Beaburd
Beaburd
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- Beaburd
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I've actually tried to actively use this perk in some recent killer builds, but it's hard to recommend it for me. Some games it can proc pretty frequently and be nice to have, others you'll see a proc once or twice, and still many others you can never see it get any use the entire match.
I think this lack of consistency is due to a combination of the map used, crow placement, RNG, and its effect range. Crow placement is an especially big issue as I feel like 70% of crows are located on the edge of the map, making it useless if you aren't combing the edges. Another issue is that it only procs within 36m, which is just outside the standard 32m terror radius range. This is an issue because if people are in your terror radius they're probably crouch walking with urban or staying relatively still to avoid you, which will also significantly lower the chances that crows go off even if there's some around. Then there's the RNG aspect of Spies, which means even if someone is careless and scares the crows away, the perk might not even proc regardless.
It's just so unreliable now and not really that fun imo.
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I know that I've been affected by unnerving presence against Freddy when I was awake and hearing his song (Lery's map), but I have no idea if Coulrophobia applies.
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Most rewarding: Nurse
All the options you gave are equally fun imo. Nurse is just above all others in general because she can ignore loops and obstacles without the downside of having to stop a chase to refill anything. Instead, it's the survivors job to lose you between blinks that acts as your limit.
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Honestly, I'm really enjoying my current non-meta build.
Borrowed Time, We're Gonna Live Forever, Unbreakable, and Tenacity
The strategy is literally to hook rush, be annoying with body blocks, and put yourself into suicidal situations. My favorite use for this is end-game, when the gates are open and the killer camps a hook. I run in with the intent that I'll get downed during the unhook (so even when injured), and the killer will usually greed for two and chase after the person who just got borrowed time. By the time they realize or turn back, I'm already gone with tenacity and revived with unbreakable. Has made some pretty epic basement and NOED saves.
Not to mention you can get up to +75% BP for a single unhook + body block spam combo. So even if they focus and kill you, you almost doubled your BP which is more than worth the no escape bonus.
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This has been an issue for years at high ranks, believe it or not.
Each generator takes 80 seconds to solo, like you stated. It can often take that long to find and down your first survivor (sometimes even way longer if they're good at looping), so 2-3 generators will pop by the time you get your hook. That's 8% of your objective done (1/12 hooks), when they've finished ~50-60% of the game. Games can quite literally end in 3-5 minutes (less with BNP) if they're dedicated and you chase a good looper. It's horribly unbalanced, and maybe now finally coming to light due to the emblem system.
I pray they change things, because playing killer just isn't fun. There's no time to actually play with the way things are.
Personally I think they either need to nerf healing/self care, so injuries have more consequences and can apply more pressure, and/or add secondary objectives of some sort.
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I'm playing him, he's fine as a killer. He just suffers from what other killers suffer from, and that's a lack of time.
I invested 1 mil BP in him at the start, have okay-ish perks (non tier 3) and find myself suffering from the standard 2-3 gens done per hook dilemma. I'm sure some people actually interested in playing the clown are farming points for him on other killers so they don't have to experience crappy games. Gotta tunnel a lot of games to kill someone off asap to even have a chance, otherwise the gens are done too fast. Not a fan of it, but them's the breaks with the current game.
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It's true, and why? Because the meta survivor perks aren't simply just perks. When I think of a perk, I think of an augmentation of a currently existing feature that provides some sort of enhancement or bonus. But when I look at these perks, they're each just a brand spanking new ability for free.
Examples:
Self-Care: It would never be possible to heal yourself without a med-kit, this perk basically unlocks an entirely new ability for free. Not to mention it can be used infinitely.
Decisive Strike: It would never be possible to injure/stab the killer, nevermind get off his shoulder for free. Equipping this perk is literally unlocking a new ability.
Like, what gives? These actually feel like character-specific abilities akin to what killers have, with the difference being that you can stack these on a single character with no downsides. At least Sprint Burst and Adrenaline, while still very strong, act to augment the survivors running feature with a periodic boost and make more sense. But Self-Care and Decisive Strike jump out to me as a real problem.
Not to mention that if SC and DS didn't exist, I bet you game times would lengthen and "gen rushing" wouldn't be as much of a problem. Killers would actually get a benefit for injuring someone then, forcing survivors to seek each other out and removing multiple people from generators as they heal. How much you want to bet that would reduce tunneling and camping too? I could whack someone or let another escape while injured knowing that they'd be easier pickings later or have to waste a lot of their and someone else's time to recover. That would give killers the control and map pressure they desperately need.
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Totems and game times (aka gen rush).
For totems, it feels extremely wrong that you can lose perks within the first few seconds of a game. You can't even use your hex perks most of the time unless they're active from the start (ruin). For the latter problems, there's just literally no time to experience or play the game in a lot of cases. One chase can be over half the game gone. Frustrating to say the least, especially when killers are expected to hook 12 times if they want a 4man, and at least 6 for a 2 man. Unless you want killers to camp, in which case it can be less.
Seriously though, increase min and/or overall game times or decrease chase times (hint: former option is probably more survivor-friendly).
Edit: Adding in Self Care. I just think the game would be a lot more manageable for killers if they could injure people and know that survivors had consequences for being injured. They'd either need to run around and find someone to heal them (wasting both of their time) or stay injured and be easier to down next time. Think of all the indirect map pressure this could give that killer's desperately need.
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DCs and tunneling.
DCing survivors just ruin the game, period. Hard-core tunneling is just unpleasant and frustrating. The sad thing is though, that I can understand tunneling. There's just not enough time keep chasing different people in a match, and it can be necessary for the killers that aren't top tier.
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This is actually my biggest gripe with the game. For the past who-knows-how-long generator times have been abysmal. There really needs to be a secondary objective or something to slow down the game.
Please developers. It is NOT fun to go into a game, get a chase down, and see 3/5 generators complete. The game is basically over before it even begins. At first it's frustrating, but then you get used to it and think "I forgot why I'm playing this." Really not a good place for generator and game times at the moment. No time to experience or feel the game.
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@m3dicookie said:
Question how does one balance a game by making it longer the reason some people play the game is it something you can play before you have to go to work, making it longer would just make people less likely to play because game play might be to longer to the time they have. its pretty useless why not just make this change to hex rune and make it the 10% per totem still up then nothing would have to change and you still get your longer repair time. and have them all lit and help Thrill of the Hunt be better.I have no idea how I deleted my original response to this, but I'm actually quite sad.
Dead by Daylight, in its essence, is simply a time management game.
Kill and survivors rates?
Strongly, but not solely, time based. It wouldn't matter if survivors were strong enough to loop a killer for an hour. If a game lasted an entire day, the killer would probably come out on top eventually. Likewise, if games lasted 20 seconds and chases lasted 15 minutes, the killer would have little chance.Emblem and blood point gains?
Strongly time based. So what if you gain 1 points per action if games lasted a day and you could do a million actions in that time, whatever they were?Horribly extreme examples, sure, but they should get the point across. Even the most often complained about and overpowered perks, items, and add-ons are simply time savers of some sort. Insta heals, BNPs, Sprint Burst, Self Care, Decisive Strike, NOED, BBQ? They're all just fundamentally time savers in some way or another for their respective side.
Now the length of each game is actually something I considered, but didn't mention. You're right, one of the best parts about DBD to many people is its convenience to play, I'm sure. You get in, get some kind of rush (hopefully not of frustration with the current system), and get out to start again or take a break.
My suggestion may make things incredibly difficult for gen rushers originally, but the pace of the game hastens remarkably once totems go down, you find the key repair item, and/or you prepare a toolbox beforehand. Heck, generator repair times are actually shorter than their base times once your team has completed all of these side objects (if you decide to). The point and hope of that system was to mainly increase the minimum amount of time games last for, but then allow for the pace to increase so the average and maximum game times remain fairly static to whatever they are now. Something that I think is necessary considering games at high (and even some medium-low) ranks can be less than five minutes long. That's not enough time for the killer to do their job, or even for either side to get enough emblem points to pip! For me at least, it's a wholly depressing and disappointing situation. With terms like "gen rushing" being thrown about by killers, and survivors defending themselves by saying they have no choice instead of defending the pace of those games, I hardly doubt I'm alone in those feelings either.
Now we could just simply slap on a 10% repair debuff to each totem, but let's be honest, the current totem system is pretty horrible as it is. Hex perks are notorious for falling within the first 30 seconds of a game in some cases (I've experienced this on both sides, many times). If totem focus is increased without a slight buff/revamp of the system, hex perks are only going to become increasingly worthless. That's why I suggested them a bit more oomph by attaching hex perks to every totem instead of just one. It gives the killer more opportunities to protect these objectives that are only going to grow more precious and fragile in this system.
Another alternative that was mentioned before is that the developers could just create a new mechanic for this entirely. Let's say we slap that arbitrary 10% gen debuff to a whole new set of mechanics similar to totems. Now, essentially every game players are going to have to worry about generators + totems + obsessions + crows (though few remember this mechanic) + chests + killer/survivors + doors + this new mechanic. While it may not seem too bad yet, the game would undoubtedly start getting cluttered with new mechanics, and that might rob the convenience and ease each game provides for some users. While it's completely up to the developers how many mechanics they want to add, my concern for this led me to a suggestion that stuck with current mechanics to prevent such clutter. I also feared adding a new mechanic entirely might take longer and use up more resources, whereas I'm hoping tweaking current systems would be cheaper and faster.
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@weirdkid5 said:
I think this is interesting an worth throwing into a PTB just to test it out. I'll throw this suggestion at one of the devs for you. +1Much thanks!
@Fropps said:
Just pointing out that this could easily be integrated into the current system without such drastic changes:
Make all totems make gens take 10% longer, forcing survivors to waste time and do some totems. I think I like this more because the penalty for not having totem locations memorized in your suggestion is pretty steep. (I know numbers are arbitrary but a total penalty of 50% is an order of magnitude away from a total penalty of 250%) Escaping is already hard for new survivors. Given that they don't know where totems spawn, it's safe to assume that they won't find 1 or 2 of them. This means that gens will always take twice as long as they normally do.Another potential problem is that totems are conceptually meant to be hidden, optional objectives that the survivors should probably ignore. If we make the gen penalty for not doing them large enough, they cease to be that. This makes totems a primary objective, something I don't really like.
I think adding a second objective is a good idea, but I'm not sure it should be related to totems. The devs can literally add any new mechanic they want, so I don't think we have to solve the problem of games being fast within the current framework.
Sure, a simple passive totem boost definitely has the potential to improve things on its own. I just worry about what will happen to hex perks, as they'll likely end up disappearing even faster than they currently do, which I view as a potential problem. That's the main reason why I went a bit more in-depth and vouched for hex perks being tied to all totems instead in this case, which in turn made me want to emphasize their importance a bit more numerically to encourage survivors to seek them out more.
I also agree that many players may overlook a totem or two, especially if totem locations and spawn numbers were ever increased. It's for this reason I added the chest mechanic and brought up perk potential. For people who fear this exact situation the chest's key item, the generator part, would (ideally) negate the generator debuff from 1-2 totems. So once 3+ totems are gone, the survivor would have the option to find a chest to obtain their regular generator repair times unhindered, or they could pursue the additional totems to disarm the killer's perks and (maybe) get a general repair boost as a reward for their efforts. Adding in any objective-oriented perks or items, like Small Game, Maps, Toolboxes, Deja Vu (altered), Detective's Hunch (altered) would also make these tasks infinitely easier for new and veteran players alike. It would also hopefully diversify the meta at all ranks, even if only a little bit, which was admittingly one of my personal goals.
With the chest's part system they'll still be relatively optional, but I understand your point here. They were originally secondary objectives, and some may not like seeing them turned borderline primary. The developers could apply similar concepts to a new mechanic altogether, like you suggested. I personally just don't want to see the game get cluttered with too many new mechanics which is why I tried to devise something using and promoting current mechanics. It would also (hopefully) take less effort to implement and test, and waste less resources if discarded.
I will say though, you could probably also adjust toolbox repair values and make them strong enough to bypass another hex totem's worth of debuff. In this case, a survivor would have the option to specialize in repairing generators and experience these effects to much lesser degrees. Never know, it could open the door to diverse playstyles and builds.
This thought actually made me tempted to suggest a classification system for survivors and perks alike, where objective-oriented perks/survivors would get small secondary boosts (like +3% generator repair times) that could stack to up to 15% in this example if used together like, for example, if you ran Dwight with 4 objective classed perks. The other classes would altruism-oriented (+altruism speed), survival-oriented (+exhaustion recovery?), and bloodpoint-oriented (+extra bloodpoints). If games were lengthened enough, I think these small boosts could be justified and make perks/survivor skins more exciting. The survivor-related secondary boosts would be too small to obsess over for casual players, but help min/maxers choose and create new character styles.
Heck, I bet you could classify killer perks in a similar manner with similarly small but interesting secondary benefits...
But now I'm just rambling.
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@m3dicookie said:
then hex perks would be pretty useless because survivors would just take out all the hex totems in the beginning. so noed dhope hex rune would all be pretty useless because no hex totems would be there . i do like having all the hex totems lit that cool.Wouldn't be too different from the current hex system honestly, with hex perks commonly being removed within 30 seconds of the game. While the main purpose is to increase game times, I do also think hex perks will last relatively longer even if everyone hunts them more actively, simply because they'll need to extinguish all of the totems to deactivate any of the perks. The killer can also defend these objectives easier with Thrill of the Hunt.
Even in the case where everyone runs totem-hunting perks (altered Deja Vu, Detective's Hunch, Small Game, etc) to kill them off quite quickly, that's removing equivalent perk slots that would have otherwise been filled by Sprint Burst/Decisive Strike/Self Care/Borrowed Time. That should weaken individual survivors somewhat, especially if the killers opts out of hex perks entirely and is unaffected by their totem-oriented approach.
Should hex perks still fall too fast, totem destroying times can always be increased slightly. If the game gets too long as a result, base generator times can be decreased proportionally. Another benefit is that this system would allow multiple parameters to exist to control the length of the game, which might be helpful towards balancing for the development team.