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Aerys

Aerys

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Aerys
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  • I originally made a joke, and from what you said it sounded as though you can still see what he's holding you just have to look a bit harder. Obviously though of course you should be able to see what items and Survivors you're facing, knowing you're going up against 4 tool boxes may change a perk of yours to Franklin's for instance (probably not though but still), but in general it at least allows you to know whether the enemy team is about to Gen Rush you hardcore or not sorta thing.

  • Let's all try to be a little more polite to one another eh?

    As for why Franklin's Demise doesn't need a rework and is fine as it is; 10% of an items durability sucks but it isn't the end of the day unless you're edging it to begin with. Having a Survivor drop their item is a great advantage, but the Survivor knows where they were hit and can go back to retrieve it later if they don't die. Additionally, you can find items within the game itself, so finding a replacement, albeit probably weaker than what you brought, is still a replacement. All in all, it's an entire Perk the Killer is taking to use, and at best it destroys an item, at worst it is a slight inconvenience to the Survivor as they have to go back and pick it up after the chase has ended, or they are unhooked. Honestly speaking, in terms of power, there are much better perks to take over this one.

  • While I 100% agree that it's quite toxic when Survivors are T-bagging all over the match, your idea doesn't really work as after hitting a Survivor you can't perform any actions for a solid chunk of time and any Survivor who's getting downed at the edge of the gate will already be long gone once you can. To be honest it is free points for the Killer when they do that as well, so at least there's that.

    On the topic of T-bagging though it'd be nice if the game detected rapid crouch mashing from a Survivor and in return had the Entity sprout up from the ground (since it is the ground) and root the Survivor in place for a moment or two, long enough for a Killer to break a pallet and impale them I'd say :thinking:.

  • The change to make this balanced is pretty simple;

    Regressing Generators' Aura are indicated in white. If repairs resume on a Regressing Generator a noise notification will occur at its location.

  • One would think he's designed that way on purpose, he is who he is after all.

  • Ah I think I get you now, the reason I said 3 to 5 seconds was due to not wanting to punish the Wraith for being a large distance away from the Survivor after finishing uncloaking, as if he sets up at one escape but they go to the other he would be left in the dust. However, I suppose this would be the trade off of doing that, whereas if you simply uncloak right on top of them you'll likely miss the AoE but could catch up to them fairly well. So it'd be a Wraith trade off you have to choose when uncloaking, the risky option with a chance of injuring them right away, or the safe option where you'll likely not hit them with the uncloak but can still chase them down fast enough.

    And yes, it would be a rather massive change and possibly a new Killer altogether that just shares a ton in common with him, but as of right now he just doesn't work out in high rank games so I think a lot of Wraith players and lovers would welcome the change to a Killer that just isn't viable anymore.

  • Yeah, small game would become a lot more viable if so x3 and I'm not saying keys have to be like the Item key, or Items at all, you would pick one up but it wouldn't be held in place of an item, just on your person.

  • Well, again copies of each key can be picked up from wherever they spawn until the key is used to unlock a Generator, so in the event of a solo player not knowing where they key is upon someone dying they actually have two places they can then obtain it, from the body of that person (along with any other keys they might not have had) and from the original spawn point of the key in question. I think you're misunderstanding the one key each point though, what I meant by that is that only one of them can have any specific coloured key. So your two rank 1 friends might have Red and Orange between them, your rank 4 friend might have found Yellow and Green both, and you might have Blue, Indigo, and Violet. So basically, two people would be carrying one key each, one person would have two keys on them, and the last would have three keys on them. None of you can grab the same coloured key from the spawn, thus you need to coordinate as to where that coloured Gen is and get the right person to it.

    Obviously this would take some balancing to get right, but the idea itself with 7 Generators would serve the intended purpose; Force Survivors to sneak and scour the map and extend the game by a bit while they do so.

  • I said decreased speed for missed attacks not increased o.o also I said a speed decrease for his appearance time too, that along with that he'd be stationary while doing it whereas atm he can move (albeit slowly and slightly). Overall I thought I balanced him quite well, reread it slower and maybe it'd make more sense.

  • What, maybe I wasn't as clear as I thought I was. If they're a solo player they can pick up a copy of every coloured key and unlock any gen, unlocking would simply be one skill check and then it's unlocked for everyone and that key vanishes, both on the map and from the people holding it, idk it could be a little UI element that has each key in a rainbow, once a generator has been unlocked with that colour the key would just have an X overtop of it or somethin'. I was in no way saying that you can only work on a generator if you have the key of its colour and that only one person can hold onto any key at one point in time, only that SWF's do and have to coordinate better, which they can do because they're using voice chat. If someone were to die with the key in a 4-man SWF group, someone else could either obtain it from walking over the hook they died at and collecting it or going to where it originally was and grabbing it from there.

  • I'm not sure adding additional objectives would necessarily make it harder on solo players over SWF players. I had an idea for instance wherein each Generator has a key (We can colour code them if desired). There are 7 Generators, each one a colour of the raaaainbow, and each one has a matching coloured key hidden somewhere in the map (Similar to how Totems are hidden... so not well?). Only one exists of each and so Survivors will need to seek them out and unlock the Generators to begin doing them. This adds a sort of pre-game phase in which the Killer can still have his chase time and such while the Survivors sneakily search for keys. Now, to avoid griefing you could have it set up so that each key can be picked up four times by each Survivor, but what if a SWF could only pick one up between the whole group? This would mean that Billy who picked up the Blue Key HAS to unlock the Blue Generator. It also means that if you're a Duo SWF only one of you can pick up a key, but the randoms can still grab one each as well.

    I dunno, one idea of an Additional Objective that also puts the breaks on SWF groups at the same time while simultaneously being fun (at least I think so).

  • @milo77727
    Well, if you guys aren't all running leader, sabotage, and toolboxes, you aren't doing the 4-man SWF right xD I've been hit with so many people who will Gen rush to the max as well as get hooks to 99% complete and then finish the sabotage as I walk up to it with a person in my arms. They become rather untouchable, but eh it could be due to my lack of skill and choice in Killers idk.

    I do quite like your idea to hide the Killer's perk info from the group if one of them dies though, that's very smart and I would love that to be the case as it invalidates things like NOED if they can know ahead of time and cleanse totems prior to finish gens (which should be done anyhow but eh). Even so I still think some sort of debuff should be added in a scaling fashion for higher ranked and larger grouped SWF's, at least until the Devs add additional objectives to the game.

  • @milo77727
    Indeed, though I've posted in other threads out of order and already responded to this, revealing the Aura of other Survivors in the SWF just doesn't work for the multitude of reasons that it breaks the game to some degree (Perks based on revealing aura being garbage, multiple Survivor strategies being nullified, etc). At the end of the day there needs to be some sort of soft nerf, one that doesn't interfere with the gameplay all that much but allows the Killer a chance to compete.

  • @milo77727
    Which is something I do understand, but due to various things I still believe Survivors shouldn't be using such tactics frivolously and easily against Killers. If the FoV were to be adjusted perhaps this wouldn't be as huge an issue as like I've said before with Shadowborn it's slightly easier, but even with that said I think that a Killer's swing should have more of a radius to it that forces Survivors to properly run and be chased rather than juke against the body of a Killer, in terms of lore and atmosphere of the game this doesn't flow at all. It also doesn't feel right in the gameplay as the game is designed for chases, not using the Killer's awful camera and weak attack hitbox to their advantage.

  • As you might've read in the other thread I disagree with the aura showing idea, it'd be too game breaking since there are several perks based on it already. I also don't think separating SWF's into a queue of their own would be a good idea, it'd cause a lot of people to quit the game entirely due to long queue times. Marking the groups should however be done, it's a very simple thing to add and it does mean a lot for Killers.

    I'm unsure what level of gameplay you're playing at as either a Survivor or Killer, but at Rank one SWF's dominate. I understand that your group doesn't, and I know my group certainly doesn't as all three of us are Killer mains, but I've played against my fair share of SWF's at rank one to know how powerful they can be, communication in this game is extremely powerful and like I said before, there are a lot of perks that help do so themselves. Not needing to bring those perks but still having their benefit is where SWF's thrive, they have information they shouldn't have due to voice chat, and this allows them to stomp their competition.

    As with a lot of balance issues in the game, I think that if the Devs first focus on creating additional objectives that extend game time properly, thus negating Gen Rushing and games that last all of five to ten minutes due to it, SWF groups will also balance out a bit as well. Even so, one can't just say they don't have any advantage, communication is a massive advantage, so a scaling debuff of some kind, one that takes into account the rank of the SWF and the party size of the SWF, should be created at some point.

  • @Kind_Lemon
    Like Blueberry said, Survivors have very short queues (pretty much instant) whereas a Killer can sit around for ten minutes after a match waiting for their next one (sometimes longer). I won't disagree that Killer's earn more BP on average per match/per hour and I've made a thread trying to equalize that slightly too, or at least give Survivors a bit more bang for their buck, because it is indeed lame that playing as a Survivor nets me a lot less points than Killer.

    Also, you said Survivors lose both their Item and Addons, but often like Blueberry said (and I did in my post, maybe you missed that though since it is a rather long one) Items (and their Addon enhancements) are more of a luxury for Survivors whereas Addons for a Killer are more often than not needed to perform well and be viable at all, and some Addons simply don't help that Killer either. Beside a rework of those Addons that aren't useful and Addons in general, giving us to at least recycle them would be nice, and for some Killers a much needed resource.

  • I agree the attacks aren't necessary, but I play both sides as well and know that Survivor Gen rushing is indeed a problem and BNP's don't help the issue in the slightest, and while the perks you mentioned to slow things down sometimes, given a good group and the heavy rng of ruin they can pose little to no problem at all. It all depends on how long it takes to chase a Survivor too, which varies form Killer to Killer, some have it pretty rough (like Freddy) while others don't (like Nurse). If your chase takes long the other three people can easily repair 2 to 3 Gens while you hook even a single person, and as a single person you can't patrol all Gens either to stop them while also chasing, so Survivors with perks and toolboxes for their repair speed are able to easily Gen Rush most Killers.

  • 100% agree, I remember when I tried to run NOED and it spawned onto a totem that was maybe 7 or 8 metres from one of the exit gates in the pallet wall structure. Felt bad x.x so for sure there are definitely more hidden spots that are also further away from Genies that they could be spawning, I'm in agreeance here x3

  • Points in which Survivors have the advantage;

    1. Survivors can loop twice around a pallet before the Killer gets Bloodlust, they then need only drop the pallet to reset that Killer's Bloodlust and move on to the next pallet/window loop.
    2. Survivors can speed up their repair time quite high with perks like leader and high grade toolboxes, and brand new parts, to create what's known as Gen Rushing.
    3. Survivors become effectively invisible when crouching underneath a Killer.
    4. Survivors can rescue people even in the basement rather well via body blocking due to how the Killer's attack function works, snapping their attack to the first person detected in the cone rather than the direction and distance of their attack (That may sound strange and it is).
    5. There happen to be four Survivors, while one is being chased they can do Generators faster than the Killer can possibly patrol them (Unless you're Billy or Nurse), which leads to 2 or 3 Gens being done by the time you've managed to get your first person hooked.

    And those are just the ones off the top of my head. I guess it also doesn't help that Survivors are third-person and have a wider FoV it seems so locating the Killer is quite easy for them even out of the corner of their eye, with the Killer you pretty much have to be looking directly at them or they don't exist.

    So, can you provide examples for your reasoning now?

  • Survivors tend to spawn near the edges of the maps and will often run along them too to avoid being spotted by the Killer and such, so that's most likely why they don't spawn there. But yeah it'd be nice if they spawned a little more hidden, like the ones that spawn inside the lip of the weird wooden walls and are nestled in there a bit, I think there should be a good amount of blocked view for Totems so they can be missed if someone isn't specifically looking carefully.

  • And I do agree with you, something definitely needs to be done, I just can't help feeling that it'd change the game for the worst. I had recommended awhile back that each SWF member should have their repair speed debuffed by 15/20/25% for 2/3/4, while leaving the solo players at their natural pace. This isn't the best solution I admit but it's one that leaves the game intact while still giving the Killer more time to do their job. I kind of think that should be applied in general atm though lol. But apparently devs have said they don't wish to increase Gen time since it'd be boring, and that may very well be true too.

    I think the best solution is to just give the Killer bonus BP for going against SWF's and to mark them clearly in the lobby, if someone doesn't want to play against them they don't need to and can dodge. As for balancing the game that needs to take place in a separate way from SWF's and in doing so I think they too will be balanced out a bit.

  • @detardedrevelopers
    I never left crybabyland, I'm aware I'm rather unskilled, and while I'm all for open discussion and the possibility of being wrong I don't see a reason for such unveiled contempt here. In my experience Killers are laughably behind Survivors and I know a ton of people here agree with that so if you can provide examples for your assertion I'd appreciate it.

  • One other small thing, maybe make the Wraith more invisible but make his snarl louder? As I've said elsewhere, as Wraith people can see me easily, they can see me easier than they can see Pig, it's kind of laughable that Wraith is supposed to be a stealth based Killer when people can spot him so easily =.="

  • Yeaaah I've noticed that too while trying to catch injured people at the end of the game, body blocking becomes WAY effective to prevent the Killer from landing a hit on their intended target due to what I can only assume are... magnets. How do they work?

    All I'm saying is that while a Lunge is narrow (and that's fine) a click swing should be wide, like 180° wide. None of this Survivor jumping back toward me business, they should be running away not doing epic dodge rolls. Certainly doesn't make me feel like a threatening Killer when they're doing circles on the spot and when I lunge at them they just vanish beneath me, not having been hit nor phased in any regard as they dance around my body.

    One thing I have noticed is that if you swing your mouse while you're attacking the area of your attack becomes larger? Maybe that's just in my head though, but it's dumb if it is the case and causes me to be even more sick with this FoV, but that's a different thread...

  • For the record I didn't play this game when the FoV was better, I'm only a month in, so it sounds like good times existed. Bring em back!

  • For the record I was joking, but flashlights work just fine for their uses, though I still think it'd be funny if the Survivors had a flashbang one time use, just like a brand new part or syringe thingy. Maybe Lightborn would be a bit more useful :3

    Though, what I really think would be neat is a smoke bomb that spews fog, that'd be real kool and effective. Killer's could get some thermal goggles in return. Yeaaaaaah, fun times.

  • I know this might sound like a crazy idea but if you move the camera back a bit while extending the killer's arm and just unrendering the Killer's body for his own camera, you could accomplish a wider FoV without clipping issues...

    As for the other point, that you have to balance the game around the best killers, I would agree if we were talking about a direct number and balance change. But FoV can only help so much, if a Survivor is hiding well you won't be able to see them whether your FoV is 105° or 50°, it will however allow you to keep track of someone that is right on top of you without losing them to the void, something that isn't possible for you walking around your day to day life is it? Our vision is a bit better than that right? So why is it we give Killers such a narrow range of vision that honest to god makes me feel sick at times? It isn't because it's balanced, it's because the Devs are lazy it seems if what others say is true...

  • Currently Monitor and Abuse + Shadowborn don't stack, only one works at a time :[

  • @MasonHugsCats
    I'm not saying you're trading with it, simply burning a number of items in offering to it as it bequeaths to you a new one in return for your offering. It's totally something the Entity would do as well in order to offer more hope to its Survivors, as the Entity feeds off their hope just as much as it feeds off the Killer's murderous feelings too.

  • You can't just sabotage a locker, that's where all the Dwights live :0

  • @MasonHugsCats
    Yes but I believe in players being rewarded for their time, if you have that many addons of that quality you should be able to convert them into something actually useful. It would be fair.

    That said it isn't as though what I said is the literal word of god, it can be balanced better, I simply said 3 for one tier up cause it seemed like a fair number off the top of my head. Maybe; 10 brown = 1 yellow, 5 yellow = 1 green, 3 green = 1 purple, 2 purple = 1 red/pink whatever that colour is.

  • Create a flashlight Addon that widens it by 200%, intensifies it by 100%, and consumes its charges by three times the rate.

    Or just create an Addon that turns the flashlight into a flashbang, whichever works.

  • @Shadoureon
    I have an entire thread dedicated to that;
    https://forum.deadbydaylight.com/en/discussion/29714/quick-fix-bloodpoint-disparity
    so no I don't believe I have double standards.

  • @powerbats
    Which SWF's are you facing? I get demolished and then spat on and insulted when I play Wraith at rank 1, and to be clear I only got the game a month ago from a friend so I definitely do not belong at rank 1, I simply play enough to have obtained enough pip things and got there solely due to that, so while yes I agree there is a learning curve that must be done, one I've not fully accomplished, I still get my face kicked in almost every game. If I could drop several ranks and just play with people I can actually touch I would gladly do so, but I'm not going to dodge games like other people do and waste my and others time.

  • Not if all 4 (or 3 once one is being chased) have leader and toolboxes, but I suppose the travel time has to be done by everyone so maybe? I'm unsure.

  • @MasonHugsCats
    At the moment the balance is heavily in the favour of Survivors, if I go against them with anything less than two greens I know for a fact I won't get 4k. Perhaps that's not the case with Nurse or Hillbilly but it's certainly the case with the dudes I play as. Plus, it would in the end cost more BP to scrap 3 browns for a yellow than an actual ultra rare costs on the blood web (3 browns = 9k, 1 ultra rare = 7k) so it's still extremely expensive in terms of cost. 3 very rares for an ultra rare would be 18k for a 7k item.

  • @Kind_Lemon
    That feel when you had to tie up a Survivor and tell them to be good and stand still while you test your traps.

  • You could create a counter perk just for hatches, I wouldn't mind that, but both of these perks would be highly situational in comparison to DS, Sprint Burst, Balanced Landing, Self Care, etc. Even if Left Behind were buffed to what I described I probably wouldn't take it since it requires me to expect my team are going to fail hard, and in a heavily Survivor favoured game atm that's unlikely. I suppose then it'd make more sense if that Killer Hatch perk gets developed asap o3o

  • @powerbats
    I didn't ask to be rank 1, simply playing the game enough led me to be and now I can't play Wraith if I want to actually kill anyone. Heck I can't kill anyone most of the time anyhow without resorting to camping or tunneling, both of which I find gross to do. I may as well quit the game is what you're saying, because I don't want to play characters I don't like just because they're meta. That's one heckuva argument against balancing a broken game; Just play the ones that are broken in the other direction!

  • I think that if they fix the base game and SWF issues at hand then DS won't be an issue, though one thing that could be reworked in the Survivors favour is making juggling not possible anymore; If the Killer drops a person with DS while the effect is still possible that person should simply be up and in the injured state, essentially the Killer would act as though the Survivor just wiggled out of its grasp.

  • I think Left Behind's main purpose would be to get another Gen done and then look for the hatch assuming that your team didn't get two done in time. To that end the perk itself almost doesn't need to exist as in top rank games that'll never happen and the Survivor will simply find the hatch and leave.

    Perhaps Left Behind should give another buff entirely, something like a 5% haste for 60 seconds and a buff where if struck in the injured state they wouldn't go down for 25s unless hit again, akin to Borrowed Time. That would enable a Survivor to find and use the hatch more effectively if they end up being the last one left. However, I would ensure that the buff stipulates and only activates so long as the other three survivors were killed and before Gens are done, the buff should not activate during the Exit Gate phase. Just my two cents anyhow.

  • @MasonHugsCats
    Yes and no, I do agree that the Bloodweb should stay the same in that it's randomly generated with whatever you get, but at the current point in time I find it rather hard to build up characters without using up my good addons and then being rather boned, having to invest more in a Killer who's already complete just so I can get addons that I can then use to make more BP to try building up a character before I then have to put more BP into my Killer again, ya know? It creates an endless loop of grossness that from a Game Design point of view isn't good because it causes a tax on the player and their willingness to farm and progress.

    There could be a lore reason why characters would "sell" things they don't want too, which could be simply that they're offering those Addons, Items, Offerings (kind of ironic if you're using offerings in this offering thing) in return for a chance at a better or different one. For instance you could offer the Entity two brown addons for a random brown addon back, or three brown addons for a random yellow addon. Apply that to the rest of the tiers and you have a system wherein I wouldn't have to hold a zillion brown addons I don't want to use because they're too weak to justify using/I'll lose the game cause of them, instead I could put them to use and create random higher tier addons to use.

    And that's just one system them could use to make it work, there are tons of system out there.

  • @Shadoureon
    I'd be fine if they were deleted, but one reason they're good is exactly because Gen rushing happens so quick, ie it's rushed. It doesn't even allow for the Survivors or Killer to cap out their categories, it's a waste of exp and loading time. That's why Mori helps a Killer catch up in a sense, speeds up their kills so they can stay in the game rather than have it end quicker.

  • @MasonHugsCats
    I enjoy playing Wraith, but he's laughed at in rank 1 and 2, and since I play a lot that's where I end up despite not belonging there since I have no skill. I'm lucky if I can kill one person a game. My friend told me to play Doctor with a specific build, which I'm sure is great, but I still can't pull it off at all. It seems to me that the game puts huge emphasis on Killer Addons but then forces you to lose them every game while also making the path to get them filled with crap you don't want to use. So I end up using brown and yellow Addons that don't have enough of an effect and SWF's just stomp my face in lol. If gens were somehow more interactive than the occasional skill check but also took longer I feel like I might have a chance, or if I could easily get Addons that do something, but as is I'm having less and less fun every game as SWF's ruin the game with their toxicity.

  • @Mister_xD
    I think you're right, mori'ing the last person oughta be default since it ain't like they're going to wiggle off your shoulders (well, maybe, but very unlikely). I do like that you incorporated the obsession in there, take that you damn DS user!

    @Entità
    We definitely need more proper progression on both Addons for Killers and Offerings in general. Right now there just isn't and it's bad in design to be honest. Also my Mori progression idea was just off the top of my head so I didn't take time to balance or really think about it xD

  • @MasonHugsCats
    You too? That's pretty much every game of mine now...

  • The only issue I foresee is if you're chasing a SWF and you see that two of the others are on a Gen, thus you abandon chase and rush to interrupt those peeps instead. The notion you could argue is that they might only be on that Gen cause they know you're chasing their friend, but it still affects the game in a way that is very unintended. It would also somewhat invalidate certain perks and Killers as you wouldn't need to track people as efficiently at all, you'd be able to tell where at least two people are so long as you're in a chase with one of them. So while a fair idea, one that does make sense given that the SWF's know where you are at all times since they've got a friend telling them via voice, it still can break the game in unintended ways.

    I say this as a Killer main who more often than not has very toxic experiences from SWF's, which is quite inane when they're pretty much set to win with their enormous advantage yet feel that calling me hateful things and t-bagging at every opportunity is the most fulfilling experience. Sometimes I fear for humanity if these people are the norm...

  • I've dropped lots of people in the hatch, but I've done hatch standoffs as well, not because I'm greedy but because the Survivor in question was being toxic the whole game and so I do not want them to win. It's pretty simple. Why would I let one of the toxic people have a free escape.

    As for how it's designed, the hatch should be a situation wherein whoever finds/gets to it first wins, both the Survivors and Killers should be mindful of their surroundings while the game is ongoing, and when it's open that should be that. I would however say that the hatch should open much sooner when the second last person is being sacrificed as it gives the Survivor more time to get to/find it if they hadn't already while the Killer might have seen it before and is faster to get to it. One way or another hatch standoffs shouldn't be a thing and so if the hatch is open for more than two to three minutes I say it oughta close again and that'd be that. Optionally, if the Survivor is standing on top of the thing but not going in a Killer should have the option to just Mori them outright without any prerequisite (including getting them down) as no actual Survivor would be T-bagging the hole rubbing up against the Killer, it's simply stupid.

    As a friend told me though, if there's a Survivor still alive when you sacrifice the last person you've already lost, move on to the next game. It's a sad but true statement, if they did enough gens to spawn the thing then they win unless they're bad atm, but even so it should be designed so that hatch standoffs never happen, they're pointless, petty, frustrating, and an immense waste of time. Doing any of the things I mentioned above would remove them from the game.

  • I thought my idea had merit, give her a tiny terror radius while sneaking that as soon as you hear it she's basically already got you in her sights, so a slight nerf to that portion since honestly speaking she's more stealth than Wraith who is supposed to be invisible but he's tall and he's not invisible so people see him coming far easier than Pig, but give Pig more reliable RBT's that force the player to actually visit all four Jigsaws and do a single skill check to get one key, get the keys from all of them to release the thing. So basically one small nerf and one large buff.

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