CharlieChatBox
CharlieChatBox
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- CharlieChatBox
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Instead of this, why not have the corners of maps spawn hooks, and have the hooks generate inwards.
Because your solution does eventually stop them from denying the hook, but only eventually. It still wastes an absurd amount of time, and people would still insist on running into corners of maps even with this change.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2896904#Comment_2896904
Yeah.
But now we just made the og add-on but it decreases chance to escape by 1. Maybe also increase the time to rescue self by 15%?
Would it fine if it decreases chance to escape to 1/8, from 1/7? That way the attempts are the same speed, because both Wax Brick and Fastening Tools decrease escape times. Or would it be better if the Aura was only hidden from 16+ meters away, and remain at 1/7?
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@YOURFRIEND said:
Do you mean hindered rather than incapacitated? If not then it'd still be useful for stopping gens getting done in your face. Edge case, but still nice.
The usual gas effect still occurs. This just adds the Incapacitated upon direct hits to stop in your face actions.
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@GoshJosh said:
I just want Demo to have a base kit way to destroy his own portals, but not by needing to go through them. Don’t get why that isn’t a thing, it’s not like he has an unlimited amount to place everywhere. Your only option being an add-on that requires traveling through the portal is stupid.
Fair. How do you think he should be able to destroy them? By cycling the portals like Hag does her traps?
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@geni said:
https://forum.deadbydaylight.com/en/discussion/comment/2897165#Comment_2897165
Billy and Leatherface have a instadown and can control it, trapper doesn't.
Trapper does. He has to set it up in advance. Trapper is also the only killer who can simultaneously disable more than 1 survivor at the same time, on opposite ends of the map. He's incredibly feast or famine, potentially the most in the game, which is why you either get crushed hard, or win off of a single trap. Traps shouldn't be "gimmies".
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@YOURFRIEND said:
These meme add-on ideas you've been pumping out are very clever. Really enjoying reading them.
Appreciate it. Any advice/feedback for these or ideas for some of the other ones? I'm stuck for the rest.
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@Tr1nity said:
rework the world
Yeah, why not. Any issues with the rework?
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2897151#Comment_2897151
It still would not solve the maps with no grass, which are his biggest weakness. Even the maps with grass many placements are pretty predictable by now, only trapper mains knowing the buggy spots to clip the traps into the ground are probably catching many people by surprise these days.
He's really only good for camping the basement, specifically the shack basements where he can seal people in. Other than that you basically have time to lay down like 2-3 traps and then go chase people as an M1 killer imo. Even with his best addons I barely feel like I have time to set up and playing 3 gen trapper is just meh with CoH being a thing.
Unironically, I'm having more success trapping staircases and tight corners since grass no longer exists.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2896420#Comment_2896420
I can get merciless too in silver and gold thing is for most killers you can't use your power if your trying for the adept, it shouldn't be this hard to get an adept for killers when survivor is way to easy.
btw I got all killers adepts on PS4 and I still ok if they change it.
Yeah, I partially get what you're on about, but if I know the pip system is rigged against me when I'm at higher ranks, why should I attempt at the higher ranks. And survivor is "easier" as in its also 60% out of their control, because getting ######### teammates screws an attempt harder than anything else. Also, congrats on getting achievements, I guess?
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Other than the fact it makes my eyes bleed, its pretty cool looking.
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Billy and Leatherface have a charge up period. Where they slow down while charging up.
Your change has it so he doesn't slow down at all. His instant down instant. It also would then cost nothing in the chase to "out play them", even if the trap was a random spawn. If you wanted to make him more of a threat, then you ask for him to not have to fetch his traps and completely abandon his defended area, not make him another chaser.
He's the quintessential trapper character. Why would you want him to have the same counterplay as all the other killers?
And if you have to constantly retrap, it means your traps were in bad locations.
Speaking of current Meta, he's fine. He's great at camping. If you can't manage the 3-4 traps needed to camp a survivor, maybe you should play Bubba, like you said.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2897139#Comment_2897139
Well heres the thing, press the button once start rushing, press it again bump, press it again start rushing, you have cut out the middle man and made it so the blight doesn't have to plan as much when to start rushing just see a time when it would be a hit then mash the button 3 times.
Active Ability is the same button Nurse uses to teleport back to a previous location with Jenner's Last Breath. It's not the same button. On PC, to start Rush is m2. Active Ability is Ctrl. For instance, on Hag, m2 to place trap, ctrl to teleport to triggered trap. Blight currently doesn't use his alt ability. I don't know the math, but Slamming an obstacle doesn't mean you're face first against it, you bounce off of it. And the hit doesn't come out instantly. Though I think I'm sort of picking up your concerns. Any advice?
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Do you mean open? Additionally, if the Survivor already disarmed out your trap, you probably shouldn't get away with being able to continuously loop them without giving any distance up for an ability that can effectively instant down.
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That could lead to issues, as he does still trigger his own traps, and trap himself in them. This is probably why trap setting is still deliberate.
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@bjorksnas said:
The only problem I see is this also basically says if blight presses the active ability button 3 times he can instantly attack out of rush with minimal time to charge up and nothing needing to be around.
What? I'm not sure if I understand the 3 times thing. And Blights do instantly bounce off of a wall and instantly attack out of rush already?
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@R1ch4rd_N1x0n said:
It's a meme Add-on, it's supposed to suck.
The last two designed, Prayer Tablet Fragment and Never Sleep Pills don't. Why can't all the memes be buffed to their level. If there's something overpowered about what I listed, I'd love to read it. Why shouldn't all add-ons be some what viable?
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And it'll be even better in a few weeks. OP is right enough, even if they're not entirely right.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2889081#Comment_2889081
she seems way more OP than she did last year or so, did she get a buff i didnt see? I stopped playing for like most of half of 2021
I just played against 2 and we couldnt do a single gen, i remember having a blast running a nurse, but now it seems impossible, what changed?
When they fixed Nurse recently, Nurse's Blinks no longer reset their recharge progress when you blink. Previously, you could blink with 1.9 blinks, and end up with 0 at the end of your single blink. Now, blinking only consumes the 1, and the 0.9 will immediately refill upon fatigue. They pause while charging a blink, but you don't lose blink recharge progress.
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@DoritoHead said:
This seems like a fun idea but it'd also make open areas even stronger for Blight, not only making it easy for him to get downs but also giving him some nice solid air to bump off of. I guess that this is partly counteracted by the slower speed, though
So is it overtuned, and need changes, or is the jury out?
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Changing the input to be more quicktime related would be interesting, as well as the camera lock while interacting with the Skill check itself. However, there are certain perks that make the latter harder to justify. Merciless Storm, Overcharge, and perks of such nature could cause minor issues.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2896996#Comment_2896996
Happens to the best of us, don't mention it.
At the topic- I think this'd be a better version of the Speed Limiter for sure, I'd like to see this alongside a full addon rework for ol' Billy.
Thank you. Is there any part of it that is over-tuned and needs to be reconsidered as it would remain a common add-on?
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@SMitchell8 said:
A map with ice and snow would be nice for him to blend in with. I love light blue as a colour so I do like the cosmetic albeit some of it looks strange
Is there a map with this color blue color scheme? It feels a bit too blue for Ormond.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2896885#Comment_2896885
Oh you are right :x
And I have no clue. Removing the aura supression would be the easiest thing to do I guess. Or the aura supression turns on and off few seconds? Something along these lines.
So remove the Aura Hiding, but the decreased chance to escape is fair?
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@Milo said:
- Even tho it's flavourfull,
Disables the effect of all other Jaws Add-ons.isn't really needed. - Honing Stone. Yeah yeah very rare but still. Too strong imo atleast.
- I think that's part of current padded Jaws. Because the status effects are applied on injury.
- I can see how Honing Stone and Padded would be a harsh combo. Any suggestions on how to make that combo less oppressive?
- Even tho it's flavourfull,
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@Bwsted said:
So, if I understand correcty, this would change only the part when the cloud is white, but then it would still turn yellow when it activates?
I think it could work. It sounds promising.
Yeah, that's the idea behind it. Sorry if I worded it poorly.
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Plunders. Items are pretty strong. A free Engineers is pretty neat. As is a Free Ranger's.
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@TransverseCaster said:
Stupid. Nerfing a killer that needs buffs.
This is a rework for Hillbilly's worst add-on, not for Hillbilly.
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2% is 1.6 seconds. From a 2 second kick animation. This is a net loss in progression. Why not have 5%, which is 4 seconds.
For the superseding point, I get what you mean, but also, why not?1.6-4 seconds of extra regression would help in almost any case.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2896780#Comment_2896780
You did ask why,just answering
Fair. You got me.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2896386#Comment_2896386
BHVR themselves gave some female killers and survivors fully modeled chests so I'm only asking for the same thing with the males,I'm not wrong.
You're not but could we not?
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0.25 charges per second works for regression, since it'll take about 80 seconds to regress a 99.9% gate.
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@NekoGamerX said:
why do people keep saying do this when rank reset(I think they mean grades) and MMR don't reset like grades.
btw I have all killers and survivors adepts and you know what they can change it because survivor is to easy to get and killer to hard sometime.
and true should be 4k or 3k because as other have said we can't use are power if we trying to get adept there no skill in getting adept on both side just pain on the killers side.
Because even if MMR doesn't reset, the metric off of which you get the adept off of is. What is a merciless at Ash is barely a Ruthless if not a brutal at iridescent.
Also, failing the first 2-3 attempts drops your MMR enough to get it on the next 2 attempts. The Adepts shouldn't be attainable after 2 matches, unless you really know the killer and/or their perks.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895917#Comment_2895917
I think the devs need to start buffing survivor perks that are weak but not make them OP.
Devs need to continue buffing all perks. Number tweaks if they can't rework the perk at the time. Just put 1-2 buffed perks per update instead of waiting to do a set of 8 at a time.
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@Satelit said:
Seeing all the icicles stabbing him,he has way bigger issues than showing some skin (plus it made BHVR actually make him a shirtless model under the clothes)
What is with everyone and shirtless models?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895797#Comment_2895797
That's why I consider all maps survivor sided. You can't show me any one map that has inadequate resources for survivors to use. They all have enough for 1 survivor to run a killer for 5 gens, and then some. You might get super unlucky RNG now and then, like 3 TLs spawning instead of 3 jungle gyms, but that's something that needs to change as well, the crazy amount of variation there is in maps. They shouldn't be the same every time, but they're just too much depending on the RNG.
I wouldn't go as far as to say "they're all survivor sided", but if there were pre allocated tiles to spawn within the random spawns (aka coal tower gets 2 LT, 2 short walls, 1 Jungle gym, etc), it would make steps towards it being still random but somewhat predictable and less feast or famine.
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Temporary Fix for Gen Breaking until more in depth one developed: Kicking a gen always regresses it by 5%. Standard regression speed after initial 5% regression.
Why: Discourages gen tapping, as each 2 second kick is 4 seconds of progress + however long its left to regress. Makes the 2 second interaction more appealing to killer, as the effect is instant. Works as a indirect buff to all gen breaking perks.
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Give him more range. Let his gun break pallets. Let him reel in 3 dimensions. Make the reeling interaction faster for both ends. Faster to pull all the way, faster walking while reeling, and faster breakout, just so he doesn't spend as much time with each shot. Allow him to ADS without a bullet. Allow him to have more freedom while ADS. A more in depth add-on pass. (Devs did good with 85%+ solid add-ons on the 3.7 one, I say that's a pass). And then see where it goes from there.
He doesn't need 115. Or stealth. Or more ammo. He just needs to feel better with his gun. And to have actual counterplay to pre-dropped pallets. "Easy" Fixes don't actually fix the problem, they just fix symptoms.
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You can be playing the exact same killer with the exact same build, and automatically know how you're probably going to do on maps as soon as you load in, barring any excessive survivor shennanigry. Feels more like its the Killer fighting the map half the time.
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I think it'd be hilarious if Fire Up and Brutal were upped to 30% each. 60% faster (1.625 second break time) breaking of pallets for 50% of your build? Okay, what's the issue? Windows still kick butt, and holding forward is still useful. Just makes chewing through pallets much faster, and comparable to using a power on them. For half your build. Which won't even get that strong until the end game. Just brutal would be 2 seconds still. Should be fine.
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Is this just a thread to dump ideas, or do you want to hear feedback on your designs? Because they vary on both ends of the scale.
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For some reason, some choke points are smaller than the trap, and the trap cannot be placed there. And some map's terrain is jank. Stuff like gens and hooks were intentional, but things like gates and doorways are probably bugs and wonky map collision. Because maps have more points and rough edges than a thornbush.
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Hitting through Head-On? That's still fair, since it's somewhat harder to time, and its not a surprise attack.
Grabbing through Head-On? Lame. Remove it.
Increasing Head-On Stun? Yeah. 4 seconds would be fine, especially since it takes more prep than other Exhaustion Perks. Even 5 isn't out of the question when in comparison to things such as Sprint Burst or Overcome.
Decreasing Activation Time? No. Because it can do saves, it has to have some prep. Flashlights require perfectish timing, sabo takes 2.5 seconds, and only deactivates one hook. 3 seconds for an instant save and exhaustion seems fair.
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Resurgence exists, and would make it a full heal only half a heal. Points against aside, it is in fact a bit of a feast or famine perk, and the broken status effect does in part encourage killers to immediately tunnel you to prevent the perk from activating. The full heal requirement is a necessity if it is ever uncoupled from unhooking.
@Brokenbones said:
I think a better buff would be making it pause if you're put into the dying state and resuming once you're back up
I find it really unnecessary that it deactivates when you're downed, the activation condition of having to fully heal somebody should be enough.
Unironically, I do agree with it still being in effect after being downed. Makes it harder to tunnel and wait out DS, since they'll just get back up in 20-28.
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The issue is that you're entirely correct and are not making any absurd statements. Correct if I'm wrong, but just about the entire forum, if not community agrees with these statements. There's a lot of issues, and it feels like there either aren't solutions, or that they're not open to crowd sourced ones. Understandable, since the community shares 3 braincells. If you have solutions, people would be more than happy to provide feedback on them.
Apologies that I could not help more.
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Hook camping is lame.
Also, Charlotte has way too little control of her other half. And it grows back too fast after destruction.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2895757#Comment_2895757
A ghostface cosmetic which has a hood that covers his whole face apart from the bottom of the mask would be hilarious
I'd buy it
Pretty much. That and thick gloves, down jacket, boots, etc. Just, why do only survivors get the nice winter gear?
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Yeah. That's obviously post Entity. And it looks better.
Also, this is mostly a bait post requesting actual winter gear on killers instead of rags and naked blue flesh.
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If kicking gens did a flat 5% off the top, kicking and all kicking perks would be receiving an indirect buff through that one change.
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Yeah, not sure why Julie gets jibbed.
I do understand the points that her shared identity with Frank does make it harder to make cosmetics for her.
Though I am surprised they haven't done a Legion Skin with a facemask and the "stylish shades" , or a skin with winter goggles and neck warmer, while dressed in heavy winter down gear. Like a fluffy coat, thick gloves, and boots. Hell, make it fur lined. And for the knife, it could be anything from a long shard of glass or ice, to a butterfly knife or switchblade.
Seriously, why do the Canadians not have a Winter Day skin?
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I see a lot of people dissing the DeShays. A lot of the complaints can actually be mitigated by somewhat minor changes.
Victor Slugging too much? Make it so Victor can only spend so much time decoupled. Increase the time it takes to get Victor back if crushed.
In exchange, you can switch while in hit cooldown and can recall Victor at any point.
Victor does nothing to Healthy Survivors? Make it so he's a timer, and upon reaching the end, it downs the Survivor he's coupled to. You either risk letting him run rampant, or you kidnap him at risk of going down.
Also, do people forget that the biggest counter to Victor is doubling up? Ironically, playing like conjoined twins completely dunks on the conjoined twins.
Some killers gain pressure by map presence. Teleports, movement speed, and the such. Others gain pressure by guaranteeing first hits. Some gain it through area lockdown. Some gain it from burst damage. And for some, slugging is their pressure.
As far as I'm concerned, Slugging will always be preferable to Tunneling or Camping. Apples to oranges.