Chaos999
Chaos999
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- Chaos999
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Said it before, but I would really like to see a killer offering that gave survivors 100% bonus BP and maybe 25% to the killer and a survivor offering that gave killers 25% and 10% to survivors.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3275178#Comment_3275178
This sounds great except for 'hindered until dead'. Maybe hindered for 60s, or until injured, whichever comes first.
I envision this perk as the unhooker trading itself for his companion. The perk would almost completely negate any chance of the unhooked being tunneled, while the unhooker takes the heat. This is a powerful effect, so there has to be a real downside. Hindered would mean that the survivor is left as a better target for a chase, but it does not mean there is no chase. A hindered survivor can still mindgame and play loops, alas less effectively, which is fair.
Nevertheless, now that I think about it I definitely would like to change a few things. If killer is within 10 meters when the unhooking is completed, hindered is not applied. Furthermore, hindered is only applied as long as the survivor is in chase. If the survivor looses chase, and then is chased again hindered is reapplied.
This would prevent a bad situation from a killer being too close. It would also mean that if the survivor somehow manages to lose the killer, he can continue to traverse the map normally until in chase again.
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As killer main I could agree to this in perk form
Survivor perk: Save yourself
When unhooking another survivor you take 100% more time. Unhook notification is delayed by 3 seconds and the unhooked receives celerity and leaves no marks for 10 seconds. The unhooker suffers from hindered until they are put in the dying state. Cooldown of 200 seconds or until you are hooked.
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Oh, I thought this was a post about a prince charming cosmetic or something.... Disappointed
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3273787#Comment_3273787
Indeed. Whenever I don't have a survivor tome challenge to work on, I put on the Pustula Plant one. I just like seeing it spawn on the map.
You do this, and then we get a forum post asking "what is this thing?"
XD
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If I recall correctly, having the challenge active from the tome causes them to spawn on the map?
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What, this again? I'm kind of surprised this keeps getting so much attention.
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@ColonGlock said:
I carried the last survivor past the hatch and walked to the basement hooks instead.
Here is the hatch... And, here is a hook.
Typical wraith move.
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I thought it was my controller? It has happened to me a few times I press the prompt when I'm in position and it just doesn't happen.
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Agreed. When I see a team that looks like they could be a good challenge I would like to be able to change to my strong killers.
As is I'm locked playing a loosing game from the get go if I'm on a killer I'm not good at, since I dislike dodging.
Not exactly a super big issue, but not my cup of tea either, which defeats the purpose of playing a video game a little bit.
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That's definitely not the way it looks for me. Perhaps some configuration on your monitor is causing it to look like that?
Or filters? Or desktop settings?
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I read editorial awareness for some reason...
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Care about us? Probably not much. They likely care about us in the sense of us being their customers and wanting us to enjoy their game and be happy playing it. I don't think they care beyond that.
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Sometimes, when the killer had a very rough match, I will wait just outside the gate.
If he they show up I will run into the trial for one last crazy chase. If they catch me and hook me, they win. If I survive until the entity claims me, I win.
We both get something out of it either way.
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I don't particularly like hooked on you, but I would most definitely pay for HoY wraith and trapper cosmetic with this. Just too damn fun.
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Long traversal times on non-mobility killers means that, when playing against efficient teams, the killer essentially has no inference on the outcome of the match.
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It depends largely on what killers you play more or "main".
For instance, since I play a lot of m1 chase killers, enduring, spirit fury and bamboozle rarely leave my loadout, so I would recommend spirit and Billy if you are interested in that playstile.
If you play a killer with strong anti loop and 1vs1 performance, slow down tends to be the way 2 go. Definitely artist as a priority because pain resonance and pentimento, with cenobite as second, since plaything synergizes beautifully with artist's perks, and deadlock is just an excellent perk alone or combined
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In addition to what has been said, pyramid head can trail plaything hexes and approach the survivors cleansing them for a sneak POTD. Can be very fun
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I could agree with this, but only if it was a killer offering.
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The chains do not attack you non stop. They spawn at intervals, and there is plenty of time between these waves to fully solve the box.
Usual procedure is to pick up the box, find a safe spot in case he teleports, if chains are already after you, wait for the next wave and deal with it, then attempt to solve the box.
Profit.
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You can, actually. You just should not expect to 4k every time by doing so.
Of course the word fair here is very subjective, as there is nothing unfair in using valid strategies, unfun as they might be.
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If you just signal me to follow you at start of trial I will usually comply.
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What is even considered "buffing 3 gens" exactly?
Wouldn't just any Gen defense perk be considered that?
I wouldn't say Gen defense has been particularly buffed as of late.
Should all Gen defense perks just go or suck badly then?
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Wraith with full chase perks can be effective.
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Shards, no, they are a hard earned currency and doing well in matches doesn't really affect its earn rate much, so no reason for it.
BP? I don't really mind, I mean if it makes you happy. While I think there are a few people who would like DBD to be a single player game, I don't think a whole lot of people would just move on to bot matches permanently.
The one thing I would like to see though is certain tome challenges being able to be completed in bot matches.
Make it so that current tome can only be done in public matches, but archives can be completed in bot matches.
It would make what little lore there is much more accessible without having to do silly things like throwing an actual public match for it or waiting for the planets to align.
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My main issue with the whole mechanic is that the summons waste a LOT of time going to the place where they initially detected the survivor and then plant the banner before even attempting a chase. By that time the survivor is already in full control of the situation, the knight has already spent time setting up the whole thing and the survivor can easily grab the banner to then tank the killer and sail away into the horizon.
Preparing a good setup is very situational and typically relies on the survivor already having made some kind of mistake.
I mean, I don't necessarily want to have a trigger happy killer spamming his power every 5 seconds and it's OK that a killer is punished for using his power poorly, but the punishment should be relative to how powerful is its potential benefit, and this is definitely excessive.
They should either remove the banner entirely or leave it, but make the guards much more dangerous and actually threatening (heavy benefit, heavy punishment)
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Dunno. I mean I like artist, but I have to admit she is not so strong so as to get consistent results with her.
How good she does depends greatly on how the survivors play.
Similar to dredge zoning, she is heavily punished for trying to play a loop and the survivor just leaves for the next tile.
Players accustomed to her know how to enter a tile and when to leave for maximum distance. If you are are put into a position where you get hit whether you play the loop or leave during the early stages of the game, then you have missplayed quite a bit.
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On the bright side, original means shard acquirable :)
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/3252637#Comment_3252637
Reading comprehension is our friend.
For the amount of ######### Overwatch (2) is getting for its monetization, even that game does better than DBD on more important fronts here.
If you think DBD is better overall, sure. I may be inclined to agree with you.
Good for you for buying the Rift once... I guess?
42 hours per skin with shards.
https://forum.deadbydaylight.com/en/discussion/comment/3252644#Comment_3252644
That is... literally a pay wall. It is quite literally a wall you need to clear in order to pay the game.
Stop with the semantics.
I mean yeah sure. And college bills are also a pay wall for getting a degree and hospital bills are a pay wall for health.
Just because something isn't free does not mean that it's a pay wall.
The term was coined to describe digital products (like games, TV series and books) that are advertised as free (or cheap) to access, but then bar you from progress unless you pay, with no way around.
A good example of an actual paid game with a pay wall system would be the later iterations of tell tale games, where you would buy the game, then discover you had to pay for episodes and otherwise you could not continue.
DBD is not such an example. In this case the actual "must pay" content falls under the line of expansion.
Nevertheless, since you did state that you don't want to discuss semantics, it dawns to me that you might not be receptive to my answer and perhaps I should have just let it go.
But since I already wrote it, might as well just go ahead and post it. Sorry if I bothered you with it.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/3252465#Comment_3252465
Yes. The base game costs $20.
That's not a pay wall. That's just the base game cost and you get a lot from it.
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What do you mean by the $20 pay wall? Like the initial cost?
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Maurice disappeared around the same time as the observer did.
That most likely mean that together they made a run for trying to escape the entity's realm.
However they failed and were captured and are now being tortured and shaped into a new killer.
Upcoming "The Dullahan" chapter, headless horseman killer, starring the observer and Maurice.
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3 traps on hand. Remainder traps still spawn randomly, but already armed, adding some tension to the early game.
Escaping from a trap after stepping on it while injured gives you hindrance, mangled and haemorrhage until you are downed or fully healed (poor feet).
Trap design to match certain realms dominant color pallete.
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If you go from healthy to broken during a chase due to plague vomiting on you constantly, you have already cashed in plenty time it took for that to happen when she probably could have just m1 at some point.
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I tend to do this quite often. Would rather die trying to get as many out than just leave. No fun in that.
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Wraith. For some reason I keep doing better with him than any other killer, except maybe plague (but her BP gain sucks).
It's interesting how addon choices on him can lead to very different playstiles, making him feel varied.
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I mean, I get it it's not a fun thing for survivors to deal with, but why exactly is everyone calling it "unhealthy"? I mean like using this perk is toxic or something.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3247926#Comment_3247926
I mean, that's true, but what if I want to see it in-game?
I you want something dead by daylight adjacent and story driven, may I suggest hooked on you?
Besides that, yeah tome completion is the only way to see the lore within the game. For a lot of people it's the only reason to even bother with the challenges to begin with.
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The wiki has all the lore content of every tome and chapter.
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Well, kind of the problem here is a balance issue.
True, against a slow, methodological killer like trapper this is difficult to win against, although you could arguably have went on to chase them directly rather than playing a normal trapper game. Might have worked.
However, certain killers, such as nurse, blight, spirit, heck even wraith, could have slaughtered them since they Excell at getting in that first hit, so reducing repair efficiency, in this scenario could have easily led to a hopeless game for the survivors.
Naturally the solution would be to adjust killers to have a similar degree of viability against different situations by the application of variable game styles (also solo queue).
Also naturally, this is extremely difficult to do, to the point that I don't think anyone, anywhere even knows how to do it, certainly not me, so it's unlikely we ever get to see this. It's a deep seethed problem.
My advice? Accept that there simply is a degree of entropy to this game, that adds a level of unpredictability and varying potential to each side of every trial.
Sometimes you might get an easy game due to the nature of the killer and your build (4 medkit squad against my plague, lol) , sometimes you might receive a fair challenge and might or may not do well and sometimes you will face the absolute worst scenario with different factors stacked against you and its up to you to give up, get annoyed or try and embrace the challenge knowing that you will probably lose anyway.
And you know what? IMHO, this is not such a bad thing. I can understand the allure of a perfectly balanced game, every match a delicate balance of skill expression, but in its entropy, dead by daylight has gifted me with moments of ridiculous implausibility that are highly enjoyable and entertaining.
This is what keeps every trial off the realm of boredom and sameness for me. LOL didn't have this for me for this very same reason. You almost always could tell from minute 2 if you were going to win or lose on your lane. From minute 4 you knew the outcome of the game.
Was this fair? Very. Was it fun? For me, it wasn't. Win or lose I found no thrill. And in DBD, I do.
My 2 cents, take what you will. Or not.
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Nothing wrong with an endgame save attempt.
I would rather try and die together with whom I was trying to save than just escape because I'm afraid to die in a video game.
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I think it's mostly the unbreakable perk what needs to change, not the idea of being able to pick yourself up.
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@Unimatrix00 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243317#Comment_3243317
Yeah, I know about prestiging. I was just hoping for a quicker solution. I'm working on a challenge in the first tome that requires me use agitation while hooking two survivors on basement hooks. I've tried doing this challenge as Trapper, but he seems quite clumsy in comparison to Pinhead. Like, I can win games as Pinhead but not as Trapper. I've been trying to do the challenge now for over a day. Thanks anyway!
Trapper is quite adept at basement plays, as others have stated.
I would suggest you try it with him a bit more, adding iron grasp to your kit. Push for a 3 Gen around your basement and defend it.
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Alternatively, they might show up on the shrine, though I would consider this a wasted of shards, considering how easy it is to prestige a character once.
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As a wraith enjoyer, wraith is mostly a highly mobile m1 killer. So you counter him as such.
If, like me, he runs a heavy chase loadout (I always have bamboozle, spirit fury and enduring), then you smash the gens.
Though that sometimes just does not happen in solo queue :(
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I miss quite a bit against good jukers. Also at windows.
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Mmmm. I don't really see this working at all in dbd.
Map voting is a good idea in symmetrical games where 2 teams of equal size and capabilities are matched, because there isn't a situation where 1 pick is advantageous to only one side.
I'm dbd, because there are definite "sided" maps, this would lead to very stale and predictable "favorite picks" situation, and yes, the fact that 80% of the votes comes from 1 side is definitely an issue that cannot be overlooked.
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Against this kind of juking patience and a step back instead of just waiting or trying to follow them works very well.
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It's a fine event. But those survivor challenges... Escape 2 times, yeah... Took me 7 games to escape once....