Arxaion
Arxaion
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- Arxaion
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@Milo said:
Meg would turn into the best survivor possibly. Even tho it's only 3% it already messes a little with loop times.
While Bubba would become the greatest slugger.
I think you're overestimating Bubba's benefits here, by calling him the greatest slugger. The passive does play into it, sure, but it isn't nearly as strong as to simply call him the best slugger just based on that.
Meg's 3% movement speed has diminishing returns.
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@Raven014 said:
No. The game has so many mechanical elements to remember already, and maps to understand, loops to know, having passives would not be worth it. They are creative, but not balanced.
Also, Cannibal's encourages proxy camping dying survivors. They will not like that one.
While the game has quite a few mechanics in terms of perks, the game eases you in by pairing you against similar-ranked people. I'd wager half of the perks in the game would never be seen within a player's first 50 matches anyway. Items? They all do about the same thing, just varying levels of effectiveness. Offerings? You can see what they do in the loading screen. Killer mechanics? Half of the killers have mechanics that aren't any more difficult to understand than your standard perk.
Leatherface is one of the strongest altruism defenders in the game, despite being one of the most underwhelming. Why should killers NOT play into their strengths?
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This isn't a bug report though
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There seem to be staple perks on either side that, for all intents and purposes, are only used to counter a lack of viable mechanics.
Hex: Ruin is used to slow down very quick generator progression.
Sloppy Butcher is used to slow down overly altruistic teams.
Enduring + Spirit Fury is used to counter the mass amount of pallets on some maps.
Borrowed Time is used to punish the killer for making what would otherwise be an ideal play, due to a survivor being unhooked so close to them.
Spine Chill is a big counter to all killers with a small terror radius.
Will we eventually see all of the perks become standardized with their respective missing or underdeveloped mechanics fixed, and the lesser perks revamped to be more viable? I would really like the majority of perks to have a viable spot in builds, without perk load-outs relying on some of these common ones.
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@Milo said:
did also die on his first hook, which happened to be right after the last generator was powered. Jimmy receives an iridescent Lightbringer emblem, a gold Benevolent emblem, a bronze Unbroken emblem,
Nitpicky i know, but wouldn't that still grant our little Jimmy Silver Unbroken still?
Wasn't going for accuracy with events, just giving a quick example here.
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Survivors should still need to complete at least two generators. If a team can't complete two, they don't deserve the hatch. Even a lone survivor could complete two while the rest of the team is busy killing themselves.
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@Fieryaura said:
Lol Debour Hope will be painful :')
In one of my other posts here I suggested giving Devour Hope and Huntress Lullaby more stacks to achieve their results. Although it can't be many, because you can hook survivors a maximum of six times before hooking the survivor afflicted by the hex (without killing them).
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Borrowed Time needs to go back to the way it was, where it doesn't pause while you're near the killer. That was completely unwarranted.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/619166#Comment_619166
Having your perk wasted because it got cleansed is the risk you run by having a hex totem. Some hex totem placements are less than ideal and should be fixed, but this is not a good solution.
Forcing high ranking killers (excluding those that have absolutely mastered Nurse, Spirit, and Billy) to use a perk that is left to chance isn't any better of a solution.
If the perk isn't used, the rest of your perks need to be dedicated to generator progression. Surveillance, Pop Goes the Weasel, Discordance, and another perk of your choosing. Give or take a perk there. For most killers without high mobility and the ability to end chases quickly, their perks need to focus on detection and ending chases - not defending generators so hard.
If the perk is used, it'll get a good three to five minutes of use at most. You're then left with three perks for the rest of the match.
@Aikanaro said:
Lol, like if killers need more power.
Game went from very hard for killers to almost a nightmare for survivors.
-No more fast vaults unless its the right angle
-DS nerfed
-Sprint is not longer 4 minutes and a half
-Very few pallets when there use to be hundreds
A nightmare for survivors is an extreme overstatement. If your team brings in perks and items that compliment each other, you can absolutely destroy a killer with a little bit of understanding of your composition. If your team brings in a couple common items without add-ons and throws out some bloodpoint offerings, your chances of survival plummet. More often than not, it's the latter situation and your team hasn't said a word to each other.
Survivors have some staple perks like Lithe, Dead Hard, Spine Chill, and Decisive Strike - but there is a whole world of flexibility compared to killers. Killers rely so heavily on add-ons and their perks, that their only choice is to initiate a couple encounters and capitalize on survivors' mistakes.
Considering so little of the killer roster is considered plausible at higher ranks shows how unfavorable the role is. This is why you see so many of the same killers (not just at high ranks, but throughout ranks 12+) - Nurse, Spirit, Billy, and Myers. If it's any of the other killers, they're likely running their best or nearly best add-ons to compensate. This solution absolutely helps with an issue that really needs some attention. Even if it means reworking the add-ons of the better killers (the Nurse and Spirit are good, but their add-ons are particularly good compared to other killers).
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@SkeletalElite said:
The downside to hex perks is the risk that it can be destroyed right away, that's why they have powerful effects. This makes them too sticky. If anything the survivor who cleanses it should be the ONLY one who is still affected by it.
Hex: Ruin is nearly required for most of the killers, outside of ranks below 12. The game is survivor sided - whether or not the killer gets more than one or two kills is solely based on whether or not the survivors are coordinating, and the mistakes they make.
Hex: Ruin and Hex: No One Escapes Death are the most powerful hex perks by far. Haunted Grounds and Devour Hope are next - the others aren't all that great. At least not enough to warrant the chance.
If anything, increase the stacks required for Huntress Lullaby and Devour Hope.
Survivors can have four of the same A-tier perks on their team if they wish, with no defense against it. That alone can absolutely ruin killers. This solves every issue proposed by both sides.
For survivors, it (at least while a hex is in play) helps deter tunneling and camping, which is essentially what the Steam forums are completely comprised of. For killers, it prevents one of our four perks from being wasted.
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@CoffengMin said:
theyre already improving the spots like, a lot .punishing someone for taking the time to find it sucks even if the effects end up going away
They improved them by making them not visible from generators, and tucking them away a little better. Over the course of the match, assuming nobody is spending time intentionally looking for a totem, it's very likely one of the four survivors will run by it. If you have one or two survivors dedicated to sniffing one out, it will almost always be found relatively quickly.
Considering most maps aren't as big as Red Forest, and the fact that totem spawns are somewhat predictable after you have played enough, killers simply bring them and leave it to a coin toss as to whether or not the totem makes any sort of impact.
Nobody is being punished here, unless you mean the effects of a totem persist long enough to make a difference in more matches.
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Hex: Huntress Lullaby needs a little tweaking. First of all, while it claims it affects all skill checks, I know for sure it doesn't affect the Pig's Jigsaw boxes. I'm not sure what else isn't affected by it, but I'm sure there's more.
Second, it'd still be cleansed fairly early considering it only takes one down for it to become active. Survivors can also easily tell that their skill checks are different, even at the early stages of the hex's effects (delaying the notification wouldn't do very much, but sure, it'd help a little).
Also, no need to delay tokens - especially with the totem not having the kind of protection Hex: No One Escapes Death has. If it is being activated as early as your first down, you can generally be sure it'll be broken as early as your first kill. May as well make the most of it while you've got it.
It's more of a niche perk right now that really hurts lower ranks, but can be ignored for quite a while by higher ranks. Check out my suggestion for changing hex perks here in the Balance Feedback sub-forum. I devised a solution to the problem of totems becoming obsolete so early. 😋
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@Awakey said:
"Hex: Ruin - A survivor cleanses a Hex: Ruin totem. The affect still remains, but the killer now wants to leave that survivor alive so that the hex remains active. This survivor now has a sense of safety, and can pressure the killer by being far more altruistic."
This would be a really fun situation to be in.
I like this.
As a killer, it really discourages me from running any hex perks when they are constantly wasted within the first five minutes. Yet it is a priority to run Hex: Ruin on most killers.
As a survivor, I feel bad for the killer when their totems are broken so quickly. It doesn't mean I'll leave it, but I feel for them.
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Edit: I realized that more killers have sleeves than I thought. I retract my statement about most killers not having sleeves.
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If anything, killers need to stop with the mindset of "I shouldn't tunnel, because that's bad." It's a competitive game, two sides are each trying to fulfill their own goal. The only time any side should honestly give any care is if the survivors don't have a full team at the start of the match.
Run insidious Leatherface.
Tunnel people down with Spirit.
Camp your final kill with a Nurse using noed.It's all a part of the game, don't get mad at the killer for doing what they need to do - get mad at the survivor for making a poor call.
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@Gorgonia said:
So, pretty much every dodged lobby is based on an assumption, okay then... lolPeople have their own reasons for dodging a lobby. It isn't like it wastes much time, especially if you have a survivor leave - another will instantly take their place. In my 120+ hours of playing, I'd say one out of every 10 lobbies I enter as survivor is disconnected by the killer. Alright, guess I'll take another 10 seconds to load in another lobby and get it filled up. As a killer, I'd say every match I have at least one or two survivors back out of the lobby before the match starts - I don't care, I'd rather them back out than cut the game short.
I don't understand why this thread is such a big deal, there really isn't anything to say about this.
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I mostly play survivor, but I have Nurse, Leatherface, and Legion all up to level 40 (with other killers ranging between 15 and 30). If I see a full lobby spawn at the same time, or I see a full lobby of invisible Claudettes, or I see everyone equipping a toolbox, I leave. Why go into something I know won't be fun at all for me? It takes ~10sec to requeue.