Avatar

CrassardStreams

CrassardStreams

About

Username
CrassardStreams
Joined
Visits
5
Last Active

Comments

  • It'd be nice if Huntress finally used her axe to break wood -_- lol

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101778#Comment_1101778

    They're giving them fewer charges so the toolbox will deplete before the gen is finished, but they're increasing the repair of toolboxes to compensate.

    The two variables being adjusted are the % repair speed bonus and # of charges yes - but they said it'd overall result in less repaired not the same. How much of a difference remains to be seen.

  • Thanks for clarifying and the fast response.

    Any idea how long hooks stay broken now after sabo? Since they're all "essentially 99%ed" I could see survivors just popping hooks like they do now only they don't need to waste all that time 99%ing hooks ahead of time (which is really nice tbh)

    I guess a more clearly stated question is.. how many hooks are toolboxes generally expected to last? Cooldown on Saboteur? Hook repair time?


    Alternatively.. when is the PTB tomorrow lol. I'll see if anyone wants to do some science with me

  • It doesn't take a genius to know what hook the killer is going for if you're in the area unless they use the purple hook addon and even then it's 2.5 seconds. The killer has to deal with wiggling, find a hook and commit to it before they wiggle out.

    This basically means every hook is pre 99%ed like before and you can do it from any angle so you can put the hook between you so by the time they hit you off of it you're done saboing.

  • Hopefully the sabotaging won't be too easy to abuse lol, but otherwise it's pretty cool so far.

    Another concern is being able to keep consumed addons with a perk? Would this include Brand New Part or the syringes/styptic agents?

    Is there a discussion about base generator times or is it mainly just toolboxes being looked at?

  • If a Killer camps the hook let the survivor die and finish the gens. Congrats that killer just got #########, no bloodpoints, no emblems, lost the round completely.

    Sucks for that first person too, but tbh this is the solution. 3 people still benefit, the one doing it gets ######### hard, and unfortunately so does the first survivor. But what're you gonna do? Punish them for hooking you? Survivor's already have a bunch of strong as ######### perks that do that already without the devs trying to come up with some "solution"

  • Overall this is a pretty solid buff, being able to just drop hooks in front of killers without wasting an asenine amount of time 99%ing them is a major change. Saboteur might actually be worth running again because right now it's absolutely worthless.

    This game IS unbalanced in survivor's favor but mostly because of maps + gen times and people straight up saying "just play nurse or spirit lul, just give them half the gens and try to 3 gen" and the devs themselves are "balancing for a 2K" which for most people doesn't feel like a win.

    Win or lose, people tend to think all or nothing, all dead or all escape. But that isn't the case and I think it throws a lot of people off.

    Right now, if you play a killer that can't cross the map within a moment's notice or requires set up for traps and stuff.. it's pretty damn rough, any m1 killer is also infinitely abused by stuff like ironworks, coldwind, haddonfield, etc. Ironically, I think Lery's is the best map unless you're playing billy/huntress. There are some pretty strong pallets but I haven't encountered a straight up infinite yet which is absolutely wonderful. You can move strategically and cut them off, or chase them normally, and they have equal opportunity to out maneuver you. It's not a "Oh no the killer saw me better run to Ironworks where they can't get me."

    Overall I like these changes but I have a suspicion they're going to be hella abused since you don't need to 99% hooks anymore and can just walk up and pop it off in front of the killer without basically any prior effort. It's gonna be similar to flashlight saves in that it's super accessible.

    These changes in a vacuum aren't bad but everyone's got DS and Unbreakable so you can't slug for hook to return, you can't hook more than one person at a time because DS lasts an entire minute and that's if you get them to the hook in the first place to even activate it lol. I'm curious what the game will look like in a month.

  • I think overall this will be a much needed update. Sabotage could be broken now, remains to be seen. Same with wall breaking. Being able to keep your used items (and consumed addons with a perk) is pretty intense if it means people can bring commodious + BNP every single round with no fear of losing it.

    Making toolboxes super fast with less charges just means more people might unironically use Streetwise and Prove Thyself.

    Toolboxes were part of the problem but as it is right now the gens are still being done before many killers can even cross the map to contest them lol. I still have some hope for gens being upped to 120 seconds or so.

    Some nice QoL changes for a few specific killers here, which is always nice.

    Being able to sabotage in seconds means you don't waste time 99%ing hooks wasting time now you can just charge in for the save (on top of flashlight stuns and everything else survivors have)

    I'm glad sabotaging is useful now but I'm not sure it's gonna be good if there's just always someone handing with a flashlight and saboteur waiting to ruin your day now as if you avoid the flashlight they'll just hit the hook xD Some weird shenanigans gonna be happenin' on PTB I think.


    I'd like to see the core of the game adjusted, rather than just bandaids to certain items or perks. Right now many maps are insanely abusable (Ironworks, Coldwind, Haddonfield come to mind) and any survivors that have a clue will still be nigh untouchable depending on whether you're playing Nurse/Spirit or not.

    I can only hope that these "breakable walls" do more than look pretty. It's not necessarily jungle gyms or certain tiles that are broken it's typically when they all spawn together (like 2 jungle gyms next to cow walls on coldwind is basically gg. Same with ironworks window. haddonfield fences are insanely long but mostly annoying and cost way too much time)


    My biggest peeve right now is that answer always seems to be "play nurse, spirit, or ignore the survivors/gens and give up on like half the game." That can't be healthy for the game long term.

  • Brightness, colorblind, something to tone down large screen effects for epileptic players.. all these things and more can be yours...

  • Jeez guys, yea both sides can be really toxic he was also saying even his own team mates are being super toxic. Now my notifications are filled with "this guy is a perfect example of the toxicity in this community ree" like fine burn me at the stake idc lol.

    Facecamping Bubbas, oppressive docs, teabagging and flashlight clicking and just overall trolly survivors.. they're out there. In my experience the survivors do those things much more often because it's more accessible. Where as if you play a campy killer you're kinda.. committing to that for the round, you chose that killer/loadout. Yea, it sucks for both sides.

  • Kay so..

    1) That's not the majority of killers.

    2) Decisive Strike is great, it's on basically everyone. Yes it's a licensed character and it should be that way imo even if they do nerf it (please god, when everyone has DS you can't do ######### because "somehow you're tunneling the whole team") Right now it's a free pass to do whatever you want for a whole minute which is insane.

    3) The gens definitely are a problem but so are these killers. It leads to these discussions with an "us vs them" mentality that probably isn't healthy. I'm not sure tunneling/Camping is reportable (holding the game hostage if you're the last guy maybe..) but there are so many situations in this game like you said where it's sometimes mandatory to slug or tunnel and so on so I don't think there's an easy answer for this.

    Playing killer is extremely difficult right now, an organized team (or people who know how to loop really well) effectively shut the game down for everyone and with matchmaking the way it is I'm sure getting matched with these groups constantly is discouraging so they latch onto whatever they think might save them (or their enjoyment of the game, or their bloodpoints, or whatever)

  • Here's hoping we get a response, they seem fairly active on these forums. If anything it'll be a Dev Status Update or something though since it's so core to the game and so many people are vehemently taking one side or the other.

    Ultimate the devs decide if they like 3 gens popping before most killers have had a chance to cross the map or set up their traps/whatever. The playerbase might say 4K is winning and rounds are too fast when they only last 2-4 minutes but we've already seen the devs say "2K is a win, just let them have a the far gens" so all we can do is wait and see.

  • This is one reason the new Ruin isn't terrible. I mean it's still a hex and they'll spawn on top of it or it'll spawn right next to a gen (lol) but sometimes you can get couple minutes out of it and it can make a difference.

    That being said, the game tries to be balanced around survivors. The regression is so slow (0.25 charges per second, they repair at 1 charge per second before perks/tools) It also takes ~2 seconds to kick a gen and less than a second for them to stop it.

    From what I've seen, most killers won't even bother with gens outside of certain perks (Pop goes the weasel, ruin, surge occasionally if they don't have Pop) or certain situations (the gen is greater than 50%-75% and maybe it's down to 3 or 4 gens on the map. That being said, it all depends on the situation.

  • I think both sides should be approached equally and have equal opportunity to decide the outcome of a match. One shouldn't require the other to make mistakes or play badly in order to make any progress. There should be skill involved, not just running from pallet to pallet every game or stuff like ironworks window.

  • Even the devs don't particularly care for killer, it's just there so survivors gets points /s

    Seriously though, this game is really survivor sided and it's laughably easy to bully a killer depending on the matchmaking (which is total mess right now) Most survivors are gonna spend all EGC teabagging at gates and throughout the round teabagging, healing, and flashlight clicking at pallets and any other stun. Lately Head On has become quite popular, but Decisive Strike is still on basically everyone along with Unbreakable

  • I'm All Ears is amazing on Legion, Huntress, and Nurse, which I tend to play the most. I hate looping so anything that lets me just shut that ######### down is top of my list.

  • Lol I think I've got the same thing on Pig.. I'll never use a shard and always kinda sigh when I have to take them on the bloodweb.

  • Anyone who can win against equally skilled survivors tbh. Right now the game is a utter joke and it's laughably easy to bully killers which makes no sense in a game all about killing or surviving.

  • Lovely, well written. I like nurse but she has fatigue AND a cooldown with base 2 charges? What the ######### were the devs thinking -_-


    edit: They gave her the legion treatment T-T

  • It doesn't have to be a bad match, but when they're sitting in the exit gates and the round is clearly over they're just wasting a tonne of time I could be in queue making me go to each door to hit them one last time (if that even happens and they aren't just teabagging for 2 straight minutes)

    Survivors almost always sit in the gates for the remainder of the EGC just being little shitheads, if the round is over.. end it already.

  • 1 it'd actually add a lot more to the hitbox, not take it off. Draw a circle in a square to get an easy visualization.

    2 it's not really standard, even if it is less triangles.

  • Slugging is decent, but tbh if they have decisive strike odds are they have unbreakable too. Besides that, it last so ridiculously long that you can chase and hook someone else and happen upon them and still get stunned despite obviously not tunneling.

    It needs to be disabled once they interact with something other than themselves (in the case of self care, mend from borrowed time or legion, etc)

  • I mean, just because it's competitive (as in has opposing sides) doesn't mean you throw sportsmanship out the window? #########? Anyway, I think there's room for improvement on the DC system even if it's like 1 match per minute of penalty and the penalty doubles or triples after each DC.

  • Yeah if I disconnect because of a bad map or game crashes while loading great I might as well not play for a day or two while it regresses lol. Having it be X% per match played seems better for everyone (and in return the penalties could be harsher since it IS repeat disconnects you wanted to punish anyway)

    As it is now you crash once or twice a day and suddenly you're waiting an hour lol

  • "They tend to nerf overused things" I mean, for killers sure. lol. They refuse to treat the cause and instead nerf all the bandaids.

  • Knowing BHVR they'll nerf it anyway because god forbid survivors face any real threat while they play, even when it's they're own ######### fault.

  • I mean, when you have bad luck I have good luck. But for the most part it should average around the second box searched. As for tunneling.. ######### else am I supposed to do? You're just gonna DS me every time anyway so Pig's only plan really is to trap n' slug and hope it snowballs that way. If you go for hooks you'll have a really hard time but it's possible.

    Even if you trap and slug those traps pop off like candy, takes no time at all usually and you're back to square one only you've got no power for the rest of the round lol.

  • It takes a whole 2 and a half minutes for that trap to actually do anything, and the tampered timer is 30 seconds off. 2 minutes is way more than enough time to go and search the jigsaw boxes, more often than not it seems to be off in the first or second box anyway so they're pretty useless usually.

    Pig's real power is her ambush but even that's not that great as you're really loud when you crouch, and the roar as soon as you even begin charging your ambush which just defeats stealth. It's mostly used at unsafe pallets. RBTs might kill a little time but it's not like you can track them to the box and down 'em you still have other survivors to worry about - and with gen speeds the way they are they're not gonna care about the RBT anyway lol they'll just 99% a bunch of them pop their hats off and laugh at you on the way out.

  • Yeah make the roar happen once it's 99% charge not 1% charge. That'd actually be a really nice QoL change along with removing the noisy af blade sound when she crouches.

  • That'd be.. kinda neutral. One the one hand it normalizes time wasted, on the other it takes 2 and a half minutes which is way more than enough time to search the boxes regardless of whether it's active when you put it on. It's supposed to waste time but the number of times they get it off in one or two boxes before it's even active is way too high lol.

  • I think the bottom line is playing killer is stressful it's actually pretty difficult and if you get a map with two jungles gyms next to cold wind cow walls it's gg. They'll just loop that thing for ######### ever. Same with ironworks window, same with any vault that breaks line of sight with a decent amount of space.

    The maps need work. Across the board. Killers get 4 perks to the survivors 16 + they get instant heals, tonnes of uncounterable perks (Decisive + Unbreakable being the poster child, I guess, along with Object of Obsession) and unlike Survivors most of the killers' perks have drawbacks or can be easily countered. Enduring? Spirit Fury? just drop the pallet early ######### it. BBQ? Unless they have Iron Maiden just hop in a locker.

    Couple that with the fact that most killers have no choice but to run in circles for ages (any m1 killer aside from nurse and spirit, maybe legion) and yeah. Killer feels terrible to play. A lot of walls are see through or obstacles at that perfect height that you couldn't hatchet over with huntress but can't use LOS mindgames either. It's a ######### show for both sides. Survivor is relaxed, boring, and generally speaking in the power role and have to make mistakes (or even go out of their way for chases because gens are done in the time it takes the killer to find them) and killer just spends the whole game sweating over whether or not it's been 40 seconds for another gen. (40 seconds being the time it takes to walk across coldwind and chase a survivor, fairly often)

    The game is pretty stacked against killers that can't either cross the map fast (Billy, Oni, etc) or deny certain loops (Huntress, Spirit, Nurse)

  • Man I am sick of getting robbed by hatch lmfao. I wish her RBTs were active as soon as you put them on, even if you keep hatch as the easy way out it is right now :/

  • Yeah I hate hexes because they just.. they're just gone too fast usually. Blocking aura perks and stuff is pretty sweet though - and it blocks maps so it'll typically be more experienced survivors or unlucky (tbh most) totem spawns that get rid of it.

  • Wait so when is this supposed to be happening? Where is this confirmed? The teaser is just a video of a chain being pulled taut lol.

  • I'd rather just see the maps get straight up reworked than slapping more bandaids on things in the forms of mechanics or perks.

  • Normally the entity blocks windows in a chase after 3 vaults but it only works if you can maintain line of sight on the survivor (chase n' so on) so these long ones are quite broken :/

  • Can I ask why you use that Hex? If I wanna slug I typically use Knockout. I have an aversion to hexes because then you have this thing in the back of your mind that'll likely be dead in 30 seconds to a minute anyway. At least ruin does something in that time, even if it's not much.

  • The highlight on pig doesn't only happen once a hat is on your head.. #########.. it's there from the moment you spawn in unless she uses an ultra rare addon. The loud roar when she ambushes (being at the beginning instead of the end) and the loud blade noise she makes whenever she crouches are huge problems for her though.

  • @Spooky13 said:

    I've lost count of the amount of times I've hooked someone, chased someone else while they get unhooked and healed, then manage to find them and down them, THEN get hit with DS. Like oops sorry I tunneled even though I went all the way through another chase and hooked them and you healed and got on a gen oh man look at what a gosh darn tunneler I am you definitely aren't just crap at stealth and chases or wearing a bright outfit so I can't help but see you. Man, what a nasty killer main I am. The timer just lasts for so long it is basically a 60 second immunity after unhook as long as someone is the obsession.

    This so much, it's infuriating. Especially when they know they have it up and will jump in a locker (with Head On too for maximum aids) but knowing you literally did the thing it's supposed to do and get hit with it anyway is terrible. My suggestion was to make it so it deactivates once you interact with something to stop this insane abuse. People will get unhooked, and purposefully take a hit for their unhooker just so they can DS and now both of them escaped and you're stunned for ages.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/128113/my-suggestions-for-pig

    You can see Plague's fountains the entire round and you know which ones are corrupted.

    You don't see plague's fountains in white until you have some level of infection.

  • It'd be fine if the roar happened at the end of the charge, not after or the beginning. It does have some fun baits you can do but having it at the beginning is pretty damn annoying to actually "surprise" anyone with since the ambush is a pretty short dash.

  • 1st: Warning, maybe a 2 minute ban so they don't just immediately rejoin and ignore it.

    2nd: 5 minutes.

    3rd: 15 min

    4th: 30 min

    5th: 1 hour

    6th: 2 hours

    7th: 4 hours

    8th: 8 hours.

  • Yeah that'd be nice. I hate the RNG but love the theme. It's stupid having the hats pop off within seconds of putting them on considering they're so limited and non-replenishable.


    Having the "generate key in random box" happen after / at the end of searching the first box would probably be better and pretty easy to implement.

  • Fact is this game revolves around Corrupt + Pop and Unbreakable + Decisive Strike. The balance problems run deep and a lot of it is the maps. I hope the warm up period gets implemented but I also hope they rework maps because I'm sick of every survivor instantly running to the god window on ironworks every time I so much as look at them funny. Like why does that still exist -_- Why are there loops that safe that it's possible to burn several minutes with zero chance of catching them while a gen pops every 30 seconds - which is less time than it takes to even walk to the gen half the time.

  • If you're gonna use a status effect use it, don't make it overly complicated by putting it on some kind of cyclic timer lol. That just gets annoying for everyone.

  • No different than cancelling a match, tbh.

  • Broken is already a pretty strong debuff, it's like an exposed they can cleanse. One shot downs will always be strong. I think addons that add blindness and exhausted and so on in addition to broken would be pretty cool even if they were uncommon or rare like Pig's addons.

  • I think it'd be cool if she inflicted status effects other than broken, like blinded or exhausted.

  • Spine Chill + Sprint Burst hard counters every stealth killer in the game lol, I'm sure it's fun for the pig who totally gets a legit ambush but I'm way out of reach because I Sprint Bursted the second I heard the roar xD


    Likewise with Ghostface, the spine chill lights up? cool let me spin the camera until I hear the unmasking sound pop he's done sprint burst away.

  • Just make the roar at the end of the charging time instead of the beginning (not when the attack actually starts, it has mindgame potential but right now the roar makes it so anyone with an exhaustion perk is already out of reach)

    Also, don't make such a loud noise while crouching (retracting the blade) it lets them pinpoint your location from pretty far away when you're supposed to be sneaky.

    Lastly, make the 2 minute timer on RBTs the base. Other than that? I think she's actually fine just needs a few little tweaks. Her addons could use a bit of a rework too.

1 2 3