Avatar

CashelP14

CashelP14

About

Username
CashelP14
Joined
Visits
12,593
Last Active

Comments

  • @BaschFonRonsenburg said:

    Perfect! I plan on p3’ing the new killer ASAP. Thank you!

    Hey no problem mate. Just glad it was helpful

  • @Warlock_2020 said:

    So they can post a video about how fast gens are.

    😂👏

  • I still don't understand why the plague doesn't spread sickness on ALL interactions. I think it shouldn't matter if your broken or not, survivors should still get sick or spread sickness.

  • Honestly the ability isn't that strong. Once he finds a survivor (which might not matter if they are on the other side of the map) he still has to still down them. Finding a survivor isn't really what the killer cares about anymore. They need some sort of gen pressure and chase mechanic. The add-ons are interesting but not enough to make him viable.

    Invisible Border: I have no idea what to think of this lol I can't tell if it's really weak or strong. Wish I could give you feedback but I don't know what.

    Generator Fake: I like this but I think half way is too far. Lower it to 25% and maybe add the condition the killer can't kick the generator. At least it gives the survivors a bit of feedback as to whether a gen may be fake or not.

    Blood Border: It would need a couple of seconds set up (maybe 3/4/5 seconds) so the survivor can have time to move away from the pallet that the killer uses it on. If the killer could add it to pallets really quickly mid chase it would be op.

    Hope this feedback was helpful, I tried to explain why i think the ability is too weak by itself and give good feedback on the perks.

  • 20200216_214645.jpg

    Hiding the names just to be safe. But that symbol of the left means its cross play.

  • People can get very cocky if they beat you. My group played against a doctor a few weeks ago, they texted us after the game saying haha we're so bad lol this was in a game where we didn't even try to win but all we wanted to do was head on people.

    We were laughing because we could tell they were bad and if we played our normal builds and gen rushed we would escaped easy. I'm only cocky if a killer who tried to tunnel me failed or failed a face camp.

    Also apparently my team beat the "most famous Indian streamer on twitch" who is also "Best player of DBD in the world" lol

  • From one person who got very drunk on Friday who also had a great time; I'm happy you had a very time lad!

  • It's tough these sort of days, it all depends on how confident you are. I'm a very chatty person when people know me but otherwise I overthink things and don't have the confidence to speak to others.

    You have to try and put these sort of days past you. Try and give yourself the best possible chance of not being alone on these sort of days. For instance after seeing my ex celebrate this day last year it made me start to work harder to not be alone by heading out more and forcing myself to be more social. I'm not with anyone right but I'm a lot happier than I was back then.

    Use these days to inspire you, and even if your alone you'll feel a lot better knowing your being more social.

    Sorry if this is a mess lol hope you can make sense of this

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092467#Comment_1092467

    To be fair that’s a dumb mechanic as well.

    Rainbow Six casual mode - it’s 2-0 so everyone rage quits, you spend a few mins trying to join a lobby and it puts you in half a team and theres only one round left. That sucked. It would be like rejoining DBD as a survivor thats on death hook and 1 player is already eliminated from the game with 3 gens to go.

    Exactly. I wish this game could allow people to join into games that have already started but unfortunately the game wouldn't be balanced at all. I never played RS so I can't fully relate but I understand what your saying.

    Dbd is one of those games that can't be compared to any of online multiplayer game.

  • I will agree gens go too fast but you can do things to help yourself win. Bring noed, use map offerings and play stronger killers.

    I don't like the changes even as a survivor main but as killer at rank 1 I'm not struggling such as I expected. You need to end chases quick while also being smart about when to commit to chases or leave them. Also getting rid of a player early is very important to relive the pressure.

  • Well in most other games if someone leaves they can get replaced, this game can't be balanced around that idea.

    So if you don't like the new dc penalties then try playing another game.

  • I'd rather this than an rage quitting. At least I can guarantee they losr their items and the killer get their hook/bbq stacks they earned.

    And as much as I hate a player leaving a team behind there is more reason to it than rage quitting. If I ever played solo survivor and saw 3 survivors doing nothing and all running urban, I'd probably do the same. I would try my best till I'm downed, make the killer earn the kill first.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089349#Comment_1089349

    I heard that this happens to other people since a couple of hours ago. Basically at the same time when there was the weird (old) rank reset.

    Maybe somebody messed something up with the servers. (It's still dedicated servers.)

    I'm not sure if it still is dedicated servers. My ping was always around 200 when I played killer or survivor and when I went to play killer it was at 190. The game before I had to dodge because it was 320. Lobbies also take longer which doesn't make sense now that I'm rank 10 so it's a little confusing.

    I'm hoping they accidentally disabled dedicated and it'll be fixed later today.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089349#Comment_1089349

    I find lobbys easily as both sides.

    The problem is Devs don't want to make more servers for East regions.

    Ok fair enough. I just noticed that today lobby times and ping have been really bad for some reason.

  • Is this only happening today and do you play on console? Usually killer lobbies only take 10 seconds but today they are taking 5 mins. Worse than that I am getting 320 ping which is weird.

    I wonder if dedicated servers are still on?

  • Survivors have no reason to dc with how easy it is right now so I'm happy they re-enabled it. As survivor when a killer DC's it's a waste of a bloodpoint offering so once again I'm happy.

  • @Chekita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084725#Comment_1084725

    Any perk idea is good for me. Another option to the game. The problem is using another hex perk since, as yourself recognize, totems dont work very well in this game. No problemo having another hex perk, I just have the opinion hex perks aren't great, but it could help as well.

    So, I have nothing against adding other hex perks, I just think hexes need to be buffed and reworked.

    As for warmup not solving the problem it sure won't as I recognized before, but it still doesnt hurt killers and can only benefit them, as such, it is a small step towards recognizing how fast the game is going.

    As for spawning right next to generators, the problem with that is because you don't even have to try and figure where the totem is. Lets say you just spawned into the game, you move to a generator at the edge of the map, (1) 1/4 chance killer wont reach you before you end that generator; (2) you end and just move 3 cm and cleanse a totem; (3) if that totem was hex, you just entered the game and found a way to nerf the killer in 3s.

    The way I see it, the only thing that would be acceptable in that totem placement would be if the killer knew you were working on his hex for a simple reason: Risk vs reward. If you know the killer is out to get you there is a risk and the reward for hex totems is nothing short of 1k points and it could even be more if Thrilling was base.

    As for Hag, almost no one plays Hag and SHE IS by nature the ONE killer that has all her perks as HEXES, so it would make a lot of sense for her to be the best hex killer in the game. I dont see how this would be bad. It would actually make her much more used in the game. I have to disagree tremedously with your statement on her. Also, once you know it is a Hag, it is hardly a very difficult task to counter her on totems, just dont run at them (or simply run at them and hide, making her lose a lot of time setting her trap at the other side of the map, simple).

    As for other killer like Nurse, Spirit or Billy they are fast, but I highly doubt an hex build would be the end of the world. Thrilling do exist right now and the same perks like devour do exist right now and you won't see them using it 99% of the time, because they dont need it and because its not OP. So a base thrilling would not be OP either, but that would only be possible to analyse properly with test, of course.

    Less people playing the hag the better for me lol I find her annoying to face and to play as.

    Totems need buffed in general on all the maps. I just cringe every time I see the open totems spots on disturbed ward. Thrill would be nice to help stop people cleansing totems but I don't think there are really any good hex totems to help protect atm. Ruin doesn't really do much and I wouldn't bring it as killer. Devour and Lullaby are good but with how quick gens go there isn't much point since you may not get any hooks.

  • @Chekita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081350#Comment_1081350

    Warmup sure can be "abused" to some degree, but in my opinion (not a fact) the way it would work would be similar to survivors spawning right next to Ruin at the other side of the match, which happened pretty frequently. So no loss there, because at least you are not using a perk so as a killer, even if they circumvent the warmup you didnt lost a perk because of it.

    Thats one of the main reasons I think its interesting: because its not OP for killer and it cant hurt killers, only help them most of the time. No feature, same as endgame collapse, has no problems. Endgame collapse was a good addition to the game, but its still not perfect for sure, same would be if there was a warmup in my POV.

    As for totems, developers need to rework hexes and totems altogether for them to actually work on red ranks or against experienced survivors, otherwise they are null perks 99% of the time. The only hex perks that actually worked in the game were Ruin and NOED. Ruin since even 10s Ruin would give you 10s to cross the map and NOED because it forces them to do a secondary objective. What's their solution? Just ruin nerf and make it an endgame perk with almost no effect.

    Many solutions were given to rework totems that would make them much better. Unless they try something hex perks are meme perks that only work against potatoes. For instance, they could make hex perks being only active when you select a totem, or make totems not appear (or exist) right next to generators (which is just handholding).

    Another idea I suggested in the past as well is to make Thrilling of the Hunt a passive perk, which would make hex builds instantly more accessive independant of totem hiding. If a totem is right on their faces, like most are, at least you dont have to spend another perk just to know they are doing your totem. In this suggestion the notification would only work for hexes not dulls and the slow down would be diminished, but still exist, since you need time to protect totems otherwise they are memes.

    Scottjunds idea would give some slowdown but not enough to make any real difference. At the minute the game is unbalanced against good survivors, which his idea wouldn't solve. Yea it would be similar to old ruin where survivors could spawn on the totem and the perk was gone immediately, but that was why people wanted totems fixed. It wouldn't cause any problems but wouldn't fix any either.

    The problem with creating rules for totem spawns is that smart survivors will be able to know roughly where they spawn. If I knew they didn't spawn next to generators it would rule out a lot of hiding spots. They should be more hidden and should be able to hide near the corners of the map like swamp maps.

    I think basekit thrill would be kind of cool but with killers who can teleport to totems to guard them like hag or nurse it can be annoying. I think other than Devour or Lullaby there isn't really much point in guarding totems.

    That's why I tried to suggest a perk idea where it would be a lot more reliable, not easily abused and wouldn't be op. It would help separate the bad killers who rely on noed to the ones who want that early game slowdown. I haven't heard anything that tells me this perk wouldn't help the game in some way.

  • Next week the killer will be announced. Time wise it makes the most sense

  • I don't think you need ruin but you do need early game slowdown. A smart team is escaping every game.

    Ruin was too unreliable and I actually hoped it would get a slight buff to help make it more reliable.

  • @Chekita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079792#Comment_1079792

    I dont think adding any hex perks to the game will fix ballance. It would be the same as reverting Ruin nerf and the game wasn't ballanced before with Ruin.

    I think the idea of trial warmup as presented by Scott is good enough not to be abused and giving a "little", very little ballance to the game, specially to the beginning, since it can be the end for some killers depending on map and killer used. Would still be very welcomed.

    As for how this discussion turned into how to slug teams I think its pretty pointless. Being able to slug or not depends more on personal skill and the skill of the team you are facing than the current ballance of the game. It takes much more skill from a killer to slug than a team to anti-slug. If you dont bundle all together while facing a slug tactic a good team can escape with a few hooks = entity displeased and almost no points for killer. The one thing that gives most points its hooking and sacrificing and the most interesting part of the game is chasing not staring at people on the ground.

    Still, if it was an all round safe tactic we would expect it to be used so much it would reflect on kill numbers for all ranks and specially for red ranks, but it doesnt.

    I understand Scott's idea but I do think it can be abused. There is no set up time since a smart team will send one player to get their attention. The conditions Scott set included me getting within 4m of the killer to stop the trial warm up.

    Ruin wasn't balanced because of its random nature. If I spawn on the totem the killer has only 3 perks. If I'm doing a gen I can either get 1 skill check or 20. If good players could hit skill checks then ruin is pointless. This doesn't have the same level of rng which makes it far more reliable than ruin.

    As I said before it does a good job till they fix the maps and once that happens I don't care if its nerfed or not. It's not op and stops the perk survivors hate the most (noed) from spawning.

  • Just get rid of the name just to be safe. It isn't allowed I don't think. Send in a ticket and report them

  • Was the killer red rank? Maybe we got the same person lol

  • Was it on console or not? I've had the same guy change what killer I was playing with an offering and a month ago was able to make the 4th player the killer.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081166#Comment_1081166

    It brings us back to square one. It'll just replace old Ruin and be used in 80% of games. It'll still be used in lower ranks, just as Ruin was (which is also DLC, but that didn't affect its usage much).

    The fact that killers need to bring a slowdown perk every game indicates how unbalanced the game is. If you add an OP slowdown perk and pretend the game is balanced, real balance changes (fixing huge maps, etc.) won't ever come through.

    The thing is the perk isn't op though. The biggest difference was at low ranks the bad players couldn't hit skill checks and how random skill checks could be. Ruin had too much rng to it. Will a survivor spawn on my totem or will I get 5 skill checks in 10 seconds.

    The map sizes need to be changed and some killers need buffed in general but I don't think this perk will stop that. It just gives them time to work on fixing maps like ormond, rotten fields, disturbed ward and other maps. That stuff will take time and this will do a good job helping with balance. One thing survivors hate the worst is noed so this removes that from the equation. It's designed so it can't be combined with thrill of the hunt and ruin which also helps.

  • It's perfectly balanced. A lot of higher ranked players have stopped running it in favour of other perks.

    Now I do know some that still run it and it's really good but definitely not nerf worthy

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081142#Comment_1081142

    Again, you're still suggesting a band-aid fix to game balance with a perk locked behind DLC, just like Ruin.

    Once again most killers would be forced to use that one perk because the game was balanced around it.

    I feel atm a lot of killers are forced to run pop and corrupt. If they don't then against a good team they are losing. The best slowdown gen perks will always become meta whether the game is perfectly balanced or not.

    Being locked behind a paid dlc is probably better tbh. At lower ranks where survivors usually lose this won't be as commonly used. At higher ranks where it is needed it will be used more often.

    If they added this then thought of a better way to balance the game then by all means nerf it to ruin level. But in the games current form I feel it solves more problems than it creates.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079792#Comment_1079792

    Let's not make the mistake of trying to fix game balance with a hex perk again.

    At the minute it solves a bunch of problems. Tell me how many nerf noed threads there are on these forums. This is an indirect nerf to it but in a smart way. Solves early slowdown and gives survivors a new objective before doing generators. Can't be abused in anyway and gives totem finding perks a new purpose.

    I wish this wasn't the answer but at the minute I feel its the best solution.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080388#Comment_1080388

    That's fair. I'm with you 110% that survivors don't need any help right now. They are broken strong.

    As you said. Strong perks are hexes. So I was trying to come up with something that helped keep those in play. Do you have any ideas of how it could be better? A gen slowdown that is significant at the beginning or until cleanse would never make it in. Survivors would complain too much. So do you have another idea of a way to inspire survivors not to cleanse? Haunted ground does good. BUT what we need is something to slow down the early game, that also doesn't piss off survivor mains. I'd love some feedback on what you would do differently. Cuz I miss playing hag. And I need something to give her time to set up.

    It's very tough because early slowdown is needed at the minute. But I don't like rewarding survivors while using a hex which is what yours is designed off. If you want to reward survivors then I don't think it should be in gen repair increase. Points are something I always love so maybe for every gen completed while the perk is active it gives survivors an additional 10k points at the end of the game. Also after the totem is destroyed the effect isn't immediately removed. Instead it counts down from 50 to 0, with every second removing 1% of the regression speed.

    It's really difficult because the devs don't want to add anything that slows down gens massively. I'm of the mindset we need other objectives besides gens.

    I posted an idea into a few recent general discussions about a hex perk that I might be adding to a chapter idea of mine. Similar to yours it was meant to help with early game gen slowdown but wasn't just as strong with its regression.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080213#Comment_1080213

    Perhaps there is truth to that. However.

    If you break early you could hit haunted ground. Yes. Bad for you.

    If you broke Calculated Risk, bad for killer, yeah but thats the risk you took with a hex. This could apply to ANY hex. But also, breaking CR early is bad for the survivors long term. You aren't the only one with the bonus. Keep in mind, that is a potential 20% for all 4 of you. And the longer the game goes on, the harder gens become as the killer gains momentum and the more valuable that time becomes.

    If you cleanse DH, bad for killer, yes. But again. This is like any hex. They all have the potential to go early.

    The only way that CR would be a negative to the killer is if the survivors cleansed everything else except CR which is up to chance. And if every survivor has the same mentality as you, then there will be many killers with a nice early Haunted Ground. Which can be crippling to survivors if used right.

    Keep in mind this perk isn't going to INSPIRE cleansing hexes. It's going to deter them because they want to keep the good one.

    Destroying haunted ground first is bad, but not terrible. It's not difficult to loop the killer for a minute if he even finds anyone in that time.

    I did keep in mind that the bonus works on all 4 survivors. I've always felt like hex totems are that strong that they need to be a hex. They are that strong that they need to be destroyed by survivors in order to help them. It's a risk for the killer but if it works the payoff is massive.

    Your totem is different to this. Your totem helps survivors long term depending on how long the game lasts and I don't think survivors need any help right now. My team are escaping every game with only letting the killer get 3 or so hooks. The only time we even let one person die is by mori, our own mistakes or silly builds. For me personally I don't think ruin should be a hex either since it's really bad atm.

    It seems like we will go back and forward on this but I have thought about this a couple of times now and I don't think I'd run this as killer for any reason. If the survivor bonus wasn't there or it was changed then I would consider it but not in it's current state.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078208#Comment_1078208

    Your scenario you just named would be the killers fault for only running the new hex by itself. Yes. Bad idea. Though you did waste some of the killerstime.

    Let's say you were a survivor and saw two hexes? Three? Haunted ground? Other hexes? You gonna take the chance of instadowns and mori because you want some gen speed later on? You just wasted the beginning of the match scouting for totems and now you have to make a decision. A calculated risk. Lose your gen speed or deal with whatever those hexes might be. If they decide to cleanse it, at least you got some early game pressure or time to set up (hag, trapper)

    You are correct in that if you run it by itself it's not a good idea. It's like an anti haunted ground. Haunted ground punishes cleansing in hopes of keeping your better hexes in play. Calculated Risk rewards NOT cleansing in hopes of keeping your better totems in play (while also getting some early game benefit). Does this help?

    But at higher ranks we can work out exactly what your totems are. If you had 3 totems then I'd check for ruin, calculated risk and thrill. Then I would check for third Seal. If the killer doesn't have third Seal then I can tell what hex totems you have. We use a similar system at the minute to work out if a killer has haunted grounds or not.

    My problem with the perk was if I find your totem immediately (which normally happens) then I'd destroy it. The time I can now spend on gens outweighs the time I could have gained later. If I destroy haunted grounds then that's unlucky for me but you would be encouraged to stop your setting up in order to try and get your instadowns. If I destroy another totem then that's still bad for you.

    If I actually played against this perk I think I'd destroy the totem. If I got lucky and destroyed your Devour hope first then I'd work out if I need to destroy anymore or if I want to troll the killer for the rest of the time.

    For me personally the negatives of this perk outweighs the positives. I love risk and reward perks a lot but this hex puts too much power in the hands of the survivors. Good ranks one would work around this easily I think.

  • Very bad change. Escaping is pretty easy rn unless my team make mistakes or we are running random builds.

    New ruin doesn't do anything since the killer can't apply enough pressure for it to work.

  • Personally I think adding a perk like this would fix a lot of problems such as noed and setting up as killer during early game.

    Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078890#Comment_1078890

    I think you drastically underestimate the snowball effect of an early hook. That being said, this isn't intended to solely fix the game. Its meant to be a very minor thing that addresses some issues while being very easy to implement so its more of a "why NOT add this until maps are all fixed"

    Yes an early hook makes a massive difference to the game but it all depends on the quality of the killer or if they are using a mori. If they get that free hook then they can tunnel down the survivor and get someone out of the game before the team has really any chance to do anything.

    But on the same note I think just giving the killer a free hook before any pallets are used doesn't do a lot. Solo teams could have a few problems but a coordinated team I still believe won't get too badly affected by giving the killer a free hook.

    Your chase idea I like the thought process behind it but I don't think it helps against a good team. If this was implemented one member of my team would go get the killers attention, then we rush gens. If the killer gets a free hit then it all depends on the killer if they can somehow down the survivor. I've personally had games where I got injured immediately and proceeded to loop the killer for 4 or 5 gens and that was before the change to ruin.

    Maps need to be reworked immediately. Keys and moris need to be nerfed at the same time. Adding your idea would help a bit but not enough, especially against a good team. It's a bad sign atm where my team escapes and we say we were dominated. We know the killer was really good, ended chases quickly but just couldn't get any kills because of the balance of the game.

    Sorry this is really long, just wanted to explain my points.

  • This system is also completely flawed. Killer brings a mori, tunnels that survivor and gets a free win.

    Otherwise I get downed immediately so I don't waste anything. Then the good survivors just proceed to loop the killer forever. That early hook will make absolutely no difference in the end if the killer isn't good enough.

    Scott's suggestion isn't great either. The game needs to incentivise survivors to do more than just gens.

  • This is an extremely bad hex idea. I see what you are trying to do but this wouldn't work.

    Survivors wouldn't want to cleanse it but that's besides the point. If the killer had this perk I'd begin the game looking for totems. I'd count how many I've found then if theres only one I'd leave it. But if I destroy it then it doesn't matter. A stealthy team would just wait out the time and get the increased speed quite easily.

    I'm actually wasting 120 seconds at the beginning of the game that I could have spent doing gens if I leave the totem. I'd only save 80 seconds if I complete 5 full generators so depending on when I find it I'd probably destroy it. If you do have Devour Hope then I wouldn't care about destroying both, that's you get lucky. Gens are repaired quick enough already so increasing that would be crazy.

    Sorry. I like risk and reward perks but this isn't it mate. I wouldn't run this at any rank.

  • If I know a killer has rancor and I'm getting tunnelled I would let myself get caught around 2 gens so I would have time to get unhooked, then hide in a locker when they last gen is nearly done.

    If he is face camping me then I have another few options. Kill myself so he can't get his mori. Wait for a borrowed time save. I might then jump into a locker to use my ds.

    The point is I think there is a lot of counters to rancor and I actually like the panic it gives me at the end of the game.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074752#Comment_1074752

    Right but perks shouldn't be required to fix the game...oh wait

    Very true lol

    Solves multiple problems in one. You want gen slowdown? Then no noed :)

    Second objective? Cleanse all totems to start the game.

    Time to set up for killers like trapper, hag and Demogorgan.

    I was fixing an old chapter I had wrote but I unfortunately couldn't add this as a perk since I already have a hex perk in the teachables.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073440#Comment_1073440

    Hmm you want a bandaid perk? Wouldn't it be better to just add Scott Jund's idea?

    His idea just removes the stealth play some survivors (not myself) like. Also I think it is too intense to start the game like that for new players.

    It's just an idea I felt worked for the game. Removes immediate gen rush, doesn't work with other hex totems so it wouldn't work with thrill or noed and it gives killers who need time to set up and good amount of time to do it.

  • Both my killer and survivor are rank 1. I play survivor 75% of the time however I've played killer enough over the past 2 years to understand the balance of the game.

    At the minute survivor is too easy. Playing in my team as survivor we escape pretty much every game. The only times we don't is if we make a mistake, play a stupid build or killer gets us by mori. We are all good at looping but if we don't play great we still waste enough time that the killer only gets 2 or 3 hooks. It's a shame because we can face killers who we know are really good but have no chance of getting us with the current gen speeds.

    As killer I find I'm at the mercy of the survivors I face or the map I'm on. If I face a good team I know that even a 30 second chase could lose me at least 1 gen. I feel I can't 3 hook everyone anymore because the gens go too quick atm. I've done ok since the change but that's because a lot of survivors at rank 1 aren't the best and give me plenty of chances to win.

    I'd like to see a perk added like this into the game:

    Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.

    This would mean the killer can't run noed, ruin or thrill with this perk. But more importantly will slow the game down at the beginning while survivors look for totems.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071558#Comment_1071558

    Thanks for reviewing this!

    I guess I'll start off with how the changing of the puppets. I was thinking on console cycling between lb/l1 and rb/r1 to change which puppet your going to throw.

    Destroying puppets is like cleansing totems. Maybe add skill checks? Basically just about spending 16 seconds destroying it, no tool box needed.

    You are right about the fact that he needs to look at them to activate the power.

    Although the puppeteer has a slow start to the game, the late game can be hectic, or even mid game. Survivors have little to no knowledge that a puppet is coming unless they faintly hear it from close by (a noise that would be nullified by the sound of gens) or if they see it. If theyre caught then they cant do any actions for a period of time, although I do find that the power may be weao for chases.

    Although Nemesis and Play with your food is superior to this, I always wanted a simular varient in which you were only using one perk slot and actually got to attack the survivor (the main reason I dont use play with your food).

    As cute as a button like you mentioned is situational, and thinking back on it, doesn't seem useful even if it was active.

    I took me awhile to decide should creating demons have a cap on tokens but damagws survivirs more by the minute, or no cap and it does less, and in the end I decided no cap simply because its a totem and this perk doesnt reduce totem cleansing speed. Of survivors feel like its to damaging then they can find it.

    Thinking back on the survivor perks, I never play swf, because of this many perks I create end up unbalnced with swf. As you mentioned selfless is like this.

    Although digging us out can be strong, that means two survivors arent doing anything. Some killers also completely counter it (Myers, Ghostface, Freddy). Some loops also cant be ran by survivors without taking a hit or leaving it, causing the survivor to leave with the killer.

    Finally, looking back at nhnp, this perk should have a timer probably (10 seconds maybe?). After this timer it shouldn't activate maybe. Other that I think its fine.

    Thanks again for reading it!

    Just make sure your killer can be used on controller. We need buttons for cycling puppets, throwing them and activating them.

    Well I'd shorten the time to destroy the puppets. Mending can become annoying and this is longer. Maybe a cooldown on the survivor after successfully destroying a puppet before another can jump on them would be nice.

    I wouldn't be worried about whether a puppet finds me or not. They're small so on grass maps it would be hard to find me. I think depending on the map I could get a puppet on me, you come to me but I've probably already moved away then destroyed the puppet. The time he wastes getting a puppet on a survivor will waste way to much time.

    Hex: Creating Demons can become incredibly annoying if the killer runs thrill. Certain killers would be able to guard it too easily. Your killer probably could just throw all 10 puppets at the totem to guard it and then just m1 everyone else. You also have to remember the killer probably could run pop, ruin and thanatraphobia with this. 25% is very strong but since it's a hex it would be good.

    Diggin' Us Out will still work on the killers mentioned. Once Myers leaves tier 1 this perk shows the aura. In the dreamworld the survivors can see freddy's aura. If a swf friend is following me I'll get them to knock Ghostface out of his ability. It should only work for 10 seconds and have a pretty long cooldown.

    How about you start at 25% instead. Add a condition that wiggling is 25% more awkward for the killer (like boil over).

  • Really like the idea of adding a puppet killer to the game. I've created one myself to do with puppets but its different to yours.

    I don't know how the killer will be able to change between 4 potential puppets. You may need to think about exactly if this is possible on controller in particular. You also haven't specified how exactly survivors destroy the puppets. Lastly how exactly does he activate the puppets? I assume he needs to look at them when starting to use his power and how long is he immobile for before he can move after activating them.

    They were just some questions I wanted to know the answers to. Little details like those can make the difference in an op or weak killer. I do really like the thought behind each puppets individual power. I don't think you controlling them is great tbh. You must find a survivor, then activate the ability then chase a survivor. I think you'd be wasting a lot of time and gens would be done too quick. I think they'd probably be fine waiting around the area where the killer throws them.

    Needle In A Haystack: I like the idea behind this perk. It rewards you for winning chases while also helping traverse the map. It's not as good as nemesis and play with your food combo but it's nice to use for just one slot.

    As Cute As A Button: I don't think its particularly strong. As long as they aren't playing steathy or have spine chill this perk is easily countered.

    Hex: Creating Demons: I think the totem should have a maximum number it can reach. Otherwise thrill on a hag could destroy teams with relative ease.

    Selfless: This would be abused heavily by survive with friends. I understand the idea but I think it would be way to strong and would be extremely annoying to face.

    Diggin' Us Out: This is another extremely op survivor perk. A swf team can remove all mind games the killer has while not giving him anything in return. They could also have flashlights if the ever down a survivor. A jumple gym for example I could sit in a locker while my friend looped the killer there. Since the survivor can see the killers aura he should never go down.

    No Help, No Problem: I'm sorry but this is another easily abused survivor perk. The numbers would need lowered by a decent bit because a coordinated team could quite easily escape using this. I know it can only be used once per trial but this is more of a guaranteed escape than old ds if the team is a swf.

    Really enjoyed reading the chapter mate. I particularly enjoyed the different abilities of each doll. I would say the perks need balanced especially on the survivor side but I hope my feedback was helpful. I'm sorry I never got reading the add-ons but I've already spent 30 mins writing this.

  • I want the game to become more balanced but with the difference in solo and swf I think it's near impossible. I'd like to see the devs:

    • Add voice comms and buff killers in the same patch.
    • Nerf keys and ebony moris in the same patch

    I know adding voice comms sounds scary but hear me out. We need to give all players the same information as a swf in order to balance the game properly. If everyone has comms then the devs can buff killer to match properly imo.

    Nerf keys and ebony mori in the same patch also. Both end the game prematurely so I think its beat to nerf both at the same time.

  • Teammates everyday of the week. If killer mains want to know why there are so many swf teams at red ranks then heres why. My team lost the other day because our random did 1 gen, crouched walked around the whole map and didn't save people before struggle. Then when the last survivor was getting chased they waited at the door till the endgame timer was about to run out, meaning the survivor getting chased couldn't get the hatch.

    Oh btw even though they were rank 1..

  • Imagine if getting 140 was a blessing, that's how I feel as survivor.

    Takes 10+ mins to find a match, hopefully the killer doesn't dodge immediately. As long as I have below 250 ping I'll play because it usually doesn't go below 140 anyway

  • Very interested in what they will do. Surprised but happy

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/952812#Comment_952812

    Oh please the games so killer sided it’s absurd. As survivor you can’t do anything except loop or stealth. It’s so stupid and yet killers complain non stop.

    I find it weird you said your rank 5 and you still believe the game is massively killer sided. Now for context I'm a survivor main who is rank 1 both killer and survivor.

    I think once you learn how to loop properly and have a team that know how to do gens efficiently then you'll fly through games pretty easily. If your not facing a really good killer then you'll probably loop them without putting in much effort.

  • I mentioned this after the stream. I thought the main reason for them reworking him was because his passive static field was annoying to face. But peanits replied just explaining it wasn't the only reason they were looking at making changes to him

  • Swf teams are created by useless ranking systems. Once people begin to realise this they will stop crying about the OP swf and try to come up with proper solutions to encourage players to play solo more often.

    An example was last night I played against a pig who tunnelled me for all 5 gens. The two random gen rushed and got a flashlight save so I knew they were good. Next game the two randoms we had literally ran into every trap the trapper had and didn't realise he was doing a basement build. Another game where the survivor DC'ed followed because they didnt have ds. I messaged the two from the pig game to create a 4 man swf after which made the rest of the night a lot better.

1 … 80 81 82 83 84 … 99