Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1072536#Comment_1072536
I don't think tunneling is the only way to win as killer...sometimes, with some killers, it is but usually you'll do just fine spreading pressure as long as you don't let the survivors hook rush safely.
I don't either. What I mean by that is you have to tunnel some again the best survivor groups. Playing "fair" against the best survivors without using one of the top tier killers you will lose. I'm not refering to the vast majority of average games where you can still win playing "fair".
-
@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1072619#Comment_1072619
I'm aware, but honestly I think it's only going to be buffed. Hell, they may give it a passive BT effect for survivors being camped. The whole point of the perk is to have a strong chance if self unhook to throw momentum, give a solo survivor who survived to the end and played well a final chance at escape, and relieve the pressure from teammates for having to go for unsafe saves.
It's only weak right now because against camping it's ineffective and it doesn't even guaruntee you'll get off. If I'm trying to think like these devs, I'm putting my money in the rework addressing that
Who knows what they'll do lol.
Although I'm not in favor of any new "second chance" perks being put into the game. We already have lots of issues because of the ones we do currently have.
I prefer perks that change gameplay and open up new play styles and synergies.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1072622#Comment_1072622
No it still only protects the actual person on the hook when using it be that yourself or another player ๐.
And with a 1 time use? That seems fair
-
@twistedmonkey said:
What if running BT did both? Helps when you rescue another or if you are the one being rescued? Like how they changed kindred.
The only issue I see with BT is that it makes instant farming viable for safe rescue points right now.
To help with change while on the hook its instant so being farmed gives you the effect but while off the hook it takes 15s to activate but only when not within a set range of the hook giving the killer a chance to leave and counter it.
I think BT having one use is ok but I also think its usage should be dependent on how the killer is playing. If they camp they lose chaser emblem points so for every so many minus points in chaser it adds a stack to BT making it stronger over time.
So you're essentially saying have it like the perk was in its previous iteration where it protected both but was a 1 time use?
-
@Dr_doom_j2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071560#Comment_1071560
My question is, would this synergies with Slippery Meat in any way? Because I actually think it should under this condition, would really help Solo que
Don't see why not. Probably kind of irrelevant though as Slippery Meat is one of the perks they said they are reworking currently, so its effect is probably going to change a lot.
-
@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1071560#Comment_1071560
Asks nothing of the survivor running it? Just a perk slot that's useless against people that don't camp.
Exhaustion perks aside, every single survivor perk is heavily situational. Most games will go by without using half of them. Even the "meta" perks are all situational.
Adrenaline requires gens completed and even then can be completely useless if you're uninjured and not currently in a Chase.
DS is useless if you don't get tunneled. BT is useless if the killer doesn't camp. Unbreakable does nothing if you don't get slugged. So on and so on.
Hell, three of those perks wouldn't even be the "meta" if killers just played better. They'd be useless.
If a perk slot is the cost itself then we have a lot of other perks that are getting double negatives that aren't even as strong. Calling that the cost for it's strength level is a bit of a stretch. Current BT you just yolo in for the save with zero thought or timing because of it's current design.
"Exhaustion perks aside, every single survivor perk is heavily situational. Most games will go by without using half of them. Even the "meta" perks are all situational."
The current survivor meta perks are quite literally the opposite of situational. DS, BT, Unbreakable etc are not situational, let me explain. Even IF the perks do not activate, they have STILL done a lot for you. If they didn't activate then the killer played completely "fair" by survivor standards and you would have won the game anyway if you and your team were actually good. If you still lost then ya'll misplayed a lot. The fact that they force a killer to play a certain way to intentionally avoid them activating IS why they are strong.
"Adrenaline requires gens completed and even then can be completely useless if you're uninjured and not currently in a Chase."
I have zero issue with Adrenaline. It rewards doing their objective with a perk down. Well designed perk.
"DS is useless if you don't get tunneled. BT is useless if the killer doesn't camp. Unbreakable does nothing if you don't get slugged. So on and so on."
Refer to my response on meta perks above. You're entirely missing the value those perks are giving you even when they don't activate.
"Hell, three of those perks wouldn't even be the "meta" if killers just played better. They'd be useless."
I don't think you play killer at a high level or you would see how much this sentence isn't accurate at all.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071610#Comment_1071610
This change could affect the killer if only 1 survivor has Borrowed Time equipped. If the killer wants to camp, but this 1 survivor keeps countering the killer's camping then the killer can tunnel them out of the game to continue their camping.
After the change, only 1 survivor would have the camping counter and the killer would avoid hooking that survivor if they wanted to camp.
The Borrowed Time user changes from a high priority target to a low priority one.
And what if all 4 are running it? Then he has no option.
He also has no idea who's running it and who isn't until BT has soaked a hit. By that point you've already gained a lot of its value anywhere. I don't see the issue here.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1071844#Comment_1071844
Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.
I see SW as a hybrid perk: It's anti-tunnel and efficiency.
If the killer tunnels you off the hook, if you can manage to last 32 seconds in a chase, you just increased the requirement for the killer to down you by 100%.
However, if you don't get tunneled, the perk changes roles, it now helps you to be efficient on time.
Perfect change for DS, that's balanced.
Awesome, glad we can agree!
With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.
You can down the savior or you can wait out the Endurance status effect. Your version removes the second part of the or statement because you increased it to 30 seconds.
I don't see how I could frame my reasoning on SW any better, we just aren't going to agree here.
For BT, waiting out the Endurance buff is pretty unrealistic. They are getting to another loop. I'd hardly consider that a reasonable counter, especially at end game.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1071801#Comment_1071801
Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.
During the PTB, Second Wind required the survivor to stand outside the killer's TR for the activation timer to deplete โ it was later changed so that it didn't matter where you was at, the activation timer will always deplete.
Second Wind is made to do both, punish tunneling and be efficient. However, it doesn't do neither jobs correctly, so people will consider better perks.
DS is still way too strong already and needs more stipulations.
I agree: DS needs more conditions.
- A 20/25/30 second timer that pauses while chased or downed.
- Timer immediately expires if:
- โYou start a repair, heal, unhook, sabotage, cleanse, open, and search action.
- Killer hooks another survivor.
Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.
I don't like survivors having the Endurance status effect for that long because it removes the counterplay of waiting the timer out.
I believe it should remain at 15 seconds and have two charges.
I'm indifferent with removing DW.
Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.
Perfect change for DS, that's balanced.
With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.
-
@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/1062699#Comment_1062699
Also his sounds, I can seriously here his footsteps, and he's super loud.
yup
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/127793/an-interesting-thought-on-borrowed-time
I only have one gripe: Other anti-tunnel perks won't be able to compete.
- Decisive Strike: One time use, 60 seconds of invulnerability.
- Second Wind: Two uses, but has a healing requirement and needs 32 seconds to activate.
- Borrowed Time: Two uses, no requirement, free health state for 15 seconds.
Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.
DS is still way too strong already and needs more stipulations.
Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.
-
@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071694#Comment_1071694
Survivors can't really pick themselves up unless they have unbreakable or no mither ya know?
No, you said I want a second chance perk because of a misplay I did, not my teammates. Yes, I obviously want a second chance perk that allows me to not depend on my teammates because I'm a solo survivor. So your logic is: the killer shouldn't be punished because he didn't do the misplay, but the survivor who just got unhooked should because his team did the misplay, even though it wasn't his fault that his teammates made a terrible play he still deserves to get punished right?
Well I do, I play on console and matchmaking is so broken, not having ds is like not having a slow down perk as killer. Just because you don't have any issues doesn't mean everybody else doesn't either.
I have had many games where I get slugged but my potato teammates decide to do gens instead of picking me up, happens quite frequently on console tbh. What I'm trying to say here dude is, until the ranking and matchmaking systems get fixed, ds will still be in a good spot.
Triggering blood warden with noed can literally get you a 4k if the survivors don't realize you have it, devour is actually really strong when it triggers and with certain killers you can protect it and make sure it doesn't get cleansed. The reason I call them second chance perks is because those perks can literally give the killer a chance to win even if the game's nearly lost for them, blood warden not so much but noed and devour are incredibly powerful when they trigger. And I honestly disagree, second chance perks are needed.
"from a misplay."
A misplay, I never said a misplay YOU did.
"Yes, I obviously want a second chance perk that allows me to not depend on my teammates because I'm a solo survivor."
It's a team game. For you it may be a 1v1, but for the killer it's a 4v1. Balancing for the 1v1 with second chance perks ruins the balance in the 4v1 which is why the game is in the bad balance state it is in the first place. The killer has to be much stronger in the 1v1 and second chance perks mess that up.
"So your logic is: the killer shouldn't be punished because he didn't do the misplay, but the survivor who just got unhooked should because his team did the misplay, even though it wasn't his fault that his teammates made a terrible play he still deserves to get punished right?"
Yes, because whether you like it or not, it is a team game. None of ya'll are winning the game solo. Now we can add perks to alleviate bad teammate plays, I'm not saying that can't exist. What I am saying is that the versions we currently have are way too strong at doing that.
"Well I do, I play on console and matchmaking is so broken, not having ds is like not having a slow down perk as killer. Just because you don't have any issues doesn't mean everybody else doesn't either."
This is a problem with current matchmaking that will be fixed, it is temporary. We should not be balancing an entire perk around a temporary problem that is getting fixed.
"I have had many games where I get slugged but my potato teammates decide to do gens instead of picking me up, happens quite frequently on console tbh. What I'm trying to say here dude is, until the ranking and matchmaking systems get fixed, ds will still be in a good spot."
This is a problem with current matchmaking that will be fixed, it is temporary. We should not be balancing an entire perk around a temporary problem that is getting fixed.
"Triggering blood warden with noed can literally get you a 4k if the survivors don't realize you have it"
That's why I don't like NOED, similar reasons to DS. I want it reworked. That isn't an issue with Blood Warden. BW in itself is quite weak and highly situational.
"devour is actually really strong when it triggers and with certain killers you can protect it and make sure it doesn't get cleansed."
9/10 games DH is doing absolutely nothing and getting cleanses early. The 1 time is doesn't get cleansed it will when you the game. Majority of the time it is vastly unreliable and not worth it which is why it's rarely ran other than for the meme's.
"The reason I call them second chance perks is because those perks can literally give the killer a chance to win even if the game's nearly lost for them, blood warden not so much but noed and devour are incredibly powerful when they trigger."
The difference is DH is rewarding you for hugging the totem early and protecting it. I wouldn't classify that in the same area as NOED which is asking you to cleanse ALL the totems and you really aren't protecting them, aka doing nothing for its effect.
"And I honestly disagree, second chance perks are needed."
They can exist, their current forms are just vastly too strong. They ask nothing skillful of the player, have zero downsides, force the killer to play inefficiently whether you use it or not and come with game swinging effects.
They need to be either much more situational for their specific intended use, have a cost, be less game swinging, or at least ask something of the survivor for the effect.
A good example of this is Deliverance. It's considered a very strong perk, but it has a cost (getting a safe rescue before you get your first hook) and is situational in the sense that you might not have that happen.
-
My impression from their responses is yes, they think they are fine, which is scary and quite baffling.
I don't think they've specifically said though so hopefully they will tell us soon.
-
I was actually hoping for some entirely different questions and was quite disappointed with the few that were asked.
They seemed more concerned with how the community feels on the random generation factors.
I wanted to see questions about which maps were the biggest problems and what we thought their main issues were. Map size, loop strength, loop distribution, objective placements etc.
Something to get their priority list in order of which maps first and what to do with each one specifically.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1071646#Comment_1071646
That's also where they could change their minds, but are clear on for now that they want to have the unhooker make that choice by equipping the Perk or not.
To have them make the initial decision of: "Do i take this with me to maybe get some Endurance saves, or do i pick something else?"
Not to have the Perk be: "Do i take this with me to further secure me being unhooked, or do i pick something else?"
I'd like to know why they have that rational then because the positives outweigh the negatives for the change in my eyes.
-
@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071437#Comment_1071437
It does, if you down me right after I get unhooked, then down someone else and hook the both of us you kinda still tunneled lol.
How is it gonna be my misplay if you face camp me and hit me right after I get unhooked or if I get farmed by someone else or if nobody picks me up at all? In all those scenarios it ain't my misplay, it's my teammates'(there's a lot of potatoes in the red ranks that do these things, trust me). So, my other question is do you realize that some of us are solo survivors and we can't communicate with our teammates? If ds got nerfed to that point it would literally be useful for swfs but useless for solo survivors, so yeah I'm totally against it because I play solo and because it would also make face camping with Bubba and Billy way too easy. Both survivors and killers need second chance perks and if you want to nerf ds ok then let's nerf noed or devour or blood warden as well, all of em second chance perks for killers.
"It does, if you down me right after I get unhooked, then down someone else and hook the both of us you kinda still tunneled lol."
No, if he chased someone else, downed them, hooked them and came back to find you STILL lying there you were not tunneled. You were slugged for pressure and your team left you there.
"How is it gonna be my misplay if you face camp me and hit me right after I get unhooked or if I get farmed by someone else or if nobody picks me up at all?"
Your teammate farming you and your teammates leaving you on the ground are your TEAMS misplays. You are asking the killer to get punished for your team playing badly. This is why I said, "You aren't wanting an anti-tunnel perk, you are simply wanting a second chance perk to recover from a misplay."
"So, my other question is do you realize that some of us are solo survivors and we can't communicate with our teammates?"
I play strictly solo at rank 1 and don't have any issues for the most part.
"If ds got nerfed to that point it would literally be useful for swfs but useless for solo survivors, so yeah I'm totally against it because I play solo and because it would also make face camping with Bubba and Billy way too easy."
No, almost everything is just simply better for SWF in general, nothing about this in particular. A teammate can see you slugged on the ground while the killer is chasing someone else. If you don't wanna rely on them run the myriad of anti-slug perks. It would not make facecamping for those 2 killers better unless your team is being bad and the killer shouldn't be punished for your team being bad. I run into any killer seriously "face camping" at rank 1 maybe once every few days and I play all day every day. Most "camps" are proximity and those are easily manageable with good play.
"Both survivors and killers need second chance perks and if you want to nerf ds ok then let's nerf noed or devour or blood warden as well, all of em second chance perks for killers."
I disagree, second chance perks are very unhealthy for the game. I actually hate NOED and want it reworked as well now that you bring that up. Those are actually strong second chance perks. I have no idea why you'd even mention DH or BW, those aren't strong enough to matter in terms of second chance perks. They are literally perks to meme with.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071656#Comment_1071656
They can desync the two at any time I would hope.
Which is part of why I still think Legion needs a rework. I'm just not sure how inclined they are to do so with how many times he's already been "reworked".
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071608#Comment_1071608
Couldn't it be changed so it does accomplish that goal? Just spitballing.
That would be a good idea. I'm just not sure how they'd change it to accomplish that without it being too annoying to the survivor dealing with it.
They also made that almost impossible to do by tying it in with Legions power as well.
It can't be too strong now because Legion applies it too easily.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1071619#Comment_1071619
Not quite, i said those things cause...
"Instead of..."
Meaning no more regular BT.
Even as "instead of" it fulfills "they want the Perk to put the user at the usual risk while giving the hooked one a chance." better than it does in its current form.
-
@Boss said:
They could change their minds, but i remember them saying they want the Perk to put the user at the usual risk while giving the hooked one a chance.
Maybe as a different Perk.
That's exactly what my change would do.
-
Or just 1 blocked hit and it deactivates. 30 seconds wouldn't do much of anything imo
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1071538#Comment_1071538
And you cant save others cause you cant know if they run the perk or not. Would just make cheap play on killers more benefitting. Really bad idea.
It wouldn't make it more benefiting for the killer because whether it's on the rescuer or the person being rescued he has no idea and will being playing no different. Effects nothing on his end.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071572#Comment_1071572
You forgot about Deep Wounds silly ๐
I know we're being sarcastic but I think that is actually what Deep Wounds was supposed to do...which is laughable lol
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071560#Comment_1071560
I don't see what's game swinging about the killer not hitting the unhooked for 15 seconds, but I guess we always have to consider its "endgame potential" which is "very powerful".
Well endgame is one factor, yes.
Another is that this is almost the exact same scenario as we talked about with DS. I don't want the survivor tunneled, but the fact that it prevents him from creating pressure is the issue.
If we could find a way to allow it to protect the survivor but still somehow give the killer pressure we'd be solid.
-
@NullEXE said:
inb4 "That's what decisive is for". No Decisive is predictable, and easily avoided. Now Borrowed Time working on yourself instead, that is an idea I can get behind.
Also it should work based on distance the killer is to the hook, not the terror radius. There are 20 or more things in the game that effect the terror radius - makes a perk like this kind of dumb to rely on the heartbeat.
I actually see the no TR on some killers as one of the only weaknesses/downsides to using the perk which seems fine to me. Kinda like facing a Plague after you brought We'll Make It, Botany, etc. Gotta have some downsides, it's a game swinging perk that asks nothing of the survivor already. As far as downsides on other perks go I'd say having it countered by just a couple killers situationally is already being pretty generous. For how strong it is it should have probably had more tbh.
-
@humanbeing1704 said:
that would be nice tired of getting farmed without the person using borrowed time atleast with the perk I actually stand a chance
Yeah this change doesn't really effect anything from the killer perspective, but at least from the survivor side now you can near guarantee you won't be farmed, which is one of the biggest survivor complaints.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071484#Comment_1071484
Oh so you're saying you want this change specifically so slugging applies more pressure? I wouldn't be against it I suppose, but many survivors regard it as a boring strategy.
Exactly! The threat of possibly being hooked has to be present for it to create the pressure.
I'd like slugging not to be as needed so we can all have more fun, but the only way to really create enough pressure right now is by in fact slugging. Hopefully they make changes to alter that but I'm working with the cards we are currently dealt.
-
@TrappinMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1071401#Comment_1071401
I'd say no to that, just because if you're a solo survivor, and you're playing with a potato who does a massively unsafe unhook, they can have another survivor on the hook in under 10 seconds. If you add another survivor on the hook turning it off, the killer no longer needs to make the hard choice of chase or not, because they have a injured survivor right there, and no ads to stop them.
So you don't want an anti-tunnel perk, you want an anti-potato teammate perk.
Punishing the killer for bad teammates doesn't sound fun or fair.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071464#Comment_1071464
So if the killer applies pressure they're allowed to tunnel? I'm not getting it yet. Why won't you just relent and say the killer has to down and hook a survivor and not just hook them?
"So if the killer applies pressure they're allowed to tunnel? I'm not getting it yet."
No, there has to be a risk that their DS will deactivate if he hooks another survivor because if there is not then the team will leave him there and just continue rushing the gens. Hence no pressure.
So it needs to be deactivated so they feel pressure to come save, not because the killer needs the hook on them.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071454#Comment_1071454
Agreed. They need to only activate in the situations they were designed to counteract.
I agree.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071449#Comment_1071449
What? What does that have to do with not even having to chase another survivor to disable an anti-tunneling perk?
Because you aren't seeing why DS needs to deactivate from another hook. It creates pressure and forces another survivor to come get them.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071437#Comment_1071437
Do you think Blood Warden shouldn't block survivors who could've escaped at any time? Second chances are allowed, no matter how "unfair" you think it is that you aren't allowed to tunnel.
I never said they weren't allowed. I simply said "second chance" perks should be reworked to be more restrictive imo.
Since you bring up Blood Warden, I actually am including killer second chance perks when I say this. I'm not only talking about survivor, survivor just simply happens to have a lot more of them and they are a lot stronger.
Blood Warden is a weak/meme perk in general.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071401#Comment_1071401
Dude 30 seconds is plenty enough. I get not activating after downing and hooking but just hooking is so obviously abusable.
30 seconds is meaningless if it pauses when on the ground or in chase. Might as well make it 2 minutes, it's irrelevant at that point.
He needs the slug not for the hook, but for the pressure to force another survivors to get off a gen and come get you. Not slugging means he is causing zero pressure and losing gens.
-
@Ashy_Slashy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071401#Comment_1071401
So you basically want to turn an antitunneling perk into a useless not antitunneling perk? What's the whole point of having it if you can hook someone else, pick me up and hook me again lolz
That doesn't many any sense at all.
If someone else was hooked you weren't tunneled. It is still functioning as an anti-tunnel.
If he had time to do all those things and still come back to you lying there, you and your team misplayed tremendously. You aren't wanting an anti-tunnel perk, you are simply wanting a second chance perk to recover from a misplay.
-
Add that hooking a different survivor deactivates it and now you got a deal. If I had time to down them, find someone else, down them as well, hook them and then still come back with no one having rescued them, that wasn't tunneling.
-
She needs Rule Set #2 at base but that's still barely a start. She needs a lot of other things as well.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071229#Comment_1071229
I didn't mean kill rates, those are unreliable. I mean killers and survivors queuing up.
Oh well that we have nothing currently other than speculation. I would speculate differently than you. No where else to go with that though since we don't have stats.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071213#Comment_1071213
Think what you want, the devs are the ones that know for sure. I'm sure the stats would surprise you ๐
I've seen the useless stats that have so many flaws that even the devs said not to use them for anything. I shouldn't need to point out the many, many flaws those are. It's already been done ad nauseam.
-
Make it so killers don't need to slug for the 4k then. They don't slug because they want to, they slug because the game is unbalanced and they're forced to.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071122#Comment_1071122
Queue times for killers would skyrocket...you make it sound like the game is currently survivor sided. There is no evidence that there are less killers than needed globally.
It is currently survivor sided by a lot. That's pretty universally known by all players with a lot of hours that play at rank 1.
I don't think queue times would skyrocket for killers at all, I think they'd even out finally for both sides.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071118#Comment_1071118
Yep...the sad thing is that it fixes the issues in the game like DS does, so I doubt the community's response would be positive.
Well the thing I do dislike about it is that it would have that same issue DS has, which is that now every single game the players have to play around just the chance that the one single perk is being ran whether it is or not. I don't think that's healthy design.
Makes me wonder if we could change both those perks to something else entirely and make those effects in a "watered down" version in the base game, as they would both solve a core issue for both sides.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071110#Comment_1071110
It doesn't matter if it's temporary, while it's live BHVR will earn much less income from dbd.
I don't believe that would be true at all. I could just as easily say they'd make more money since many of the killer mains would come back. Queue times would also improve simultaneously.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1070898#Comment_1070898
Makes sense ngl...waste 70 seconds on totems or have an extra 80 second gen to complete.
And you could get unlucky or lucky with those 3 random gens. It would essentially move totems into a required objective rather than optional.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071069#Comment_1071069
Slowing down gens doesn't work bud.
It does. It's also only temporary.
Obviously not the most optimal choice but maps getting reworked is too slow and they seem intent on not adding a secondary objective instead.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071038#Comment_1071038
How do you solve the problem then?
๐ง๐๐
Numbers not being literal but simply the idea:
First minute: 60% slow
Second minute: 30% slow
After that normal.
The idea is simply a scaling slow down that starts high and gets lower until it's back to normal after 2 minutes.
Maps would still need work though.
-
While it's better than doing nothing I don't think it solves the problem.
-
Have you thought about reducing the hitbox around killers to allow them to round objects better without losing as much distance?
-
Remove its current effect.
If a totem remains when the gates are powered, 3 random gens will reactivate. Gives the killer more time to make skilled plays rather than just free kills. It's essentially just making the survivors do 1 extra gen if they ignored totems.
-
With how quiet they've been I'm inclined to think it's licensed, so this very well could be the case. It could also be "The Tank" from L4D, which would fit the clues we've been given.
-
I don't think anyone who actually plays both sides at rank 1 would disagree.