APoipleTurtle
APoipleTurtle
About
- Username
- APoipleTurtle
- Joined
- Visits
- 2,898
- Last Active
Comments
-
From my experience, it will only play one of the hatch-interaction animations (whoever's input registered first). If survivor was able to begin jumping into the hatch, killer will be blocked from closing it until the hatch-escape animation is complete. Same thing happens if killer hit their button first; survivor will be unable to hop into the hatch while the killer is in their "close hatch" animation. Of course, killer can't interrupt a survivor who opens the hatch with a key either.
When in doubt, just stand on the hatch itself as killer; your hitbox is large enough to prevent survivors from being able to interact with the hatch while you stand on it, leaving you free to close it once it opens.
Maybe someone somewhere has encountered goofy latency where both animations were able to be active simultaneously, but I have never seen this happen in practice.
-
It's mainly because the meta perks are proven to be consistently very effective in most matches. For example, DS has long been heralded as one of the strongest survivor perks pretty much since it released. Running a full set of meta perks can significantly improve a survivor's chance of escape whether they are playing solo or SWF.
You're not wrong, there are other great perk options for survivors (Alert and Leader are both known to be pretty good, while Inner Strength, Saboteur, and We'll Make It actually do see a decent amount of use). However, running these perks means trading out one of the meta perks, which is an opportunity cost many survivors don't seem interested in paying.
At higher levels of play, most skilled survivors would rather use builds that will help them in chase (or to recover from being beaten in one, like with DS or Unbreakable). Dance With Me sometimes appears as part of a Lithe Combo for this purpose, but few of the other perks on your list have real application in chase. These survivors aren't usually very interested in creating builds that orient much around stealth, healing, gens, or other cheeky things. If everyone is set up to be able to lead the killer on a lengthy chase and keep them distracted, then the time you need for other things matters a lot less.
There are plenty of perks that are entertaining to use and that some players will run just for fun (Aftercare, Autodidact, Diversion, Mettle of Man, Plunderer's Instinct, Stake Out, etc). But some players just really want to win, so they will aim to use the tools available that will consistently give them the best chance at that.
And a lot of the perks on your list are not considered strong by most survivors; at least not strong enough to win a perk slot over other perks. A few examples:
-Pharmacy: Med-kits are basically the most common item in the game. This perk only guarantees the green med-kit which allows you to have a single tremendously fast heal. It is mostly worthless after that single chest search, as you only shave 4.5 seconds off the normal 10-second search time at Pharmacy's highest tier. Plunderer's highlights chest auras for you and gives you a significantly better chance to get rare items in EVERY chest you search. It's a Universal (Non-Teachable) Perk that beats out Pharmacy.
-Distortion: You only get three tokens and they are easily spent with no way to get more. The main aura reading a survivor will want to be countering is from BBQ & Chili, which lockers can handle just fine. It fails to counter many of the other popular tracking perks available to killer (Whispers, Discordance, Thrilling Tremors, etc). It's a perk that looks good on paper, but is actually very underwhelming in practice.
-For the People: A one-state instaheal, but also a health trade. If a healthy survivor insta-heals a survivor from dying state, killer can now go for either of the two injured survivors in front of them (possibly even snowball early by downing both). It's another one of those perks which fits in the "fun to run" category, but it is not actually a very effective play unless you've got Mettle of Man or Dead Hard ready to go.
-
I kind of like Leatherface because he's terrible. If I have a bad match with him, then it lines up with the result I expected. If I get a win, then it's a pleasant surprise. I don't really feel that pressured to make sure I get a good result with LF.
LF's big problem has always been his almost complete lack of utility with his power. He has no tracking, no mobility, no stall, and no anti-loop. All he does have is a slow insta-down (you cannot use it effectively at most loops, only in dead zones) and a pallet breaker (which takes longer to fully charge and use from 0% than just kicking the pallet).
It's exciting that he's finally getting a rework, though we'll have to see if it ultimately fixes any of his difficulties. His new chainsaw sweep may be adding some proper anti-loop into his kit at least.
-
DC's almost always negatively affect the match for the remaining 4 players. If killer DC's, all the survivors are now denied even playing a full match and must wait through matchmaking again for another. If a survivor DC's, killer gets denied a lot of points (both BP and Emblems) and the survivor team is put in a more precarious position. Plus killer may feel that they were cheated out of an additional kill, whether from the DC'ing player themselves, or from a "tactical disconnect" that nabbed the last survivor a hatch escape.
The only benefit I see to having no DC penalties is that all players can freely skip out on playing the Midwich map for the time being.
Hopefully BHVR will figure out a way to eliminate the exploit that was being used to unfairly ban players and reintroduce the system.
-
These are interesting suggestions, but pardon me if I've heard alternate ones I like more for most of these perks:
-No Mither: I don't really have any major qualms with this. Though having an infinite version of Unbreakable without any major drawbacks (temporarily being broken afterwards is not a huge detriment) might be a tad strong.
-Adrenaline: If injured or dying when the gates are powered, heal one health state. If healthy, break into a sprint at 150% speed for 5 seconds. This sprint ignores the Exhausted status effect, but reapplies it afterwards. Alternatively, I actually don't think Adrenaline needs a big change due to its risk/reward nature. All I really think it deserves is a reduction in sprint time from 5 seconds down to 3 seconds. This makes it a situational Sprint Burst with a bonus healing effect.
-Sprint Burst: I'm not sure what delaying its activation by a few seconds accomplishes? It doesn't really give survivors more control over it nor really make it weaker. IMO, it does not need to be changed.
-Unbreakable: Another perk I don't think needs any big changes. All I want them to do is adjust its recovery speed bonus to deactivate if the entire perk deactivates (such as after it's main effect of recovering out of Dying State is used).
-DS: Forces the perk into a purely anti-tunnel utility, so I don't really have any issue with your suggestion.
-NOED: I'd actually been trying to consider a token system for NOED as well. The problem I have with your system is that it gives a big advantage to killers who play well (and therefore, don't need NOED). I'd actually rather it provided a variety of stackable bonuses, but where more bonuses are applied the FEWER tokens the killer has (basically to make it a proper second-chance perk for killers who got a bad map or were severely outplayed). Tokens should be gained any time a survivor advances one hook state (not each hook action specifically) with 2 provided for a kill/sacrifice/DC. This means a first-hook-suicide would count as 4 tokens, not 1. Lower token amounts (from a rough match) would activate stronger effects (like Exposed and improved movement speed) in addition to lesser abilities provided by having a bunch of tokens (like a reduction in terror radius size).
-Trail of Torment: No longer highlights the gen or makes the killer Undetectable. Instead, all survivors suffer from the Oblivious status effect for 20 seconds after the killer kicks a generator while ToT is active. Cooldown should be reduced to 40 seconds (to make up for the 20 seconds it is now active).
-Spirit's Phasewalk: I agree that Spirit needs a better "tell" that she's entered her power. However, I'd rather they just remove her husk: when Spirit charges phasewalk, her model would disappear (indicating that phasewalk is beginning). Her terror radius would remain where the husk would have stood. In addition, the ground under a phasing (invisible) Spirit would become a softly glowing blue circle. Survivors now have the indication that Spirit is entering phasewalk (her husk disappearing) and a method for partially tracking her during phasewalk (this slight glow on the ground). However, Spirit can still play mindgames by beginning phase while hiding her husk (preventing survivors from seeing her husk disappear), or moving through tall grass/foliage (to hide her underglow).
-
I think Unbreakable is mostly in a good spot.
The only change I would really like to see for it would be tying its increased recovery speed to the perk's "active" status. As in, if Unbreakable was used to self-recover out of the dying state (thus deactivating the perk for the rest of the trial), then the increased recovery speed would also deactivate from that point onward.
Because the recovery speed is a constant passive effect, Unbreakable is actually more than a one-use perk. Much like how Balanced Landing formerly stood above most other exhaustion perks for its own passive effect. Toning it back like this might open up some room for other slug-assist perks to be improved as more viable alternatives (ideally improving build variety).
-
This was actually why I bumped one survivor (David) up to P3. He's got all the survivor perks and otherwise basically acts as a stockpile of all of my items and offerings (event or otherwise). For other characters, I just make an effort to use all of my remaining event things if I'm prepping them for prestige. Heck, I wound up with so many cakes on a few of my killers from the event that I've been using them to prestige other characters instead of themselves.
It does suck to lose these limited-time-available items due to prestige, but that is kind of what the cost of prestige is. That said, if they ever did decide to adjust things so that Event items/offerings would persist in spite of the prestige-up reset, I wouldn't complain.
-
Some fun builds I've seen and used:
-Chase Escape Artist
Lithe - Quick & Quiet - Dance with Me - Iron Will (the standard Lithe combo). Plus any flashlight.
Your goal is to stun the killer at a pallet, blind them with the flashlight during their stun animation, then fast-vault across the pallet and book it out of there while they are blinded. If you do not have Dance with Me from Kate, Lightweight is probably an okay substitute.
-The Classic Vault Speed Build
Spine Chill - Resilience - Dead Hard (or really any Exhaustion perk) - Adrenaline (or any 4th perk, really).
It's not flashy or ridiculous, but it does help extend most chases. Being able to hold the killer's attention and loop for longer is usually pretty fun. Sorry if this was already one of your go-to perk sets that you're trying to move away from.
-Anti-Tunneler Wombo Combo (Scott Jund used to run this one a lot, but not sure this build ever received a name). You may not have the two perks necessary for this yet, but both are popular and worth having, so they might be good considerations to pick up next (or fish out of the Shrine of Secrets).
Head On - DS - Two other perks of your choice. Plus a firecracker if you have one (a flashlight can work, but it is less effective).
If the killer is tunneling you fresh off a hook (or fresh enough that DS is still active), hop in a locker and hope they grab into your DS. Go back in the locker and ready up Head On, then stun the killer with it once the DS stun ends. Drop the firecracker at your feet to blind the killer out of the second stun animation and book it. It's not the nicest or most efficient way to waste the killer's time, but it's pretty funny when it works (and I show little mercy to killers who willingly tunnel me off hook).
-
NOED. I rarely use it because I don't really like the gameplay it creates (or that I have to wait until the end-game to use it), but occasionally it would be nice to use against those survivor teams who brought the classic DS + Unbreakable + Dead Hard combo 4x over.
-
I tend to load up my killers with oodles of tracking perks so that I can be constantly entering chase with survivors. I use Whispers III more than any tier of Discordance, but Discordance over the lower tiers of Whispers. I mostly just appreciate the consistency of Whispers.
I do think Whispers is also the better perk at higher levels of play for its consistency. Smart survivors tend to purposely spread out and work on multiple gens, which prevents Discordance from doing much until there is only a few gens left to defend. Though both perks are great and I usually try to bring at least one of them in most trials.
-
I can agree with most of these, but there are a couple that need to be treated with caution:
Furtive Chase synergizes with a lot of "swap the obsession" perks which can make it very easy to build up stacks. Being able to permanently reduce your terror radius by up to 16m while the obsession is alive would be a little ridiculous, especially combined with Monitor & Abuse to drop another 8m off of that. This would make any killer with a 24m or smaller terror radius have no terror radius at all times (while the obsession is alive) off of two perks. People already hate that Deathslinger can drop his terror radius to 16m with M&A, I can only imagine the shenanigans that Sneaky Slinger could get up to.
-An alternate suggestion would be to reduce the power of each token. Each token removes 2m from your terror radius at all times. When initiating a chase this effect increases to its normal 4m-per-token effect.
The other one to be wary of is Technician. Killers RELY on audio cues to play the game effectively. This is why Iron Will is considered meta and Calm Spirit became more popular. Not being able to hear a generator being worked on at all would be frustrating and unfair to the killer (the whole game mechanic is that gens get louder when nearly complete). It's just my opinion, but I don't think Technician needs any changes.
-
The simple answer is that survivors only have to play around ONE opponent running a bunch of meta perks (up to four total). Killer usually has to deal with FOUR opponents running a bunch of meta perks (potentially up to sixteen total).
Plus a bunch of survivor "meta" perks are rather controversial (usually considered somewhat overpowered) such as DS and Unbreakable. Maybe it's just my opinion, but I don't find that most killer perks are ever really considered overpowered or problematic beyond NOED (which isn't truly OP, but tends to generate frustrating gameplay situations) and PGtW/Ruin (which are situationally strong perks). There are certainly people who claim that BBQ & Chili and Borrowed Time are also OP, but I personally find those accusations unwarranted.
It's all a perk arms race. Killers feel they need to run the best stuff to keep up with survivors who run THEIR best stuff. But survivors also tend to run the best options available in case the killer brings strong perks of their own. I think if DbD can eventually reach a point where there are always multiple viable options to pick instead of one standout perk for a certain category/archetype, then this may become less of an issue. Some great examples of this happening already are Self-Care vs Inner Strength or the variety of Exhaustion perks on offer. Examples of this idea done poorly are how Unbreakable puts all the other anti-slugging perks to shame, or how almost no anti-tunneling perks really exist besides DS.
-
More out of curiosity than any kind of animosity, but why do you want Old Freddy back?
I remember him generally being a laughably pathetic killer (the only one in the game who literally could not do ANYTHING to survivors without using his power) beforehand. I won't deny that he is much easier/stronger/more effective or however else anyone wants to describe it than he was before, but I can't fathom why they would revert the massive rework that he received.
All that said, if they wanted to reintroduce old variations of now-reworked killers into Custom Games (such as Freddy, Doctor, and Legion), then I have no problem with that. I don't personally see Old Freddy ever making a return to public matchmaking though.
-
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1465700#Comment_1465700
Yeah I heard that Legion is great for racking up bloodpoints of which I'm still in high demand for, but Spirit looks like she is a great killer when used right. And since I have a great pair of headphones I could see Spirit being worthwhile. That being said, since I'm still in high demand for blood points, I may have to go with Legion first.
If it ever boils down to purely boosting the BP grind, it's probably also worth mentioning that both Freddy and Doctor are also excellent Bloodpoint generators if you already have either of them. And Spirit is still okay at accumulating it too; she doesn't tend to get shafted on deviousness BP like Plague and Pyramid Head do.
-
It's already been pointed out, but Spirit is consistently more effective of a killer than Legion. Pretty much everyone considers her a "top tier" pick, while Legion dwells in some bizarre limbo between mid-tier and low-tier (depending on who you ask).
However, Legion is pretty great at racking up that sweet sweet BP. Spirit has a narrow window for actually getting bonus points from her power (the "Grudge" bonus), where Legion basically maxes brutality after a handful of chases.
If their personal perks are at all a factor, Legion also gives you Discordance (which IMO is the best of the 6 available between them). Though Spirit does offer both Haunted Grounds and Spirit Fury, which also have their uses.
Either way, you can't go that wrong if you're just looking for something new. Both Spirit and Legion are more similar than I'm sure many people thing (both gain better mobility through their power, lose an element of standard tracking while using it, and have to manage cooldowns for power availability).
Maybe watch some gameplay of them both online to see if one of them more strikes your fancy?
-
@DTJObe said:
There are plenty of games that have worked non-Euclidean physics seamlessly into map design. This is a challenge, but it would solve so many of the balance issues. Killers could use the basement as a fakeout for SWF, too. Go down the stairs only to wait and pop back up after the survivors have committed to gen, thinking the killer is now on the other side of the map.
But it could also make it easy for the killer to proxy-camp from across the map, while denying the use of Borrowed Time. Hook someone in the basement, go up the "away" stairs (thus warping across the map), then just come back right after the save goes off. It would also be pretty situational depending on map-shape. It would probably be a little overpowered on any of the semi-symmetrical "I-Shaped" maps (Azarov's Resting Place, Suffocation Pit, Family Estate, Sanctum of Wrath, etc), while being relatively unimportant on round or square maps (Disturbed Ward, Wrecker's Yard, most indoor maps).
I remember seeing the "dual-basement" suggestion post too, and I do believe it could have some interesting merit. However, I think a non-Euclidean double-staircase system would cause more problems (and open up more options for exploitative behavior) than it would solve.
An alternative idea that I'll throw out would be having the two basements locate themselves on opposite sides of the map, where killer can transition between them through interacting with the basement back wall (their model would be obscured by Fog and reappear in the opposite basement). This interaction would have a lengthy cooldown until it could be performed again (so as to reduce its use as a proxy-camping tool). It would provide roughly the same amount of map mobility as what you'd brought up while hopefully being a little less likely to break the game.
-
Long and short of my opinions on them:
Haddonfield: Fences need more adjustements above all else. I would like to see breakable walls implemented into sections of the tall fences, and all corners opened within the short fences (short fences would all be straight objects with no L-bends). Some of the god-windows in the houses need to be adjusted, or also see breakable walls placed near them to lower their power.
Ormond: Just tighten the gen spread. It's only a medium-sized map, but it consistently has one of the largest patrol routes of any map since the gens mostly spawn around outside of the map near the exterior wall. I'd also like for Ormond to be darkened more (make it look more like it's nighttime) and for scratch marks to be made brighter on it.
Shelter Woods: Needs more loopable tiles and definitely more vaults. It is the only map in the game which I currently consider a free victory to the majority of killers (when played decently well) because of how little the survivors get to work with. Would kind of like for its central tree to be made a loopable structure with some verticality and an associated generator (possibly on a "tree house" platform).
Midwich: It is so abhorrent of a map that I'm not really sure how I could sum up what needs to be changed about it in a few sentences. I think it is hands-down the worst map to play on in the entire game (not real fun for either role), so we'll leave it at that.
Yamaoka Estate, Backwater Swamp, and Dead Dawg Saloon: Thick grass should not exist right next to tall reeds, bamboo, and brush. Basically, not right next to any foliage that survivors can completely hide in. There should always be some dead ground surrounding these hidey-clumps so that killers might at least be able to see scratch marks/blood which lead into them.
Autohaven: Just limit the total amount of Caterpillar Tread tiles that can spawn on a map (and maybe don't let them all spawn right next to each other). Alternatively or additionally, give these tiles a chance of having a single unsafe pallet (like the short hay bale loops of Coldwind).
-
@Nazia said:
https://forum.deadbydaylight.com/en/discussion/comment/1462164#Comment_1462164
You don't seem to get it and have completely ignored my points:
Survivors can quick-switch at the last possible second to counter what you have. A flashlight squad VS Hag isn't fun. With the new Matchmaking System, killers cannot dodge or are free to quick-switch to someone else who can deal with it.
Also, completely ignoring my point that survivor players (especially at red ranks) like to use a program that shows them what killer and player they are facing. You don't think this is unfair at all?
Why is it okay that survivors can quick-switch and use a 3rd party program with impunity but killers are now punished? Do you not recognize the hypocrisy?
This is why I suggested having a delayed lock-in for survivors. They would be locked into whoever they are playing shortly after a full lobby is gathered, but still have a brief window where they can change their character (basically changing their "skin" and what's available to it). This would still leave the killer with at least 45 seconds to adjust their loadout in reaction to what they see of the survivor team. Because survivors would be locked in 15 seconds after the 60-second match countdown begins, the 6-second swap would no longer exist.
That 3rd-party program is something that the devs will have to find a way to resolve, because it is essentially cheating. I never said it was fair, and it is incredibly rude of you to claim that I stated things which I clearly did not. Flashlights are a popular item regardless, and there are perks available which help disrupt their use along with other items (Franklin's Demise is being buffed, plus Overwhelming Presence exists too).
I have not ignored what you said, but rather suggested an alternate way for survivors in matchmaking to be treated. Because for the majority of players, the survivors ARE NOT different from one another. Instead, you have clearly dismissed everything I had said because it didn't line up with your opinion.
If you are concerned with the upcoming change, then what you rather have them do? Allow killers to not be "locked-in" within a lobby? Or have survivors arbitrarily be forced into the exact same lock-in mechanic (when a modified version of it would arguably be better for their role)?
-
Because every survivor is basically just a re-skin of the same character. Aside from some minor visual and aural differences (and default personal perks), Dwight is the same as Zara.
I don't necessarily think survivors need to be immediately locked in, because they might feel the need to change to a different survivor if their teammates are running low-leveled characters (since all survivors will presumably work off of one mmr rank, not the multiple ones used by killers). However, I do think it would be fine to lock in the survivors' characters 15-20 seconds after a full lobby had been gathered. Gives them just enough time to see their peers and evaluate if their current character is fine, but also shuts down the infamous "6-Second Swap".
-
After reading more about the upcoming MMR system, I think their decision to "lock-in" your killer in the public lobby is warranted. Since it will matchmake based upon your skill with individual killers, being able to swap in lobby would break the system (find a lobby with a killer you don't play much or aren't good with to get low-mmr survivors, then swap to your main killer and steamroll them).
I think it will actually be fine so long as loadouts continue to be adjustable after readying up.
To fix the loss of bloodweb convenience, they could always just make the bloodwebs of ALL characters become accessible from the bloodweb tab. Just have it pull up each character's (survivor and killer) picture when clicked on, just like with character selection tab, and then select the bloodweb you want to spend points on. You could then work on any bloodweb after locking in your killer, or even level up characters of the opposite role. PLUS, then I wouldn't have to listen to Oni roaring in my ear every 10 second while putting bloodpoints into him.
-
@Peepo said:
All adept killer ones. There are lots of useless perks and trying to DOUBLE PIP with them is insanely hard. No way in hell i'm ever doing killer adepts with current requirements.
Maybe change them so only one pip is required to get the achievement?
I think these are harder than usual right now mainly due to the matchmaker. If you get placed against 4 smart survivors who are above your skill level (or a bunch of inexperienced Grey-Ranked ones far below it), it becomes challenging to generate the points you need for all your emblems. It is definitely at its hardest in the red ranks though, where survivors are usually better and pip requirements are harsher.
However, even under the pip system I don't personally think these feel as challenging as some of the other achievements people are talking about here. Usually it's more about learning how to use that killer's power more effectively to accomplish your goal; the perks are just there to help. A strong power used well will go a long way. Getting killers you're trying to adept up to level 50 also helps, both to get the highest personal perk tiers possible for them and more add-ons to work with.
I have all of the Adept achievements completed, and the only killers that gave me a particularly difficult time (took more than 5 adept attempts to accomplish) were Nurse, Hag, and Plague. Mainly just because it took me forever to get a decent grasp on how to play any of them effectively. With only a few exceptions (Trapper, Doctor, and Hillbilly), I did all the rest of these while in the red ranks. Even killers with absolutely horrid personal perks like Wraith and Huntress weren't really that bad, though I might be biased there because they are two of my favorites.
-
Is this on the original console port or something?
On the Definitive Edition for Xbox, it IS only 20 downs from further than 24m.
-
@Mister_xD said:
they should listen to everyone and not exclude any groups of people.
they dont need to follow every advide they get, but they shouldnt ignore any player, just because they play one side more than the other.
This exactly. There are plenty of viable reasons why a person might main one role and mostly avoid the other. People who play both sides ~equally may have a better overview between the two, but they also tend to not see all of the specific nuances or issues that one side may run across (and with specific killer mains, this rabbit hole can go deeper).
Same thing in regards to player experience with the game. Things that affect new players may be different from those that affect people who've stuck around for hundreds of hours. Like Ruin: it's old effect wasn't much of an impediment at high levels of play, but brand new players were getting shut out pretty hard by it. Or Nurse, who is plenty weak when handled by someone who hasn't played her much, but can devastate smart survivors in good hands.
The grizzled veterans of the Fog have the benefit that they've been around for a while and can often propose better and more specific changes that they believe would help the game, and can (usually) provide some solid reasons behind their suggestions. But complaints about issues that could harm the new player experience are still worth consideration too (no new players means no further game growth, which is bad).
The best compromises that I can come up with:
-Experienced players should be more encouraged to think about some of the most consistent new-player problems that come up (to think if there is any solution that might work beyond dumbing down the game or "git gud"). I personally think simply commissioning a series of tutorial videos (possibly from some of the big DbD content creators) to put online and in the Help & Tutorials section could go a long way to helping newbies play better and have more fun.
-Role "Mains" should be encouraged to be more understanding of the fact that their role is only half of the game. Their opinions and suggestions are still valid, but filtering them through some of the players who more evenly split between the sides may help highlight any parts that might disrupt balance in a bad way. However, there's basically no way to track how much most people actually play one role or the other beyond what they claim, so good luck to anyone that would ever be in charge of such a thing.
-
In that situation, everyone knows that the survivor team had already lost and are only potentially surviving by the mercy of the killer.
If everyone was on death hook and you were planning to let them all go, then the survivors now have to play Gen-Repair Simulator for a few minutes and leave. They can expect that there will be no more meaningful survivor-killer interactions in that match, no more challenge, and no more tension. Just pressing a button every so often on a gen (exciting).
Long and short, letting survivors escape in that way is just really boring for everyone involved. Unless they were doing some kind of achievement or challenge that required them to escape the trial at the end, most of them would probably rather just see killer finish the match so that they could try again in a new one (instead of killer taking a victory lap while letting survivors farm).
-
Safe Hook Rescues are supposed to be when the rescued survivor lasts for 10+ seconds without going back into the dying state. BT is usually a guaranteed Safe Save because of its effect.
Here's a snippet from the Emblems page about safe saves (in regards to the Benevolence Emblem, but same rules should apply for other things):
20 points: awarded to the Survivor who performed the Unhook action if the unhooked Survivor was not downed within 10 seconds post-rescue
I can only guess that something bugged out momentarily and the game forgot to reward you for the save.
-
The Ruin change has definitely made it harder for Myers to stall out the game long enough to get the ball rolling on his UR add-ons for Evil Incarnate. The recent disabling of DC penalties doesn't help matters, because a lot of petty players just got their "get out of jail" card back.
However, I'm inclined to say Left For Dead and From the void she kills (3 blinks + grab as Nurse) are the two hardest achievements in the game, mainly due to how the mechanics they were built around have changed.
-Left For Dead was originally intended to be done with Left Behind (that perk's presence was at least implied for that massive gen-speed bonus it provided). Of course, Left Behind doesn't work like that anymore (and quite frankly, it was always about doing enough gens for hatch, not gates). Changes to Hatch mechanics and the introduction of the EGC have probably made this the single most situational achievement in the entire game. The 1v1-with-one-gen-and-hatch-open game state is hyper-specific and doesn't last for very long (sometimes only a few seconds if it is reached at all). I've only accomplished the requirements for this challenge ONE time in ~2 years of playing (and unfortunately, it was on console BEFORE we got Bill and his related achievements).
-As far as the Nurse achievement, she's been reworked to be harder to play. Plus she can only get UP TO 3 blinks, not 4-5 like she used to be capable of (which surely made this an easier feat back then). And this is with one of her UR add-ons, which means each attempt is going to be pretty bottlenecked by how many of those you can unlock. There's also the infamous issues with grabs on dedicated servers. I can only imagine how awful it would feel to fulfill all the parts of this challenge and begin the grab animation only for it to derp out at the last second.
Sure the Nurse one can be farmed, but so can any of the achievements if enough players cooperate. Not really as impressive of an accomplishment when you go that route though.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1459582#Comment_1459582
Sorry if it's obvious, but does Corrupt Intervention have a constant benefit?
I thought it ended after a few minutes.
More intended as you will always get to use Corrupt Intervention's full effect every match, as there is nothing that survivors can do to stop it from happening.
It's not a constant effect throughout a match, but rather a consistent effect in EVERY match. Hence why I said it always provides the killer with some benefit, where it's theoretically possible (though unlikely) that Ruin and PGtW could be prevented in their entirety.
-
I run at least one of what I consider the "Big Three" (Pop Goes the Weasel, Ruin, Corrupt Intervention) on pretty much every killer. Though usually only one at a time, I don't tend to get great synergy between any of these perks with either of the others.
While they are certainly not necessary perks all the time, it is safer to always have at least one of them to help mitigate the occasions where RNG makes things harder for the killer off the bat. Very large maps and maps that don't allow specific killers to use their power effectively (example: Oni on Lery's) make it extra difficult to keep pressure up to stop the generators from rapidly slipping away. Even more so when against a few competent survivors.
Plus all three of these perks will inevitably play some role in the match (Corrupt always provides a benefit, Ruin guarantees a decent effect for at least 14 seconds, and Pop is directly tied to the killer's main goal of hooking people).
It's the classic expression "better to have and not need than to need and not have". Pretty much every load-out I make starts with one of these perks and then develops from there.
-
It's never really bothered me unless I needed the unhook for a challenge or perk (WGLF, Deliverance, etc). If you're on the hook and seconds from being rescued and still have enough hook-health to try once without entering struggle stage, then you don't really lose anything by making the attempt (aside from frustrating your would-be savior, I guess).
Aside from just expecting players to not do this on principle, maybe they could just adjust hook rescue scores around it? Like, if a survivor actually self-rescues themselves while other survivors are within ~6m of the hook, all those nearby survivors would just be given credit for the unhook anyway?
The only exploitable thing I'd be concerned about with this change would be 2-3 survivors prepping Deliverance off one survivors saving themselves, but even then it could just give this "consolation rescue" to whichever survivor was closest within that 6m range (plus, it's not like self unhooks really happen THAT often).
-
@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458854#Comment_1458854
The reason I didn't just make Mindbreaker straight exhaustion is because I think it would feel too oppressive if you gave it a duration that was actually useful. With the mind broken status effect it essentially puts a timer on the chase for the killer to down the survivor to avoid their exhaustion perk as opposed to basically completely removing it by giving them actual exhaustion. This gives it counter play for the survivor while still being strong for the killer. 45 Seconds should usually be enough for a killer to land at least 1 hit. At bare minimum it dissuades doing dangerous gens while injured.
As for it being a new status effect, that's not really a big deal is it? It's not like they're hard to track, they show up on the hud with a unique symbol.
My qualm is that "Mind Broken" would be a new status that is just a weaker version of Exhaustion and otherwise brings nothing new or unique to the table. Reintroducing the old version of Exhaustion in this way would also be likely to confuse newer players, who would wonder why one status lets them recover while running while another very similar one does not. Plus, if the duration isn't intended to be enough to be useful (such as with it's current, hilariously minuscule Exhaustion penalty) then why would anyone want to use it?
If you don't want Mindbreaker to cause an overly oppressive Exhaustion effect, then lowering the maximum amount of Exhaustion it can build up to would accomplish that. There are plenty of loops where survivors can gradually recover from Exhaustion, especially if there's only 5-15 seconds left on the timer. Plus, by using normal Exhaustion you can force a choice upon the survivors: do the gen near the killer and risk being in chase while exhausted (and possibly Oblivious), or move along to find a different gen where the negative effects are less likely to be an issue.
I like the ideas behind how you would have Mindbreaker apply its effects, but I'm not a fan of reviving Old-Time Exhaustion through a killer perk.
-
Seem like relatively sound changes to me. Obviously the 50% wiggle boost on Slippery Meat has already come up (and would probably need to be lowered).
However, I would drop the extra self-rescue attempts from Slippery Meat and move them somewhere else (ideally to Deliverance, as a consolation for when that perk's main effect could not be used). I think just giving it the improved wiggle speed and potential recovery increase from being dropped would be enough to give it better combo potential with things like Breakout, Flip Flop, Saboteur, along with various meta perks (DS, Unbreakable, and Iron Will in particular). Much more than that and its description will be getting pretty convoluted.
For Mindbreaker, why give it a new status? Just have it cause Exhaustion in place of the new effect, but for a briefer time window (maybe like 20/25/30 seconds at a rate of 1 sec of Exhaustion per 2 sec of repairs). I think it overly complicates things to create a whole new status exclusive to one perk which is basically Exhaustion, but less detrimental. Maybe you feel otherwise, but I think survivors getting their Exhaustion perks back 15 or 30 seconds into a chase (because of the recovery-while-running with your new status) would be a great reason to continue NOT using Mindbreaker.
-
This is all my own opinion, mind you, but I'd say:
Full Rework (Big power changes/additions and relevant add-on adjustments):
-Clown - His gas bottles should be adjusted to better reward skilled throws while being more fun to play around (think smaller, but more powerful gas cloud and faster aerial bottle movement) and he could stand to gain a secondary ability in addition to them. I think his "Ether Set" of add-ons could be revamped to add unique properties to the gas to mess with intoxicated survivors (and possibly linger for a while after the dizzy/hindered effects wear off), similar to some of the random Madness effects.
-Pig - I really just want her RBTs to get some kind of overhaul. She's okay, but just feels like a generally less enjoyable option than other stealthy characters due to her RNG-based stall potential. Her add-ons could stand some updating as well.
Add-on Revisit:
-Demogorgon - Probably the most underwhelming add-on complement in the game. Far too many minimal bonuses for the portals and little for Shred or Of the Abyss. I know the portals are considered his "primary" power, but really Shred/Abyss is and could have used more support (or more add-ons that change his abilities in interesting ways).
Power Adjustments and/or Balance Changes:
-Freddy - He ought to lose some mobility while in the process of placing traps, just like every other trap-setter in the game. Dream Pallets should have a slightly distorted look to them for keen-eyed survivors to differentiate them from normal ones.
-Spirit - Just make it more apparent when she's gone into phasewalk. I personally think her husk should simply disappear as she charges the ability. Could still turn into a solid guessing game if she hides behind a wall before phasing, but would give observant players a better visual cue that her power is in effect.
-Shape - Should regain his immunity to Spine Chill and Premonition while in EW1 (Spine Chill is great for shutting him down early in a trial). Additional wishful thinking, but I also believe it could be fun if he had the ability to briefly return to EW1 from EW2 (using energy from his meter, but with no initial audio queue). Gives him more options from his "normal" stance.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1457057#Comment_1457057
The testing must have been wrong because if the time to blind was 0.85 seconds you would have to blind significantly later. There are also recent videos showing the time to blind is the same. Also I dont know how the purple flashlight does more blind duration. I would like to see a video proof especially since blind speed has been removed entirely.
I'd also like to see video proof of your test because once again a 0.85 is near the old instant blind timing but like I said blind speed as been removed entirely. Another thing is the purple flashlight is not shakier to aim I thinks that's just you.
https://www.youtube.com/watch?v=CpY4_PCCROQ
Watch that most recent flashlight tutorial because they haven't changed much.
https://www.youtube.com/watch?v=pshlJLOeX7k&t=241s
Another one not as recent but also says the flashlights have the same blind speed ever since 2017 December.
Like I said this was done in custom games, which may have affected results. These averages came from the host/killer perspective, which seemed to get blinded slightly faster than what was physically indicated for survivors . We based tests on when killer heard the flashlight click until they got the "blinded" screen. This was also from literally across a dropped pallet (~1m away) with the survivor pre-aimed at the killers face, not ~5m away while running past trying for a flashlight save.
The Utility Flashlight itself has had no stat changes since it came out (it was just given a better description in 1.8.3).
For the other points, the Purple Flashlight's description literally includes that it "Moderately (15%) Increases Blindness Duration" and that it "Slightly (5%) Decreases Accuracy" (which is how steady a survivor is capable of holding it).
Regardless, they are all very small values with generally minimal effects on gameplay. We all know the only reason anyone uses the purple light over the other two is because it lasts 50% longer by default.
-
@azame said:
Since patch 1.8.3 all flashlight blind at 1.33 seconds there is literally no difference from purple to yellow. Also all addons that' increased blind speed are gone and are useless so only use batteries and filaments.
I don't think this is entirely accurate. While they did remove the "Insta Blind and friends" add-on modifiers, there is nothing in the patch notes to insinuate that all flashlights now have the same time-to-blind.
A friend and I went into a custom match to test blinding times (since to our knowledge no hard-stats for blind times exist anywhere in the game or its wiki) and found that the Purple flashlight was consistently blinding the killer about 15% faster than the Yellow flashlight. We had an average of 0.85 seconds vs an average of 1.07 seconds, respectively. The Purple flashlight also blinds for about 15% longer, but that part's in its description, so no surprise there.
I'll admit it's not a large amount of time saved and the purple light is shakier to aim (probably slowing down its blind times at range). However, we did find it consistently blinding just that little bit faster when simply across a dropped pallet from the killer. I'm sure the latency of public matches probably slows these numbers down a bit from our results, but it probably slows down all the flashlights an equivalent amount. That still leaves Purple to achieve an ever-so-slightly faster blind. Probably not a particularly important benefit to have (since you save like 0.15 seconds), but it's a distinction that seems to still exist.
-
While I can't say it's necessarily the funniest noise, Trapper's "Umph" whenever he steps in a trap has always been amusing to me.
One second he's aggressively waddling after you and then *Snap* - "Ooh".
-
If they can get the optimization up for it, it could be pretty neat for some RNG weather cycles to be added to maps (such as a temporary blizzard on Ormond, heavier rain on Red Forest, smog on Autohaven, or smoke on Coldwind). Have them randomly occur in a match, be temporary, and go on some sort of minimum cooldown before they can occur again.
Would certainly help to make the maps gloomier. Could also provide some interesting new dynamics to chases: such as these weather effects reducing visibility and aura brightness, but making scratch marks brighter + longer-lasting and breathing/injuries louder for the duration of the storm.
-
Just run the perk Beast of Prey. It will disable your Red Stain (the red light) once you build up bloodlust in chase.
Or alternatively: use any add-ons, perks, or killer powers that applies the Undetectable status. Being Undetectable removes your terror radius and your red stain.
-
I've had a similar problem several times with the Backwater Swamp, specifically the Pale Rose map. My longest streak of getting ONLY it in one session went on for about 10-11 matches in a row with no map offerings involved (playing as both survivor and killer).
That was back in May of this year and has not occurred again to quite that extreme, but I certainly still encounter this weird map-repetition pretty often (usually for about 3-4 matches before it changes). Often enough that I fleshed out an idea for a sort of match-by-match "Realm Veto" system to ideally prevent this issue (along with hopefully improving the map-selection RNG in a reasonable way).
https://forum.deadbydaylight.com/en/discussion/172742/not-map-voting-but-realm-veto#latest
-
I think its an issue with latency or the servers. The game is recognizing that you have met the conditions required to nab a grab and begins the grabbing animation, but then... something happens and the game simply cancels the action.
If you're lucky enough, this will turn into a successful attack and give you something. Less lucky and nothing happens. If you're really unlucky though, your killer can get stuck in the grab animation and basically become frozen in place for a while. Thankfully I haven't seen this third scenario happen recently, so maybe they managed to fix this much of it at least.
-
Just use what feels comfortable to you and bump it up as you see fit.
I played at a sensitivity of 100 up until the sensitivity options were expanded. Now I play at around 60-70ish, and might bump that up to around 80 eventually. Any higher and I start to encounter fickle problems with my analog sticks drifting (I do have a nicer controller, but DbD wears out my analog sticks so quickly that I don't use it for this game).
Even at this relatively modest sensitivity, it's pretty rare for me to encounter anything I can't turn quickly enough for. Well, besides the odd occasion of Aim Dressing confusedly sliding my character into a tree.
-
They all have some pros and cons:
Oni: Probably the most effective killer of these four (most people place him as a top-tier killer thanks to his ability). His Demon Dash is fantastic (borderline OP with the right add-ons) and his quiet terror radius can let him be cheeky with M&A. However, he has to build up and keep recharging his power. Probably the second hardest character to generally play on your short-list (after Deathslinger). I think he's a blast, but he seems to attract a lot of weird bugs, kind of like Wraith does.
Clown: He's good at shutting down loops and dropping pallets early (though I personally still think Freddy is a better version of him). If you don't have Pop Goes the Weasel, that could be a decent justification to get Clown (it's arguably one of the best killer perks available right now). I see him as an easier, but somewhat less powerful, version of Huntress. Plus he can dress like a plush elephant or Santa, so there's that.
Legion: Generally good at keeping survivors injured (though I think Legion struggles on big maps). Also one of the best Bloodpoint-generators in the game. They also give you Discordance, which is a great perk, along with Mad Grit (not great, but hilarious when it works), and Iron Maiden (useful for guys like Doc and pleasant on Huntress).
Deathslinger: Pretty good at gathering hits at short loops (or loops with long, straight walls), but can also reel survivors up near windows to hit them (he's good at dealing with Shack). Super weak to coordinated survivor teams because of his low mobility and need to focus on one survivor at a time. I personally think Deathslinger is kind of hard to play well due to his need for precision and high penalties for missing, but it is pretty satisfying to spear a survivor with his gun. I lose with him a lot in red ranks, but at least I have fun losing with him.
If I was to recommend any of these killers for playing at red or purple ranks, Oni would get my vote. If you're more looking for a killer who offers some technical fun, then Deathslinger. I think Legion and Clown are more valuable for the perks they provide and their ability to gain lots of BP, but they do have their fans as well. Use all this how you will.
-
Honestly, if there was ever a killer who could inadvertently "tunnel" someone, it's Hag. Her defensive and map controlling specialties just make her really good at creating situations where she seems like she's tunneling someone even when it's not intentional.
As others have pointed out, you simply teleported to a trap and downed the survivor who triggered it. This just happened to be Laurie and you weren't specifically going after her off hook, so not tunneling.
However, from her point of view you did attempt to tunnel her (even if she put herself in that situation). She triggered your trap by accident, got downed again, and was immediately picked up by you. That pretty cleanly fits into what survivors usually mean when crying "tunneler" at people.
Did you tunnel? Did you not tunnel? Just depends on which side you ask and how they choose to define it. Frankly, the most sportsmanlike option in that scenario would have probably been to just slug Laurie once you realized she was fresh off-hook and let her get picked up later by her team. But I can't say how well one side or the other was doing at this point in your match, which could have affected how justified (or unjustified) you may have been in trying to get her immediately back on hook. Heck, there could have been multiple injured Laurie's where you had no way to know this was the same one from the hook.
It's a grey area and probably just some classic survivor salt.
-
@[Deleted User] said:
This is definitely better than a pure vote on the map, but I think the current system is really fine. It's not often you get the same maps over and over, and there are map offerings if you're really sick of it. I'd like them to switch map offerings to common rarity offerings since they're rarely used and just make leveling up slower, but the system works.
As more maps get added this will become less and less of a problem over time too, so score one more for doing nothing.
I can understand where you're coming from, but I'm personally not fond of the current system. I don't think there is a strong case for holding to it beyond that A: doing nothing is easier than implementing something new (and therefore a cheaper/simpler development option) and B: the potential for variety is theoretically at its highest with such pure RNG in the current matchmaker (although this is something I'd rather see toned down to improve the chances of a fun match and lessen the odds of one side getting an absurdly large advantage or handicap). I think more realms/maps being added to the game would improve this system just like it would with the standard one, so I'd hardly call that a point in either methods' favor.
It is not fun to have RNG occasionally throw your killer under the bus and place them on a map where their power becomes so heavily restricted as to be virtually unusable (Oni on Lery's, Huntress in the Swamp, or Pig on the Game as some examples). Would it not make sense to have the individual role have at least a little bit of extra influence to avoid winding up in these "guess I'm rolling without my power" situations? Even just being able to see which realms remained on the table would allow killer to mentally prep/strategize for what they may be about to face.
Map offerings existing to "make leveling up slower" was also a reason why I think successful ones should offer a BP bonus and others should simply be returned unburnt. Might even create an incentive for killer to try and predict which realm(s) were added by the survivor team so as NOT to veto those for the guaranteed bonus. Heck, if all four survivors burnt an offering for the same realm and it was chosen, everyone would be getting 40,000 post-match BP; that's more than a base perfect game (and would certainly help with the grind).
-
Bump, for the daytime crowd.
-
For crazy gore, they would also have to design new models for all survivors that had various states of mutilation (to be swapped with their normal ones for these animations).
This isn't Mortal Kombat. So long as the mori's are sufficiently brutal and in-character with the killer, then I think they are fine. And I'm inclined to say most of them are actually pretty good by these prerequisites. The only mori animations I personally think should be revisited and updated are the original three (Trapper, Wraith, Hillbilly) and Huntress.
-
The easy solution that I like for the classic "Tactical Disconnect" situation is that the hatch opening should be delayed for about 10 seconds when the penultimate survivor quits. It should take as long to open after a DC as it would from a proper sacrifice. This allows for the game to play out exactly the same as if that survivor had not quit.
Now the reason for this delay is that the survivor is not fully sacrificed (and considered "out") until the animation is complete. Just have that same kind of delay take effect after DC's (maybe just re-use the EGC sacrifice animation for DC'd survivors).
-
Any of the survivors who were in the game at launch (Dwight, Meg, Claudette, Jake) are great starting characters. Feng Min and Nea are pretty nice too (well-varied personal perk sets). Kate is also a reasonable choice due to Windows of Opportunity (which can help newer players learn basic maze tiles faster and last longer in chase). Besides maybe Kate, the other six survivors here all provide at least one pretty good teachable for new players to work towards as well.
I won't deny that David and especially Laurie offer some strong perks to work with, but I don't think either of them starts with a particularly easy-to-use build for the newcomer nor are they really great for learning how basic survivor gameplay works. You don't learn how to play the role better through Dead Hard, DS, or Object of Obsession; you instead learn how to use these perks in effective ways after you've developed your own abilities as a survivor.
-
It is probably the best Universal Perk available to survivors (I think a close second is the revamped Kindred).
It can pretty nicely be splashed into nearly any build. It provides useful information (and a 'lil boost) against any killer, but the knowledge it provides can give survivors a solid leg-up to disrupt killers that rely on stealth/surprise (Ghost Face, Myers, Wraith, Pig, Spirit), or give an advantage against killers benefiting from small/quiet/lullaby terror radii (Deathslinger, Oni, Huntress, Freddy). It can even give a heads up when a high-mobility killer is rapidly speeding your way.
I'd loosely equate Spine Chill to the killer perk Whispers. It is VERY easy to become so comfortable with using these perks that you just toss them in every loadout for the small use they consistently give you.
However, though it isn't something I consider truly overpowered, I do think Spine Chill deserves a nerf to either reduce its activation range against killers who are Undetectable, or change how the perk presents its information (possibly purely seen through faster actions/channeling instead of the perk lighting up).
-
They existed to prolong progression in the game's early days when there were 4 survivors, 3 killers, and only ~20 perks total available for each role.
Now that we have like 40-50 characters total between both roles (and about 70 perks each), they are more of an unnecessary nuisance.
I'm of the opinion that DbD now has enough character and perk content that removing the perk tiers would be a huge QoL improvement for the game (and probably improve new-player retention). I'd imagine it would also ease some things on the development end too, as Devs could just make and balance a single perk (instead of needing to balance that perk and create two weaker versions of it for the lower perk tiers).
-
It is... mediocre. Unfortunately, there just isn't a strong case to run Surge over other gen-stall perks like Ruin, Pop Goes the Weasel, or Corrupt Intervention.
Surge is a fun concept for a perk that is let down by a few factors:
-It has a long cooldown. 40 Seconds is a lot of time for a situational perk like this to be on the backburner. I don't think most players like the killer-cooldown perks very much either; almost none of them see regular use (at least in my experience).
-Survivors must be downed with a BASIC attack. This means killers who more heavily rely on using special attacks get little utility from Surge (Huntress, Billy, LF, and Oni, as well as Pig, Plague, Demogorgan, and Pyramid Head to a lesser extent). That's almost half of the killer cast right there.
-It only effects gens within 32m of the downed survivor. This is the situational part that kills Surge in conjunction with its cooldown. If survivors are playing smart, they will be trying to lead the killer away from gens that still need to be completed (newer players often panic-dash to the corners of the map). Downing these players may activate regression on one gen, if you're lucky. Even then, if you're only consistently hitting one gen with Surge, you may as well run PGtW to apply 25% insta-regression instead of 8%.
-It has an underwhelming ability. Being able to instantly regress several gens without needing to kick them is pretty awesome, but that 8% regression doesn't mean much. That requires a single survivor to repair an affected gen for about 6-7 more seconds (probably the time you need to hook your fresh prey). PGtW takes up to 20 seconds off of a single gen (for one survivor), which is often just more useful and consistent as a gen-stall tool.
Personally, I'm hoping that they might cut Surge's cooldown in half (or maybe even quarter it), remove the "basic attack" requirement, and allow it to apply Ruin-regression speeds to any generator it affects. DG is a fun killer, shame that its personal perks really don't feel up to par.