Akumakaji
Akumakaji
About
- Username
- Akumakaji
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Here we go:
Nurse becomes a standard 4.6m/s killer. Her power is centered around stealing survivors breath. This is a targeted ability and "thrown" when she concentrated on her hand and retrieves the stolen breath to her.
When successful she will have to hold her own breath, gradually slowing down her speed to a minimum of 4.2m, she can take a breath again by tapping her alt power button, returning the stolen breath to the survivors.
While their breath is taken away survivors are exhausted and they cant fast vault, and maybe don't vault at all once nurse reaches her slowest speed.
The idea of new nurse is to somehow go down her old secondary theme of "taking looping away from survivors", without being as oppressive and breaking the game in twain.
-
@geni said:
https://forum.deadbydaylight.com/en/discussion/comment/3098598#Comment_3098598
Exactly what im saying, i wanted to try trickster's and the pallet block from blight hexes but its too much risk for low reward
That's the thing. Hexes have this tagline of "high risk, high reward", but how things are right now, they are stupidly easy to find and it's quite literally a "high risk, low reward" thing.
During the CoH upheaval it was often suggested that killers should be able to destroy snuffed totems and I vividly remember the outcry in this threads "Nuuuu! If my perk could be rendered useless after just a few uses I would never run it!", whilst killers were living with way worse odds and realities since 2016 :)
Many hex perks could pretty much changed to global perks with some kind of kill switch, like the new Corrupt Intervention, but that would also destroy the neat idea of the totems.
One general idea that I have been suggesting for a while here every time it came up is this:
Hexes take effect immediately at the start of the trial, but they won't light up totems yet, as The Entity is supplying them with power. 1min (tweakable number, could also be 1.30min) into the trial the hexes will be transferred to any available dull totems and light up as usual.
So if the survivors were running Inner Healing, Overzealous or booning, they could very much reduce the available number of dull totems below your Hex perks and the rightmost slotted hex perks would fizzle out at this time. No matter what, this way the killer would get a guaranteed active time for their totems, while not sabotaging any of the survivors perks that interact with totems. I think that this is such an elegant solution and I wish so hard that someone at BHVR reads this and gives it a try.
-
@GoshJosh said:
I’m a survivor main, and while I will say that I completely disagree with the new speed penalty (it’s supposed to be a “perk”), I actually am bothered by the perk completely negating crow alerts and screaming all trial. Just like old Stridor negated old Iron Will. I don’t like when perks from either side hard stops perks from the other side (Spies from the Shadows, Infectious Fright, Iron Maiden, and Deathbound in this case - along with Doctor shocks and Clown gas). But I’m not sure how to find a middle ground between totally stopping crow alerts and screaming or not doing it at all.
Maybe it could have a lengthy cooldown to stopping alerting crows and screams.. like 90 seconds? Just thinking out loud here. And of course remove the unnecessary speed penalty.
I like your way of thinking... Hmm how about this: Calm Spirit still prevents 100% of crows taking flight, but in the case of spies it gives you a 50/50 chance with each notification. This should be disorienting enough that the killer can't rely on their spies, but still get the occasional notification.
On the plus side, give he Calm Spirit User a notification when a Crow ratted then out. This way no side gets their perks invalidated, but stey still somewhat counter each other.
-
@geni said:
So, old Undying used to work like this: When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process.
That means that hexes perks could be cleansed more than the currently 2 times, it was stupidly overpowered while paired with old ruin as it was 200% regression and didnt got disabled if a survivor was killed, making it almost impossible to cleanse it and to do gens even against bad killers, in fact undying was only nerfed due to it being busted paired with ruin, but now that ruin isnt that strong because it regresses generators 4 times slower than survivors repair speed it could be considered balanced.
Pentimento wouldnt work with because undying needs intact dull totems in order to work and pentimento needs cleansed dulls.
With this change i would too suggest to transfer the "The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you" to Shattered Hope so it doesnt become useless if there are no boons in the trial.
Hmm. This are some pretty good ideas and musings. I would love to give this a try, as I always was a fan of hexes in theory, but never got much usage out of them in the current meta.
-
@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3098574#Comment_3098574
I didn't need you to be my cheerleader and I don't need you now. When I see something that isn't right, I speak up. You can cringe all you like.
Well, you do you, I was just trying to help.
Bye.
-
@Clockwork_Enigma said:
https://us.v-cdn.net/6030815/uploads/QEGPZCSHKT0D/image.png
Seen above is an image of most of the Killers in the game--this does not include The Clown, The Cenobite nor The Dredge, as Clown is disabled and I have not bought or unlocked the latter two. I will update this if screenshots are provided to help get the three fitted in.
The following is a list of Killers based on the heights I could determine from the image I've created. This will take into consideration character height approximations as if they were all standing straight:
- The Executioner
- The Nemesis
- The Demogorgon
- The Wraith
- The Artist
- The Doctor, The Plague
- The Trapper
- The Shape
- The Cannibal, The Deathslinger
- The Huntress
- The Oni
- The Twins
- The Blight
- The Hillbilly
- The Nurse, The Ghost Face
- The Nurse is this low since her height was adjusted as if she were on the ground.
- The Trickster
- The Nightmare, The Spirit
- The Hag
- The Pig
- The Onryo
Note that if we take into consideration the heights from the chart, Demogorgon would be next to Oni, Artist would be next to Huntress, Blight next to Freddy and Spirit, and Hag at the bottom.
As far as their heights in the game is concerned, here is what they are officially. Bold is whatever my list conflicts:
Tall
- The Trapper
- The Wraith
- The Hillbilly
- The Huntress
- The Shape
- The Doctor
- The Cannibal
- The Clown (not listed)
- The Plague
- The Demogorgon
- The Oni
- The Deathslinger
- The Executioner
- The Twins
- The Nemesis
- The Cenobite (not listed)
- The Dredge (not listed)
Average
- The Nurse
- The Hag
- The Nightmare
- The Pig
- The Spirit
- The Legion
- The Ghost Face
- The Blight
- The Trickster
- The Artist
Short
- The Onryo
And this would be the height list if it were just more accurate than it currently is, taking into consideration my list above:
Colossal
- The Executioner
- The Nemesis
Very Tall
- The Wraith
- The Doctor
- The Plague
- The Demogorgon
- The Artist
- The Dredge
Tall
- The Trapper
- The Huntress
- The Shape
- The Cannibal
- The Clown
- The Oni
- The Deathslinger
- The Twins
- The Cenobite
Average
- The Hillbilly
- The Nurse
- The Nightmare
- The Spirit
- The Legion
- The Ghost Face
- The Blight
- The Trickster
Short
- The Hag
- The Pig
- The Onryo
You want to know what spurred this on?
The bird woman. The bird woman spurred it on.
Pretty cool! Thanks for your effort!
Dayum, Oni is massive, but Nemesis is such a unit! And ma boi Pyramid Head is just the tallest of them all, I love him :>
Pinhead is also pretty tall, I think, and you can often see his white, bald head poking over every loop :P
-
@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3098553#Comment_3098553
You haven't shown respect for OP yet. You need somebody to tell you again? You waiting on an invitation to do the right thing? People are here congratulating this person and you're off crying to me about how you shouldn't have to apologize.
Dude! I was really on your side when you started your crusade, rooting for you and thought "woah, what a cool and wholesome guy!", but you crossed the cringe line a couple of posts ago and just keep running.
Just drop the matter, mate. Trust me on that, by now you're only making a fool out of yourself and helping no one.
There are other battles out there that are more worthy of being fought :)
-
@HugTheHag said:
Unrelated to the patch, but I had a Feng teammate running Sprint Burst and Lithe yesterday.
I mean, I have seen a few survivors running Lithe +Balanced Landing, and I can understand that you might want to have the option, especially with BL not giving value in each chase, BUTVis it technically possible to get usage of Lithe without setting off Sprint Burst, first? :P
-
@JakeCannon said:
So I'm super new and still happy about it but I just got my second red rank in a row for killer!(for me since patch I've only had 3 quick and easy games) . Just patting myself on the back lol
Don't listen to the jaded peeps here, be happy for your achievement! Good job, keep going!
Reaching rank Iri1 will net you +1 Million bloodpoints on August the 13th and reset you back to Ash1.
As you get better at killing survivors you will raise your (invisible) MMR number, though, and eventually be matched with tougher survivors, until you have to REALLY work for your pips and you'll be living in constant fear of depipping due to a couple bad matches :P
People always say "rank means nothing and is just a measure of the time you invested since last rank reset", but that is only partial true, since you won't automatically rank up just by wasting time, you also need to play good 5 times in a row or more.
So have fun on your journey and don't stress about it too much, but enjoy the pretty Iri colors.
-
And then the survivors pellet stun the Terminator and just t-bag him.
-
@Ryuhi said:
I feel like Jaws could be reimagined as a street-shark style of killer and have it work pretty well. Basically have him burrow like Demo but have it be more on demand instead of needing to set up portals, he can't see anything underground except for areas he can resurface but gets killer instinct and can only surface in areas with enough room (so not at most loops) and uses his tracking power to offset the fact he'd basically be an m1 killer. If he can get someone out in the open he can hit them while resurfacing as well, and survivors can see his fin when he's underground. No global noise but makes a local one when submerging and surfacing. Also leaves behind debris at the last few surface/submerge spots to give survivors a warning he used his power there if they didn't already see/hear it. also ofc heartbeat is replaced by the iconic music while submerged, going into a stinger as he surfaces :D
most importantly I just love the idea of a street shark in DBD, and Jaws is our best bet :3 This would probably be a nightmare to make work on multifloor maps tho lmao
Look up the D&D monster Bulette, also known as the landshark. It had been a thing for at least 40 years, now and it's glorious.
With the upcoming Dungeons and Dragons movie in 2023, lets hope that they get it at least decent this time. Dbd/D&D collaboration 2023 confirmed.
-
@lemonsway said:
I partially agree.
The only way for me to understand the DS change is because of OTR, they didn't want survivors to use OTR and DS together as that would make for a very very strong anti-tunnel but also would give Survivors a free 3rd and 4th healstate they could abuse and put a Styptic or MoM on top. DS was already changed to cancel because of Conspicuous actions so it wasn't the ah you can't touch me weapon that it used to be and that was fine. Still very popular but not longer abusable by survivors so i don't get why extra nerfs.
In the end OTR now deactivates with Conspicuous actions aswell and can't be used if you have to Mend so the extra nerfs to DS just seem poorly thought out. Maybe they were done just to keep the "Meta Change" label.
A DH change was absolutly needed but was the change they did the right one? DH was opressive in every scenario. E for Distance was the worst feeling for a killer. Knowing you've outplayed, out spaced a Survivor but the Miracle of E denying a killer of all the work is something absolutly demoralizing and worse is that you have to expect dissapointment everytime you wanted swing at an injured survivor.
Hacks for Auto DH were running rampant aswell which just inflated the whole scenario to an even higher height.
As good as no more E for Distance feels it heavily limits the useability DH now has.
I'd simply remove the invulnerability aspect of DH, so that if you hit someone at any point they go down, this avoids the moments where you hit them but DH saved them from the hit and gave them distance.
By removing the Invulnerability, aka the 3rd health state, you could still get a down even if a survivor used DH. If they screwed the spacing, they'd get hit and go down but good use of DH would still reward you with a longer chase.
This way you don't double punish killer, if they hit you go down but if they don't hit then survivors gets the distance they deserved, would it still suck for killers? Yes but only if they couldn't hit but it would be more punisheable to survivors who use DH as the 3th health state. Which in my eyes was the majority of Survivors because the majority of survivors don't use DH with a plan, they just panick and DH, which led to killers not hitting or hitting but not counting cause it had invulnerability.
Instead BHVR went for full 3rd health state and screw Distance.
We never tested "Old" DH vs killer buffs. We never tested No Invulnerability DH vs No killer Buff and we didn't test No Invulnerability DH vs Killer Buffs.
Who knows, maybe DH not giving a 3rd health state would still make the perk valuable for good survivor players who plan to use DH in a specific scenario and it wouldn't hurt killers who get No Hits when survivors just Panicked E when they screwed up.
Regarding Camping and Tunneling, it's just the way to play if you simply only care about wins. Pulling off 12 hook games is not easy or consistant. It's why TrU3Ta1ent of all people stopped striving for that.
You can't even pull off 12 hooks at low MMR because survivors give up easily, they'll DC or suicide early so imagine in higher MMR where people played in such a mechanical way that it would be impossible for most killers and most killer players to generate enough pressure to have time to get 12 hooks. Even if you get BP for the people that DC you're still missing BP for Hits and Chase length, you're still leaving pallets up to be used by someone else, you're hurting your Emblems and Progression.
The problem with killer buffs is that if you make killers feel nice to play as then you're also making them harder to play against, especially when they decide to get kills no matter how.
This is how Nurse is so problematic, she needs to be killswitched until she's revised. Buffing killers = buffs Nurse AND Nerfing survivors = Buffs killer = Buff Nurse. Nurse essentially got a double Buff.
I'm not a Nurse player, her constant gasping sounds annoy the hell out of me, but if i was one i'd be in DbD Heaven right now, i'd play every second i could cause right now she's possibly the strongest she has ever been or as close to the strongest she has been previously.
Regardless of what you do to killers, Camping and Tunneling will always exist and will always be the best option for Winning matches.
I strive to not tunnel or camp because i want to chase people, i want to create the scenario where i'm strong to chase anyone and everyone, i want to win and i want it to be my way, it's a me thing i get it and the game is not made for me and as such it's not always possible for me to win and to win in the way i wanna win but for me tunneling and camping is either a choice made by lack of valuable information, idk where the other survivors are and what they are doing cause i didn't bring info perks or i missed the info, or cause i desperatly need someone out of the game so i can have a chance at winning so i'll go for whoever i know is on death hook. Tunneling is NOT my default mode.
And the reason Tunneling and Camping becomes a Default mode for so manny players is because they don't want to deal with the struggle that is trying to play the game without tunneling or Camping. BHVR made an effort to make the game more enjoyable to play for killers and succeeded at it but the side effect of that is that there's more people playing killer who aren't that good at killer so they still need to Camp and Tunnel cause that's the easiest way to play. And most of those people were victims of Camping and Tunneling so they know the startegy works, so they will definetly employ it whenever possible. So in the end those who suffered from it will employ it cause they will realise they can't win without it.
Humans will always look for the easy method and the easiest thing for a killer is to tunnel and camp. Chasing is hard cause you need to understand Maps, tiles, chase Perks, etc. IT's the same thought process for Survivors who just pre-throw pallets and shift W to the next. They don't loop, they don't do interactive chases, they just want to get away and be as hard to hit as possible, so they put down the pallet, run to the next and so on. Killers either break the pallets which still wastes time or they go around which still wastes time.
Like i said, people will always do the easiest thing. Shift W and Camping/Tunneling.
Want another example? People hate skillchecks. It's why Old Ruin was so valuable and used, Most survivors would fail skillchecks thus their progess was getting reversed but in addition they were affecting the other survivors aswell, slowding them down because they screwed up. What did BHVR do? Remove the skillcheck part of Ruin and allowed any scrubb to do gens freely which was good for good survivors but was even better for bad survivors, now they don't have to worry about good skillchecks or missing skillchecks, the penalty is much much lower.
I will even concede to the counter argument of Console framerates being bad and affecting skillchecks which made Old Ruin very strong. I'll concede to Consoles getting shaffted, i am originally a PS4 player so i know that experience. BUT when there wasn't lag or framerate issues, mainly before Dedicated Servers, skillchecks weren't such an issue thus Old Ruin wasn't such a big deal to good players. PLUS Ruin is a Hex Totem, survivors spawn on them so much that it was almost miraculous that Ruin ever got so much value that it needed such a heavy rework.
It was reworked with the lowest skill level in mind, like so manny other changes...
To close off my argument, i think the Update did manny things right but as usual BHVR's lack of foresight and proper Testing made for some side effects that could easily be fixed before launch and should be fixed by the next update.
That's a long read, but read assured that at least one forum user read ot all, as I am myself prone to writing essays, rather then short forum entries.
You are right on many accounts and I don't feel right like answering it all, but one thing in particular often crossed my mind:
Why doesn't BHVR introduce more perk classes that either share a common cooldown or a common resource? It works for exhaustion perks, so why not introduce gen regression perks or second chance perks and tweak them in a way that you can't get a big double wombo combo anymore. This is just a hot take on my side, but I am sure that we could work something out.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3097928#Comment_3097928
Because winning the whole game only to lose because someone used a blue shell on you is not fun.
I understand this, but I think its more like handing out red shells if you are on the last couple places.
Losing because the other team just got lucky a drew 3 blue shells right at the beginning and all you get is empty powerup blocks isn't that fun either.
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3098170#Comment_3098170
Thanks for taking the time to write that. I was never a DH person, so none of this matters to me. I used to get confronted by people in groups about why I never ran DH. I was always more of a Smash Hit or Head-On player lol I have fun with those; I can't say I had fun using DH. I also knew the pain as a killer, which may have influenced me against equipping it.
As I hated DH as a killer I made the conscious decision to never use it (with the exception of Adapt David and the two or three tome challenges), and while I died a lot at first, eventually it made me a better survivor, because I learned to loop without it.
So when the infamous patch came along I personally didn't feel much of a change. Yes killer got me more often at very tight loops and gens took longer, but the biggest change were my team mates and how they reacted. You could totally witness the shock and awe that had struck most of the player base and I 100% believe that this was mostly due to the sudden deprivation of DH.
But at least in my killer games everything is back to normal again: survivors slam gens, loop expertly and t-bag wherever they can get away with.
Flashlight saves and unsave unhooks have become a bit less common, though, and not fearing DH every chase was really liberating!
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3098120#Comment_3098120
This is the new killer talking point. How do you know OP even used DH?
Maybe OP did use DH, maybe OP didn't, but DH had an immense stranglehold over the game and influenced everyone in one way or another as I think 53% of the player base total used it and in the mid-high+ MMR bracket it rose even to 75% usage. Yeah, I know, it has been thrown around a lot, but here are just two thoughts that I wan't to throw into the ring:
1) the first hours of the patch, the whole first day, survivor games just crumbled and utterly obliterated at the slightest touch. This probably didn't happen just because killers got 10% buffed, or else we wouldn't have seen this total destruction of the survivors game play, but likely because the rug was pulled from under everyone, exposing to the world of DBD how much of the survivor player base had relied on this perk, the wool was pulled from everyones eyes, showing that the endless debates of "lol just bait it out, its just a perk. Git gud" and "maybe you didn't outplay them. What makes you think you earned that down? Obviously you didn't" probably held more water then many would want to admit.
2) Not every player used DH, and not every player was carried by DH, BUT I would go so far to say that every single game was carried in one way or another by DH. You always had those players who didn't use it and still did well. They either used different exhaustion perks, immersed themselves or just were pretty good at looping and maybe supported their skills with some Windows of Opportunity or the likes. But 3/4 of the player base after a certain MMR bracket used it, and every single game multiple times someone got away, dashed to safety or invalidated a killers clever positioning with DH, and this added up and carried the game, even for ones sitting on a gen.
Since then many survivors have adapted to the new situation and (re) learned how to properly loop without DH and how to play safer. This patch many many important things happened all together, and they don't just add up but sometimes multiply themselves, but I am pretty sure that we had seen shock and awe effect like the first day of the patch, if they had just made the change to DH and nothing else. Maybe not so long lasting or prevalent, but it would have been there.
But this is past us now, water under the bridge. Now we must work together to help our soloQ fellows out and how to combat the camping /tunneling epidemic, and I am a soloQ survivor most of the time myself, btw, as I might identify as a killer main, but I still split my time (and tomes) between killer and survivor.
DH is dead, and I am pretty confident that it will never return to anything like it's glory days, and that's a good thing, but we must let the matter rest at one point and focus on the situation at hand and the future of DBD.
-
@SpaghettiYOLO said:
It's a 4k. I've had dead survivors message me that they won when only one survivor escaped and I'm like no, that person won. You most certainly died and lost. Working as a team is the best way to escape, but running through the exit gates or jumping in hatch is very much an individual thing no matter the situation. I count DCs as Kills as well since the same thing happens if they died on hook or were Mori'd.
I do enjoy the petty salt thrown my way most of the time though. The hoops some people jump through to justify why they did something or what they think is downright hilarious at times.
Best by far are the salty messages you get after the rare, but oh so savory kills when people slightly missplay their BMing at the exit gate, you hit them from the side and you barely manage to pick them up.
They always throw some salt at you of the likes "uwu you couldn't catch me at that and that loop. You are so bad" or "I was only waiting for everyone else" or the best "I just wanted to give you hit so you got more blood points".
-
@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3098074#Comment_3098074
Super random, but there is a Disney mobile game that has Ariel from The Little Mermaid in it, and she has a water pool underneath her so she can be outside of water and be fine.
Maybe something similar can be done here? Like a floating shark, or a shark that is always partially "underwater"?
He will be swimming in blood! Muwahahaha!
-
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3096964#Comment_3096964
as you have a point... some people have actual medical conditions that strain their eyes and cause problems. Some people are very sensitive so "sucking it up" actually physically and mentally hurts them for YOUR fun?! yeah well guess what somebodies health and pain is alway more important than your fun and game. Accessibility options would help this sort of thing and they are working on it, instead of you being a insensitive jerk, why dont you go somewhere else and learn some compassion for people that genuinely cant handle certain things for prolonged periods. The body isnt so simple and neither are mental or physical conditions that you can put people under one category or have everyone have the same reactions and symptoms. people like you make this game have bad rep
This is true. But honestly, if "sucking it up" hurts you really that much, I don't think that DBD would be the game for you, as much as I welcome everyone who wants to give it a try. This game has so much vitriol hardcoded into its DNA that I wouldn't recomment it to anyone with anything but very robust nerves of steel.
-
I will anger all the Dredge mains there by spoiling this well guarded secret, but a smol, underused survivor perk actually counters nightfall HARD, as in all capitals. Its called *drum roll* Windows of Opportunity.
-
Well, what ever the case, this thread once again showcased one thing crystal clear: people have VASTLY different standards and ideas of how things should be handled, be it tunneling, camping, slugging, gen rushing, healing or whatever else. BHVR can literally never win at the game of tweaking DBD, and thats a fact.
-
Don't forget the Rift charm of the surfboard that was used to show that the waters were, indeed, not save.
-
@dugman said:
Windows of Opportunity is a pretty solid survivor perk. Knowing exactly where you can run for safety at any given moment is very useful.
Zanshin Tactics isn’t as useful for killers though since the survivors are the ones kind of steering the chase and the killer is following them. It’s not totally useless but it’s definitely one of the weaker killer perks that I’d like to see get a buff. One idea I like for it is to allow the killer to drop or destroy one or maybe two undropped pallets per match. It would have to be limited to at most one or two or it would be overpowered, but imagine if Zanshin let you, for instance, destroy the shack pallet or other super safe pallet preemptively once per game. It would make the perk kind of useful and fun to use but still not (I think) be overpowered.
That is such a cool idea! I mean, no game was ever lost when a survivor panicked in the first 20s of a match and dropped the shack palette, but it surely made the killers live a bit easier around the shack. Shutting down key loops could be the theme of this perk, so maybe you got 3 charges (1 per level) and each charge allowed you to either destroy a palette or board over a window. Obviously not in chase, but I think this could be a pretty tactical and dynamic perk, especially if you opt to use it later in the game, when survivors already got used to running a certain loop.
-
@foodie said:
Why is everyone suddenly using windows of opportunity? Every match, there is at least 1 person that runs that perk. What am I missing, exactly?
Now that people need to properly loop and can't rely on DH to cover for mistakes, Windows of Opportunity does exactly whats written on the lid: it shows you the precious windows of opportunity of how to plan your chase and identify possible strong loops with ease. It always was a good perk, but now its value just went higher.
-
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3097844#Comment_3097844
Well that teleport ability should be made as basekit. In friday 13th jason is able to teleport around map maybe something like that should be added. But that would kinda make sadako and dredge teleport abilities bit pointless?
Thats were I got the idea. I never played that game but watched a few youtube vids to get an idea of how it plays in relation to dbd. I doubt someone like Nurse, Blight or Dredge would need such a teleport, but a lot of the slower killers could make good use of such a mechanic.
Obviously my ideas are just pretty rough cuts, but I am positively sure that you could easily polish it and make it something cool. If they can't fix the maps, well maybe they can fix the problem with map traversal?
-
I always advocated for a catch up mechanic for the losing side, ie whenever the ratio between hooks and gen done is skewered to one side, like a speed boost to the killer or a repair boost or grund reduction to the survivors, but alas I always got shot down because people apparently don't like the feeling of "getting punished for playing good". I never understood this mindset, as a lot of games of DBD are nowadays decided in the first 2-3min. If the survivors make some big blunders the killer generates so much pressure that they can't possibly finish their gens, and the other way around, if the killer choses the wrong survivor to chase and gets looped for 80s and 3 gens pop in union, then the game is pretty much over, too.
So why is there so much resistance to a mechanic that just makes this totally one sided games more interesting instead of just a stomp fest for one side? Or do people love stomping so much?
-
@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/337758/survivors-aiding-killers
So let me get this straight. You sold your teammate out by abandoning her to die, and you're confused as to why she pointed you out? You made a choice. You opted for the safe route for you, so she denied you that safety. I'm not saying you were in the wrong to prioritize yourself, but you made your bed then you had to lie in it
Wow. Every time I think that I somehow figured this community out, someone like you just pulls the rug out under my feet and makes me feel like a fool. Smh.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3097696#Comment_3097696
Can't agree on everything. That's just human nature. They can address camping and tunneling by fixing maps. You're 100 % correct...It's funny to see so many people recognizing how ######### maps are now...When I've been championing and regurgitating this for the last 6 months to 1 year now.
You can't remove camping, and can only slightly punish tunneling. There's way to many legitimate situations where camping makes the most sense. You cant change anything really. Otherwise it just wrecks player agency and strategy. You can only give incentives NOT to. Which the devs did. Some people just will always camp to get a rise out of people. Tunneling should be punished slightly(again not impossible to or heavily) It either needs to be 5 seconds again. Or 3 seconds for both hooks....I'd go with 5 seconds, because 3 seconds is a joke and gets you nowhere.
Blight needs alch ring and c33 changed. That's about it. Speed is fine. I promise you..As a top 30 something blight main. Any hit I get with any sort of speed boost. I can get as basekit. It just makes it more fun is all.
I've said this a million times. I'll say it again. Range add ons should stay until they really fix maps and reduce huge ######### maps. Until then they're fine. People don't like camping ? They allow me to traverse the map in a reasonable amount of time to my next chase. As annoying as they can be IN chase. IF they ever fix maps. Range add ons should be changed down to maybe 3 and 2 %..Making the distance you get a total of 5 %
Unfortunately the way some killers powers work ....They're just inherently weaker then others. There's no reasonable way to buff trapper or onyro even close to blight and nurse. Other then making better designed maps so you have a chance at hits, and have a chance at getting traps that arnt basement trapper.
You hit the nail on the head. Its practically impossible to fix one part of this whole mess, ie camping and tunneling, without fixing the part thats more often (not always, as some players just wanna tilt others) then not responsible for this. The big maps are a big problem, and low mobility killers have no way to get accross bigger maps like Red Forest. What are they gonna do?
So some while ago we talked about Insidious in another thread and I came up with this idea, which I will copypasta over here in the hopes that someone at BHVR sees it and thinks "wow, lets give this a try".
Insidious - when there is no survivor in the killers terror radius and the killer is standing still for 8/7/6s the killer teleports to a shadowy corner within 24m of a random survivor. After the teleport his terror radius is surpressed for 4s. This effect can only aqctivate once every 120/100/80s. The perk deactivates once all generators are powered or if only one survivor is left in the trial.
This would obviously a total novelty in the game, but it would make Insidious a cool and useful perk that all M1 killers could use and not just basement Bubba. I think the game desperately needs some kind of map traversal ability for M1 killers, something that allows them to haul their butt around.
Another idea I got was a either a buff to BBQ or some BBQ light effect as basekit.
BBQ - the killer sees everyones aura as always and gains a +15% speed boost while outside of a chase and farther away then 20m from the highlighted survivors.
BBQ basekit - when hooking a survivor the killer sees the aura of the farthest away survivor who is a minimum of 24m away and gains a +15% speed boost while outside of a chase and farther away then 20m from the highlighted survivors.
This would give the killer an incentive to leave the hook, while also giving them the opportunity to traverse the map much quicker and pressure a gen they couldn't possible get to in time otherwise.
-
@EntitySpawn said:
Title.
Seriously if people stopped giving up or throwing the game, survivors still have the advantage.
I hate all these excuses people are making, trying to take it to the extreme when in reality people just arent use to having to try and can mess around and be inefficient and win.
It's a pvp game, you're meant to try to win.. if you dont TRY or play BETTER than your opponent you shouldn't win.
Too many people will see a red bar, or a certain killer and just give up straight away, even if the games not unbalanced they will just give up and use the patch as an excuse.
If you're struggling too much you likely got carried to an mmr beyond your actual skill through good teams carrying you or relied on DH. All this patch did is punish those players who was really inefficient and overly depended on the DH distance/mistake corrector.
The fact alone my wins are easier and my losses is always due to people giving up is stupid, I shouldn't be getting someone give up every other game because of their entitlement.
YOU HAVE TO TRY TO WIN, YOU HAVE TO ACTUALLY DO GENS.... expecting to win without trying or playing well is stupid.
(Yes I know tunneling is an issue, but that's not patch imbalances but just a tunneling issue that can be addressed. And people are quitting even before killers can tunnel so they cant use that as an excuse)
Well, by now at least the survivors I play at my MMR range have long woken up from their stupor and are slamming gens, looping like a god and t-bagging me after every second palette stun. It nearly feels like before the patch, but games are still much more fair and fun and I actually got a fighting chance against this tough survivors and catch more of them barely at a vault etc. Also the DH nerf was such a liberating act, its hard to put in words.
But at the other end of the spectrum it sounds like some soloQ players are eaten alive and I feel for them. I still feel like it is mostly a skill issue, as my soloQ games don't feel that bad, compared to what some other players experience. In survivor games it now isn't a given that you escape, but you actually have to throw in your weight and help the team. But if you manage to loop the killer for a good while you will still hear 2 gens popping in quick succession.
I hope that BHVR quickly does something to help soloQ and somehow address camping .. tunneling less so, as its sometimes a necessary evil, but I guess the 5s base kit BT don't do too much.
-
Not any more since his speed buff out of stealth was rolled back and CoH was introduced. No, for real, this killed his entire "hit and run" playstyle and he got no teeth if you play him conservatively.
-
@BenZ0 said:
What is the issue with BBQ?
It has its uses besides providing extra BP in the past, and some survivor players are unhappy with the fact that its still played.
-
Some small addition:
when you are in the bugged out title screen and chose to play killer, the camera will veer to the right side, past the killers model who stands in the stalking position. Briefly the killer will be engulfed by flames and reappear in the neutral position of the killer select screen.
When you chose survivors, the camera will briefly reveal the group of survivors sitting behind the tree by the fire, before the flame effect will reveal your last played survivor in the neutral position.
-
@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3096860#Comment_3096860
So I didn't think about the Twins. And I would totally agree... except that it only has the effect with basic attacks. So victor downing someone wont apply knockout which would be like the one non toxic use of this perk 😂
Good point! I obvously didn't think this through, myself ^^
-
It is also good for anyone who might have a build that needs a bit of slugging. But yeah, its another perk that hurts soloQ way, way more then SWFs on coms. On coms you can still direct your friends to you and tell them were to look for your sorry body, but soloQ survivors are really struck down, hard (pun, hehe).
Twins can get some good use out of it, as might some slugging Nurses, but I havn't used it much myself. Being on the receiving end though feels really ... interesting.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3096832#Comment_3096832
Actually I would say Devour Hope is probably in the best place it has been since boon meta.
With ruin not being present in most games and many killers opting to throw on haunted grounds, cleansing hexes is the most risky it has ever been. Meaning survivors are more likely to wait to cleanse hexes until they know what you are running.
Hmm ... maybe you are right, as I havn't tried it a lot, but in my experience survivors still jump on any exposed Hex totem they can find asap. Usually once you have accumulated 3 hooks and get your first down, Devour is gone about 15s later, max.
-
@TheArbiter said:
YES LET US NERF THE ONLY PERK THAT IS NOT PROMOTING CAMPING -_-
To be fair, there is also Devour Hope ... but good luck getting use out of any Devour build more then once every third game... Hex builds are so 2019.
-
I had BBQ on literally all my killer builds, save specialized ones, as it felt aweful to not run it for all the blood points lost. That also had the effect that I never ran perks like Rancor or Flood of Rage, because I had my directional needs already covered by BBQ.
I havn't used BBQ much since the loss of BP, since I am really happy to experiement with all kind of new, non-meta builds. So while BBQ is not bad, it also kinda permanently was stuck to one slot and I am pretty happy to try out all the other info perks and what not.
But don't hate on the BBQ users, I myself am missing the gameplay loop of "chase. down. hook. look around. chase again." Thats gone now and I am missing it, but I also like Rancor a lot now: gens are done all the time and it gives you intermittent info on all survivors positions and that fun, juicy endgame with the obsession.
-
@TheDappaScrappa said:
But no matter what BHVR does some killers are going to camp and tunnel. No matter what you tell them to do or changes to make it will still happen. People wanted BT to be basekit to stop tunneling/camping. It still happened. Whatever they come with next it'll still happen. It won't ever stop. Just take the L and move on or hope you have a somewhat decent team to help.
Make BT basekit 10s and slow down hook timer while around the hook and not in chase, but also give killer a BBQ light: show them the farthest away survivor who is minimum 24m away and give them +10% movement speed as long as they are moving in the last known direction and not in chase. This will make chasing and leaving the hook more worthwhile while also not shooting you in the foot for doing so and helping slower killers to traverse the map. Heck, maybe non-mobility or M1 killers could even get a +15% movement speed, just to help them on bigger maps and have them not rely on camping.
An alternative that I have seen: the basekit version lets the unhooked person lose collision entirely, ie the killer will swing right through them and might hit the unhooker. The unhooked survivor cant bodyblock at all, so all they should care about is get outta the killers reach asap. Injuring the unhooker will make switching targerts a much more attractive option, while giving everyone a fighting chance.
-
Cool idea, I will give it a try! My problem with Make your Choice often is that you don't catch the unhooker, as they will hide asap and that you sometimes have a hard time remembering who got it, as there is no visual indication on the hud, which is a real shame.
-
@GoodBoyKaru said:
So, for those unaware we're getting a stream on August 3rd at 13:30 EST (translate that to your own time) from BHVR where they'll be revealing details of Resident Evil: Project W, among other things.
Would people be interested in a summary? If so, the entire stream or just the DBD bits? If there's no audience for it obviously I don't want to use up an evening for it but if people are interested I'll gladly share it here
I think your effort and writeups are always appreciated and a great ressource for everyone who doesn't have the time, or endurance, to watch such a developer stream. Go ahead, Good Boy Karu!
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3095546#Comment_3095546
Is it personally offensive if one doesn't think Pinhead is difficult?
No, not personally offensive. But your claim "passive abilities don't belong in a PvP game" is the kind of blanket statement that 19/20 times is build on such a shaky foundation that it basically tumbles over itself. Issued in this way it would mean that no passive abilty whatsoever, no matter its design, had any place in any PvP game, because because. Thats why I showed in a sarcastic way how non-impressed I was by your in-depth knowledge of PvP game design. But its nothing personal :)
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093996#Comment_3093996
Pinhead getting a chain hunt because the box spawns at his feet would be extremely bad design. If it spawns at the feet of a survivor, he still has a "go here" teleport when they begin to solve it. If that's what it takes, it should spawn at a place where a survivor can reliably retrieve it before Pinhead.
I see no bias there at all :D
-
@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3093877#Comment_3093877
It's a PvP game, and Pinheads crutch on passive powers and information he does not earn. I understand that if the killer player wants to use his chains it's one of the more skillful things in the game. The fact is that you don't need them to easily 4k. He has the highest kill rate and it's because of his passive power. Passive powers don't belong in PvP games.
My, my ... here we have a real expert at PvP games design.
-
My survivor queues are nearly instant, while my killer ones are at around 5min, but they go down to sub 1min during prime SWF evening times.
I am playing from central europe.
-
@GannTM said:
Remove overheat, add on pass, and fix those animations and sound effects he makes. That’s all he needs.
"That's all he needs." - thats like an entire new killer! And you aren't wrong, there is a lot with poor, old Billy that could need a touch up.
-
1) Increase his trap slot to 3 and also start him with 3 traps.
2) all traps spawn primed and loaded. They also spawn in somewhat clever positions, ie in front of vaults, in tall grass or around corners. This one would need to be handpicked by the devs, but I think its not too hard.
3) don't make disarming a trap risk free. Give it a difficult skill check in order to avoid getting damaged. An add-on could be introduced that traps survivors that fail the skill check.
4) make the traps at least somewhat match the prevalent color of the environment without burning an add-on. Trapper on the Eyrie could just as much play without a power.
Alternative: give trapper a secondary ability to spend 3s to hide his placed trap, like a real trapper would do. Throw some sand and shrubbery on the traps in order to hide them.
5) every map needs spots of tall gras or rubble, especially on long walls. The Eyrie desperately needs some scrubs or non-tumbling tumbleweed or blobs of inky darkness.
-
I don't know ... Scourge Hook: Pain Res was the perk that saved playing killer for me, because of the breathing room it creates without needing to move over to a gen with pgtw. It also gave that distant explosion and therefore gave you a new objection to check and kinda gave an incentive not to camp.
Now Pain Res is still a very good perk, but it feels less rewarding and super empty. You hook someone and ... nothing. Did it work? Was there a gen? Or were all untouched? Who knows? You hook someone on a white hook and stand there, puzzled, unsure what to do. I know that PainRes+DMS was a killer combo (heh), but I feel that taking away the gen explosion really was a step too far. If they had just removed the screaming and throwing survivors off of gens part I think it would have been enough? Now everyone is still running it, because its basically the only regression perk thats worth its slot, but you might just proxy camp that hook and trade instead of patroling gens for the lucky find, but maybe loosing all pressure if you chose the wrong one.
But I now often combo PainRes with Gift of Pain, which was totally not worth it in the past. Now its a nice, juicy combo and ideally I don't want to damage anyone unhooked from that one anytime soon, just to spread the pain around. Because of this combo I often run Agitation. The last slot is either Jolt, for some added gen damage or, oddly enough, Spied from the Shadows, which always has been one of my favorite perks.
Jolt is now one of the most rare perks because I havn't unlocked it on all my killers. I want to go on an unlocking spree soon, but I first need to level up Blight some 1.5 prestige levels to finally have all killers on P3.
I havn't equipped BBQ a single time since the nerf. Its still a solid info perk, but on its own its not good enough for me to warrant its constant use, even though I sometimes miss the gameplay loop of "hook. Look around. Move to a distant part of the map." WGLF got some compensation for taking away its BP reward, and that perk wasn't even as prevalent as BBQ. But whatever, I am fine with nearly all the changes, so I can't cherry pick something small like this ^^
-
@fixdeadhard said:
Everyone seems to agree that solo survivors got destroyed with the last update (which is a fact).
A lot people are suggesting to buff solo survivors next patch such as giving more info with the ui. These solo buffs WONT CHANGE A THING.
The TOTAL game balance has been completely destroyed. Longer gens + faster m1 cooldown + shorter survivor sprint + faster bloodlust + endurance stacking removed + the ultra high survivability that DH gave to survivors is gone. They all work in synergy. the killer snowball effect has changed to an avalanche that happens the moment the first survivor is found. SWF was never the problem, seal team 6 SWF were, as well as killers that cry about getting beaten 1 game against normal SWF right after they 4k'd 10 games in a row.
With this patch SWF even feels completely trash, its just, not fun. (pls main killers refrain from typing "No FuN Cuz yOu cAnT buLly AnYmOre?" i dont care about bullying killers, i just want to enjoy the game like before.
Devs seem to be so out of touch and dont understand that we want balance and not a horror game that we should expect to die as survivor most of our games.
Cant wait for next patch where they change gen times from 90 to 89...
plz devs, understand "synergy"...
Maybe it is because I am able to reach the higher MMR reaches with my best killers, but when I play Pyramid Head the game feels again like prepatch: gens fly really fast, survivors loop like a god, juke me in an embarrassing fashion, t.bag at every palette and the only real difference is that DH isn't a thing anymore, even though its still used by good survivors to great effect, just not that oppressive anymore, ie I don`t fear swinging at a survivor right in front of me.
Many matches with Pyramid Head end in 0-1K, unless there is an obvious soloQ player present who sometimes sticks out like a soor thumb. The seal teams have adapted pretty well, and pretty fast, too. With other killers its not as noticable as with Pyramid Head, but the games are getting tougher all around, and people who claim "any killer with half a brain cell can get a 3-4k every time" are probably not as good at the game as they always thought.
But again, I am not complaining. The killer buffs gave my gameplay a breath of fresh air, and while bullies gonna bully and seal teams gonna destroy me, it now is at least a fighting chance and not as one-sided as in the past. Camping and tunneling apparently is a bigger problem then ever and I wish that BHVR found a problem rather sooner then later that somewhat punishes camping, but especially rewards NOT camping. I don't know, show the killer the survivor who is farthest of the hook, minimum distance 24m and give them a speed boost to get over there ... or maybe even teleport to the farthest gen thats worked at, Pinhead style. This gets them away from the hook, but also back in the action and doesn't shoot the killers in the foot for abandoning the hook and not trading.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3091929#Comment_3091929
Screw Cheryl I want Big Daddy Pyramid Head in hot pants.
I just want to use te burning blade on his corrupted skin. I would be ok to buy the sets as linked, but why can't we use certain items afterwards seperately? Especially for killers were the weapon is everything you can look at for 99% of the match.
-
@lav3 said:
I think Malicious emblem was easy to get with fast down killers, far from Legion.
Try Trickster, I completed that challenge with him.
Hmm, could work, too. My line of thinking was that people don't wanna heal vs a Legion because you so easily get wounded again, but I didn't think that through ^^ Thana obviously will wanna let survivors heal, thats the kicker why Thana Legion is so hated.
-
@amazing_grace said:
I'm trying to do the open hatch with a key tome challenge right now. It's pure pain. Literally changed my name in hopes some killer understands that the tome challenge is near impossible to do in normal gameplay.
I also was having a lot of problems getting an unhook during EGC. Simple enough, but literally my games would either go where we all die before EGC or no one ever gets hooked in a game.
These tomes can be pretty annoying and specific. Sometimes the stars have to align or when the stars do align, you didnt have the challenge selected.
I did the Hatch challenge last month or two ago , here is how I did it:
I ran Left Behind, Bond, Open Handed and Ace in the Hole and started the trial with no items as to not tip the killer off.
This build helps you survive via the big info the extended range Bond gives you, and Ace in the hole gives you a pretty good chance to find a key that can open hatches during the trial. If you find one you must play it pretty save, but still engage, obviously, or your team gets eaten alive with just a pseude 3v1.
With the massive range of Open Handed Left Behind you can pretty much bee-line for the hatch if you hear no terror radius, and then hide somewhere close to wait for the killer. Eventually they will find the hatch and head for the exit gates. Wait for a few seconds, then open the hatch and jump to your freedom.