APoipleTurtle
APoipleTurtle
About
- Username
- APoipleTurtle
- Joined
- Visits
- 2,898
- Last Active
Comments
-
I'm actually with OP on this one, most Hex perks are very underwhelming for the risk/reward that they offer. Pretty much the only ones consistently in use are Ruin, Devour Hope, and Haunted Grounds (mainly to protect other Hexes). And I guess NOED too, but it's not likely for that one to be cleansed within the first minute of a match. It is surprising to see things like Huntress Lullaby or Third Seal because they simply take too long to build up and aren't even particularly devastating like Devour Hope can be (Lullaby takes the same amount of work as Devour Hope does). Thrill of the Hunt and Retribution see almost no use without also running one of the more popular Hex perks (basically extra Hex insurance).
For the most part, I think some kind of small lingering effect made unique to each Hex could be a great boost to these perks. Obviously you want to keep the non-trap totems active for as long as possible to benefit from their strong effects, but with a light passive effect the killer doesn't have to potentially lose an entire perk slot for the match. It's not like survivors have many perks that killer can just straight up take away early in a match (the only one which any killer can completely shut down before it can be used is Deliverance).
I've seen plenty of complaints asking for a totem counter (which is NOT something I want included). However, I do think the idea of this "bone jar" could actually be pretty neat. Perhaps it could be hidden away within the basement or somewhere else that survivors do not normally wish to venture? I would also suggest that it should not indicate exactly how many totems are left, but rather change in appearance when NO totems remain (lighting up like a Hex when all are cleansed).
-
@batmanscar said:
if you prestige myers or buy him he is a useless killer , his speed is almsot the same as survivors and his range is absolute garbage . all killers are 4.6 and the ones with 4.4 have a ranged attack , myers has neither and his attack range is the shortest of all killers , I think his lunge is even shorter then bubbah's he is an overall weak killer . also the level within cap he can gain from survivors is dumb and should be removed considering you can't use some of his add-ons like judith's tomstone 90 percent of the time since they make you even slower and it takes a lot longer to reach T2 and T3 and with the e-w cap you can get from survivors limits the ability to fully use your power/perks , with some add-ons your speed is a lot slower , and that it takes a lot longer to reach T2 and T3 with some add-ons so they are completely useless on him . he needs a rework .
His lunge range is ONLY shorter when he is in EW1. When he reaches EW2 his movement speed increases to 115% (4.6m/s) and his lunge range increases to the normal distance (all killers get the same standard lunge range regardless of their base movement speed). In EW3 his lunge range is actually longer than other killers in addition to a quicker vault speed and insta-down basic attack.
But that's the whole point. Outside of very specific builds revolving around it, Myers wants to get out of EW1 asap; hence why you do not return to EW1 at any point after you have stalked out of it. At EW2, he's just a generic M1 killer with a low terror radius and quiet ambient noise. However, he can 99% his EW3 to unleash his power at will to create some snowball havoc. Oni tends to work along these same lines.
Myers big problem is that he cannot pressure the map to stall effectively; a problem exacerbated with the Ruin change. Most of his add-ons are actually pretty good, giving him faster stalking or extra tracking capabilities. The one's which actually reduce his movement speed and increase how much he needs to stalk, specifically the Tombstone set, are balanced around the fact that they let you OUTRIGHT KILL a survivor without needing to down or hook them first. Or Fragrant Tuft lets you stay in EW3 permanently, granting Myers the map pressure he normally lacks.
He's not as strong as he used to be for sure (because of new Ruin), but he's not "garbage". Plus he comes with PWYF and StBfL right out of the box, both of which are pretty fun perks to use. They even synergize with the new version of Dying Light now, even if this particular perk is pretty mediocre.
-
The "Merciless Killer" requirement is written into the achievement. This stipulation cannot easily be changed and likely won't be (Sony and Microsoft aren't big on changing how trophies/achievements are unlocked, and I don't think Steam adjusts them much either). Basically, they can't change the achievements themselves beyond re-defining what is required to earn "Merciless".
Keep in mind that what a "Merciless" victory is has actually changed. It used to just mean that the killer got four sacrifices in one match. As it's a results title, it changed over to focus on pips/emblems when the emblem system was introduced (which is what made these harder).
Now, I don't disagree that I'd rather see Adept Killer be reverted back to the old "get four sacrifices in one trial" challenge. That would be more in line with the survivor's "just escape a trial" version of Adept.
It would probably make more sense for them to just replace the "Merciless Killer" win definition with an alternate title (such as "Relentless Killer") and adjust the "Merciless" title itself to be some kind of post-match award earned when all four survivors are sacrificed in one trial. To my knowledge, this would not require re-doing the achievements themselves or actually changing the victory types, but would re-introduce the old version of Adept Killer to the game (as the achievements look for whether "Merciless Killer" was earned or not). Any match with four sacrifices could then be considered a Merciless win separate from the various pip-based end titles.
-
It's a consistency thing. Killers generally hold their main weapon off to the right (or sometimes a bit centered if it's two-handed) and use their power with their left hand. It helps place the power's use near the power icon/bar while also making sure the weapon model doesn't distract from or obstruct other HUD info (in the bottom left).
It is also a pretty standard layout for a first-person-perspective, just like you'd see in a lot of shooting games. It just kind of happens as a result of the world majority being right-handed (only about 10% of people are lefties).
Maybe they could just implement some kind of lefty-flip on the models if you like? Almost every killer has a reversed model used exclusively on the main menu, perhaps an option could be added to use this model instead of the standard one? They could probably accomplish something similar with survivors by just altering which of their hands is used to hold items.
-
DS just needs to be reworked a little to force it to work as an exclusively anti-tunnel perk. The problems with it arise because of how survivors often choose to use this defensively-intended perk in an offensive manner (such as doing gens or hopping in lockers right in front of the killer) because it makes them effectively untouchable for 60 seconds.
I think Unbreakable could be reined in a bit to reduce its power without severely nerfing it. The biggest thing I'd like to see done to it is making all of it's effects reliant on its single use. Once a survivor has used its ability to stand up from dying state, the enhanced recovery speed should deactivate with the rest of the perk.
Alternatively, they could just make it work passively to take some control away from the survivor. If a survivor is downed, they can press their active ability button to begin automatically recovering with Unbreakable (at its increased rate). They can recover while crawling during this time, but crawling speed would be reduced by 15% while Unbreakable is active. If they fully recover, they stand up and the perk deactivates for the remainder of the trial. If a the killer picks up this survivor or a teammate begins healing them, Unbreakable turns off (but is not lost). If the killer drops this survivor or a teammate interrupts Unbreakable but does not finish the recovery, the perk can be reactivated 5 seconds after returning to the ground or 5 seconds after the healing stops.
-
For the record, Borrowed Time DOES have a limit to how many times it can possibly be used in a trial. Each survivor can be rescued from the hook twice (since their third hook sacrifices them). Borrowed Time can only activate UP TO eight times in one match.
And honestly, it's really in a fine place right now. If you are really running into problems playing against it, try playing Freddy or Pyramid Head more (both have base kit counters to it) or one of the stealth killers who can quickly eliminate their terror radius and prevent BT (Wraith and Ghost Face).
-
Nope, I do not want to see them implement a base-game totem counter or global cleansing effect for dull totems.
If you want a totem counter, ask for one to be buffed into Small Game or Detective's Hunch. Sure SWF gets this kind of information for free, but they also get things like Kindred and Bond for free. For solo survivors to get this kind of benefit it should come at the cost of a perk slot, just like with those other perks.
-
@Angerydoge said:
With cross play getting closer it seems like it would make sense if killer were able to see what they are up against. An indicator to see who is in an SWF as killer would be very helpful to know what to expect before you go into a match and would mean you wouldn't have to look through profiles like a weird FBI agent. If killers had this ability it would make games more fair because they would know if they were going to get gen rushed by a 4 man so they could put moris on or perks that would increase their chance of actually getting some kills.
This wouldn't effect SWF at high ranks and would make the game less stressful for casually killers who just want to play the game. With cross play being added in the near future killers wont be able to check the profiles of people on console meaning that they will have no idea what they are going up against. There really isn't a reason why this shouldn't be added.
You've actually just said yourself why this shouldn't be added: it "wouldn't effect SWF at high ranks".
SWF survivors who play at a high skill level are the only ones who truly tend to be completely unbeatable for killer. Why punish the majority of players who ARE playing the game casually with their friends if you don't even think it will affect the small demographic who are actually causing the problem?
Not to mention that the amount of lobby-dodging and unsportsmanlike conduct that this would probably generate would exist at ALL levels of play anyway (making a generally worse experience for everyone).
-
@iSadq said:
His power was to kill people however the book told him to do so, So yes he was a killer, and two U can't kill people and not be a bad guy unless you're an army person, without that you are just a murderer, so yes he is evil, he is literally a demon. Three, Parasite would make no sense, like literally at all. The entity has killers that are terrifying and evil, like murderers would be evil, *cough cough* Ryuk. Parasyte the anime has no real main evil character. Death note however has Ryuk who kills people with his power through the book. His Mori could literally be him taking the book out flipping the pages and finding your characters name and killing them how it was written. Thank You Very Much for your opinion, unfortunately, it's "your opinion".
I won't deny that Ryuk, a God of Death, has surely killed countless people (it's sort of his job). However, from what I remember reading through Death Note, he only kills one person throughout all 12 books (at the very end of the series).
He's not a slasher or survival horror icon and probably wouldn't really be a sensical fit for the game. As hilarious as it would be to run from a killer brandishing a weaponized notebook...
-
Rank exists as a system to split players based on experience/recent time spent with the game and to provide some light feedback to advise players on how they performed in a trial.
Currently, that former constraint does not seem to be in effect (matching red ranks against low-ranked players pretty regularly) and the community has been having a fit about the poor match experiences that this has been generating. Implementing a Casual mode with no ranks would basically be a green light for this to occur all the time. Many other games that have Ranked and Casual modes have implemented light ranking systems into their casual playlists to improve the average player's experience. Of course, do that to a "casual" mode in DbD and you have... the ranked mode again.
Instead of casual mode, maybe they could add a feature to allow players to populate a custom match? Ie, the Custom Match tab could allow you to "Host" a lobby or "Search" for a lobby with an empty slot (but at least one other player). Allows players like you to be more likely to find others who just want to screw around and enjoy the experience of DbD with a reduced risk of encountering those players hungry to climb the ranked ladder by any means necessary. Better yet, they could even consider adding the ability to gain BP from Custom Matches (maybe at half the rate of public matchmaking) or allowing players to adjust game mechanics (imagine making all characters move at triple speed or fall in slow-motion, as examples).
Basically, I think they SHOULD NOT add a Casual Mode and should instead expand on what's possible with the Custom Match Mode. This could satisfy both those players seeking a more casual party-game experience AND the people who want to see new game modes added.
-
I think the current ability of Poised is fine. I don't feel its function needs to be changed, though I wouldn't be against them adding some kind of weaker but more consistent secondary effect to it. Maybe like a reduced version of Balanced Landing's former passive fall-stagger-reduction could be added (like 25% instead of BL's 75%). Poised does tend to mean graceful, elegant, and composed after all. Though this particular passive effect would need to be tested carefully to make sure it doesn't utterly break the looping on Haddonfield or Hawkins again.
Your "hide scratches on stun" idea is interesting and could probably work as its own perk, though I think it might better serve as a buff to Dance With Me (maintaining the 3 second duration). That perk has good synergy with other perks, but is otherwise pretty mediocre when on its own. I would say this buff should be exclusive to pallet stuns though, NOT blinds. Then Enduring could function as a soft counter to this ability.
-
A suggestion that I've heard and liked for Trail of Torment is that it should inflict Oblivious on survivors instead of Undetectable on the killer. The devs wanted there to be an indication that the killer had become stealthier through this perk, hence why it currently highlights the activation gen. The oblivious timer popping up would accomplish this job and justify the removal of the yellow aura while creating basically the same ability. I'd personally like for ToT to also either stay active for longer (~25-30 seconds) or get a shorter cooldown (30-40 seconds) too.
It's a fun perk concept, but it is currently nowhere near good enough to justify the harsh limitations set on it.
-
I agree with the people who DO NOT want a totem counter as a base mechanic. Adding it as a supplement to one of the totem-remover perks would be fine, but this element should come at the cost of a perk slot (just as with other "free" SWF perks like Kindred and Bond).
Not freely providing this information leaves the threat of NOED hanging over the survivors and can make them feel more vulnerable when on the cusp of escape. While I dislike being knocked out by NOED as much as the next guy, you can't deny that its potential existence adds a thrill to the end-game before it's presence is confirmed (or proven to not be in effect).
-
Short answer: no.
Because DbD has no internal voice communication system (game chat) and there isn't really an effective way to prevent players from using the many third-party options available (Discord, Xbox Live, PSN, Skype, even Facetime or a conference call among friends provides this communication). Heck, you could have 2+ guys playing together online while sitting in the same room and just talking to each other. Unless the devs can invent a way to pop out of your monitor/TV and referee whether these services are in use, blocking SWF communication is probably off the table.
Heck, what other games do you know of that block comms like this? The last ones I remember kind-of seeing this system in were old CoD games (forcing game chat in Search & Destroy and sometimes Hardcore, that was it). And their voice restrictions were exclusive to console play thanks to the party service being built-in to the hardware.
Frankly, it would probably be more realistic to just add some form of game chat to let all survivors talk to each other and then go balancing perks & powers around that consideration instead.
-
Laurie did wear a sweater at one point in Halloween (green over a collared shirt). Plus we've already got her cardigan from the film (with that aforementioned green sweater under it). It's not the "ugly sweater" that other characters got, but it is a sweater.
Quentin might be unlikely to get one, but it could be funny just to give him a copy of Freddy's sweater.
For the licensed characters that do seem to be likely X-mas sweater candidates, I'd say the Stranger Things duo (Steve actually wore an ugly holiday sweater at one point in the show and Nancy's whole aesthetic is basically sweaters) and Ash (who already has had a pretty ridiculous wardrobe).
Would be great to see the sweater set expand to killers though. I could imagine they could do some fun things to tie them in with the characters (like a woolen sweater statically-overcharged by Doctor, Hillbilly unable to use both his sleeves, or Nurse wearing it tied around her head).
-
@NuclearBurrito said:
Note that I don't necessarily agree with the MAGNITUDE of the perks cooldowns.
It would be much better if the perks had their cooldowns start on the perks activation and not when the perks effect ran out.
The easy solution for that is just to adjust down the perks' cooldowns to account for the length they are active. Ie, Thrilling Tremors lasts for 16 seconds, so take 16 seconds out of its max cooldown timer.
Though I do agree that a lot of these timers need to either be shortened, or the perks need to stay in effect longer.
-
I'd actually say Rank Reset is doing it's job better than ever. Players who have taken a lengthy break from the game will come back at a much lower rank, while those who've continued to play through it will go relatively unaffected. This seems like the intended purpose of the current Rank Reset.
I'm sure you've heard it elsewhere before, but under the current system Rank ≠ Skill, mainly just recent experience with the game. Why would someone who's worked their way up to Rank 1 and been playing there for the last few weeks be justified in immediately returning to the brown or yellow ranks? This just increases the chances that these veterans get to stomp on newcomers (and based on the current issues with the matchmaker ignoring rank right now, this would be unhealthy for the game).
DbD isn't currently a game about climbing ranks (at least, not beyond your first time doing so). For me, the previous rank reset system was one of the most annoying elements of the game. Climbing the rank ladder as killer was usually fine, but doing it as solo-survivor was an exercise in patience as you waited to get teammates who understood how to play again. Sure cruddy players exist at the high ranks (red & purple), but you're a whole lot more likely to see them at the low ranks.
If their MMR system works out to make rank a better indication of a player's general skill level (and maybe if some season rewards are added), I could see a steeper Rank Reset being reintroduced. But I definitely don't want the old system back while we have the ranking system we do now.
-
Spine Chill is pretty much the survivor equivalent of Whispers. Both provide useful information, but require good situational awareness and logical reasoning/predicting to make the most of their abilities. They are only weak when used poorly. Both are also some of the best Universal Perks for each role, respectively.
If anything, I'd argue that Spine Chill should actually get a nerf to be less effective against Undetectable killers (through reducing its activation range against killers with this status).
-
Sebastian's been through enough after two Evil Within titles.
Joseph, on the other hand, has had his fate mostly left undisclosed since the first game. If they ever actually do an Evil Within chapter, he should probably be the prime survivor candidate.
-
I'm in support of the concept, but there does need to be a global rank for each role that will drag up your lesser-played characters. Playing Trapper or Dwight up to rank 1 but then being able to drop back into brown/yellow ranks with Wraith or Meg would be even worse for the balance. Sure your less-used character wouldn't be as loaded up as your primary ones, but the skill and game knowledge you developed during the initial rank climb would still transfer over.
I think giving each character an individual rank to raise/lower based on how much you use them (or how well you use them) would be fine. Then a global role rank could be added which acts as a rank floor for all other killers/survivors that you don't play as much, probably lagging about 6-7 ranks behind your highest ranked characters.
Picked up a new character that you don't know how to play yet? This dual-ranking system would allow you to start with them in high green/low purple ranks (if you were in red ranks). Having a bad time in the red ranks? Play a different character that you don't use much for a while and also enjoy slightly lower-ranked matches for a while.
It's something I'd love to see for the killer role. Not sure that it could be fairly implemented for the survivors though.
-
I just want Tier I Myers to counteract Spine Chill like he use to, that's it.
-
@andydick said:
https://forum.deadbydaylight.com/en/discussion/comment/1347677#Comment_1347677
https://forum.deadbydaylight.com/en/discussion/comment/1347677#Comment_1347677
I’m just curious how a company can ban you for something they offer in game”QUIT” does that make sense?
They offer a "Quit" function for players who need one (if another player holds the match hostage, a bug soft locks the trial, or real life calls and they have to step away from their system). Because you shouldn't have to force-close the game to leave a match with those issues.
The DC bans are here for all of the players that willingly abuse that function to purposely disrupt matches with rage-quitting, tactical disconnecting, etc. And unfortunately, these DC-abusers have long been the majority using it.
-
@ibekway said:
Is Adam Francis is able to get the crown
Yes, he is an original character designed by the DbD team, so he can unlock a crown.
-
@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1351333#Comment_1351333
I never said that you can't play your character, i only said that there should be a character Q or a unique pick lobby or even NO identical outfits. You are survivor and you don't know what it is to play against all full swf who abuse this stuff, and till there will be people like you who only think about "their own pleasure" then this game will keep having toxicity
So people who put some serious time in to unlock event cosmetics, prestige, legacy (if they'd earned it back in the day), and even purchased outfits couldn't use them if someone else in the lobby already was wearing it? Imagine spending all that money to get the Lisa Garland set just to never be allowed to wear it because lots of other people do. Even if you only do this at a cosmetic level, many of the licensed survivors still have very few cosmetics to choose between (Bill, Laurie, Nancy, etc), so this would be likely to lock players out of those characters regardless.
It's also completely infeasible for them to even design a mechanic to track this stuff unless all outfits became linked outfits (even then I'm skeptical that they could). If they can't reward/return cosmetics on an individual basis, then they cannot track what players are wearing on an individual basis either.
And they won't, because this is not an issue for most people. The only time it is really annoying is when the survivors are abusing the power of 4x Blendette (which is instead an issue with Claudette's wide array of dark/earth colored clothing). But killer can always dodge those lobbies, bring a mori, or use a map offering to force a map where Blendette's power is limited.
-
I could see this being implemented into the loadout menu, actually. Just have a switch that can be toggled between "Show All" and "Show Available". Under "Show All", locked perks could appear greyed out filtered in among the other perks.
-
I really don't like when people pop up and are just like "Character X isn't fun, please nerf them", but don't offer any further suggestions on what they want to happen.
I won't deny that Freddy is a pretty boring killer to play against after his rework, but why not focus on WHY he isn't a fun opponent and work to amend that? Mindless nerfs won't make him more fun to play against, and will probably just make him less fun to play instead. Everyone loses if that happens.
The biggest problem I have with Freddy is his power(s). Fake pallets have no functional counterplay (you can't even tell they're fake unless you were awake in that area recently) and Dream Snares are way too easy to plop down in chase. Because of this I would change:
-Dream Pallets to look slightly different from normal pallets, possibly through a combination of slightly remixing their color scheme and maybe making them look a bit shiny in comparison to the real ones. There is probably a lot more that could and should be done to make these a more interesting game mechanic, but I think this is a change that needs to be applied to them. I think Doc's Pallet Hallucinations should share a similarly distorted color scheme.
-Dream Snares should be placed at Freddy's feet instead of in front of him, and he ought to be forced to briefly stop moving for the trap to be placed (just like with every other trap-killer in the game).
-Neither of Freddy's powers should regenerate when survivors activate his traps. Instead, I suggest that he would regain some Dream Tokens any time that a survivor falls asleep or he successfully attacks a survivor who was already sleepwalking.
-
Yeah, it kind of sucks. At least it's not all in one match though.
Unfortunately, it's another challenge that seems to be in the Dwight the Brave category of "throw X matches to do your challenge".
Best I can offer is run Aftercare, find the killer ASAP in a trial and lose a chase to them. Then pray they go after your savior instead of you or someone else and be nearby to attempt a safe save.
I'd imagine coordinating this challenge is probably a lot easier when playing with a large SWF group, if you have people you can coerce into doing it.
-
Small suggestion, but don't use "Entity Claws" to portray this mechanic; these are already used for the Obsession and should stay specific to that.
Instead, why not have small tally marks appear over a survivor's icon (similar to the ones used within the game's own title logo)? Survivors could get a vertical tally for each time they'd been hooked (up to three), and a slash through all their tallies when they are sacrificed or otherwise removed from the Trial.
---
Now, some concerns I have with this idea:
-Giving a clear indication of who is close to being removed from a match is likely to incentivize the killer to specifically hunt down these survivors (improving their own odds of victory). I don't think it would hurt for the game to indicate how many hook states a survivor has remaining (and maybe show this to their team to encourage altruism), but giving killer this information seems likely to exacerbate existing frustrations concerning tunneling.
-Would killer gain points for a survivor self-increasing their Doom? Otherwise this could make earning killer emblems (whether for ranking, challenges, or Adept) into a serious problem, as that's 1-4 less hooks they can get in a match depending on how many survivors use these abilities.
-I'm not sold on the concept of increasing your own Doom through perks without being hooked/Caged. Almost no survivors are going to have any interest in hastening their own demise like this unless they are hook-trading to rescue someone else (and even then they'll usually have something like Deliverance, DS, and/or Adrenaline to improve their own post-hook chances). With the perk ideas shown here: giving up a hook state to regain a few seconds of item use isn't worth the trade, and using it to instead auto-sabo nearby hooks would probably feel pretty unfair to the killer.
-On the killer side, they could easily abuse "Scathed" to put a Doom 1 survivor into Doom 2 and be able to sacrifice them that much faster (mostly ignoring DS just like Pyramid Head and Mori's do). It may only be available once per match, but removing one survivor from play is a big penalty to the survivor team. "Fresh Meat" would be an interesting early-game perk, but I fear it could also be abused; just ignore one survivor until you kill everyone else, then stand still to reveal where the last guy is (especially since there is no way to counter/prevent Killer Instinct).
---
All that said, I actually do really like the ideas behind "The End is Nigh". I'm a fan of perks that reward a role for doing their objective. I'd go so far as to say that it might even make sense as some form of base-game mechanic to better reward killers for hooking multiple survivors.
-
@Deadman316 said:
Or, how about simply running overcharge? The devs put a lot of perk counters in place for game situations. If you don't want to use them, that's on you. But don't come here complaining about stuff when there are resources available to you.
Except Overcharge is terrible. Survivors can even tap the generator and hit the OC skill check while running away, so it doesn't help with this problem. The only perks that successfully negate gen tapping right now are Ruin, Surge, and Dead Man's Switch (the latter two are generally too situational and/or underwhelming to be reliably useful).
Would it really be so bad for killers to be able to better punish survivors who actually gen tap in chase? As is, there's almost no good reason to kick gens as killer; the actual action causes very little regression and is far too easily undone.
Heck, I'd argue they should bump the instant regression up to 5% per kick (4 seconds) and lower PGtW's effect to 20% (stacking with this base regression).
-
I've been a big fan of the "Unnerving Presence eliminates great skillchecks" idea for a while. Takes away survivors' ability to benefit from a killer perk.
Even with the expanded terror radius you've suggested though, I think Coulrophobia needs to be buffed much further. Even with it's current 50% healing penalty it pales in comparison to the utility of Sloppy Butcher (which doesn't require survivors to be in your terror radius AND inflicts Hemorrhage as a bonus). I think it should just apply a lower general debuff (maybe around 15%), but affect a wider range of actions (repairing, healing, cleansing, searching, etc) on survivors within the terror radius. Always seemed bizarre to me that a fear of clowns somehow translated into sloppy healing.
-
Alien and Resident Evil seem like sensical picks to me.
Alternate game Suggestions I would throw out:
-The Keeper and Joseph Oda (The Evil Within). Maybe with a Legendary Skin of The Sadist for Hillbilly and Laura for Spirit.
-One of the Dead Rising Protagonists (probably Frank, but maybe Chuck, Nick, or Annie). If they ever worked with Capcom for RE, it could open this door too. Legendary skins could probably be made to echo some of the most iconic psychopaths from the series.
-Alan Wake (probably a lesser known survival horror title at this point, but it's long been a favorite of mine). I don't really think there is a complete killer to pull from this IP, but they could always twist something out of combining Mr. Scratch and the Darkness.
-
I'm absolutely spitballing here, the idea just popped into my head by your mention of this, but what if Solidarity just effected all survivors in the interaction?
If you have the perk, are injured, and find someone else injured, either one of you could heal the other and the healer would partially recover themselves in the process. Diminishing returns depending on how many people participate in the healing action (ie, one survivor healing another would recover 50%, two survivors healing one would net 30% each, three would get 15% each).
All survivors involved in the healing action would be rewarded altruism points for the heal as well (and possibly an altruism bonus if the Solidarity user was healthy).
I doubt it would be nearly good enough to make Solidarity into a popular perk, but maybe that would at least be a slightly stronger buff for it?
-
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1367454#Comment_1367454
Lol Not a massive nerf omg are you that stupid.
Just curious, but do you think the mori offerings are balanced? If so, I would like to hear your reasoning behind WHY they should not be changed. Do these offerings bring something good to the trials they are used in?
I know for me, they feel like a band-aid fix for killers who think they are stuck dealing with competent SWF teams, or for killer players who need to be able to skip ~1/3 of their total objective in order to win. If these were only applicable towards the end of a match (a la Devour Hope, Rancor, and even the Cypress Mori), I don't think there would be any problems. I don't personally run the Ebony/Ivory mori's anymore unless I get a ritual (or Tome Challenge) that requires killing survivors, because I'd rather get those tasty Devour Hope mori's instead.
But let's hear your side of the story, as this is a place of discussion. Surely you've got more to say beyond just calling those who disagree with you "Entitled" and "Stupid"?
-
@[Deleted User] said:
It's supposed to be hard, but there are still ways they could help players out. For example, I can't tell you how many times I was on track to getting an adept achievement, but a survivor sensed they had already lost and DC'd or killed themself on the hook rather than just play it out. I wish they'd find a way to still credit your emblems when that happens, or at least get more creative with the disconnect matchmaking cooldown to try to more heavily punish people who DC without hurting people who just have bad internet too much in the process.
I think people just want to have a fairer sense of balance between getting an Adept Survivor and Adept Killer achievement.
As it is, Adept Survivor(s) are significantly easier at any rank because they only have to escape (meaning the hatch is still valid on a losing game).
Adept Killer currently requires double-pipping using that character's often underwhelming personal perk set. This is much more difficult at high and low ranks, where a match is likely to progress too fast for killer to build up all their emblems properly. A lot of people want this returned to its former condition of sacrificing four survivors in a trial, which would still be a challenge, but a more reasonable one to aim for.
Problem is, Killer Adept is tied to the "Merciless Victory" win status. So either they have to re-do ALL these achievements to create the change many players want, or they need to redefine a Merciless win yet again. Personally, I'd say they should re-title the double-pip victory and adjust Merciless Killer to be a bonus attribute awarded for sacrificing all four survivors.
-
@Desh said:
Counterargument is how fast paced the game is. If you go against a team of good Survivors, SWF's or Solo, by the time you chase and hook one person, 1-2 Gens will have popped. That doesn't mean the Killer is bad, that's just bound to happen with an effective team that can do gens and hold a decent chase. By the time you come around to doing another chase, at least 1 more gen will pop. You still have 4 survivors to deal with and there's only 2 gens left to be completed. A Mori in this scenario makes sense because you now have 3 Survivors left with 2 Gens which is still highly possible to win.
It's a fair argument, but I strongly believe that mori's shouldn't be the answer to a base-game balancing issue.
More than anything, I agree with OP's sentiment that a mori should be earned as a reward, not as a means of significantly speeding up killer's objective (by basically kicking a player from the match). Would rather see more perks and add-ons that can activate these animations so we can move away from the offerings altogether.
-
@Zoophage said:
https://forum.deadbydaylight.com/en/discussion/162312/rites-of-judgement-sometimes-isnt-visible
Yes, unfortunately I have experienced this as well. I find it's pretty easy to spot and avoid the Trails of Torment but that doesn't stop me from becoming Tormented when I'm just working on a gen, or running over seemingly nothing. I'm guessing this is just a bug they've gotta work through.
One other thing I've noticed is that it's all but impossible to avoid becoming Tormented at some point during the trial. If the Killer is even semi-competent he's going to place ToT nearby and, more importantly, at the base of the hook. So you crouch-walk over them, but as soon as you press the button to unhook your teammate you stand-up and instantly become Tormented yourself.
Considering the fact that freeing someone from a Cage of Atonement removes the Tormented effect from both players involved I'm inclined to believe this is working as intended.
Have you noticed that after losing the Tormented status effect you'll still see flashes of barbed wire around your character's legs when running? Yes, that's really only cosmetic but could trick players into thinking they're still Tormented, if only for a moment.
Rites of Judgement does not persist near hooked survivors (or the Gate Switches for that matter). It quickly dissipates seconds after being placed too close to a hook in use.
Pyramid Head can place ToT at the base of hooks all he wants. It won't do anything unless you're bum-rushing the save immediately after he lays the trail down. Otherwise it's a bug, but not a consistent one (because these trails have never persisted near hooks or gates in my experience with/against him thus far).
-
I like the idea of Wraith battering a survivor with his bell for the mori, especially if it rang each time it connected. A fun mix of brutality and humor.
As for Trapper, I'd say he should thwack a dying survivor with the back of his weapon to daze them, set a trap a short ways in front of them, and then grab the back of their head and plant their face in the trap. No need for excessive gore or mutilation, but Trapper would then have a more cinematic mori which better references his power.
-
I see this as a change that would primarily benefit newer players. I think the tutorials awarded something like a total of 40k BP between the two of them. With all the content currently in the game, this means that new players have to choose how to distribute this meager amount of BP between 42 different characters (survivors may all play the same, but they do bring separate perks before teachables are earned).
Playing with one perk isn't very fun, nor does it feel like an intended way to play the game. It's especially bad right now with the accident-prone matchmaker mis-matching ranks. Killers and Survivors all get 3 personal perks each which could be better used as a basis for players to decide who they want to invest in.
I think continuing to lock the 4th perk slot behind level 15 (or maybe dropping that down to level 10) is fine as a reward for actually leveling up a particular character, but I don't really see a reason why everyone shouldn't just start with 3 perk slots. This could improve the new player experience without penalizing DbD veterans (like power and perk reworks sometimes do), and that's not a bad thing.
-
@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1354829#Comment_1354829
Thank you for the genuine feedback! I like your ideas, although I'm still slightly confused on what you mean by the Oni/Billy ability?I think I understand, but I don't understand it with phasing very well.
Also, I think that would be a great aesthetic piece to spirit, vaulting windows like so. I wish she had more grudge-like effects. Also, I wish the actual voice actor played her in game voice, not not_queen
For clarification with the Oni & Billy comparison, both move forward automatically when using elements of their powers (Demon Dash and Chainsaw Sprint, respectively). One of my suggestions is that Spirit's Phasewalk would do the same, but still leave her with excellent control over her actual turning (where Oni and Billy have theirs reduced during these speed bursts) to make up for the lack of distance she can cover. I assumed it was similar to what you meant by "make her no longer multi-directional" (as in she can only walk forward, not sideways or backwards, while phasing) in one of your suggestions.
Keeping Spirit fun to play while making her more enjoyable to play against is definitely the challenging task ahead though.
-
I think the biggest issue with Spirit is that she doesn't have a reliable tell when she is using (or about to use) her power. She is the poster-child for "faking your power to maximum effect", even over Deathslinger, Hillbilly, and Demogorgon. I know of at least one or two examples online of players who went entire matches without actually using her power (just faking it over and over) and still winning the match, if just because the survivors had no information to work with. Spirit also has an absurd level of control over her ability when she actually is using it.
It should be much more obvious when she actually is phasewalking. However, rather than the "whoosh" sound playing at any distance like it used to, I would instead suggest that her "Husk" simply disappears when she enters Phasewalk (but her terror radius would remain where it was like normal). She would still have control over mindgaming where she would exit from the "Spirit World", but could no longer mindgame the actual use of her power if a survivor saw her enter it. In fact, this would mean she could adopt some elements from Wraith: Phasing behind walls to hide her Husk's disappearance.
Another consideration would be tweaking her Phasewalk to work in a similar vein to Oni and Hillbilly, where she would automatically move forward while phasing, but would retain full control over her turning in exchange for not being able to cover nearly as much total distance as those other two. This might be somewhat in line with what you were thinking of with your "Solution 1". I'd also say she should have some kind of brief fatigue-style stun penalty if she attacks out of Phasewalk, but doesn't land a successful hit.
Regardless, I don't think removing Spirit's audio in Phasewalk would be a good step forward. ALL killers have to develop and use the skill of tracking through sound, Spirit just currently relies more on it and gains more from it than other killers. I won't deny that she could use some adjustments, but I feel that this specific change would be equivalent to the rework they did to Nurse's base power; it would make this killer much more frustrating to learn and less fun to play. Spirit mainly just needs to provide the survivors with more information so that they can make actual decisions when playing against her (not just a series of lucky guesses).
*Minor alternate note: I still want them to adjust Spirit's vaulting animation to make it appear as though she is straight-up walking through the vault. Same speed as normal, but it would be a fun visual effect uniquely applicable to this character.
-
I'd imagine the quieter footsteps would be more beneficial outside of chase. I've caught stealthy survivors many times because I heard some grass shuffle or a board creak where they were trying to sneak around me. If this quieted both footsteps and environmental noises caused by them, it would become very viable for stealthy builds.
Plus, let's remember that Lightweight is only a Universal Perk immediately available for any survivor to unlock. It doesn't really need to be absurdly strong, just decent enough to be something that survivors might actually consider bringing.
-
The suggestion that I would like to throw out would be altering how survivors lose add-ons in a trial.
Instead of them being removed post-match (like with killer's), I think add-ons should disappear as they are "used up". BNP, Styptic Agent, the Syringe, Weaved Ring, and Milky Glass all burn themselves once they have completed their purpose. I think ALL add-ons should work in this way.
-Running an add-on that exclusively adds charges to your item? It is stacked on top of the base charges (its charges are used before the item's base amount) and burns out once these bonus charges are spent.
-For add-ons that increase item speed/efficiency or affect skill checks, these should work for a limited amount of charges (not extra charges added to the item, just a total amount that the add-on will function for). Once this limit has been reached or the item has run dry, these add-ons burn out.
-For all other add-ons that haven't been listed (which mostly involve some sort of aura reading or belong to the flashlights), these will be burnt at the end of a trial if the item they were on had less than 75% of its base charges remaining at escape.
Excluding White Ward use, survivors who die are punished by losing their item and all its add-ons. With the system above, they wouldn't keep add-ons that they actually made use of during a trial, but also wouldn't lose add-ons if they escaped without ever needing to (or being able to) use their item.
Most killer add-ons involve some kind of passive buff being applied to the killer's power, or a debuff to survivors in certain scenarios. I think the current way they are burnt each match is actually fine. There aren't very many killer add-ons with truly "optional" use like survivor items, so I don't think it would necessarily be fair to implement an add-on saving system (though I wouldn't mind if killer add-ons could be randomly rewarded for completing trials, maybe with amount earned based on match result).
Basically, you are spending add-ons to gain some kind of benefit in the match. If they aren't used at all, you don't lose them, but you can't endlessly regenerate add-ons that you have been making use of either.
-
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1348510#Comment_1348510
Because The whole point is to quickly knock a survivor out of the match because 3-1 is easier than 4-1. The animation is so tame nobody cares them half the time thier obstructed by something anyway.
This mindset is why the mori offerings continue to be such a controversial game element. When they are rewarded to killers towards the end of a match (Devour Hope, Rancor, Cypress Mori), they don't seem to generate many complaints. Unfortunately, the Ivory and Ebony Mori's are much more frequently seen and tend to get treated like an easy way to gain an advantage early in a given trial (because they are).
With how they work, tunneling is heavily incentivized and rewarded. Just tunnel and mori one survivor out of the match within the first few minutes and killer basically wins unless they're a vegetable. Ebony lets you rinse and repeat this process as much as you want.
When these offerings are used, survivors usually de-pip, killer often doesn't pip (depends on how "dirty" they play), the trials are usually much shorter, and nobody gains many Bloodpoints. If these didn't come into effect until closer to the end of a match, they'd likely cause far less problems (though I'm sure people would complain about losing the "advantage" of mori offerings).
-
Still hoping breakable walls will be implemented on some of the older maps like this one. I'd imagine Haddonfield could be more enjoyable if the killer was able to open up certain sections of fences and some houses.
-
I think the walls need to take as long as pallets do to be broken for balancing reasons.
However, I do think it could be fun if certain killers could destroy these more quietly (or in a way that appears more sudden) as a result of the Undetectable status. It would take the same overall amount of time to break the wall, but maybe trigger a unique animation where the killer just smashes the wall by walking or bursting through it (a la Jason or the Kool-Aid man).
-
Why do some of these perks need changes?
-StBFL, Franklin's Demise, and Infectious Fright are all fine as they are. StBFL is generally fun, but only truly a superpower on killers like Demogorgon and Pig (neither of whom are overly strong). Franklin's is a niche perk (also the only interesting key-prevention perk), and Infectious can be countered by Calm Spirit or just using a locker.
-I'd be okay considering the idea of PGtW inflicting a lesser immediate progress penalty if it also applied faster regression to kicked gens (~Ruin regression speeds). However, it does not deserve a cooldown; it is inherently limited by both its need for a hook to become active and the fact that it only stays on for 40-60 seconds.
-Adrenaline is a high risk high reward perk and situational enough to not deserve a heavy nerf. That said, I think you could justify either lowering it's Sprint time to 3 seconds (from 5 seconds) or just having it auto-recover from exhaustion (and possibly also other status effects).
-Thanataphobia doesn't need a nerf (it's not even a good perk on most killers, only Plague and sometimes Legion).
I'm okay with the idea of dialing back hyper-meta perks like DS, OoO, PGtW, etc a little bit, but I'd rather see what could happen if they buff up the laughably bad perks instead (like what happened with Surveillance).
-
While it doesn't explicitly say that the Entity will take one perk for each perk you reach in the Bloodweb, it should have inherently taught you this mechanic around level 10, where you're very likely to see at least one dual-perk web after the Entity awakens. Until very recently, I'd actually though that level 10 would guarantee the appearance of two perks to demonstrate this, but supposedly there's the possibility of only getting one at that threshold (I've always gotten two perk options at 10). However, both levels 15 and 20 are larger webs always intended to have 2 perks.
The game DOES mention that the Entity will take something in exchange for every node you get after it activates, that it will work its way in from the outermost layers, and that the rarest stuff spawns on the outer edges of the web. Perks always spawn in the outermost layers and are treated as the rarest thing you can get per web, hence why they immediately activate the Entity (and can be used to strategically level up efficiently).
-
It's fine if they want to allude to more varied sexualities for their characters. But I think allusion is as far it should go.
Yes, we have some context for these characters through their backstories (sometimes expanded upon in The Collection), but remember that all of that was BEFORE they were taken by the Entity. We still can use these details to build estimates of the personality and attitudes that we'd expect for some of these characters, but ultimately who they were beforehand no longer matters.
These characters are relatively blank slates with a few implied personality traits for players to project themselves into. Dwight is not Dwight when you play him, Dwight is you. He's defined as a "Reluctant Leader", but really he's whoever his player is. He can be a sneaky-sneak avoiding capture, or a bold daredevil following the killer around. The Trapper can be a relentless threat, a "friendly" competitor, or absent-minded (a la Samination's animated take on him). They can really be whoever you want them to be (including sexuality), which is an element of inclusivity I fear would be lost upon assigning hard labels to these characters.
Besides, I like to think that the Entity's Realms are the rough equivalent of a multiverse (hence why there can be multiples of one survivor in a trial or many versions of one map). There's no reason why the Dwight that's described through his provided lore has to define every Dwight in the game. There could be a popular Dwight, a gay Dwight, or even a bada** Dwight mixed in among the nervous ones, but no one could know the difference except the person playing him who made that decision. BHVR has given us their take on the character, but every player is still free to apply their own narrative and establish the character as they prefer.
-
@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/570752#Comment_570752
Good chance to play another character ^^
Why? All of the survivors are effectively re-skins of the same "character". If you have one survivor that you like and have useful perks on, you should be free to play them.
For example, I have all the perks on David because he became my preferred survivor. My other survivors don't have many perks that I want to use. Your suggestion would mean that any other player using David before me would effectively handicap my match or force me to play a completely different build than what I wanted to use. This would just make more survivors dodge lobbies until they found one where they could play their character, effectively extending matchmaking times for everyone.
Not everyone likes or plays P3 Claudette anyway. A lot of players don't even run the prestige cosmetics because they earned or bought alternate options.
I can understand your frustration with sweaty Blendettes, but I do not think this system ever will (or should) be implemented.
-
Survivors run the Vault-Speed build as an extra band-aid fix to help with age-old hitbox shenanigans.
Pallets that cannot be mindgamed are inherently safe pallets. These are the ones you break or bloodlust. There are plenty of perks and add-ons (and some killer powers) that help to remove pallets faster to help eliminate the survivors' safer options. Breaking safe pallets is usually worth the time and distance lost; the tradeoff is that the survivors lose a strong loop tool. Unlike less-safe pallets that are intended to be used for looping (or unsafe ones that are basically only a mindgame while they're standing), these very-safe pallets are chase breakers.
If it's a pallet where you can trick the survivor into accidentally vaulting into an attack (such as Haddonfield's truck pallets), then voila, you can mindgame that pallet.
Quite frankly, I don't think they need to change anything in relation to pallet mechanics. Instead, they need to address problems that come from the pallet philosophy that went into certain maps' designs:
-Underground Complex should trade in some of its ludicrous amount of unsafe pallets to gain a few safe ones.
-The Game needs to lose many of its safe pallets in exchange for unsafe pallets and more vaults (maybe with more standard maze tiles).
-Yamaoka Estate and Backwater Swamp should probably get a slightly more consistent amount of pallets (they always seem to be at either the minimum or maximum count allowed).
-Shelter Woods and Rotten Fields deserve a few more pallets/vaults/playable tiles in general. More lockers too.