Crypticghoul
Crypticghoul
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754642#Comment_1754642
But a wraith and a pig can easily do that now. They could actually just down you and go after somebody else. At least then following you around for 30 seconds makes them waste time.
i was actually going to say it should be if they are within 12-16 meters of you but I figured people would complain. So you want to extend the time more than 30 seconds but how is that a nerf at all? With so many people complaining about DS it will eventually get nerfed so might as well find our own solutions now instead of trying to be a smart ass
That's not being a smart ass, it's pointing out flaws and making a case as to why a change would be bad overall despite it having good intentions. I've posted my own suggestions elsewhere plenty of times that are very similar to MythMage's.
Yeah Wraith and Pig could do that now but it would take them 60 seconds as opposed to 30 plus a bit depending on how good the survivor/killer are at playing loops and how good the map is. 30 seconds is very valuable gen time for your teammates if the killer wants to tunnel someone out.
If you change it to be based on proximity to the killer you'll get people that just get off the hook and run to body block the killer constantly and the killer cannot pick them up. Now you pair it with unbreakable/soul guard and it creates gameplay abusable by SWFs that isn't healthy.
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"if any of you think differently then you’re just a selfish killer main or a selfish survivor main. We need an anti tunneling perk, but not for it to be as long. This fixes the “too long” part while also making it an actual anti tunneling perk"
Wraith follows you around for 30 seconds cloaked off the hook. Pig crouches while following you for whatever time is remaining. Your DS is now deactivated.
I happen to run into you and don't believe it's been 30 seconds so I moonwalk near you for the time I believe to be remaining. Your DS is now deactivated.
Making it pause in chase while halving the standard time is just too abusable by a killer that knows what they're doing. It's the same reason Legion's mend got reworked. Not to mention some survivors will sprint around in range of chase just to keep it active while holding a flashlight or threatening a pallet save.
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I don't agree with this change as you can end up in situations where a teammate farms you (because you can't stop them from unhooking you without BT for some reason). Killer now downs both of you then hooks savior and then hooks you again because DS is deactivated.
I think touching a gen for more than a quick tap to stop regression, unhooking, hopping in a locker, or doing a bone should deactivate it. This way DS remains a great tool to stop tunneling but you can no longer use it to get in the killer's face aggressively for a minute.
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I feel like I have to play on low graphics settings just because of how dark many of the maps are as low settings makes the game a lot brighter.
Most egregious for me are the swamp maps. Whenever I run underneath the structures I can't see any of the exits half the time.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1754358#Comment_1754358
I do not know for sure but I am relating it to Hillbilly. His base is 2.5 seconds for chainsaw charge. Mothers Helpers reduces charge by 12%, which maths to 0.3 second reduction leaving the charge time at 2.2 seconds. Engravings work in the opposite way, adding 12% making it 2.8 seconds.
Is the language between Hillbilly charge time different from the healing speed?
Entirely depends on how it's coded. They can do it one way for some things and then have it another way for others. I can't say for certain which method they used without seeing the code.
Judging from the way that is worded it should knock off 12% of the total time additively which would be, as you said, (2.5 * 0.12) = 0.3 and then add or subtract that from the base value. The difference being it implies that it affects the total time and not the speed at which is activates.
@[Deleted User] said:
Damn why did I left my computer engineering college? I feel so dumb reading the comments here now lol
I've been out of college for like a year now and I feel that all my math skills/knowledge just evaporated lol. I expect it to get worse as time goes on.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1754335#Comment_1754335
I thought it was additive and all modifications are calculated off the base.
In this case the base is 16 seconds.
16 base + 16 (SC) - 1.44 (R) - 5.28 (BK) - 2.24 (DM)
With this I calculate 23.04 seconds to Self Care with this build.
You would be correct if it stated something more along the lines of "reduce/increase the time it takes to heal by x%" but since we're working with speed decrease/increase you need to divide the base amount by the modifiers plus 100% base. I definitely think AGM has the correct answer regarding how it is programmed as I'm not sure where in my equation they place the *0.5 modifier from self care.
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20 seconds sounds right if you figure self care is 32 seconds.
14% + 9% + 33% = 56%
32 / (1 + 0.56) = ~20.5
A mistake you're making is treating self care like it's a 50% boost to your healing speed when it's actually doubling your healing time* final edit.
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Look at the ground when you're trying to give a backrub to someone with the chainsaw. Makes it way easier to keep track of them if they start flailing around.
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Picked up Billy recently because of the tome challenges making me try him out and he has quickly become my favorite killer.
The biggest thing that I hate is how ridiculous spinning is. You can usually look at the ground while revving and follow a spin as long as they're not on PC doing the proper high sensitivity 360, in which case you can forget reliably chainsawing them as they start turning into The Flash (seriously though, why is move speed/turn speed not capped Behaviour?).
Otherwise I find his chainsaw to be pretty reliable and even generous at times due to it snapping onto people.
Overheat feels really pointless and just punishes meme chainsaw sprint builds and inexperienced Billys imo.
PSA To any of you players that want to get into Billy, even if you're using mouse/keyboard: your initial curve is based on the controller sensitivity under killer settings. Setting it to 100% lets you do nearly a full 180 with the chainsaw.
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New perks are like the most exciting part of new chapters imo. The only problem I see is blood web bloat now that we've reached what, almost 80 perks per side and counting? Which means you have to grab perks about 240 times in the blood web to "complete" a character (god forbid you don't get a perk you really want until the later part of that) assuming you have all the teachables unlocked.
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After many hours of playing killer, solo survivor, and survivor with a friend or two, I've come to the conclusion that SWF is only overpowered because you remove spots that the incredibly bad red ranks can pop into and just do nothing all game while also lasting like 10 seconds in chase from healthy.
I think that regardless of communication if you get matched against 4 great survivors the games will look like "SWF games." The problem is that a majority of red rank survivors are absolute garbage at the game and tend to play hardcore stealth more often than not.
Don't get me wrong though, I dodge obvious 4 man SWFs when I see them pop into the lobby thanks to instant killer queue times because I've had my fair share of gens being destroyed or them calling out where my totems are to others when I use them and start chasing them off. SWFs in the red ranks are straight up unenjoyable and tend to be a sweat fest thanks to matchmaking grabbing lower ranked killers when you have a bunch of different color ranks you're grouped with so you only get the 4x red rank squads.
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It's just insurance to guarantee the killer gets punished for playing in a scummy way. 9/10 times you won't get to use it unless you're actively throwing yourself at the killer.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1748723#Comment_1748723
Can I ask why? most people I know dislike the map as both killer and survivor, Id like to hear what appeals to someone who likes it?
I love Midwich visually and as a concept. If BHVR would do something about just holding W down the hallways being so strong and adding some kind of indicator for where gens are like flickering lights in rooms, it would probably be one of my favorite maps.
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He's not super strong or anything (he's not weak either though) but man does he make games incredibly unenjoyable between all the random garbage happening in my ears and the screen constantly.
Don't even get me started on 3 gens where he won't commit to anything. The dude frequently makes games like 30+ minutes due to not committing to any chases and doesn't even end up getting any kills half the time.
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I hate Nurse because she takes everything skillful about playing survivor in chase, throws it out the window, and turns it into just holding W and moving weird when you break line of sight while hoping she isn't a god at Nurse.
The way you have to play against her is the same playstyle that makes people hate Midwich imo.
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Sometimes it's deserved, especially when the killer employs scummy builds or tactics. A lot of the time I'll have good really close games where 2 get out and I didn't camp or tunnel at all or am trying out another killer/build and they'll just tbag at the exit.
It's really tempting to play ruin/undying Freddy to make sure the gates never open to give them the chance when people do this...
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Personally I think Hag or Freddy. Hag has a sleeper playstyle of just pick a 3 gen and wait for people to come to you + camp hooks with traps. It's just not fun for anybody.
Freddy is just all around too good while also being easy to play. His addons are crazy good and the synergy he has with gen regression while also being good at chase and hard to see all stack up to make him incredibly powerful. Running ruin/undying/tinkerer with swing chains and a teleport addon pretty much plays the game for you and if you're playing solo queue you can almost entirely forget any chance of beating him with a build like this.
Special shoutout to Doctor constantly spamming you with obnoxious SFX and VFX while just dragging games out to like 30 minutes with skill check builds.
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@Orion said:
The better question is, why aren't you cleansing totems if NOED is as prevalent as you claim?
To be fair, if you're playing solo queue your teammates don't last long enough in chases for you to do the totems. At least in red ranks. I run small game almost every game due to the ruin/undying meta and these guys will give you maybe a totem cleanse time worth of chase each from healthy lol.
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I like BBQ/Sloppy/Corrupt/Monitor. I would replace BBQ with something else if you don't care about the blood points. Sloppy can be swapped out for Nurse's if you want. Might want Ruin/Undying/Gen info perk of your choice if you want the strongest.
I play him more like an M1 killer and use M2 at pallets/windows because survivors start juking like mad if you drag your sword. So most of my hits come from just walking at them while dragging my sword and they start flailing around before getting smacked.
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If they have the globe it doesn't necessarily mean they're on PC. They could be any platform you aren't on.
If anything I see console killers usually running it a lot. Purely anecdotal though.
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Honestly I think BHVR needs to have an in-built mechanic for anti-tunneling rather than just making you have to bring a bunch of insurance policy perks.
I've had some pretty whack matchmaking this week and the amount of times I see teammates just get run down off hook because they aren't great at looping is frustrating when I make it obvious to the killer where I am and have BT.
The fact that I have to hope that my teammates have purchased the Halloween DLC, leveled Laurie to 40, and got DS on the character they want to play in order for the killer to not just remove them from the game is not good for the health of the game or the enjoyment of these less experienced players imo.
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@Volfawott said:
Anything that is a legendary I can understand why it's locked as different models would probably look absolutely terrible combined together or really awkward.
But there's no excuse for certain outfits like both of Cheryl's Starting Over and everything that pyramid has received
These outfits are legitimately designed in 3 pieces but just packaged as a said for some strange reason.
Things like the Legion Robbie the rabbit and Nea's set are designed with extended proportions or noble portions in certain areas meaning they kind of have to be linked but the outfits I mentioned above don't fall under that category
I too would really love if they would let us mix and match Cheryl's Starting Over and the recolor but I have a feeling that they are locked sets because of Konami wanting them to be sadly.
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If you're ever having a bad night as killer and don't care about the survivors having fun, just play ruin/undying/tinkerer Freddy with rope and drawing of your choice as addons.
As for survivor, I'm a big fan of dead hard/kindred/BT/x. With the x being either DS, small game, bond, or windows of opportunity.
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I like Dead Hard/Kindred/Borrowed Time/x
The x being any of: Windows of Opportunity, Decisive Strike, Small Game, Bond, or We're Gonna Live Forever depending on how killers and teammates are playing for the day.
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I'd really love to see them do something about tunneling because I am really tired of seeing my teammates get tunneled out of the game when I play survivor. I swear as time goes on I see more killers just tunneling someone down off hook. Especially when there's no obsession. And as someone who tries to play for 12 hooks as killer, it really sucks to see people play like this.
It also really sucks having to bring two insurance policy perks every game as survivor if you don't want tunneling to happen as it really stifles build diversity when everybody has to (or at least should be) running DS/BT to deter the killer from playing like a scumbag. I'd advocate for DS/BT being base kit but it would massacre the balance of the game in regards to SWF.
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Decisive doesn't need a duration change.
It needs a deactivation condition like when you touch a generator, bones, or get grabbed unhooking someone.
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I did rift 4 and was feeling the burn towards the end. Rift 5 I can't be bothered with. Most of the tiers are just boring charms and subpar recolors of default outfits anyway so the individual levels feel unrewarding. Honestly, the tiers are so padded with garbage that even buying the tiers would feel really bad.
I like doing the challenges but there's just way too many fragments you have to make up with just raw playtime.
I'd be less burnt out by the grind if they would put the rift cosmetics in the store quicker or would give you tokens to get what you wanted from some of the tiers. Or if the tomes just gave more fragments than what we had in 4. Or even give some fragments for daily rituals if the goal is to keep people logging in and playing each day.
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Tinkerer is perfectly fine. It's only problematic on killers with map mobility and ruin imo.
Nothing feels worse than bringing it over 70% and the killer just instantly starts Freddy teleporting or Blight rushing to your gen and then it drops back below 70% passively thanks to ruin/undying.
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I'm hyped as long as they tone down the ridiculous amount of safe pallets everywhere.
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Almost everybody I've seen has been praising the Spirit bug as good for the game and allowing skillful mindgames/counterplay for both sides. Very sad they're fixing this as the only change I think it needed was allowing Spirit to know when she made the noises.
Back to having an absolute miserable time against her I guess...
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@White_Owl said:
Camaraderie for me. I fail to see a situation where this perk could make the difference. I'd rather use No Mither than Camaraderie.
Camaraderie serves an alright purpose of countering camping but it could really use a couple changes:
The first being that the extended hook time should be based on the killer walking near your hook and not a survivor. Other survivors have no idea you have this perk unless you're in a swf.
It should also work on first hook imo.
It could even be somewhat interesting as an exhaustion perk that you can activate at will on the hook.
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Leader. All the things that it buffs are one man actions aside from healing and they don't buff you. So you're just standing next to somebody watching them do something all for a 25% speed increase if you want the perk to have value.
I do agree though that Hex: Blood Favor is pretty god awful. It has no right being a hex perk with how weak its range and duration are.
Wanted to edit in that Off the Record is pretty awfully designed too. 80 seconds of Iron Will and no aura reading on you when you get off the hook but why not just run Iron Will at that point?
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Tbh if anything, the problem I'm running into is my teammates just dropping left and right while I look for totems with small game/detective's and the aura reading killers get from undying causing high mobility killers to be right on top of you if you touch a lit totem.
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He's probably my most or second most hated killer to play against.
The instant ADS -> shoot is my main gripe as it really shouldn't be a thing imo. I'd like if his accuracy is bad if he doesn't aim for like 0.3 or 0.5 seconds (I'll admit, this change would probably make him near unplayable).
Or they can give him the Pyramid Head/Huntress treatment where pressing ADS slows him for a second after he lets go so spamming it makes him lose a lot of distance but still allows him to bait out dead hards/jukes.
I also wouldn't mind monitor & abuse changed from -8 meters off your terror radius to -25% so that way all the 32 meter killers are unaffected but Deathslinger gets an 18 meter instead of 16. This would probably nerf a few edge cases that don't need nerfing though like maybe vanity mirror Myers if he normally runs it.
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I find it's pretty rare that I get tunneled unless someone unhooks me near the killer and just goes full stealth mode or my teammates just aren't touching gens so I'm the only person the killer bumps into, which feels bad but it's not the killer's fault.
Camping is probably 1 in 6 or so to my teammates. Not face camping but a really tight patrol where you don't check any gens and I always bring kindred, so I usually get to see it.
Red ranks, I don't do anything I consider obnoxious or toxic when I play killer, and I bring DS because I need practice hitting the skill check but I hardly ever get to use it (mostly because I don't actively throw myself at the killer like I see many others do with it up).
Honestly I think a lot of tunneling and camping is magnified by a combination of stealth players, toxic players, and players not punishing it enough. Stealth players don't realize that if the killer can't find them, they're going to run down their teammates and if nobody shows up on BBQ then there's no reason to leave the hook.
And if people would start bringing kindred and just crank out gens when they see the killer camping then going for a close save and/or trade, they would stop camping pretty quick as standing there for 2 minutes while you lose the game doesn't feel good. But getting free kills thrown into your arms without having to look for people because they want to rush the unhooks promotes camping by rewarding it.
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Personally I can't stand the limp movement of the camera when walking around as him and backrubbing someone with the chainsaw is stupid difficult without shadowborn if they just start spinning out (the devs seriously should put a cap on survivor move speed when rotating the camera).
He's very high risk, high reward with a ton of counterplay available to both him and the survivors but in the red ranks it feels like you have to be a Billy god to 3k or 4k before gens just fly because one missed chainsaw can pretty much cost you the game. This last portion being why I suspect a lot of people don't play him.
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Feels really bad when I play Ghost Face.
I've gotten a few gen grabs because I realize they have it and sidewalk up to a gen to avoid making it light up, so these players' reliance on it can be used against them. But the fact that it lights up when undetectable killers are looking at survivors whose power relies on looking at them makes playing them a much worse experience.
And the person with spine chill still has eyes so if they see you sidewalking up to their gen they can just disappear and you'll have no idea where they went.
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@piggypablo said:
The way ranking works now, killers are just better than survivors. Killers only have themselves to rely on to move up in the ranks. Meanwhile, baby survivors can get carried and believe they belong in red ranks, when really, they probably belong in green.
I definitely agree with this and wanted to add a couple things.
It's way too hard to depip as a survivor -- you have to let go on hook or get face camped to depip. Combined with the fact that with SWF, you can easily pip up or play against worse killers and still pip and you have a lot of survivors ranked higher than they should be.
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I've heard it's related to blood point offerings. Try playing a game without an offering and see if you get the full value.
Others have said it might be what killer/survivor you play.
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Moris really need an extra requirement of hooking everyone at least once to use it. This will stop people from just tunneling survivors off first hook with them at the very least.
Keys I'd love to see an opening time equivalent to the gates that resets if you let go.
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She's just really not fun because of her vomit's travel time combined with clipping on every little thing. If someone hugs a wall tight you're basically just a walking Eiffel Tower whose head accessory can be seen around almost every loop due to her raw height.
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Tbh a crowbar or something as an item that survivors can bring in or find to create these would be pretty cool.
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Tossup between Ormond and Mother's Dwelling for killer. Both of them are just way too big but Ormond has much safer loops/pallets.
The Game for survivor. I can't find any gens half the time and the terror radius can be heard everywhere.
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@Steel_Eyed said:
There might be. Only seen a leak about this and last year there was a 25% discount on the 2018 blights. Fingers crossed.
The only other thread I saw on this question was impolite anyways tbh.
Celebrate Halloween in the Fog with The Eternal Blight event in Dead by Daylight.Towards the bottom it says a sale is supposed to start today until 11/1 for older Halloween cosmetics.
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The point system isn't too bad. My only complaint is that there isn't enough spillover into the other categories for survivor. For killer you fill up all 4 categories of blood points by just finding survivors, hitting them, and hooking them which are all things that happen naturally and build off each other.
For survivor, it's too easy to just max out on one category and then not get much in the others.
You're competing with others for altruism points. If the killer just doesn't want to chase you or chases another survivor all game, you don't get any boldness without just running at him. Or in the case of you being the one chased a lot, you can cap out boldness really easily and not get any objective or altruism. Survival is really limited.
You should get more spillover into the other categories as survivor imo. Like if you complete a gen while the killer is chasing someone they should get objective points and you should get boldness or survival.
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My immediate wishlist would be a few (presumably) quick and easy balancing changes that would fix a lot of unfair frustration while still being within the devs' requirement of not affecting achievements:
Keys have a 10-16 second progress bar on opening the hatch that resets when you let go. Closing the hatch after it is opened by a key does not power the exit gates.
Moris require everyone to be hooked at least once before use.
Huntress iri head has a minimum range to one shot of probably around 15 meters. Or it limits you to 1 hatchet and you cannot bring it above 1 hatchet with other addons.
A number of how many totems are left is visible on the screen.
NOED tells you you're exposed immediately upon activation.
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My Ghost Face is like level 60 something and counting. Still doesn't have BBQ so I feel like if I play him I'm just gimping myself on blood points >.>
It feels really bad that the more stuff you unlock, the more you have to grind for other characters to get basic perks. Ex: want to level Oni and need BBQ and monitor & abuse? Enjoy wasting 3 levels on furtive chase or I'm all ears because you leveled up Ghost Face.
I think honestly the perk ranks are what gets me when there's like what, almost 80 perks per side?
As for suggestions: I'd love to see either teachables be unlocked on every character at rank 1 once they're unlocked, perk ranks to be removed, or the ability to scrap useless addons/offerings for blood points.
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@jisp3r said:
He's not broken... He's just easy to use and is very strong. That's why there are more Freddys than Nurses or Spirits.
Freddy is not broken but his synergy with gen defense perks and slowdown addons is. I definitely think ruin/undying/tinkerer/swing chains is way too powerful against most survivor teams. It especially feels hopeless playing against that when you're playing solo.
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The response to the answer killed me because the real reason it's bad for the health of the game is not the perk used by a solo player but rather the perk being used by a SWF in voice chat who are just relaying free information to each other. So it's like all 4 people have OoO but only one person has to use the perk slot and get revealed.
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I've seen survivors call a killer a camper when they had a stacked devour hope...