AshInTheTallGrass
AshInTheTallGrass
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@glitchboi said:
Constantly doing it = camping
Doing it once or twice = is probably begging to be saved
That's interesting. So you got a hybrid interpretation.
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@BenihimeWrath said:
Just remove the cooldown like they did for zanshin tactics.
I think that'd be too much of a buff.
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@Gruul said:
https://forum.deadbydaylight.com/en/discussion/comment/2363368#Comment_2363368
I know but that doesn't mean I agree.
You didn't address any of my counters.
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@Gruul said:
A lot of perks need buffs way before Windows should ever be looked at when Windows isn't even a bad perk and is great for beginners.
I also don't think a perk should be able to shut off a killers power so that would be a bad way to buff it IMO.
The "shut off a killer's power" part has been addressed a lot already, so if you're interested, check that out.
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You're correct. Small Game was originally to just check Trapper's traps, and then eventually it was traps and totems. So by narrowing its focus to only pertain to totems while also buffing it (adding a counter so you know how many totems are left on the map), the perk was made useful overall. That's what I'm proposing. Making WoO more useful overall. As you said, this is to counter an add-on (but again, it *cannot* counter it entirely). If I'm wrong, please tell me, but I don't remember the devs having a problem with add-ons being temporarily countered. I think them having a problem with specific killer counters was more like the issue with the old Saboteur. Saboteur used to break Trapper's traps. That rightly needed a nerf. But WoO is supposed to show survivors available pallets. That's the edge that perk gives you, and it only does it for one move and then you're on your own for the rest of the cool down. But this perk, as is, "lies" to you. It negates its own purpose for the benefit of the killer. Imagine if a survivor had a perk that lied to the killer's perk. Imagine if Distortion was buffed to show a phantom aura walking on the opposite side of the map whenever BBQ and Chilli went off. That'd be broken because BBQ is supposed to show real auras. That's its purpose. Does it always show an aura? No. But when it does, it's real and you can figure out as a killer that there are only 3 reasons why you don't see an aura. That's all I'm saying. This perk should tell you the truth. When it shows you an aura, it should be real. And since it has a cool down, you will still get caught in fake pallets. It's not going to eliminate that possibility entirely, it's just going to make the game more competitive. And if they need to adjust the cool down to make it more balanced, I'm fine with that.
Lastly, even though it seems that we're not going to agree with each other, I appreciate you answering and disagreeing like an adult. <3
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2363179#Comment_2363179
Small Game had a CD and it used to be able to let survivors know there was Trapper or Hag trap in front of them. That got removed, because devs didn't like a perk that existed to solely counter 2 specific killer powers even with a CD.
I think the difference was small game only worked for Trapper and Hag, so it wasn't a useful perk in general. WoO works for every killer. Now if it had no cool down that would be completely broken. That's why I think if they buffed WoO, they could also look into extending the cool down to make sure it's competitive and not broken.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2363102#Comment_2363102
I don't like making a perk inconsistent just because it would be okay against one killer and not the other one. It's better overall if WoO shows all pallets regardless if they are fake or not. If the perk really needs a buff, I would go for the aura reveal range first.
WoO is honestly a bit underrated as it is. It's pretty useful as a solo survivor to know which areas your teammates used all the pallets in.
I agree with you that is should be consistent, but increasing the range of the aura reading ability seems unfair to the killer. But, I guess it depends on how much. Really the only way we'd know is if it was put to test in the PTB. Are you thinking a slight increase or something really big?
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2363082#Comment_2363082
That's not a small aspect of Freddy's power. If you use that add-on that is just his power, full stop. WoO shouldn't reveal his palettes at all considering that's essentially the only thing he's got in terms of tile management and mindgames when using that add-on. Doctor I don't mind it working on since he can actually use blast and shock. He's not gated out of his other chase option like Freddy is.
But again, it is not a constant. The perk has a cool down so you will still be confused with dream pallets. Now if the perk were buffed to show fake pallets in a different aura color, or have a shorter cool down, then that would be OP. But simply not showing an aura is not. Have you run that perk as a survivor? Sometimes the auras are confusing because they overlap with other auras, so you don't even get a clear view of what's what sometimes in a chase. Now pair that with what it looks like when being chased. You should be occasionally looking behind you, and when you are, sometimes you run into a pallet that you didn't even see an aura for. So you might throw that one down and not even realize it was a fake, because sometimes, you've run into a real pallet and didn't see its aura either. My point is, even when it works, it doesn't work perfectly. The buff won't change that, and with the cool down, it's not possible to completely negate the dream pallet. This change only makes things more competitive. Survivors will still get caught in dream pallets. And anecdotally speaking, I barely see this perk being run in matches. So even with a buff (that would only pertain to two killers) would most survivors suddenly want to run it? I'm not so sure. This seems more like a reasonable adjustment as opposed to an OP, every survivor is going to use it and break the game now, type of change.
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@KingFrost said:
Perks shouldn't counter a killer's power. I think a good buff to Windows of Opportunity would be to give survivors a notification, and see the aura of teammates for so many seconds after they drop a pallet or fast vault a window.
Seems too unrelated to me. But I do think that's a valid point. Should a perk be able to counter a power? Generally, no. In this instance, I think it it's fair. For one, it doesn't entirely counter it. The cool down makes it that the survivor will only get to use that maybe once. And since that's only one small aspect of each of those killer's powers, it doesn't tip the scales too heavily in the survivor's favor. Now if the devs wanted to implement this buff AND look into extending the cool down, that's fair. It's worth seeing if that'd be more balanced. What's your opinion on extending the cool down? Does that change things for you?
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@Crowman said:
I don't see a good reason why a survivor perk should be able to counter a killer's power (well addon) this way. The whole point of the fake pallets is to trick survivors into thinking a tile is safe when it isn't.
Fair point, but it doesn't entirely negate it. It's temporary, and since both of those killers have other powers (madness, dream snares, teleportation, phantoms, backwards skill checks), it is one small aspect of their potential power.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/262622/admit-it-are-you-that-killer
Why? I mean the whole role of killer is to ruin the fun for 4 other players. So I’m not shocked.
Disagree. That's not the "role." The killer is simply supposed to outplay you. I've had lots of fun going against great killers--even when they sacrifice me. A really skilled killer who isn't a sore loser--or winner--always has my respect. It's fun even when you lose. They make the game worth playing.
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@bibibib8 said:
I do, i like the salt at the end. I find that funny that survivor think they should have a free escape because of the event
Who said anything about a free escape? Making if your mission to kill someone just because they have a crown is just BM. Play as normal. If they get sacrificed because you were better, so be it. If they escape because they played better, so be it. Them having a crown is none of your business.
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I've had the same experience. Frame dropping (especially against Nemesis) and map flickering.
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@IronWill said:
I like how people want an "anime" about the Trickster but when people called him an "anime-dude" when he first got released everyone got upset cause Korean=/=Japanese 🤦♂️
Didn't hear anything about that, but I'll take your word for it. Regardless, it would be pretty cool if Behaviour licensed it to Netflix.
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@Sonzaishinai said:
Would love this. I absolutly adore the trickster trailer
Right? I think it could be really good! The music would be awesome too.
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@CornHub said:
Would it be an anime, or is there a Korean word specifically for Korean animation?
I think that's called "manwha," but if it's produced in the US or Canada, then I think it would be referred to as an "anime" because that's the word North America uses for that genre, regardless of origin. Could be wrong though.
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@Grandpa_Crack_Pipe said:
Honestly!
I love good art style shifts, and that Trickster intro hit different. There's so much flair and presentation and I just wish it was anyone but BHVR doing All-Kill so they could've made it a real spectacle.
Yeah and whoever the voice actor is for the Trickster did a great job with the limited stuff he was given to do. That dude should get first audition for the role. I know it's not as simple as Behaviour wanting to license it for it to turn into a show (they've got to get a network or streaming platform who wants to fund the production), but I hope they take the initiative to shop around and pitch the idea. Netflix has made some good animes. It's extra money for them and great marketing, so why not? I'd love to see a story about Ji Woon Hak in his boyband, living his secret life, and people slowly becoming suspicious.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2147618#Comment_2147618
it is also easy for the survivor to dodge them and to block line of sight, trickster keep most of his weaknesses with these changes.
I disagree. There are plenty of dead zones, and even when looping a killer in a jungle gym, there are plenty of hits that can be dealt, especially when running to a window/pallet. I am okay with the meter duration being adjusted, because I want Trickster to be A tier, but no decrease at all would be far too powerful in actual gameplay.
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@SavouryRain said:
Wait, so getting hit with a couple of knives would give a survivor a permanent debuff until they are downed? Wat?
Yes, within a limit. As is, he is too weak. I'm not talking making survivors work at a snail pace, just something that makes the game more competitive. Being hit with vomit by Plague makes you exposed if you don't cleanse in time. Ghost Face just staring at you does the same. The Doctor can make you have backwards skill checks and see phantoms just by hitting you with his power (you can't do anything about that until you get to tier 3 and are forced get out of it). An accurate hit with knives (accomplished only within a certain time) seems fair considering that. But these are just ideas. What are your ideas?
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Thanks! I Googled stuff like "DBD trickster music" and just got lots of videos of the music itself, forums of people commenting on it, etc. I haven't visited IGN before so maybe the algorithm didn't think that was what I was looking for. Appreciate you sending this!
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@Lexilogo said:
They've worked with Kevin Woo, who is a music producer who's worked with groups like BTS, yes. I don't believe he's from South Korea though, pretty sure he's a fellow Canadian.
However, I don't know if he was involved in creating the chase music. I don't think he was, as I believe his role was just consultation about the K-pop industry.
Oh that's interesting. Do you remember where you read that? I tried finding an actual article before posting in the forums and came up short.
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@Baby_Victor said:
I heard they got caught murdering people and recording it but when confronted with the evidence, they just claimed it was faked for a new killer they created.
Then they had 72 hours to throw together something and this created this Joker wannabe.
hahahahaha
I didn't think of him as a Joker wannabe, but after reading your comment I can see why his aesthetic could give that impression.
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@Raptorrotas said:
I'd support the Idea of a Prison themed realm / maps. It's nice because it can work for both Outdoor and Indoor maps.I personally had an idea for a Chapter, but since i suck at backstory, proper formatting and perks (which sadly/weirdly take up most of a KILLER concept discussion), i never posted it in this forum.
Concepts for a Outdoor map are rather simple: we just need a design for the jungle gym walls and the "color theme" haha.
- Default outdoor map like Coaltower or McMilliam House. The Jungle gym walls are brick walls, either burned down or ruined with overgrowth, maybe a few chainlink fences too. The Building of interest would be a guard tower similiar to the McMillam House. Would in effect probably feel similiar to Asylum maps, just with different coloring
- Alternatively, we could take Bedham as example, with different buildings like Laundry, Visitor center etc (just look for stuiff on prison architect lol)
The Indoor Map should either be an amalgan of different prison locations (Similiar to Lery), or focus on one type, let's say JUST the prison block (I'd say similiar to the GAME)
My personal Killer concept for such a Chapter would probably be called "the Warden", a former prison employee who simply snapped and did something bad. (I did mention i suck at backstory), I'd say the design should include a glasgow smile to justify a kuchisake-onna skin if the killer is female (personal bias would be chooseable gender like legion). Since this isnt my thread, I'm not gonna go in details but my ability Idea would boil down to placing down walls/entity blockers to hinder survivors movement and maybe slightly slow them down when getting too close to those walls, effect would infect nearby jungle gyms or vaulting spots.
Definitely write a detailed idea about it. You can certainly share it here (I wouldn't mind at all), but you'd probably get more people to see it and explore it if you started a post about it. Good luck!
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@Manky said:
I love the idea of a deranged prison guard like an alternate universe Brad Bellick (I hope someone gets that reference) but Im hoping the next map will be outside, its been a minute since we have had an outdoor map. Maybe a prison map with 2 maps in it, the cell block and the courtyard, get both indoor and outdoor. Courtyard may be hard to do with prisons generally having a very open courtyard but I think leaving it to nature for a few decades could make it a viable map.
Yeah there are a lot of options. The isolation of a prison (like Alcatraz on an island, or surrounded by forest) would add to the horror theme of a prison. Really, it just boils down to how the devs would design it. They could make it an amazing map, both in looks or function, or it could be totally broken.
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Not necessarily. There were a few comments on the thread about this. If it's modeled after Alcatraz, it's on an island, so both indoor and outdoor.
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@MeltingPenguins said:
Anyone gonna mention Hellshire? Anyone?
You mean from the Deathslinger's lore? To be honest, it didn't even cross my mind because I don't look into the lore all that much, but yeah, if they wanted to add a new prison map that came from that, okay. I like the idea of an Alcatraz-type map thought because it is on the island, so you get indoor and outdoor spots with the ocean as the border.
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@LqF said:
https://forum.deadbydaylight.com/en/discussion/comment/1587304#Comment_1587304
yes maybe if it was like that it could work: think of a map like alcatraz, but really reduced in scale of course. In my opinion if it was more outside focused it could be good, like most maps: Outdoors, but a main building in the center, and that building could be the prison (or alcatraz in this case)
Yeah without having a mockup of what the map would look like, it'd be challenging to determine if it's a good map. I like the idea of a prison a lot, but it's all in how they design it. The main building (prison) can't be small like the temple in Temple of Purgation. That'd feel like a waste of a prison map to me. The more I think of it, the more I love the idea of it being on an island. Maybe the "gate" could be a dock to get into a boat.
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@LintyScorpion said:
Well if it's an indoor map, I already hate it. So far all of Dead by Daulight's indoor maps aren't good IMO
If it's modeled after Alcatraz, it's on an island, so indoor and outdoor.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/187538/thoughts-on-a-new-prison-map
Cool idea, love maps!
MORE MAPSSS!!!
Hey thanks, and thanks for commenting! *thumbs up*
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@LqF said:
https://forum.deadbydaylight.com/en/discussion/187538/thoughts-on-a-new-prison-map
A prison map would be an interesting idea, as it suits the horror theme well and everything, but if it is to be a closed map like midwich, Lery´s or Hawkins, please no. I really don´t like any of them, both as killer and survivor.
The only way I could see the devs not making it totally closed is if it were modeled after something like Alcatraz. Having the prison on an island is a realistic way to do that. Is that what you were thinking?
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@Todgeweiht said:
Alcatraz would be a cool map.
Yeah I was thinking of an old prison, like Alcatraz. New ones aren't the same.
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@APoipleTurtle said:
Just throwing this out there as food for thought, but a Prison-styled map would work great if they ever did a licensed chapter involving the Outlast series (which would also fit thematically for DbD).
Map could be set in Mount Massive (a mixture of Mental Asylum, Prison, and Research Lab).
Survivor would be Miles Upshur (Outlast 1 protagonist) with alternate skins to become Waylon Park (from Outlast: Whistleblower) and Blake Langermann (from Outlast 2).
And I'd pick Chris Walker as the killer (the flesh-colored Hulk from Outlast 1), but Richard Trager, Eddie Gluskin ("The Groom") and Marta (Outlast 2) would probably also be decent candidates.
I haven't played that before, but from what I found from a quick Google search, licensing that could be a good idea. *thumbs up*
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@TheClownIsKing said:
It would be challenging to make it distinct compared to Lery’s that already looks prison like in some spots.
Unless they made a prison that’s also part of Lery’s Memorial Institute.
I think they're different enough. A prison can have a hospital wing (that'd be the part like Lery's), but it can also have a green mile, cells, execution chamber, staff housing, a barbed wire-lined courtyard, prisoner watch towers, communal showers, a cafeteria, etc. It could even have hidden passages (where prisoners try to dig their way out).
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1536111#Comment_1536111
yip this is 100% correct. There's no way to identify which platform specifically someone is playing on, but the globe icon shows that it's a player that's on a different platform to you.
Hey, thanks! I appreciate you taking the time to answer!
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@GoodBoyKaru said:
The globe indicates they're different to your current platform.
If you're on steam and they're on Windows Store or switch, they'd still have a globe.
You're on PS4 and see a globe? Could be any platform.
Not a dev but I hope I could help.
Thanks for commenting! I hope you're right. It sounds like it would be because that seems like the easiest way to code.
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@Zeidoktor said:
On a stream recently I saw someone make a suggestion I liked: Rather then No Mither giving permanent Broken status, it gives permanent Exposed status.
It fixes one big issue with NM: the Killer tunneling the No Mither because they know from the start that it's there. In fact, if the Killer isn't paying attention or gets the No Mither with an Instadown or Plague sickness, they might never realize it's in effect. It also prevents No Mither from giving Oni instant blood orbs since you start healthy and being Exposed instead of Broken offers the option of healing.
If you are injured, such as freshly saved from a hook or picking yourself up, the No Mither injured benefits still kick in, offering a tactical angle of healing to keep better hidden or staying injured with lower risk than normal.
My own idea has always just been a bonus to Boldness and/or Survival points the way perks like No One Left Behind, Distressing or Hex: Thrill of the Hunt offer bonus points.
Hmmm, that's an interesting idea. I never heard it before.
The more I think about it, the more I go back and forth on that. So you're permanently exposed, but you can be healed AND recover from the dying state unlimited times? I think killer mains might say that's too beneficial to the survivor. No mither, as it is, is permanent injury (and by design, noise making) with the benefit that you get yourself up unlimited times. We know that doesn't happen in actual game play, but it's supposed to be an equal tradeoff.
I could see an argument being made that if "no mither" was changed to be a permanent exposed status (with the benefit of being able to be healed and recover unlimited times), that a balance would have to be that if the survivor was injured that they would either A, suffer from the broken status for a set period of time or B, be healed at a slower rate (slower than self-care).
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1431399#Comment_1431399
In your opinion, but not to me. I have a lot of fun using that build and it makes getting gens done a lot easier in solo lobbies.
If the purpose is to be perpetually injured solely so resilience kicks in for gen repair time, why not use prove thyself/leader? If you're putting two perk slots in already (resilience + no mither), you could add Better Together if you're afraid you'd be doing mostly solo gens.
Personally, I've found combining spine chill w/resilience (over no mither) was strong because it created more efficient vaults, which protected me in loops (as well as opening gates, doing gens, etc.). Counteracting latency issues is arguably a bigger issue than boosting gen speeds (both killer and survivor complain about latency, only killers complain gens are already too fast, hence the toolbox nerfs). Think of the spine chill + resilience combo another way. If I am injured, I, too, have resilience. I don't have no mither, true, but I could 99% my heal with a medkit. Let's say the killer is coming (because he can hear my grunts or gen repairing). My spine chill goes off, which then boosts the gen speed even more. Then if I'm afraid of taking a down, I immediately finish my 1% heal and can take another hit. I could not get the additional boost in gen repair time and finish the heal with no mither, but I have gotten more points, saved myself from a down, and boosted my gen repair speed even more.
I know we all have to play according to our own styles, so I'm not saying I'm for sure right and you're wrong. I'm just saying that because of this difference in play style, I'm struggling to see why the proposed change would negatively impact your play style so strongly. If you truly do not mind the killer knowing you have no mither from the start (which means you also don't mind the risk of being tunneled/immediately hooked), then why not take a hit quickly in the game? You'd then be able to play w/no mither and resilience as you always did. Yes, you'd have to "find" the killer first, but if you're not trying to be a stealthy survivor, you can easily find him (and score some escaped chase points). If your fear is you don't want to get hit simply to risk getting downed and hooked, then why use no mither to begin with? It is, in essence, a perpetual exposed status and you make grunts, giving away your location easily. Unless you are great at looping, or in a coms SWF, it just seems like there are other ways to boost gen speed that could be more efficient than no mither and resilience together. (And if you are looping, you're not doing the gens anyway, You're busy wasting the killer's time).
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@yobuddd said:
Currently you’re kinda screwed if you go against Oni with this perk. I think a fair change would be to have no blood orbs, but if Oni downs you then you spew out LOADS of them in a bloody-orby explosion! This rewards Oni for downing you without his normal tracking via orb, and doesn’t give you away and feed Oni from the get-go.
That's an interesting idea. I wonder how Oni mains would feel about that. I think some of them would prefer to have the orbs spaced out, instead of in a central location, because it makes it easier to access them throughout the map (which makes it easier to use the power). Especially since he can only collect so many orbs before he's unable to absorb more, an all out "explosion" in one spot would only do so much. To combat that, I wonder if the "explosion" would work better if the orbs then spaced outward. However, I doubt the devs would want to code for that animation, unfortunately.
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@[Deleted User] said:
I'd like to see it reworked in a different way. Even if you're broken after the first hit, the killer can still see that on the HUD. They could make it so that the killer can't see the broken status, but I don't like that solution. I don't think the HUD should ever lie, and I also feel like selectively making the HUD lie could cause weird edge case behavior with other things that cause Broken, like Deliverance or Plague's power. I'd expect a lot of bugs and general confusion around that.
I have a couple of thoughts about how you could update it, depending on what kind of a perk it's intended to be.
- If it's meant as a challenge for extremely competent survivors, add bonus in-game bloodpoints in all categories. This would make it pair really well with WGLF, another David perk, and give really skilled survivors an incentive to take it easy on killers. I know I'd gladly run this build when playing with lower rank teammates in a SWF.
- If it's meant as a high risk / high reward perk that's actually supposed to be functional, add a small movement speed buff (~3%). If a survivor is really confident in their looping ability this would have excellent synergy with perks like Resilience which also make you more effective while injured and also help you in a chase. If you make a mistake you'd be punished quickly, but you could be a menace if you looped well. With this slight movement speed boost I could imagine running No Mither, Resilience, Dead Hard, and Spine Chill/This Is Not Happening/Hope (hello 110% movement speed after the gates are powered!). I think that'd be a blast.
I like your ideas, especially the second one. I still think the perk should not trigger until the killer lands an initial hit, but a rework the way you suggested could also be applied to the original idea. But to be clear, since I believe the perk should activate after being hit, I'm not saying the haste buff should be a constant. It also would only activate after the perk was triggered with the initial hit.
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Does exactly what it says.
You start the game as "broken," meaning, you are injured, you grunt, and you cannot heal. You do not leave blood trails. If the killer slugs you, you recover on the ground and can get yourself up. The amount of times you can recover--or if you can even recover at all--depends on if the killer slugs you. 99% of the time, a killer will hook you because they don't want to risk you getting yourself up. The killer knows you're broken because the broken symbol is above your name, and they know they never hit you so how could you be injured?
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@Verconissp said:
You Start the Trial Healthy, However whenever you take a hit. You are affected by the Broken
Status Effect for the duration of the Trial. The survivors will see the Broken Status Effect, However the killer will not, Your thick blood coagulates practically instantly.
- You do not leave Pools of Blood
- .Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time.
- Grants the ability to fully recover from the Dying State
- Bonus Points in boldness increased by 25/50/50 %
This is what i'd like to see No Mither changed to..
What would the perk (as you've changed it) do with respect to the Oni's power? Stay the same as is or be altered?
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@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/comment/1429893#Comment_1429893
The majority of people using NM are not using it for its ‘Unbreakable’ effect. Those that are using it for that reason are probably just running meme builds like “You can’t hook me”.
NM’s biggest strength is the hidden blood trails. This eliminates a vital tracking tool for the killer player, especially with synergies like Iron Will to capitalize on it. Even more so, the sounds in this game are a bit “off” we’ll say (trying to be nice :P), so the blood is a very useful tracking tool for stealthy players if the killer isn’t facing a Doctor or a killer using Stridor.
I’m not saying NM is Godly because a killer can’t track without a blood trail, nothing can be further from the truth. But it IS a big enough asset to a survivor to warrant a forever ‘Broken’ status.
I think that's a fair assessment. I still believe a killer should have to work for that initial hit, though, because if they hit you one time, then you are forever broken, and everything you've said is still true. But that was an interesting perspective. Granted, killers mostly use scratch marks for tracking so unless you're walking *and* have iron will, it'd be hard to juke with "no mither" alone. But on that note, do you know how long it takes for trails of blood to disappear vs scratch marks? I honestly don't. Knowing that could provide better context. But, thanks for commenting!
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@coppersly said:
I'd like to add on to this: You have the broken status and everyone but the killer can see it.
This way from the killer POV it's just some survivor who didn't want to heal all game and you're less likely to tunnel them out of the game.
Hmm. That's a fair point. I keep going back and forth on it. The more I think about it, the more torn I get. I could see why Killers would have a problem with it, but it does have some merit, too. Hmmm. I'm not sure. Good point, though.
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@Purgatorian said:
What I don't understand is no mither is not supposed to leave trails of blood but will leave blood orbs for the oni. I do think no mither should have grunts of pain reduced by 100%, like iron will, and should counter the oni's ability.
I heard an idea about that before. It was something like, no mither would still leave trails of blood for the Oni, but NOT to the same degree. The reasoning was that if no mither was buffed to leave no orbs, then it would render his power completely moot, which doesn't seem balanced. But a slower supply of orbs (since he doesn't "work" for it) would be a bit more fair. I think that's worth exploring, but I'm not in the "Yeah, that's perfect! Why didn't the devs think of that?" camp either. Definitely worth fleshing out though. I could see that as being a reasonable compromise.
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@IMhereRUN said:
No Mither is already balanced. You have an unlimited amount of times you can pick yourself up from the dying state, AND it removes your trails of blood.
Respectfully disagree. The purpose of the perk is to allow a survivor to get up unlimited times, with the tradeoff being that they remain injured and will grunt (if they don't want to grunt, then they must sacrifice a perk slot and use iron will). So the killer should have to injure a survivor in order for the perk to activate, as it serves no purpose otherwise. "No Mither's" sole power is entirely dependent on the how the killer chooses to play the match. If a killer sees a survivor is broken from the start of the match, then they know exactly why and what the perk will do. Any other perk requires actually playing the game and interacting with another play to determine their build (the survivor took off, therefore they have sprint burst. The killer made a beeline here after hooking, they have BBQ). You have to work for the knowledge. That doesn't happen with "No Mither."
And as its power is based solely on the play style of the killer, it is often rendered entirely moot. I have rarely met a killer who did not hook a "no mither" survivor immediately. Why? Because they know exactly what will happen if they don't. Removing the broken status from the start of the game will make it more balanced.
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It's been happening so frequently, and not just to me, that I'm wondering if it is a problem with the dedicated servers. I don't think you're supposed to be able to be grabbed right after *completing* getting out of a locker. I don't remember it being like that in the past. Could be wrong though. Thanks for commenting.
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@Zyferis said:
So I've been playing Dead by Daylight for a couple years and I've never really been one to post about them on the forums, but thought I'd take some advice and give it a shot. With all th changes and everything that comes in DbD there have been a few I'd like to see that could either shake up the Mets builds, and even help both sides.
Firstly a change to prestige. With every character having their set of teachable, what if there was a hidden teachable that could only be obtained and leveled though prestiging. Not only would the teachable be limited by the level of the p1-3 character but it could be a pink perk since there are pink add-ons. There would be two catches, the first is the teachable max level is based on the prestige level of the character meaning you couldn't get level two of the perk if the corresponding character isn't p2-3. The second is that since it's a pink perk, you would only be limited to 1 pink per build you bring in a match. I think doing so would give players a reason to prestige as well as it shows dedication towards the time you place into the game. Not to mention it could change the same perks both sides see per match.
Another thought that runs through my mind is adding a bracket, link or color code at the end game screen next to survivors names or just on the tally screen if they want to be discreet. It would show if your teammates were swf or if the round had any. I've run into matches when playing survivor and was curious as to why players acted a certain way and have the same thought when I'm killer. If the team was just really good at their gameplay or are they swf. It's not like the survivors themselves have to be outed, hell it could be just a simple icon near the 1-5 how did you like the match vote. It would be a small quality of life change that at least could shine light on gameplay of others.
With the Ruin change and the working with others bumped to 15% I barely notice a difference whether it be with a swf, solo or killer. I think a main problem with gen speed though is swf since they usually have mic. Something that has been on my mind is what if they changed how gens worked, I know they seems scared to approach buffing gen speed but by not doing so these other changes don't seem to help. What if instead of touching majority gen speed, they changed how swf gen speeds are? Possibly add a max 5 seconds per person in swf. 2/3/4 swf would be 10/15/20 seconds total. That alone would mainly effect swf who already have open mics for a 4v1 without any penalty beyond their own gameplay or that of the killers.
Mori and keys are always a hot topic, I've yet to really figure out how to nerf the keys other than add a progression bar to opening the hatch for a more realistic type of key instead of it being just a click and you escape. Mori on the other hand, I've thought of a few ways they could rework them, especially after seeing the new chapter. Yellow Mori is always a weird one with how everyone has to leave or be dead to get the Mori on the last person. What if a small tweek to it was once all 5 gens are done they could just Mori that one person instead of other stipulations added by the last person on the map part. Green could be the same or change it to on death hook as well as Ebony. I main thing with Ebony is I've heard other ideas like once everyone is hooked or everyone has to be on death hook. That's taking alot into account, you could be up against a swf, an extremely good looper, bodyguards players. Seriously kinda depends, but where the survivor dictates a power, map or offering makes it far less effective or useful. Then comes the pyramid head kills, maybe they could incorporate all killers having a final kill and the ebony would be you could be allowed to use a unique kill animation.
Lastly something that I was thinking was what if they changed the EGC to when the 5th gen is done. That way the survivors are more pressed to get out of a map. 99% a door could still be done but to avoid certain perks like normal, and to compensate for it starting that way they could buff the time up on EGC by a minute to account for the change. The EGC would be the normal time if the killer closes the hatch though possibly. I know I get tired of having to either deal with hook trades, face camps to secure a kill, people opening a door before someone is downed and start a EGC. So this change could make it more of a tense reason to leave the match faster.
For the TL;DR type: this is a summary of stuff said
Prestige bonus: pink perk idea
SWF endgame notification icon
SWF gen change
Mori and key change
EGC rework
Right now that's all I can think about adding to this and hopefully I can get some decent feedback and opinions to start a conversation with what I've mentioned as adults. If I can think of others I'll be sure to add or start another thread. And if you did read what was fully said, thank you for your time spent here. Be safe everyone.
I agree with the pink perk idea. I've always thought the motive for prestiging was on the weaker side. You get a skin, and nothing else. Unlocking a cool perk would make it worth it. True, the devs most likely won't like coming up with a new perk for every killer and survivor, but that doesn't mean it's not worth doing.
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I don't believe I was suffering from exhaustion, but I'll check for the icon the next time just in case. Thank you for the idea! If that is it, it's definitely a bug.
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@Kamikazi said:
You know... I've had similar experiences where certain perks would not work for archives in the 3rd slot, and had to reorder the perks and switched back and forth from another survivor character to get the perk to run correctly two to four weeks ago. I thought it could be bugging out due to its order or a previously used survivor causing the issue.
That's an interesting idea. I wonder if that's it.
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The devs pinned a post about reporting random in-game disconnects at the top of the Bug Forum. I think you should upload this there, so it's easier for them to see it. A lot of people have been reporting this issue, so they're asking for specific details (including what region you're from) to try to pinpoint what's going on.