maybe, they have some sort of skill you're lacking.
And, before you complain I'm only looking at that from the survivor side. I play killer as well. I am really bad, so bad, that most time I don't get a single kill (on rank 15, with survivors of the same rank). And yet camping is no option to me.
if your bad at killer and haven't been against really good survivors IMO you don't have a point in this thread since you don't understand things from both perspectives, the people who advocate for camping know the faults of this game better than you and understand that while it's not fun for the survivor in question getting camped, in the cases where camping is used appropriately it is the best option for the killer to take and is fair in terms of balance in a 4v1 aspect. Another reason camping is fine is because the killer is personally forcing a survivor out of the game while giving the other 3 time to do gens or coordinate a save if its EGC. survivors have perks to counter camping and they are stronger than normal because they need to be in those situations, if you don't bring them that's on you for not using something to counter a common tactic and while yes some killers like pig or LF basically can't lose in those situations with their power you have to accept that the killer is the power role and should have the ability to kill a single survivor if they set their sights on it.
Does this mean camping in any case is fair? No, but that can't be helped in a game like this where this tactic is necessary in some cases and overbearing in others but in a way it is fine because survivors when using anything at their disposal have a greater advantage then the killer in the 4v1 aspect. if they don't choose to do that that's on them and even if they don't perks meant to hinder camping and tunneling are in this game for a reason and using them wastes a ton of the killers time allowing you and your team to have a better chance of winning.
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my wraith build is pop, mindbreaker, MYC, and bbq.
I just go on a rampage doing hit and runs whenever a save happens to try to get the MYC and i often get like 3 or 5 downs a game with that perk depending if i'm running windstrom addons. Mindbreaker also gets me a lot of hits and unaware survivors forget that they are exhausted and even if they get the exhaustion perk back it's no big deal since i can just leave them or go back into cloak to catch up. pop and bbq are obvious since it's regression and info with extra bp.
if there is a perk your not using i would recommend either MYC or mindbreaker, both are good on wraith even when alone since he is a fast ambush killer.
edit: if your heavy with gen defence i would replace MYc with dragons grip, wraith is one of the few killers who can use that perk well and with mindbreaker you might get that survivor fairly easily. i have only ran it a few times tho because i find MYC more fun to use since im less defensive with gens as wraith.
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Hell no, that would make the balance in this game way worse because people will always have the meta available to them, sure at red ranks it will only be ever so slightly worse but it will affect the lower ranks greatly. here is my idea that would help you get the perk you want to Tier 3 once you get it by upgrading it at a high cost of BP depending on your prestige.
@AChaoticKiller said:
So my idea for a perk upgrade system is this and before commenting know this, it will be expensive and you will have to get the perk in the bloodweb before you can upgrade it. The reason it will be expensive is so players can't get all perks to Tier 3 easily so it makes finding the perk in the blood web a better choice if they are not prestiged.
Tier 1 perk ---> Tier 2 = 150,000 blood points
Tier 2 perk ---> Tier 3 = 250,000 blood points
yes that is expensive however that is to make prestiging more tempting because with this system for each prestige it will decrease the amount of blood points you need to upgrade a perk by 25%/50%/75%.
At prestige 1
Tier 1 perk ---> Tier 2 = 112,000 blood points
Tier 2 perk ---> Tier 3 = 187,500 blood points
At prestige 2
Tier 1 perk ---> Tier 2 = 75,000 blood points
Tier 2 perk ---> Tier 3 = 125,000 blood points
At prestige 3
Tier 1 perk ---> Tier 2 = 37,500 blood points
Tier 2 perk ---> Tier 3 = 62,500 blood points
Now for the better prestiging. The new prestige system will reward the player for prestiging with shards as well as give them some blood points back for every offering, addon, and perk in that character based on rarity. It will also reward you with 350 shards when you prestige which isn't a lot but it's better than nothing.
brown rarity = 500 bp
yellow rarity = 1000 bp
green rarity = 1500 bp
purple rarity = 2000 bp
red rarity = 2500 bp
event rarity = 1500 bp
This is to give the player a head start in their characters blood web it is not to give back a lot of the players spent blood points which is why the amount you get back is so low. If the amount of blood points you get puts you over the cap you simply can't earn blood points in games anymore so it's no big deal as we have seen with the codes and gifts containing blood points that the devs have given us. As for players who already have characters prestiged they will only receive the shards they would have gotten for each prestige they have so far and because it will be impossible to know what was in a character before they prestiged them.
This system will encourage players to prestige by making it easier to get the perks they want to the maximum Tier and give them some blood points back so they have a head start in leveling up that character. This system also helps with the grinding of the game by encouraging players to stop leveling a character at lvl 50 and instead prestige so they can benefit from the higher rarity of nodes and better upgrade prices. While you can also say this increases the amount of grinding in this game this system never was supposed to make it easier to get all the perks you want it simply makes it easier to get the perk you want to the maximum Tier which in a way helps with the grinding.
This game doesn't need a way to get all the perks you want to its highest Tier easily however this system allows it in a fair way if you spend a lot of blood points which is fair since you would get a lot more if you were to spend those blood points in the blood web. the cheaper prices at higher prestiges are also fair because you have already spent a lot of blood points to get there and could have gotten the perks you wanted by that time if you didn't prestige.
Also cool you have 1 character at P3, i have 21 all with good builds. while i do agree that there are too many perks i don't think you should easily get what you want without a high cost and prestiging should affect that cost. Also prestiging should give you back some bp and a reward so it's not as tedious to get that character back to lvl 50.
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if you play casual and not every day yeah don't prestige, get all your characters lvl 50 and be done with it.
However if you regularly play and get all your characters to lvl 50 i would prestige one at a time. Otherwise you might lose the motivation to play once you have nothing to work towards.
I got nearly all my killers to P3 lvl 50 and im only missing Blight and PH who is P3 lvl 20, nothing is more satisfying than seeing all your characters max level it makes you realize how much put into the game.
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/comment/1753238#Comment_1753238
"playing smart." Isn't a thing, its child's play. We call camping puppy guarding but on a more serious level. Camping isn't a strat, its just saying "I suck so I'll resort to underhanded things to win." I ran into so many killers back then who didn't have to camp to win, they were on the ball and those were the ones that had me on the edge of my feet. Now people just camp because they can't get a 4k or getting a kill to even feel successful, its really pathetic.
Like just now, I got out of match with a Plague and she wasn't camping, tunneling or anything she got two kills and applied pressure. A feng min and I escaped but you don't need to camp, tunnel or slug to get proper kills.
https://forum.deadbydaylight.com/en/discussion/comment/1753231#Comment_1753231
Sounds like another entitled killer who supports making the game as boring, bleak, bland and just annoying as possible. Nice to know.
No it just sounds like you are irrational, sorry to say but the world doesn't revolve around your preferences and the reality is that camping is indeed a strat regardless of what you say because the definition of a strat is basically playing a certain way or having a plan that will benefit you or give you an advantage.
Sorry that killers have a brain and know that chasing a survivor to 99% gates with other survivors to body block is pointless and won't benefit them. You want those killers go to rank 20 or stop being irrational and deal with the fact that "playing smart" exist because we as intelligent creatures can analysis and understand the advantages of playing a certain way to come out on top.
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most games are 3 or 4 kills for me, even on losing games i often get at least 1 or 2.
However that's mainly because most survivors can't beat good killer players, a lot of killstreaks you see are filled with the killer winning because the survivors were just not good enough for that player.
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@SaltyNooty said:
Again, camping still isn't a strat; and every killer falls under this pretext since every killer believes they're entitled to it when they can't get a glorious, wonderous, outstanding 4k.
So camping after gens are powered isn't a strat even tho not doing so will MORE than often get you no more kills?
Sorry there are times camping is a strat and not doing it is just stupid.
edit: Not that camping itself isn't a strat, it's just sometimes that's the best thing you can do. Also known as playing smart.
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Wait
I'm finally allowed to actually do forever freddy and be as scummy as possible?
Are you sure?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1752396#Comment_1752396
Ever had one of those 8 hooks but no kills matches? Entity displeased my ass.
you bet and a lot of the time it was already a frustrating match.
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@TWiXT said:
I feel that the general consensus of Surge is that while it's a potentially useful perk, especially after the last update that made it apply its 8% damage to already regressing gens, it still has too many conditions for activation that hinder it, and make it a poor choice when compared to other Gen defense perks. Currently its conditions are:
- Must down a survivor.
- down a survivor within 32 meters of a generator.
- down a survivor with a basic attack.
- it can only activate once every 40 seconds due to cooldown.
The problem with the First and Second conditions is that healthy survivors against a standard M1 killer will almost always get further than 32 meters from a generator after the first hit, especially on the medium-large maps where gens are spread out more, leaving the only killers who can down a healthy survivor quickly like Ghost Face and Shape as the ideal users.
The problem with the Third condition is that it just outright restricts the killers who can get any utility from it to killers who can down survivors quickly with a "basic attack". The only killers who can currently do this consistently are Ghost Face, Shape, and Plague since they all have a way to either expose the survivor, or put them in the broken state, which leaves them vulnerable to a 1-shot down. Compounding upon the problem with the first and second conditions, these 3 killers seem to be the only ones who can actually get any use out of Surge.
Finally the problem with the Fourth condition is that, while it can take a killer 40 seconds to down a survivor, good killers can start snowballing and down survivors 1 after the other within 20-30 seconds apart from each other. This means that for 2 downs back to back, Surge only activates 1 time, which feels wasteful considering the meager 8% damage it does to generators that would require 3 activations to even come close to equaling the damage Pop Goes the Weasel does in a single activation. Compounding this with with the first condition, that is potentially 3 activations of PGTW totaling to over 75% damage to generators vs. 24% damage spread out over a minimum 120 seconds.
The primary strengths of Surge are:
- it can affect multiple generators at a time per activation.
- it can damage generators that are already regressing.
- it saves the killer time on kicking gens themselves.
- it can pair with Surveillance to give the killer information on which gens are being worked on.
While these strengths are nice and amount to saving the killer precious time in regressing generators or finding survivors when paired with Surveillance, they also don't hold a candle to the sheer power you get from other generator regression perks like Pop Goes the Weasel, and Ruin, Both of which have far fewer conditions/restrictions for activation. This makes most of the community right to believe that Surge is far too underpowered to warrant having so many conditions for activation, because after all: Why would you equip a perk that only does 8% damage to a generator, Once every 40 seconds, only if you are close enough to said generator, on the condition that you down the survivor with a basic attack, Just for the reward of saving you time on kicking said generator, when you can otherwise down a survivor from any distance with any attack, and be rewarded with a 25% chunk of damage to the generator from PGTW?
Sadly we all know the reason why this perk has so many conditions for activation despite its meager damage: 3 gen situations. While designing Surge someone on the dev team must have said "but it can damage multiple gens at once, won't that make it OP in a 3 gen situation?"... I mean, Come on, you all know that's how that discussion HAD TO have gone down, and is definitely why they overcompensated for it with so many "conditions." Originally Surge was going to come out with 12% damage per activation, but apparently upon having this conversation, they overcompensated even further on this as well by knocking it down to 8%, but in all honesty, even with 12% damage per activation, it wouldn't even come close to slowing down survivors enough to stop them from defeating a 3 gen by split rushing when surge's primary condition for activation is: Down a survivor.
Bottom line, If they removed the "Down with Basic attack" requirement, and the Cooldown, Surge still wouldn't be as useful or as powerful as any of the other gen defense perks we currently have... but at least it would be more useful to more killers on the roster than it currently is.
TL;DR:
Surge has too many conditions for activation that restrict its usefulness to only 3 killers on the current roster (Ghost Face, Shape, and Plague). For the meager reward of 8% damage and saving time on kicking gens yourself, there are better alternative perks available that do greater damage and have fewer restrictions which makes Surge "Trash tier" by comparison. I believe the sole reason Surge is so restricted is because the devs feared it's potential power in a 3 gen situation, but considering that its primary condition for activation is that you have to down a survivor, this logic is flawed. Even if they removed 2 of the conditions for activation, basic attack and cooldown, Surge still wouldn't be Overpowered in a 3 gen situation, or any situation honestly, but at least it would be useful to more killers on the roster.
its also useful on hag because her traps can lead to a lot of hits near gens and potentially downs, it also gives her time to spend placing traps instead of breaking gens.
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i look at winning as having at least 2 kills and 8 hooks. going by kills alone is dumb because a ton of things can lead to you "winning" by having 3 or 4 kills
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i just got tunneled and used DS and the killer had to use 5 gens to kill just me.
the perk prevents the killer from just going for you or at least hinders it which buys time for you and your team.
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after playing a lot of killer and always lunging you figure out the max distance you can land a hit.
don't worry and keep practising as being able to do lunges at max distance lands you a lot more hits at loops.
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@Funkerlied said:
https://forum.deadbydaylight.com/en/discussion/comment/1745602#Comment_1745602
Closed minded, it's quite sad. It's very obvious you've never played killer, or are very good at killer to witness people to abuse these perks when the DS survivor can get safe unhooks and work on generators without any harm. Alas, you said yourself your a stubborn brick wall so your "opinion" remains the same even when you repeat the same facts.
achaoticprince that's my xbox gamertag look up my stats
7,690 kills 801 escapes
don't try that bs because you don't have a sound argument you biased boy.
edit: maybe you just suck at killer XD like i said can't win without tunneling?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1751964#Comment_1751964
I think it'd be great on Demo without the basic attack part as Shred is so useful for him. I think it works pretty decently if you play Demo as a defensive killer where you control one side of the map. It's just you have to hope they aren't a good looper or you catch them off guard (which is tough for stompy boi) or in a dead zone.
i know i play demo and i also agree that they should remove the basic attack requirement i was just pointing out that pop is a better perk.
if they removed the cooldown and basic attack requirement i would use this perk more often since it can work really well if you snow ball.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1751620#Comment_1751620
I, respectfully, disagree.
While it certainly hurts Sprint Burst users, the counter is to simply run away sooner. Additionally, since it is only 5 seconds, it isn't unreasonable to say that a Survivor could get their Exhaustion back by sitting at a pallet.
the perk is really only good on high mobility or ambush killers, doesn't suit demo imo. As a perk i do think its demo's best perk again because it is just really good on those types of killers who can get close and land a hit.
edit: there are better regression perks than surge, imo you can get a lot more use out of pop simply because it doesn't rely on basic attacks and it provides more regression at practically the same amount of times it activates.
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cooldown plus it's low regression on a generator is what makes me pick other perks than it. Even if it activates on multiple gens there is usually only one gen you care about and the regression it provides isn't enough to defend it.
i really only use this perk on hag since it saves me time to set up traps and because i usually have gens close to each other but on any other killer i would rather use pop goes the weasel.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1751935#Comment_1751935
And yet Huntress feels fair, while Deathslinger doesn't.
Simply because a skilled player can outplay a Huntress.
huntress is more suited for the 4v1 aspect then deathslinger and tbh any killer that is as strong as deathslinger in a 1v1 feels unfair
i'm sure you have been in a match with a god nurse before right? did that seem fair if you disregard the amount of practice that player put into nurse.
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deathslinger is balanced he trades everything for the ability to quickly end chases. think of this game as a 4v1 not 1v1, your going to take a hook for the team that is more of a case with deathslinger. The best thing to do against deathslinger is spreading gens as he can't win as long as 1 or 2 survivors are doing gens separately.
chasing A+: can quickly end chases and has no win situations at vaults
map pressure F: power actually slows him on top of being a 110% speed killer
snowball potential C: only can snowball well if he spots an already injured survivor after a chase and downs them with his power.
ability to stop gen rush F: can't do anything to survivors on split gens or multiple survivors on a gen in front of him besides being just m1'ing them as using his power is risky and not effective against multiple survivors.
as for huntress her power is way better at dealing with multiple survivors and her windup time is there because she can injure survivors directly with her power. she is a killer more suited for the 4v1 aspect then deathslinger which is why she is slightly worse in a chase. in any case both are balanced.
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no no and no
why do you think mettle of men was broken?
it was too easy to activate, strong, and the down side was negligible.
this is a WAY better MoM
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the only game mode i want is a legion game mode
4 killers no powers
idk how many survivors
new objective for individual escape as well as group escapes.
make it happen devs you guys are creative enough