BattleCast
BattleCast
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@SlimyTaco said:
Ok, only reduce killer speed 15% and its good!
I don't think these ideas are meant to specifically nerf survivors but make the game less boring overall and increase the uniqueness of the realms/maps.
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YEESSSSSSSS. MORE MINIGAMES. Im tired of pressing M1 and Space.
Also, map specific objectives would be amazing. Just imagine trying to seal the portal in hawkins, AMAZING!
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Windows of Opportunity, this is my crutch survivor perk because im blind.
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I agree that Camaraderie should be changed but simply pausing the hook timer is not useful at all.
I went into depth about each of Steve's perks on why they aren't good and how I would changed them here:
@BattleCast said:
All of Steve's perks are utter garbage. So here are my ideas on how I would fix them. This post will be long I recommend you put on your reading glasses.
Babysitter according to the wiki for reference:
https://us.v-cdn.net/6030815/uploads/655/UE9LSVC6GMEM.png
Problems with babysitter that need to be fixed:
Potentially harmful effect.- Effects are too short.
- Sometimes fails to accomplish the perks whole meaning.
How i would fix babysitter:
While you have a reputation for being self-centered, you risk it all to help those in need.
When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks or Blood Trail along with no grunts of pain for the next 10/15/20 seconds.
If you are healthy, both you and the Killer see each other's Aura for 4 seconds.How this fixes the problems with babysitter:
No longer a potentially harmful effect because in order for the aura reading to proc you need to be healthy.- Longer effect.
- Nearly ensures safety of unhooked survivor because they also make no grunts of pain along with other effects.
camaraderie according to the wiki for reference:
https://us.v-cdn.net/6030815/uploads/671/60XAC7BS0LAQ.png
PROBLEMS WITH CAMARADERIE that need to be fixed:
- Potential to go the entire game without ever having activated Camaraderie.
- Effect is weak and in most cases, never useful.
- Only effects yourself even though the effect is weak.
- Weak for a "only activate once" perk. i.e. why use this over Adrenaline or Deliverance.
(Camaraderie requires a complete rework to be decent in my opinion)
How I would fix camaraderie:
Life has taught you the importance of friendship which has given you strength.
While another Survivor is hooked or you are hooked, Camaraderie activates.
If you are not being chased by the killer, gain the Haste status effect (5%/6%/7%) while running in the direction of the hooked survivor.
If you are on the hook in the Struggle Phase and another survivor is within 32 meters, your Struggle Phase timer is paused for 20 seconds.
Other survivors also benefit from the haste status effect while not being chased and running towards your hook.
NOTE: Camaraderie can be activated multiple times within a single trial.
NOTE: Haste gained from Camaraderie does NOT stack with other Haste bonuses. (this is to avoid Hope and Camaraderie giving you 114% speed and allowing you to outrun 110% speed Killers)
How this fixes the problems with camaraderie:
- Almost impossible to go whole games without activating Camaraderie.
- Entirely new effect that saves time, allowing for more time doing the objective.
- Effects the entire team, but at the same time limited and not completely busted (imo).
- Still has an effect that is personal to you so if the entire team runs Camaraderie you don't lose value for bringing Camaraderie as well.
Second Wind according to the wiki for reference:
https://us.v-cdn.net/6030815/uploads/104/8BXJ9HE67CUE.png
Problems with Second Wind that need to be fixed:
- Makes you Broken for no reason.
- Takes too long to get healed from Second Wind.
- Annoying to accomplish requirement.
How I would Fix Second Wind:
You have learnt to avoid awkward situations with parents. Part of you still thinks the best option is to run away and hope things take care of themselves.
When you have healed other Survivors for the equivalent of one Health State or Unhooked another Survivor, Second Wind activates.
While Second Wind is activated, the next time you are unhooked or unhook yourself, Second Wind will automatically heal you after a total duration of 30/25/20 seconds.
Second Wind deactivates once you are completely healed, healed by another survivor, or put into the Dying State before Second Wind successfully triggers.
Second Wind does not activate if you are already afflicted by the Broken Status Effect.
How this fixes the problems with Second Wind:
- No longer has that awkward broken status effect.
- Shorter timer to be healed.
- Easier to activate.
Tl:DR
Babysitter needs a number buff and built in Iron Will.
Camaraderie needs a new effect because the current one is underwhelming.
Second Wind needs to be less annoying. 😪
Let me know what you think of my ideas in the comments!
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1161002#Comment_1161002
The only problem with your argument is that I don't think most people want to play killer.
That doesn't mean that killers deserve the short end of the stick though.
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Sole Survivor needs an entirely new effect in my opinion.
Any perk that relies on your team mates to die and rewards you for their death just isn't healthy for the game in my opinion.
The goal is to get everyone out alive, not to wait until that hooked person dies so you can get your perk to work.
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@SirCracken said:
And may I ask exactly where all of you were during the launch of his re-work? Because very few people seemed to be complaining at the time.
But regardless, the general survivor consensus is that Freddy is no longer fun to verse. I, however, see little reason to support this claim. For example;
Stuff that you have to keep track of against Freddy
- Your sleep timer
One of the most important things to keep track of. As long as you're awake Freddy has effectively no power. This makes him completely unique in that his potential is determined by the survivor's decisions.
- Dream snares/pallets
With snares, it's more about trying to get into the Freddy's head and predict where he's going to place them. Since the threat of snares often shuts down a loop, this means that survivors have to plan where they are going during a chase way ahead in advance.
And with pallets it's just another thing to memorize in the map, like pallet locations and loops.
- Freddy's position
Another obvious but still important factor. Since Freddy can teleport and falling asleep means losing the ability to tell how close he his, survivors have to actually use their eyes and tell where he is coming from. This also encourages learning the layout of maps and generator spawns.
So tell me, people who find Freddy boring, how exactly is keeping track of 3x the factors than a normal killer would offer somehow make Freddy brain dead to play?
Because I can certainly tell you that when I play Freddy "just spamming snares and teleports" isn't a viable way to play him.
Hes boring because I see him literally every other game.
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gg = ok
GG = not ok
Am I the only one? I feel like saying GG is to just tilt other people and rub in the fact that they won.
@Kind_Lemon said:
The only reason I agree with OP on some level is because often times, I "lose" a game because of a bug/hiccup in the game, the servers, or my internet connection. If I'm downed through a pallet when the killer is at least 2 meters away, and I was about to escape, I of course will be salty if the killer says "gg", because from my perspective, it clearly wasn't, and I see the killer as claiming the game's inconsistencies as part of his/her skill. The same applies for hits not registering in the end game. I, of course, understand that not everyone thinks this much about a "gg", and I don't blame anyone for giving me a "gg" in a particularly "bg", but I thought my perspective should be shared.
I always try to say "gl" rather than "gg" just out of respect that the other party may have had a terrible time that prevented them from enjoying themselves/the killer's self. If it's clear that both parties had put forth their all and/or were content with the outcome of the trial, I'll say "gg" or "wp". Even so, I think to myself every time, Is DbD a "good game"?
Also, I totally agree with this. Sometimes I will get hit through 20 pallets and the killer will say gg wp and I am just sitting there on a mountain of salt because the game screwed me over.
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@nea_isnt_a_killer said:
It used to be that Stake Out was a must have in my loadout as insurance against old Ruin, but since Ruin doesn't really do anything now, I definitely wouldn't mind seeing it buffed a little. An additional 2% increase does not seem unreasonable to me.
I was thinking the same but when you factor it all in a 2% increase would be massive. 4 Tokens and a 4% progression bonus for each token would be 16% of the generator shaved off. I'd either make it hard to get a token, reduce the cap for the Tokens, or give it an entirely new effect like the one about revealing the killer when a token is used.
Generators just fly these days 😪
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@SnakeSound222 said:
I don't think Surge keeps the gen regressing though. It just applies the 8%. You still have to go and kick it.
It actually does regress the generator if nobody was on it in the first place. But it still needs to be buffed a little to be able to fair against something like PGTW.
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@XRuecian said:
Babysitter has a clear purpose though, and it does exactly what it was intended to do very very well. It might not be a meta perk for optimized survivors, but that wasn't what it was supposed to be. This is a perk that allows a very skilled player to help an unskilled player. It was basically meant to help high rank and low rank friends to play together, and it lets the high ranking player take more pressure off of his less skilled friend.
Or for someone who still has 2 or 3 hooks remaining save someone who only has one hook left and cant risk being downed again quickly.
It gives the unhookers aura to the killer for the specific purpose of being a diversion so that the other player who got unhooked can get away safely.
You can't say "I only want this perk to activate only exactly when it benefits me perfectly."
That would be like a killer saying he doesn't want to lose stacks of save the best for last when he hits his obsession because its harmful to him.
Not every perk can be non-situational. Otherwise they would end up all just being really bland stat boosters instead of having interesting effects.
Some perks just have risk and reward, if you don't like the risk then just don't use the perk.
I mean, imagine saying you want Object of Obsession perk to only reveal your aura to the killer if you were in perfect health. That's just being too greedy.
Camaraderie sucks, i can agree on that at least. It probably could use some small buff, though i don't know if messing with mapwide movespeeds is the best idea.
As for Second Wind, i think the reason you become broken is so that you can't stack it with Borrowed Time. Otherwise it would feel really really oppressive for killers to deal with. Imagine getting unhooked instantaneously right after he hooks you and you just get to walk away with a free hit AND a free auto heal. It would instantly become pure meta and impossible to deal with. Or am i incorrect, and these perks already stack? Seems a little insane if it does.
After reading this I totally agree that Babysitter should always reveal your aura. Babysitter is supposed to be a risk-reward perk so completely removing the risk part would be a bad idea. Plus people could just 99% their heal then unhook their fellow survivor to completely avoid detection.
As for Second Wind, I wasn't thinking of Borrowed Time when writing this out.
Maybe making it only heal 1 health state instead of going from injured to healthy so if they have to mend it would instantly mend them instead of healing them to healthy? This could be how it already works though idk.
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@ohheyitsbobcat said:
I see your thread has shown back up. ^_^
This is an interesting idea but I don't think survivors need any more perks that would boost gen speed right now, even though it'd only be a small increase.
One of the biggest uses of this perk before was to counter ruin for people that had a hard time with skill checks. As it is now, I honestly think it should be reworked entirely or given a slightly different effect.
What about increasing the time to maybe a minute per token and the token effect instead becomes a permanent increase to the side of the great skill check bar, doubling in size at 4 tokens or around a ds skill check size. The permanency would give the perk an ever so slight buff but have the same effect although it'd still be rather weak thinking on it.
As for a slight rework, how about you keep the 15 second terror radius per token but then have the effect be every time you get a great skill check you can see the killers aura for a few seconds. This would make it a neat little killer tracking perk similar to alert but tied to skill checks instead of pallets or kicking gens. It'd also fit the name Stake Out pretty well.
In fact you could even combine both effects together in a minor way.
I really like your idea of making it into a sort of killer tracking perk tied to skill checks!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1159783#Comment_1159783
But are REALLY outclassed by other perks.
And tbh, how many times did you active Camaraderie (that helped) and Second Wind?
Exactly! Plus Camaraderie has such a cool perk icon and sometimes I run it just to look at it!
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@Reborn2020 said:
They are not useless
Saying they were useless was a little bit of an over exaggeration, but I definitely think they are under powered and in need of buffs.
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@TheOneElric said:
Yes. All of my yes.
tysm! I spent a long time thinking of how I could fix these perks and it's nice to see approval of my ideas.
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@ApeOfMazor said:
No wonder devs think survivors are balanced. 9 times out of 10 these guys absolutely throw their lives away. I just got demolished playing oni. 5 gens done and I just caught one person at the end. And what do you know the other three would rather suicide bomb the hook trying to save the guy than escape. A 1k turned into a 4k.
Seriously survivors have it so freaking easy yet they skew the stats doing the dumbest crap possible instead of walking out the exit gates. Time to disregard the stats devs and buff killers. If survivors want to suicide then killers should not suffer for that.
As a shirtless David main, it is against the code to leave a soldier behind.
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I see you're using unrelenting, another sleeper op perk.
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Yes
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I still think spirit is the strongest imo. Spirit's only counter is a gamble of luck.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1159107#Comment_1159107
Thanks.
Clowns only real real problem is the design of his power. The wrong way to use his bottles also happens to be the logically natural way any player is going to use the bottles: throw them at survivors.
And although landing actual direct hits is indeed good for Clown, a beginner is inevitably going to mostly have bottles land on the ground either around or behind a survivor during a chase. The throw cooldown/slowdown in conjunction with the teeny amount of gas survivors are exposed to this way results in little benefit to Clown during a chase.
Sorry to be condescending here but unfortunately BHVR gave players WAY too much credit in thinking that most would figure out that the cooldown/slowdown mechanic would help teach players that this is the wrong way to use bottles. So quite understandably many players just come to the conclusion that Clown is rubbish, rather than questioning “am I using the bottles wrong?”
How exactly should I be using his bottles? I love Clown (along with everything that came in the curtain call chapter) and I really want to improve my Clown. I know I should be using his bottles to trick survivors into an unsafe place but won't a good survivor player just ignore the gas and go to the strong pallet anyway?
Also whats the best build and add-ons for the Clown?
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I also really like Surge but I just wish the wording of the perk was changed.
"This applies an additional regression of 8%". Why say additional if it's only 8%???
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1159206#Comment_1159206
Yeah, but they're in the game for quite some time now. Maybe the Devs are planning on reworking them in the future, idk, hopefully they are.
I think they said that they would change Vigil on one of their Q&A's. That's all they said for Quentin's perks though.
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It's supposed to tell you if your ping is good or bad I think
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You shouldn't be able to wiggle easily off the killers shoulder. The point of wiggle is to deter killers from hooking you in the basement half way across the map. If you get downed, then you should be hooked that's how I see it.
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Clown has really boring add-ons too. Clown needs to be less add-on reliant and he needs more interesting add-ons.
Like what if for example, Kerosene Can made it so bottles no longer explode with gas on impact but leave a trail of gas as the bottle flies through the air. THAT would be an add-on. It doesn't even necessarily need to be good it just needs to be fun and game changing
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Agreed, so many killer perks have crazy long cd's for no reason even when the effect is mediocre.
Why again does Blood Echo have a cd? Or even Surge to an extent. Killers should be rewarded for completing their goal quickly in succession, not punished.
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@ohheyitsbobcat said:
If you edited it, it might have to be approved by the mods. When you only have a few posts and or are fairly new, editing your will sometimes cause it to be flagged and it will have to get approved by a mod. It happened to me when I first joined.
I think thats exactly what happened. THANK YOU SO MUCH!
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Joking aside, it wasn't it was for a rework of Stake Out.
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@Ivaldi said:
Literally every Deathslinger ive gone up against today has had to resort to camping proxy camping the hook.. Is he that bad that this the only way killers can win using him? Hiding near the hook, waiting for someone to save and just shooting them?
Have you played some killer yet or do you only play survivor?
Everyone that’s played killer knows that sometimes leaving the hook is not the best option. It does not mean that they suck at the game it’s just because the generators pop too quickly and it’s worsened when you play a killer with low mobility like deathslinger.
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Asylum. I was honestly surprised when I returned after a year to STILL see the god windows. Not to mention 4 potentially super safe pallets in the main building.
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@Toastyy said:
I believe dead hard is easily the best exhaustion perk and definitely the most popular, it has the potential to turn a 5 minute chase into a 2-3 minute chase to a 5-6 minute chase simply by pressing a button I don’t think a perk should have that much power, yes it may leave you on the ground exhausted sometimes but that’s because of the dedicated servers and latency if you had zero lag you would never have a problem with it.
Furthermore it shouldn’t reward a survivor for making a mistake for example you mind game the survivor and they run straight into you, NOPE you’re not allowed to hit me because I pressed a button that allows me to simply avoid all damage, dash forward and extend the chase even longer even though I screwed up but the killer has to pay for my mistakes.
Not to mention Dead Hard allows you to avoid The Doctors shocks if your desperate enough and even Trappers bear traps.
Meanwhile if the killer makes a single mistake it could cost them a lot of valuable time and even the game if the survivors are good enough.
Will we see a change in the near future involving Dead Hard ? Because 90% of my games at least 2 survivors are running Dead Hard
Totally agree, no perk should be able to extend the chase by 3 minutes which I have done basically every single game I run Dead Hard.
Not even the killers fault I just pressed E for distance. It even gets worse when you make a mistake and you don’t get punished simply because you pressed E.
“GG EZ baby killer learn to apply pressure” survivors will say as they run off with their dead hard making about 20 mistakes in a single chase.
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Had something similar happen to me but instead I was the one not body blocking.
The killer had rancor and I was the obsession but I still got flamed. Apparently I should just git good and learn how to body block even though I’m exposed and I can be mori’d.
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I wouldn't even recommend this add-on to a new player. They need more practice with skill-checks not less.
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@AlbinoViera said:
Personally, I like the change. I've been playing survivor more often than I do Killer nowadays, and after using one in a couple of games, I've actually enjoyed it. Instead of Toolboxes being something you take to just finish two gens in half the time with. You now have actual variety with the add-ons and have to use your brain for a change. Can use it to save people from hooks, or get one of the first gens done quickly. Or, save it until the end when you need that speed boost most. Hell, use the Technician perk and the Spring-Clamp add-on to not make a sound when repairing. (I think they stack at the very least. Haven't tested it properly)
Trouble is though, it's like when they nerfed Spirit and Nurse. They're still good, but because they're weaker than before, no-one wants to use them.
Totally agree, an engineers toolbox with double speed add ons can quickly finish a gen and bypass the 3 gen strategy that killers sometimes use.
even if it works only for 16 seconds that’s really all it needs to be good.
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New toolbox add-ons are terrible.
just look at new instructions... yikes.
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Clown before I got Thompson house against red ranks. They made me look like a clown 🤡.
Now I play pig because she’s more viable than Clown and the ambush can be a lot of fun.
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@Gcarrara said:
There are a few synergies that you can make with that perk, such as Nemesis and Make Your Choice. Those can make people extremely paranoid of unhooking obsessions, since they become oblivious and exposed at the same time. If you keep going for them it can be fun 😁.
I didn’t even think of this, might actually try it now!
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1154807#Comment_1154807
i do play killer but not as much as I do surviour nomore, I like Micheal <3 he is my fav killer I have him p3 I have loads of fun on him , & I’m not spending money on this game anymore on principle of how this games been making me feel lol, I run games with no perks sometimes just for the fun I find I have better games loool , i even got that bored I decied to be a blendette yesterday surpsringly I had fun creeping around the match 😂 seeing what things I could “ blend” into, I tried it for science cough lol ,
Sometimes you just need to find the fun after a while 😌
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Furtive Chase has no use other than obsession switching which nemesis does better. It’s honestly upsetting and I hope it gets changed soon.
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If you main survivor, play some killer. The new deathslinger is a lot of fun and I also felt burned out but returned because I wanted to give killer a chance.
Also run some really low tier perks because getting them to work feels so satisfying. Babysitter for example is really bad but the times you actually get it to work and save the hooked survivor feels soooooo satisfying.
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I can see this being an add-on for the Deathslinger. Right now the Deathslingers add-ons are clown levels of boring and uninteresting.
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I don’t think we need more ways for survivors to escape the killers grasp, especially with the new sabo changes.
And also body blocking is already really useful and even better with Breakout.
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I recommend you play killer and see why this idea won’t be very good for the game.
Sometimes it’s just NECESSARY to camp hooks. It doesn’t mean they suck at the game or want to be toxic it’s just forced upon them by survivors pumping out gens or camping hooks waiting for saves. Especially during the endgame where leaving the hook means giving them a free win.
It sucks to be camped but I wouldn’t want the killer to just give me a free win either.
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I like this idea.
Im getting close to 1000 hours and I still have perks to unlock because I don’t have enough blood points. I don’t even have any prestige’s either because I don’t care for the bloody clothes cosmetics.
Anything to make the grind less painful is a 👍👍👍.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/136231/spring-clamp-instructions
Your spring clamp idea is bad.
I mean.. the idea itself is fine. But not for a yellow add-on. Making repair noise less audible, sure. The generator not making noise at all? No.
My ideas may not be the solution to fix these add-ons but I still think they both should be changed to something that actually has an impact. At the very least, they should change instructions to be beneficial rather than harmful.
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Don't even get me started on the extremely obvious basement traps... SERIOUSLY HOW??
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I really like this idea!
The main problem that Vigil has in my opinion is that most survivor status effects don’t go away until some goal has been met so the 20% faster recovery rate meant nothing.
This idea for reworked Vigil fixes that issue and has a really good effect (counters exposed). But I think the immunity period is too long because you could basically half the duration of haunted grounds and it could used on the entire team.
Maybe a 15 second immunity period rather than 30? That way it requires much more coordination and planning on when Vigil should be used.
but other than that I absolutely love this idea!
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Vigil, Camaraderie, Buckle Up, Wake Up, Technician, No One Left Behind, and Slippery Meat all need complete reworks rather than number buffs in my opinion.
I really like the idea suggested for Camaraderie and I think it’s a start to a really fun and interesting perk, but I feel the main issue with it is that it heavily relies on someone making a mistake. As a survivor main myself, it’s ALWAYS possible to save someone within 60 seconds (one whole hook phase) unless you wasted time working on a generator or healing and then realized you wouldn’t make it in time or nobody was coming for the save. Testing Camaraderie in game this is when it mostly came into use and has actually saved me multiple times (surprisingly) but then that begs the question why not just run kindred? I don’t know how I would fix Camaraderie but I feel like just pausing the timer is useless if your teammates are somewhat decent. Maybe make it so Camaraderie increases your movement speed if you are moving towards a hooked survivor by 5%, and it would go both ways so if you are hooked ally survivors would have increased movement speed if they are moving in the direction of your hook? The point of the change would not be to ensure the hooked survivor lives but rather the hooked survivor is quickly saved and allowing for more time doing the objective.
Wake Up is another one I want to talk about because it’s one of my favorite perks in the game after testing it for a while, but I won’t argue that it’s really good because it’s simply not. The extra 15% gate opening speed is only useful in situations when you are the last survivor and the killer has closed the hatch so the exit gate is your only means of escape. The aura reading is the true power of this perk and I have saved my teammates multiple times just by revealing to them which gate is being opened but then there’s the problem of other survivors opening the gate right in your face essentially killing their teammates if they are being chased and have to make a 50/50 guess on which gate is opened (which is extremely frustrating). So how would I fix Wake Up? Well, I heard somewhere on YouTube that with Wake Up you should be able to prematurely power the exit gates before all the generators are done (NOT ACTUALLY OPENING IT). I think it was Yerv who suggested this I could be wrong though. But if that’s not a possible fix for Wake Up I would make it so all survivors see your aura at all times once the last generator is completed and show other survivors that you have Wake Up and a small number buff. I also had an idea to make Wake Up the Fire Up for survivors. So each generator completed would increase your action speed by 2%. Anything for my poor baby Wake Up would be nice.
These are just some suggestions I have had brewing in my head for a while and some feedback would be nice. I believe the community has some really interesting ideas for perk reworks and I’m excited to see what others come up with!
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1143891#Comment_1143891
The bar actually does not flash from the Killer’s perspective.
Oh I must be making things up in my head then because I always found it odd how killers always knew I was going to get saved without vision of the hook and before another survivor started the unhook sorry 😂