Blazelski
Blazelski
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- Blazelski
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The only "new" map that needs a rework is Badham, not visual so much as taking a bulldozer to all the godly buildings.
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@Exor said:
Honestly, I almost expected them to nerf the Add-On from the PTB to destroy the exit instead, which would have been really funny since it would be his "meme Add-On" that would get nerfed.
One of my favorite builds to try on the PTB was Devour Hope Demo with the rotten pumpkin and the lifeguard whistle. You put down a portal right next to the totem and activate it, with the whistle you will ALWAYS know when someone is near the totem and depending on if its in a corner or near a wall you can force them to be oblivious during the cleansing. If you are too far away to surprise them you just put down a portal and teleport, if they are close enough you attack them. Once you have 3 stacks it was mostly gg.
You're blowing my mind man. This thread is blowing my mind.
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Tunneling is the act of going after one person relentlessly. It is extremely subjective.
GF means ghost face.
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Bad. Requires killer perks to even get used outside of OoO. Encourages tunneling the No Mitherer, which will be unfun for the killer whether the survivor is good or bad. Even more Resilience synergy. Even more OoO synergy. People need to stop suggesting perk changes just so that perks have even better synergy with the others perks the person likes to run with it (because they already have enough synergy to make running them together a good idea). Synergy should be broad across perks, not super deep with particular perks.
This perk would be terrible for game health.
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She really does look young. It actually feels like someone photoshopped the braces and acne off of her. This is so sad because if survivors look 13, then this precludes topless survivors, which means I can no longer entertain my perverted dreams...
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Ju-On, The Grudge
Ajin: Demi-Human
Evil Within
I honestly just thought it was cool that Ajin was an option. I feel like no one watched that show despite how good it was, so I had to pick it.
I also kind of wanted to choose Persona, but I can't imagine how they would adapt the art, and was scared.
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@TheClownIsKing said:
Personally, I do like this perk a lot, but I do want it to be little more distinct from Déjà Vu, or simply using a map or Detectives Hunch.
I think Visionary should also show repair progress (like Wraiths “All Seeing” - Spirit) for any gens within range that have their aura revealed.
This would better help survivors in a chase know which gens to not lead chases to, and which gens should be prioritised.
Good idea for a safe buff. Well done.
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@ukenicky said:
There's always room for something like this in the form of a perk. If you ask me it would be rather niche anyhow, to bring a perk just to counter Exposed- also they would need to be very careful with making a perk like this as there are certain killers who's power is all about exposing the survivors like Myers and Ghostface.
Idk, I'm on board with it because I think it would be pretty interesting and new survivor perks have been really boring/bad lately.
I actually forgot about them. I could see them, especially Myers, being the reason they don't introduce such a perk. That made me realize they might never do so.
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@RepostRiposte said:
Might be a bit of a hot take but I like where they're going with the new ultra-rare addons.
They should be dumb gimmicks instead of straight upgrades that only the players with tons of BP to burn get to use.
I agree they should be gimmicks rather than omnipotent upgrades, but I disagree that they should be dumb gimmicks.
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Some of these ideas seem great. Others seem like they don't do enough.
BBQ doesn't need a nerf. It should be good so that killers don't need to feel like they are gimped for bringing it in to make the grind less painful.
Blood Echo: Almost useless buff.
Bloodhound: A great idea!
Distressing: Cool buff.
Dragon's Grip: A good start!
Dying Light: On the whole, you didn't make this perk better, and it's VERY bad.
Forced Penance: Great!
Hex: Retribution: Fantastic!
I'm All Ears: Now meta on Trickster!
Predator: Cool!
Territorial Imperative: Cool idea, but would be an absolute fun killer against basement-dedicated killers. Would cement the need for gen-rushing if you thought someone had it and would be unhealthy for everyone.
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This is a legitimately fantastic and easy rework idea. The fact that it also gets countered by Starstruck is a neat interaction as well. Might also need to make it so that you don't lose collision when taking a protection hit? Commenting for attention.
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@Teacyn said:
I love writeups like this. Here's my response to every one. https://pastebin.com/VA7xrTM0
Outside of the things I have mentioned in my above comment, I basically agree with this write-up.
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Edit: Sorry about the bold text, can't figure out how to undo it.
I also love write-ups like this and did something similar myself for every perk in the game a while back. I'll leave what I feel is my most impactful comments.
Firstly, it appears that you choose to balance all perks to roughly the standard of the current meta. That's a bold choice. Because it means almost every perk could be as strong and annoying for killers as BT, Unbreakable, DH, etc. And because survivors get 16 perks in a game and killers get 4, what such perk diversity means for killers is constant fear of the unknown. The one thing that's nice about the survivor meta for killers is that they know what they're probably up against and can mostly work around the meta perks. If every survivor perk is brought up to the standard of the meta, the only way to make that close to fair is by giving killers unbelievably broken perks that are either overwhelmingly powerful in one way, or still very powerful in multiple ways. Which I think would be quite unhealthy or even impossible with the number of killer perks there are. For this reason I believe the design philosophy for survivor perks needs to be that all perks should be less powerful than the current meta.
I love some of your changes and hate other ones. I'll comment on the ones that are the most problematic. If I didn't comment on one then it's probably one I either agree with or don't find immediately and terribly disagreeable.
@bjorksnas was absolutely right about the chest-related perk changes, even after reading your response. You way overtuned these, even Built To Last on it's own scares me for medkits and toolboxes. Plunderer's + Appraisal guarantees keys.
Aftercare - This seems like a nerf? I run the current Aftercare often, and would never run this.
Any Means Necessary - Resetting pallets as often as you want is a no-go, imo. The cost isn't steep enough here.
Breakout - Surprised you didn't buff this at all. It doesn't need a crazy buff, but it needs something, especially with how much you've buffed everything else.
Camaraderie - Also a nerf. Just needs to let other survivors know you have it to be a really strong and good perk in it's current state.
Lithe - You just made Lithe the best exhaustion perk with the extra 5%. It doesn't need a buff.
Off The Record - I can't see two survivors not leaving scratch marks for 80 seconds as anything other than brokenly strong.
Poised - Powerful gen speed perks are a problem. Should maintain it's current purpose, but be better at it.
Red Herring - Definitely in the right mindset here.
Vigil - Recovering from exhaustion while running should be 20% speed at most. It would not be uncommon to see 2 Sprint Bursts in a chase.
Wake Up! - Totally broken, as someone else said. This is great even when you're not the one in chase. Unforgiveable.
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I like these ideas. I'd say the iridescent should have the drawback that the portal you traveled from is destroyed, but a longer cooldown could be good too.
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I'd definitely rather have ricochet base kit than 115 movement speed, ricochet is fun and 115% ms is boooorrrring. It's also worth noting that Deathslinger has to reload after every shot and Trickster doesn't quite. It's not enough to justify the current differences, but it's something. But I agree with everything else you've said. Especially that he needs more map pressure than Deathslinger and less chase potential.
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Well there's no doubt he'll be better, but I'm honestly extremely disappointed that there's still no ricochet at default. I honestly don't care if they need to revert some of these buffs for it, anything other than a base kit ricochet is less than acceptable to me, because without it he's not the Trickster =[
I'm curious to see how the Main Event will feel now. Like others, I'd like it to be the "main" thing Trickster has. That said, I can also see it being truly unfair/unfun for survivors if main event were made too effective, so I'm not demanding more changes to that yet.
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Great suggestions. These seem well thought out.
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The blocked houses also need replaced.
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Did someone say "ONLY SPRINT BURST?"
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Upvote just for thinking big picture. I can see this potentially working in the way you describe.
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Just don't loop at main building, 4head. /s
I mean, that would be potentially the correct answer for other ranged killers, but with Trickster, the entire map might as well be an infinite.
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If you have perfect knowledge of map geometry (in a randomly generated map) and the perfect ability to aim for each hand while accounting for recoil... he'll still be sub-par.
I refer to Freddy as the king of all trades, capable of doing many things better than the other killers (better slowdown than clown, better teleporting than Demo). On the opposite side of the spectrum is Trickster, the Jester of all trades (worse than every ranged killer at everything except less need for immediate accuracy, and even Plague does that better). The only thing he's kind of okay at is camping, and the others also do that better.
He genuinely cannot be defended adequately at this stage.
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I enjoy playing off-meta, because I think the meta is too cruel to killers and boring for everyone. If it ends up that I (and others) have to bring a very strong perk because of more tunneling, this punishes everyone including killers. An obsession in every game would allow for increased perk diversity because they aren't advertising an easily exploitable weakness, and I think that's really what most people want.
(There are people who think survivors should only run the 10 meta perks and each killer should only run the one 4-perk combo that dominates on the respective killer, and that this is fine and fun game design. I honestly think these people are dull, uncreative, and possibly even low on empathy or at least perspective.)
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061343#Comment_2061343
What about modifications to scratch marks?
It'd depend on the modification. No scratch marks would make it immediately meta and too strong. Making them cover a bigger or smaller area would be either an advantage or disadvantage at basically random times. Making them just harder to see would just be a headache for the killer, particular those with vision disabilities. So I don't know how you could modify them in a way that was fair and fun. Additionally getting rid of scratch marks is the purpose of Babysitter/Self-Preservation...
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I knew OtR would get more attention with the DS nerf.
Clearly it does not need a buff, everyone should just accept that all survivors running Off The Record and Babysitter for absolute stealth after being unhooked should become the new meta. /s
I'm not entirely sure if Off the Record needs a buff, or if the other meta perks just need nerfs... Off The Record might actually be popular if Iron Will capped at 75% noise reduction or something.
My best shot at buffing it would be that you don't make any footstep (and maybe falling) sounds for the duration. But it's kind of hard to buff this perk much in a way that makes sense and is worthwhile without tipping it over into being too good and filling the niches meant to be filled by other perks.
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Yeah, totally agree. The breathing caught me off guard when I first noticed it. I was looping myself for a little bit. Very embarrassing. The rest is great though!
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I actually think Self-Preservation is a niche perk that also fills the niche well at this point. It won't be picked because of the 8-12 survivor meta perks, but I think it is about as good as survivor perks should be. Make it hide auras and/or block screams as well and it could almost be meta.
Fast Track though... It can feel like it comes in clutch, but getting more great skill checks over the course of the game and running one of the chase extender perks is almost always going to be better. The best survivor perks waste the killer's time (maybe even multiple times a match), and this perk doesn't compensate. At the same time, thank god they didn't make a really good survivor perk that buffs gen speeds, because that'd be bullshit. Pure gen speed perks probably shouldn't exist, especially if they don't require some personal sacrifice.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2042350#Comment_2042350
Thing is I eat meat and I enjoy it? Just I'm trying to make people's days better with cute things I don't need that posted when I'm trying to lighten the mood.
You should try watching a documentary called Dominion that's available for free online (googleable). I think you'd get a lot out of it.
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@GoodBoyKaru said:
I'm only 7k but I can give my answer.
Hi, I'm Karu (though if I don't know you that well please use the full name lol), I'm currently a full-time student studying Law, Economics, and RS, and I check these forums often whenever I'm bored or travelling. It's more so that I had nothing better to do than I loved it here and now I'm addicted to everyone's... Let's call them hot takes. It's just a daily routine now that I check them on the train when I've run out of things to read lol.
I've been on these Forums since June 2018, and I've played the game since November 2017, with about 2.8k hours (give or take) in-game.
I like making shitposts more than serious ones, cause this place needs some damn positivity to it (even if people can't see through the bait and it's genuinely tragic). Used to post pictures of cute animals too but people would just reply with pictures of hamburgers/ribs so I've stopped that one now. Oh, and my spelling is genuinely atrocious.
Anything I missed?
Sounds like typical carnists. Always shoving corpse parts in people's faces, proud of how much they enjoy animal abuse. Truly the hottest take.
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@Hex_goes_byebye said:
Exhaustion perks. Being able to just do a chase without the added benefit of exhaustion perks extending what can already be a long chase would be great for time management if gen speeds themselves aren't ever going to be addressed.
Exactly this. Both as survivor and as killer (I main survivor now) I believe Exhaustion perks are very bad for the game, particularly Dead Hard and Sprint Burst, and I don't run them in 98% of my games.
Good survivors can use these perks to just straight up win against weaker killers, and they don't need the perks to run the killer for a decent/long time. Bad survivors become dependent on them and don't learn as fast.
I think the only one that's fine is Head On, because it's hard to use well without other synergizing perks, it's funny, and it's easily counterable by a killer who sees it coming. Smash Hit may or may not be fine depending on how hard or easy it ends up being to stun the killer often, not sure. But the classic four that can be uncounterable need to go.
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Perks. They are the spice of this game, and I'm surprised to see them lowest on this list. Second Wind is actually quite fun to use now, and I'd love for more perks to get balanced and made useful/not overwhelming. The only problem is they don't change enough of them each patch and they usually are still not good enough after the changes to compete with the meta.
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1: Slippery Meat, Up The Ante, Second Wind, ???: Heal someone, jump off the hook when the killer leaves, heal before they can hit you again. Works best with luck offerings.
2: Saboteur, Mettle of Man, Breakout, ???: Be a hinderance to your team as you try to save everyone from being carried to hooks.
3: Autodidact, Empathy, Solidarity, ???: Be a hinderance to your team as you try and heal everyone all the time.
4: For The People, Dead Hard, Resilience, ???: Be ready to heal someone at a moment's notice in relative safety.
5: Flip Flop, Tenacity, Power Struggle, ???: Slug me at your own peril. Bonus points if you don't run Unbreakable.
6: Head On, Inner Strength, Deception, Quick & Quiet: Obvious. The most fun when you find two lockers right next to each other like in shack.
7: Smash Hit (when it comes out), Windows of Opportunity, Any Means Necessary, ???: Keep giving the killer headaches.
8: Lithe, Quick & Quiet, Dance With Me, ???: Just disappear after vaulting mid chase.
9: Red Herring, Diversion, Repressed Alliance, Autodidact: Straight up kill your team.
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It stops Ruin, it stops gens from being worked on only when the survivors allow it, it potentially might never trigger, It might only trigger 3 times max... It's a total laugh. It genuinely shouldn't be used.
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Agreed.
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These ideas are great as alternatives to what currently exists!
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@NoOneKnowsNova said:
As a console player, one of his main issues still exist, his horrible turning. Due to this, I can't see myself playing Blight upon the release of the new chapter.
I don't know how anyone plays this game as killer on console. I've played a bit with controller recently, and all the most interesting killers (like half of killers) are so much harder without a mouse. And then even M1 killers are so spinnable.
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I like the Beast of Prey rework! I think that version of small game would outclass Detective's Hunch overall. Make your suggestion have a 40-ish second cooldown and I think it's in a better place.
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Jeff is the epitome of "dude." His most notable traits are that he is a loner, an artist, he drinks beer, and he has a rescue dog. Oh, and he's a metalhead.
If you're that kind of dude, that may be cool to you, but otherwise... if Jeff was a beer himself, he'd be a Miller Lite.
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I watched a friend try to get Adept on Deathslinger a day or two ago. She had definitely 9 hooked, and she also got silver quality without negatives. I think something may be wrong with it atm. She did somehow manage to get it in a few extra games, but it required like 11 hooks. Pretty odd.
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@thrawn3054 said:
No. Firstly his power goes up from multiple survivors, so that wouldn't make sense. Second, he's mid tier, he's fine.
Not mid, he's arguably the weakest killer in the game.
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@TheRockstarKnight said:
Generators don't spawn on the second floor of the houses.
There are no fences in the front or sides of the houses just the back, the hedges on the sides can be walked through but are NOT see through (so Myers can't be spotted but so he also has to do his whole 'peek around the hedge' deal in order to stalk. Despite having no collision, Ghostface can lean off their edges.)
The houses themselves make up more of the map being wider and have first floor loops made up of narrow and claustrophobic multiple rooms inside them on the first floor - pallets around furniture/doorways and/or vaults over couches, tables, or dressers. These loops are of varying strength depending on the house layout - some easily mimdgameable, others strong. None are God loops.
Gens on the first floor can spawn with no Survivor LOS - so you're at risk of getting grabbed off them or can spawn instead of a loop in a large room with many windows.
The second floor windows are all unvaultable except one at most, but there are doorways that can be used to access the roofs/balconies - one will be a breakable wall (beside the single window if it spawns) the other will always be open.
All blocked windows (first floor and second) can be stalked through a la Hawkins glass, some are cracked open and can be shot through by Deathslinger, Plague or Trickster.
Totems and chest spawns are upstairs, hidden inside furnished rooms with no doorway drops or windows out.
Hooks spawn on the balcony that has an open doorway to it or on the ground in front of that balcony. The second floors can have God Pallets at the stairway entrance to the floor, but only if the one possible window does not spawn AND the first floor loops are unsafe.
Crows spawn on the porches that are disturbed if someone is inside without Calm Spirit or not crouching. Porchlights and interior room lights flicker if a gen is inside and not repaired - fully repairing the gen brightens them up.
Every house can be entered; some have their upstairs doorway blocked, so only the first floor can be used. But there are no more block houses.
The Myers' House basement now spawns behind the house via open cellar doors down under the building. The interior of the house has a very strong pallet - God Pallet equivalent, but a breakable wall weakens it: upstairs never has windows that can be vaulted, but does have an open doorway out as well as two garbage pallets. The Myers' House gen of trophy fame spawns outside the house by the basement entrance, with a hedge all around it for jumpscare potential. Windows are same as the rest of the houses; additionally there are multiple on the second floor with clear vision of the entire street.
The House of Pain doesn't spawn on this map anymore.
The street is very open now; just two cars, the Sanitorium station wagon Michael used and the police car. One is a pallet loops of the same calibre as before, the other will have a busted trash can beside it that acts as a vault location. The road blockers at the end of the street never have totems behind them, and always have hooks in front. Chests can spawn behind them now. Hooks can spawn along the street which has regular lampposts along it.
The park section will only spawn by a house with no upstairs. It now has two bench loops in front and behind the square hedge 'loop' (since hedges have no collision it no longer works as a loop now though). A hook is always inside the hedge square.
This park tile will never spawn on the end of the street - it will always be between two houses.
The goal is to make this map more of an indoor map than an outdoor one, while also allowing from crow tracking, traversibility from house to house, and for Myers to stalk/sneak up on Survivors.
/thread
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@SavageKukri said:
Ohhh, I have one interesting one
Perk: Body guard. Anyone who comes between you or your friend's way will be punished. While running, press the Active Ability button to dart backward. If the killer is in range, stun the killer for 3 seconds. Causes the Exhausted status effect for 60/50/40 Seconds. Body Guard cannot be used while Exhausted. Body guard can only be used while within 4/6/8 meters of another survivor
Might need to be limited to within range of an injured survivor, but this is actually a fairly balanced perk idea on paper, especially if the killer can hit you while you're in the dash animation and it isn't a Dead Hard equivalent.
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@iGotMoriByMonkey said:
I'm posting the perks from my fan-made chapter. Some people already reviewed it in the King Discord fan-made chapter section, I did my best to balance them gameplay wise. I hope people from here will like them too (especially Behaviour staff :D )
(I am not an artist so I basically took in-game perk icons and edited them slightly to match my perks icon ideas)
Killer perks :
https://us.v-cdn.net/6030815/uploads/OOGJKOOHK33Y/watchoverthem-killerperks.png
Survivor perks :
https://us.v-cdn.net/6030815/uploads/3MG07MTN02PL/watchoverthem-survivorperks.png
These are all somewhat overpowered. And some of them are obviously meant to synergize with the best perks in the game.
Outsider: Meant to go with BBQ obviously so no one can hide from you except inside your terror radius and not in a locker. And the part where you see people's auras in a locker could be extremely strong just by itself.
Look at You: Obviously a countermeasure to OoO, but also useful for Alert and the occasional key. This will be weak when OoO gets nerfed, but it's fine I suppose.
Born to be Wild: Obviously we need something to stop/punish survivors from completing generators in front of the killer's face, but this is too strong because it works from inside the whole terror radius. Change it to 8/10/12 meters from the killer, and maybe decrease the exposure time, and I think you have an effective but balanced perk that works for all killers, even stealth ones.
Medical Emergency: Clearly meant to be paired with Iron Will to immediately escape the killer after being hit. Too strong. Take away the hiding bloodstains effect so that people still need to run Lucky Break and you might have a strong but balanced perk.
Dedicated Oath: Seemingly meant to be paired with Decisive Strike or maybe For the People and Bond. An extra 10% repair speed is huge. There's a reason no perks buff repair speed this effectively other than maybe Prove Thyself. Loop a killer somewhat near a gen and you've got a real problem perk.
Critical Surgery: Just meant to totally abolish slugging. Absolutely busted, considering there are times when the killer really needs to slug.
Final thoughts: Bring down the power level of your perks in general, and make them work with the not-so-strong perks so that people have a reason to run them, rather than the best perks that are already very powerful anyway.
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3 Survivor perks.
Now or Never: Under normal circumstances, you cannot recover while in the dying state. When someone is on the hook, you can recover fully and you recover 10/15/20% faster than normal for each person on a hook.
Braced for the Worst: When you are affected by the Exposed status effect and healthy, being hit with a basic attack will put you into the injured state instead, and you will be afflicted by the Broken and Deep Wounds status effects. You have 10/15/20 seconds to mend from Deep Wounds and you stay Broken until the next time you are put into the dying state.
Compensating Competence: When another survivor fails a skill check while you are working on a generator with them, the generator explosion is delayed and you face a very difficult skill check. If you succeed the skill check, the generator does not explode. If you fail the skill check, the generator then explodes and loses an additional 10/5/0% progress.
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I think you've overtuned him a bit. You have to keep in mind he's already in a very good place. I think buffing his base demon dash while nerfing the topknot may be an okay idea, but I wonder if 1.75 seconds base and -.50 for the topknot would be better. Also it's clear to me that we have different opinions on just how strong iridescent addons should be. Personally, I'm not down with auto-losing as survivor just because the killer brought 2 ultra rare addons this game. I'm not sure what to do with the Glove, but it was too strong before, though it is also too weak now. I also think the first sentence of your Crest suggestion is a fantastic addon by itself. The other part could also be a reasonable iri on its own, but I think both is too much. That said, I think I like the rest of your ideas.
I also think his addons that increase movement speed while absorbing blood need to be reworked into lesser versions of the topknot. Also the ones that decrease the consumption penalty of downing a survivor need to be changed because they are simply outclassed by the duration addons. I suggest either increasing the turn rate of Demon Dash (by small numbers), or allowing a much greater turn rate when coming out of Demon Dash.
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I don't really care about a Blight or Twins map, but I really would like a Trickster map at some point in the future.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1991620#Comment_1991620
nice try, want me to link all the suggestion threads I made or do you know how to look at someone's post history?
I do. I didn't have a reason to. Anyway, please don't flood the forums with any more posts like this one. There is enough.
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I suggest saying something of some substance next time rather than just complaining vaguely about a lack of fixes and ingenuity.
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I think it'd be highly underpowered for killers, but would be occasionally be extremely unfair for survivors when they get there right in front of the killer but get blocked off and now are just plain dead. A terrible idea.