Critical_Fish
Critical_Fish
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@glitchboi said:
Damn, this is really good! Posts like this deserve more attention. I'm still surprised Persona was one of the options in the DBD survey a week ago. Tho Unshaken Will seems a little too powerful. Other than that, very creative!
Thanks! I am too with the DBD survey lmao
But do you think I should make it 10-15 seconds instead? Also didn't think about the interaction with Lithe, oops. Might change how it activates.
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I can't believe I made a Persona chapter..
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@Thr_ust said:
Basically the title, I’m not saying this perk is op or anything but do y’all think it’s a crutch/unhealthy in terms of survivors becoming dependent on it to be aware of their surroundings for them?
I think I should try to explain what I mean by crutch a bit better. I don’t mean crutch as in the perk is meta. When I say crutch I mean is if any random player, especially a newer one, were to use this perk for a long time, if it’s a struggle for them to play without it I feel the perk qualifies as a crutch.
I don't think it is because of how easy it is to work around, and how game awareness just comes naturally after awhile. It's also just nice to have for the speedy vault build, which I'm a fan of.
I definitely think it could be relied on a bit too much to get close to that, but it isn't a guaranteed crutch or anything. Though, to be fair, nothing will be a crutch for everybody who uses it.
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@Saitamfed said:
Hello. How's everyone? I hope you're well and if yo're able, to get vaccinated soon.
What do you think about the killer having a 2% regression just after kicking a generator?
My thinking about the question:
I am asking for a basekit regression due to the nature of the game 1 vs 4, since it takes 2 secs of the killer time (without add-ons or perks) to kick a generation, I think it's a bit unfair for him that the generator loses a 0,25 charges per second when a survivor can undo it in a single second, literally. Basically, the killer's time is valuable since kikcing a gen is time off-chase (and I don't want to sound like a red rank but let's be honest about it) and you need 4 secs in order for it to regress 1% which as I said, the survivor can do that in a single second... needless to say the gen tapping, a survivor just touching a gen by 0,25 secs already stops a regression, yet the killer needs to ait two seconds until the generator starts regressing
In those two seconds if survivors are scattered and working on gens separately they can progress a 6% of the match It takes 42 seconds (6 seconds to kick three gens and 36 to regress a 6%) of the killers time to undo that without talking about traveling.
P.S: I am just counting it like only three are working on gens).
P.P.S : And yes, I know technically is not 42 secs but it takes you 6 secs and the next 36 ones to avoid survivors touching a gen.
I think just making regression when you kick a gen faster would be fine, like .5 seconds of progress lost per second. Obviously Ruin would be nerfed to compensate, though.
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@Kirkylad said:
Huntress, double her hatchets and decrease the wind up time. 😈
This post was made (I hope) with the thought of the buffs being minor but yeah this would do it.
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@[Deleted User] said:
Pros:
- Introduces a different game-state instead of just running for the nearest Gen.
Cons:
- Significant global effect. It's less of a question if Survivors are going for totems, more a certainty, because they will be with that 50% repair speed penalty.
- Buffs Totems/Hex totems that you want destroyed (or people nearby for info): (Hex: Retribution, Hex: Haunted Grounds, Hex: Undying, Hex: Thrill of the Hunt, etc.), and nerfs Hex Totems that are better hidden (Devour, Ruin). Essentially throws all current Hex perk balance out the window.
In this case you'd probably be better off making a random number of gens spawn "broken" with a repair penalty, that you need to find a part to "fix". You could lessen the effects of the Totems, but I think finding parts is a more intuitive mechanic that breaking an eldritch effigy when it comes to fixing generators.
The second con isn't something I really thought of, honestly.
The parts idea with broken generators is a really good idea though!
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@RoboMojo said:
Many killers are often complained about for being boring, many of these being killers of various levels of strength. Spirit for example is far stronger then Pyramid head or Clown or Deathslinger. Yet all of these are disliked by many. Ever since they changed Pyramid head many many months ago for being too oppressive in chase, I’ve often wondered if a killer being boring is a valid reason to demand nerfs. Whether a killer is or isn’t fun to face is extremely subjective. Personally, I hate Ghostface but I know that demanding nerfs would be ludicrous as he isn’t that strong to begin with. After all, there are always going to be those who enjoy what others do not. Some people love playing against some of these killers. Furthermore, Deathslinger and Clown for example are not particularly strong in my opinion. Nerfing them due to them being boring may well kill what made said killer fun for the Killer player. Even if the nerfs are minor, it could add a new sense of clunkiness which can easily kill enjoyment of a character. A great example would be Hillbilly who I personally cannot enjoy anymore simply because of how clunky he feels after his nerfs.
So,
A lot of people seem to be taking this the very wrong way. Survivors are completely correct in saying the following Killers are boring because they have very simple and/or NO counter play: Spirit, Pyramid Head, Freddy, Deathslinger, Clown. Yes, Clown is boring as ######### since you just drop the pallet.
From a Survivor's pov:
Spirit needs to be nerfed outright which can be done by making her more fair and have counterplay.
Pyramid Head needs to be slowed down more while in his power, nerfing him while removing his lack of counterplay.
Freddy is the same as Clown, funny slowdown place 2 snares and have fun, the nerfs in the upcoming patch will change nothing. His snares need to do something else.
Deathslinger needs to be punished more for holding up his gun and needs to have a bigger gap of time between holding up his gun and shooting. .2 or so seconds is simply not enough, you cannot react to visual stimuli that fast a majority of the time, and his harpoon travels too fast for any reaction to matter at that point.
Clown's gas needs to do something else.
All of these Killers need a rework, minor or not. I play Killer more than Survivor if anyone wants to label me, btw. ######### off with your side v side bs and just see the problems both sides face for once. Please???
@White_Owl said:
Boringness is extremely subjective, there's no way it should be a primary stimulus for a balance change.
"Boring" in this case (from what I know) is referring to "lack of counterplay" or "boring counterplay", which is objective and should be a primary stimulus for a balance change.
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If Oni had an even slightly stronger early game he'd be on par with Blight. Not on par with Spirit or Nurse, but low S tier.
Also yall who think Trickster would be OP with 1 or 2 buffs are just wrong??? And Blight is already S tier in my opinion, so.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2143425#Comment_2143425
yeah, I should probably increase the TR. I was hesitant about adding Hunter's charge for the reason you said but I was scared to make a killer without antiloop, but it isn't even serviceable for that so I should probably do away with it and adjust the addons.
As for Tracker, I wanted it to support a playstyle where you actively track down and hunt a survivor. I do think the aura reading change is a great suggestion. Thank you for pointing out the typo with Determined Hunter, I also made another one where I forgot to mention that the stun resistance does not stack. I also didn't really think about DS but I should address that too. And I'll make a change to Hidden Threat.
Oh, and here's how reloading the crossbow works: Once you use all of your bolts (1 at base) you exit your power and before you can enter it again you have to reload it. After that, the power is usable once again. And I know the killer name isn't that creative, but I didn't know what else to call it. I considered "The Tracker" but that sounds too similar to Trapper.
Wow, that's a lot. Thanks so much for the feedback!
That's fair with the name, because finding synonyms with Hunter without doing basic things like Pursuer or Stalker and without doing something already present in DBD is really hard.
Also, how long does it take to reload the crossbow?
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Please uh, increase the Terror Radius to 32 or 40, even since this is a long ranged Killer.
The way the crossbow works itself though is incredibly interesting, but I think an arrow should only be able to be removed while standing still or running, and shouldn't have separate properties while crouching. Also, how do you even reload the crossbow?
Instead of the odd requirement of having to injure or down a Survivor with Tracker, why not just give it a flat cooldown of 40 seconds and make the aura reading last 10 seconds and remove the 3 second extension?
This power is bloated enough without Hunter's Charge, making the speed you move at in Grievous Hunt 105 or 110% but removing Hunter's Charge would probably be the best, making the Huntsman (prob too similar to Huntress in name btw) a stealth alternative to the Huntress with greater map control and tracking at the cost of snowball potential.
Both of the Iridescent Add-ons have very interesting changes to the power, and I like the incorporation of some references to the Huntress into the add-ons and the snippet of lore.
I think there's a typo with Hex: Determined Hunter where it has 2 different times Survivors see the aura of the totem? Anyways, the aura reveal from Determined Hunter should be within 8 meters full stop, and have the stun time be 25/35/45% so we don't get literally no stun when using Enduring, and DS isn't just punished by a pat on the back instead of a missile from a bazooka.
Death Trap is pretty cool, despite probably not being too great most of the time.
Hidden Threat is just an indirect buff to every Stealth Killer because of the Undetectable status effect and I like it. It's also just better Whispers because you lose the Haste effect the instant a Survivor is within your TR. Maybe make the speed boost last 5 seconds after a Survivor enters your TR or something so it isn't a tracking perk? Otherwise, I like this perk a lot.
Overall, good chapter but jeez is the power bloated.
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@RoboMojo said:
There's an odd sub-section of perks that are essentially designed to counter a particular killer or multiple killers in the case of spine chill. I always found these kind of odd. It does seem the Devs don't like perks that counter a specific killer as shown by them changing old perks to no longer counter Trapper e.g. Slippery meat, saboteur and most recently, small game. However, there are still a few perks that are designed to counter certain aspects of a killer's power. Calm spirit hard counters Doctor's static blast for example. Or urban evasion to somewhat counter Hag and Pyramid head (I say somewhat because realistically speaking, crouching mid-chase will just get the survivor hit half the time). However, Spine chill is the most egregious example as it counters essentially every stealth killer's stealth. You definitely could argue that it is fair because the killer can walk sideways or even moonwalk to counter it. The issue of course is that it requires a guess from the Killer as to whether they even have spine chill in the first place. Even then, this only really applies to Wraith, Pig and Ghostface if he is willing to sacrifice his ability to insta-down. Spine chill makes it very difficult to stalk a survivor as Ghostface and Myers which is a problem because It hurts Ghostface (He loses out on his insta-downs) and cripples Myers (He is very slow in tier 1 and is only an M1 killer with a smaller TR in tier 2) if used correctly. Without their insta-downs, they are just stealthy dudes with knives. This is particularly bad for Myers as he cannot pull off any tricks with his power like Ghostface can.
Regardless,
Perks like Spine Chill are incredibly easy to work around, and all good Killers using a stealth Killer will do so. And on what you said about Spine Chill? The person with it isn't told where the Killer is, and you can also tell as a stealth killer if someone has it most of the time. Ghostface can easily 99 someone who knew he was there before he was stalking by leaning, the same holds true for someone with Spine Chill. Myers is already just a Killer without a power for the most part as well, so it's not like Spine Chill can cripple him much more than his own power can. Plus, not every Survivor has Spine Chill and it's not always so easy to break LOS.
But then you have perks like OoO which completely invalidate the following: Trapper, Huntress, Demogorgon (nice portals, loser), etc. It also makes it impossible to mind game loops against anyone but the person using it, because they can just call out when you're doing it. I'm so happy this Perk is being nerfed.
Small Game also won't work on traps after the rework, so yeah.
Calm Spirit, like Spine Chill, is really easy to find out if a Survivor has it, and the perk is so highly specific it has no use cases outside of Infectious Fright and 1 not very good or common Killer.
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For the majority of Killers, even having 1 2 man supplies enough information across the team to make up for the weakness a 4 solo team would have, even if the coordination isn't all that great. Fun fact, most games are a 2 man with 2 solos, and most games are relatively balanced.
For Killers like a really good Nurse, Spirit or Blight, a 4 man SWF of just friends who play DBD for fun would probably have a rough time though, and for Killers like Trapper, if one of the people in a 2 man has OoO, the Killer's going to have a rough time. The sheer range of different balance across Killers and Perk interactions with the Killers makes this a hard question to definitively answer.
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@Zesty said:
Oh the "Dreaded" 4 man slug, we have all experienced this at some point, and while the majority of the community just accepts the fact they lost, lots of people find slugging a "Cheap" or somewhat "Boring" mechanic. I personally, as a Twins main, find slugging an ok mechanic as it was the survivors fault for either not healing, being to altruistic or being unaware of Victors current position. I try to minimize slugging to only 2 people if possible, as I find slugging more than that amount seems to much/oppressive.
Anyway, what do you guys think of slugging?
At what point do you think slugging becomes a problem? (How many people)
How many people have you all slugged at once?
Is it a busted or balanced mechanic?
Let me know below!
Unless the Survivors really mess up, slugging can be entirely avoided, and with Unbreakable a constant worry, 4 man slugging is incredibly inconsistent.
It's a boring mechanic, yes, but like camping and tunneling 4 man slugs are entirely able to be worked around with 1 sentence: Don't all be in the same spot, spreading out effectively will cripple any Killer and make 4 man slugs next to impossible.
Also, the reason I chose this is option specifically is probably not what the OP meant by it, but because the Survivors entirely control if the Killer can slug or not, and a smart Killer knows slugging when possible generates a lot of pressure and is a smart thing to do sometimes.
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@AhoyWolf said:
I just want to clarify that this isn't calling for nerfs, I just want to know if people would still run BBQ even if it didn't provide the bonus Bloodpoints.
If the BP bonus was removed Thrilling Tremors would be objectively better for every Killer but Huntress and maybe Hillbilly.
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@Mr_Qwayzar said:
https://us.v-cdn.net/6030815/uploads/723/QHEIPXL1LA31.jpg
https://us.v-cdn.net/6030815/uploads/580/Z0ZP3SD6SA36.jpg
https://us.v-cdn.net/6030815/uploads/202/QMAVTSQDW9LE.jpg
https://us.v-cdn.net/6030815/uploads/695/DHH5943EMGHU.jpg
Obviously tweaks will be needed but this could actually be a new flavor for the game . With Scott cawthon's permission of course. Devs please discuss this.
Freddy is Huntress but spooky, Bonnie is Demo without map mobility with Victors window interaction, Chica is the 3 gen machine, and Foxy is somehow worse Legion. Cool concept but the powers given to them, with the exception of Freddy, are all just the same power another Killer has or very unfun if used effectively.
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@Zesty said:
Me in my opinion it has to be Twins. I play them everyday, and have been maining them since release and its such a pity the community just writes them off as this really boring slug heavy/camping killer, which they aren't 🙄 I understand they had a buggy release and are still a little buggy now... But that doesn't change how cool they are!
Anyway id like to know your thoughts down below! "This isn't talking about overall strength, its about killers which aren't really given a chance by the community, or killers that you believe deserve more attention.
Please pick one of the killers from the list below and tell me your reasoning behind choosing that killer!
I think Blight still has so much room to learn new tech and different places to bounce, and can have so many different routes through loops depending on map spawns.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2133346#Comment_2133346
the speed boost itself is fine, but a 30 second duration is really powerful.
I'll make it 15 then.
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@DoritoHead said:
Adrenaline potion sounds very overpowered
It very well could be, but this is a 110% speed Killer, so after a brief slowdown it gets a speed boost that's only effectively 5% better than Clown's, and Clown's speed boost doesn't slow him down at all to use. Also, Legion in his power moves at 130% just for reference.
In conjunction with the Hindering Curse it could drain the Survivor's resources very easily, yes, but the entire thing with this Killer is resource management from both sides. Worse comes to worse I could just half the time the adrenaline potion is active though, or even make it 10 seconds but give it a 30% speed increase instead of 20%.
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Changelog:
- Nerfed the Shaman's movement speed while drinking a potion or casting a curse from 100% to 95%.
- Increased the time the Invisible Potion lasts, from 15 seconds to 30 seconds.
- Nerfed the Regressing Curse to regress a generator by half the gained progress instead of double. It now also makes the generator regress after the initial loss of progress.
- Decreased the time it takes to break a charm from 30 seconds to 15 seconds.
- If a Survivor breaks a charm recently hit by a curse, they will be afflicted with that curse for 60 seconds rather than 30.
- Nerfed Medical Marvel to decrease the time the Endurance status effect is applied to 10/15/20 seconds.
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@Serigala said:
My general idea was to counter high ranking gen-rushers
Ok, question.
How do you play Killer? Do you chase the first person you see and ignore gens, or do you keep an eye on as many people as possible and prevent them from completing generators quickly at the start of the match?
@Serigala said:
Okay, so...i have been a quiet admirer of the hellraiser franchise and always wondered why can't we torture survivors ingame as pinhead? so here is a little concept i came up with on the fly:
Power: "the solved puzzle box(PH)" pinhead has the power to bind survivors. Whenever a survivor succeeds a skill check, pinhead can activate his power to "hook" the survivor to the object where the skill check was successful, essentially trapping the victim. Lasts xy time.
Perks:
"I'll tear your soul apart!"
When the gate or the hatch is opened, all survivors who are currently injured will receive the explosed status effect and can be moried if downed (or oblivious and exposed).
"Hex The puzzle box:"
Every time a survivor succeeds a skill check, you get a token. At five tokens, the survivor is revealed via aura and they receive an xy difficulty skill check
"Pleasure or pain": every time a survivor heals themselves or is healed, they receive an oblivious status effect for xy seconds and are revealed by aura for xy seconds.
"Cenobite pact": Your connection to pain and pleasure pleases the entity, all survivor's healing, cleansing and repair speeds are slowed by xy amount whilw within the killer's terror radius.
Red addon: pinhead can see the hooked survivors through walls and they are hooked indefinitely.
Another red: you can now teleport to hooked survivors.
The power is overly simple and doesn't make a whole lot of sense. More depth to the power and have it be less punishing to people who... play the game would be nice.
Sidenote, why does this Killer have 4 teachable perks?
These add-ons are also absurdly confusing, since being hooked is already a condition a Survivor can be in in the game. Rewording for the add-ons would be very nice. Also an add-on for a power that, what I assume, locks a Survivor in place for a set amount of time can make that time last indefinitely? This idea is full of unfair concepts, huh.
I'll Tear Your Soul Apart is just a NOED combined with Rancor. Why??? Rancor isn't the best perk but its a pretty good information perk with a free kill at the end of the game, and NOED rewards people for playing bad. This perk does both, in a VERY contrived way of only exposing injured Survivors??? Just like the power, it would be better off reworked.
Hex: The Puzzle Box (just rename it to Hex: Puzzle Box for one please) is a cool concept, but it takes no skill from the Killer to utilize its strength like literally every other Hex in the game does except NOED. If it instead did something like this, I think it'd be much more reliant on the Killer to utilize it:
Hex: Puzzle Box - When you hit a Survivor with a basic attack, this perk gains 1 Token. When you down a Survivor, this perk loses all Tokens. For every Token lost, you see the auras of all Survivors for 2 seconds. Hex: Puzzle Box can only activate once every 100/80/60 seconds.
Pleasure or Pain, as already mentioned, is just better Deathbound. Because of this, it would be better off reworked than to stick with its original concept.
Cenobite Pact is just... no? This isn't a good idea? A flat debuff to action speeds for existing is not rewarding for either side. It takes no skill for the Killer to use, and it's just annoying for Survivors to deal with. Much like everything else here, it would be better off reworked than to stick with its original concept.
I have no investment in Pinhead or Hellraiser as a franchise, but this by no means would do it justice in DBD. You have some good ideas, but they're clouded a lot by concepts that punish Survivors for playing correctly and reward the Killer for merely existing. Ontop of this, the power is explained incredibly poorly and from what little I can gather from the information you gave, is very unfun by design.
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@[Deleted User] said:
Oh, I really like the Killer and it's power. I assume it is kind of like a combination of Nurse and Wraith? Would you be undetectable during the fully charged phase? Would it have a short cooldown or a moderate one coming out of the power to stop them attacking too quickly?
With the need to charge it for so long before it can be used, and with the charge being pretty harsh on map pressure seeing as it slows you down by 20%, I don't think a cooldown like that would be necessary.
It is sort of like Nurse and Wraith though, but while phasing it's like how Wraith looks but still with some color to it. And yes, it only becomes Undetectable while holding m2, either charging or using the power itself.
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I'm really unhappy with the lore for these two, so I'm just gonna rewrite it.
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@GoobyNugget said:
https://forum.deadbydaylight.com/en/discussion/comment/2126552#Comment_2126552
The way Hex: Smog would work with ruin is that it'll make it so that the gen doesn't spark when they tap it
Struggles more efficiently would basically be how boil over works in that the killer gets swayed from struggling more
Ah, alright. Thanks for clearing those up!
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Howard's Fate seems like a pain in the ass, but is very interesting and doesn't last very long while also having a strong effect. I like it!
The sink holes are quite interesting as well, giving the Miner very good mobility ontop of the tracking and easier approach given to him by Howard's Fate.
His iridescent add-ons are also interesting while being fair, I like them!
There are also only 2 purple add-ons and both of them are better than the iridescent add-ons by a lot. Maybe they could be nerfed a little in the numbers?
Past Mistakes is a really cool power that seems like a better Dragon's Grip, but they do serve very different roles as a preventative measure and a reactionary measure respectively. It's pretty cool, and strong while not being overpowered.
Caved In is just annoying without giving the tracking that Thrilling Tremors gives, the meme factor of Hex: Blood Favor, or the niche but powerful strengths of Cruel Limits. Maybe instead all windows, pallets and generators within 20 meters of a hooked Survivor are blocked, but you slow down for 5% for every 10 seconds you're within that range, stopping at 95% with a cooldown of 100/80/60 seconds?
Hex: Smog is very cool, but how would it work with Ruin?
Ok, Toughened is interesting and definitely seems nice to have sometimes, but what do you mean by "struggles more efficiently?"
Survivor is better Mettle of Man. And I mean OLD Mettle of Man. Perks shouldn't negate hits like this in my opinion at all, so I do think this is better off reworked. If Survivor allowed you to heal over time if you escape a chase, but you're Broken for that time, that'd be cool.
Unforgiving is just "Respect pallets or die, loser". I don't like it for the simple fact of it encouraging Killers to actively play worse just because it exists, since it gives no indication that it's active nor really can it. It could instead be like a perk that sabotages other Survivors slightly for a great advantage of your own? I don't know how to implement that but it would fit with what you seem to be going for with Archie's character.
I like this chapter, but some of it is a bit rough in my opinion. It's definitely really cool though! The lore is also on point.
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Edited Apple of the Fog's Eye to remove its first ability, which was to make you faster while chasing only the Obsession, cuz it didn't really fit with an already pretty unique perk from most perks that are in the game currently though it has some shades of the original Dying Light. I also decreased the slowdown the perk causes from 10% at the highest level to 8%, per Token.
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The power sounds almost as, if not more oppressive than Spirit and Deathslinger combined, and just results in the Overseer being a better Doctor without built in game slowdown. Also, the second part made next to know sense to me, could you explain it more?
Eyes on Everything is cool. The perk's tie to missing a skillcheck gives it good synergy with Oppression and similar perks, which is interesting. Also, it gets worse as you get higher perk tiers for some reason?
Reality Reflect is cool, but sounds much more like an addon for the Overseer rather than a perk. Maybe instead, if a Survivor does the same action twice in a row while in a chase (i.e. vault the same pallet twice), they have their aura revealed for 10 seconds, with a cooldown of 60/50/40 seconds? Not the most original idea, but I don't know what you could do with this perk concept without having something directly related to the Overseer's power.
Hex: Hidden Identity also seems to get worse as you level it up, the same as Eyes on Everything. It also doesn't seem too powerful all things considered. Instead, maybe if it gave the Killer the Undetectable status effect for some amount of time at the start of the match, and until the totem is destroyed, their terror radius is reduced by 12 meters?
All in all, the idea is interesting, albeit at least for the Overseer's power painfully unfun to play against if it were to be in the game.
Side note, however, the second paragraphs in each power are incredibly vague without even a hint of an ingame value being a part of it, besides the "1 minute" in Eyes on Everything. On top of that they seem almost pointless or just unfun, in the case of Hex: Hidden Identity. Imo I'd just say remove them, or implement them into the power itself, such as with the 1 minute in Eyes on Everything. On that note, to fix Eyes on Everything getting worse as you get higher tiers, the cooldown should be what changes, with the aura reading being fixed at 36 meters or something. The cooldown itself would be 60/50/40 seconds.
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Hard Work No Play sounds really annoying, also the way its worded makes it seem like it gets worse as you level it up. It should be when within 5/10/15 meters of a generator instead, imo.
Shiner has no differences between tiers which is weird, and probably should last for 8/16/24 seconds after a chase with the Killer is started instead of lasting the entire duration.
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@Adidi said:
In my opinion all of Steve's perks suck, but I wonder if I'm alone on this one?
Second wind: Heal someone for full health state to later get healed after being unhooked.
On paper this perk sounds amazing, but sad reality of all it's shortcomings butcher it. First of all, if you are healing with med kit it does not activate. Then if you heal with other survivor you only get half of the charges... and most people will not even let you heal to just sit on gens... So getting it to activate is actually not as easy as it seems.
If you manage to get it, you get broken status effect for x seconds after getting unhooked and then perk heals you if you DON'T GET DOWNED IN THE MEANTIME. This is terrible... why not using adrenaline, borrowed time or we'll make it which cuts the healing in half? If you get tunneled it doesn't help at all. Also it makes you broken so killer knows you have it.
Oh... and if you are already broken it simply does not work... which is a shame, because it would make for an amazing combo with deliverance. Right now it is not worth a perk slot... just bring med-kit and it is actually better.
Suggestion: Make it work even if you are already broken (it will simply remove the broken status and heal you after the durtaion), but add a note to No mither so it doesn't bug out - Broken status effect cannot be removed.
Camaraderie - another perk that sounds amazing on paper... but is actually almost useless. If other survivor is near the hook while you are in the second stage your timer is paused for 34 seconds. Idea for perk to counter campers is great, I love it, but the execution is terrible for multiple of reasons. Noone knows you are using it untill they are within range to activate it... So if there is kindred in game and killer camps, people will simply sit on gens and not even activate it. If someone does activate it the killer instantly knows that other person is near the hook, because timer stopped. And the worst: if you get hooked while survivor is within range IT ACTIVATED IMMEDIATELY. What does it mean? Timer of the perk is getting wasted during the animation of The Entity materialising... it doesn't sound like big deal... but it is actually 1/4 of the perk. Oh and even if you have smart survivors or have team to coordinate... this perks works only ONCE!
Suggestion: Make this perk refresh to it's full timer everytime the survivor is near the hook (to reward stealth plays and punish campers). Alternatively make this perk work without any kind of conditions. It simply prolongs your struggle stage by x seconds (but animation of Entity spawning shouldn't eat up the timer of the perk as it doesn't eat up timer of the sacrifice progression). Also all the survivors get notification that camaraderie is in game (just like you get with leader, we'll make it ect.)
Babysitter - another amazing concept. If you unhook someone they don't leave scratchmarks or blood for 8 seconds while you and the killer see each other auras for 4 seconds. It is actually almost decent. Problem with it is this: if killer camps, he can see unhooked survivor anyway... so borrowed time would be better. If he doesn't camp this perk does help the killer - he sees your aura and therefore knows who went for the save (Make your choice, map awareness in general). Also if killer is proxy camping... he sees your aura and knows that unhooked dude leaves no scratchmarks or blood so will look for them directly if he wants to tunnel.
Suggestion: Killer doesn't see your aura, but you and unhooked survivor does see his aura for those 4 seconds (Kind of like buckle up). Unhooked survivor also has their grunts of pain silenced for the duration (You would be surprised how much killers rely on sounds). Maybe even give unhooked survivors 10% haste for those 8 seconds if the unhooking happened within terror radius?
I still think borrowed time would be better, but this would be nice, stealthy alternative.
Edit: Like... compare his perks to these of Nancy. Literally every single perk of hers is amazing and even better when comboed (Better together + proove thyself) (Fixated + Sprintburst or Fixated + exhaustion perk + vigil) (Inner Strength + any locker (Head on, ds, quick and quiet) or totem perk (small game, detectives hunch).
I think all of these perks are decent, but there are simply just better perks available. They aren't bad, just mediocre, which would fall under the many words for "decent".
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@danielkh300 said:
https://forum.deadbydaylight.com/en/discussion/comment/2091202#Comment_2091202
I agree with guardian, just remove or change the second ability of dominion and it will be great.
That's fair, will do.
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@Guardian said:
Really interesting idea!
Although im not sure about the 150% base speed with the add on.
Hex dominion is just og undying with a twist.
Tbh saying Dominion is Undying with a twist is like saying Undying is Thrill of the Hunt with a twist. They're twists on different aspects of the same thing, being punishing Survivors for not thinking of when and where they try to cleanse.
And yeah, the Iridescent Add-ons are kind of ridiculous. I might change that to 125% or 130% instead.
Thank you for your thoughts!
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@fatbabyslayer said:
As a blight main I am curious if some survivor mains find this that hard to go against alot of survivors I play against know how to counter now, just wondering. (didnt mean to vote yes meant to vote yes keep with some changes)
I do believe that the J-Flick should be removed, but also have something similar to it implemented in his base kit in a way that it'd be fair while also making him truly on par with the best in the game, which is something he's already close to being imo.
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@ItzZane_ said:
I think surveillance is pretty underrated It's so useful and with ruin It's so strong
Surge is an amazing perk on Killers like Ghost Face and Myers, and can even be pretty useful on other Killers, though to a lesser extent.
Also Thrilling Tremors and Tinkerer are by no means underrated lmao.
If I were to pick a second perk, it'd probably be Oppression, though it doesn't punish good Survivors if they're paying attention.
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You put a lot of effort into this, but jeez the map layout is kind of painful to look at. The killer shack is surrounded by a complete deadzone, while structure 1 is easy to loop into structure 2, then into structure 5 and vice versa. One side of the map seems really damn hard to get a hit in, the other is death if you get caught there without Lithe or Sprint Burst.
You can go from structure 1 to structure 4 without having a moment without safety and still have loops to spare. The top half of the map is genuinely kind of insane. As long as structure 5 has the crate and generator spawns, it has one of the strongest windows in the game as well. And you can access it from the damn house of pain... Yknow, the building with one of the strongest pallets and windows in the whole game? Also yes, Evan's house is 100% just the house of pain with some nice flavoring.
If structure 1 wasn't so weak I'd say this part of the map would be legitimately impossible to chase in, a place only matched by the corners of the Fractured Cowshed maps with the barn and Killer Shack respectively.
Meanwhile, the rest of the map has like 3 places for jungle gyms to spawn and have fun if you get 3 LT walls because the rest of the pallets are unsafe as hell.
To summarize, one part of this map is incredibly strong and the rest of the map has next to no good defenses, making it miserable for one side or the other in all places except maybe the beach, but even then looping around the beach properly should always have you end up in the structure 5 -> 2 to -> 1 loops which together are insane.
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@LethalPugy said:
Chapter name : Love and Hate
Their lore :
Jamie and Alec had always been close, since childhood as best friends, eventually the friendship turned to more of a love. As they fell for each other. Jamie followed his dreams of being an internet star, and Alec backed him up thoroughly by getting a job at the local iron works.
When Jamie went to surprise Alec at his work a terrible accident happened, as a container of steel poles were dropped and impaled Jamie. As many of the other works started on horror Alec ran to Jamie, as he got down a thick fog warped around them. Bystanders in shock.
The entity made a deal with Alec, for aslong as he would do its bidding Jamie would get to live. He agreed and kills out of fear for what’ll happen to his love.
Survivor
Jamie Wood
Connection
Your boosted health from the entity has given you more strength than before.
When you pallet stun the killer the stun lasts 2/3/4 seconds longer.
Revealing your aura to the killer for 20/15/10 seconds.
Connection has a cool down of 60/50/40
Easy Target
People usually underestimate you and you use it to your advantage to get ahead
Easy target makes killers missed attacks when in a chase with you take twice as long to recover from.
When hit, you gain an injured speed boost for 1/2/3 more seconds than usual.
Your scratch marks last 6/5/4 seconds longer than usual.
Trapped
You know how to use the environment to your advantage. After fast vaulting a pallet. You deem it unbreakable for 10/15/20 seconds.
While the pallet is blocked you suffer from the exposed status effect, as well as your aura being revealed.
Trapped has a cool down of 60/50/40
Killer
Alec Hansen
The scrapper
Power : Trusty Hammer
Start the trail with 30 scraps.
Use 10 scraps to block a generator, and force the survivors to dismantle.
Use 5 scraps to block a totem.
Use 5 scraps on windows to create spikes,if fast vaulting before broken, the survivor become injured, if already injured deep wounds is applied.
Use 5 scraps on an upright pallet to block it from being dropped, requiring the scraps to be broken first.
Gain 5 Scraps by breaking pallets.
Secondary Abiltiy
Heartbroken
You get angry at what your life could’ve been, and break the entity’s rules.
After getting stunned by a pallet all other other survivors have their aura revealed to you for 4/5/6 seconds and suffer from the exposed status effect for 20/30/40 seconds.
Heartbroken has a cool down of 80/70/60 seconds.
True sight
You notice small details others are too careless to notice.
When picking up a survivor, see all scratch marks in a 46/52/58 metres.
All survivors in the radius are slowed by 3/5/7%.
True sight is active for as long as the survivor is being carried.
True sight has a cool down for 60/50/40 seconds.
Repressed anger
Your previous life was filled with stress you couldn’t release. Now seems like the perfect time.
When survivors escape from a chase with you. They suffer from exhaustion for 20/30/40 seconds.
Repressed anger’s exhaustion stacks with exhaustion from exhaustion perks.
-Mori
Alec stabs the survivor in the back with a steel pole similar to the ones used on Jamie. Lift them up. As they slide down the pole. Look him in the eye. And he then hits them with his hammer. Alec then takes the pole all the way from their body and puts it back where it was before.
-Lil details
•If the tech was there Alecs mori on Jamie would be different. Maybe a hit to the head first so he doesn’t feel anything. Or a touch on the forehead after he’s dead. Something to show the humanity of Alec.
•Alec would do a bit of a laugh after hooking a survivor, if it was Jamie though, he’d just sigh.
•Jamie’s campfire sitting animation. Could be feeling his wounds. Or looking of into the trees to see try and see Alec.
Tell me what you think i guess.
I love the lore for this so much. Usually I'm not overly interested in lore for the characters in DBD, but I like this here a lot!
Then... the worst happens afterwards. Connection is just utterly not it. 4 seconds longer stun with aura reading longer than any other Perk can offer? On a cooldown that recharges in chase? I'm unsure how to truly make this perk fun and good while fitting the theme it has, so instead of the current description, it could be:
"Your unique connection to the Killer offers you great insight.
After fast vaulting a window or a pallet, you see the Killer's aura for 3 seconds.
Connection has a cooldown of 60/50/40 seconds."
So... Easy Target, with how its worded, works for any attack. Any attack. Billy misses a cool chainsaw attempt and he's punished even more for it, the man doesn't deserve this. Seriously though, the missed attack thing punishes below average Killers a disproportionate amount, while also giving a better speed boost than Sprint Burst does without a cooldown or Exhaustion. Imagine this thing with Dead Hard, or hell, even Sprint Burst. The length scratch marks last would make the Killer confused more than anything, as well. Just like with Connection, I don't see this perk being fair or fun/interactive even with number changes, so instead I propose another rework, being:
"People usually underestimate you and you use it to your advantage to get ahead
The Killer gains 3% Haste for the duration of a chase, but for the first 10 seconds of a chase, you can see the Killer's aura.
Easy Target has a cooldown of 60/50/40 seconds. This does not recharge while in a chase."
Trapped being used on the Game. That is all. Instead, if Trapped only worked for about 5 seconds, and for about 60/45/30 seconds after it being broken you're Exposed? With the Exposed, the aura reading isn't really necessary. Trapped would also probably need a cooldown of 100/80/60 seconds imo, but the current cooldown should be fine.
Ok, the Killer's power is so damn cool. It's not my cup of tea myself, as it requires a lot of setup similar to Hag and Trapper, but it could be genuinely a hell of a treat to see a good Scrapper control the match with this.
Heartbroken would be absurd on Killers like Nurse. I think the aura reading would be fine, since it is free information for getting stunned, which could be kinda absurd with Spirit Fury + Enduring for meme builds.
True Sight is interesting, but kind of useless when compared to things like Starstruck or Agitation. I love the tie in between this and Easy Target's descriptions though! Another thing it could do is potentially gain a token for each unique Survivor hooked, and when a 3rd token is gained, all are spent to reveal the aura of the 4th Survivor who hasn't been hooked in this token cycle for maybe 6/8/10 seconds, and repeat.
Repressed Anger removes Dead Hard from the game. Heheh, let's not. I like where you're coming from with it, though, but maybe instead on hit with a basic attack, it's DBD you can't have nice things, it causes Exhaustion for 5 seconds on a cooldown of 60/50/40 seconds? Just an idea, you could always just decrease the numbers in the perk to 4/8/12 seconds or something.
I love the little touches you listed after all of the in-game stuff as well, lore and personality wise you really nailed these two characters for how limited of a description you actually wrote!
Overall, I do really like this concept, and the Killer power could really be something amazing especially if you include that second ability for some map presence outside of blocking generators or something. The perks were very iffy to me, but for all of them they had something going for them, be it good character building or interesting ideas. I really like this chapter, and would love to see it be worked on a little more so the quality as a whole matches that of the characters its about.
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@[Deleted User] said:
First of all, survivors only have one perk to counter NOED
There are not only one perk to find totems there are two and a item:
"Small Game" "Detective Hunch" and a map
killers have a perk to make cleansing dull totems harder which is Hex: Undying
Not all the killers use "Undying" and it was nerfed anyway, so the first hex totem you find and destroy would be always "Undying" (if there aren't another hex in play) the second you find and destroy is the perk the killer intend to protect, so if you detect that "Undying" is in play(doing a dull totem the UI warns you of being hexed by it), then leave dulls alone and go for "Undying" first"
NOED provides an unfair advantage to the killer
"NOED" Doesn't provide a unfair advantge, the killer plays initial and middle match with only 3 perks so in reality is a trade for the chance to have an advantage at the end of the match, advantage that survivor can completely erase if only they bother to cleanse all 5 totems
Killers can easily wait until end game and slug all players to get a 4k
If a killer "easily" waits until the end game and slug all players, is only survivor's fault, because despite having no pressure from the killer, they didn't destroy all the totems
https://us.v-cdn.net/6030815/uploads/Q9AJUB1A0BF6/20201118131650-1.jpg
So no, NOED shouldn't be changed!
Perks are not a valid argument for balance of the game as a whole. Plus, you have to waste a perk slot to run a perk to counter NOED which the Killer might not run, so the only way in a regular solo queue match you're going to help your team out by only doing totems is the following:
- Having the Killer waste time at the start of the match
- Have most Survivors, if not all, be good at looping
- Having Survivors that do generators (surprisingly rare)
- Having Survivors that unhook quickly and when smart (surprisingly rare)
- Finding all of the Hex totems (with or without a perk/item for it, it takes time and puts you in danger)
- The Killer actually running NOED
6 steps, 5 of which being entirely random. Sounds fun to prevent the possibility of the Killer getting a free kill for playing poorly.
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@UMCorian said:
Meh. I wouldn't mind if it was changed.
Most people who cry about NOED are entitled Survivor Mains who are rushing every gen so hard, the gates swing open at the 5 minute mark.
Seriously... just do bones. It's not hard. Hell, I don't even bother with Hex perks anymore because I'm tired of being 1 minute into every game missing 1-2 perks because BHVR thinks spawning a totem in front of a Survivor's starting point is solid gameplay.
Small rant from someone who plays more Killer than Survivor if you wanted to label me because I disagreed.
One, what do you consider gen rushing? Either A or B can be chosen but not both.
a) doing generators when the Killer is not applying pressure
b) letting other Survivors die on first hook to do generators
Also, like everything else is in DBD sadly, Totem spawns are entirely random. For a solo queue Survivor which are plentiful, just because you lost a match doesn't mean it was a SWF, breaking all of the Totems is an incredibly hard task without a dedicated perk build, because you have to trust your teammates to be good in a chase and to do gens while trusting yourself to be able to find 5 small objects that are usually hidden decently enough.
Hex perks are either meant to be used for a short time before they're destroyed (Hex: Ruin, Hex: Crowd Control, Hex: Undying), or be protected so they become powerful (Hex: Devour Hope). If you can't utilize the power of the Hexes listed at first, you have room to improve as Killer. And a lot of it. If you can't protect the Hex listed in the second category, don't use it.
Risk is a part of the design philosophy for Hex perks, complaining about them being risky and random in nature is useless as that's the point. I do disagree with the random spawns of just about everything in this game, but Hexes are made so they can be destroyed, them being destroyed at some point should be expected.
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@gilgamer said:
I want it to be changed for the simple reason that people wouldnt complain about it as much, personally I dont even think its that good of a perk, kind of a crutch/second chance perk that doesnt even work till endgame, not my favorite type of perk, I prefer perks that can be used all game not just after all the gens are done.
NOED is powerful in the fact that most of the time it offers a free kill to the Killer who likely underperformed that match. Unless you're a heavily coordinated SWF which aren't nearly as common as some may say, you will rarely break all the totems in the map or sometimes even be unable to find the Hex Totem once it spawns.
NOED unfairly punishes solo queue while unfairly rewarding bad play, and that's why it should be changed.
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@MildMegamind said:
As a long time player of Dead by Daylight, I feel like NOED as a perk is very broken. First of all, survivors only have one perk to counter NOED. Small game. Even with small game, killers have a perk to make cleansing dull totems harder which is Hex: Undying. I think that NOED provides an unfair advantage to the killer and further destroys the ranking system in place. Killers can easily wait until end game and slug all players to get a 4k.
My suggested change:
Each time a generator is completed or a totem is cleansed, No One Escapes Death gains 1 token. (max 10 tokens)
Once the exit gates are powered, on hit consume 1 token to instantly put a healthy survivor in the dying state.
For each token No One Escapes Death has, preform vaulting, breaking and searching [locker] actions 1/2/3% faster (tier 3 noed with 10 tokens, 30% increase to vaulting and breaking pallets.)
Note: I would like feedback on the suggested change because I have never tried balancing a perk before.
I do think NOED needs a significant change, and I heavily disagree with it being able to one shot at all, but I think if your concept only gained Tokens based on number of Totems destroyed BUT it was still a Hex Perk, it'd be fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2087531#Comment_2087531
And that is why there are perks such as Corrupt Intervention and Discordance. Or quite simply not chasing the first survivor you see and instead doing an initial patrol.
Corrupt Intervention is also rng based because of being based on where the Killer spawns, another big reason I want Killers to spawn exactly opposite to Survivors. Discordance is unreliable in a sense because it doesnt prevent generator progress, and in bigger maps where you spawn far away from 3 Survivors as lets say Myers, have fun stopping them from completing that generator.
Also, just ignoring the first Survivor and letting them to a generator too? Its smart to at least get a good pallet or a hit off on the first Survivor you see, especially if you don't know where other Survivors are.
Plus, perks should not be the sole thing used to fix broken mechanics, and they have been for this game since its release.
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@[Deleted User] said:
Generally speaking a variance is good.
But trending towards survivors spawning with each other. 2&2, 1&3
Shroud of Separation is still the only Offering that is a strict shot in the foot. The Survivor Offerings are fine if not slightly redundant.
If its 2 and 2, or 1 and 3 on Aserovs and Survivors spawn on your side of the map? Have fun with that-
I think Survivors should always spawn right next to each other so they don't get spread across the map which is a huge advantage for free. If you find that 1 Survivor in a 1 and 3 setup, and not the 3 in the first 20 seconds of the game, you instantly lose a generator. And I mean instantly. If 3 people are on 1 generator that gen is gone in 36 seconds.
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https://forum.deadbydaylight.com/en/discussion/240271/who-is-better-range-killer
Huntress is almost as strong in the 1v1 as Deathslinger, and her 1v4 and snowball potential is insane.
Also why is Plague not included???
@swager21 said:
deathslinger doesnt need to go to lockers+his harpoon is really accurate. sure he has terrible map pressure and he cant spam shoot like huntress can but he can end 1v1 chases pretty quickly
It doesn't matter how fast you can end chases if you can't keep Survivors off of gens. A Huntress hatchet is more accurate than his harpoon as well, given that its the size of a small continent and is just as fast when fully charged. She ignores pallets too.
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Both should 100% be an option
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@[Deleted User] said:
The randomness of spawns is a huge part of the game. It adds to the initial anxiety of not knowing where the other side is, who it is and what they're doing. Normalizing it could be taken advantage of by either side too and make all the starting gameplay really similar and boring in many matches.
@Karao_Ke said:
I personally think the spawns in this game are unique due to the fact that they're for the most part randomized, although I do wish I didn't spawn in the killers literal terror radius sometimes.
I do think you two are overlooking how annoying it is for Survivors to all spawn on 4 different gens, but I do see where you're coming from. I find more fun in the interaction with the other side rather than finding who/where they are, so I don't think it's an important element for fun or anxiousness.
The true anxiousness for me comes after I find out who the Killer is, but if they're a stealth Killer, looking out for them constantly or even trying to figure out where they are while in a chase.
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@Drae said:
The zombie chapter i think it is the one chapter that got experimented with the most in the creations section. I'd like to make one too. The fact is that seems really hard to catch the flavor of the undead. Zombies are dangerous because of their implacable but slow advance, invulnerability to trauma (when magical undead, not the modern infected undead with the weak spot in the brain), their sickening stench but most importantly, their numbers. All things non really possible in DBD. You tried, really nice and i'm hyped but i don't think you managed to succede, no offense intended. Nobody has been able.
Let's just start by saying that the background of both the character is good and entity's pouch also is good, i really think it should be part of the game. Talbot research is unnecessary and the blindfold would be a problem. Pig for exemple is a killer that is greatly hurt by the fact that survivors can aknowledge her presence from the start, the blindfold could be really dangerous for the game, when working.
Now, let's talk about the rest.
The power of the reanimated has two problems. First, i don't think the power fits with the undead. Is just a debuff touch, many monsters have one and it doesn't really tie particularly with the killer's background but it is my personal taste.
Secondly, it is just a debuff touch and now i'm talking the technical side. This killer is just an m1 killer, without a real power. It does give a slow down and the killer has a nice passive playing with the speed in a really REALLY soft way, but that's it. If the killer player is not able to touch everybody while getting downs, the gens are going to fly like rockets. The power is not really able to help with the downs either (except the hindred thing, i'll talk about it) . Let's analyze some actual killers' powers that give debuffs. Pig: her debuff, the masks, slow down the game and can kill. Legion: The power gives a debuff that can down survivors, reveals other survivors and the power gives him superspeed. Plague and Trickster: They both debuff targets with ranged attacks. Plague's debuff worsen automaticaly until injured while Trickster can injure and down survivors with it. Doctor: can debuff with all the actions from his power and can deny completely generators, hook saves, pallet drops and rushed actions and shut down nearly all the actions of the survivors. He can also find survivors with his power.
See? Debuffs and ailments are never the main power, not even half of it most of the time. The power has to help the killer in killing, looping or tracking and the reanimated power does nothing about those issues. He is just a slow killer that can become a normal speed killer with some slow down if is able to touch all survivors, plus a minor buff to bloodlust, something that should not even activate at tier I if the killer player knows what to do in a chase. The strongest part of the Reanimated's power imho is the hindred status until healed. Strong, too strong. It can secure downs in a really wrong way. Clown is the only killer that has a hindred debuff power this straightforward, the whole power work around that and even that has a duration.
For the perks:
As already said by Critical, Zombified breaks the Legion. I don't really like Hex: Grave Danger because it has the potential to be really weak and also to be as dangerous as noed while also possible to be played WITH noed. Death Calls is an aggressive dying light but nerfed in the numbers. I don't think the killer should have a free injure on a survivor from the start.
Head-First is good. Yeah, it is unnecessary and mostly useless in many maps but who cares? it looks fun! i really like it. Scholar is a really well made perk, fair and square. Fight Back is broken and unsalvageable, Critical already said everything possible, big no no.
It is good to see a new zombie chapter, keep trying, big fan here.
I have to comment on one thing you said. The hindered effect from the touch is 3. 3%. That's nothing. Clown's gas and Freddy's snares slow you down by 15%, for a shorter duration sure, but few hits are guaranteed from a 3% slowdown and the ones that are get ruined by the concept of dropping a pallet just a bit earlier. At least Freddy and Clown force you to drop a pallet before leaving the loop, this power barely even does that.
I agree with what you've said otherwise, though. A zombie Killer is surprisingly hard to make.
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@glitchboi said:
Honestly I just want them to make it so that survivors can't spawn scattered around. It lets them do 4 gens all at once, 3 gens if the killer chases one of them which is still awful. I don't know how to answer this poll tho.
That would be the first answer, "Survivors should spawn all together"
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@Yords said:
I don't think so, there really would be no point to that and would give killers a guaranteed advantage each game if they could memorize the spawns. It would also make the game a bit stale if you always spawned in the same places in each map. The randomness of the game is what makes it unique and fun.
I would disagree with that as the Killer still has to get to the other side of the map to find the Survivors, who can spread out but now just have to work on doing so.
My stance with this is that a system of guaranteed places to spawn would prevent spawning by yourself right next to the Killer, while also having to work to spread out and get on multiple gens to pressure the Killer. It's no fun when all the Survivors spawn on 4 different gens on Mother's Dwelling, yknow?
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@Zesty said:
Now I'm sorry I cant fit all of them on here, but ill do my best to put the most I can! Thanks for understanding, if they aren't on here pick the "OTHER" option!
Scott is my favorite, but I do like Otz and Noob3 as well. I'm sure the others are great as well, though.
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@Pixel_BoomBot said:
Would you like to see if Haddonfield get's a rework? Happy Easter by the way. :)
I would personally want a less unique map layout, as well as a heavy decrease in the long walls like the fences and bushes, along with the nerfing of the main structure and the replacement of inaccessible houses with generic loops. This may sound like a lot but that is just the bear minimum to make this map fun and fair for both sides in my opinion. The balconies in general are fine, however.
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@DaggerFraggerPat said:
What the title says, I literally don't know why Vigo's Shroud needs to be my favourite offering in the game... Please someone help me how to spawn away from the killer, holy. RNG SUCKS. I really do want the devs to fix this "bug" thats been going on for a long time.
SORRY FOR THE AUDIO
There's a big issue with spawns in this game in general, so I'm not surprised.
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@yaboitraderjo said:
First off, this is not about face camping as a punishment for toxic survivors. I've had my share of games where the ego got to the head I was rightfully face camped for intentionally angering the killer. This isn't about that.
Something needs to be done about Killers that are mid to low ranks and still rely on face camping when they already have better perks and weapons to win the game. Currently, the survivors are the ones getting punished for this at every corner. Stay in the game and you continuously trade bodies on the hook or gen rush while the killer is face camping. The latter is difficult because there's no coordination with random teammates and most suicide by hook anyways. Quit the match and the survivor gets penalized with a 5 minute matchmaking ban??? #########?? That's a legitimate reason to DC.
Surely, there's perks out there specifically to combat this. Borrowed time, slippery meat, and deliverance come to mind but they're few and far in between. The latter two don't even help that much if the killer just watches you hop off the hook. You would at least need dead hard to dodge the initial blow. Not to mention you're roughly paired with players around your rank so higher ranks generally get screwed if they don't have a Bill or BT as a teachable.
Like, I get it. It is a legit strat but a very frustrating and abused one. It negatively affects the game and something should be done about it. The review system clearly isn't working and the solution is probably something more "in game". Perhaps a dodge mechanic can be incorporated for survivors when being rescued or survivors that get hit immediately after a rescue need to mend instead of going down. Something needs to de-incentivize this strategy because it's frustrating to finally load into a game and realize your killer is garbage.
Sincerely,
a face camped feng
Tell me how they would do something about it. Seriously, do tell. It MUST be a way that would not punish the Killer/reward Survivors for being looped/looping around a hooked teammate, and it must not be a perk. Please, I'd love to know if you've got an idea that no one in the community has had for nearly 6 years.