AngyKiller
AngyKiller
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'Killers are too oppressive' = 'I lost, so please nerf Killers'. It, literally, can't mean anything else.
Anyone who says this is basically saying 'I did not enjoy losing, please fix it so I can't lose'.
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@selflessnea said:
Welcome to online pvp where your feelings don't matter.
This isn't just dbd. This is every online pvp. And like Mandy said smack talk is allowed to an extent. You make something like that bannable just for saying "gg ez" then all of a sudden everyone is banned.
If you can't handle the smallest amount of toxicity then go back to single player games.
Most people aren't talking about 'gg ez'. They're talking about people telling people to Entity themselves. Or swearing at them. Or telling them to uninstall because they're <censored> and <censored>.
Or that one time someone told me my mother should have aborted me, because I was 'slugging'. (He crawled into a corner with Iron Will while I chased his buddy attempting a flashlight save, but it was clearly my fault because a Survivor said it was my fault).
There's a clear line between 'smack talk' and 'should be banned' that the devs are too lazy to enforce.
You know how I know? Other games have better moderation and they have not 'banned everyone'. So it's not some slippery slope BS; It's just the devs being too lazy to moderate the game.
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@TAG said:
Gen repair speed decreases as long as the Killer is chasing or carrying someone while someone else is hooked. Gen repair speed increases as long as the Killer is not doing that while someone is hooked.
Killer is rewarded for hunting other Survivors after hooking someone but punished for camping, and Survivors are incentivized to rescue someone in the meantime.
This is mostly just an idea off the top of my head.
Gen repair speed decreases as long as the Killer is chasing or carrying someone while someone else is hooked
Actually not a bad idea, as it applies pressure & encourages Killers to find more targets, instead of a weak punishment Survivors can abuse.
Gen repair speed increases as long as the Killer is not doing that while someone is hooked.
So, until the Killer FINDS someone; Survivors get a bonus to gen repair speeds. This would massively punish low-mobility Killers.
And that's on top of skillchecks & toolkits & BNPs. On top of that; this encourages Survivors to avoid the Killer & NOT rescue someone, as they are getting a repair bonus.
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@Minecraft said:
nah, i need to crouch fast to dodge hatchets
how about we cap the speed at which killers can look up and down and remove the ability to swing near the hook while we're at it?
Funny thing: Survivors looking to punish 'camping' have indeed suggested Killers not be able to attack/use their powers near the hook. π
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Yes, let's stop anti-loop Killers so every pallet and loop HAS to be respected, and chases will now go on for over 2 minutes, each.
In a game where all 5 gens can pop in 5-6 minutes. π€¦ββοΈ
Edit: Typos
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Also; one of the main reasons to camp, if you ignore 'just being a jerk' is to SLOW DOWN gen speeds; We want a Survivor dead so that's less Survivors on gens.
Why would we want gens to go FASTER when Survivors die? That's basically ignoring how 1v4 games work; As the Killer kills, Survivors have less gen speed and it's harder to escape.
If you change it so Killers are frankly punished for getting kills: Killers will just slug, so they can hunt for Survivors without giving the rest a buff to gen speeds that makes it even harder for them to find Survivors.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746660#Comment_2746660
Man, if EVERY GAME you break 5 totems to stop NOED from activation even when it is not in play you are literally conferming that it is a huge perk! Tell me another perk that require so much effort and attention in its prevention.
Someone here is also stating its weak! IF it is so weak why every game you remove 5 gens to prevent it?
Guys, i honestly think you are not objective, you like to use noed, you do not want i to be changed and you are going to negate the evidence in order to avoid it.
I quit. I do not care. You know why? Because i am main killer, i am not carrying NOED therefore i am 100% sure in my game there will be no NOED unless some strange archives.
Just because we disagree with you, and have actually torn apart your weak argumentd for nerfing NoED, does not mean we are not being objective.
All you have said is 'it's OP because I think it's OP' and your 'evidence' is NoED working as intended and not being at all OP. So I think the only one here unable to be objective is you.
You don't like NoED so you're determined to act like it's OP, and you're unable to accept basically everything everyone has said to the contrary. You're so caught up in screaming disproven facts that you refuse to listen to everything everyone else has said. To you: NoED is OP and that's all there is to it. You won't listen to anyone who's proven you wrong repeatedly.
So have fun walking away. But don't think you're walking away because you're right; You're walking away because your arguments don't hold water.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/2746947#Comment_2746947
This wasn't even a topic about boons π€ I was simply replying to the thread since they asked for a Legion rework and saw they plan on buffing those two killers, you're just trying to start ######### for no reason
I was more making a joke, but sure.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2746944#Comment_2746944
I honestly don't think adding voice communications would make solo much better. Bad players will still make the experience a negative one. That isn't to say I don't want devs balancing around it, they definitely should. The game should be balanced around high level game play and the lower level players should just be lumped together until they gain experience and move up in ranks. They just need to improve their match making system and add some more parameters to it. The need a "time played" parameter that matches new players with each other and should be per 200 hours. This way, you won't have a killer with 10 hours facing a group with 3k hours, nor would you have a survivor with 3 hours go against a killer with 2k hours.
Yeah but SWFs strongest thing is the voice communication; up to the second callouts on where each person is, where the Killer is, what the Killer is doing, if the Killer is stealthed (Ghostface, Pig, etc) (which, by the way, complete breaks said Killer's powers), if the Killer is heading towards someone, etc.
As long as SWF has THAT MUCH information in a game made for having 0 communication; SWFs will continue to win and steamroll.
But, if Killers are balanced for that? SoloQ becomes literally unplayable. So the only answer is to give SoloQs voice comms. Then the game can be balanced around the thing & if someone decides to mute their teammates or not use a mic; that's their choice.
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@Milo said:
I would rather it was a fixed thing you can control, instead of skillchecks. Like sometimes you might not get a skillcheck for 30+ seconds.
Like either it's a special skillcheck that will guarantee to spawn after x seconds or something else.
It has to be somewhat random, or Survivors will just have muscle memory for it and never risk missing.
Also, the random timer for skillchecks can help a Killer run towards a gen before the Survivor makes 1 or 2, which can mean the difference between starting a chase or kicking the gen again.
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@Mekochi said:
Legion and Ghostface are on the list for buffs a future update
https://us.v-cdn.net/6030815/uploads/WHJ2LQ67H50R/screenshot-20220112-135812-148.png
'A future update'. Translation: If we say this, maybe people will stop asking, and we can go back to adding more OP Boons to the game. π
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Killer IS the middle ground; They kill SoloQs and die to SWFs. π
I mean, adding voice comms literally gives SoloQs the same exact buffs that SWFs have, but everyone is against it for vague reasons and half-baked excuses. Mostly to keep SWF strong by forcing devs to keep Killers balanced for SoloQs. π
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/304567/please-fix-gen-tapping
I'm gonna be honest my man i DO see the problem here but also you shouldn't even take the time to kick a gen without pop unless you know for certain they aren't gonna come back for ages and tap it, because otherwise its just not worth it in the slightest a complete waste of time
That's why I made this thread; With a few changes, base gen-kicking can be useful without being OP. It will rely on a mix of Survivor skill and Killers pressuring gens. Leave a Survivor alone too long and they've turned off the Regression through 1 or 2 Skillchecks (depending on if they hit a Great or Good).
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@KrampusJumpscare said:
Its crazy how this never been addressed. You can even make a lazy fix by giving default kick a 5-8% (whatever number, you get the idea) regression, so if a survivors tries to bruteforce the gen in your face you can kick it over and over to make it regress.
"Oh but it would stack with pop and make it regress gens by 30%, so OP!" just make it not stack, but if its too annoying to code that (idk im not a dev) just nerf pop by 5% and it would stack and go back to the 25% pop regression.
Can probably do this in one patch lol
Yeah. There are so many ways the devs could make kicking gens viable and they just don't.
The real joke comes from an old Q&A, where a dev says something like 'Gen tapping is a danger when being chased' when asked about gen tapping & Killer kicking. Sure; 1 frame of animation is going to give the Killer 0.006 of a second catchup on you.
REAL dangerous. π
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Survivors need to stop trying to control how their opponent wins. Same goes for Killers.
If it's a perk in the game, if it's a tactic in the game, as long as it's not an exploit or cheating; It's perfectly fine to use.
There should be a severe point penalty to hooking the same survivor in a row and to camp hooks.
And now you have Survivors body-blocking non-stop, knowing that the Killer will auto-lose a pip if the Killer deals with them. No. People need to stop asking for easily abused BS 'fixes' to a problem that's not even a problem.
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What is with folks asking for nerfs to perks or mechanics for doing literally what they are designed to do?
When it was directional, Huntress was pretty trash; people knew what direction she was coming from and bailed before she could get line of sight.
Then again, you also want to increase her TR, so basically, your suggestion is 'Make Huntress unplayable'?
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2745538#Comment_2745538
Man don't try to fool me. I may not be native english speaker but i am not an idiot.
You know what i said, if you want to play dumb i am not playing this game.
Your objections are ridiculous, only telling me that this:
- It is a perk that is something you need to take into consideration even if it is not present like DH, BT, DS and UB.
And this:
- It is something you need to play around the whole game like ruin or Devour.
Are the same point and are perfectly normal is bullshit. These are 2 peculiarities of 2 different groups of overpowered perks but that are both present in only one perk: NOED
You can play and eat all the DS, you can't ignore Devour. At the same time you do not play like Devour is always present but you play like DS is always present.
The only perk that is both is NOED, you always play like he is present and you can never play around, you always have to play taking into consideration his removal.
Moreover the fact that a SWF of streamers with 5-6k hours each constantly is worried by this perk is the proof you are trying to defend your interest and you are not objective.
- Don't ever balance based on 'streamers' and 'youtubers'.
- In English, you can say 'you need to take it into consideration' and 'you need to play around it' as the same thing, depending on context. By taking it into consideration YOU ARE PLAYING AROUND IT. English kind of sucks, sometimes.
- That said; I misunderstood, because the English language sucks sometimes.
- Yes, it IS perfectly normal, because that is, literally, how the perk works; you have to play around it, just like Dead Hard. Killers have to assume Survivors have Dead Hard or miss an attack, which can greatly extend chases.
What people whine about is NoED working as intended. I don't CARE if someone is a Killer main or a Survivor main. I don't CARE what some dude with a webcam says; I've been the dude with a webcam. Having one did not make me smarter than everyone else.
You said Otz, Ayrun, Dowsey and JRM 'are worried about it' whenever they play. So? They're worried about an unknown perk existing; that's how perks work. They are aware it may exist, and play around that info.
Them 'being worried' does not mean NoED is OP. It means they are aware it may exist. I don't recall Otz ever saying 'NoED is OP'. Because it's not.
Once again; you have given no actual points as to NoED being OP other than 'It should not do what it was made to do'.
It was made to force Survivors off gens. It can't do that if it has a tell. Know why? if Survivors knew it existed from the start:
- They would clear all totems, 100% preventing it's use, every time. It would become unusable.
- If they knew it was NOT in a match; they would just genrush, because there would be no NoED to punish them.
It HAS to be an unknown factor, it it defeats itself.
And it HAS to be a credible threat, or Survivors would ignore it & just do gens.
That is why it's not OP and it's working as intended. Because if it was literally ANYTHING ELSE; it would fail.
People need to accept this and move the hell on already.
Edited: For typos.
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99% of the game is not Trapper friendly. π₯
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@Zolfo16 said:
Man, i understand if you are sick about NOED discussions.
I understand if you do not find this proposal appealing, neither do i.
But you can't keep saying NOED isn't OP.
It is a perk that is something you need to take into consideration even if it is not present like DH, BT, DS and UB.
It is something you need to play around the whole game like ruin or DH.
It is something that a team of SWF like Otzdarva, Ayrun, Dowsey and JRM are worried about all the time when they play.
IT IS VERY STRONG at least, but probably OP! And i am main killer! Main killer that like endgame build but i do not feel comfy playing NOED because i was able to kill 2 people with noed WHILE I WAS LEARNING NURSE AND NOT ABLE TO BLINK!
First step is accepting we have an issue, come on!
It is a perk that is something you need to take into consideration even if it is not present like DH, BT, DS and UB.
That's the POINT. It has to be played around,even when it is unknown. You even name other perks that work this way.
It is something you need to play around the whole game like ruin or DH.
You just said this. Are you trying to pretend this is a separate point? Again; that is the point of the perk.
It is something that a team of SWF like Otzdarva, Ayrun, Dowsey and JRM are worried about all the time when they play.
This is the same point you just made 2 times before. And, like the other 2 times; this is the purpose of the perk.
First step is admitting NoED is fine. You made 1 point, and made that 1 point 3 times to make it look like 3 separate points. On top of that, that 1 point you made is the literal reason for NoED existing; Survivors HAVE to play around it and 'do bones' because they don't know if it exists. It slows down gen speeds just by existing.
And when Survivors don't do bones & slam gens in 5 minutes? They get NoED'd for their greed.
Risk vs Reward; Do you risk slamming gens? Will you be rewarded with 0 NoED & quick escapes? Or will your risk net you a loss after 5 gens?
Do you risk doing bones & being found? Will you stop a NoED user? Or did you just waste time?
This. is. How. The. Perk. Works.
You have said nothing that makes it OP. In fast, you made ONE point THREE TIMES, and that ONE point is literally the point of NoED.
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NoED is fine. This BS about 'undeserved downs' is a lie. So is it 'rewarding failure'. The Killer HAS NOT FAILED until you step off the map. End of debate. This is how the game works. Stop inventing fake rules for winning or losing.
Did the Killer find you? If Yes: Did the Killer hit you? If Yes: He deserved the down. The end.
This is a fact. It is unarguable. Saying the Killer 'lost' if '5 gens pop' is as truthful as the Killer saying 'I win if all 5 gens are not done in 7 minutes'; it's a made-up rule no one has to follow and that cannot be enforced.
And you can't balance a perk based on lies and made up rules.
So you're wrong. Factually wrong:
- It is not 'giving free downs' as it does not strike Survivors down where they stand. The Killer still have to find, chase, and hit them; literally the other 3 steps to killing a survivor.
- It does not 'reward failure', like some Survivors pretend is a real thing. The Killer has not failed until he can't kill anyone.
People need to stop inventing literal lies for NoED and just accept how it works.
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My chainsaw apparently rusted from my tears I've apparently shed over this whole debate.
...Apparently. π
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2745017#Comment_2745017
I'm sorry, I do see where I quoted your post. But you did say.
To say a power needs a nerf BECAUSE it's not fun is...a vague reason?
Because you appeared to want a more detailed reason why it would need nerf, I responded below
Artist/BBQ/DMS combo is abusable because it allows the artist to face-camp 1 survivor and deny all 3 gens to the other 3 survivors.
You are in a forum in which people are going to respond back to you. Being upset about it does no one any good.
It's not people responding back that's bothered me.
It's that this argument had been had out. People have refuted, or at least responded too, your points in the other thread. But rather than respond to THEM, you just direct them at me now.
That makes it look like you're not looking for a discussion; you're looking to 'win' by taking your ball from one game to another and hoping you have an easier time with a different opponent.
I'm not rising to it. They said everything I would have, and better than I would have. Asher pointed out how hard and impractical facecamping 1 survivor and 3 gens using only crows would be. That's when you left that discussion to come here.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2744944#Comment_2744944
Ok, I checked the thread and I'm not seeing where they said it was horrible impractical for the killer to do this. I do see a horribly impractical solution for survivors, where all 3 survivors have to stop doing all gens while the survivor is being picked up, try and find a locker, hide in the locker until bbq is finished, then wait longer in the locker, until the survivors hear crows.
Say it takes 5 seconds for the killer to pick up the survivor and get the survivor to the hook, then 5 seconds to wait out bbq, then 5 seconds to get back to the generator to start working it again. That's 45 seconds of time wasted by the survivors trying to avoid this strategy. If the strategy works, the survivors have lost 2 minutes and 15 seconds of repair time.
Almost like a delaying perk is...delaying Survivors. Funny, that.
I'm not biting. Think what you want. Your posts on this subject have been nothing but yelling about how it's OP because <insert supposed event here>.
It looks like, to me, you're not looking for a discussion; you're looking for an argument, a fight, that you can 'win'. I'm not taking the bait.
Think what you want about DMS and Artist; I won't be changing your mind, no matter what I say.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2744933#Comment_2744933
This looks very easy and doable to me. Can you point out to me why it isn't.
Why not ask AsherFrost? They were the one you were talking too in the other thread before you decided it's time to shove the same ideas down my throat.
I don't care. I'm not going to get in an argument about it. Ask the OTHER 'DMS + Artist' overreaction thread.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2744864#Comment_2744864
Artist/BBQ/DMS combo is abusable because it allows the artist to face-camp 1 survivor and deny all 3 gens to the other 3 survivors.
You've said this before, and people pointed out why it's almost impossible, and horribly impractical, for Artist to do so. But you keep ignoring them to say it again and again.
In the OTHER thread about Artist and DMS, people already told you how impractical it is. You keep throwing out 'what ifs' of increasing impossibility and trying to claim they will be common occurrences.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2744502#Comment_2744502
You know that's not what I was trying to say there, but I'll bite anyway.
Should Dead Man's Switch be a better perk? Yes. Is this proposed iteration abusable by certain killers? Yes. Meaning it shouldn't go live.
The overall health of the game needs to be considered with every change. If a change potentially leads to a killer blocking 3 gens while proxy camping a player on hook for the duration of a hook state, that change should be reconsidered.
I was thrilled when they made hatch/key changes and nerfed instaheals. I was also thrilled when they nerfed moris. The game should be fun and balanced.
Apologies. I had come out of a rather rotten RL discussion and read more intent into your post than you meant.
It's too easy to see it as 'Survivor's fun first' when so many Survivors try to demand nerfs because '<x> is unfun'. Camping is unfun. Slugging. Tunneling. NoED. Remember Me. All should be nerfed because 'unfun'.
Yes; fun needs to be considered, but it also needs to be considered that losing is always less fun than winning. And also; fun is subjective.
Some Survivors like hiding. Some love the chase.
Some Killers like hunting for Survivors. Some love trying to mindgame a chase.
Some Survivors/Killers only like winning.
To say a power needs a nerf BECAUSE it's not fun is...a vague reason? I'm probably not wording that right.
Sure; a Killer power that insta-kills all Survivors is unfun and unhealthy for the game. To use hyperbole. Same with a Survivor perk that just insta-completes 5 gens.
But...I feel 'fun' is too subjective to balance on. Instead I feel...If the game were balanced, the fun would come naturally? Does that make sense?
Don't balance FOR fun, on either side, because it will all be fun if it's balanced.
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@ThiccBudhha said:
Or how about this, make Dead Hard a Boon exclusive. Now nobody is happy, muahahahaha!
Boon: Middle Finger.
Boon: Middle Finger allows you to make distance to the next loop or pallet, with i-frames, while flipping off the Killer. π
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No one wants to play a game where they try their best, or even give mercy to the other side, only to get slammed on verbally after the match.
Being insulted and belittled is NOT part of internet culture unless one is a complete anti-social troll, and I can't see why BHVR is taking this stance.
But they'll probably change their tune once everyone with decency leaves, and the only people playing are the most toxic people, doing nothing but screaming at each other and flooding the report forms with fake hacking accusations, and all the reviews talk about how toxic the player base is. π€·ββοΈ
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Why are you nerfing Tinkerer and Bamboozle? You have not put any logic behind the nerfs.
Tinkerer is far from oppressive, and Bamboozle is barely used. Why nerf either?
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@[Deleted User] said:
Are you genuinely arguing in good faith that being able to shoot crows at gens to then block them for the length of Dead Man's Switch equates to fun and engaging gameplay for survivors though?
For the millionth time in every one of these threads: strength and fun both need to be considered
Are you arguing that every Killer perk needs to be fun for Survivors first and foremost?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2744376#Comment_2744376
People were also screaming for lucky break nerfs before it hit PTB. Rather unfortunately this community is very good at saying something needs a nerf without ever having seen it in action first of all.
It does seem to be a depressingly common thing for the base on either side to say 'I THINK it's OP, thus I don't need to try it!'
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2744368#Comment_2744368
Same reason lucky break was nerfed out of PTB to live.
Just being too strong?
I don't see DMS being nerf-worthy. Or, at least, it should get some time on Live. Like CoH.
I just don't see why people scream for Killer nerfs before it even touches the PTB, as was the case with DMS. π
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@Jukenobi said:
I can't wait to see your post when it gets nerfed.
Why would it be nerfed?
Oh right 'unfun'. π
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2744322#Comment_2744322
Sound interesting but I would add another idea: The further down you go then faster your repair speed gets. That way good survivors with good skill checks could repair generators faster than people like me and get a reward for the increased difficulty.
Of course genspeed as well as some perks would have to be addressed. However the possibility of missing a skillcheck because they have smaller hitzones each time would give people an idea to run perks like Technician or Corrective Action to not explode the generator.
Maybe you could even add the element that the needle of the skillcheck moves fast if your genspeed increases because you are good or if you are applying a toolbox or Prove thyself. This would allow for more "genspeed" perks because you also increase the risk of blowing your generator up.
Also I find the idea hilarious that Dwight becomes a slave driver with Prove Thyself and the increased pressure makes people fail their checks more often.
I have to disagree with gen speeds being faster if you're good at skillchecks.
Either a skilled person would repair gens in hyper speed, or normal gen speeds would be so slow that unskilled players would never complete one.
My idea, on it's own, is a skill-based idea. Adding base gen speed buffs to it turns it into a reward for good players, a punishment for bad players, and stupidly fast games for Killers.
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@Sepex said:
Skill check zones should always be random when doing gens. Sometimes the success zones sizes are normal and sometimes they are smaller.
A super simple fix that would require a tad more attention, but accessible by all players.
I actually think the game should track your skill at hitting Good and Great skillchecks. The more you hit in succession; the smaller the zones become.
Maybe something like: Every hit Good skillcheck reduces it by 2% and Great reduces the area by 4% each time. So if you're nailing goods, it goes 100% size, then 98%, 96%, 94%, etc.
If you're hitting Greats, the zones shrink to 96%, then 92%, etc.
When you miss a skillcheck, the Good zone grows by 4%, and the Great grows by 2%, back to it's normal maximum size if you miss allot.
It's basically an adaptive difficulty that ensures skillschecks will eventually be missed, unless you're the best of the best. Of course, to GET skillchecks down to, say, 50% (or maybe 35%-ish) minimum would probably mean a match is dragging on too long.
But it does mean Survivors would always have to be on their toes, and also give Killers that little alert when someone eventually misses a small check.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2743146#Comment_2743146
This is not happening. The general perk that affects great areas sizes in skillchecks.
Oh! I forgot that was a perk. My bad.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2743569#Comment_2743569
Yeah, me too. It's just these are the ones that tend to stay with you.
My Steam profile is already private (I can only imagine how much further they would have gone if it wasn't) but I'm somewhat reluctant to turn off PGC, because I've also had some legitimately fun interactions.
I turned my steam profile to private after a smooth-brain claimed I was camping 'Because Hag always camps' (Note; my traps, like every time I play Hag, are in chokepoints/pallet points. Not next to hooks).
But he insisted I was camping BECAUSE I was playing Hag. IE: If you are Hag; you a camper, just because you are Hag, not because of how you played.
Anyways, smoothie got 20 of his friends to '-rep camper' me.
I spent the morning rolling my eyes, deleting comments, and reporting every one of them to steam moderation for targeted harassment. Then I privated my profile.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2743427#Comment_2743427
I cant imagine that happening any time soon given how long it took them to introduce a perk to even slightly shake up the meta... What was it? 4 years (David King in 2017)?
True enough.
@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/2743412#Comment_2743412
Indeed he can, try it in Midwich, The Game, RPD, they get shocked on different levels
I will have to pay closer attention next time! π
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@Gamerherz said:
https://forum.deadbydaylight.com/en/discussion/comment/2743425#Comment_2743425
Yea exactly thatβs what I want to avoid with these changes
Fair enough. I only realized it as I was typing, and added that to the end before posting. I tend to 'stream of consciousness' type.
Edit: typos
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2743259#Comment_2743259
Yeah I'm pretty cool with making them even if thats what the devs want to do with them. Make boons occupy 1/4 of the map size if killer hexes are going to be map wide, etc. I'm fine with number adjustments too.
I'm just advocating for consistency here...
I'm getting kinda annoyed by so many angry posts saying "Boons bad. Nerf boons" when the majority of the time the only issue most people seem to have is with CoH and not actually all boons...
It's true the problem is with CoH in particular, but it's a problem that could become endemic to Boons in general, if they release another CoH-level boon in the future.
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I was thinking something like 'When a Survivor is unhooked in the basement; both Survivors move 2/3/4% slower for 3/4/5 seconds.'
Make getting away harder. Though this would also encourage basement camping. Eh.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2743412#Comment_2743412
He static blasts through both floors. But his basic shock is only on his floor (and even then is a bit buggy with varied elevation like Swamp)
I never noticed. Huh. That does sound more like a bug or oversight, to me.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2743411#Comment_2743411
Ah sorry, I messed that up. Thanks to you pointing that out I edited my original post :)
It took me a hot minute to find the edit. Kudos to you! π I deserved that.
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@Kira15233 said:
So, following that logic, Doctor shouldn't be able to shock through 2 different floors...right?
Wait, he can?
I'd say he should not, and I like playing Doctor! That totally sounds like a bug/bad coding (no offense, devs!) to me!
Doc should only be shocking the floor he's on.
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@Akumakaji said:
I guess @Pulsar and @AngyKiller, but @GoodBoyKaru is also sometimes needed for his valued, measured responses.
Oh, and @TheGannMan 's spirit obsession is always cute and wholesome to watch.
Oh! Well, thank you :) I did not expect an at unless someone said 'That smarmy jerk?' π
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2743345#Comment_2743345
Says the one who literally complains none stop about survivor perks/maps and all sorts. Guessing everything you cry about isnβt part of the rules?
Oh boy! The ad hominem attacks from angry Survivors continue.
I've actually said, many times, and I quote 'Survivors can play as efficiently as possible, and it is even their right to do so'. Usually when talking to baby Survivors whining about NoED or camping/tunneling/slugging.
IE: Whining about tunneling is whining that Killers are playing efficiently as possible. That would be like me whining about 'genrushing', which is just survivors winning as efficiently as possible'.
It's like you guys latch onto one thing and then insist it defines me no matter what else I say. Usually so you can attack me and discard my points in favor of 'You said <x>, Killer main.'
So; you have anything of value to add to this thread? Because 'Reeee! Killer main!' froth is pretty worthless.
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@cantelope said:
Pretty sure next chapter they are just gonna soft delete the Twins. You can buy them, but if you try and play them you just never find a match.
Then they'll double oppressions cooldown. Because.
And they still won't nerf OP:Circle Of Healing. π
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@Impartiality said:
When killers camp itβs like popping the football so no one can play the game
When Survivors whine about camping: It's like players demanding the refs flag the opposing team even though 0 rules have been broken.
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It's meant to allow you to get extra value out of 'Injured' perks without needing to get found and then evade the Killer.
Removing that starting injury basically misses the entire point of the perk.
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@SleepyWillo said:
Should killer Hex perks not go through walls also?
I feel Exponential would be even more pointless with this caveat...
Shadowstep would be massively nerfed too...
Ok, if we want to compare it to Killer Hex perks:
Killer Hex perks should also be infinitely reusable. I mean Boon:Op Survivors can be replaced infinitely, and you're tryign to compare Boons and Hexes, after all.