Adjatha
Adjatha
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The moment you are first contaminated, you are slowed by 20% for 1/4th of a second. Other than that, the only things it does are: make the survivor make extra noise, and allow Nemesis' tentacle/zombies to actually harm the player. It has no status effects beyond these two things.
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2285732#Comment_2285732
I absolutely disagree, if you maange to loop a killer for the whole match, you deserve to escape. If the killer isn't smart enough to leave alone this only surv who is a loop god, then the killer deserves to have no kill/hooks of the game.
Just leave that loop god usually his role is to bait the killer to make his friends gen rush. the others are usually worse at looping.
But according the killer to mori directly a survivor withtout any hooks would be stupid IMO. Otherwise play michael and tombstone 🤷♂️
Don't worry: "tournament" killers already do. Because it's the only way to reliably get a kill against skilled survivors.
Removing risk and threat from the "power" role of the asymmetrical game is awful design. May as well just have four killers against one survivor
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285785#Comment_2285785
That's why Bloodlust still exists. You as a survivor will still go down or waste a commensurate amount of resources directly against a killer, but it shouldn't be a solution where the killer intentionally plays terribly but is able to somehow kill a survivor at the end of the game bypassing all of the normal requirements.
And plenty of people, some at BVHR, want to remove Bloodlust. But also: bloodlust can be gamed by breaking LoS regularly, which is the same tactic that would work against my proposal. Also, if you're intentionally playing terribly to get one kill, and give the other 3 survivors 5-10 minutes of free time to work on generators, you're intentionally throwing the game.
And as far as "intentionally play terrible and get rewarded," how about suiciding on hook to give your team mate the hatch? Or body blocking with Borrowed Time? Or Dive bombing with Decisive Strike? These are all tactics that rely on breaking the core game concept of "don't get caught" and are practically the Survivor Bible.
But all that aside, I'm talking about the whole core of the game. Killers SHOULDN'T get 4Ks all the time. That's why the Hatch was added. It's an in-game mechanism that gives survivors a free out that they didn't earn just so a strong killer doesn't reliably nuke an inferior team. I'm proposing the opposite: an in-game mechanism that gives killers a free out that they didn't earn just so a strong survivor team doesn't reliably nuke an inferior killer.
Games should almost never be 0 or 4. It's DEAD By Daylight. There should be at least one kill every single game.
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@[Deleted User] said:
I just see mori's as more of a cosmetic thing.
Then strip out the different ranks and make them brown offerings, not iridescent. An Ebony Mori that's just for the look of the thing shouldn't cost as much as a +25% Gen Brand New Part, or auto-heal syringe.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285732#Comment_2285732
I'm not a fan of rewarding a player for playing poorly an entire match. I'd much rather prefer the suggested mori rework which would make it more a natural part of the trial (they mentioned this in the anniversary stream).
And that's fine, but the game is a 1 v 4, asymmetrical experience. The solo player should intrinsically be stronger than the 4 (and, to be fair, mechanically, they are), so the game is already rewarding players for playing poorly. The big thing is that it is supposed to be a Team Game, not a 1v1. Any survivor, no matter how skilled, should eventually lose to a killer because there are FOUR of them. The game should not be balanced around Your specific results, but around the results of the team.
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@[Deleted User] said:
Btw mori's are not totally useless. Picking up a survivor to hook them again is a risky and killing essentially secures it. I think mori's are fine really. They don't need to be useful.
They are Offerings that Killers buy in the blood web and intentionally burn to gain some kind of bonus. "They don't need to be useful" is a terrible take. What if Keys were changed so they could only be used after all five generators are completed and only by the person who holds it? That'd kill off the vast majority of their use, but that's okay. They don't need to be useful.
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@th3 said:
Just reward the killer for not catching anyone. Sounds like a completely good idea...
Well, they DO have to catch somebody, obviously. It's just that they only have to catch somebody once if that person successfully kites them around for the whole match. Or did you think you can use a Mori on an uninjured survivor?
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He has a terrible early game, his zombies are entirely map-dependent, his infection mechanic is both unoriginal and questionably useful, and his whip power is really only good for limiting pallet loops. Not especially scary to go against and not especially amazing to play as. A solid, middle-of-the-pack C tier.
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@Ruma said:
Killing or surviving shouldnt depend on luck, it should depend on skill.
Except, skill determines evading the killer in chase. Escaping depends on your team holding M1 on generators while you run circles around the killer. Escaping requires no skill, it just requires your teammates to sit there.
Besides, you can deny the Mori build-up by learning tactics like Stealth, breaking LoS, hiding, and other things that aren't "stand on the far side of a loop and stare at the killer." Why should "run good" be the only skill Survivors have to learn?
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Killer Shack should inflict Exposed. It's almost universally the strongest survivor tile on every map.
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Scratch marks and auras were made with dark colors in mind. Blues, blacks, greens, greys, and browns. Maps with ice, daylight, and floodlamps obscure the existing marks so badly that they may as well not exist. It'd be great if those things had something to actually stand out. Either color changes based on the intensity of the map's ambient light, or just change it to neon greens. that will pop out no matter how much daylight is blinding us.
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Maybe he originally spawned an additional zombie every time he got to T3, and that's why half of his Addons are all about the zombies and why it only takes 6 contamination points to get the T2 (the good one) but it takes 15 points to get to T3 (the useless one). And, presumably, after spawning another zombie, he'd go back to T2
Having a BUNCH of zombies walking around would be way more in keeping with RE and would make sense to put so many eggs in the zombie basket. Plus, with 4-5 of 'em, even large maps would get some zombie play.
I dunno if that's the case, but man, that would've been cool.
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I agree with most of everything you said, but let me say again, and again, and again:
Pyramid Head has the worst Addons of any killer in the game. He has THREE useful ones: the three that increase the range of his shockwave. Every other addon either adds such a microscopic amount to his torment trails that it is totally unnoticable, or tries (and fails) to make one of the tallest, noisiest killers in the game into a stealth guy. They are atrocious and they never received a rework or a modification, despite three rounds of nerfs on him in the first month or two of his release.
Change. Pyramid Head's. Addons.
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I've never seen a Twins player. Every other killer I have seen at least once.
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@aarongai said:
https://forum.deadbydaylight.com/en/discussion/comment/2284010#Comment_2284010
This doesn't prove anything. The video's from 4 years ago, insta-blinds are still a thing, he never picked up a single survivor, and Mathieu isn't even trying to evade the blinds.
If flashlight blinds were easier, like they were in that video, survivors wouldn't even save them for rescues. They can use them very effectively to prolong chases forever. As you saw in that video.
But the point of me linking that, other than the amusement factor, is that the Devs saw, first-hand, how horrible popping off super easy flashlight blinds at will was. They're not going to go back to those days, so you'd better just practice the timing on your blind attempts instead.
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The Rite of the Nemesis requires you to level up his mutation to Tier 3 four times. This strongly suggests that his original power had some kind of super charge at T3 that faded away and had to be recharged, similar to The Shape. That they removed the stronger power, made it +1yd, and let you stay at T3 is the likely course of how his development went. Also, because the Ritual was not changed before launch, it is plausible to suggest that his current iteration was presented RIGHT before the PTR.
So, if you're wondering why his power feels bad to use: it was probably re-worked heavily in the final stages of development, so nothing makes any sense, since it was created one way and sharply altered at the last minute.
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The game SHOULD do a better job at teaching survivors the timing on flashlight saves. This is something that should be covered in an Advanced path on the tutorial.
That being said: It should not, and will not be made easier. If you want to know why, look no further than this:
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Update: Having played a Nemesis match, I can confirm: it only tracks the first time you reach T3. Additional tentacle whips or downs after this are not counted towards any alternate progress. This ritual DOES require at least 4 different matches to complete.
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Considering that I've been bouncing from 0K to 0K with loads of red rank pros stomping my green-rank butt, I can assure you that no kind of MMR is on, secret or otherwise.
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I haven't played on the Police Station map yet, but if it's too large to be viable, they could always cut it in half. Do a round floor and an upper floor on two different maps or something?
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These are all good, but the biggest thing is: Let us select our killer in the bot game.
Can't stress this often enough.
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Currently, when a survivor is infected for the first time, they get slowed down by 20%. When a survivor is hit, they move at 150%, so this is slowed down to 130% instead. So, the first hit ISN'T quite as much distance as a normal, injury hit.
The problem, though, is that the slow down is only for 1/4th of a second. I can't imagine why it is for such a short interval. You could fix the "three hit" problem by extending the Hindered slowdown to the full 2 seconds of the on-hit sprint. They still get away and you have to chase them, but it's not as punishing as a real hit.
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Wildly inaccurate. Leon is the cutest boy around.
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@Sonzaishinai said:
Anyone remember the day that the rituals used to be long like this and award like 200.000+ bp
I remember
You know what? If it were 200k, I'd be fine with it. It's only 30k, just like everything else, though. 4 games, minimum of 16 successful tentacle whips per game? Not really worth the 30k.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2281554#Comment_2281554
Def need a fuking cosmetic though like #########.
If licensing weren't an issue, it'd be great to have costumes for RE2's Mr. X (same tentacle), RE2's Birkin (claw tentacle), RE4's Mendez (insect tentacle), and RE7's Jack (mold tentacle).
RE8's Big Vampire Mommy would be fun, but the claws wouldn't really animate well as a tentacle, so it wouldn't be an easy cosmetic reskin
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@Zeus said:
4 games I guess. Must reach T3 4 times.
That would be ridiculous if actually working as intended
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Having survivors who die from any means while still contaminated add 1 to the number of wandering zombies would be DELIGHTFUL. I'm kind of shocked that's NOT in the game.
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Absolutely agree. The entire point of survivor bots should be as a means to try out a new killer's powers in a low stress environment.
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Hopefully an influx of new players so I don't constantly have people 12 ranks higher than me in every game.
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Survivors should be locked into the Unhooking animation the second they click on a hooked team mate. The rapid fake-out and bombdiving and crowd-rushing the one hooked guy is absurd and survivors who want to just run out in front of a killer like they're nothing deserve to be auto-grabbed.
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@OutbreakJack said:
The closest BHVR ever got to making actually good addons was Myers. It changes him into different killers but still using his base powers.
Which I feel is what addons SHOULD do.
Not all of them have to do this obviously but some of them should change up how you'd normally play the killer.
I agree that Meyers is a great example of excellent AddOn design. He certainly has SOME that are no good, but he's got several that change up his game flow and several that just make him a bit better at what he does. And very few are suffocated by overwelming self-nerfs that make them totally pointless.
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In a perfect world, SOME of the Addons would change the killer's power somewhat to afford them a different but still good playstyle, like Meyers staying at Evil 1 but gaining Wall-Hacks, or Freddy trading out snares for fake palettes. Bad examples of this would be the Chainsaw addons that make your 2 damage hit into a 1 damage one, or changing Doctor's cone into a narrow ring. It would be great if ALL killers had at least one alt-play option that might increase your odds of winning just because the experienced survivors wouldn't know exactly what to expect every time, and there'd be an element of surprise. These might increase your odds by 0% but they also might be 1-2 extra kills because people just don't know what to expect.
In terms of increasing their actual power, obviously the rarity of the AddOn should factor into the strength of the thing, however this is far rarer than one might expect. Stuff like "increase number of traps/hatches/knives held" are simple and straight-forward, giving killers more up-time without having to take as many breaks to equip up. Stuff like "extend reach of your attack" or "increase recovery time on your attack" are also great, because they make chases more reliable and, theoretically, end them faster. One problem, though, is that a lot of killers only have one option for these kinds of effects. Obviously Trapper can take progressively more traps, but Demogorgon has only a single option to increase movespeed while charging his leap. Generally, these help the core gameplay loop of "track, chase, down, hook, repeat" in one way or another, but are usually only maybe good for maybe a few fewer minutes in chase.
There are, however, LOADS of AddOns whose effects are completely imperceptible, or are loaded down with hindrances far in excess of what benefit they bring. It'd be like if there were Med Kits that increased your healing on the Obsession, but reduced your healing on everyone else (and you couldn't drop it). You've got stuff like 90% of Pyramid Head's options that increase your torment trails by one or two seconds, or give you one extra pulse on the killer instinct for walking on them, or try to give him Undetectable despite his movement and sword making so much noise that survivors can hear him coming from half the map away. These are all terrible. They usually do not affect the game in any positive fashion and do not belong in the game at all.
So, how much DO AddOns impact killers? REALLY depends on the killer. Bubba has great tools at his disposal, and Demogorgon is almost unplayable without at least Rat Tail, but Pyramid Head only has 3 decent addons at all, and they all just increase the reach of his shockwave, which is useless for pro players anyway, so they don't help him at all.
How much SHOULD AddOns impact killers? Based on the rarity, they ought to be either making your power better or your chases more efficient by tiers. The lowest might make you 5% better, while using purples and pinks ought to be making you 20% better. Remember: killers don't have re-usable items like survivors. They're AddOns only, and since they're single-use, the killer is basically burning 3,000-14,000 BP every time they equip some. Every hook is 500 BP, so even just using one brown addon requires six hooks to pay back. These things need to be giving you much more than a 1% boost to whatever you're doing.
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Nobody teabags more than a red rank survivor, and nobody rage-quits faster. I can't wait for true skill-based MMR to get working so all these guys leave the game forever when they aren't being dropped into baby killer games all the time.
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Certainly not a good experience, and hopefully not one you run into often. If, however, you're playing as a team filled with Hook-reducing addons, Sabotage perks, flashlights, and full second chances; just to humiliate the killer and prevent them from getting hooks, you can't really complain if they manage to down all of you and refuse to hook anyone.
After all, preventing hooks was the whole point of the team, right? That's what they wanted, right?
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It's literally just there for the prestige. If you wanted something more, you shouldn't bother. Of course, there are plenty of killers with abysmal addons, so prestige-ing them really isn't losing very much. You just have to get your most important perks over again, which probably means another 1-2 million BP
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2262836#Comment_2262836
I agree, I feel like you described it well. Plague fits "Darkly beautiful" really well honestly... it's kinda sad when you see that she probably used to look beautiful yet she is decomposed
Plague is a great example, because from a distance, she is tall, elegant, and beautiful, while still being ominous and unapproachable. The closer you look, though, the more grotesque she is, with the charred flesh, rotting body, and writhing maggots. It's a multi-layered approach that reflects her backstory beautifully and gives her nuance. A top-notch job from the DBD artists.
This is opposed to, say, Twins, who look like sad, frumpy peasants from far away and are just slightly dirtier, frumpy peasants up close. I get that they were going for a Kuato look from Total Recall, but totally missed the mark. The little guy isn't especially deformed or malevolent-looking, the wound he lives in isn't especially gooey or bloody, and his big sister just looks like some woman. You can even see her regular-ass eyes! No darkness or glow or unnatural hue; she looks just like a heavy-set survivor! Surely somebody over there knows about the "eyes are the windows to the soul" theme, because look at every single other killer in the game. I can't imagine how Twins made it past the brainstorming stage.
Twins are uniquely unqualified to be killers, both in appearance and lore (and, some might say, gameplay mechanics). If you're going to go pretty-but-disturbing, looking at Trickster is a fine target. You can even say Meyers and Pyramid Head, if you're thirsty for Big Daddies. If you're going hideous and revolting, Hillbilly's closer to the target, with his deformed upper body and inhuman proportions. All killers certainly shouldn't look alike, but they really ought to have some kind of frightful aspect to them; a brooding hostility or seething malevolence. "Pretty" or "Ugly" aside, the killers have to be COOL.
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Entitled Survivors are the people who believe that a Survivor should always be able to escape any match and if they get caught, it is because that particular killer is too strong. This is a team-based game. A killer should ALWAYS be stronger than any one member of the survivor team. If you escape, it should be due to the team's effort, not because you knew the precise layout of the map and could just go between tiles without ever being hit for the entire game.
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No, see, it's well and good to give Survivors a Hook Tracking system for free so they can better coordinate body blocking and looping, but giving killers anything, even as a means of encouraging survivors to do something other than Generators? That's OUTRAGEOUS.
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It's good to have killers whose appearances are different. Each niche covers a different sort of horror. You're always going for something cool, but you can lean towards intimidating (Oni), Unnatural (Spirit), Darkly Beautiful (Plague), or Grotesque (Blight). Trickster falls in the "Darkly Beautiful" category, I'd say, and fits just fine.
What doesn't work is something that is ugly but lacks any kind of visual intimidation factor, like Twins. They're just frumpy peasants who look kind of sad. Even Victor, the more monstrous of the two, doesn't even look all that intimidating, scary, or grotesque. He's just a grumpy baby. Twins is, by a wide margin, the worst looking original killer. The art team really beefed that one.
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@Kaimick said:
https://forum.deadbydaylight.com/en/discussion/comment/2258206#Comment_2258206
Hey man thanks.... I really hope they fix it cause I really like this game.....but if I never stand a chance and i need to spend 60 - 100+ hours to become better I got better things to do with my time really
I mean, I've spent 400 hours and I still suck at the game. All I want is to get medium-skilled survivors, not be constantly bouncing between World's Best and people who can't find the Run button.
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@Kaimick said:
https://forum.deadbydaylight.com/en/discussion/comment/2258113#Comment_2258113
I just started playing 3 days before the rank resets. So your lose argument holds no ground here. Also in a week the MMR or ELO should have worked it self out that someone that has a rank 20 killer, never played before should not be matched up with a rank 1 Survivor. Regardless if they rank in top 1000 of the players, they have more time and experience in the game with more items and Perks at their disposal, so your point falls flat in the most rudimentary way possible. You don't have to be better if you have access to more Add-ons, Perks, and Items.
Like I said at this point BEHAVIOUR got my money, I would love to see if they actually care, but the harsh reality is they only care till they get your money than meh.
If this was right a year ago, than it should be right now, Making excuse for poor management also doesn't sway anyone to your argument nor does it give you any reasonable credibility, it only shows you will shil for a company cause you like them, even if they are doing wrong by their player base.
That a rank 16-20 killer isn't getting all brown to yellow rank survivors is pretty insane. I don't know what metric they're using, but that's pretty absurd. When I first started the game, it was rare to see so much as a green rank person in a given lobby, much less rank 1s. They REALLY screwed some stuff up on your end. Sorry to hear it, man.
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@MindGame3301 said:
Throughout this entire thing, you are IGNORING the statement about the wide varients in ranks. Also, ranks are not skilled...those rank 20s may have over preformed in their last game. Those rank 1s may have underperformed, or you may have overperformed. Rank is just time played with enough knowledge to do gens and run away from the killer.
While it is true that the matchmaking was not being done with Rank as the determining factor, the rank IS a cursory indicator of proficiency with the core gameplay elements. One rank 20 survivor never once RAN during the entire match, for example. I do not think they "Overperformed" anything. This is very plainly a brand new person playing their very first game (without having done the tutorial, apparently).
Likewise, the six rank 1s who kicked my ass up, down, and all around MIGHT'VE been beaten up by a rank 1 killer in their previous game. I don't know. What I DO know is that their talents wildly outmatch mine. Encountering even one hyper skilled Rank 1 at my skill level should be a statistical abnormality, not 15% of all the survivors I faced.
We have been told that they have been accumulating information over the last year or whatever. In the prior two MMR tests, I got matched with green and purple ranks constantly. I won as often as I lost, but at no point did I feel like there was NO CHANCE for me to catch a given survivor. In short, it felt like I was playing against people at my skill level. This newest test found only people wildly Above or wildly Below me. This can be seen in the ranks, but also in the Gens/Hooks/Kills I listed. Bouncing between 0K and 4K every game is atrocious.
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Both of the prior MMR tests worked significantly better than this one.
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The Hunt: Instead of normal hooks, killers are trying to hunt down and kill the survivors themselves. The black mist is set to its thickest level and can't be reduced. Survivors are now downed after two damage and instead can take up to 6 damage states. The final damage cannot be dealt with a projectile or power and must be dealt via M1. After their 6th hit the killer automatically locks into the Mori animation and removes the player. Exposed and Downing powers like chainsaws deal two damage without downing the survivor. Healing from any source can only remove the latest damage state (if they are at 3 hits, they go to 2 hits and cannot be healed further).
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Remove recoil entirely. Keep the slowdown for pulling the knives out or putting them away, but remove 'knives out and throwing' movement slow down.
Boom. Feels good to use your power, makes the 8 hits far more likely, and deals with the 'survivors just loop you forever' problem.
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In addition to Keys and obviously coordinated character/outfits; also if they all have extremely expensive cosmetic costumes, Glowy Legacy outfits, they're all triple prestige'd, They're all Twitch streamers, etc.
Basically, if your team appears to be full of people who have put all of their time and money into the game, it's probably going to be a miserable experience for the (almost certainly) overmatched killer that the non-existent matchmaking is trying to line them up against. Of course, sometimes the All Rank 1 SWF deathsquads intentionally just take default skins on default characters specifically to avoid tipping off killers that they should dodge.
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@OnryosTapeRentals said:
I don't think anything in the game currently is as oppressive for survivors as old Ruin was.
Old Ruin required survivors to have a much higher skill ceiling. This was a problem for low ranks, who don't get the game fully, but trivial for super high ranks who nail perfect checks every time already. It didn't work great in either case, instead proving very useful at weeding out bad survivors from shooting through the ranks by just holding M1 and facerolling to victory.
Survivor gameplay would be a lot more challenging if old Ruin was dynamically factored into the game. Are you 20? Good zones are full sized. Are you 10? Good zones are half sized. Are you rank 1? You have to hit only perfect checks. And so forth.
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If anything, killers should have MORE powers to help differentiate them from one another. Passives that change the core flow of the game, like Freddy putting people to sleep, or Doctor's madness never being fully removable. Every killer should be a new, fresh challenge for the survivors, where typical tactics just don't work all the time, and new approaches have to be used. It shouldn't just be "M1 with a little bonus"
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/2248497#Comment_2248497
Not only Hawkins, Midwich and Raccoon exist too.
https://forum.deadbydaylight.com/en/discussion/comment/2248569#Comment_2248569
How is a breakable wall going to fix anything??? Breakable walls CREATE infinites half the times and you need to break them to remove it. The problem is that the main house has literal infinite windows.
Turn half the vault spots into breakable vaults. That way, the killer is speding time shutting down survivor escape paths, so that later game chases are more killer-sided.
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The more generators get finished, the fewer generators the killer has to patrol, which gives them a stronger ability to control and slow down the game's progress (assuming your team doesn't know the map perfectly and leaves the last 3 generators at the far opposite corners of the map, like every SWF team does).
This is typically when the Killer is at their most impactful. This is also when Keys let survivors just skip the hard part of the game by sacrificing their solo queue guy and just all escaping through the hatch. Because, you know, it's okay to cut the game short for Survivors to skip the "killer is strong" part of the game, but it's not okay for killers to cut the game short by getting an early Mori off to skip the "survivors are strong" part of the game. Like how The Game was the stronger Killer map and it got reworked, but Haddonfield is the strongest survivor map and it's sitting untouched.