Akumakaji
Akumakaji
About
- Username
- Akumakaji
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@I_am_Negan said:
He needs a new mori is what he needs.
Uncloak inside a survivor, don't show the mess, just imply it via gory sound effects.
-
@lachenstars said:
https://forum.deadbydaylight.com/en/discussion/comment/3142061#Comment_3142061
Very unique idea! But forcing survivors to interact with TVs would be way too strong IMO unless they significantly lowered the passive condemnation gain or even eliminated it. Maybe instead of preventing work on gens or slowing gen progression within active TV ranges, the number of active TVs gives Sadako a buff. Every TV that is on gives her a 1% speed boost to breaking pallets, with an additional 1% if all TVs are powered. I'm not sure exactly how fast Nemmy or Bubba break pallets, but Wraith's Shadow Dance add-on gives him 60% breaking AND vaulting speed when cloaked. I was going to say that holding a tape could even give that survivor a boost, but that would speed the game up too much. If gens were 5% slower if the corresponding TV was on, that might be workable / give a meaningful choice. Or when teleporting, survivors on that gen get a difficult skill check. If they miss it and are forced off, Sadako doesn't have to spend time kicking it.
I am just throwing out ideas and brain storming. Actual fine tuning and number crunching can be done ny the guys and gals that get paid for it, but I wouls actually love to see one of my ideas realized :)
-
I actually don't want to kill the mood of dbd anymore and always advocate for more cool then funny stuff.
-
Just a thought: what if Reassurance didn't stop skill checks from the struggle phase, while still stopping the timer? Survivors being held hostage wouls have a way out and hanging in there was not a surefire way and it still would be better to unhook a survivor on deathhook sooner than later.
-
Just change Kindred to being usable in both hook stages and give everyone a symbol showing that it is in use.
This way Kindred is the free version that's more a "Fire and Forget" type of weapon used once to eek out a bit more gen time, while Reassurance is the manually activated one that can be used over and over again.
EDIT: I am actually a bit surprised by Reassurances infinite usage if you tandem witjh a single other survivor.
All perks with a similar big impact on a timer had much longer cooldowns, like Trail of Torment (80/70/60s CD), Dragons Grip (120/100/80s CD) or Blood Echo (80/70/60s CD).
I understand that the outcry for a solution to camping was big, and also needed, but I think that Reassurances CD is way over tuned. Even with 60s CD it could be used by two survivors in tandem to get an infinite if played perfectly, but this at least would give the killer some kind of disruption opportunity.
-
@lachenstars said:
But what can we do to fix her weaknesses?
- TV cooldowns are too long. 60 s after Sadako uses a TV / 30 s after a survivor turns off a TV seems reasonable to me. Adding a few more TVs per map would be incredible and not crazy, when compared to how many lockers the Dredge gets to use. The balancing act is making interacting with TVs rewarding enough (encouraging survivors b/c they can take away Sadako's power) but also dangerous enough (because having condemnation stacks is risky). Right now there is a huge reward for very little risk.
- Demanifesting is Sadako's only reliable chase power, as it can be difficult to teleport mid-chase, assuming her nearby TVs are available. With buffed Condemnation she can remain a standard M1 Killer with a side objective as built in slow-down. But if possible, a nice change would be that she is not stunned by pallets while demanifested. To keep her stealth power unique, instead of a speed boost after manifesting perhaps killer instinct within X m could be a reasonable way to improve her chase potential. More TVs in general, with more uptime, would make her teleportation easier to use mid-chase.
- Condemnation needs to be a relevant secondary objective that survivors cannot just ignore all game. When compared to Pig's Reverse Beartrap boxes, Pinhead's Chainhunt, and soon the Dredge's Nightfall, Condemnation does next to nothing to prevent survivors from sitting on generators. Nightfall is not exactly a secondary objective but a significant time period where the Dredge's powers are buffed and survivors have limited visibility.
A. Passive Condemnation builds within X m range of any TV. Even if survivors ignore TVs, passive Condemnation build up will ensure that at least 1-2 time(s) during a match they will have to remove a tape and insert it in another TV across the map.
B. Ring Drawing add-on could be base kit. Spreading Condemnation stacks through healing helps build pressure on survivors to interact with TVs instead of their primary objective of generators. An alternate change would be that getting rid of your 3 stacks of Condemnation actually spreads those stacks to other survivors. As suggested by Dowsey, this seems thematically appropriate as showing others the cursed tape was the only way to save yourself.
C. The UI could show the level of Condemnation stacks better for Sadako, as it is information that could influence who she targets next. In addition to this quality of life change, Sadako could gain buffs / survivors be debuffed at certain levels of Condemnation. That way, Sadako can benefit from Condemnation before her mini Mori. Examples could include: 1. Survivors work on generators X% slower with each stack. 2. Survivors become hindered upon reaching X stacks. 3. Sadako can Manifest / Demanifest X% faster after X total stacks on all survivors. 4. Upon reaching 7 stacks, a survivor becomes exposed. These are just examples.
It feels like the Dredge is Sadako but better. While I don't believe she's terrible, the direct comparison definitely underlines her many weaknesses. She doesn't need a complete rework IMO (like being able to walk through pallets while demanifested) but right now survivors can hold a lot of her power hostage at almost no risk.
Aku's Sadako Solution:
Link every gen to a TV set. Let Sadako's curse protect the gen from being worked at while the TV got its tape.
This forces one survivor per gen to take the tape, keep taps on their condemnation, maybe wanting to hold on to a tape till the gen is done, before hauling it over half the map etc.
And in the same vein, Sadako gets info which gens are being worled at, but can't teleport to that gens. Maybe add a couple of extra TV sets sprinkled on the map.
I would also love to see her TVs cooldowns be lowered a good bit, as it's hindering her a lot.
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3141655#Comment_3141655
There shouldn't be the possibility to be carried by a passive power in a PvP game.
Opinions, schmoopinions.
-
@Man_of_triangles said:
At least a third of the killer roster was explicitly designed around camping.
Sorry, but such a blanket statement is just a big load of BS.
You could argue that Pyramidhead was designed around tunneling, for his awesome one/two/three punch (hooking/caging/hooking), but even that's not entirely true.
-
Butterball would be so lit.
BTW, I guess I am one of the only full bloddied outfitted Pinheads out there. I am not THAT good with him, but steadily improving, as I like his kit.
I always wonder if the full bloddied cosmetics don't get noticed at all, or if it helps to demoralize the survivors 🤔
-
@gatsby said:
Having a way for teammates to extend the hook timer if a Survivor is being camped will essentially eliminate the camping play-style.
Reassurance will essentially fill the role that BT used to fill prior to the mid-chapter update. A perk that can get big value if at least one to two Survivors bring and use it well to the point where it changes the flow of the match.
All Reassurance will do is that most trials 1-3 survivors will play with one less perk against me.
But what if a small but vocal group of survivors will demand a secondary effect for Reassurance, because "potentially getting no value out of a perk is no fun. What if the killer doesn't tunnel?"
I personally see the same as the Shattered Hope dilemma: if you really care about Boons that much that you dedicate a whole perk slot to countering it, then you gotta life with the fact that you will play whole trials without getting to use it.
EDIT: also, using Reassurance with Rebecca 100%, nay 1000% needs her to give the hooked survivor a Thumbs Up. Its practically mandatory, or this perk is trash and should burn.
-
@GoobyNugget said:
I think we all know what a creepypasta is, it's a short lil horror story made for some spooks. But if a Creepypasta got into DBD, what would it be, and how would it work? There's some popular stories like Jeff The KIller, or maybe The Rake. Slenderman could work, but at this point I don't think he counts as a creepypasta, more as his own thing. I could see Jeff being more of a legendary skin for Legion since, they're both just edgy teens with knives.
So, thoughts about any creepypastas coming into DBD?
Edgy Teens VS OG Edgy Teen, GoobyNugget.
I just came here to say "duh, Jeff the Killer is just an edgy teen with a knife, ie maybe make him a Legion skin", but OP beat me to it. What a Ninja!
-
While we are at it, I think that we should add "degradation of wriggle meter while slugged" back to the game.
Sometimes there is just no viable option for the killer to hook a survivor and it really sucks.
-
@Pulsar said:
Damn can't believe someone is defending the Legion Moonwalk.
But it was just soooo much "fun" (for me) while it lasted. Please bring it back UwU
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140893#Comment_3140893
I love the fact that 3-4 maps make it into both lists.
So it's "balanced".
-
For real, every single time I make a mental note of the like "keep an eye out for that P16 Feng/Yui/Claudette", they turn out to be a total potato.
Just play the game, ignore Prestige.
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3141541#Comment_3141541
It's still time to react, often Demos will charge their power at a pallet, but running to the side of the pallet can avoid the Demo's Shred. It takes time to pick up on that stuff, for both sides to learn strategies and counter strategies. Often I just use Demo's Shred as a zoning tool since most people know how to counter Shred.
The very best about Demos Shred js that it makes running the shack 93% unsafe. If you charge it and release once you are in the door, you will literally always hit the survivor vaulting the window. You just need to get the timing right. So satisfying.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3141087#Comment_3141087
But if you play solo, how many survivors that refuse to do gens are needed? Can survivors adept to the point where they can win a 3v1 in a game designed to be a 4v1 on equal skill level? And if they can win, they would surly win with 4 survivors, i would argue at that point matchmaking is not working.
You have to distinguish in this game between swf and solo, because its vastly different.
I mean, are you just a survivor that thought you had skill, too, or are you adepting and winning? Your last sentence seems to imply you win not that much.
Thats the point, swf can and should be able to handle this shifts, solos have your survivor experience, even if they adept, because you cant adept for the whole team.
If you face enough survivors who do this, as a killer you will quickly rise in MMR and face groups who actually know how to play the game and who give you a run for your money. You will quickly forget that this patch actually happened, but enjoy way more fair games then before, because DH has no longer a stranglehold on the game.
On the survivors side, you either adapted and play with mostly good survivors vs good killers, or you don't and then you might languish in MMR hell, forever to be doomed to die on your first hook while being repeatedly slapped by a NOED wraith at 4 gens, while 2 other survivors run circles around the hook and the Claudette self-heals in a bush.
-
@Anniehere said:
My friends and I had a hard time adjusting to the new changes. After many games we eventually adapted and learned how to play better. Honestly, not much has changed, but you have to play more carefully and smarter now. I admit that these changes helped me to loop a little longer and how to manage gens better.
The game is fine, the slow down perks are a bit too much - but still playable to go against.
This! This! F-this!
On the low skill level killers have always dominated, because the survivors are scared of their own shadow, don't know how to loop don't know how to evade the killer , don't knoe how to disappear and don't know how to counter all the powers.
But at the higher skill curve basically nothing has changed. DH hasn't its stranglehold on the game and its mechanics, but besides that gens still fly (slightly slower), god-loopers loop the killer to death and beyond and bully squads can still bully, albeit a bit more mindful and careful.
Before the patch an escape was somewhat of the default outcome of a match, unless the survivors messed up, now its more of a coin toss if both sides know what they are doing. And that's def. not a bad thing.
I am not fazed in the slightest that camping dies in about 2 weeks, I actually welcome survivors wasting 1-3 perk slots countering a tactic that I just don't use regularly against them.
My only slight fear is that some salty survivors might be pretty vocal about the fact that you could be running Reassurance without getting any value out of it and demand a second ability to it while Shattered Hope (and now BBQ to a lesser extent) had this problem since the start. But whatever, I don't really mind that much.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3139730#Comment_3139730
I love playing as Scratched Mirror Meyers. It’s just too bad you can’t finish his daily ritual with it where you have to level up Evil four times. 🫤
Only 89 more tier-ups and I am finally one of "The Man in the Bush"!
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/334425/when-is-spinning-being-removed-then
I think it was declared to be unintended, and they tried fixing it, but survivors claimed it made movement feel terrible, so they reverted the change and then said they were ok with it.
Survivors always want another second chance. It doesn't matter if they messed up, or were outplayed, or were caught in a deadzone. They still want some way to maybe avoid a hit, and the fixed movement made it difficult to do that. It absolutely exploits console's awful camera turn rate, aim dressing's camera yank, and killers' terrible FoV. If these three killer problems were fixed, then 360s wouldn't be an issue.
The angry and infuriated killer main in me wants to whole-heartedly jump yo your side! But then I thought that cutting corners, quickly changing directions and bamboozling hunter via turning is THE way of prey animals all around the globe. So as the apex predator its our job to laugh at this feeble attempts to preserve their life's and see through their deceptions in order to strike true.
So in my book, spinning, while embarrassing if it works, is exactly what a survivor should do against a closing, vastly overpowering opponent.
-
@ThatOneDemoPlayer said:
My game keeps on crashing whenever I get an RPD, Coldwind or Springwood Offering
Awww... Too sad that this bug is very widespread and pretty consistently.
-
@steamed_hamzzz said:
The new Dead Hard is fantastic.
It’s still a great perk in the right hands that provides essentially the same “third health state” that old DH provided, only now with plenty of counter play, not the un-counterable ‘DH for distance’ of old.
Now the perk rewards skill full play, precise timing and plenty of mind game potential e.g holding onto it while waiting for the killer to anticipate it and vice versa
great work devs
Yes! I wouldn't have believed you if you told me so before the rework, but BHVR pulled off the unimaginable: they broke DHs strangelhold on the game, nerfed it and yet didn't "nuke it from orbit" or "nerfed it into oblivion", but indeed trransformed it into a fair and fun perk.
It still is the only exhaustion perk with on-demand activation and it can get you out of the pickle should you be caught out in the open and out of position, but now its not a "fire and forget" type of activation, but needs skill, knowledge and, yes, a bit of luck. Perfect.
-
@Nirgendwohin said:
the funny thing is, even if the whole team brought cake, you get tunneled and facecamped.
I was Pyramid Head and while loading into the game I saw that we had 4 Flan offerings, so I decided to try for 8 hooks and not sacrifice anyone, but not throw the game or farm.
The map was Coaltower and the survivors were pretty good and gave me a run for my money, but non of them played in any toxic way, so there was no t-bagging after vaults, no flashlight clicking, just pure, good gaming. At one point I tunneled a survivor so that I could hook her a second time, and that gave me the opening I needed to down and hook the last survivor, who had eluded me all game, because he took an (unneeded) protection hit.
During the EGC I downed one of the survivors on deathhook (well, all were on deathhook at that point) and hauled him over to the gates. Here is the post game chat, which really warmed my stone-cold killer-main heart.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138388#Comment_3138388
Actually Breakdown probably works basically as well in solo queue as it does in swfs since it’s a totally passive effect that doesn’t require special communication.
Breakdown is one of the perks that I always ended up using on my underleveled survivors when I had to use on for a daily ritual, and while it never actively won me games it always seemed to irritate the killer and throw some kind if wrench into their machine. Albeit they never seemed to be THAT irritated or tilted that they tunneled me out just for playing this perk.
So its some kind of perfect soloQ addition.
-
@dugman said:
I was thinking about this in another thread, but since Scourge Hook: Pain Resonance is currently one of the top five most picked killer perks based on the aggregate site I follow I’m a little surprised survivors haven’t reacted by running Saboteur or Breakdown more often. Both of them are basically direct counters to Scourge Hooks in general. Saboteur is more like a scalpel you have to actively use to break a Scourge Hook right before it’s used, while Breakdown is passive but is almost guaranteed to trigger (unless you never get hooked in which case you might have won anyway) and when it does go off it gets rid of that used Scourge Hook for a whopping 3 minutes which is a really long time! Imagine if all four survivors ran Breakdown versus a killer using at least one Scourge Hook, they could easily be completely cancelling its effect after a hook or two for most of the match, not to mention also maybe sometimes creating hook dead zones where the killer simply can’t reach a hook at all.
Of course if the killer doesn’t have a Scourge Hook then both those perks aren’t as useful. But given that Scourge Hooks are at least as popular as Boons in terms of perk usage I find it funny more survivors haven’t specifically included an obvious anti-Scourge Hook effect in their loadout.
Please don't give them survivors the wrong kind of ideas. 😥😥😥
Sincerely
A Scourge Hook fan of the first hour
-
@Huge_Bush said:
I’m just trying to do my killer challenges. If I get them done I have no problem with farming and letting them go, but……if there is a map offering (Especially RPD or Garden of PeePee) challenge be damned, I’m going to tunnel out the first person I see and end he game asap so I could move on to the next match.
I cut them some slack is they send me to Crotus Pren or the Yamaoka Estates, as these are pretty okay and survivors normally don`t send you there with a plan, but just because they wanna use an offering or havn't seen those maps in a while.
But literally any other offering and the kids gloves come off!
-
Three different comments, three times MoM.
I think we are on the right track.
-
Old Mettel of Men.
Legit third health state, no dilly-dallying or beating around the bush.
-
Nah, for me its most often false positives.
When I see a double digit prestige survivor I make a mental note to keep an eye out for them, but for every one of them looping me good there is two others who just fall for each of my mind games and end up on the hook once, twice, trice.+
By now I don't give any f about p-levels anymore and just play.
-
@RatbasterdJr said:
Playing as blight..
first 2 games of the night - survivor pops game offering.
second game - swamp..
third and fourth game - lerys.
Gues I’m not playing blight tonight because it’s been miserable maps so far. 😂
I remember that time I tried to tackle one of the Trapper tome challenges ... I played the Eyrie three or for times that night, even two times in a row. It was sooo awful. At one point I even had a ball rolling by trapping both windows in the main building. I had downed one survivor and trapped two others, but I just couldn't capitalize on that and they never stepped into any more traps that game.
Overall Trapper is a really sad boi, but the Eyrie with him is pure torture. And one of this days I will have to summon up the energy to finish "catch 55/100 survivors in traps". God, that one is the most miserable grind achievment out there. I would very much chuck another 1000 hatchets or be the man in the bush for another 300 tiers then catching just 10 more survivors in traps.
-
@ChurchofPig said:
Pinhead would like a word. Yes I agree Hag is awful in solo queue, however I'd argue Pinhead is just as bad. In solo queue you have to assume whether or not someone is going for the box. More often than not, if you aren't going for the box no one is going for the box. So the options against Pinhead becomes, you have the box, you deal with chain hunts, or Pinhead has the box. That is straight up awful and annoying. Maybe it's only my experience against Pinhead in solo queue, but I'd rather face Hag than Pinhead any day of the week if I'm in solo queue.
My objective as a soloQ survivor facing Pinhead is always to escape with the box. I am addicted to the "Seeker of Pleasure" score event ;D
-
@PaintedDeath said:
The Desperate attempt to figure out how I'm supposed to win, the throwing everything at rhe wall to see what sticks, equipping Left Behind because it was your best hope for escape. Good times.
The absolute bloodbath. The dizzying power fantasy. The all you can eat buffet. So much fun.
Sadly I can only upvote you once.
The day the patch dropped was the most surreal experience in DBD I ever had. All the "lulz git gud, DH is just a perk" and "just bait it out, you obviously did't outplay them. Duh." evaporated like thin mist in the morning sun, while survivors gameplay crumbled and ripped like wet toilet paper. Everything was topor and paraliysed for a day or two and us killers just walked wideeyed through the all-you-can-kill buffet and wondered what happened. Was this just an increase in 10% of our power? Orararararara!!!
At the higher end of the spectrum the really good players woke up pretty fast and within 1 1/2 days things were already normalizing with me seeing the first, weak t-bag and by day 2 the survivor community had exploded into full on experimentation mode and everything could and would happen. Red Herrings, never before seen exhaustion perks, Bite the Bullet, This can't be Happening, everything was possible.
And my survivor games were strange, too. Everyone was running around like a scared chicken and I legit finished 5 gens myself that one game. It was just unreal.
-
@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138690#Comment_3138690
Agreed, I actually was excited when I came across an Oni running ruin/undying yesterday.
That poor Oni must have bonked itself over the head to get that confused. Horrible stuff :V
-
I had proposed this idea a few times here on the forum and generally people liked it. So here we go:
At the start of a match all totems are dull totems and your hexes are sustained by The Entity and fully work for a set time, like 1:30min or 2min. After this time has elapsed The Entities protection is lifted and the hexes spawn on any available dull totems, starting with the most left Hex in your loadout.
This has the following effects:
1) you are guranteed to gain some value from your totems and can`t have them cleansed literally within the first minute of the game.
2) it doesn't prevent survivors from interacting with dull totems, ie they can cleanse them for Inner Healing/Overzealous or set up boons.
3) You can even "do bones" and go on a Hex-countering cleansing spree.
4) Hexes and full hex builds become more viable, without losing their risky part. You can still lose it all, potential 1:30min into the game, when The Entities protection is lifted, but at least you got a fair chance to use your hexes.
-
@jesterkind said:
Oooh, I like this. This'd also serve as a nice sideways nerf to Circle of Healing without impacting the other three- they're all ones you want the killer nearby to get full value from, to varying amounts, so the killer knowing where it is wouldn't be as big of a deal.
Definitely something that could be tested.
Oh! That's a cool aspect that I didn't think about,thanks for pointing that one out.
Indeed, this couls indirectly help to get some value out of Exponential or Dark Theory in "the time waster" build.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138292#Comment_3138292
Yeah, I said something similar in another thread the other day. Having a lot of pallets isn’t an issue as long as most of the pallets are gameable. I think Dead Dawg Saloon for instance is pretty good in terms of pallets, a lot of them can be gamed out. The problem comes when you have too many pallets that are totally safe, not just the overall number of all pallets.
I don’t think “many” maps have too many safe pallets, honestly a lot of maps are probably fine as is in that regard. The new RPD looks like an example though where they currently have two god pallets in the same main room on the stairs. Even though that’s just two pallets, those two being that close to each other in a central area is problematic, and there are beyond that probably one or two other god pallets elsewhere. I think if they remove even one of those two pallets on those stairs it would possibly be ok in terms of the pallets at that point.
So basically a map having 1-3 god pallets is the right range, beyond that is too much. You could have any number of gameable pallets though since those all can end in the killer’s favor if they outplay the survivor.
I also hate the perfectly greedable palettes. Some of the irregular round and rather short loops with a palette are basically infinites. I have had survivors loop me there, who could run the loop perfectly, while I didn't gain any distance on them.
Greeding palettes is already feeling like such a timesink, but this few nearly infinite ones are atrocious.
There is also the garden fence with a palette in the middle right in front of the main building in Garden of Joy. If you don't break that one you will never, ever so much as catch up a little bit to the survivors. Haddonfield has a similar structure alongside one of the houses, too.
-
@BenOfMilam said:
I give it if they ask for it by not struggling after pick-up or by giving me their item. Otherwise, I just kill them since it's much faster.
Oh yes, I totally forgot about that condition! It's a bit arbitrary, but if I make it super obvious that I am giving you hatch by letting you wriggle off while I turn in a circle or stand in a corner and you don't do the frantic "thank you" tbag and gift me your item, but just zoom off, then I'll do my best to hunt you down and hook you.
Show some respect and be polite.
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138055#Comment_3138055
What does basement add to the game that doesn’t encourage camping and tunneling?
(hint: the answer is nothing and it’s an outdated mechanic that should be removed)
What does the window and palette in Killer Shack add to the game that doesn’t encourage bullying and tormenting the killer via near infinites?
(hint: the answer is nothing and it's an outdated bandaid to the fact that survivors would not set foot into the shack that should be removed)
-
I sometimes gift the killer a kill when playing survivor and don't go for the rescue during the EGC. Sometimes this gift exceeds all expectations and the killer gets a 3k. So wholesome :>
-
@Nathan13 said:
I used to give survivors hatch but not anymore.
Tell us your story!
-
@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3138696#Comment_3138696
Dark theory increases movement speed by 0.02m/s.
Those scenarios are non-existent to ultra rare
From the killers perspective there are a lot of situations were a survivor juuuuuust barely vaults through a window or drops a palette and escapes by the skein of their teeth.
In theory via Dark Theory this situations would happen more often, but that's the problem with this perk, ie it's such a minor effect that you can't verify in any way that the killer whiffed because of it.
I think boons like Dark Theory or Exponential should have a bigger radius, but BHVR wanted to have one size and one set of rules for all boons. While that's somewhat nice, it also limits design space and makes some boons strictly worse then others, no matter the situation.
Or what if some boons worked a little bit like hexes? You boon a totem and you get a certain effect, no matter were on the map you are.
Hexxy Boon: Exponential - Boon has 1/2/3 tokens. When you go down while it is lit you gain +100% recovery soeed and can pick yourself up, using up a token.
Hexxy Boon: Dark Theory - up to 1/2/3 survivors can interact with the totem for 7s. Afterwards their speed is increased by 2% so long the totem stands.
-
Give some gameplay incentive to promote going for hooks instead of just kills and give the killer some benefit for NOT tunneling the first poor sod out of the game but also not hurting themselves by doing so.
Give the killer a mini basekit BBQ and show them the farthest away survivor for 3s and give them a +15% speed boost for 10s to get over there, as long as they stay out of chase and 15m away from that survivor.
Have The Entity eat 5% of every gens progress and/or block all gens for 10s once you "hook everyone for the first time", "2 hook everyone" etc. but maybe also give the survivors a permanent +3% gen repair speed every time the killer hooks a survivor within 45s of them being unhooked.
-
It depends on some factors. If I am grinding out the last pips of Iri 2 or 3 I usually can't spare any mercy, least I miss my pip by that.
But if I am already Iri1 for the month or am in the lower ranks, I usually give the clast survivor the hatch once I asserted my dominance and made clear that I won, ie I either down them or corner them at the door, wounded and they do the submission t-bag.
My reasoning is that a 4k might sound nice, but all it does is raise my MMR even more, leading to sweatier games for just a handful of BP.
So normally the last survivor can go, but they lose that privilege if they tilt me during the trial via clickety clicking, t-bagging at every opportunity or being obnoxious by vaulting 10x in a row.
-
@Kira4Evr said:
I honestly don't think basekit-BT will ever be like, balanced or whatever (idk what else to call it xd). Because there are places where 5 seconds does literally nothing, but there are also places where 5 seconds is more than enough.
And it is supposed to be, as the name might suggest, the absolute baseline. It gives you a fighting chance were you otherwise would have absolutely non. If you want to secure unsafe unhooks as your playstyle, then just equip Borrowed Time - The Perk!
EDIT: I am just responding to ideas in your post, not attacking you. Just wanna clear that up in case I sound somewhat condescending or whatever ^_-
-
What if they are running Inner Healing or Overzealous? This perks might compete with CoH, but they are totally viable and need cleansed totems as ammunition.
Also don't rule out the occasional NOED that might get canceled outright; I did pull of a few of those single-handedly, just to proof the point that you can "do bones" without much of a detriment to the team or "basically throwing the game".
-
@TarunCosmo said:
https://forum.deadbydaylight.com/en/discussion/comment/3137948#Comment_3137948
Username checks out.
lol
It's all for show, though. The dude ks reformed and sanctioned and is now wholesome as they come. But pssssst, don't tell anyone!
-
@OldIronKing said:
I don't think The Game is a bad map for killer.
Some people also think that breaking 28 palettes in a single match is fun.
Some people also think that Nurse isn't in need of some nerf or rework or that Blight alchemist ring is totally fine.
Same energy.
-
@tippy2k2 said:
So I have way too much time in this game. Like....waaaaaaaaaaaaaaaay too much time in this game. Like....waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay...
(I have 107 days, 11 hours, and 7 minutes according to my Xbox right this second)
My highest prestiged character is level 9 with the rest of them falling between 3 and 6 for the most part
I just never really bother to prestige but I'd like to think that I'm a pretty dang good survivor at this point...
I now want to wreck your face soooooo much! Figuratively speaking, of course, as you are one my favorite forum peronas here.
Luuuuuv <3 *smack!*
-
@JPLongstreet said:
We most certainly do not need additional reasons to dodge. It already wreaks MMR and hurts lobby times too.
So giga chad lobby dodge move is to just close the game once he offerings are shown.
-
@playhard said:
see their prestige, the higher their prestige the harder game will be. You will be looping so long.
For a while I thought so, too. But it's just dedication to a single, digital model, nothing else.
I got all killers on P3, a couple on P9 and about half the survivors on P3. If you were to pool all that into a single character, it wouldn't make me any better at playing them.
So while I always make a mental note of double digit prestige characters, they usually commit the same mistakes as everyone else. Just don't give a fuzz about prestige and just have fun.
