Cancan71
Cancan71
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@KingFrost said:
I wouldn't be opposed to a perk that lets survivors break breakable walls maybe.
I don't think making the ability a perk would be the right idea. If the devs made breaking a wall beneficial for survivors then it would be one of the most used perks as it opens up looping opportunities, and we wouldn't want to decrease perk diversity anymore than it already is. If the devs leave walls as a mechanic that mostly benefits the killer than this perk would be useless as you would be actively hurting yourself by weakening the loops for everyone.
If the devs were to allow survivors to break walls I think that it would be best to make it a base mechanic and balance the game around that.
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@Entity_Hugs said:
I disagree. In movies, it's the scary monster or more-than-human killer that comes through a wall with their fueled-by-evil strength.
It would look rather silly for a Meg or Dwight to Kool-Aid Man though a wall. Plus, it would give them more loops and better sight-lines before a Killer gets anywhere near them.
The walls are supposed to be a Killer mechanic, and also invoke a feeling of dread; 'can the Killer come through the wall to my left?'. If Survivors could pre-break it, what would be the point?
Of course I wouldn't want the survivors to break the walls in the same amount of time as killers, for both gameplay and realism purposes. The survivors are weaker so they would have to spend more time breaking a wall, which makes sure that they can't just break walls left and right. And while yes it would give them better loops, they are using time that could have been spent doing gens and ideally there would be multiple walls so the killers would be able to weaken the loop that the survivor created.
Also, I disagree with the walls invoking a sense of dread, as I feel they are a safety net more than anything. If I'm repairing the second floor gen on Dead Dawg Saloon and the walls aren't broken, I feel safe knowing that the killer would have to break the wall to get to me. Plus they are very loud while doing so, giving a survivor enough notice and time to escape.
With this change I'm aiming for a system where survivors can try to outsmart and fight against the killer, as already exists with pallets. People in horror movies don't just stand still and let the killer kill them, they struggle and fight back and lay traps for them. The killer is still powerful as they can break walls very fast and destroy a survivor's plans in seconds, so it's not like the killer has gotten weaker. In fact, from a thematic point of view it makes the killer more threatening, as they destroy all of a survivor's hard work within a couple of seconds, leaving them with a sense of hopelessness as their plans fail them.
I do understand your point that the walls are intended to be a killer only mechanic, but I believe with this change, if done right, could make the game more exciting. However, there should be some walls that can benefit only the killer benefits from as they are supposed to be the power role, and the walls should reflect that to an extent.
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@NursesBootie said:
...when they got the perk "Any means necessary!" equipped! BOOM!
Seriously i don't think that's a good idea, BHVR should just create balanced maps.
I didn't even think about Any Means Necessary. It would be a good buff for it to break walls quickly with a cooldown. Ideally I would want the normal survivor wall break animation to be longer than the killers so they aren't just creating strong loops left and right. Maybe around 10 seconds or so.
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Is there any famous horror movie survivors that we could call mysterious. I feel like we know a lot about the survivors that are in most movies like Candyman or Alien.
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It's a mystery.
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@projecteulogy said:
That actually makes sense, because you're supposed to see premonitions coming.
Paired with WOO/QNQ it would be massively OP so extend the cooldown. Possibly 60s at T3. Keep the original chime so you know when its ready for use, and doesnt activate until you physically see the killer. Keep it from aura reading t1 Mikey and other basekit stealths/addons.
I think 60 seconds might be a bit too long. For example I'm All Ears which is similar has a 40 second cooldown.
When I say the killer leaves your line of sight I mean exactly what you are saying. The survivor sees the killer near them and the killer goes behind a wall and then the perk activates.
This perk wouldn't work against any killer with the undetectable status effect, so killers like Ghostface or tier 1 Mikey would counter the perk.
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I'm at level 10 with a few challenges left but I'm done with exams now so I'll be able to play more.
I also do the killer and survivor challenges side by side as last tome I completed all killer challenges before the survivor ones, which turned it into a slough. I wish you could choose a survivor and killer challenge at the same time so you wouldn't have to keep switching.
Also it's 600xp for both the daily survivor and killer matches, not 1200.
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I'm surprised that there hasn't been much mention of Hawkins. I thought an indoor map with the weakest pallets in the game would count as one of the worst maps for survivors. At least with Gideon and Treatment Theater they both have good pallets and loops. Hawkins meanwhile has those corner pallets that are a death zone if you get caught, and don't get me started on that one pallet that is upstairs with the one person generator.
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Umm, they increased the repair efficiency DEBUFF when repairing gens together from 10% to 15%. It's actually slower repairing gens with other survivors now, not faster.
And surely you can be a little more professional when making a discussion. Writing in all caps and accusing the devs of bias makes people take you less seriously, not more.
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@Mandy said:
First of all - it's showing as unlocked in the character bloodweb unless I am very much mistaken? Because there's no lock sign on the perk.
Do you have all other perks on the character that you are trying to level up? Because the bloodweb is totally rng and it doesn't mean that once you buy a perk in the shrine that it will immediately start showing up on your bloodwebs if there's still other perks that you don't have.
I believe when there's no lock sign that's mean it's available on the shrine of secrets but when you buy the perk it's supposed to be a tick instead, although I could be wrong on this.
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Yes. On the archives page there is a tab at the top called "compendium". From there you will be able to access old tomes and complete their challenges. One thing to keep in mind is that only challenges from the latest tome will count progress towards the current rift. However, you can still get bloodpoints and lore from the old tomes.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1234571#Comment_1234571
It can still counter, but I don't think it should stun. Like just reveal. Wraith is already a rather weak killer. In many cases, the survivor can get the burn faster than you can uncloak, so you can't even defend against it.
As someone how plays Wraith I disagree with this. It takes survivors 2 seconds to burn the Wraith while uncloaking takes around 3 seconds. Survivors have to react very fast or they won't be able to burn him in time. Another strat you can use is when they start burning you, you can stop uncloaking and avoid the flashlight by running into them. They are stuck in position while using a flashlight so you can use your increased speed in cloaked form to outmaneuver them.
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@Desh said:
If Killers got the same amount of points as hooking a Survivor 3 times and the Sacrifice, sure. Let's be honest, 99.9% of the plays I've seen when it comes to slugged Survivors is that they crawl away to hide and not be found. Choosing to prolong their fate instead of taking the L and getting hooked.
Example: 2 Survivors left. I'm a Killer so I down Survivor # 1 and go look for # 2. I find #2, down him, hook him, and go off to find # 1. Well # 1 decided to crawl away to God knows where to either find the hatch or be spiteful and not be hooked. And then if you find the hatch before the dying Survivor does, now the Survivor is still crawling around or hiding in a corner, refusing to be found by having crows fly over them.
I'm not going to lie and say I haven't seen it where a Killer hasn't downed a Survivor and let them bleed out. Hell I've done it myself (to toxic Survivors or Survivors who have DS, Buckle-Up, etc.) But it is so rare and infrequent that I wouldn't even claim it to be an issue. This is coming from someone at Rank 1 on PC.
If Survivors want to stop having their time wasted, then they need to stop crawling off to be spiteful and sit where they can be easily found. The sound glitch already makes it extremely hard for Killers to find dying Survivors as it is.
I won't deny that some survivors will hide just to spite killers, but as you said other survivors will crawl to try to find the hatch before you can. They can't notify you where you are and it's not their fault that sounds are sometimes bugged. If those survivors had the opportunity to surrender and end the game immediately, it would save you the trouble of looking.
Of course this mechanic is not intended to be used ever game, but what it would excel at is ending those fringe games where you're all slugged and saving time that can be used to move to the next game.
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Dammit, I spent a long time writing a post on this exact topic and someone bet me to it.
I would be in favor of something like this, but instead of bleeding out faster, I would do a vote so that all survivors would agree to surrender so a single survivor wouldn't screw over their teammates by killing themselves while the others had Unbreakable or something like it.
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I say next Tuesday. They mentioned last patch that they now take 3 weeks instead of 2 to polish the patch before bringing it live. It's been two weeks so I say next week is a safe bet.
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They have mentioned in a Q&A before that they are looking to buff Small Game, but there has been no word of when that'll be or what the buff will entail,so you might be waiting a while and even then it might not be what you wanted.
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They should make the perks base. That's what they did for the mobile version.
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It's a game mechanic that is encouraged by the devs with perks like Mettle of Man and Mad Grit. Gameplay will always take priority over realism.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1217891#Comment_1217891
Perhaps it was too strong in the PTB. However, it should have been balanced. Not completely torpedoed and tossed in the trash can.
Agreed. It should of had its original range but only limited to the few closest hooks to you. That way is still retains its purpose while not giving free map wide aura reading.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1217802#Comment_1217802
So Its not ok for killers to have a strong tracking perk but survivors can get on swf and know where the killer is at all times know where the totems are know where the traps are know how many totems are done hypocrisy
It is okay for killers to have strong tracking perks. BBQ, nurses, Discordance and various other perks are great for tracking survivors. However Hangman's Trick did all of the above perks jobs better. This perk was a serious power creep and unhealthy for the games balance so it needed to be changed, although not to the extent that it was.
Also we are not talking about SWF here so I don't know why you needed to bring that up. Using whataboutism does not make your argument stronger nor convinces other people that your argument is right.
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To be honest it was a very problematic perk in the PTB as it was clearly superior to any other aura reading perk. 16 meters from any hook basically gave you map wide wall hacks on every survivors location for the entire carrying duration. The perk in that state wouldn't shake up the meta, it would have been the new one.
However, I think they went too far with the nerfing of the perk. What I would have done is to keep the 16 meters radius, but only apply it to the few hooks closest to you. That way it can be used to punish survivors who hide around the hook and be a useful info perk of its own, while not overshadowing the other aura reading perks.
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I'm just bumping this so this issue can get more exposure. Any response by any devs would be appreciated.
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@Raven014 said:
I think it is due to licensing with the owners of Freddy more than anything else. They have to renegotiate to use him in other platforms. The perks are basekit because the characters are not in the game, but the perks can transfer.
I am surprised that you don't have them on switch as default perks (like how Bills perks were like on console before he himself arrived there).
Yeah I understand that. The license changed hands a while back so there would be some problems renegotiating. I don't blame them for that as I understand licenses can be tricky.
Still, there's no reason to not put the perks on the Switch. They even have unique icons for the Switch version so they wouldn't have to do any art (Fire Up is literally just a random dude instead of Freddy). Unless I'm mistaken, it wouldn't be that hard to put the perks as base, so we're just waiting for the go ahead from the devs before they put it in.
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It still breaks the hook for three minutes, but with the way hooks are distributed killers can still walk to another hook. You would have to pair the perk with sabo or breakout, which would require another person, so it's still not really a good perk.
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@nicknack said:
Wait your kidding right? They gave mobile their perks before switch players who payed 60 bucks to play. This is really irratating to hear because i have been wanting freddy and quinten for awhile.
It's €40 for the base game but yeah it sucks.
It seems they have trouble negotiating with the license holders to Freddy and Leatherface because they either arrive late to new platforms or are not there at all. I don't blame them for that but they can still give us the perks. Bill's perks were base on console before they added him so why can't they do the same here.
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Sorry to bump this again but this is easier than making a new post. If any of the devs could give a response to this I'll be grateful.
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I think that some killer and survivor mains have a victim complex, where they see any nerf to their side as the devs being biased against them and then claim that their side is so weak. People also tend to exaggerate a lot. Remember when killers said that they couldn't win without Ruin? Remember when survivors said that DS was useless after its rework? Remember when Doctor was "nerfed"? Remember when sabo was op because of one video of a four man SWF against a brand new killer who didn't know how to counter sabo yet?
That said, I do think this is a good step forward for the game. I'm just gland that Mettle of Man will finally start working as intended.
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@raulblideran said:
Potentially, although we really need to see how much impact the map changes have in the chases in general.
I would say before removing it to give it a nerf, imo it will still be very helpful in some areas.
I do understand. I know I'm jumping the gun a bit but I think it's good to have a discussion on this before people get too swept up in the new map changes and forget about bloodlust.
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Bumping this so this doesn't fall into forum obscurity. If a Dev could give a response to this I'll be grateful.
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What Fibijean said. The February Dev update was on the 17th while the PTB was on the 18th so there might be an update today but you just have to be patient.
Another thing is that since everyone at BHVR is working at home, there might be some unexpected wrenchs in the gears so temper your expectations a little bit.
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@gatsby said:
I don’t think it has anything to do with licensing for Freddy’s DLC. His dream world effect probably probably just makes the Switch’s walmart GPU have heart attacks and 15 fps.
We already have killers that are intensive on the games engine like Doctor. No reason to not put Freddy on there as even if he didn't work well they would still get money from the DLC. Plus they probably would have told us if the Switch was too weak for Freddy by now.
If the Switch can handle the Witcher 3 it can handle a DLC killer in DBD.
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@MPUK said:
You say only one perk showed up on the shrine in that time but it isn't true. BBQ appeared on the shrine BUT they gave the switch users a different shrine that week in order to stop them getting BBQ from the shrine. They had no issue with knockout though. Knowing full well there would be no reason to but Leatherface on the Switch if BBQ had already been on the shrine. It was a low move by BHVR and one that never got addressed on the forum by any dev.
Yeah I remember that. They changed the shrine because of the archives but since we didn't have them yet they left us with the old shrine and didn't change it. I did make a bunch of posts at the time and they basically told me they weren't going to change it for us. It was quite a low move I have to agree.
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@KingFrost said:
Did you count the matches that are required for completing the challenges in your calculations?
I assumed with these calculations that by the time you are finished with getting all the rift fragments from xp, you would have completed all the challenges. Of course I know that you might not have done all the challenges so it would take a little longer.
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@rha said:
https://forum.deadbydaylight.com/en/discussion/comment/1187397#Comment_1187397
No. You already earn fragments through gameplay while doing challenges. If you complete all challenges within these 57 hours, you've completed the rift. If you complete the challenges in 50 hours, you've got to put in 7 hours more.
You are right. I assumed that you complete all the challenges during the 57 hours you spend playing the game to get the remaining rift fragments. I'll update the OP to make this more clear
You should note that it's 57 hours of game time. You still have to spend time in matchmaking, which adds a few extra hours on top of the 57 hours.
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I play on Switch in Europe and queue times aren't too bad for me (as long as your not playing at like 1am or something). I also never received a DC penalty that I didn't deserve. Where do you live? Queue times might depend on the area that you live in.
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@Kira15233 said:
It's long and boring, change the game to lobby simulator and there you have it!
Where do you live? I don't have any problems with queues but queue times could vary for different regions.
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I'm rank one on both killer and survivor. Killer is mostly instant while survivor takes a few mins but not too long. It also depends on what time of day you're playing, as at night time queues are a little longer for me (I'm in Europe).
However you do find yourself playing against the same few people again and again so if you want to face off against a variety of players you might be disappointed.
However I don't see any major problems with the population on Switch so I'm happy playing on this platform.
Also you should note that the Switch version is a little more expensive but has the Clown and Spirit along with their respective survivors at base.
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Quick and Quiet - change the cool down to 30/25/20 seconds instead of 60/40/20.
Poised - If you're hooked while a gen is completed, you lose scratch marks for 10 seconds when unhooked (kinda like how Adrenaline works).
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Thanks guys but I already did it. I used the small buildings that have the stairs in between them in Dead Dawg Saloon.
They should really clarify or simplify the challenge though.
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Marth's experiment happened 2 years ago with changes being implemented to Ruin, toolboxes and various killers since the experiment took place. He was also in a 4 man SWF with good survivors, which does not reflect the majority of survivors.
I think that considering how much the state of the game has changed, it wouldn't be wise to draw conclusions from that experiment, considering how much has changed since it took place.
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1170243#Comment_1170243
That can be easily exploited from the survivor side then.
How, mind me asking? In Identity V all survivors would have to agree to surrender and the killer gets bonus points for their surrender. Ideally this feature would also give additional emblem points so you don't have to worry about your rank. The killer would still win. The only downside I could see is that if your doing a challenge like closing the hatch and they all surrender, but that can be worked around.
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In the game Identity V (basically DBD mobile) there is an option for survivors to surrender if all four survivors are knocked down. BHVR should implement a system like that so that killers can't BM survivors by leaving them on the floor. It's not uncommon that I run into a killer who slugs the remaining survivors for 4 minutes just to be rude. That double the amount of time than the EGC, which was introduced to stop survivors BMing for too long.
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@AnnoyedAtTheGame said:
A solo survivor imo should get 6 perks and not 4
I'm talking about the perk "Sole Survivor" from Laurie Strode, not solo survivors.
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If you're talking about toolboxes, they were changed so that they have less charges but repair gens faster.
Also if you fully use an item you're character can still hold it and keep it for the next trial if they escape.
I recommend reading the patch notes for the latest update to see if there's anything else that you missed with this update.
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Maybe it's a pin indicator? They did say they added a high ping indicator so maybe that's it.
I know in Overwatch if you have bad connection it will show symbols similar to that one in the upper left corner.
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I also left a match and no penalty was applied. I play on the Switch.
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@Alexandra said:
well in this case its much more crucial bugs out there if this actually was a bug.
Yeah there are bigger bugs but we can report those as well. No reason to not do both.
The purpose of a bug report forum is to report all bugs, no matter how small. If we discourage people from not reporting bugs because they are "not important" then this subforum would be useless.
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@Alexandra said:
Its not a bug. Even if it was why would you even tell about it? This is such minor
Isn't that the purpose of bug reports? To report minor things that might have slipped under the radar.
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@Onyx_Blue said:
I dunno, I would say just make Technician work on a token system like Distortion with a 100% effectiveness for missed skill-checks. Say, 3 tokens, making it so you consume 1 token per missed repair skill-check. That way it would be useful vs Lullaby, Doctor's Madness effect, Unnerving Presence. And also be good for new players who struggle with skill-checks, but not hard carry them for too long. Since, currently, although it's only 30/40/50% success rate, you can have matches where every missed skill-check makes no noise.
Three tokens is too little for new survivors and too many for experienced ones. Perks like Lullaby and Unnerving Presence are not used a lot in the current meta anyways.
It seems you think that having no failed skill checks is too powerful but that already happens in high ranked matches and killers don't have problems finding survivors. Technician needs an additional effect besides no missed skill checks otherwise no red ranked survivor is going to bother with the perk as they can hit skill checks. Before Ruin was changed an experienced survivor could hit a great skill check with relative ease so hitting good skill checks is a cinch.
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I've just looked and the only mention was that the hook distribution on Lery's was changed, which was good because the old version had so many hooks and the new version has a good distribution of hooks.
No other map was changed, so to say that the change was a massive nerf to killers is a bit of an overstatement.