CashelP14
CashelP14
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Call of Duty Zombies chapter.
Think people would hate the idea but it would be pretty cool.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647630#Comment_1647630
This isn't a bad idea, but i can see how the devs would be apprehensive about adding it! could make small game way better for totems, and overshadow perks like detectives hunch, or maps even. but it is a really great idea and feel it fits the perk nicely.
https://forum.deadbydaylight.com/en/discussion/comment/1647637#Comment_1647637
Premonition is deffinately one that fits! :D if im being honest, premonition slips from my mind so often i forget its an alternate form of spinechill, but thats exactly the kind of perk that deserves a buff. I might try deja vu again, but seeing as i know all maps basically like the back of my hand, i wouldn't mind a small buff like allowing your teamates to see the generator auras that you do, in order to allow them not to 3 gen everyone. would make it less viable to run more then 1, but would also be a kindred style situation where people get huge benefit for the whole team by running 1 perk, without it just giving too much info or being overpowered.
https://forum.deadbydaylight.com/en/discussion/comment/1647647#Comment_1647647
Surge could deffinately use a buff! its not a bad perk, but its requriement for only base attacks gives it such a major drawback ontop of its already long cooldown. when compared to perks like ruin, or pop it becomes a question of, well why would i use this over that? I feel the perfect change would be making this work everytime a survivor was downed, and increasing the generator regression to 16% with that 16% spread over every generator effected (so if one generator is effected, its 16%, if two its 8%, if 3 its 5.3, 4 is 4% etc etc.)
https://forum.deadbydaylight.com/en/discussion/comment/1647688#Comment_1647688
Honestly kind of feel like that should be a basekit thing these days though, rather then tied to a perk. bloodwarden could make it go faster but i don't feel it would be a good change for only a perk. it would also signify if someone has bloodwarden, and also counter its use of blocking exits if the exits can't be opened to begin with. having it regress at 0.5 charges a second, would make exit gates go to zero in 40s, and bloodwarden could increase this to 1 charge a second (making it go to zero in about the same time it takes to actually do the exit gate.)
https://forum.deadbydaylight.com/en/discussion/comment/1647695#Comment_1647695
Deffinately agree with insidous, and up the ante/monstorus shrine. i think no mither could use a buff, but at the same time i like the idea of challenge perks and wish there were more for both sides (that gave more rewards and more negatives if that makes sense.) all these perks need some good changes though!. Up the ante could cause you instead, to ignore a killer effect one time every time you become unhooked and at the start of the match, (excluding exposed) as if you've gotten "lucky". hag trap doesn't activate and instead it gives you a noise saying up the ante has activated, trapper trap snaps, and the noise plays. p-heads trails don't give you the tormented status one time, etc etc. Could be very strong, expecially against trapper, but it deffinately plays into Ace's "lucky style" whilst giving actual use, and causing a "misplay" to instead not harm you.
Insidious i feel could grant the undetectable effect permantently once all generators are done, post hooking a survivor/having a survivor be unhooked, or at the start of the match with a speed boost until your first hook/chase/down.
https://forum.deadbydaylight.com/en/discussion/comment/1647843#Comment_1647843
Honestly not a bad idea at all! i already view aftercare as the stronger variant of bond, but giving it the ability to match auras from all kinds of save's would allow it to more easily gain its benefit more quickly. breakout i feel is a bit niche of a combo for it but still!.
https://forum.deadbydaylight.com/en/discussion/comment/1647844#Comment_1647844
Honestly i've always felt overcharge should allow you to "hit a gen with your base attack" to start regression on it, as the cooldown is far less and doesn't constrain your view, whilst retaining its original effect, but making any generator kicked with overcharge, have random skillchecks a le doctor. This way, that generator is now permanently effected with slightly harder skillchecks if you take the time to kick it, but you can also just hit gens the same way a survivor might tap them, in order to quickly start regression.
https://forum.deadbydaylight.com/en/discussion/comment/1648289#Comment_1648289
Pretty much! or at the very least, grant a health state at the start of the trial, and remove the "broken status" visual cue for killers, but then that could make it incredibly strong and allow you to be slugged far more often. it needs some form of tell the survivor has it, but not one as obvious as what it has now.
https://forum.deadbydaylight.com/en/discussion/comment/1648293#Comment_1648293
Absolutely agree. i also feel an amazing buff to this would be to lock its throw to anything that can have a noise notification, in the spot that you've thrown it. ie you throw it towards a pallet loop, near a locker. the noise notifcation and scratch marks spawn around the locker/vault location making it far more convincing. sort of like a red herring, but for vaults and lockers from a distance.
https://forum.deadbydaylight.com/en/discussion/comment/1648328#Comment_1648328
Very true, though haste is deffinately a powerful status effect and i can understand the devs being apprehensive about adding no timer to hope!. that being said i feel that this is exactly the change it needs.
https://forum.deadbydaylight.com/en/discussion/comment/1648355#Comment_1648355
Could be a nice buff, but without it being an instant visual change, it would just be a nerf to spinechill, and i think spinechill is possibly in the perfect place right now, being strong, but not overpowered. (though spinechill is still super horrendous to go against as stealth killers like ghostface.)
https://forum.deadbydaylight.com/en/discussion/comment/1648611#Comment_1648611
I.... i want this too, but i remember posting in a thread about this to peanits, and the way they basically explained it, is they don't really want to give a method of making terror radius constantly incredibly tiny, for all killers, as you could just pair it with monitor and abuse and have an 8m terror radius on someone. i think furtive chase deffinately needs some adjustment, and i would like for it to lower terror radius at all times, but idk if this is it. Absolutely agree with it needing some love though!
And i completely agree with huntress lullaby. as a even bigger buff to it though, getting to 5 stacks, could instead remove its effect from the totem, and make it permanent. in return though, to make this less easy to get, it could also work like devour in that tokens are only granted, from "Unhooks" further then x amount away, making sure you can't camp players out, to further disincetivize camping.
https://forum.deadbydaylight.com/en/discussion/comment/1648620#Comment_1648620
I feel Deliverance is already incredibly strong on its own, but at the same time i can't exactly not see this being something that should be in the game. swf already has this information, making solo que not have this information, just debuffs players playing solo making them play in a fashion less optimal.
First off as someone who likes to reply to every comment on my discussions I give you respect for that lol
Secondly Breakout is definitely niche. Just thought if I'm giving auras for stopping a hook I should include Breakout.
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I agree massively with Hawkins but disagree with the Game. Feel like with the Game map you can tell fairly early if the doors are blocked or not. Since each room has giant openings you can see blocked doors at a distance.
Hawkins however is indefensible.
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Aftercare
I'd like aftercare to give more ways of earning it. Getting flashlight, pallet, head on or breakout saves should give aftercare value. Maybe even add protection hits to this.
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You've made it worse. Here's the new problems:
- Being downed near at end game is an easy escape no matter where you are. Take the down and crawl to the door.
- Removed locker synergy which helped prevent moris.
- Unbreakable synergy is stronger. Add Soul Guard to this and you can run up to gens or hooks after being unhooked and force the down. Basically get yourself up with no worries at all.
You've fixed 59 second DS but you've still made yours extremely easy to abuse.
I came up with a DS fix but I've taken a completely different route to you to fix it.
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The only one in good guys for me is Demo and Plague. I'd put Pig, Myers, Oni and Billy straight into the tunnes a lot.
Just happy to see the scumbag at the top is where she belongs.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/1645155#Comment_1645155
Well, the point is that survivors should not let it be 32% to begin with and the increase is compensated with that it doesn't affect healing speeds and so healing should become more of a priority. It seems that people assume that the survivors should be all 4 injured and that the effect on them all being injured shouldn't be to high. Why would it not be considered bad for doing generators when everyone injured? If it doesn't offer a decent enough of a decrease the generation timer that survivors feel the need to heal what is the effect. Keep in mind that it also became easier to remove as the effect no longer affects healing. It doesn't affect digression times, it doesn't affect generators directly... it affects the survivors and their ability to do it. Personally if you manage to get it to 4 stacks, meaning every single one of the survivors is injured the option to heal should be nearly mandatory and should be extremely punishing if people choose to just push through the effect. From what they state it seems they want to buff the perk not keep it at similar strength as it is now. Get it to actually be a good alternative compared to for instance Ruin, Pop, etc.
Sure it can be stacked with other generation progression reductions or with healing reductions, yet isn't that the idea that killers have multiple options of builds and making what is used more varied? If people go all in on generation regression... that means they are sacrificing tracking, etc.
So a Legion starting the game should start with nearly an immediate 24/32% slowdown? I know he's a weak killer but that's surely too much. The perk won't become a good alternative to Ruin or Pop it will become an amazing partner to those perks.
I know healing isn't affected anymore but that doesn't mean much. Your only saving around 2.5 seconds of healing at 4 stacks with new thana. However the time to complete a gen goes up from 92.8 seconds to 105.6 seconds with 4 injured survivors while using new thana.
I just think overall if you ran the numbers it would probably work out to be too much. Especially when facing a Plague or something. I think 6% maximum is a good buff but not overbearing.
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OoO needs a change. Me personally I'd have it only work every minute for 3/4/5 seconds. Makes the perk useful for solo but pointless in swf.
Keys need changed. Personally think it should only show auras using it's add-ons. Have an add-on that allows you to open the hatch but there's a short interaction and it shows your aura to the killer during this.
Fix sounds.
DS changed slightly. It needs to be a better anti-tunnelling perk.
Change the big maps like Ormond, Disturbed Ward, Haddonfield and Midwitch. Would love Shelter Woods to be buffed for survivors.
Better early game slowdown/information for the killer.
No swf nerfs. No separating swf and solo players. No perk limit for swf. No telling the killer who's swf or not.
Unless I'm forgetting something these are the only nerfs I'd make to survivor. Right now the game is pretty good except for a few things.
Really hope @azame you do a series on this. A what buff/nerf does killer and survivor need.
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Just letting you know that you tried to hide your name but you didn't remove it from the top fight part of the picture.
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I see why your suggesting this but I disagree. Nerfing Spine Chill like this would kill it and you'd free up a perk slot.
Let's pretend your running DS, Unbreakable and Dead Hard. This will give you a new slot to choose:
- BT
- Adrenaline
- Prove Thyself
- Resilience
- Object Of Obsession (swf)
Far rather Spine Chill than these perks tbh.
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Easiest way to do it is create a 3 gen and double duration add-ons if your struggling with it. I got it pretty easily tbh.
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Disappointed this post didn't start with POP NERFED BUT DS WASN'T?!
All jokes aside it getting a little annoying to see.
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Not worth defending them on this one.
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Ok I need to say something about this. First off the pipping system doesn't work very well. I'd assume in your game that person got iridescent chaser and probably gold light bringer for wasting your time while they did gens.
Now I want to quote you on two things you said.
- "What bout the high ranks main killer that we played 90% of our matches vs swf and we are used to let go 2 or 3 gens for a single or couple of hooks"
- "Rank 1 Killer and i consider myself a good killer with 85/90% win ratio"
Now for someone who says swf are broken this doesn't make sense. Your telling me swf are broken yet you have a 90% win rate with 90% of those games being swf. Sorry but you can't just win 100% of your games that isn't balance. What your almost explaining is how unbalanced the killer is compared to survivors since you can beat 90% of swfs (which are meant to be the toughest challenge for killers in this game).
This is probably why they are focusing so much on low ranks because killers at high ranks still do win 90% of their games. Problem is they love to complain about the 10% they lose.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1646038#Comment_1646038
Is it toxic? To me it’s simple strategy. If I spent close to two minutes fixing a gen and ruin or pop is in play, then you’re damn right I’m going to finish that gen. I don’t care if I get a hook in order to do it. Take one for the team!
I've heard many killers on here say it's the thing they hate the worst. They don't like feeling powerless as you get hit and the killer knows they can't stop you finishing the gen.
This is even worse if you can dead hard the second attack or Adrenaline to get away.
Definitely seen a few people on here say they would tunnel a player if they did it to them.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1645333#Comment_1645333
Yeah, but it is so easy to avoid his power, that when you aren't in animation lock, you won't get hits against good survivors. He is frozen in place when attacking, and there is a big red marker for where he is going to shoot. He needs more buffs in compensation for his zoning nerf.
Yea someone said about making his turning better which I didn't really mind.
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Doing a gen in the killers face is usually toxic but it's never my intention. Especially when I take a hit to finish the last gen for Adrenaline.
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Gonna be honest mate this was extremely tough to read. You should fix the layout using stuff like bullet points or something to create different sections.
Maybe something like:
After Unhook
- Hi
While In Chase
- Hi
This would make it a lot easier to read and follow mate.
From what I read I could imagine you can still abuse this DS but forcing chase with the killer and it's still very strong at end game. 10m also isn't that far of a distance. Any Deathslinger or Huntress can stay just outside that range to keep the perk deactivated.
Here is my idea for changing DS.
https://forum.deadbydaylight.com/en/discussion/193633/an-idea-to-change-ds#latest
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@MegHasCuteFeet said:
Either,
The devs have no clue about this game and are completely out of touch with the actual gameplay,
or
The devs know that nerfing DS would lead to less money because survivors cosmetics.
Really disappointing.
Nerfing Pop over NOED reveals one thing about the devs
Either
The devs are secretly killer mains who never want to touch their easy end game camping 4k perk. Maybe this is why they also created Hex: Undying.
Or
The devs aren't survivor favoured. Since of all the perks this is the one most survivors complain about even though it's pretty balanced.
Jokes aside their logic wasn't wrong. The thing I'd say is look at the amount of "This is how you fix DS threads" that all don't work. I'd imagine they probably are finding it tough to think of a suitable change to it like the rest of the community is.
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Yea their ObViOuS bias. The map reworks a few months ago must've been a bug I'm guessing.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1645333#Comment_1645333
No no no, he's dead.
Here's a video that explains it better
https://www.youtube.com/watch?v=KV4wh4iSpBk
The attack is just a very poor attack. If they improved the turning and speed it might have been a trade off, changing the cooldown slightly does nothing.
Watch the BOTB finals. Players with 6000 hours missing the shots again and again and again because good players can avoid it so easily. Even the hosts saying it's not worth using the attack and you might as well just cheese it for the confirmed hit.
He might be ok at green ranks where survivors just run in a straight line but he's going to be garbage against good players.
Ok watched the video. He won't be dead but maybe a change to his turning would be nice.
The 6000 hour thing doesn't mean much tbh. I've got 3000+ hours but doesn't mean I'm great with every killer. I could be a worse Deathslinger than someone with 500 hours. They could just be bad Pyramid Heads.
If they need to give him another slight buff after ptb they will based off of tthe feedback.
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How many games where you only have 2 or less gens left with 4 survivors do you win?
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Pyramid Head isn't dead. The explanation they gave was correct.
As PH here's how you chase a survivor:
- Put your weapon into the ground when they get near a pallet or window.
- If they try to dodge you hit them.
- If they drop the pallet or vault the window you hit them with Punishment of the Damned.
- Repeat previous steps at every tile.
The best part about PH is hitting the Punishment shots. You felt skilled when you hit a shot but the miss cooldown was that bad you never used it. They've now made it more rewarding to use the skilled part of your power and not the unskilled way.
Genuinely think he will be more fun to play/vs. Not saying he'll be stronger by this change but at least your going to have more fun playing as him.
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I'd say healing a survivor off the ground will probably give a token. If I'm correct the current ways to get tokens were unhooks, protection hits and flashlights. Think pallet drops don't work and neither does head-on. It would be nice if using Breakout while next to a survivor who wiggles off the killers shoulder would give a stack.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1645062#Comment_1645062
Hallelujah. I’m glad I’m not the only one NOT dumping on the proposed perk changes.
People just love to dump on stuff unfortunately
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/1645034#Comment_1645034
Yet that is what it should be, strong... if it isn't people won't bother healing and therefore the whole concept of the change is nullified.
It a depends on the numbers, if the buff doesn't make it a big deal for doing generators then it will simply be ignored and we continue with the just repair while injured effect it gives now. If it gets buffed enough, then having multiple people injured will have the desired effect that survivors will feel the need to stop doing generators and heal up more often.
I am curious about the numbers that will be used, all we can do is wait and see whether it is a worthy change to make it a viable option for a good build. It should be promoting the killer to try and get everyone injured, meaning more swapping of targets (less tunneling) and survivors to heal to slow down the gen rush. Yet survivors might complain that they now have to focus on something else than generators as in healing, just like they complain about the need to do bones.
If it could only be used by itself then that 32% would be fine. Problem is combine that with every other slowdown perk in the game and it becomes a bit too much.
It all does depend on what the new numbers are. I'd assume that it'll be maybe 4/5/6% which I think is fine.
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I made a post recently to try and change DS to make it more of an anti-tunnelling perk.
DS has more of an effect on the game than Pop.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1645034#Comment_1645034
If it's too small, nobody will use it tho. Maybe something between 5-7%.
Doesn't need to be used by everyone. I think sometimes people want every perk to work on every character which just isn't going to happen. I know it's a must have perk on Plague now. I'd say on Legion it's also extremely good.
It doesn't effect healing anymore but we've already got better perks for that anyway. I have to give them credit for making a lot of decent changes in this update.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1643709#Comment_1643709
I mean 20% overall still doesn't sound that good. 32%, 8% per survivor. Now were talking.
It's still pretty decent. 32% would be way too strong imo.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643888#Comment_1643888
And did Thana prevent gen rush before? No. Do you really think it will now? Come on.
I'm not saying it will but I don't understand killers complaining about a nerf when the devs make gen slowdown perk better.
I'm not wrong in saying it's a buff to Plague. Even Legion gets good value out of it.
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@Han said:
https://forum.deadbydaylight.com/en/discussion/comment/1643709#Comment_1643709
How is it better? please tell me.
Well killer's complain about gen rush. The devs have changed the perk so gen speeds are slower. Nobody really runs this perk outside of meme builds for healing.
On Plague who doesn't need people to heal it's a buff.
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The devs are literally making a perk better at slowing down gens and yet people still complain.
I honestly don't understand these forums anymore.
Just wait and see. Even if they only increase it by 2% then it's still really good on Plague and also Legion.
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1642918#Comment_1642918
"buff to plague"
Plague is unplayable since dedicated servers lmao.
Can't wait for thana numbers to increase by like 4%.
She may be unplayable but even if she is it's still a buff to her.
If it was increased by 4% that would be amazing lol
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This post just proves that the devs can make a perk SLOW DOWN GENS MORE yet still killers complain.
Thana first off isn't a great Oni perk. There are a lot better perks to run on him.
Secondly they are right about the lose-lose thing. You either heal which is slow or you do gens slow. The new one will now encourage survivors to heal ahead of working on gens.
Lastly I see this change as a buff to Plague. It now makes gens slower or the survivors cleanse and give her corrupt purge.
The example they gave for Pop was correct. You can down someone and still have time to use Pop which is a bit overkill. This change isn't going to destroy the perk like people are trying to imply it will.
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Pops nerf makes sense and won't make a massive difference overall. The reasoning they gave made sense. You were able to run to a gen, down someone, kick the gen and then get another pop after hooking that survivor.
The PH changes also make sense. Hopefully this makes him feel more fun to play and against.
They also made good changes to perks also. Finally WGLF actually gives a good reward for using it.
Well played balance team. Actually some good changes made.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1642468#Comment_1642468
You mean Like old Ruin?
At the minute yea. I've had a few games where a Blight has gotten 5-6 hooks because we've been trying to commit to unsafe gens due to Ruin + Tinkerer. I've decided that it's probably better just finding and getting rid of those totems rather than just give the killer free hooks.
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If they have Undying + Ruin then don't do gens and go totem hunting. It's a very good combo that I'd far rather face than Pop.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1641487#Comment_1641487
I've tried Freddy a few times now. He is decent, but I find that if I need a 'do well' killer, I default to Doctor or Hag.
No idea why, but my Doctor games almost always go brilliantly. That red stain addon just flummoxes people.
Freddy is the easiest killer to play without having to master him. Every other killer you need to know how to play them properly to do well. Doctor's also extremely good but I feel like I need to concentrate to do well with him.
Also please never mention you playing Hag infront of me.. I cry everytime I hear someone say that.
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If your wanting to have an easy to play killer on those days where you don't want to really think then choose Freddy.
For me he's my go-to when it comes to challenges since he's not that tough to play. It's really nice being able to do extremely well while not really thinking, kind of like survivor at times.
Perk wise his aren't the best but from the list you've chosen I don't think there's any real amazing perks there bar Thrilling Tremors.
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I haven't played the game since the latest patch but if the new jet engine gen sounds are gone then I'm happy.
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@TheClownIsKing said:
I love aura reading perks.
One of my current builds is Open Handed, Bond, Visionary, and Windows of Opportunity.
It tells me everything I want/need to know.
Just saying if you run Object Of Obsession, Aftercare, Detectives Hunch, Windows of Opportunity and a Rainbow map you can't track every single aura possible in the trial.
The Information Station as I like to call it.
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The fact the devs haven't added a cosmetic that says "Kiss me I'm Irish". Genuinely upsetting
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First off I'm sorry you had to face that Hag. Nearly everyone I face end up trapping the hook with all 10 traps while proxying the hook.
@Orion said:
Cleanse totems to prevent NOED. Rush gens to escape against a face camper. I don't see what the issue with the Mori is if, as you claim, she never used it.
I have no problem with noed but in his example what can they do.
If they are rushing gens because of the face camper then they can't cleanse all the totems to avoid noed.
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"Accidentally" delete Hag.
After that I want bugs fixed.
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It's getting fixed in the next few days. It's lost me games on a few times.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1638943#Comment_1638943
Hag was next on my list. Now that Billy has been hit, it's time for a new target.
Billy was gently tapped. Hag needs hit by a train lol
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May the lord praise your soul. Preach more about her to me please!!
I live off Hag hate!!
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@Aven_Fallen said:
Names and Profiles should be hidden, but no Items.
Should've been this for a long time. Especially when the killer has the power to target one survivor they don't like.
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Right I'm just going to say:
- Billy was a slight nerf but his add-ons needed to be changed.
- Nurse's add-ons were nerfed. She's still S tier and the best killer in the game.
- Freddy buffed.
- Legions nerf was necessary. If you played with old Legion you'd understand.
- Spirit had some add-on nerfs but she is still S tier and second best killer in the game.
Weird how you left out the Doctor and Leatherface buffs. Even the Clowns mini buff and I believe the Trappers rearming trap change was within the last 9 months.
The perk changes you mentioned weren't really big nerfs. Lightborn now guarantees you can't be flashlighted. Knockout I can't comment on since I can't remember how it was changed but it wasn't that bad from what I remember. Ruin was an amazing change. Right now it's a lot better than the old one at high ranks and is extremely good.
