BubbleBuster
BubbleBuster
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What Pig needs:
- her stealth needs buffs
- her removed endgame should come back imo
- her dash needs buffs
- her add-ons need a rework
What Pig doesnt need:
- more reverse beartraps (unless through add-ons)
- more slowdown through beartraps
- injuring survivors passively through heavy RNG
i m fine with punishing survivors by reducing their timers if they do certain actions but that might be too oppressive.
a good rework would be weakening her ability to kill with RBTs but increasing her chase or stealth power with buffs as she feels meh to play ever since her endgame is gone.
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i get why they removed the BP bonus. It makes sense.
What doesn't make sense is making the game grindier because of it. They should've implemented a basekit BP increase mechanic and increase BP gains overall.
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perk is fine, perk is healthy for the game
it does not punish playing optimally so no.
literally dont touch it, it is fine as is. gotta get gud and stop facecamping with bubba :)
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3101079#Comment_3101079
In Eyrie of Crows in general you can not chase with Wraith at all, but even in other maps it's always bad to chase with Wraith unless you absolutely need to, for example if you need to tunnel someone out because they played greedy and did a gen in front of you while dead on hook.
Medkits don't count because they're items and not perks.
Yeah, Circle of healing clearly was always the best option, and now it's ALWAYS the best option sadly. Let's suppose that Circle of healing is already nerfed XD.
Self care wasn't and still is not a killer perk, the strongest aspect of it is that you can always heal wherever you want, and don't waste time looking for totems, for example compared to Inner Healing. Totems that, as someone who knows all the spots by memory, can take 10/15 seconds of travel time just to get to the totem and 5 to get to the locker.
If you hit all the 3/4 great skillckecks of self care, the time gets reduced from 45 to 36/38 seconds. It's not bad! With mangled, if you get 4/5 great skillckecks, from 56 to 42/44 seconds, almost as before.
Also, last secret: who runs self care is a gigachad.
"Self care wasn't and still is not a killer perk, the strongest aspect of it is that you can always heal wherever you want, and don't waste time looking for totems, for example compared to Inner Healing. Totems that, as someone who knows all the spots by memory, can take 10/15 seconds of travel time just to get to the totem and 5 to get to the locker."
the killer needs to use perks to make you work slower on gens, self-care does the job for him as you just added 56 seconds onto the next gen you do. Also inner healing has its own issues, i m not comparing it to inner healing because inner healing is extremely inconsistent and usually wastes more time than it saves.
If you need to heal more than twice in a game solo, you are already losing.
Using self-care more than once a game wasted 2 minutes; 2 minutes being 1 gen with thanatophobia and some other stuff on top of it.
It is still useful like before but if you use this perk to regularly heal yourself, you are literally the reason a game is being lost. Also not once did i have a wraith game where self-care did anything because if you take 5 hours to heal and i just instantly injure you because first hits are free then you wasted 40+ seconds of your time just to be injured again.
people that run self-care often overuse it and actively help the killer by doing nothing to heal themselves, they are not gigachads. Just use a medkit and use the perk slot for CoH
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general adjustments sound good
i want pharmacy to not be trash so i accept any buff since they basically deleted this perk by "buffing" it unless you re in a swf
Nurse needs a nerf, said everyone that is not delusional
Plague imo is a soloQ problem as she is not a real problem when she is facing against competent swf with comms. I'd say the gap between soloQ and swf should be closed before she should be looked at as lack of communication on when to cleanse is actually one of her biggest issues.
NOED is still literally the same as before. IMO it should ve gotten a complete rework because it is really unfun to play against and it gives you a reward for losing (gens get done and suddenly you can 1hit down without prerequisite? all other endgame perks have conditions)
overcharge should start at 100% and then go up to 300%, I agree
Tinkerer is fine being nerfed, this perk was way too good on blight and other high mobility killers
Pop should get changed back to "total progress" instead of "current progress"
Hex ruin should give 150% regression and simply not disable, they went overboard
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@MadDog_8762 said:
https://www.youtube.com/watch?v=Wx383-GSpxI
So apparently, this is a thing
And this apparently has ZERO counter as the only thing im told is "teammates do gens"
Ok, sure
And what am I supposed to do?
Not play the game at all?
Yeah, no
Imma leave and actually PLAY something else
Considering the community apparently universally views this kinda playstyle as "toxic" and "unfun", as they should
(It literally forces a player into spectator mode with very little counter other than "never get downed, ever, at all", which is even harder against 1-hit down killers
It would be VERY easy to make some minor changes to heavily discourage it
I suggest ONE of the following:
1- When killer remains within X meters of a hooked survivor for Y seconds, the Survivor gets a guaranteed self-unhook with extra endurance and haste than usual
2- When a killer remains within X meters of a hooked survivor for Y seconds, they begin to drain BP
(The entity wants these killers to go out and inflict pain, to kill, not to stand around and watch paint dry)
3- Hook progress stops entirely, when a killer is within X meters for Y seconds
All of the above do NOT activate if the killer is in a chase, to prevent looping a killer around a hook to abuse these systems
I see literally ZERO drawbacks to these additions
Thoughts?
this has been in the game for 6 years
welcome to the club, this is not going to be fixed for at least a while as updates are too infrequent.
killers just taking the survivors ability to play away was always an issue but instead of fixing it we got fancy perks to "deal" with it. Sadly most of them dont work against face-camping bubbas with at least 2 braincells and most of them have gotten nerfed this patch.
welcome to the "when will this issue be addressed" waiting room; currently we're in here with infinite mori devour hope, hyperspeed clown, survivors that sometimes turn into backwards teleporting nurse and bubba that unbound wasd after hooking someone
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I just want a communication system. What I want:
- some way to ping
- some way to send preset messages
- some way to indicate who is getting chased, not just the obsession
- some way to indicate what people are doing, such as icons
not voice comms
Closing the gap between swf and soloQ might be a good first step
afterwards delete the ability to ######### on hook or at least give these people the same DC penalty as actually disconnecting; i am so done with people taking the cheap way out and simply avoiding the entire penalty system, despite these 2 actions literally be the same
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problems with your argument:
- you dont need to heal 20 times in a game so limited healing sources are literally the same or better than self-care
- medkits were always way better than self-care, since they were way faster
- CoH is better than self-care because literally nobody runs shattered hope + self-care for the entire team but only takes 1/16 survivor perk slots + it gives a healing speed bonus
- if you waste this much time healing, the killer has to be bad or else you just lose the game
- just because in one scenario you're right, doesnt mean you're right in general
- if you had 40 seconds to heal yourself, you had 40 seconds to do a gen
- you can just heal faster and afterwards split up in certain scnearios (getting unhooked, doing a gen together while injured)
"That was not the case: what happened, and Kate told me at the end of the match, is that Kate self cared in a map corner for 40 seconds 3 times, and I was surprised even if I knew it had to be self care.
In the end I lost that match because you simply cannot chase in Eyrie of Crows with Wraith, and you HAVE to hit and run, but that Kate basically destroyed all my pressure every time."... so you are admitting that it is a map issue, with the perk synergizing with it
no this argument does not make sense to me at all. Self-care before the nerf was a good perk if you did not overuse it. Healing yourself very slowly is only ever useful in certain scenarios such as being dead on hook or you desperately need to be healthy to open a gate or take a hit. The perk wasnt bad, but it was certainly not as good as you make it out to be. Also medkits and CoH do its job 5 billion times better because you dont need to heal yourself more than twice usually.
- The only nerf this perk needed was to remove the item efficiency because medkits are really good and they dont need to be better than they are. The nerf to the healing speed makes this perk into a killer perk as it just add slowdown.
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One thing to look out for:
For the People and We're gonna live forever are currently kinda bugged.
WGLF works with For the people if you activated WGLF beforehand BUT ONLY IF YOU STARTED THE HEALING ACTION FOR A FEW MILISECONDS. SPAMMING E TO GET IT OFF AS FAST AS POSSIBLE HAS A CHANCE TO NOT ACTIVATE WGLF.
If you see the healing bar move through your healing, WGLF will activate through using For the People. Otherwise it will simply pick the person up but not use WGLF. If you want to see any source for this, Otzdarva tested this extensively on stream.
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Eruption is another perk that doesnt work against swf but works really well against soloQ.
SWF will just call out when they will get downed so they let go of the gen and simply not get incapacitated. SoloQs cant communicate so they either let go for too long and waste a lot of time or they cant repair the gen for 25 seconds.
Good design in theory but again a perk that doesnt work against swf.
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I like this idea
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3098234#Comment_3098234
With BT thats not the case if timed properly.
??????
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@Leguś said:
https://us.v-cdn.net/6030815/uploads/KGJRM9KHYR6T/unknown.png
I think those fences are *a little bit* too long. Am I the only there?
(Please ignore the fact it's Nurse, I'm trying to have fun with add-ons.)
*haddonfield flashback*
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@Tiufal said:
So we just give out free hooktrades to killers that dont move away from the hook? Nah, thats stupid.
????
they literally already get that?
what?
this is literally already the case if the killer camps...
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literally this
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@Neyar said:
Both of these perks are bugged in ways that they can't be turned off completely.
Devour Hope gains stacks until it is cleansed, but the effects remain in place even after cleansing the totem. You don't gain further stacks, thankfully, but if you have already earned 5 stacks before it gets cleansed, survivors are just permanently moriable for the rest of the trial.
https://forum.deadbydaylight.com/en/discussion/336794/devour-hope-bug
Overcharge is supposed to disable if you make the difficult skill check, but even if you make the skill check and keep working on the generator, it continues to regress as soon as you let go of it. It won't spark, but the progress decays. Reported with Call of Brine interaction a week ago, but it doesn't require CoB to reproduce the bug.
I get that bug fixes aren't always straightforward or instant, but isn't this the exact reason kill switches were implemented? So these aren't plaguing games until they can be patched?
if they killswitched all the things that have a gamebreaking bug in them, half the perks and killers would just be gone
I agree though, they really should use killswitch more and just fix these issues
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@kizuati said:
I've honestly had a lot of fun with how stupid and hilariously bad the new DH is,especially with the fact you cant DH while standing still for some reason now which is an omega nerf.
However the networking side is super jank and your E just doesnt E. Make it E. Thanks.
sincerely a no mither DH ace enjoyer
Hit verification is the same as it was before, it still works as intended.
just time it better
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3097011#Comment_3097011
Positive incentives do work, they are just not 100% effective.
I have the perfect example: Barbeque & Chili. Before 6.1.0 I always tried to get my 4 stacks, usually as early in the game as possible. With BBQ stacks now gone, if one or 2 of the survivors resist to fiercely I will target the weaker survivors until they either start dying or the stronger players start taking big enough risks that I find a good opportunity to pursue them.
There are no positive incentives for a killer to not tunnel and there are no disincentives either. If either were implemented, (I imagine some sort of bloodpoint bonus for hooking all survivors before one dies or a penalty for straight 3-hooking one survivor before hooking anyone else) you would see a drop in tunneling. Would it eliminate tunneling? Certainly not, but tunneling can't be eliminated without completely overhauling how DbD works.
while positive incentives do work, they dont work on people wanting to win. Winning is the biggest incentive there is, so if the actions players take do not actively make victory harder, they will not work on players whose objective is to win.
Also BP incentives do not work on a lot of players that smply dont care, like me for example. I already have almost anything I need, prestiging to 100 is worthless and refreshing my add-ons is not really that important. Killers already get a lot of BP simply by playing unlike survivors so it affects killers even less than survivors.
Also I am not again tunnelling in general. Tunneling CANT be eliminated and thats fine. If a killer really wants you dead, 95% of the time you will die simply because they will eventually down you. What shouldnt exist however is that mindless tunnelling gets rewarded by quickly getting a player out of the game, forcing them to sit in queue again just for a chance to play. If you completely tunnel vision onto a survivor you probably should lose the round as you force 3 survivors to simply press m1 and 1 guy a certain death. Unfun gameplay should not be rewarded.
The most fun dbd matches are always the one where you get chased, get downed, hooked, rescued then reset, touch a gen for 5 seconds before you help another survivor or get chased again. This is supposed to promote fun and engaging gameplay for both sides and punish boring playstyles.
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@ByeByeQ said:
I don't mind this change but if you're gonna give base kit 10 second Borrowed Time, they would have to disable it once the gates are powered. The survivors should not be able to get a nearly free escape from an ability that does not fill a perk slot.
Also how would the Borrowed Time perk be altered to accommodate this change?
Ye this effect should probably disable during end-game.
also BT could give the unhooked person more haste, a slightly increased timer (like 5 more seconds) and maybe some other wacky effect that i cant think of right now.
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while I agree that the randomness of map generation has decreased a lot this is not my main issue with maps.
Imma list my issues with all the maps you listed because they are objectively just the absolute worst
Dead Dawg Saloon:
- map is actuall balanced but there are too many breakable wall
- at the start of every round you NEED to go into the main building and break the same 3 walls just so the building is not abusable by survivors during a chase; afterwards you can play
- some edge map "loops" have breakable walls despite being exteremly unsafe; some jungle gyms have breakable walls that turn them into unbeatable loops without breaking the wall
- there should just be less walls on this map
Midwich:
- less walls please
- more ways to get up and down, maybe a staircase leading into the courtyard?
- agree on the randomness, there should be more
Gideon Meatplant:
- too many god pallets
- too many good loops
- too little mindgames
- remove some pallets; add new tiles that allow for actual mindgames
RPD:
- this map is too big
- this map is too dark
- navigating this map takes a lot of games until you know where's what; too unintuitive
- hooks spawn too far apart because it can take hours to reach the door that leads into the room with the hook
- i dont mind an inhenrently static map as this map feels like it benefits from it
Haddonfield:
- add breakable walls into buildings so you have an actual counter to the infinite in the main building
- add holes into walls in the buildings to make some windows less safe
Garden of "Joy":
- add a breakable wall into the main building so the god window in the bottom floor has an actual counter other than bamboozle
- turn the train into a loop, it make me sad that it is a horrible window in the middle of nowhere
- make the walls in the jungle gyms hugher so survivors cant look over them; currently they remove all mindgame potential which just turns them into shack 2.0
- make the main building brighter
Eyrie of Cringe:
- shorten some loops in the middle of the map; survivors can clearly see you so maybe they shouldnt be able to loop that fence 3 times
- add more stuff into the main building, that thing is a deadzone after that 1 pallet in the top floor has been broken
- make some loops more mindgame intensive; seeing the killer the entire time you run away makes the game very static
it is what it is, i hope the awful maps get reworked soon but i doubt it; guess i just gotta accept that I lose as soon as someone abuses the infinite in haddonfield when i play Demo
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3097026#Comment_3097026
And the seven best killer perks were all nerfed to pointlessness.
10% buffs to relatively minor events doesn't fix the fact that generators still fly, it takes too long to catch up with survivors who run, most maps are oversaturated with pallets, and most killers don't have the tools they need to down survivors in a timely manner or keep up with how fast survivors can heal themselves.
If you're having trouble playing in the new situation, I feel for ya. I'm having a tremendous amount of difficulty playing killer in the new environment. 0.3 seconds counts for a lot less than I think you believe it does.
Also the "buddy" thing is a South Park reference. It's a pretty funny show. You should check it out.
in this entire patch i have played 3 hours of killer and i didnt lose a single match... while some swf or cracked soloQ people can still beat killers and some maps are still horrible, 0.3 seconds are A LOT inside a chase.
Playing demogorgon has been a blast but there are still issues in the game and I dont want to nerf killers and buff survivors with this. I want the survivor experience to be more fun and punish bad plays. This is not something I'd personally add to the game without any other changes.
We should try to make the game more enjoyable for both killers and survivors by deleting or punishing unfun mechanics or tactics.
Why is Nurse still so strong? maybe nerf her
Why does Blight have add-ons that remove counterplay? maybe they shouldnt remove the only tool survivors have
Why can a survivor just run to the main building on garden of joy and be invincible unless you brought bambooule or play certain killers? maybe that window shouldnt exist
Why is Gideon Meatplant filled with god pallets? I dont know but there probably shouldnt be 5 of them next to each other
Why is SWF so much better than SoloQ? because the lack of communication, give survivors tools to communicate to clase the gap between both survivor modes so you can balance both of them fairly
This game has a lot of problems and I am trying to fix 1 of them with this which is that mindless tunnelling is very effective (basekit BT does literally nothing in my experience) and it just removes 1 survivor's ability to play the game that match.
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@darkshadows8326 said:
If kill switch is for game breaking bugs then why didn't they kill switch Nurse when she was and still is swinging while still in her blink phase. STBFL is breaking the game especially when some killers can avoid the negatives of it with their power while other perks have changed to work around these power damage states. STBFL allows the killer to recover and get a second hit before the survivor can even get to another tile with the new update.
imagine a perk having an upside.
the perk is not OP, it does not need changes unless its statistical impact on killrates is too high.
since we dont know them, we dont need to nerf it
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@Adjatha said:
+10% faster kicking pallets is not a "huge buff" when there are 20+ pallets on every map.
And I'm not your buddy, guy.
never called you buddy, that's disrespectful
also i think you forgot about literally all the other buffs so let me remind you of them:
- Generators take 90 seconds for a single survivor to repair (was 80 seconds)
- Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
- The following Killer actions have been sped up by 10%:
- Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
- Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
- Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
- Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
- Endurance does not prevent a Survivor from entering the dying state if they are inflicted with Deep Wound
- Endurance status effect is now cancelled by Conspicuous Actions
- survivor perk nerfs
- inconsequential killer perk nerfs (sure ruin and pop are dead but there are enough replacements)
- killer perk buffs
- the removal of DH significantly reduces chase length
please do not undersell that all these add up and they are indeed huge; this is not a bad thing because killers needed really needed it, but dont just ignore it happened.
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imo it should just start at 100% regression and go up to 200% over 30 seconds.
right now it has a downside with no real upside other than punishing survivors abandoning generators which normally doesnt happen that often.
I am a fan of gradual buffs and nerfs, overcharge should get buffed slightly again and again until it is a good perk. right now it s just worse than CoB sadly
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@Adjatha said:
If you don't want killers to tunnel, make hooked survivors repair gens at half speed for, like, 30-60 seconds or until somebody else gets hooked, whichever comes first.
If the others are repairing way faster, there's value in going after them instead of the one you just injured. Plus, you know, the whole 'pain and blood loss hindering you from doing your job' thing.
MORE baseline survivor buffs ain't the way, my man.
no, positive incentives do not work. Just literally look at this patch, killers got some huge buffs yet senseless camping and tunnelling has been more prevelant than before.
Literally in any online game positive incentives do not work. Winning is the thing people want and if tunnelling and camping gets them there, they will do it.
also i am not your man
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3096547#Comment_3096547
I'd welcome an example of smart tunneling. I'm not saying it doesn't exist. Just examples would be valuable.
smart tunneling is taking advantage of survivors playing poorly. Some situations where tunnelling is a smart thing to do:
- the other survivors arent really doing gens so you can commit to a longer chase in order to kill a survivor more easily later
- survivors are hyper altuistic and take a lot of hits for the survivor you tunnel (usually swf); this gives you a lot of free hits and sometimes downs
- one survivor is playing way worse than the other survivors; getting rid of the weak link is always smart
- the survivor you are tunnelling runs towards gens that are being done; now you pressure gens while chasing
- the survivors are farming; just because you unhook right in front of me while i play executioner doesnt mean i wont use my ability to hit both of you and then m1 the unhooked person and send them into a cage
scenarios where you arent punished for tunneling a survivor and scenarios where it is just the best thing to do to get that survivor out of the game as quickly as possible. Most of these can be countered by playing well on the survivor side.
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@RpTheHotrod said:
I came up with a theme-friendly tunnel idea here. Addresses tunneling entirely, but fails to address camping.
I saw that post a while ago but imo this solution was a bit over the top.
It requires a completely new system to be developed and added and it punishes smart tunneling.
IMO smart tunneling should be hard but not made literally impossible. If someone plays bad and gens arent being done, tunnelling is okay.
Your idea while nice, would make good plays impossible.
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@Bwsted said:
The moment you remove bodyblocking with BT, you're just going to discourage altruism even more than it alread is, because the trade would be guaranteed instead of contested, even if another survivor as well gets off gens. Or, you would have ridiculous situations were coordinated survivors run together inside each other hoping that a swing gets a wonky registration on the bt'd survivor.
Especially, in endgame, survivors would just leave even faster than they do now. And anti tunneling is already nerfed into the ground when gens are completed, not even at egc.
The game would switch from a tunnel off hook, to just trade survivors on this cozy scourge hook.
i meant the loss of colission only applies to the BT'd survivor and the killer.
the survivor can still be blocked by other survivors and vice versa.
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@deKlaw_04 said:
I hope they buff Myers significantly and then delete his two tombstone addons. They are bs
amen
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@espooked said:
https://forum.deadbydaylight.com/en/discussion/comment/3096276#Comment_3096276
So you pay a monthly subscription just for a dbd prime skin?
Prime is something made by amazon. They want you to subscribe to their service and so they pay other companies money to make content that you can only get by having prime.
Some examples are:
- monthly rewards in League of Legends
- monthly rewards in Genshin Impact
- monthly rewards in Dead by Daylight
- monthly free subscription to any streamer
there s a lot of stuff you get through prime because they want you to stay subscibed because that makes a ton of money.
The cosmetics are probably in a contract and they are legally not allowed to release them in their store since they are a way to advertise for prime.
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@Leg said:
and epic games players post where?
they dont post bait posts
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Steam bait post belong in the Steam forums, not in the official forum
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@tamsmi said:
https://forum.deadbydaylight.com/en/discussion/comment/3095962#Comment_3095962
you dont think so? xD
they said it cant be used within the terror radius.
Guess I just gotta stick with the flashlight click
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@Mai said:
I would absolutely love to see a Greek mythological gorgon as a killer on this game. And I think that there’s so many variations of perks and stuff Medusa can have.
She probably shouldnt be called "the Snake" but rather "The Gorgo" because that is what she is. Might be a bit weird though because we have Demogorgon and the names are really similar...
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This can't be used to BM so i am against it
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I 100% agree with this.
they should either remove all the bad BP offerings or change them into the 100% variant and then turn it into brown rarity.
The amount of BP that is wasted on buying bad offerings instead of good brown add-ons is insane.
also imo they could turn the 25% offering into a worse BPS but it applies to everyone, so the bound envelope would also apply to the killer and the hollow shell offering of killers also works for survivors.
I'd love them to be universal, not sure if that will ever happen in any capacity.
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@AMOGUS said:
What would you all think of a more... permanent (or at least longer lasting) PTB where they upload smaller changes like small perk reworks (or small batches of changes, but not as big as the ones we normally see) to see how the community handles it? A LITERAL PTB, so to speak.
This would probably require the whole "needing to install another client again" to be fixed, but it would allow for longer testing of ideas without directly messing with the 3 months schedule plus they wouldn't have to worry about console update fees being a problem if they could just update a single PTB instead. We could test more overall perk reworks and give more feedback.
And I'm not sure about this, but if the PTBs are English only until they go live, then maybe that would save time on needing to translate updates when they go live because they could test changes on the PTB and snipe bad updates before they go live.
this is always a great idea. Fast patches that try wacky #########.
imagine instead of theorizing in a forum or on a whiteboard we just... actually test them?
imagine just testing:
- removing unhook grab
- buffing keys
- perk reworks/buffs/nerfs
- basekit changes
- new wacky ideas that might be hyper bugged
there s so many things we could do with either fast patces or a lot of ptbs. I dont get why this isnt a thing yet tbh
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3094658#Comment_3094658
It's currently doing way more than being a terror radius indicator. There are only 3 terror radius levels, so a terror radius indicator should also only be showing 3 levels.
currently it is used as a terror radius indicator for people that are hard of hearing or deaf (said so in last devlog).
after an actual solution has been implemented for players with hearing impairment that is not a perk, spine chill will be reworked/lose this feature
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@Ghalam said:
I know this isn't new. But P3ing my demo before the patch and coming back to not having anything to show for it is frustrating. Please add something considering the amount of work that went into leveling him up, the grind is still atrocious.
"technically" demogorgon no longer has teachable so "technically" you shouldn't get any perks through prestiging him.
"technically" this is also really weird and excluding demogorgon is really sad and now he s sad.
Please BHVR give demo his perks back, same with steve and nancy.
Maybe they'll all get them back as soon as BHVR gets the license back.
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@ByeByeQ said:
For Objectives that's why I said 1500 or more, currently it is 1,250. They could overhaul the category but I am ok with them keeping it as is with a better cooperative bonus so that if 2 people finish 2 gens together they max the category easily. I'm not sure if you really want to encourage survivors with bloodpoints to just split up and do gens, they do that enough as it is without needing more encouragement.
For Sacrifice, my proposed changes to hook score events would make 10,800 points possible from getting 12 hooks before EGC. 11 hooks would award 9,900 points. Reasonable and easy.
For Survival I put in a time survived score counter because it would encourage survivors to last as long as possible in the trial as well as make the 10k cap attainable in games where the survivor escapes. Currently the Survival category doesn't encourage survivors to stay in games where they are likely to lose because they aren't likely to get the 5k for escaping and thus get almost nothing in the Survival category. I don't think having players lose bloodpoints in the category for being hooked would be good for the game. They already lose pip progress on their Unbroken Emblem, I believe that is punishment enough for being hooked.
- imo it is weird to reward objectively bad plays more than good plays; doing gens solo is just objectively better in a lot of scenarios unless you need that gen done ASAP. They should be rewarded roughly the same because in the end, 1 gen has been done.
- ye that looks reasonable. imo sacrifice category should only give you 10k though if you actually killed everyone though sacrificing them all 3 times but that is just an opinion; your idea seems more forgiving so i like it as well.
- technically it is not losing BP, they just never gain it in the first place. Same as safe unhooks imo as you dont actually lose points if the unhook wasnt safe. IMO my system reflects the survival category better as "surviving better = less getting hooked" because getting hooked is like the one thing other than slugging that can kill you. You could also add the passive BP on top of that, making it easier to max out the category even if you got hooked once or twice. Sounds fair tbh as there arent a lot of ways to get Survival points.
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this perk needs to actually make the actiosn silent
you can still hear:
- loud breathing while cleansing or blessing a totem
- the breaking sound of said totem (dull totems)
- the sqeaking of the chest when you open it
- rummaging is unaffected for some reason
a perk that doesnt make the actions it is supposed to make silent, silent and a downside.
It should just make these actions completely silent with 0 downside. Quick and Quiet makes jumping into lockers and fast vaults completely silent, so why does this perk not do that?
It doesnt need any extra shenanigans, it should just make actions completely silent with no downside.
Not disturbing crows, not screaming and doing some actions silent should not warrent a game long detrimental debuff.
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solo gens should give more BP than 1500. Imo it should go like this:
- gen progress gives 1500 total
- if the gen gets fully repaired and you repaired at least 15% of it, you get an additional 1000 points, regardless of where you are.
That way a fully repaired solo gen gives 2500 points, and leaving a gen to lure the killer away so someone else can repair it is not punished with a deficit in objective points if you at least touched it.
Remember, doing gens solo is still the optimal way to do them without prove thyself equipped. It should be rewarded as such.
Also touching a gen that is regressing to stop it from regressing should also give objective points, maybe around 250-500 BP?
Sacrifice should just be increased overall. hooking every survivor 3 times and getting 12 hooks should award you with 10k points without requiring the endgame collapse.
Survival points should be antiproportional to the points the killer got in the sacrifice category imo. Basically you get 10k if you escape without being hooked once. escaping while being hooked once awards 8k points. escaping after being hooked twice gives you 6k points. dying gives you points depending on how long you stayed alive but no more than 4k BP.
Also more scoring events for everything in general.
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currently it is used as a terror radius indicator for people that are hard of hearing or deaf (said so in last devlog).
after an actual solution has been implemented for players with hearing impairment that is not a perk, spine chill will be reworked/lose this feature
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this perk is literally useless
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no
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15 seconds if you only hit greats, 16 if you only hit good ones...
i dont think this is an inconsistency issue...
as someone that plays killer a lot i have never EVER misjudged getting a hook by 1 second and realized that the survivor got away after 15 seconds. This sounds like extreme exaggeration to me
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@BenZ0 said:
I wont be able to reply to any posts in a few hours since I will not be here anymore till I am back sorry about that but ye lets get started. Small info about me as Dredge. I have tossed aside my crown as an Oni main and I am now proudly claiming myself as an Dredge main with a kill rate of 3,2k so far. I have learned a ton of very interesting ways to play dredge, builds and also new mindgames that I havent seen from anyone so far, well of the 5 dredges I have faced so far.
Dredge is mostly fine by itsself and he is one of the most well and best desinged Killers in the game so far.
The only problems he has are the following:
- Locked lockers on certain maps do hurt him ALOT, you dont always have the time to walk around the map and smack the locked lockers, especially you dont wanna give up your chase for that. It feels horrible building your ultimate ability just to be counted by locked lockers, it feels awful and can even cause you easily to loose more pressure for trying to go for chases or slugs.
- While in the power the way you choose your targeted locker is abit wonky. If there are lockers between the path of your targeted actual locker behind that, you will always target the closer locker first, you have to move around till its out of line of side, which you sometimes cant when you are already inside a locker or it just takes too much time and till then the survivor/s you wanna surprise are probably already gone. Also simiular like Nurse back then if you look abit down you can easily accidently target lockers in the basement or other lower areas which sucks, I still have those moments where I visit satan in hell real quick in the middle of an chase.
- The remnant power is on really big loops basicly useless and needs changes. On pallets like the big car pallets on auto heaven, coldwind with those big hey bals aswell. You walk way too slow to even barely catch up, you need around 5-6 loops around that thing while holding your power and building bloodlust to zone them enough to do your 50/50 mindgame. You are better of just chasing as an m1 killer and eat the pallet.
Here are my solutions:
- Choose either of these two: In nightfall you ignore locked lockers, they are basicly disabled and are again enabled after the nightfall / or Reduce the time to get out of a locked locker by 1 sec (Haddies calender addon as baseline) and rework that addon.
- Simply adjust and work on the "choose locker" detection and targeting.
- The further you are away from your remnant the faster you will move again. You are basicly slower the closer you are to your rement. So basicly on smaller loops nothing changes but if you leave the remnant which you basicly have to anyway on those really big loops, you move faster to catch up faster. I am not too sure about the exact speeds but lets say after 6 Meters of the remnant you get 5% faster for each extra 1 meter.
Thanks for reading this far and take care everyone!
i like the first 2 changes,
3 promotes camping a lot. you can go to a gen to start a chase but if thats not happening, back to the hook you go. Might be fine since you can just break the remnant but i m not too sure about it
again, i wish we just did PTBs that tested random changes like this because theorizing about them is not the same as just testing them.
Might be totally fine but it might just make him (?) awful to play against
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Kill switch is only for game breaking bugs so that they dont have to ban people abusing them.
STBFL is not OP, it doesnt need a nerf just because it works better with some killers than others.
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@Canas said:
I can understand legendary skins and those which completely replace the character being linked/locked to each other but that still doesn't justify the way you're treating her other outfits. All I wanna do is combine her black hair cosmetic with the other regular cosmetics from the store.
Look at her, this right here is my greatest pride. And I can't even play as her without risking to lose it all.
this is probably a license thing, if it isnt, it s just a bad move imo and should be unlinked