AetherBytes
AetherBytes
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/502906#Comment_502906
If thinking of myself as more than an idiot is thinking highly of myself, then guilty as charged.
Considering you're acting like an idiot, then yeah, you're thinking too highly of yourself. People have shown how much DbD has attempted to get as many rights to the character as possible despite the legal minefield, and yet you're ignoring them, especially when someone else showed it was possible to have original ghostface with his cosmetics.
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What @xllxENIGMAxllx said, they're removing big loops, but there's more pallets. Now the loops require you to not get mindgamed and be skilled.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/498276#Comment_498276
Perk 3: Eyes on me
You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.
Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.
I've just taken another look at this Perk idea (I'm trying to reply in order of replies received). I want to make sure I'm understanding it's intended functionality correctly. When you say, "exhaustion is ignored, with the perks that causes it(exhaustion?) deactivating until this perk deactivates" does that mean you can use exhaustion Perks repeatedly while your Aura is visible/revealed? If exhaustion Perks were deactivated, how would you benefit from exhaustion being ignored? If you can't use exhaustion Perks while this Perk is active and we remove the bonus bloodpoint effects, how does this Perk help survivors? Also, if you can use exhaustion Perks repeatedly, how would this Perk help you if it were the only Perk you had available? What I mean is, if you didn't have any exhaustion Perks equipped or available, how would this Perk aid you in that stand-alone situation? In my opinion, revealing your Aura and becoming Exposed would benefit the killer more than the survivor, unless you meant for exhaustion Perks to be usable for the duration of the aura reveal.
The reason why Perks like Object of Obsession, Deliverance, and No Mither work as distraction Perks is because they help you while harming you. The can help designate you as the weakest or easiest target. Those three Perks can cause you to "become the target of the killer, thus keeping other people hidden and safe." Seeing the killer's aura while the killer can see your aura is an equal trade (1:1). Having the ability to unhook yourself, while also becoming broken, could help you and your and team (they don't have to spend time saving you). Deliverance has many caveats so I wouldn't consider it a 1:1 trade. Deliverance, in many cases, has to be earned and then can't even be used (can't be used in struggle phase). No Mither gives you permanent (entire match duration) positive and negative effects. Being permanently broken can easily distract the killer and cause them to focus on the permanently injured survivor first.
If we tweaked your Perk a little, it could be an alternative to Rancor (Exposed killer Perk).
Whenever a generator is completed, a random survivor's aura is revealed to the killer for 60/45/30 seconds, and they suffer from the exposed status effect for 30/20/15 seconds. While the survivor suffers from exposed, they also suffer from exhaustion.
We could also tack on some Obsession stuff. Could have it reveal the Obsession's aura instead of a random survivor's aura and when a survivor completes a generator alone, they become the new Obsession.
I wouldn't want to see another Exposed killer Perk (like the one above) before seeing an anti-Exposed survivor Perk or a survivor Perk that directly counters the Exposed Status Effect.
Thanks for the reply.
When you use an exhaustion perk in that time, instead of becoming exhausted, you can't use that perk anymore until the effect ends. So if you had Balanced landing and dead hard, you could use one right after the other, but then not use them again till the effect is over.
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Yeah, that's a you issue. Just tested it, no error.
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/501610#Comment_501610
You're going back to the hook. That answers this entire thing, actually. You went back to the hook and didn't look for or didn't find the savior, so you go after the saved person.
I think that's tunneling
Tunneling is when you deliberately focus on the survivor soly because they're injured, or were just saved. It's not tunneling if they're the only person you can actually chase. I don't like attacking people who were just saved, but that doesn't remove you from the list, just puts you lower on it. If you're the only person I see, start running.
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> Give survivors BT after unhook against any killer because insidious bubba, long range nurse, billy and spirit can completely ######### on this perk.
I was agreeing with you up to this point, until you discredited yourself as just another survivor who's complaining that killers have a counter to your perks. The problem isn't that killers are OP with camping and tunnelling, it's because survivors are overpowered without it.
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Basically, he has to be close enough to be a threat to be seen.
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It does fit his character though, stalking a person before rushing them, just condensed so you don't need to call everyone's cell phone and turn into Freddy V1 all over again.Woah weird lag post.
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@NuclearBurrito You don't need to be a stealthy killer. People don't just run on the very outskirts of your terror radius, theyll sit and hide when you get near. It's just about if you have enough eyesight in order to see them, and if they do run then it's about being smarter then the survivor. Then again, I never miss a survivor trying to hide from me, so maybe the tactic works for me since I can keep bouncing them till they run into me or fall to me trying to hide.
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Legion is awesome when played correctly. Don't use it to just stab peeps then chase it, chain it to keep the peeps off gens then hit whenver a survivor crosses your path.
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It does fit his character though, stalking a person before rushing them, just condensed so you don't need to call everyone's cell phone and turn into Freddy V1 all over again.
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Perhaps if they start moving while looking at you, to confirm it's a spot instead of just looking around.
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Let me make one thing clear, I love this game and I have always supported the devs through buying their new DLCs when they came out and cosmetics when I could, but this new battle pass is fûcking stupid.
The pass has no P2W elements, and it will be cheap, otherwise no-one will buy it since its better to just ignore it.
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@VexTheHex said:
Sorry I struggle to see why he deserves three powers when most Killers have 1 (a few have 2) and some aren't even super lethal like Legion's.
He may not be over powered (time will tell) but he certainly sounds over loaded. Though I'm happy it sounds the whole slows down progress thing is done and gone. Making tedious tasks last longer is never the best route.
Because each killer's abilities have different objectives. Hag technically has the least lethal ability, because it triggers but does no damage, it's what you do with it that makes it lethal. Bubba can down multiple survivors instantly making it one of the most lethal, but how helpful is that when the survivor is on the opposite side of a pallet or window?
the most truly lethal abilities in DbD are the least lethal, stuff that ends chases or hunts survivors are more effective then others, which is why Nurse's Blink is so devastating in the right hands, because it both helps hunt and end chases.
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@StarMoral It's cause Legion's ability constantly hits multiple times and helps him do everything.
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I wasn't here for the stream, but assuming it's like other battlepasses, I'll say this
I'm fine with these as long as they give us some opportunity to earn the premium ones for free if we complete the free one, to reward players who play a lot.
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Your last choice is to get him to kill you asap. Less BP, less Emblem points. Don't even get into a chase.
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Am I meant to know you?
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@Peanits said:
The former wouldn't quite work. Having them in preset places allows for some control at the very least. You can manually place objects like bushes and barrels in front of it to hide it from certain angles. If you just place it close to any object, there's no guarantee that it'll be hidden at all. Sticking it up against a tree might mean that you can't see it from one side of the tree, but from any other angle it would stick out like a sore thumb. Beyond that, there would be a bunch of buggy locations. A totem could spawn behind a hook in an inaccessible area, making it impossible to cleanse, for example.
Perhaps a better system is a scoring event that's judged depending on it's environment.
For example, a valid spawn location would have a score of 3. Depending what's obscuring it, it earns a set number of points. have 2 props blocking it? 2 points. In a cornfield? 1 point. It has a spawn location.
The example isn't perfect, but this would add the totems to the procedural generation more then memorable spawns
Edit: Forgot a solution for the glitch spawn, perhaps a basic ai could be coded that's only job is to get into the spot where it can be cleansed, and this ai is used to test spawns as the game loads.
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Where the stream's set, it's 11:25 am
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If you camp, you guarantee a kill. and 3 gens lost
If you don't camp, you don't guarantee a kill, but you put pressure on the survivors, drawing the game out, allowing you to hook the survivors till you hit either the slowdown snowball or the death snowball.
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The reason they're boxes is because the font doesn't support the languages. If they didn't make the font, then they can't alter it, and thus cant do it themselves.
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SWF's make it to red ranks cause they have higher survival times, which is more time to be doing gens and the like.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/497498#Comment_497498
Why do they always listen to those survivor babies....
As a killer main, I'm fine with this. While it is annoying that they eat the hit and run, I'd be ######### pissed if I lost a phase because someone thought it'd be funny to unhook me while the killer's swinging.
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I feel like he'll get a rework that'll make him viable, but not fun.
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Animations have priorities. The hooking animation has a higher priority then the stun animation, thats why you cant blind-save while the killer is hooking.
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It was probably just an experiment. Either that, or the engine is putting the file in, who knows.
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@Groxiverde I completely agree. If a survivor DCs, we should get full percents on what they could give us (ex, 25% of our chaser, all hooks worth etc)
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Start tunnelling him. Make the game unenjoyable for him, and just enjoy the BP he gives you. Once dedicateds come out it's gonna be a lot harder.
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I usually extend when I tap, 5 seconds instead of spam.
Na, I'm joking. I usually either power through it or knock ruin out
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I never get DCs, except when I run tombstone piece myers (honestly, who needs the full tombstone? 1 kill is enough to snowball the game.
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If you want haunted grounds to go off more, switch thrill out for ruin.
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When I meet those guys I just reply "Oh look, it's the guy who didn't have the balls to save his friend. Boohoo, maybe next time, teach your friend how to last longer then ten seconds and not run into me. After all, if he lost to me, an apparently ######### killer, that goes to show just how much you used him, and how you need to bait your friend to escape."
Alter as required depending if they died, if they were SWF, etc. Don't respond after. As someone who used to be toxic in games, this really leaves toxic people empty.
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An active totem is a totem with a hex perk assigned to it
A trapped totem is a special kind of active totem that's created by Haunted grounds, which when cleansed exposes every survivor
A dull totem is a totem with no perk assigned to it. It means nothing if it's broken (unless you're running NOED, which needs a dull totem)
In short, a dull totem is a totem with no perk assigned, so theres nothing special about them.
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As @Bbbrian2013 puts it
> You can tell this by looking at all of the spotter related add-ons he has. If you're looping at all with ghost you're likely not playing right
From what I can see, he's meant to be a killer that's supposed to end chases before they start, rushing a survivor and downing them before they can start a chase. Add to that, he has stupid second hit potential if he misses his chance, since he can stab ######### twice in a row. Add stab recovery perks to him and it's basically an infinite exposed.
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- Know which maps are good/bad for your specific killer. An easy example of an incredibly bad killer map for most of the cast is Haddonfield, where most killers will struggle due to the existence of semi-infinites in houses, buttloads of open windows, and balanced landing exacerbating the issue.
I figured this out the hard way. 16 ######### corn maps in a row with Myers, pass game 3 I've been using map offerings and I just get ######### coldwind over and over, and only with Myers.
quick edit: The streak is still going, this isn't just my longest streak (though at this point it's also that)
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I'd like for them to switch up objectives from generators sometimes. Maybe some games it's generators, maybe other games they have to find relics through the map and put them on pedestals. Other games it's a simple game of hide and seek, and perhaps one where the survivors have to find the hatch which changes location every 10 seconds.
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Does selling stuff from my steam inventory count? If so, about 10 bucks, if not, only 5.
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I'm fine with it as is. Nurse is loretically the first killer of the Entity's domain, it'd make sense that she should be pretty powerful.
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Well, the chapter's called the Scream chapter presumably,
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I want 2 screenshots
- A screenshot of it equipped with the pig
- Everyone's reaction after a game when using it, wondering why you're using a pigoffering on the pig.
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You need 2 iridescent tokens, and 2 gold tokens minimum i believe, as well as all sacrifices.
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I main Shape, thought I've never seen his movies since I can't find a copy of them anywhere, though I know the basic story and I have to say I love that classic stalk and slash style.
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It's a counter by trying to become the target. Having an aura gives you away, and the killer will most likely go for a survivor they can't lose when they have exposed. Basically, it's a risk to run unless the killer is already running exposed perks or Evil Within, but if they are it lets you act as a distraction without much more of a risk. It's a soft counter that uses exposed in the survivors half-favor to be bait.
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> I don't think this Perk would counter Exposed. I'm not sure that this Perk would be stronger than or even equal to the Object of Obsession Perk.
@List_of_concerns The point isn'nt meant to be a proper counter to it, but rather become the target of the killer, thus keeping other people hidden and safe while you (hopefully someone good at chases) use the perk to draw the attention of the killer, utilizing the exposed perk in your favor as a bait.
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@Traslogan said:
I personally get peeved as I main The Shape, and no amount of aggression defeats a cornfield stopping your stalking whilst they can still see you. It's a nice challenge, but not at the frequency lol.
I do feel there could be a system where it checks the latest maps the 5 players have been on, and it works out what they've played the least between them, thus trying to keep map frequency balanced.
I know your pain. I got ######### coldwind 8 times in a ######### row, despite using map sacrifices every single game.
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While I think they are interesting, they are definitely gamebreaking against Michael and the upcoming killer (no spoilers :P), but perhaps it should be more like mettle of man. Using these, I've come up with more fair perks.
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Perk 1: Paranoia
When on the edge of danger, you become paranoid, heightening your senses.
When suffering from the exposed or mangled status effect, see the killers aura in an 8/12/16 meter radius. You cannot see survivor auras except if they are in the dying state or hooked.
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Perk 2: Final wishes
Your friends deserve all the protection you can give, even if it means risking your own life.
When you take a hit for a survivor while exposed, Earn 1 token. When you have 3/2/1 tokens, the next time you are hit while exposed, instead of going to the dying state, go to the injured state, unless already injured, and gain the Deep Wound status effect. The perk deactivates after being used.
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Perk 3: Eyes on me
You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.
Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.
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Posted something in the wrong tab and can't delete it, so here's some filler text.
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I like this, though perhaps for Vigil these effects can be ignored while in his radius, with exceptions to exposed and exhausted.
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- The spawning of the gates not so close.
- Survivor Solo buff open the gates 5% faster.
- Killer can not see the aura of the gates. (only temporarily equal to the survivors)
- if the killer closes the hatch the survivor solo will have another option besides the gates he can open the hatch also only with twice the time it would take to open the gate. So the killer can not just camp at the gates
1. This is already in the works. While I hate that it's going to be a thing as a killer main,I have to agree it's an important change
2. No. Gates open fast enough as is. Just gotta outwait the killer. He'll check, then start heading to the other gate, which gives you more then enough time to open it (unless they spawned together, in which case see 1.)
3. This severely reduces the killers ability to patrol the gates, which most of the time is already a problem without "Remember Me"
4. The point of closing hatch is to force endgame collapse, which auto-powers the gates. Refer to 2.