Clockwork_Enigma
Clockwork_Enigma
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- Clockwork_Enigma
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2985610#Comment_2985610
None of those use their powers to make destroying pallets faster, so I don't get your point.
None of them rely on the Power to activate.
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@YOURFRIEND said:
Can't do it cuz it combos too well with the one that gives you frenzy back when you get stunned. Puts survs in a damned if you do, damned if you don't situation and makes pallets pointless for them. Bhvr did what they did with this addon with intent.
Meanwhile, Spirit:
- Uchiwa: Instantly recharges Yamaoka's Haunting when being stunned by a pallet. (This can happen outside her power, unlike Julie's Mixtape.)
- Kintsugi Teacup: Instantly recharges Yamaoka's Haunting when destroying a pallet or breakable wall.
Meanwhile, Ghost Face:
- Olsen's Wallet: Instantly recharges Night Shroud when destroying a pallet or breakable wall.
- Ghost Face Caught on Tape: Instantly recharges Night Shroud when hitting a Marked Survivor.
I'm pretty sure all of these are "damned if you do, damned if you don't", either.
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@Mozic said:
The Bubba would simply need to wait next to the hook and begin revving as soon as a survivor is unhooked.
It'd also shut down Bubba when survivors are looping around the hook, which seems unnecessarily punitive.
The way to make it so that Bubba's ability to trade around hook is diminished would be to cause his power to end once he downs someone, or if preserving the lethality would be novel, adding a check to prevent his chainsaw from downing more than 1 person at once, and adding a 0.5s-1s delay between injuries.
He already has around a 1 second delay between injuries; you can actually notice this when running Speed Limiter. However, I feel like your idea is on to something.
Perhaps, and this is a long shot; instead of the idea I posted in the OP (which isn't mine, by the way), this is what I've got:
- Bubba's Chainsaw can only hit one Survivor at a time; if it hits a Survivor, it goes on a 1 second grace period before it can hit another Survivor.
- If the game detects that Bubba is injuring a Survivor that is either on hook or currently being unhooked, he will end his Chainsaw Sweep, losing all of his tokens, and going into the maximum amount of miss cooldown he can.
- If this also happens, Bubba cannot activate his chainsaw until all Tokens are fully recharged.
These three things ensure that Bubba cannot hit multiple Survivors for free anymore when going for the unhook, and Survivors can fully play around his Chainsaw ability by baiting him into using it at the wrong time. This does, however, still have its fair share of counterplay, but by changing it to these, it provides fair gameplay between players.
Also, I'd change Speed Limiter to negate the first and third effects, since it should have something going for it.
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@TeabaggingGhostface said:
Because survivors can and will abuse that
I'm well aware of that; but my intention with this thread is to see where the consensus would lie regarding this.
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@GoshJosh said:
At the very least, a minimum distance between all four is in order. RNG is ok for them, but only to an extent.
Minimum distance causes the issue of elevation distance, too.
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So you're saying it's fair that you can stack up an Emergency Med-Kit + Abdominal Dressing + Circle of Healing to get off a 6 second heal?
Regardless, I've been unfortunate enough to have had a chase extended further than it needed to be because a player managed to get that off, while in chase, directly after I hit them. There would've been no way for me to have hit them within that time frame because I wasn't playing a Killer that could actually counter it.
So in theory, AND in practice, it's unfair.
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@Elan said:
Nah, enough would be to set a minimal distance between individual SH. So you have about 1 SH per 1/4 of map.
I thought about that, but I think the interactivity of making it a command ability would be a lot more productive and fun for the Killer base.
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@Megmain80 said:
Nothing is wrong with this one-time use add-on.
Except heal speed stacking, the lack of minimum requirement to using it and no risk to the reward it gives most of the time.
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@ManyAchievables said:
Honestly, just making it not be affected by any healing speed modifiers is a good enough solution. Your idea is just too complicated for a Survivor addon, I feel like. The whole charge thing is really not a problem with this addon and more like a problem with medkits and their other addons a whole.
The charge thing is indeed one of the bigger problems with the add-on since it circumvents the "healing requires 16 charges" rule that Med-Kits, and healing in general, have. I've decided to make it 12 charges, however, since it would be otherwise impossible to use with most Med-Kits and under most circumstances--but this does prevent it from being used on 16 charge Med-Kits with Abdominal Dressing, at least.
As for the idea I set off with, it might be complicated, but it's a change that I think fits the Syringe more than it should. A risk-vs-reward sort of deal where you have proper risks (being Broken, can't run while healing), but also proper rewards (Hemorrhage immunity, free health state).
I don't think the add-on itself should have a simple change such as "getting rid of the modifiers". If there's a chance to change the add-on, it should be a full force change.
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@Milo said:
This does feel like it would be a must-have perk with any M1 killer. Now, I don't know exactly know if that is a bad thing tho, but it would give already good killers (Spirit, Nurse) an even better boost.
The requirement to getting it is to hit a basic attack, so mostly M1 Killers would benefit from this, yes. However, the requirement still has the Killer needing to go extremely close to the opponent to hit them, which may or may not always work depending on if the game feels fancy.
In the case of Nurse and Spirit, though, they might not always benefit from the attack. But a Killer like Wraith would heavily benefit from it.
@Bwsted said:
This is basically reverse old MoM, as far as I'm concerned. Which makes it a no from me.
This isn't a reverse Mettle of Man. This is just "hit character with specific part of attack", then "hit character with super lunge".
@NITRAS42 said:
I think coup as is one of those high skill perks that really only benefit people who are really good. I’ve seen some good streamers pull off really crazy downs with coup.
It is ok for there to be those perks in the game, but I never run it as I’m not one of those high skill people.
There is nothing high skill about a Perk that requires you to literally lose the game just to get a single token off of it.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2976187#Comment_2976187
Don't forget that there's also no matchmaking in the PTB so accurate information with regards to balance is impossible to get from that respect.
We're aware of how to get feedback @Clockwork_Enigma and whilst I appreciate the concern, please do not worry. We will be giving more information on the changes closer to the time, hopefully prior to the PTB - although not as much in advance as a couple of months. And I'll be watching for feedback intently.
Is there a chance we can get the info a week or two in advance, at the very most?
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@Mandy said:
We always collect Community feedback and will continue to do so with this update. PTB will likely be on a for a week as usual, and the feedback will be assessed during that period.
@Mandy said:
Also remember that our playerbase has console users who do not have access to a PTB. Getting feedback from a small portion of the playerbase who play the PTB isn't ideal. PTB is great for getting that instant feedback and finding game breaking bugs - but there will always be balanced changes made on the basis of the live game.
But my point with a change like this is that this is something extremely significant and not something that should be done with normal procedure. While I understand that there will be a week long PTB (which I feel is too short; I'd say two weeks to a month would be far better), it's the timing of it and the information the community has at the moment that's the most important; if we can know ahead of time and test it well ahead of time (say a month or two before finalization), then the community can properly give feedback on something of this magnitude before the live game launches with the changes in mind. Something of this scale should not have a PTB within weeks of launching the update; it should be at least a month prior.
And in regards to the PTB, while console users are unfortunately never going to have access to the PTB, they will still have access to players' streams and the patch notes, which will at least provide them with plentiful information to make a solid opinion on changes.
Again, something of this scale should have very thorough involvement with both sides, long term. I'm afraid if that doesn't happen, then things will go out of hand like they did with the introduction of Circle of Healing and the rework to Boil Over, and I don't want those scenarios to happen again.
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@FilthyLegionMain said:
Hey man, it's something different. Not like the meta killers and survivors deal with on a daily basis. It can be fun to have one random get the lucky break they need to shift the game back. Fun on both sides, I might add.
The mechanic is equivalent to the Random Tripping mechanic in Super Smash Bros. Brawl. You don't know when it will happen, but when it does happen, it changes the game in your opponent's favor and feels extremely bad on you because you have no input on it.
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@CakeDuty said:
I don't think it's a good idea with a 60 seconds generator block. That's just a free hookstate the killer can camp, and survivors can't do anything about it. Otherwise I really like the rework idea! :)
That's what I was worried about. It does give a free hook state for the Killer if they do decide to camp. The original 30/35/40 seconds might still be good, but I do feel if that remains the same, the aura reading of the perk should be increased or changed.
There are two additional ideas I had in the event that we instead keep the original 30/35/40 seconds and change the aura reading:
- The aura reading duration could be increased from 5 seconds to 8 seconds.
- Or the aura reading is now based on how close to a Generator a Survivor is, with a lingering aura duration of 3 seconds when they leave that range. The approximate range would be 8 meters.
Would these sound better?
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@ReverseVelocity said:
Fuming Mix Tape is fine as an addon, but Frank's Mix Tape really isn't good, that's the one that needs changing.
Frank's is a pretty fine add-on; it fits with The Legion's speedy theme. Plus, there's something about it I don't think people have realized yet.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2972196#Comment_2972196
Well I quess it's fair the hooks are like that when there is totem which can be cleansed I got my devour hope there so was easy to mori all of the survivors.
It's not fair when it's been there since BEFORE the patch that caused the totem spawn.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/2972196#Comment_2972196
you're also supposed to spread out your hooks, if you use hooks just like 3 genning yourself, you need to think about these things, but idk, if it gets mention more they'll do something about it, I've never really had this issue, but I'm sorry you have
You do realize I only had ONE sacrifice that game, right? That's how the hooks naturally spawn in general.
There is no preventing a "3 Gen-like" situation when all of the hooks are in one part of a hall or another, or not even there at all. If Survivors just simply go to an area where the least possible hooks are, they will 100% not be able to be hooked under any circumstance.
Again, back to the bathroom image with the hook at the end of the hall; that was THE ONLY hook I could use given they were using Boil Over and No Mither (one was using Flip Flop). It was genuinely impossible to get them toward that hook until the Leon decided to get close enough to where I could hook him within Boil Over distance.
The hook spawning. Is. That. Bad.
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@Pumpkinbros said:
yeah i'm sure if there are infinite spots, dbd will get to it eventually, and maybe even silently lol, no need to worry, it's being fixed right now because of the current un hittable spot above the stairs.
That was patched out; now it's just a totem spot that can't be cleansed.
The hook spawns haven't been fixed for like 10 patches.
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I should make a list of censored words or phrases that shouldn't be censored. Maybe then we'll start getting some traction here.
Everyone, if you will, please give me any words that have been censored by the in-game chat that shouldn't be--these do not include racist, sexist or otherwise unforgivable slurs. These should only include words that, by no means, have any bad connotations.
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My original post was a bit rushed in what I wanted to argue, but I should really articulate what I mean.
If a Killer player leaves a game, it's an automatic end of the match since the Killer is the host of the match and the most important part of it. However, if a Survivor leaves a game, that leaves the other four players in a sticky situation--Survivor or Killer, regardless. If you play it as a 3v1, the chances of the Killer winning are significantly higher, especially early to mid game--late game it might not matter, but it would definitely be easier for them.
But let's say that the Killer feels cheated out of playing a fair and fun match; maybe the other Survivors do, too. If it only came down to it, the Killer should be able to disconnect from the match early to mid-game to cancel out the match and let everyone reap whatever reward was gained from it, with none of the four or so players remaining keeping a penalty.
There needs to at least be something, anything, that actually makes it so that the Killer can at least not waste peoples' times without having to punish themselves as well. This is the only way I feel would be justified.