BloodMoneyMerc
BloodMoneyMerc
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@BloodyTapp said:
I agree that it does need a nerf but not that harsh one. I think it's all about the Deep Wound status effect it gives rn. It used to be straight out a bleed-out timer. Maybe it just needs a lengthy cooldown or a shorter window during which they can resist additional hit?
I don't think that my idea is even that harsh. Basically if the killer TR (with exceptions of smaller/no TR killers) is detectable at the hook for longer than 20 seconds, you can get the BT save. If the killer leaves the 32m range, you are basically guarenteed a safe save (unless the rescued surv is a potato and runs right at the killer). This would even help in eliminating camping killers with no TR as well (insidious killers, Pig, Ghost Face, Wraith).
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@Just_Playing said:
Ghostface shouldn't be seen by Object of obsession i mean he is a stealth killer and if you see him it is easy to play against him.
Yeah I made a post about this (and the other stealth based Killers) the other day. OoO definitely needs a rework.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/577479#Comment_577479
You have to do 5 gens to obtain it. Killers have endgame perks that can help them out easily also. It is fine where it is at. The reason it is one of the most used perk in the game is because of the Selfcare nerf which triggered the no-heal meta.
Because of the no-heal meta being a thing now, that should be why the game looks into altering Adren slightly. It promotes gen rushing, which decreases the fun people can have in a match. And not everyone does a good job in getting the 5 gens done in a match, yet they can still be rewarded. But like I said, why should everyone benefit from a massive speed boost? A healthy person should not have a need for adrenaline to prock for them at all. An injured person hardly needs a speed boost half the time, as they get healed to full by adren. Only a person in dying state truly needs a speed boost from adren.
And killer endgame perks can help, but there is more of a grind to get these perks working for you (such as Remember Me). Or they have major weaknesses (such as NOED). These endgame perks offer the survivor rather simple counterplay. Adrenaline has minimal counterplay (if there even is any).
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@DBDbuildsYT said:
Legion because now they are boring an uninspiring to play and they are overall much more loved than the second in need being leatherface.
Then Doctor, because he is an average, but extremely annoying killer and since the game is moving more towards less safe pallets and more stealth we need to remove the Dr's capacity of destroying stealthy survivors
I've seen you and a few others mentioning Doctor. Personally, I think Doctor is in a decent state at the moment. My only problem with him is that he seems to be the worst killer in causing a drop of frame rate on all sides. His power to destroy stealthy survivors is definitely one that shouldn't be touched on him. That's kind of the reason why he can be viable at times. If anything, he just needs some minor QoL changes (mode switching speed, increase to his base shock range, etc.). Besides that, maybe fixing the moving skillchecks and the decreased frame rates that he causes are his only problems (for survivors to deal with).
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@Science_Guy adrenaline is not that fair. It's literally a free second chance on steroids at the endgame (I say on steroids because of the overly long speed boost). I don't mind the gaining of one health state, but the speed boost doesn't seem necessary in most cases. The reason it is one of the most used perks in the game is because of how clutch it is with almost minimal effort required to obtain it. Like I said though, it shouldn't be nerfed into nonexistence. It should just have limitations that keep it from being every person's get out of jail free card.
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@HatCreature said:
I haven't gotten many corn maps with Ghostface so I don't really know but can you get Spotted while in the corn? If you can get Spotted in corn but can't Stalk, then that needs to change, it has to go both ways.
You can sorta stalk through corn, but not that efficiently. You have to hit like the right angle and have most of the survivor not covered by the corns "hitbox" area. My thing is I have this issue with more than just corn (like the sides/barriers of some loops that don't fully block out visibility of a survivor). I can clearly see the survivor, but they aren't being stalked properly because the hitbox of something manages to block more than the actual object its coming from blocks.
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@SkeletalElite yeah I do that when I know someone is ready to swoop in for an instant unhook. But if I don't know they're there I literally start leaving and they're already being unhooked, which should have more risk to it for someone who could care less because they're running one broken perk. And my problem with baiting the unhook is I watch out for it, but there are so many times where I am dead aimed on the rescuer and somehow it says I hit the hooked person. I mentioned this is another post I made where I said the hitbox of a hooked survivor should just be removed. The rescuer can even run under a hooked survivor giving them a hit protection barrier, which is nonsense.
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@Yamaoka said:
Everyone who struggles with Leatherface is quite simply not good at playing Leatherface. He is a decent killer and his chainsaw works as intended when used by an experienced Bubba main. I hope the devs don't touch him. They could buff or rework some of his addons but Bubba himself is great in the right hands.
I don't particularly main LF, but I would say he is in my top 3 most played killers. His power absolutely blows if you don't have a speed or charge speed add-on equipped. The tantrum is such a downside to his power as you bump into so many things that you weren't even looking at. He slows down when revving his chainsaw so much that if any loop or window is within the vacinity you're basically countered by the survivor. His steering and maneuverability are quite garbage, which helps aid in why you can easily bump into things. He either needs major buffs in his current state or a complete overhaul of his power. Without a doubt LF is the second worst killer currently (just above Legion and under Trapper), so he definitely needs some major work done to him. You can be good at playing LF, but there is no denying his power sucks currently and needs a change/buff.
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@Theluckyboi the perk should only affect the person with the perk equipped if anything. Having the effect on other survivors would be too powerful, especially if everyone runs the perk and stacks the benefits. And affecting exhaustion is not needed because it only takes 40 secs to recover on a tier 3 exhaustion perk. For the last person left alive use, that just seems a bit too OP to have it maxed out at 50% increased exit gate speed. Exit gates are already quick enough to open as is, but cutting that time down by half would be such a rob of 4Ks for most killers. While the perk should assist in an EGC escape, it shouldn't be so powerful that killer basically can never get the last kill. The killer would just have to hope RNG for exit gates puts them right next to one another at that point.
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@Milo said:
@BloodMoneyMerc But they agreed with you about point 3 ... isn't that a strong thing already?
Yeah point 3 helps the stealth killers, but I'm also thinking about its unlimited use against unstealthy killers. The perk then becomes a simple tracking tool for SWFs when the OoO is not in killer TR. The downside of also being revealed doesn't seem like much when a majority of SWF survivors just go on to loop the killer. The cooldown I gave might be a bit harsh now looking at it, but I stand by my point that a cooldown should be in place to limit its unlimited use.
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@thedevalex the problem is it's unlimited use and strength against no TR killers. In a SWF, somone with OoO can just always inform their team of the killer's position. With no TR killers, it can be used at such a close range to negate mindgame potential/stealthy gameplay for the killer. To solve both of these issues, it seems best to just put it on a cooldown and restricted use time.
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@DudeDelicious don't forget about Dark Sense and Breakdown (though they are a bit more harder to come across). There is counterplay to aura reading, but I feel like a killer in stealth shouldn't be so easily revealed by an aura based perk or offering. It seems counterintuitive to the fact that they are stealthy killers.
Also his add-ons, while definitely giving him an advantage of speed, don't make him much more lethal. He's still an M1 killer and gets looped heavily.
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I like where your head is at. Good idea.
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@Orion said:
Wouldn't you get annoyed by something you were essentially forced to play for several hours a day?
Yeah I understand that. My observation was that it seems like big name streamers are starting to become burnt out around the same time. I'd say this trend started over the past few months. Now it seems like one by one these content creators are either playing less, moving on, or are just really aggravated and hesitant about taking a break from DBD. Burnout is natural for people who continually play the same game, but it all seems relatively at about the same time frame of around the 3 year anniversary.
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@Jdsgames said:
If there is a survivor near a hook and you are close enough to prevent them from freely unhooking. Why try and hit them? Let them waste their time as their teammate dies on hook. As soon as they go to make the rescue grab them or get your free hit that way.
The thing is I do that, but for some reason when I go to get the hit there are times where it says I hit the hooked survivor. The rescuer will be directly in front of me but the hit registers for the hooked guy. That or they bait you to go for a grab and the grab freezes then switches to a hit (which this is a problem as well).
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@Baltoz said:
survivor main here and i agree that adreniline should not give a speed boost but should heal you to full even if you're down. the BT suggestions are just bad, it doesnt matter if you dont camp, there are plenty of killers who camp regularly and we need bt to stop that throught the whole game not just once
If they are camping just do gens. BT can help get the save after using the camping killer situation to crush out some gens. If the person saved by borrowed time is tunneled afterwards, they can at least get to a loop/pallet of sorts to try and stay alive. DS would also be another help in this situation. If the killer goes for the rescuer, the rescuer can loop and what not until they're hooked. Then another person with BT can save or the gens will be done and Adrenaline/DS are also available. Camping just promotes a gen rush because pressure isn't applied by the killer, so learn to take advantage of campers.
Camping also isn't very common as killers know it makes them lose points, so there is not too much of a need for a BT save on every single save. Like I said though, I like how it is meant to counter camping/tunneling, it is just in need of a change similar to Mettle of Man or something.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/565427#Comment_565427
Punishing the rescuer, muting your TR, walking away from the hook, or waiting 15 seconds are all examples of counterplay to BT. A large portion of the Killer roster has built in counterplay to BT in their powers (Pig, Myers, Billy, Bubba, Wraith, GF, etc.).
That's a lot of counterplay and far more than BBQC or Ruin, so I don't see your reasoning here.
If you know to wait before swinging to bait Dead Hard, you should know to wait fifteen seconds before tunneling the unhooked survivor to exhaust BT. It sounds like less of a perk issue and more about lack of skill.
First off, counterplay to BBQ and Ruin are easier than counterplay to BT. Not all the ways you listed to counter BT are easily doable (walking away from hook and muting TR specifically).
Getting away from the hook so its out of your terror radius is my problem. I often find myself against a group of survivors who abuse the perk to be overly altruistic and get away with it. To solve this and avoid DS I just go for the rescuer, but there are exploits these rescuers use to get the unhook without getting hurt (waiting until your back is turned, the hooked survivors hitbox getting in the way, etc.). Then I end up back at square one where I'm getting looped while the other person not in chase gets back on gens. Borrowed time rewards all reckless saving and negates the killers ability to keep survivors off of gens as much as possible.
Hooked survivors are a means for a killer to apply pressure, as it takes that person out of the equation for the time being (unless it's a death hook, then it's for good). Why should one perk single handedly take this away from the killer when the perk is used by a heck of a lot of survivors?
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If a survivor can keep their items and add-ons for escaping, a killer should be able to keep theirs for getting a pip or double pip.
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Leave Ghost Face out of any nerf tall, for the love of God.
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...i'll do it myself:
Man you're the reason killers get a bad rep. Idk what else you want from nurse. She's honestly in a good state with how strong the survivor role is. She is counterable through her line of sight and mindgaming. She's also a more difficult killer to master. Only reason she is over played is because no one is in as good of a state as her. And to the people playing nurse I give them props for learning how to effectively play her because it sure ain't easy.
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@Milo said:
"Borrowed Time should be a 1 time use." Wasn't that a thing?
And Adrenaline.... Survs would just try to hurt themselfes before the last gen is done.
The rescuer can only make a BT save once per match was my suggestion. That or I was thinking limit BT to only after all gens are completed.
And I don't have the biggest problem with adrenaline personally, but something needs to be done to make it not so OP and overused on last gen situations.
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Just keep it as it is and up the numbers slightly. Theres no point in having the injured person not have the effect of thanataphobia. If you lose them in chase and they begin a gen while injured they are unaffected by thanataphobia until someone else becomes injured. You're essentially including a minor moment of weakness for the perk until another person is injured.
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Just run iron will. It negates her listening to you. Then at that point you just have to work on hiding scratch marks to the best of your ability. She is counterable when you actually know how she works. Also pay attention to when she uses her ability so you know when she's on cooldown and trying to bait you with a fake phasing.
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@Visionmaker said:
Wow, you'd be boo'd off the stage for suggesting that about BBQC and Ruin, which are much more dominant.
I don't agree with nerfing BT. It is easy to counter and predict as it is.
Mixed opinion on Adrenailne. It's a powerful perk, but it's quite unreliable outside of an organized SWF. I think decreasing the movement speed is fine. I'd also settle for removing the effect while hooked.
The thing with Ruin and BBQ is that there are a good amount of counterplay/weaknesses to them. Borrowed time counterplay is just to take down the rescuer as quick as possible or wait out the 15 seconds to down the unhooked survivor. Either way, a survivor should have a feeling of caution when going for an unhook. Borrowed time essentially gets rid of any caution for almost all unhooks they do in the killer's face. There just needs to be a limitation on BT to allow for a proper counterplay.
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I think boil over should just be the complete opposite of iron grip. Keep the % increase for struggle effects as is, but also allow for a slight % increase to the effectiveness of a survivor's struggling.
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@SleepyWillo said:
"I honestly think this could help fix some of the balance that overly favors survivors in this game. What are your thoughts?" - BloodMoneyMerc
That may have been true but with all the changes over the past year its clearly the killer thats now in the power role (EGC, hatch mechanics, healing, etc). The devs have stated that their goal is a 2 kills 2 escapes in a game. From the last statistics they released, killers were averaging over 2kills per game. And that was BEFORE the changes I referenced above.
The killer is not the power role currently. Survivors, especially in SWF groups, have so many advantages that are just insane. Several strong loops, safe pallets everywhere, and all these very meta perks that literally save them a majority of the time. You are referencing the data the recently came out, but clearly at high ranks you would know the survival rate for survivors was drastically high. Not to mention how big of an issue gen rushing has become with a lot of matches ending in under 5 minutes. Killers are supposed to be the power role, but clearly the game is not balanced for their success.
Borrowed time is probably one of the top factors in survivors having such a high survival rate at higher ranks. I like how it is meant to counter tunneling and camping, but why should it reward rescuers for ballsy plays where they know there's no reason to fear unhooking in the killer's face. When I come across borrowed time, it's usually because someone wanted to make a save before I could even get away from the hook. A play like that without BT is risky for the rescuer's points. Why should 1 perk completely negate that risk on every unhook for that kind of rescuer?
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I think it should be just a 100% bonus to the boldness category so it's not a meta farming perk. But I completely agree with the noise aspect of your changes.
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Or rather if survivors can keep their add-ons for escaping, a killer should be allowed to keep theirs for getting a 4 kill game (DCs count towards a 4k).
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@TunnelMeHarderDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/559493#Comment_559493
Untrue. If I find it first and stand on top of it, when a survivor occupies even a single corner of it, it won't let me close the hatch. Killers do not have priority.
I actually think killers have priority over hatch as long as you're just spamming spacebar. Every time I get into a standoff with the last survivor I always get the close before they can jump in. And if the survivor has a key then you should've just kept a better eye on that survivor during the match to eliminate them early. SWFs will negate this obviously always having someone going after the key, which is where Franklin's helps. Only problem I can see with hatch escapes currently is Plunderer's giving so many keys.
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Just saying, toxic survivors are ruining the game more than the killers that you feel are targeting you for having a new cosmetic. When I'm on killer, I don't aim for a specific target unless I have to. And in that case it tends to be the weakest or most toxic. Not someone who is wearing the newest outfit from the DBD clothing line.
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@Grobbit said:
First of all, this would be terrible for survivors, because they would have to wait more time at the beginning of the match for the killer to do this. Second of all, the killer could trap and camp the survivors spawn location. If the survivors are supposed to spawn across the map from the killer, the killer could spam traps in the spawn area and leave. If you've played trapper a bit, you see that after 1-2 gens are completed, his power really starts to click and work. If you find not having time a big issue, run The Plague's teachable perk Corrupt Intervention.
Well even a 30 second overhead map view mechanic would be nice. So instead of walking around you get to just choose where traps are pre-set. I'm thinking more of for Trapper, even though I feel it would be a nice addition for Hag as well. But survivors would not spawn on top of traps if this were implemented properly. And also survivors waiting a short period of time before the match begins isn't the end of the world. I was just brainstorming while playing Trapper and figured that could help him out bit in his current state. Hag would just become more lethal of a killer with this tool, which is a plus to me.
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@RoKrueger said:
Come on! Who cares about the killers' emblem system anyway? It is designed to benefit survivors. I would have done the same as you and if the game wants to give me a 200% hook proximity penalty so be it, I'm not letting my catch go anywhere. Just try to kill all of them and have fun.
Yeah you can look at it that way. But it also frustrates me how in the end, the game still tells me I didn't play well when in fact it was quite well for how optimal the survivors were.
Ranks and pipping isn't the biggest deal, but I get hard stuck at certain ranks because of this and can never progress much further. It would be nice to be able to actually rank up for how optimally you play as killer, cause the rank system for killers right now feels like it's actually for showing how well/poorly survivors did in the match.
The proximity issue tends to be the worst factor in determining if I pip because almost every team I face is overly altruistic and are absolute hook vultures with BT. If I were to try to move away to refrain from point loss by proximity then I just end up losing points in the sacrifice category because I rarely get enough time to hook survivors several times before the gens are all completed. No matter what I do as killer, I lose so much points just because survivors know how to manipulate the game in their favor.
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I think the thing that takes the fun out of games are toxic survivors that go out of the way to annoy the killer. It's not the devs or all survivors, but toxic survivors (especially really good SWFs) that are purposely trying to troll the killer. I don't mind losing if I feel it was actually well deserved on the survivors end and if they aren't toxic about it.
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I find no real use in I'm All Ears personally, and Thrilling Tremors doesn't feel strong enough to me. My best build with him so far is Discordance (to find 2+ ppl on same gen for easy stalks and to catch the gen rushers), Hex: Ruin along with Hex: Haunted Grounds (slows the game down and prolongs the use of ruin), and BBQ and Chili (find those survivors further away to go after them next).
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He's with the Wraith at either the top of low tier or very bottom of the mid tier.
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They should get flying crows over their head that make noise and give notifications if they aren't doing anything. That's how that problem is usually solved for me.
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Discordance, BBQ and Chili, Hex: Ruin, and Hex: Haunted Grounds has been quite effective for me
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/531036#Comment_531036
have you seen a good billy?
Took the words out of my mouth lol. Literally most of red ranks is matches against a fairly good Billy. You catch a hag in red ranks you best expect every survivor about to exploit the crap out of her weaknesses.
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To the people placing Hag over Hillbilly...
What are you guys smoking and where can I get some?
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Someone had an idea similar to this, and I liked the concept until someone mentioned SWF. A SWF communicating will easily pick you out as the phony and you'll get no real use out of your power. This killer would be like a ######### Wraith against a decent team sadly. Concept is cool though, I just don't think it has any potential to make a good killer with how survivors play.
P.S. it would be hilarious if you're a bystander just watching someone get chased by a Feng Min.
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S: Nurse
A: Hillbilly, Spirit
B: Huntress, Hag, Myers
C: Plague, Pig, Wraith
D: Doctor, Clown, Trapper
E: Leatherface, Legion
F: Freddy, Ghostface
My contradictions are that 1) I don't think hag is as strong as ppl say. 2) Leatherface is an M1 killer unless the survs are potatoes. 3) I think Wraith is viable bc of his add-ons. 4) D tier is the anti-loop tier when used correctly. 5) Pig is underrated.
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Surprised no one has said shirtless Myers in this thread XD
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How it should be when determining if a match is a win:
4 survivors escape = killer played bad
3 survivors escape = good survivors, killer made some mistakes
2 survivors escape = both sides played well
1 survivor escapes = luck of the hatch or good killer with survivors making mistakes
0 survivors escape = survivors were bad
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Best tip I can give is refrain from large loops and long chases.
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I personally don't think a perk should be what helps hide hex totems. I made a post the other day about how a mechanic should be implemented to cover all possible totem spots in leaves or rubble. To clear the debris from on top of totems would be like a 2 second action, and only if a totem is revealed could they go ahead with the normal cleansing process. If no totem were to be revealed, they'd just have to search the other 15-20 leaf/rubble spots on the map.
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Yeah, my only concern is that implementing a second action would take the devs some time to develop. In the meantime, they could just extend times/add penalities to slow the games down a bit more.
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As Monto puts it... "It slows the game down, just a little bit"
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@thekiller490490 said:
https://forum.deadbydaylight.com/en/discussion/comment/515889#Comment_515889
My idea was just make him faster overall. Would be simpler and do the job. That's really all he lacks is a bit of speed.
I play Bubba quite often (as I just love the Texas Chainsaw series), and I can tell you that speed is not the issue. It's his chainsaw in that it's slow to charge with bad maneuverability. To make his chainsaw more effective it either needs a buff or an entire rework.
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@thekiller490490 said:
Can you maybe break that wall of text up mate? Anyway this is interesting. So how long you charge for is how long you sprint? Ok. A little bit complicated but has potential to be COMPLETELY IGNORED BY THE DEVS. Great idea but would probably never happen.
Yeah I had it broken into paragraphs, but it wouldn't keep it that way, sorry. But yeah it's bound to be ignored by the devs, I just figured it was worth a mention since poor Bubba is not living up to his expectations.