CrackerBadger
CrackerBadger
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When survivors bodyblock a hook it's like Messi grabbed the ball with his hands and ran into the goal.
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It used to be a tense game. People would play like they were in danger of the Killer.
Now survivors don't care if they die. they go looking for the Killer, try to loop like dollar-store Ochidos, get tunneled for it and when they complain to the devs, the devs listen. Killers are a joke to play as. The immersion is completely gone, it's just a mechanical slog that feels like first-person League of Legends underwater.
Get rid of the HUD. Dim the red stain. Turn add-ons into classes. Allow survivors to go prone. For the love of God, STOP making Killers feel like bumbling idiots every time ANYTHING happens, PLEASE. You go to RIDICULOUS LENGTHS. They can run freely away from HUGE-ASS Nemesis who suddenly cannot move OR turn around for three seconds, because some skinny chick wiggled free of his over-the-shoulder grip. That's ######### ridiculous, it feels unbelievably #########, and it's still nothing but a drop in an ocean of bad-feeling interactions that the players your game hinges on are forced to play against every match.
Chainsaws and the Oni's club have to go THROUGH Borrowed Time, otherwise you admit to having absolutely no sense for aesthetics or gameplay or balance or anything. If you chainsaw someone in half they SHOULD NOT JUST RUN AWAY, EVEN in videogames, but ESPECIALLY NOT in horror games. It's ######### ridiculous. I don't care if they had a perk and glow white, you can NOT JUST SAY that they didn't get hurt, because THAT'S #########. It's ######### simply because it LOOKS and FEELS #########, understand?
It all completely takes you out of the game and makes you not want to play. I have to bait out Dead Hard because it makes them straight-up invincible? Is this ######### Street Fighter? Dead Hard should give instant distance but you CAN NOT JUST IGNORE WEAPONS with it, the survivors aren't ######### magic, just come the ######### on and THINK for one second. You KNOW this perk is the SOLE REASON survivors don't fear the Killer enough to even HIDE, but AT THE SAME TIME getting "that first M1" is what nearly every Killer is balanced around. NO Killer perks outright help you HIT early M1's, but it's fine for all four survivors to make you hit two M1's each before anything sticks, because of ONE perk, and it's a BUTTON PRESS. Maybe if you've never hit a parry in your life you don't realize that IT'S NOT HARD TO HIT PARRIES, ESPECIALLY NOT THE PARRY IN DBD THAT'S CALLED DEAD HARD. Dodging something with Dead Hard is about as impressive as not slipping and falling in the shower.
Look man I know it's asymmetrical. It's not really competitive, it's all not a big deal to you, but why is it that you have to ######### on horror icons to line your pockets with cash? Make the Killer scary or GTFO, it's time survivors got their training wheels taken away, like months ago.
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Anyone with half a brain can tell that the "I CAME" line triggered a bunch of Karens and they sued BHVR for sexualizing violence.
They can't talk about it because they're afraid the DbD community will harass whoever sued BHVR and give the Karens more ammo to be scumbags against BHVR.
If it was licensing issues we wouldn't HAVE Cenobite.
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If NOED spawned with the hatch, it might be worth having only 3 perks all game.
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My bad.
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@VolantConch1719 said:
- Other perks do apply Bloodpoint bonuses, (Distressing and Beast of Prey immediately come to mind), just in specific categories instead of all over. I wouldn't be opposed to seeing more perks like this, but technically not true.
- Believe it or not, Killer movement speed is a large part of how they're balanced. Changing speeds like this would require a lot of Killers being overhauled.
- No. This would easily become a balancing nightmare.
- Agreed. Trapper should have more than just bear traps.
- The Algebra of the Infinite Night would like to have a word with you, but in case you're too lazy: Looks - he was burned by gasoline as a child, causing massive scaring which he covers up with his cloak. Bell - created by his father and used as a warning gong in case the killing crews cam around (spoilers, it didn't work). Ultimate motive - He is DBD's version of the Punisher, a brutal angel of vengeance. From his glowing eyes, we can assume that the Entity forces him to see the people who murdered everyone he knew in Nigeria and members of his boss's gang. And since I saw you complaining about those as well: Weapon - He took his boss's skull and spinal column and placed them on scraps of metal. Skull on Bell - Likely Entity tampering.
- This is what makes Hillbilly different from Cannibal. He's a high-speed Killer who can be on top of you with an insta-down in seconds, but he gives up power around tight corners. And he isn't even all that slow to charge, just clunky.
- See #6.
- For the third time: balancing.
- As stated by the devs themselves, using the blinks physically hurts Nurse. Her blinking is balanced by the double fatigue she gets afterwards.
- No, this is what makes Cannibal an M2 Killer rather than an M1.
- I suppose I could agree with this one, but Clown is implied to be a really good chemist. I'm pretty sure he could figure out how to work it.
- Very few people call Huntress, Hag or Oni bad. Pig needs work and Doctor is only weak if you don't understand how his power works. Not an S-Tier Killer by any means, but at least low-A with add-ons.
- Agreed, there should be a third category for Killers like him and Oni that's taller than the others.
- No. Even with a limited amount of ammo, you would need massive side effects to using it or it would just be a normal damage. Either way, it wouldn't feel worth it.
- Agreed on the down, since they are so sluggish otherwise, but absolutely not on hooking. Twins camp enough as it is, they don't need to be MORE built for camping.
- Charlottes sickle is modified to be as painful as possible. As the recolor cosmetics say "The addition has little to do with practicality and everything to do with cruelty."
- I highly doubt Survivors will dodge every single time, but yeah, it will be worse.
- That is your opinion, at least try explaining why a serial killer who murders people and uses their screams as music all the while completely unmasked so his victims KNOW who he is as he's torturing them in the most horrific ways possible is cringe. If it's because he's K-Pop based, at least state that.
Most of these "truths" are misunderstandings of how balance work or complaints about character lore. 6/10 for effort though.
First, thanks for your delicious post.
- What isn't true?
- To change their speeds would be the overhaul.
- Some Killers are physically giant compared to other killers, and naturally they're slow. But small, fast killers break pallets and walls just as quickly as these big, slow, giant killers. This is a visual and scientific discrepancy, and it would HELP the game to fix it. Consider as well that big, slow, giant killers like Bubba and Nemesis already break pallets and walls faster anyway, so giving them slightly faster pallet breaks would only reduce their low points in chase without necessitating Brutal Strength. This isn't gamebreaking.
- Yee, Trapper
- I get it. He got PTSD and went off the grid. What I think is they designed the Killer's model and weapons, but when it came time for the lore they didn't know what they wanted to convey and gave him something human-sounding like Trapper. But Trapper looks more like a junkyard worker than Wraith, and they forgot to explain the other skull, the bell, the outfit, his ties to the Entity, his motive for continuing his killing spree. Everything about Wraith was tacked on afterwards, and I think they need to rewrite and finish his story and put it where people can see it.
- He is clunky. And slow to charge, and moves too slow during charge, and overheats if you overcharge, and can't steer during the actual charge, and requires precise flicks to hit sidestepping survivors, even in open areas from mid to close range, and clipping anything or missing after all that means you stun yourself for even daring to try anything. Meanwhile Cannibal can steer behind objects, run through multiple survivors, FORCE a pallet around the BLINDEST corner... it's like they're forcing Hillbilly to run Enduring in the worst way possible, by making his chainsaw unable to force pallets due to it's crippling charge-up. If you charge before getting to the pallet, they DON'T have to drop it, but if you wait until you're at the pallet, the chargeup itself feels longer than just breaking it normally. Add to that the chainsaw-through-pallet animation and the fact you can't cancel the charge immediately, and you might as well forget the chainsaw. Nobody but nobody is getting hit by cross-map chainsaws, all it does is give them a head start.
- ^^
- Add-ons are consumable for the sake of balance... I guess. They are unbalanced sometimes. I'd rather have balanced perks for the Killer's Power.
- Oh... the devs said Nurse gets hurt by her blinks, so it must be true. That there is all the reasoning that I need. Satisfied am I. Sorry for being unaware that ghosts are notorious for getting completely winded for all of 4 seconds any time they try and blink around more than a couple of times. It just seemed odd.
- Let's try and make Hillbilly an M2 Killer. Actually, every Killer should feel like an M2 Killer. Good one.
- You have a lot of faith in Clown's findings and research into the field of chemical reactions that release airborne gases with delayed motor-enhancing properties. I thought he was just some drunk, painted-up killer hobo.
- OK
- Yes
- The bazooka would spawn somewhere on the map. Nemesis alone can see it's aura. It slows Nemesis by 5% and survivors by 10%, fires 4 rockets before running empty, the explosion injures in an AoE, and a direct hit sends you to Dying state. Survivors can use it to stun Nemesis briefly with direct rocket hits. This has a cooldown of 20 seconds. The rockets' trajectories can be predicted by survivors using the telltale laser sight attached to the bazooka. Go play RE3, it's THAT bazooka.
- You got yourself a deal.
- It's like, her weapon is the only one that looks goofy and made for orcs.
- Yep.
- It's because he's a K-Pop killer. Trickster isn't scary. "All-Kill" isn't scary. K-Pop isn't scary. The custom-made bladed baseball bat isn't scary. I want to like Trickster, but the only scary aspect of dying to Trickster is how cringe it all would be. He's the Gangnam Style killer. Also, I'm pretty sure he's some kind of self-insert or personal fantasy by some otaku serial killer wannabe dev at BHVR, because there's just no other explanation for The Trickster's sudden existence.
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@Jeromy137 said:
Wraiths bell was the skull of his boss during the time he worked at the Car Compactor it is in his lore
sigh
Have you ever noticed that Wraith has a skull on his weapon and a skull for the bell? Which one is his boss' skull? How come there's two?
Where did he forge the weapon and the bell?
What does a bell have to do with anything?
Why is his head covered in mud?
If he went crazy because he doesn't like killing, why is he still killing?
All of this and more.
Why does he have little pouches neatly hanging from his waist? For his beeper?
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@Shroompy said:
Making different values for every killer would just confuse newer players more than they already are
Nemesis should get things to be more true to his character
Also the average person has a reaction time of 250ms, thats true. How ever they wont be able to react consistently with something that is just 150ms longer. That is a VERY short amount of time and when latency, input delay, and hitboxes are all taken into account, the majority of players wont be able to react to him
Jus' sayin'.
He was too fast, now he's too slow.
And, I think new players learn fast. Coddling them as long as possible shouldn't be a priority over providing more dynamic gameplay and balancing situations.
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@FancyMrB said:
I like number 4! A fun idea ^^
18 is just your truth. A lot of people like trickster. I have been going against him a lot more recently.
5 & 6 are hard facts tho. Both those boys need some tlc ;_;
I wanna like Trickster, but he's somebody else's truth when it comes to "scary killer".
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When you pallet stun the Cannibal...
*enraged pig squeal*
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@Rougual said:
Just expand on idea number 14 and give all Killers a Bazooka eh?
Just make Nemesis 110% speed while he's carrying it, give him 0.4 aiming time, and the rockets fly slower than a Huntress axe, but explode.
Tell me you can't find cover in time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2530008#Comment_2530008
Why don't you make a suggestion on what you would like to see?
Badly Broken Gens and Generator Parts
- A few generators in every trial are randomly in worse condition than regular broken generators, and require a longer repair time with more difficult skill checks.
- Survivors can scavenge generator parts around the map. The right part can turn a badly broken generator into a regular broken generator, and instantly provides something like 20% progress to make up some scavenge time.
- The parts should never spawn close to the generator they fix, to avoid accidentally helping the gen-rush with lucky spawns.
- The amount of badly broken generators can be different for each killer according to their capacity for map pressure.
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@BenOfMilam said:
It's fun and shakes things up. There doesn't really need to be a better reason than that.
It's not fun. It's nothing new mechanically, and it doesn't shake anything up.
We DO need good reasons to put things in the game. You can't just say "it's fun".
Passive AoE effects aren't dynamic or "fun". Totems aren't new, and killers already feel weak.
All this will cause is situations where the killer is confused because nothing is working like it should. Because "boon totems are fun".
When the HELL have you even seen or heard of a boon totem in any horror movie?
The whole game just reeks of ill-concieved ideas now.
For example, why does Clown carry a bottle of delayed Red Bull mist? Just forget that this is a game for a second. Why would a killer clown have that? What in the world even acts in that way when tossed inside of a glass bottle? "Uh, there's chemicals..." OK great. He's drunk off his ass, plastered in paint and grease, wheezing and coughing. Alcohol and chloroform. Now suddenly he carries uppers? Did you think it would be funny if he threw bottles of Red Bull? Think about this game's aesthetic for a second, and what impact it has on a player's immersion when you learn that random-ass crap like delayed reverse-chloroform bottles exist.
Why doesn't the Clown just drink the Red Bull from the bottle in his hand? No, he has to throw it and wait for that chemical reaction to happen, just like he planned right? That's why he had it, correct? PLEASE come the hell on. You duplicated his killer power and put a dash (-) before the value, because it was easy to do, and you called it a day. You couldn't come up with an animation where he drinks something from a bottle? It's just such a hacky thing to do.
Like boon totems. Think of something better, would ya?