Blazelski
Blazelski
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@H_Blocks said:
https://forum.deadbydaylight.com/en/discussion/comment/1986443#Comment_1986443
You are right. It shouldn´t be stronger then the meta perks now. I just wanted to strengthen it a bit so more people will play it.
First of all thats the reason why I decided for haste. Hope and second wind will not be stacked because both are haste effects. If you want a late game heal you can take adrenalin with you. Second wind is not made for getting a heal after all the gens are done. It is made to get healed during the game and has a really hard condition. Healing another survivor is not that easy as it sounds.
I think behaviour themself said that second wind should be an anti tunnel perk and taking d strike for a comparison isn´t the best way.
Ah, I did not know it would not stack with other Haste effects. If that's the case, then that might be fine. I'd probably make it a 8/10/12 second speed boost, but that's all. Still seems pretty fair I suppose.
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Dark maps make the game a horror game for killers, y'all. Autohaven is the realm Blendette came from now. I don't want any more of that myself.
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I can see this working if it only worked exclusively for SWF survivors. But this is a really bad idea for reasons that exist on the many other threads about this feature.
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I also wanted a speed boost for it after being unhooked, but haste effects are potentially very strong. I also don't think of it primarily as an anti tunnel perk. I think of it as a very high class time saver (with some risk) with a somewhat steep condition that also is partially anti-tunnel, which makes sense. If you want an effective anti-tunnel perk, I think Decisive Strike fills that niche.
I don't think your suggestion is necessarily broken on it's own, but imagine Hope + Sprint Burst/Dead Hard + activated Second Wind. You're not catching that survivor in the endgame before they heal.
Sure, the perk isn't quite the ideal meta compared to the current meta, but no perk should be as strong as the current meta perks, imo. This is about how strong perks should be, imo.
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@Demon_Swords said:
Note: I think doing something 20% faster means you are doing something at 1.2 times the rate (thus divide the time by 1.2) instead of it taking 80% the time to do something (or multiplying a number by .8 / 80%.)
Ran the calculations:
Brutal Stregth:
Pallet break time is 2.6 so Brutal strength time would have it at a bit more then 2.16 thus saving less then .45 secounds. If you break a pallet 6 time on avarage then you save 2.7 secounds.
Generator Break time is 2 seconds or with Brutal strength is 1.66 ish so your saving 0.34 secounds. If you kick Genrator probably about 3-4 times in a match then you save about 1 secound to 1.3 secounds. (don't know Breakable wall time but half the maps don't have them and most with them you ignore the walls anyways.)
Brutal Strength Avg time saved: 4 seconds.
Enduring:
Enduring says Duration instead of pallet recovery speed so with 50%, it half's the stun duration, which causes 1 second saved from 2 second base stun.
If you are really trying you probably only going to get pallet stun half the time (6 pallet drops /2 with 1 second off stuns): 3 seconds saved.
Spirit Fury:
So with spirit fury completely destroying the pallet I will say the complete pallet break time is saved thus 2.6 secounds without Brutal stregth or 2.16 seconds with it. The average number of pallets broken with Spirit fury is 1. There are some games with 2 but they are offset by the games you waste time delaying pallet breaks to break later for Spirit fury or ones where spirit fury barely made a diffrence.
So time saved will likely be: 2.16 secounds.
Time saved by these 3 perks are about: 8.71 seconds (it would be 9.16 but any pallet broken by spirit fury is not broken by Brutal stregth thus reducing my previous amount from that by 1 for .45 seconds.)
Pop goes the Weasel numbers:
Generators take 80 seconds to do and pop removes 25% progress.
If we suppose each generator pooped will average at 50% then you are removeing 10 seconds of progress per pop. Considering there are 4 survivors, if we divide 10 by 4 then you are removeing about 2.5 seconds per pop.
If you use Pop twice you will probably get more value then any of those three with 4 pops likely being more then all of them combined.
After Thought:: Saving time in chase is a more valuable then slowing down survivors as faster downs lead to more pressure on survivors to get off gens to do saves or heal, but haveing Pop have similar time saveing then three perks just shows how bad the perks are.
Since you don't seem to know, Pop removes a flat 25% of the gen progress bar, not 25% of the current actualized progress. So it actually would save double the time you are estimating. Gen slowdown wins games.
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After the DS nerf, they just need to nerf the remaining top 10 survivor perks, then buff the 30 worst survivor perks (and 40 worst killer perks). It'll take time (too much), but we'll get there probably.
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Deathslinger for the range and challenge, or Blight for the challenge or high skill ceiling. We need more people showing off the potential power of the Blight in red ranks.
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@TheClownIsKing said:
Credit goes to @Altarf for suggesting best use of DMS on Twins: hook The Obsession, then send Victor out on a lap to every gen to get survivors off of them, ignoring survivors until you know every survivor has been found. It works incredibly quick.
I then thought to chuck on Furtive Chase to get more mileage out of DMS.
It’s just beautiful. It’s still a gamble in that you may be unfortunate to not find the Obsession for a significant portion of the match. Just force a DS out of someone where possible or also run Nemesis (I wanted other perks in my build though)
No wasting time kicking gens.
No stressing about using Pop.
No stressing about Hexes being eliminated far too quickly.
Just frequent denial of survivors being able to continue repair progress while you can focus on chases, and hopefully hook the Obsession again.
The Twins take a somewhat not great/mediocre perk and make it AMAZING!!!
I love this. The Twins are my favorite right now, and I love using Niche builds with bad perks to do something unusual! Will be taking this for a spin, thanks!
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@chieften333 said:
I really wish they would put in the effort to make this game better. But after all the crap they've done with the eternal blight, and console optimization, I don't think effort is in the cards anymore.
This game could be amazing, but I don't believe these devs are doing what's right for the game.
I'd potentially be excited about a DbD 2 that's quite different, because I think the team has learned a lot since they started, but they just aren't willing fix the mistakes they've already made that tie into the roots of the game.
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@DawnMad said:
We already get points for recovering. Removing hatch would just make it worse with the last guy having to hide and seek forever.
Slugging is a necessary strategy against very good teams since you need a lot of pressure against them, punishing a killer for it sounds lame to me. Maybe we could give survivors an option to make themselves bleed out faster but if your only problem is being slugged when 2 people are left, Unbreakable would be good enough for that.
We need to get rid of the ideology that perks are there to remove problematic gameplay elements. Don't wanna get slugged? Unbreakable. Don't wanna get tunneled? Decisive Strike. Want to save safely when the killer camps the hook? Borrowed Time. That leaves room for 1 perk if you don't want to deal with any of those issues that might not even be your fault and make the game unfun and even unplayable.
"Just run the same perks all the time" should not be serious advice.
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Doesn't fix groups with multiple people running DS. Also gives SWFs people another reason to make sure to bring multiple DS's. It also weakens other Obsession perks like For The People.
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@Starr43 said:
I was doing a Myers daily and ended up on Haddonfield with a hatch spawn offering and a key.. I sensed a possible rainbow rank SWF because it was noticeable early on and the match was essentially over before the first gen was even popped. I think all of them were on death hook with 4 gens left so I picked up Feng with the key and took her to a gen thinking maybe they need to complete a rift challenge for hatch or something. Nea swung by with her flashlight and caught on so I just stalked to tier 3 and then hunted the Dwight and Tapp, give time for a reset while I tier up again and begin chase with someone else. In the end the Feng actually gave me her pink key and Nea gave me her flashlight. These matches don’t happen often so I actually had a lot of fun since chases continued and everyone got to run around and escape together.. including the literal rank 20 bond level 1 Dwight.
That same night my trapper got a full Steve squad so I put a few screaming perks on like iron maiden and deathbound. I got to practice 360 lunge attacks into surge value and then we had a classic exit gate slug race lol. These matches aren’t for everyone but choir voice screams around the map from a squad of Steve’s was amusing hahaha
They told me they were drunk by daylight, dying laughing and thanked me for the shenanigans. I needed a good laugh too so it was nice lol
If I were to try an make a comparison I would use DBD vs something like The Last of Us multiplayer or some other shooter like COD I guess.. the goal is shoot, stab, beat to a pulp, execute, and if the other teams dies more you win.. I’ve never personally witnessed any form of mercy for the sake of both sides having fun.. maybe in DayZ where you don’t shoot on sight and offer some loot then sure I guess..
The Last of Us multiplayer is my favorite multiplayer. I think the difference is that in those games everyone knows the game is basically balanced because both teams are subject to the same rules. While things can feel frustrating in those games, you almost always know it's basically fair.
Then there's DbD. DCing survivors, bullied killers, meta builds on both sides, Spirit/Freddy, getting hit through pallets, keys, Moris, SWF/Solo Queue, rank mismatches, etc. The game occupies this weird space of being rather well designed for how terribly designed it is, and goofing off feels a lot more appropriate sometimes than it would in other games.
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I'd say this is pretty close to perfect. No real disagreements here.
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@Decarcassor said:
I believe a lot of peoples are missing the point. This is not about what the OP could have done in this situation. Its not about it being overpowered, having counters or being an SWF issue or any of that.
The point is that survivors blatantly ignoring the killer and moslty getting away with it is dumb. No matter how they do it.
Thanks for getting it. I thought I was losing my mind.
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@[Deleted User] said:
Around 8 seconds you had both Steve and Dwight downed, you could have picked up the Steve...
That's correct. Both earlier and later in the match I did something like that. However, I'm taking issue with the fact that survivors can heal in front of the killer and force the killer to ignore them to a degree otherwise they get stuck in this invincibility loop.
I could have just hooked the guy instead of kept hitting the survivors, yes. But the problem is that I kept hitting the survivors every time I could swing, and this was the wrong thing to do, it got me nowhere, and it served only to amuse the survivors. That's a design flaw. I'm the killer. Hitting survivors should always be moving me towards winning in some conceivable way, but it wasn't in this circumstance. There should be no "hitting survivors treadmill" that the killer has to actively avoid.
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@OniWantsYourMacaroni said:
This is nothing but a meme build for SWFs.
Don't know what you're doing if you "only" get 2 kills from something like this
They pretty much throw the game
Again, not complaining about 2 kills. I'm complaining about killer immunity. This is much worse than DS.
Not sure why people are focusing on 2 kills... I never complained about that.
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@TheClownIsKing said:
What’s the complaint here? You got 2 kills
Not sure if being ironic or not, but I don't mind getting two kills. This was my third game with the Twins so I'd not get a 4K anyway, plus I don't really care about getting kills. This, however, was survivors laughing in the killer's face. My feelings aside, this shouldn't happen if the game design is intended in any way to make survivors fear the killer.
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Bumping, because I can't see a damn thing playing Blight on Autohaven now. Both because of height and the overwhelming darkness.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1816389#Comment_1816389
Wait it didn't? I thought survivors are instantly put into the dying state when they're picked up? It never said anything about being carried like Empathy does and the HUD shows that carried survivors are in the dying state.
Actually, I don't recall. I thought it didn't show carried survivors auras, but I could be wrong. Haven't run it in a while (for some mysterious reason).
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1816354#Comment_1816354
So here's the thing though, Empathy doesn't activate while the survivor is being carried by the killer. Assuming Buckle Up does, it means you'll get to know where to run to maximize Breakout and get protection hits to activate MoM and WGLF.
Still you're better off running Empathy for those sick For the People saves. That suggestion of mine is so that at least Buckle Up is equal to Empathy as an anti-slugging perk
Your wording made it unclear that it would show the aura of carried survivors. Now if it showed their aura and how much of their struggle bar was filled, than that would actually be fairly neat. Right now, the only perk I'm aware of that shows carried auras would be Aftercare in the right conditions.
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@Masterninja said:
That would be not so original, I personally thought in giving the dying teammate a +150% movement speed for 3 seconds, when you completely heal him. That way should be easier for him to escape just by running in the opposite direction. But don't worry I get your point, the perk is garbage. :(
That's actually super neat. A given Sprint Burst that doesn't cause exhaustion, but only works in the most dire circumstances. Also makes the words "buckle up" make more sense.
@OP, you're thinking of the Endurance status effect. Protection isn't a status effect.
@Saltjar34 said:
I actually thought about Buckle Up being map-wide while also ignoring Knock Out and Blindness. Basically it's an anti-slugging Empathy while still retaining its original effect.
This is a nice QOL improvement, but not enough on it's own to ever justify taking, still.
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Yikes. I was so mad that the two cosmetics that came out for the two survivors I play/want to play were both demanding real money. This makes me feel much better. Sorry for your loss, it really does look terrible.
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They removed that? Listen. I'm an Ace Survivor main recently who has a thing for chest builds, and I couldn't hate this change more. Why in the world would they remove that?
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@catcat92 said:
Should I report a player for taking the game hostage? There was one gen left, and another survivor didn't do anything repair it, he was just hiding and waiting at the hatch that I die. My friend confirmed this because he had died already and he was watching him. I was the only one repairing the gen, and I managed to repair it and escape, but this took a really long time. Can the hiding and waiting be called taking the game hostage, and can I report it?
If this isn't 'taking the game hostage' then what is? Isn't it against the game rules?
Probably not. There's a difference between preventing game progression and just not personally progressing the game. Waiting for you to die I don't believe would technically count as holding the game hostage, though it is scummy and annoying. What counts as holding the game hostage is a bit vague though, so that's just my interpretation.
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@Elcopollo said:
It was a common bug, yes. But as far as I know, it was already fixed. Got mine two-three days ago easily.
As of last night, it was not fixed. The Deviousness challenge works fine on certain killers (Legion), but doesn't work right on others (Blight for instance).
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It was made to not work with self-care, though the text doesn't make this clear. When it worked with self-care, it was far too strong and annoying. It needs buffs, but working with self-care leads to ridiculous results.
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Hey now, I've got over a thousand hours in this game, and Visionary was still useful in that one game I played on Midwich.
More seriously, the cooldown is there to stop people transitioning from generator to generator as efficiently as possible, so the cooldown should only be as effective as it is annoying, which makes it probably a good idea to prevent more effective genrush, even if only a little.
Of course, you're right that it's not worth the perk slot for anyone who has some of their bearings.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1710452#Comment_1710452
To be fair it still seems to function without that. Frenzy has a not super well known side effect of pushing your Terror Radius out by 8 meters and so does M&A, so with no add ons, you're running around with a massive 48m Terror Radius. I'll need to play more with the build to know for sure, but so far so good.
I never knew about the terror radius expansion. Thanks for the info!
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@FFirebrandd said:
I main Killer.
I'm the sort of person who loves to come up with ideas for off meta loadouts and play styles and see if they work. There's just so much more to work with over on the Killer side. Also if it does or doesn't work, usually it isn't because of something dumb I couldn't have seen coming. It's not like "Oh hey I brought a healing loadout... and... there's plague wells. Well shoot." or "I've gotten instantly tunneled every time I've gotten off the hook." Nah, that particular variety of crap can't happen when you're the one in the Killer seat.
In case you were wondering, my current build in testing is Skillcheck Legion, featuring the newly buffed Huntress Lullaby, with Unnerving Presence, Monitor and Abuse, and BBQ.
Oooh, I think I may try that Legion build when I want to have fun with the ultra rare pin...
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Update: Due to recent player feedback, we at Behavior have decided that it was unfair to make people spend bloodpoints on more expensive nodes in the bloodweb when they were just aiming to prestige. To solve this problem, we have made all nodes in the bloodweb cost 5,000 bloodpoints to make everything fair. We look forward to monitoring this change, and hope that it will alleviate some players' frustrations.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1710128#Comment_1710128
I watch Tru3 and Monto.
Used to watch Marth but I stopped when he stopped playing.
Are those some streamers you'd recommend?
;x
Edit: and yes that is my exact goal. Get better at tracking so I don't have to depend on tracking perks.
I don't really have any strong streamer suggestions, I honestly don't remember how I got decent at killer other than just time and some "how to play killer well" videos, maybe. Otzdarva seems like a really good killer from what I've seen recently. Try watching him play killer a bit, and see what mental notes you can take. That'd be my suggestion.
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The best advice in general is to watch good streamers play killer. Seeing what they do is much more effective than trying to translate someone's words.
Hag works best when she's camping, proxy camping, or preparing to camp (which is why I hate her). Depending on closeness of the survivor, it often makes more sense to set a trap in the middle of an area likely to get traffic than it does to chase the person you just hit, as bad as it often feels to leave a chase. Try to always have near the maximum amount of traps currently in play. Committing to a chase is often certain death for Hag. Make Your Choice, Monitor & Abuse, BBQ, potentially any Hexes, Franklin's Demise potentially, are all decent choices on her.
I have no particular tips for Freddy because I think he's too OPpressive and I hate him, but Pop is a good choice for him.
General tips: From what I've seen, most baby killers make three primary mistakes.
1: They don't try to hide their red stain on tall loops by briefly walking backwards or sideways. This helps secure faster downs. (I don't do this either much, but that's because I'd rather perform poorly than spend time walking backwards.) I also don't know how easy this is on console, but maybe worth trying?
2: Not breaking pallets around loops, especially at long loops. On short loops (length-wise, not height-wise), and especially on tall AND short loops, you can get away with this potentially, but on longer loops, most experienced survivors will know how to loop the feature well and waste a lot of your time.
3: Respecting pallets too often. Generally, it's better to eat a pallet than it is to get punished for not eating the pallet. Again, generally.
Bonus tip: Remember Me is generally considered a terrible perk, because it is. I'd basically never recommend it. Bloodhound is a great tracking perk, but you want to be/get good enough at tracking that you don't need mid-chase tracking perks.
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Friendly advice: Don't prestige any characters, it's so not worth it.
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You're asking about Devious, but then showed us the symbol for Devout? Not sure what you're really asking for.
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Wow, this post is fantastic and accurate, and yet everyone is freaking out that he alluded to the stats. If he hadn't mentioned the stats, but had merely pointed out that Freddy is too strong and how to balance him, would everyone still be reacting so poorly?
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Most of these are in the right direction but a little too strong.
Diversion - Just leaving no scratch marks for 5 seconds is very strong. I'd make it 3 or 4 seconds and call it done.
I'm All Ears - Maybe a lower duration of red stain loss, but good.
Iron Maiden - Great.
Hex: Blood Favor: Personally I think this may be a bit too strong, but maybe.
Distortion - Seems great.
Territorial Imperative - Perks that help enable tunneling should not be created, imo.
Camaraderie - Seems great to me, except the second part shouldn't be tied to a perk, it should be the general rule. Also, it would need to keep Borrowed Time from working. Two injured survivors should not be able to both get free escapes out of the exit gate after a save.
Hex: The Third Seal - I also like this as a general buff to blindness.
Furtive Chase - Yes, but only at a half rate. Just a straight translation would probably be too strong.
Hangman's Trick - No. Speed boost perks are rare for a reason. It would also make proxy camping even stronger.
Vigil: No to faster walking speed. Combined with Fixated it'd be too strong. Also, make the recovery from Exhaustion at least 20% slower while running out of chase, if not much more.
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It does need a buff, but not that one. Far too strong like Ahoy said.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1699886#Comment_1699886
I do remember. All too well. Because people will never drop it. I wrote about it recently in fact a couple days ago:
https://forum.deadbydaylight.com/en/discussion/comment/1692832#Comment_1692832
I'm not trying to pat myself on the back when I say this, but I do want to provide the context that it appeared many people agreed with me. 15 people upvoted that comment.
Rose-tinted glasses my butt, I remember very distinctly during the first hallowed blight event, even before the withering blight came out that I just couldn't agree with the people who were talking bad about what was truly a well crafted event. The people who were committing suicide during their matches to get into the next? They were doing more harm to themselves than good, members of the community really quickly found out that you would earn more Putrid Serum and do so more quickly by actually staying in your matches and potentially survivor. This was because a penalty was applied if you died or disconnected you would not earn all the serum that you gained you'd earn maybe half of that, or it would be rounded down (there were two markers on the vials). When people realized that disconnecting or committing suicide was more of a hindrance, most survivors stopped trying to do that.
Again, to summarize, the issues with the Hallowed Blight were blown far out of proportion and greatly exaggerated, especially by comparison. You say be careful not to look at it with "rose-tinted glasses" but I say "you don't know what you have until it is gone" and what we had, was a truly great, unique, atmospheric, fun, event. One of that exceeded in numerous categories from gameplay, to music, to overall theme, etc.
I'm not really sure what to say about you calling my remembered experiences exaggerations/blown out of proportion. I think you just had a vastly different experience than I did when I was playing it. That's a possibility that it's okay to entertain. Also, the rose-tinted glasses could be a significant part of why so many people agreed with you. The Hallowed Blight is gone, and I know what I had when it was happening. Anyway, I've seen you on the forums a bit, and we largely agree on most things, so I look forward to when we can agree again.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1699984#Comment_1699984
Also even if he was right and people didnt ask for map reworks, BHVR did correctly guess some maps (a lot of them actually) are the real problem, gen rushing for example is a problem only on huge maps like Mother's Dwelling or Disturbed Ward where low mobility Killers cant patrol anything, looping was only a problem on god-loop and pallet city maps etc (I guess bigger maps will get the rework later as they need more work than just opening a door or they will get fixed with that slow early game mechanic they are making).
Sometimes you have to ignore the screams and focus on the root of the problem, and I agree with you, perks are a problem and for me is not that current meta things are too strong (except 1 or 2 per side) but the other perks are way too weak or too niche or both.
People wont stop asking for nerfs for meta and then what? what are we supposed to play? Slippery Meat+Streetwise+Red Herring+Babysitter? Monstrous+Zanshin+Overwhelming+Predator? BVHR buffed some perks and the response from a lot of people was "you buffed stuff instead of nerfing what we told you to nerf!! B-I-A-S!!" if you want people to stop picking meta perks they need to be able to select other viable perks.
I largely agree with you. I feel 80ish% of what is needed for perks on both sides are buffs, and the other 20% small nerfs. I made a post that suggested changes to every perk, and most of the changes were buffs to those perks you never see on either side.
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@HectorBrando said:
The game has been improving, especially balance wise, while they do have some blunders or bad decissions the general improvements surpass them.
Whoever says otherwise they didnt read or play the game in the earlier stages, with real infinite loops, exhaustion recovering while running, getting moried right off the bat (no need for hooks), machine-gun builds, hooks never respawming after Sabotage etc.
@Pawcelot said:
Definitely heading downhill.
The community is telling BHVR over and over again that they want bugs fixed, perks rebalanced, killer changes, reduced grind, better optimization (especially for consoles) and matchmaking improvements. Out comes BHVR with map reworks, which no one asked for, and start doing non-nonsensical changes to various perks and to killers (Hillbilly add-ons anyone?). Not to mention the increased grind by adding even more stuff to the bloodweb (like the hatch offerings) and adding more and more stuff. The macrotransactions are only getting worse as well.
They're not listening to the community. At all. We don't matter. Only your wallet does and that they've made clear.
What Hector said. The game has been improving. The recent problem of Undying + Ruin is very real and it's an epidemic that needs addressing. The current killer meta is Undying + Ruin + Tinkerer + BBQ on almost every killer. It's lame as can be for so many perks to exist but those are chosen 50%+ of the time. Similar issues exist for the survivor-sided Decisive Strike + Unbreakable + Dead Hard + Spine Chill/Other, but in my opinion it isn't as bad.
But other than that, the game has gotten so much better, especially for killers. Pawcelot couldn't be more wrong that people weren't asking for map reworks (unless they meant the updated textures) because god loops were considered by many experienced players to be the worst thing in the game, and now they are basically gone, which is a critical game improvement (this coming from a survivor main). I also happen to think that (WELL-PLACED) breakable walls for strong loops is a really cool gameplay aspect that they are getting better at.
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I'm bothered by the obvious political leaning of this post. "Survivors opening the gates prematurely" is an option, but "dying because the survivors 99%'d the gate instead of opening it" isn't.
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I can't say yet. That clip does seem pretty damning (ugh) but you have to remember that people haven't adjusted to his new changes yet, PH was driven by an extremely experienced player, and it was the best indoor map for PH's new changes to look extremely OP, imo. Outside of the fact that people can/could still swing immediately after using his power, it'll take some experience playing against him for me to say. I only went against one PH in the last few days, and he was extremely reluctant to use POTD.
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One thing we all have to keep in mind is some of the problems that the original Hallowed Blight event had. Anyone remember losing every game as survivor because people would do cankers rather than generators? Remember when they would fill their vial and then kill themselves to get to the next game to get another vial?
The Hallowed Blight was certainly the most "event-y" event, but it was also horrific for game health for its duration. The game part of DBD was put on the backburner...
Now, the Eternal Blight is definitely terrible as far as feeling "event-y," but at least it doesn't hugely disturb the game that DBD is.
I'm not defending their greed or lack of creativity necessarily, but let's try not to remember the Hallowed Blight event with rose-colored glasses. It was its own kind of cancer.
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It was grind heavy, and I didn't like the pressure to grind. This event is definitely worse, but at least this time I can just accept that I won't be getting skins no matter what.
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From what seems like the priorities of Behavior (Battlepass and money), and from the reaction of the community to this new event, I suspect that events as a whole might go the way of the dinosaur. Just battlepasses and buyable skins appropriate to Halloween/Christmas/Chinese New Year.
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I used to do a lot of soft-farming killer (these days I don't play killer much). I have someone I play with regularly who hates farming. For her it's boring, which is fair. She wants to be chased, to outwit/outplay the killer, or to die for having failed. Farming for her might as well be her twidling her thumbs pretty much, which is fair. While I personally enjoy farming - not only for the bloodpoints but also for the wholesomeness - for others farming is the act of not playing the game. I think it was also a contributing factor that she isn't in desperate need of bloodpoints anymore.
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The thing that scares me about perk changes that are "in the right direction" without going far enough is that I know those perks won't be touched for probably about another year at best. If a perk is far too powerful they'll quickly address it (original Mettle of man). Something being closer to useful without actually being viable means that no one will run them, and Behavior doesn't prioritize perks that don't get used because they don't directly affect game health that much (current Mettle of Man). These perks specifically I think are ones that will not be addressed again for a very long time, even though they will likely still be far from equally viable in comparison to other, more meta, perks.
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These ideas are pretty amazing, at least for red rank play. Behavior is very mindful of new players, though, and many of these things would be unacceptable for less knowledgeable/skilled survivors. I particularly love the new Mad Grit and Cruel Limits. This new Furtive Chase has a lot of synergy potential with different killers and addons, so that's rad.. I am conflicted about the combo potential (high and/or low) of this version of The Third Seal and Undying/other hex perks.
While Dying Light is absolutely a terrible perk, making it as good as it should be as a slowdown perk is very dangerous when it could combo with other anti-gen perks. This version of Dying Light coming in with Pop Goes The Weasel, Corrupt Intervention, and Thanatophobia could be... too oppressive, and make the arguments for the necessity of optimal gen-rushing even stronger, leading to poor game health.
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@Volfawott said:
Pyramid head
I feel like I need to wait to see the values before I can make a decision on that.
Not really going to voice my full opinion until I see how it works in execution (hahaha pun intended)
Trails of torment
Thank you it actually has a reason to be highlighted now honestly I think this would work great in combination with something like dragon's grip. Oh no guys totally don't touch that generator to stop my undetectable oh looks now you're exposed now. gg ez.
Forced penance
meh I mean it's not anything to call home about.
Blood Pact
Welp still nowhere near as annoying as when it was first shown in the PTB however if somebody could make things toxic I don't exactly put it past this community let's see how it works in execution and not judge it based on on paper.
Any Means Necessary
Honestly I think this is a great change good job guys.
Cruel Limits
Trust me I'm going to be making this point later on but I think you guys missed the point of why this perk was so underused. It wasn't the Range I'm sorry but this ain't it chief.
For The People
Thanks I guess
Mind Breaker
Remember how I said I'll be making this point again. The duration of the exhaustion just wasn't it chief.
Slippery Meat
Yay for Kobe builds I guess and yay for trapper I guess.
Thanataphobia
I'm going to keep my mouth shut until I see the numbers. Either it's going to be really good or it's going to be a let down let's see if it's worth removing the healing penalty
WGLF
Personally would have picked a better benefit but at least it's more in line with its killer counterpart now.
Technician
You guys have struck out three times now on this. You've completely missed the point of why this was underused. The percentage of the failed skill check notification and noise prevention ain't it chief. ( especially when you add a penalty for something nobody asked for)
Guys come on the community has been handing you free suggestions for for ages this is what you go with
PGTW
I'm fine with this 60 seconds was not really necessary and it's a little bit of an indirect buff to people who use repressed Alliance to stop Pop Goes the Weasel.
The Perk changes were ok. Honestly the only two that are really stand out that I can see as good trails of torment and any means necessary.
Everything else is either Meh, something I need to see in game to know if it's going to be effective or or you completely missed the mark on the perk needed.
The Macmillan Estate
I'm going to miss the stupid blue hue of Macmillan but I can't wait to see the concepts in game.
Overall
I really can't say much. Most of the things on here are pretty much just a taste of wait and see because we don't have any concrete values.
I still feel like you need to take technician, mindbreaker and cruel limits back to the drawing board and come up with something else.
My opinions are all of this person's, except I still don't believe Any Means Necessary is going to be a good perk, and I think this nerf to Pop isn't the one that was needed. I think Pop was only ever too strong in Freddy's hands, and since he can be at any gen he wants at practically any time, this nerf doesn't affect him at all hardly, so I think it was a bit of a miss.
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Being red ranks is most dependent on skill, followed by being a SWF team, followed by perks. @MrLimonka had it right, consider an altruisitic perk, your fellow survivors living longer or being healed faster is more of an indirect buff to you than it may feel like. But ultimately skill is most important.
Edit: Actually, if you're solo surviving, use Kindred. That's the most crutch perk out there for solo.