AhoyWolf
AhoyWolf
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- AhoyWolf
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@Nilis said:
https://forum.deadbydaylight.com/en/discussion/comment/1668733#Comment_1668733
oh wow thx. I wonder why so many people knew this. Maybe they've all seen streamers or youtubers doing this before.
I learned it by accident. I checked if the Killer had a mori and then pre-crouched because I wanted to meme with Urban Evasion, and boom, I could teabag.
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I think Demo just needs a slight change to his portals, be quiet while Undetectable and an add-on pass.
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When the camera is rotating press the escape button (on pc) to enter the menu where you can see offerings and names of the Survivors, then go back to the game, now you can teabag and click your flashlight, congrats!
Side note, also works on Ghost Face.
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I hate the cooldown they slapped on her, but it's not that bad, the addons tho... I don't want to be mean but why does she have 3 bp addons? Only one of them doesn't hinder you...
Also with the two cooldown addons you can almost play like the old Nurse.
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I want a beast Killer, a Werewolf would be amazing!
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They made Bubba stronger because he was trash.
He was only good at facecamping, so they made his chainsaw actually usable while in a chase and at loops.
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I agree, his POV actually gets higher when carrying a Survivor, would be cool if that was his default POV, because corn and tall grass are nightmares...
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Sounds like great changes, by "cooldown" add-ons you mean the Rulers or the Fatigue add-ons?
I would also remove the penalty for successful attacks while not in Feral Frenzy. (The 50% power gauge penalty)
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I think that all tips need to be looked at, for example DBD mobile gives you tips against face-camping Killers.
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I love the Hag skin
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Windows of Opportunity and Any Means Necessary.
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If the map was slightly smallet I would like it much more!
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The Ultra Rare Tombstone is pretty meh, with it the Myers basically can't catch up to you if you loop him, also it takes him forever to get to tier III, just avoid being stalked, use Spine Chill, hide behind corners do everything so he can't stalk you, same applies to the Ultra Rare hair addon.
Against the Very Rare Tombstone tho, that needs a nerf imo, but with it he can't kill more than 2 Survivors I think.
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So you mean when they "disarm" a trap, they get trapped in it instead?
That sounds cool!
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Sounds ok, I would rather just make part of Kindred base kit tho, the Survivor reveal part.
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@Szarman said:
FATIGUE
Now fatigue lasts for 3 seconds (before 4 seconds)
Power gauge
- Feral Frenzy power gauge now recover for 15 seconds (from 20 seconds)
HITTING A DEEP WOUNDED SURVIVOR WHILE IN FERAL FRENZY
- Decreases the survivor's Deep Wound timer by 33% (5 seconds)
- Depletes your entire power gauge and ends your power immediately
MISSING ATTACKS
Missing an attack while in Feral Frenzy ends your power immediately but doesn't deplete it. ( So if you missed an attack when you had 50% of your power, Feral Frenzy ends but you save that 50%)
KILLER INSTINCT
- the Killer Instinct Notification will scale up/down depending on how far the Survivors are.
- Killer Instinct is now radius based (not terror radius based) so oblivious and undetectable status effects won't ignore it anymore. Killer Instinct radius is 32 meters
DEEP WOUND
- Reduced the bleed-out timer to 15 seconds from 30 seconds.
- All killers can see the amount of Survivor's Deep Wound timer
ADD ONS
RULERS
https://us.v-cdn.net/6030815/uploads/2PTI4E8T02LD/linijki.png
- Reduces Feral Frenzy recovery time by 2/3 seconds. (From 2/3.5 seconds)
pins
https://us.v-cdn.net/6030815/uploads/WEROPO8CL0TA/bez-nazwy.png
- Hitting a Survivor highlighted by Killer Instinct while in Feral Frenzy applies the Blindness/Mangled/Broken Status Effect for 60 seconds.
- Hitting a Deep Wounded Survivor while in Feral Frenzy applies the Blindnees/Magnled/Broken Status Effect for 60 seconds
Killer instinct adoons
https://us.v-cdn.net/6030815/uploads/GWQC5YNBWWL2/pills.png
- increases movement speed while in Feral Frenzy by 0.1/0.2/0.4 m/s
- increases vault speed while in Feral Frenzy by 0.05/0.1/0.15 seconds
duration addons
https://us.v-cdn.net/6030815/uploads/03W2AIF9RXXK/duration.png
- Increases Feral Frenzy duration by 1/1.5/2.5 seconds
Fatigue addons
https://us.v-cdn.net/6030815/uploads/R79PD3RWU2KI/cooldownall.png
- Reduce fatigue of Feral Frenzy by 0.2/0.3/0.4
blades addons
https://us.v-cdn.net/6030815/uploads/TLV5C78J79C6/blades.png
- Increases Survivors' mending time by 1.5/2.5 seconds.
- Survivors that are affected by Deep Wound status effect have they Generator repairing, Healing and Sabotaging speeds slowed by 5%/10%. This effect persists for 25 seconds after completing the mending action.
stab wounds study
https://us.v-cdn.net/6030815/uploads/PC4B2Y8ZGFI5/64px-fulliconaddon-stabwoundsstudy.png
- When you are in Feral Frenzy you gain the Undetectable Status Effect
- This effect persist for 10 seconds after finishing Feral Frenzy
Frank's mixtape
https://us.v-cdn.net/6030815/uploads/C5QYWKKTT1DG/64px-fulliconaddon-franksmixtape.png
- The Legion can start Feral Frenzy when the gauge is charged above 10%
iridescent button
https://us.v-cdn.net/6030815/uploads/I7360JXC300E/64px-fulliconaddon-iridescentbutton.png
- The Legion's Terror Radius affects the entire Map.
- Killer Instinct Detection range affects the entire Map
- Any Pallets you vault are immediately broken.
fuming mixtape
https://us.v-cdn.net/6030815/uploads/IN1SSTUC6ADE/64px-fulliconaddon-fumingmixtape.png
- While using Feral Frenzy, the Repair Progression of Generators can be determined by the intensity of their Auras.
- Reduces cooldown of Feral Frenzy by 1.5 seconds while outside of a chase.
@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1660908#Comment_1660908
Tunneling one person even with Frank's mixtape won't be the best tactic on him. He is not 110% movement speed anymore. At least The Legion won't be punished for hitting a survivor which doesn't make any sense to me. Is it really OP? When Old Legion was there most people thought that Legion without Frank's Mixtape or exploiting the bleed out mechanic wasn't a really good killer. Survivors right now when Legion is in fatigue in most cases make as much distance as possible. With shorter fatigue that would make them to drop pallets, use windows more strategically.
Also Old Legion fatigue addons:
- Cold Dirt: -0.75 seconds
- Joey's Mixtape: -0.5 seconds
- Julie's Mixtape: -0.35 seconds
So as you can see i nerfed these addons pretty much :)
I hope you are at least a bit more positive to this changes :)
https://forum.deadbydaylight.com/en/discussion/comment/1660689#Comment_1660689
Also thank you for your comments guys :)
I will give a full review of your rework. :)
Fatigue changes: Just yes.
Powergauge changes: Yes.
The DW hit changes: I'm don't like this change, probably because of old Legion and because Legion's power just ignores every defense in the game.
Missing Attack changes: Yes.
Killer Instinct changes: I don't have any problems how the current KI works, but this sounds ok. (Also I think the KI bubble scaling isn't necessary)
Deep Wound changes: Yes.
ADDONS
Recovery Addons: Since the cooldown is so low I don't see a reason to buff these addons, I would even nerf those because Feral Frenzy can now be lethal.
Pins: So basically the old pins with mixed with the new ones, I think that's cool.
KI addons: Sounds fun, Legion is the only Killer without movement speed addons. :(
Duration addons: We need that .5 at the end!
Fatigue addons: Like I said, not the biggest fan of those. (Also where did you found the old values? 👀)
Blade addons: I hate those addons tbh, I never use them, I like the change tho, maybe they could make the Survivors unable to work on anything until they mend?
Stab Wound Study: Sounds good.
Frank's Mix Tape: No, This would make Legion broken again, since you made FF lethal.
Fuming Mix Tape: Pretty good, I would also make Legion able to see Gen auras while KI is active. (But that probably is a bug with current Legion)
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I don't mind the Doctor, I just don't like the type of Doctors that just spam their shocks.
Legion gameplay is basically free first hit and then you need to hold m1 for 12 seconds (or more), after that the Legion are just boring m1 Killers...
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@SunderMun said:
The only thing I don't like about this is the idea to revert the loss of gauge when hit by successive FF hits; that needs to stay away as an add-on only, imo. The rest...I love, and have begged for, for so long.
@AhoyWolf Nurse can shorten her fatigue below 3 seconds with add-ons, and noone complains about that. Atm, Legion's power isn't lethal and yet has a larger cooldown on its usage than her base kit. That said, if fatigue is reduced to 3 seconds, I probably wouldn't be fussed about cold dirt and the Joey's Mix Tape having completely changed functionality; I don't even use them in the first place since they feel like they change nothing to begin with (legit, I think it's been bugged since the rework)
You could easily make his power lethal with the both cooldown addons stacked, having 2.3 seconds cooldown is not much, just look at the addon combo when the Legion had the 3 second fatigue.
Also OP suggested to make their power lethal again, which I'm not the biggest fan of tbh.
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I would just scrap the fatigue addons, since the base fatigue got decreased to 3 seconds.
Having shorter fatigue than 3 seconds would be kinda op imo.
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@TheShocktor said:
Really gonna move my discussion because you don't like my opinion? Wow these admins must be survivor mains
You made a suggestion, and suggestions belong to feedback...
Don't even try to make this into Killers vs Survivors.
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@Ryan489x said:
another tiny suggestion: two steps into a wall should not count as a dash to charge a lethal dash. I see and hear blights doing this all the time.
You mean when the Blight rushes into a nearby wall and then does a lethal rush to hit a Survivor?
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Sometimes the collision works too well and sometimes not at all, I also find my self sliding on some objects, like those snow piles you mentioned, but sometimes when near an object I hit an invisible wall...
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Can u please show me a screenshot?
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@GoshJosh said:
Link to said numbers and such, please?
https://forum.deadbydaylight.com/en/kb/articles/243-4-3-0-ptb
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1649414#Comment_1649414
We.. only have seen him in the Ghostface reveal trailer, did we not?
there was interaction between Legion and Carl??
@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1649414#Comment_1649414
Legion stabbed him? What?
Carl is in the rift video for legion, as the cleaner I think.
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@arcnkd said:
Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.
Imagine Freddy with all the Gen slowdown perks and addons, that's a pain.
The same goes for Survivors if they use every second chance perk they have.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1648237#Comment_1648237
Maybe, but how do people sabo without using dead hard to stop them from getting downed?
Sabo early, not just before the Killer's face, also depends on what are u using, if Saboteur, sabo early, if sabo toolbox with sabo speed addons, you can take some time.
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Probably just seeing things, if you get hit the sabo should reset, and if it doesn't then it's bugged.
Maybe they just instantly clicked the button again if I think about it tho.
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Probably not, I would say that Doc is in a really good spot right now, he's powerful, but not op.
I agree that for a new player it can be hard to go against him, but you will learn, don't camp pallets, even throw them early sometimes.
You can hide in lockers, to prevent him from making u scream.
I agree that Docs can be kinda annoying when they spam shocks tho.
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@zoozoom6 said:
i love your lock of hair change
im not sure what vanity mirror needs to be usable but maybe that's it.
don't touch scratched mirror its perfect as is
ew3 needs much better buffs than that maybe wraith's cloak movement speed?
while having a built in use power button is always nice if you are looking at a suirvivor that is not downed you are probably at a good spot to use your power.
5% for actions is nothing.
ew1 stats are fine maybe less evil to get to ew2
Thank you!
I want to make it at least usable, decreasing the movement speed debuff to 110% from 108% sounds a bit better.
Since the movement speed got buffed to 110% in EW I, I reduced the movement speed back to 105% when using Scratched Mirror, so it's basically the same as we have now.
If EW III had the same speed as Wraith, that would have been kidna broken. (btw Wraith's base movement speed while Cloaked is 126%)
I gave him the button to remove the need of managing the stalk to 99%, so it works like Oni's power bar.
It's better than nothing I would say, I just wanted to make tiering up slightly more threatening.
That could also be good, but I chose the movement speed because I wanted people to also use EW I, not just to get to EW II as fast as possible.
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@Moundshroud said:
Well, the reduction for the Vanity Mirror cannot be the same as the Scratch Mirror. They are very different. The Scratch Mirror's wall hack has a MUCH better range. Why would anyone take the Vanity? There would have to be a greater difference between the two, i.e. the Vanity becomes less Rare to reflect it shorter range.
Maybe there is a bit of misunderstanding, Vanity Mirror in my change decreases the movement speed to 110% and Scratched Mirror to 105% (So it's the same Scratched Mirror as the current one we have), I should have probably written that there...
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@Suvakita said:
https://forum.deadbydaylight.com/en/discussion/comment/1647277#Comment_1647277
I just realized I put the discussion in the wrong topic, and now I can't even delete my post 💀
You can't, but you can ask a mod to move it for you.
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- This is never going to happen, why block their only objective? They are just doing their objective efficiently, spreading out and doing Generators alone is the most efficient way. (Maybe as a perk, but as a base mechanic I can't agree) I would suggest to make another objective instead, other than only Generators, I would also make Survivors spawn together and further away from Generators.
- Never going to happen, people just want to play with their friends, why remove that? (Not every SWF are toxic tryhards, and don't even tell me that everyone you go against are toxic sweaty SWF squads...)
- Yea, and then Insidious camping would become a really good strategy, stealth Killers would have a blast. (I agree that DS needs changes, but not this one)
- Updating the Crouching animations doesn't sound bad, it is kinda goofy.
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The Blight is extremely good at starting the chases early and has the best map pressure in the game thanks to his mobility, also he's pretty good when Survivors travel between loops.
Perks
Dragon's Grip: It's great on stealth Killers, also kinda counters Generator tapping.
Hex: Blood Favour: This perk is not good at all, if Survivors are smart they will just travel to another tile, also it's a Hex with a cooldown...
Hex: Undying: His best perk, with this your Hex perks can last the whole game! It's really good with Hex: Ruin.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1642922#Comment_1642922
It will pretty much do nothing regards the grind.It's just a small QoL change,unfortunately
It would actually slightly increase the grind, because the previously rare perks would now cost more at tier 3.
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@ClickyClicky said:
Slippery meat + luck offerings = 4 x deliverance guarenteed, no unhooks required.
I’ve messed about with current slippery meat and luck offerings/perks and every single time I try this build I get off the hook. When its buffed its going to be very powerful.
The developers balance for solo and SWF is the elephant in the room to them.
I would say that It depends on how much of a chance increase is it.
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I had an idea for Second Wind buff to be kind of like self BT.
Healing a Survivor for 1 health state activates Second Wind, after being unhooked you will be instantly healed to healthy and SW deactivates. (So like Adrenaline does)
While Second Wind is deactivated, heal other Survivors 10/7.5/5 % slower.
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@[Deleted User] said:
I've only played a few games with it (I can't really play DbD anymore, I'm kinda burnt). I got one down because of it, and it was because the person forgot (or didn't know) that it was added and they stayed at the pallet for a half a second mid-break.
The stun's like a normal pallet kick so I don't really see it being OP. Useful yes, OP no. I'd still like turning on a controller to be looked at.
I made a Dwight dc because I destroyed a pallet right next to him.
With more testing I did, I would say it's more of a time saver change than a chase tool, still nice tho.
It's just a bit funny that a stick can break pallets, the animation needs some work tbh.
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@ShrekTheThird69 said:
Well it honestly seems ok to me it's not like the addon where you can break on the first rush, you actually need to be in a leathal rush to do it.
Seems more like a way to destroy walls and dropped pallets while you are traversing the map, not very good for zoning either but still doable.
After some testing it seems more like a slight time saver, so I think it's ok.
But the animation looks really weird...
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@Mooks said:
It’s not a nerf but a bug fix. It wasn’t intended.
if it was an intended feature, survivors would just learn and adapt to the skillchecks, so nothing really lost here..
I'm really angry and sad about this change, Iron Maiden at least could save you some time when some poor Dweet jumped into the locker, also it countered flashlight locker saves. :(
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@thesuicidefox said:
I agree, it made sense as part of an add-on but not as based kit.
Also the change to Compound 21 doesn't fix the underlying issue with the add-on. It either needs a rework or a cooldown.
Or maybe they could revert it to 16 meters and 6 seconds, but it would only activate on the last slam, like his insta down ultra rare addon.
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@[Deleted User] said:
Blight is extremely mediocre against good players. This change makes camping and pre-throwing pallets carry the risk of being zoned. He had too much low risk braindead counterplay. Still needs his flick and POV adjusted for him to be good.
I think that his POV got slightly changed, I just played him and I could see better, but maybe that's just me.
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@[Deleted User] said:
It's on Lethal Rushes, so I don't think that's going to be overpowered. In fact, one of the worst things when playing Blight is when the survivor finds a pallet while you are rushing, camps it and just drops when you are about to attack him. This will make him a little more powerful on loops.
Yea, it probably wouldn't be that bad.
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@Rin_is_my_waifu said:
Yeah it's so overpowered. There isn't a single killer who can do that.
*Cough* Billy, Oni, Demo, Bubba *Cough*
Well, nobody said that it is overpowered, I just hope it doesn't become overpowered with his mobility.
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@SpasticLlama said:
https://forum.deadbydaylight.com/en/discussion/comment/1635844#Comment_1635844
Hello there AhoyWolf! Thank you so much very taking the time to give me feedback!
The Entity's Sight: I think you have the wrong. This perk is meant for the KILLER and not the survivor lmao.
Justice Will Be Served: Fair point. I guess SWF would abuse the crap out of this perk. I will change it.
Annihilation: This perk is meant to be powerful. Of course, to balance it out it requires a sacrifice which takes time. Also, neither the Killer or survivors can touch it. That means the Generator wont regress giving the survivors an advantage but also for the Killer since it cant be finished.
Technician's Trick: I added that feature because if not the perk would be pointless.
EX: You activate this perk, Killer kicks the Generator and it gains a 10% bonus progression. Killer notices it doesn't regress. Kicks it again. The benefits of the perk would then just diminish.
Enraged: Yeah that perk combo would be disgusting lmao. Perhaps it would grant a long lunge but also a decreased cool-down for missed/successful attacks?
Elusive Prey: Im glad you like it! Perhaps the terror radius activation would be a good idea.
Stamina: Im seeing a pattern of people despising this perk already lmao. I really do like the idea. Ill just lower the duration then.
Tough as Nails: I understand what you are saying about second chances for survivors. I will look into it!
Thanks again for the feedback and it indeed did help! :3
Insidious Phantasm: Could you elaborate further on what you mean? The intention of this perk was to make survivors waste time by THINKING they see a Hex perk when in reality it was a dull totem. The cleansing effect is meant to add more of a threatening effect for the perk
PS: I just reworked some of them! Check them out! :3
Oops, Sorry, I thought for some reason that Entity's Sight was a Survivor perk, probably because these conditions like 'Stand still for X seconds' are mostly for Survivor perks, but if it is a Killer perk, I think that's a still really good idea!
I really like what you did to these perks! The changes are really good!
I would like to mention tho, I really like the new effect of "What's Up Danger", but maybe it could again be too overpowered, especially against slower Killers or just basic m1 Killers, maybe you could remove the tokens when getting hit instead of when getting hooked, that would probably be more balanced. (Also I would personally decrease the speed boost a bit, maybe to something like 2.33%, so it gives the same amount of speed like Hope at 3 tokens)
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I really like some of these ideas, but few of them are really unhealthy and broken, I will start with the ones I like!
Elusive Prey
I really like the idea of this perk, confusing the Killer, something like Pebble and Red Herring.
But instead of a "cooldown" I would rather give it an activation requirement, like Pebble, stay in the terror radius of the Killer for 55/50/45 seconds to activate it maybe.
Enraged
Sounds like a fun perk! But I can imagine the combo with Brutal Strength, Spirit Fury and Enduring, could be kinda unfair.
The Entity's Sight
This one is really interesting, giving vision for mobility is a really cool idea! I never saw something like this before! But I would change it a bit:
While Standing Still, press and hold the Active Ability button for 4 seconds to activate Entity's Sight.
While Entity's Sight is active:
- You hear the whispers of the entity and your vision is completely blackened.
- You suffer from the Oblivious Status Effect.
- You can see your Survivor teammates in white aura if they're within 64/96/128 meter range.
The Entity's Sight will deactivate after you start to move again.
Reasons for these changes, I think that with the range, the timer and the cooldown it would be really weak, so I made it so you're completely oblivious to your surroundings, but get to see your teammates forever if you don't move at all, would be a great solo perk! (Hope you don't mind that I changed it a little bit more)
Annihilation
This perk would be so good, just block the gen with the most progress, but I can imagine that with some perk combos it would be kinda broken, or when playing as Freddy or a Killer with high mobility, or if the Killer is going for the 3 Gen strat, but otherwise I really like the idea!
Now the Perks that I don't really have strong feelings about or are straight up broken.
Hex: Insidious Phantasm
I think that this perk wouldn't be that useful, the effect of making dull totems look like Hexes sounds fun, but I'm not sure if it should be tied to a Hex, also I'm not the biggest fan of the secondary effects.
Stamina
Could be really broken, just Sprint Burst away and get some extra distance for 12 seconds, not a big fan.
Tough as Nails
I think giving Survivors more second chances isn't a good idea, also I think this could be abused, just farm your teammate with Borrowed Time, fast vault when the Killer is really close to you, boom, free escape with basically no consequences.
Justice will be served
I really like the effect, but I realized how it could be abused by SWF or just normal sabo gamers in general, I would probably just reduce the range to 24 meters, then it could probably be less abusable.
Technician's Trick
Making The Killer unable to kick Generators could be really broken, I don't think this is a good idea tbh.
I hope my feedback is good and helpful. :)
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Alert
I think that Alert in it's current state is really underrated perk, I think it doesn't need any buffs, the problem is that it gets overshadowed by Object Of Obsession, or at least I think that.
Any Means Necessary
Yes! I would decrease the cooldown even more! Maybe something like 90/75/60 seconds?
Babysitter
This sounds like a very interesting idea, basically like borrowed time but it actually hurts you! One question, if the unhooker is injured and the unhooked Survivors get's hit, will it put the unhooker into the Dying State?
Buckle Up
I still think it's pretty bad tbh, I would change it like this:
- See recovery progress of Dying Survivors at any distance.
- Heal Dying Survivors 11/22/33% faster.
basically Botany Knowledge for Dying Survivors.
Beast of Prey
Sounds really interesting, but imo kinda unhealthy at the same time, most people would just wait for bloodlust to kick in, but I really like the idea!
Blood Echo
Again, sounds really good! I like it!
Bloodhound
I think that making Scratch marks last longer would be kinda messy after a while , maybe make it so the blood can now show on near walls where survivors ran, that could be cool.
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@IshinSolarc said:
My opinion on nerfs:
- Unhooking yourself to use DS is pretty rare, so it's an unneeded change
- Reduce skill check size is ok, but it's no that good chance either, good players rarely miss skillchecks.
- Reducing DS duration is good overall.
- Deactivating DS after recovering is okay, it will nerf the combo with Unbreakable.
My opinion on buffs:
- Decisive Strike going 3x slower is easily abusable, survivors can force a chase state if they keep following the killer.
- [Decisive Strike being able to use multiple times] U w0t m8? This is not happening.
- Decisive Strike not creating a obsession in the start of the trial is okay.
- Increasing stun duration is bad, 5 seconds already punish killers by a lot since the survivor will get a lot of distance already.
Overall I feel that Decisive Strike abuses are still viable, which is the biggest problem at the moment, and the buffs you said are mostly game breaking.
Thank you for the feedback!
And yea, if I think about it more, some of the buffs I suggessted are little too strong.
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@Waheed said:
Use it multiple times? This guy clearly doesn't play killer, or understand 1 time let alone 3 more from all survivors that use it waist way to much time of the killer. This post is so braindead
I love people that just blindly assume that people are unable to play both sides...
Maybe if you read my post more I made it work multiple times because you aren't tunneled just once, also I made Decisive Strike stronger when getting tunneled and weaker when not.
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@Go_Go_Roboto said:
OP: *Makes DS rework post*
Everyone: "But how would you change killer perks or it's not fair"
???????¿???¿
Exactly, I guess you need to change something for both sides at the same time to be taken seriously...