Caiman
Caiman
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Comments
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828322#Comment_3828322
I think hook states is both a more meaningful balancing factor, and much more thematic to the idea of the perk- you're closer to failing your deadline the closer you are to death, spurring you on to be more efficient. Conversely, you're closer to meeting your deadline the closer you are to leaving the trial, so that pressure doesn't apply.
Plus, while gen repairs are probably the strongest use of Deadline, it's not just for gen repairs. It also applies to healing, and that's no slouch either here.
You're right, I forget it applies to healing too. Well, any idea is a good one compared to what we have now, if you ask me. If we did it your way, I'd do it differently, and add bonuses instead of remove drawbacks, though I'd remove the injured requirement completely since it would be tied to hook states instead.
- No Hooks: Skillchecks are placed randomly.
- 1 Hook: Good and Great Skillcheck zones increase by +20%. Missed skillcheck penalty is reduced to -5%.
- 2 Hooks: Good and Great Skillcheck zones increase by +40%. Missed skillcheck penalty is reduced to -2.5%.
They'd still be random but they'd become easier to do the closer you are to dying, with penalties mitigated further and further.
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@jesterkind said:
Deadline is a weird perk to talk about, because the actual main effect isn't small or inconsequential - +10 to the base skillcheck percentage results in an over doubled likelihood of a skillcheck at any given second while repairing generators and still a very hefty increase while healing. That's pretty huge, but because the perk has two drawbacks to keep it in line, it can be a pretty unappealing perk to use outside of niche applications like Autodidact.
I had a thread about this myself a while ago, but I think a fun way of buffing this perk would be to tie in to the theme of nearing a deadline, and having the restrictions removed as you get hooked. Start of the match, it works exactly as it does now. After one hook, you still need to be injured but they're no longer in random positions. After two hooks, they're in normal positions and the effect applies while healthy.
That'd make it more appealing and accessible while still keeping the really powerful effect in check.
What if instead of hook states, it was tied to generators completed? Like it starts at +3% and adds another +3% for each generator that's repaired. Or maybe apply it based on the generator's repair progress itself so you get more and more skillchecks the closer the generator is to being completed.
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@Ayodam said:
Lobbies should be blind for both parties.
I don't support removing basic game features in the name of fairness. It would make the game that much duller and lifeless, and we don't need to make the game duller for the average player when there's already so many issues.
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@buggybug said:
But why should killers see survivors?
4 flashlighs or heck 1= lightborn
4 mix items= franklins
Ttv=dodge
Nice cosmetics = dodge
Same concept right?
That's a small handful of arguable reasons compared to survivors wanting to dodge every mildly strong killer on the roster or equip the exact builds to precisely counter each power.
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@Aceislife said:
Who's going to tell him?
You.
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Voidmaxxing and pumpkinmaxxing for big point number.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828283#Comment_3828283
That is neither ad hominem nor assuming your intentions, unlike how you said "You already know it would make the perk uselessly weak, that's why you're demanding it. You're the kind of survivor main who would claim Agitation is overtuned."
Since you are not focused on the actual topic of discussion, I will not be continuing this conversation with you any further. Have a good day.
The only reason you would say such a thing is to paint me as a killer main who thinks they're entitled to winning every match they get.
At least own up to your words.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828275#Comment_3828275
Probably because this is a forum meant for discussion? But if you're more focused on ad hominem and assuming my intentions behind my suggestions rather than the merits of the suggestion itself, then it's clear you're not here for a discussion at all.
"focused on ad hominem and assuming my intentions behind my suggestions"
Meanwhile, quoting you earlier:
"Sorry you can't and shouldn't have every 4k handed to you on a silver platter."
Focusing on ad hominem and assuming intentions. Funny.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828264#Comment_3828264
Please explain to me how that's a terrible idea. Sorry you can't and shouldn't have every 4k handed to you on a silver platter.
Why would I explain it to you? You already know it would make the perk uselessly weak, that's why you're demanding it. You're the kind of survivor main who would claim Agitation is overtuned.
But for anyone else reading: All it would take to counter is a survivor running an Obsession perk along with Distortion, or both in Object of Obsession, and now Lethal Pursuer doesn't do anything except the trivial +2 seconds to other aura perks, which barely matters.
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@Valuetown said:
You won't get killer mains to acknowledge that an overloaded perk needs to be adjusted, as you've likely already seen in this thread. Yes, you can often find out where survivors are without it, but knowing where the largest concentration of them are to apply more pressure is more efficient than just guessing an opposite corner of the map and praying RNG is on your side. Lethal should only activate on the obsession at the beginning of the match if they keep the +2 seconds for all aura reads.
"Lethal should only activate on the obsession at the beginning of the match"
Hilariously terrible idea but not surprising to hear.
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827328#Comment_3827328
If you can name 3 times you went against a killer who intentionally used the blindness status effect in their build in the past year, I'll eat my hat with BBQ sauce
Aren't you aware of the top meta killer build?
Mindbreaker, Septic Touch, Ultimate Weapon, Third Seal
All the comp killers are running it nowadays, just look on Youtube…
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@Marc_go_solo said:
It's not sonething I'd mind either way, whether it's nerfed or not. There are probably other perks which are in more need of attention than this.
There are notable changes in some Survivor behaviour whenever they've received the Blind status effect and are using WoO; what was normally calm and directive behaviour suddenly becomes panicked and erratic. However, it would be disingenuous to assume all Survivors who use WoO act this same way.
In some cases, WoO can be detrimental to a Survivor who becomes too reliant on it. They may not learn map layouts, and if they do lose the benefits from that 1 perk they may not be prepared. I don't think this is usual.
It's a good perk for players getting used to layouts. I'd be fine if it were to be given some small restriction, such as once in chase it activates for a set period of time while in chase, but if not it's no skin off my back.
WoO activating only while in chase would be a nice limitation. A time limit of 10 to 20 seconds after initiating chase would be good too but I'll accept the "chase only" restriction by itself. Honestly I think that'd make it nicer for me to use as well because then my screen wouldn't be 80% yellow all the time, only when it would matter.
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Like others said, I would change it to a flat +10% chance which increases to +20% chance when injured.
However, I'd also add a new effect: when uninjured, skillchecks are 10% slower, and when injured, skillchecks are 20% slower in addition to being randomly placed.
But this might mess with muscle memory too much, so this might be a bad idea. I do agree Deadline needs a buff to do something more beneficial because currently it's a perk that doesn't really do much that's helpful.
Maybe just have the additional skillcheck chance and reduced failure penalty as always on, with the random appearances only while injured, so it's a safety net while healthy and a risk while injured.
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@legiondoctor said:
Put that lightborn on so we dont have to be put in a lose lose situation cause flashbang is back
Went against a TTV SWF bullysquad running flashbangs, flashlights, and Exponential. Every pick-up was an unwinnable situation because I didn't have Lightborn.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827786#Comment_3827786
Yes it does because in a 1 on 1 situation where its 1 survivor/killer via chase=the survivor only has 4 perks to use some of which aint even able to be used right away vs the killer with their 4 perks+2 adds on and power oh and m1 so thats 4 vs 9.
You're counting the M1 as a perk too? That's hilarious. Okay, if M1 is a perk, then the entire WASD counts and so does the sprint button and also pallets and vaults count as perks for survivors, and they all get them, so survivors get 11 perks each.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827733#Comment_3827733
Killers have 8 perks, their two add ons and their power which can totally negate those so called 16 perks easily.
But yeah ofc is completely fine to totally negate one of the few defenses of survivor yet its not ok when survivors use something to stop being seeing 24/7 cool.
Please show me 16 perks on a match and I mean 4 different perks from each survivor cause which means if 2 people are using woo that does not count as part of the 16. Cause I lol everytime someone tries this fictional 16 perks.
Killers have more than 4 perks and survivors don't have 4 perks because some perks don't count as perks.
That totally makes sense.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826361#Comment_3826361
It's not autopilot. If you have a problem with pre-dropping pallets every time being viable, that's one thing. It's a another to suggest that this perk straight-up makes survivors better. Only survivors who know how to loop will benefit from this perk. Otherwise, you'll still survivors running z walls because, "Look! There's a window I can use!" The perk doesn't take away the need for skill/game knowledge.
I didn't say it makes them better. I said it makes them boring.
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When was the last time scratchmarks worked properly anyway?
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Same here. If I'm at the door and I get the NOED notification, I'll hang around in case someone else finds the totem and we can shut it down quickly. If not, I'm opening the door and leaving. Sorry, but I'm not a baller enough survivor to outplay that, and I take what victories I can get.
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Very many flashbangs can be made in a trial. A survivor can repair a gen, pop into a locker to craft it, then put it on the ground and hop back on a gen to make another one. Since it's 40% repairs, that's potentially over a dozen flashbangs if every survivor is running it.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826986#Comment_3826986
I've posted it before, but 3 aura reading perks are in the top 10 according to nightlight.
For me lethal with another aura perk (usually nth) are pretty common. Also aura addons are quite popular on some Killers.
https://us.v-cdn.net/6030815/uploads/R92WAZRDA4Z0/screenshot-20241021-175410.png
The three most popular aura perks for the past two years?
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I believe survivors should get a hefty BP reward for escaping a trial with a Void Crystal.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825909#Comment_3825909
And once they do learn the maps?
Would you say to yourself after seeing survivors predrop pallets "oh well, at least they learned where the set pallet spawns are or can recognize a jungle gym, I no longer have any complaints"? Would you go against a full slowdown midwich nurse and say "well she's not using aura so this is completely fine"?
Be real with yourself.
Survivors running tiles based on their knowledge and awareness is more fun to play against than pallet autopilots.
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"We've heard complaints about Ghost Face's reveal mechanic being unreliable for survivors, so we've made it so survivors can see Ghost Face through walls. To compensate, Ghost Face can now crouch 2% faster."
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@theonryo123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825909#Comment_3825909
Is that a problem tho?? Ever heard of Zanshin Tactics?? killers literally have the same perk. I think your one of those who play killer and complain that you lose matches because of a perk and you want it to get nerfed. Just say your trash at chasing survivors theres no reason for it to get nerfed. That is like saying pain res should get nerfed because it is a meta?? Like so what who cares
Ever heard of Zanshin Tactics?? killers literally have the same perk
And it was worthless on them because vaults and pallets mean more to survivors than they do to killers. No one cared about Zanshin Tactics until it got buffed.
I think your one of those who play killer and complain that you lose matches because of a perk and you want it to get nerfed.
Wrong.
Just say your trash at chasing survivors theres no reason for it to get nerfed.
Resorting to petty insults like a little kid.
That is like saying pain res should get nerfed because it is a meta??
Pain Res is also boring.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825589#Comment_3825589
I agree with you that playing against shift W predrop can be boring on certain maps as lower tier killers.
A question for you then: Why is this Windows of Opportunity's fault?
If you nerf WoO, let's say even remove it from the game, the playstyle remains. Balance wise, nothing changes, only the playstyle becomes a bit harder to use (but not by much). Anyone with a decent amount of hours or good map knowledge can still do it. It's still just as strong.
A much better solution is more balanced maps (so not Gideon Meat Plant) and buffs for lower tiers. A windows nerf only helps if all of your opponents are so new that they don't know the map.
At least then they'd have to learn the maps instead of letting the yellow glow autopilot them from tile to tile.
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@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/430652/franklins-demise-change
Does it still lose charges though?
Yes.
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Blocking only prevents communications. It does not block them from being queued with you.
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I think you're severely downplaying the killer.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825093#Comment_3825093
yeah, would be nice to get hook counter for killers too. it's disingenuous to have UI designed specifically to deny killer crucial information to force them into playing nice. People who play to tunnel can focus and never lose track of a single person's hook stages, while good faith players must track hooks in order not to get screwed by bad target pick in the mid game.
Today I had a killer match against what seemed like newer players, so I took it slightly easy on them because I was just messing around in the event mode. Unfortunately two of them were Yun-Jins dressed exactly the same and I got mixed up which one was on death hook, so I ended up killing one sooner than I wanted to.
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That fancy kill animation is winning games that weren't winnable before, huh?
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Going against a survivor who is obviously running it and just mindlessly running from pallet to vault to pallet to vault is simply boring to play against. Killers can play boring and survivors can too.
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The anti-facecamp meter has always disappeared in endgame because the killer has nothing better to do than confirm whatever kills they can.
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@100PercentBPMain said:
I'd love it personally if Gates had checkpoints (25,50,75,90?) so if you let go they regress just very slightly. This could push Wake Up up in popularity without really touching the perk itself.
I've wanted this change for a while. I honestly think 99ing the gates does more harm than good so I want my fellow survivors to just open the dang doors, and I will request nerfing the gate switch if that's what it takes.
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Sacrifice animation should be remade to cut out the slow lift into the sky. Just have them fade away from existence on the hook, like the cages from 2v8.
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My only problem with the event is the sweatlords. Nurses and Blights running full meta builds and slugging and tunneling for that 4K. Oh, and rage-quitters. So the usual DbD problems.
Other than that, I think it's been fun. And I love a good event tome to boost my Rift progress.
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@100PercentBPMain said:
A cue would be cool, at least. Machine Learning has a tell at the very least so you know you are mega boned.
I could live with Hope if I could spot it immediately and just give that chase up
Hope survivors start glowing and leave behind phantom after-images like they're anime characters.
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@Ryuhi said:
Most people say SM is the worst thing to happen to the game, my vote is still on breakable doors. They're just lazy bandage fixes for a slew of map issues, some of which were even solved shortly before the introduction of the mechanic (only to then be reapplied because now they're breakable guys isn't that great?)
A mechanic that could have been actual geo-modding maps bursting through walls like the koolaid man turned into extremely poorly placerd locked doors that are arbitrary time wastes (for either side, depending on the map/door)
Imagine if we could burst through breakable walls with just a Hindered penalty, like Singularity getting hit with a pallet in Overclock, instead of the stiff animation.
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I'd lower it to 6% but no lower than that.
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The only thing the devs should be ashamed of is not giving Dead Hard a better animation by now.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820255#Comment_3820255
I see more killer dodge on lobbies with 4 hidden names then with out.
And I don't see lobby dodging at all. It was a somewhat believable issue when prestiges were visible but now this is pure paranoia, miserable anxiety over problems that don't actually exist, demanding that all possible communication or identity be stripped out of the game to appease an extreme minority. I've seen demands for removing anonymous mode for everyone and now enforcing anonymous mode for everyone, both for absurd reasons.
Most players of this game don't care about any of this nonsense, they want normal game features like every other game has, because they're not obsessed with being outraged over nothing like these forums are.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820176#Comment_3820176
Then stop lobby dodging.
If you're so scared of your name being seen, there's a handy feature that hides it for you, instead of harassing other people about it.
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So first it was prestige that caused lobby-dodging, and now it's names? Next it'll be cosmetics, then the survivors themselves.
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I've come up with a Dredge build: Leverage + Gift of Pain + Forced Penance + Thanatophobia.
No healing. Only darkness.
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Sometimes I wish Pain Res was reverted to its original effect but kept the tokens. -15% progress but highlights the screams of survivors on the generator hit by it, so the killer has to go over and pressure the generator to keep it from being completed. The problem was always repeating Pain Res over and over and over, but the tokens fix that.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819154#Comment_3819154
That's an entire build leading up to one moment. ONE MOMENT OF THE GAME. They sacrifice most of the games for this one moment
A moment that the average DbD player, who is nowhere near Hens's abilities, would probably flop, too. On a D-tier killer.
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8 generators equals 8 aura reads. That's plenty. It's fine as it is now.
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Things definitely feel busted. It wasn't like this before.
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Congratulations to Legion for finally being good at something.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819070#Comment_3819070
Does it take the countdown 2 minutes to expire once the doors are open?
Yes, but slugged/hooked survivors halve the timer speed, so it can last as long as 4 minutes at maximum.