DBDVulture
DBDVulture
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@toxik_survivor said:
I've been seeing some posts about techs and if they should be removed over the past couple of days and I believe no tech should he removed besides the weired blight one that was fixed a month ago or smthin.
Cj techs, 360s's, window techs, and all the weired ass name techs should not be removed because they create and extra skill set in the game. For the most part it is extremely hard to pull off such techs in high mmr and it gives a sense of satisfaction and accomplishment when you do so, especially against good killers. They are fun but difficult and do not break the game in anyway. Although when you 360 and snap your ankles in half its a very good mechanic and skill that can give you reward if you do it correctly.
Most people that complain about techs are no offense, the lower mmr players. It's not your fault though, it's mmr. You are probably supposed to be going against low mmr but you end up going against 3000 swf squad. So yeah I would get why you would complain about removing techs, mmr just destroyes everything and provides horrible statistics and info which leads to people complaining about something that shouldn't be complained about
So we should bring back the following techs:
Flicking for Billy (this means you saw sprint at 0° and at the end of the sprint you can flick in any direction you want to down a survivor).
All skybilly tech.
BIly tech to "warp" through certain windows instantly.
Sorry but no. This is just a quick list looking at one character. You want the tech that makes the game fun for you and less fun for the opponent - not game balance.
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@Igor_Bielobereg said:
https://forum.deadbydaylight.com/en/discussion/comment/3237243#Comment_3237243
Are you talking about that proposal of his?
- He suggests to make the effect of Honing Stone basic. Very similar to my proposal. In my implementation it incentivises teamplay for survivors more: if they do not want a trapped teammate to go down or be picked up by the Trapper, they must rescue him. If rescued, the teammate will remain in the injured state.
- He suggests to give the Trapper a speed boost (Haste effect), if a survivor steps in a trap. Very similar to my proposal. I also propose Undetectable effect in addition to that.
The second effect is so meh. Trapper just needs three things :
- Grab farthest away unarmed (by player) trap by interacting with empty locker.
- Traps always add +1 wound state
- Bloody coil is standard effect - so disarming traps always comes with a price.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3239490#Comment_3239490
"Nurse (...) need to move down in effectiveness (...) so that all the other killers get better."
Why not instead look at the weaker killers, by giving them a helping hand, for example? 🙂
It's easier to move 2 down (along with SWF) instead of bumping up ~27 to be closer to their level.
Nurse and blight are some of the only killers that have addons with 30-50% effect boost. They are the only "fast movement" killers.
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@KrypticReeps said:
So after making a post about indoor maps, I thought about something that could really benefit the games health. (let me know if you think I'm wrong or disagree)
Like Halo and many other games, add a map voting feature. Before the game starts, give 3 options of maps that the 5 players can choose from. The map that gets the most votes, is selected. This might also help some map related DC issues. Or make them worse idk lol by seeing that people voted RPD, players will leave before the game starts rather than waiting till the games starts.
But with this being a thing the "add-on" and "character change lock" would have to happen sooner so people cant get an upper hand on the map selection. The map votes happen AFTER everyone's add-ons and character have been locked in.
Map offerings can be removed and instead give the player a chance to vote twice. If any voting is tied, the vote will go to the map with the most votes first. (ex: if Crotus Pren and Midwitch are tied at 2 and 2, the game will either choose one randomly or choose the map that had 2 votes first.
Or make the map offering give the wanted map a given spot in the 3 map selection for people to vote for. (ex: if you burn a Midwitch offering, 1 of 3 selected maps would be Midwitch) if all 5 player bring a different map offering, 3 offerings are picked at random for player to vote for. Or if more than 3 different offerings are brought, they all cancel out and regular map voting happens.
Thank you for reading, if you have any ideas for this or changes, add it down below!
The way to do map voting is similar to how you handle children sharing a dessert. In the case of children one cuts and the other chooses which half their sibling gets.
For picking the map: one side if they use a map offering should let the killer choose which map inside of that tile set. Obviously maps that only go to one place need to be "united" so that there is a meaningful choice.
Imagine for example that you use a farm offering: the killer will always pick abattoir because it is the smallest map and the only fair farm map. But even that is not exactly fair so inside each option there should be a "random map" as a nth choice. So for example you could pick swamp map and the killer might get the option via random choice to pick clown map instead.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3239487#Comment_3239487
While I do think he has problems, personally I've never found overheat one of them.
Hearing you have legacy III billy, maybe our differences come from the fact that I never really mained Billy until post rework, while you've been playing him since the game came out meaning you've experienced him differently than I have.
Billy was broken when he had the ability to "flick". Since you didn't play when that was a thing : you could srpint at say 0° and then at the end of that sprint flick to make the chainsaw attack at 90°. This was completely overpowered and removed relatively quickly in the first year.
Over time Billy had several nerfs pile up. When they removed all his meaningful addons and added the cooldown mechanic it was just too much. This was after they added random debris to make chainsaw sprinting less effective. This was after they massively increased the cooldown delay for bumping an object. This was after they changed the delay from using the saw to when you could start using the hammer.
Billy is a joke compared to how he used to be. It might be difficult to imagine but I would say wraith has better potential than Billy right now. Note: if I were going to play either I would bring bamboozle.
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@CoDismylife said:
People think I'm capping with my 99% winrate.
So challenge me then.
4v1, no restrictions.
You can Live stream the games and I can show bhvr how strong killers can be. Apparently this is something impossible but that's what I'm doing for months in pub lobbys
The bots with 3000 MMR don't have 99% win rate.
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@almofan1001 said:
The popular conception amongst the community is that Nurse has "no counterplay". It's as if picking Nurse is guaranteed 4K and a win (already disproven by statistics both at the top MMR and all MMRs)
It's also humorous considering Nurse has quite a lot of counterplay tools, but Survivor players are lazy, refuse to adapt and give up without even trying. You can't just brainlessly run 3 times around Killer Shack, drop a God Pallet and give your team free 2 gens. Nah ah, this killer has different gameplay elements to it, so you also have to play unconventionally.
Here is the list of things you can do:
- Line of Sight break - easily done on most maps, force Nurse to guess which is always a disadvantage for Nurse.
- Judging Nurse Blink Distance - estimate how long the Nurse has been holding her blink to judge what distance she can cover, perform juke
- Indoor maps - self-explanatory
- Dead Hard - not very hard to use against Nurse, 3rd health state
- Use objects as your advantage - it's not the easiest thing for a Nurse to blink past objects, so use it to make it harder for her to get a good blink
- Be unpredictable with your pathing - if you use conventional pathing, that's on you - you're making it easy for the Nurse to perform good blinks
- Hold W (against non-range addons) - this destroys Nurse a lot, if she makes a mistake and you hold W, she at least has to blink 3-4 times to catch up to you. Doesn't work as well against Range addons.
- Use Stealth - should be a brainer, but somehow this is never emphasized. Nurse won't check every corner when she patrols gens and if she doesn't see you - you're likely safe. If you know she is coming, hide. You have more chance to survive than trying to "loop her"
There are more tricks you can do, but the point here is that there are many small things that you can do to make Nurse's life harder. It's not even hard, you just have to learn and get better.
Learn to adapt to the game - you cannot loop her like an M1 killer but that doesn't mean you cannot waste her time at all. She doesn't have "no counterplay", you're just making excuses because you refuse to adapt to a different killer playstyle. Bubba face camping is no counterplay, Nurse is not.
And no, "good Nurse will still destroy you" is not an argument. She will be very strong, but you can still force her to take 50/50s which any Nurse (good or bad) will despise. The 50/50s can even become 70/30s in your favour if you read the player right and be unpredictable.
And well, if you got destroyed by a good Nurse, you better give her +REP considering most of the community sucks at her and she's not a problem in the game (compared to things like SWF).
You're not wrong and there are tons of videos that prove it. However : Nurse and Blight are on a completely different level from every other killer and that's not fair to all the other killers.
As an example : generally speaking 99% of pallets are ineffective against a nurse.
Relatively speaking Nurse and blight need to move down in effectiveness (and SWF too) so that all the other killers get better.
@Omans said:
Thanks for the tips everyone already knows.
Thanks to your wonderful thread, the secret to Nurse's counterplay (that no one except you and other nurse mains who defend her on these forums knew about, despite Nurse being on the killer roster for 6 years now) has been discovered.
People will now realize they were wrong. It was not Nurse's broken mechanics that were bothering them, but the fact that after years and years of playing at high MMR, they just never learned to play against her.
I'm sure she will drop quite far in the tier lists thanks to this thread. She's probably below Clown now, even. And it's all thanks to you, player who probably hasn't even faced a good nurse.
Being that mad about nurse tells me you can't run her very well and you probably know those tips but not how to use them. Nurse was actually 100% hard countered by Spine Chill before they nerfed it (spirit too). You could see mid blink if she had the correct blink angle and could react before she blinked.
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@NoOneKnowsNova said:
Overheat isn't that big of a problem. It punishes people who use his chainsaw too much.
Overheating ruined billy.
Last night I went against a billy who was probably pretty good but unfortunately I have legacy III Billy so there was no chance for him to win. He spent most of the game trying to saw me and gave up a 3 gen chase for it.
He found the team in the killer Shack and we had the gen to 90% completion. Two fled but me and another person were touching it alternating while he was trying to saw us. I got the last 5% while he was chasing me. Then I threw the pallet and he overheated before he could saw the pallet.
I felt bad for him as a reflection of when I play killer because Billy's power is a joke. It did not use to be that way.
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@Akumakaji said:
The thing is that most games aren't against hyperfocused seal teams and you can make a good figure without tunneling the first person you meet. Mind you, going for 12 hooks only works in the lower ranks, but altwrnating between two survivors while taking opportunity shots is fair game IMHO.
Also, while you could probably win a lot of games by just hard-core tunneling the first survivor, this will let your MMR skyrocket and send you against progressively meaner and badder squads, toll you actually need to do so just to stand your ground. In the end, unless you are here for the sweat, winning every game ain't that cool.
The second you are at the MMR cap of 1600 the "most" part of your argument goes out the window. Survivors try to finish the gens ultra quick so you have to delete them quickly from the match.
As you say 12 hooks is a lower rank thing.
@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238642#Comment_3238642
I feel the same.
Of course if COH bothered me a lot, i could run shattered hope.
Playing killer can cause a rush of adrenaline that I don't feel as survivor, so I can understand the feeling of needing to tunnel. But eh, I want to have fun, and if I don't win but got to play how I wanted, then that's good enough for me.
Your post makes me angry. It is a reflection of how out of touch the developers are with favoritism regarding totems/boons with one side of the game. Imagine : you can't interact with totems unless you have a boon perk. Note: that would be unfair but I think you get the point.
This would almost be like the current state of boons where you can't remove them unless you have a perk that does nothing otherwise. I can't take a perk as killer when I am against 16 other perks that will do nothing in 40% of games.
Shattered hope would be an "ok" perk if killer were given a 5th slot that can only have a hex related perk in that slot. I would just take shattered hope to delete all boons. But then nobody would run boons making shattered hope pointless.
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3239052#Comment_3239052
A team of streamers that play DbD for a living with around 30,000-40,000 hours of combined experience is not a normal swf by any means.
And yet I've played against better in the "non existing" swat teams that all the survivor mains are "ultra rare".
High MMR is not fun as kiler unless you play a strong killer. The problem is that DBD has no accounting for very high skill levels. Survivor overall has way too much power at high MMR unless the killer is Blight or Nurse.
The maps have : too many pallets close together for most killers to deal with as well as too many safe loops. More of a map needs to be "weak" tiles for all the other killers to be fair. Also the tiles need to be spread out more and not so clustered.
Alternatively they could introduce a mechanic that gives you some kind of fatigue when you throw a pallet so you can't keep throwing them at "normal speed". Being unhooked would reset pallet fatigue.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3237865#Comment_3237865
And 15% is nothing???? Or what you trying to say here?
https://forum.deadbydaylight.com/en/discussion/comment/3238182#Comment_3238182
Killers don't need no buffs no more. Killers are strong enough to deal with swf. Anything else is either skill issue or bad luck (messed up tile RNG, being unprepared against prepared squad). Neither is fixable with even more killer buffs.
Solo Q needs massive attention asap.
https://forum.deadbydaylight.com/en/discussion/comment/3238153#Comment_3238153
It's always the survivors who are bad, need to adapt and git gud. Never are killers skill a debate here huh. So funny.
"Killers are strong enough to deal with swf"
You should really sit down and watch Dowsey, Otz and their team play hardcore survivor.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3238182#Comment_3238182
The old numbers had it at 50% full solo, so you may be right, but barely. And I don't think two man is all that powerful; I feel like when you go from 2 to 3 person, then to 4, you're talking large leaps in power each time.
Also, I don't think you have to buff killer that much more if you buff solo, depending on what those solo buffs are. You're never getting solo to where 3-4 person SWF is regardless of what you do, so we're not talking a huge leap here.
You're crazy if you dont think talking makes you better at the game. The information is invaluable as you always know what to do to make the efficient play. keep working the gen because i am getting a save, etc.
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@Thusly_Boned said:
Bear in mind that even after 6.1.0, full SWFs comprise a very small percentage of teams overall, so their much higher escape rate likely isn't moving the needle much on the overall numbers. Even 2 and 3 man teams are rarer than a 4 person solo (though I'd be interested to see how those numbers have shifted, I'd bet not as much as some might think).
I play only solo, and a lot of it, and my escape rate is probably 35% or so, and the main factor keeping it from being the 45-50% it used to be is people disconnecting or giving up. I haven't kept a log, but I'd guess if I excluded games where there was a DC/afk/suicide, my escape rate would be at least 45%.
https://forum.deadbydaylight.com/en/discussion/comment/3237978#Comment_3237978
For sure. Playing in SWF not only artificially boosts your MMR, but it just conditions you to that play style, and to having all the associated benefits.
So yeah, if someone plays mostly in SWF, when they do play solo it's going to feel disproportionately awful (like they've been handicapped), and their escape rate is likely to be lower than a solo only surv with a similar number of hours. There's no reason it wouldn't be.
https://forum.deadbydaylight.com/en/discussion/comment/3237977#Comment_3237977
BHVR is never going to restrict people from playing with friends, and comms are beyond their control, so the avenues for BHVR to meaningfully nerf SWF are limited.
Best option is to buff solo.
-"Best option is to buff solo."
Only if that means buffs for the killer AND solo queue players.
It is also misleading to say that swf is small percentage. Most games played feature swf even if 1-2 people.
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You can also get a unique dwight skin:
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I didnt get a code for playing pubg for dwight skin
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3230426#Comment_3230426
I don't think this is a massive issue but I do agree that it doesn't make much sense to have it anymore.
Maybe if a Survivor is sacrificed on a Scourge Hook, it'll lose its Scourged status?
The better you are at the game - the more it becomes an issue. Several maps have one viable corner hook. If destroyed then you escape for free. Pick that map and go down in corner x. with strong sabo toolbox you cannot be hooked before you get up. It is abusive.
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3237964#Comment_3237964
Is there a new clown cosmetic?
..Hey, are you okay? We don’t have much time, so listen carefully. The Killer’s out there in the Fog and our teammates are currently risking their lives to repair those generators. … I’ve just received word on the last generator’s location. Let’s go. Remember, we must escape together and report back what we discovered! LABS Mode Collaboration: PUBG X […]no.
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@Rovend said:
https://us.v-cdn.net/6030815/uploads/GWWRP45YD8WE/screenshot-20221021-133509-060.png
What soloQ players?
At high MMR there aren't any aside from streamers who play so well they may as well not be solo.
@HugTheHag said:
The devs have already stated that the escape rate for solos or swf is, in the vast majority of cases, within a couple of percents. Only at very high mmr you can see significant difference between solo and swf, and that difference does not exceed 15%.
And at very high mmr it's common to get 3-4 escape. Why? Because you can blast the gens and the game massively favors survivor. Also be aware that freddy got nerfed for having a 4% higher kill rate than the rest.
What this tells us is that SWF needs to be nerfed to adjust for very high MMR. So get to nerfing devs.
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@TeabaggingGhostface said:
Then you'd get the asshats that throw the game to screw over the team
Good intentions but terrible idea
There is a very simple solution. Make hook sharing require a choice with a linked perk. If you have the perk then you are health state shared.
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3237607#Comment_3237607
6 hooks would be the minimum in this system, compared to 3 hooks in the current system.
Also on this point : the game would need some kind of base slowdown on hook. A simple stacking 3% like dying light would work.
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@Pearlfect01 said:
This might be a long post, but I just want to know how others feel about the prestige system. I love all the extra rewards they've given us like the perk charms and bloody cosmetics.
I feel like (and others probably too) that reaching major prestige levels(25,50,75,100) feels kind of underwhelming.
Thinking about how many bloodpoints and hours you put into that character to reach that prestige level and getting no reward but just a number and a cool looking emblem is just sad. I've asked around what people would like the most as a reward for prestige 100 and It's basically a golden Prestige outfit (instead of blood the character has gold on them) I think that'd be a neat idea. Also for prestige Level 75 maybe a Figurine (as a Charm. I know there's already figurines like that in rifts, but not everyone played these rifts, the charms aren't coming back like rift cosmetics.Also not every character is gonna get a rift anytime soon, since there's some characters who get more attention when it comes to rifts(for example Blight, Mikaela, No hate btw)) for Level 50 maybe a Charm that represents something personal from that survivor/Killer(for example Zarina's Camera, you get what I mean right?) Since level 25 "isn't that big of a prestige level yet" maybe just a certain amount of shards?
These are the thoughts I collected after asking other players on other social platforms (Twitter,Discord etc.)how they feel about it but I was interested in what the forums thinks too. I'd be happy if I get any more ideas
All the rewards are on the low end so you don't have to get to 75 to get something special. If you want a shiny 100 next to your name to make killers dodge : go ahead.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3237228#Comment_3237228
I would rather buff soloq or 2man swf so that the difference to a 4man is not so huge. Because then you can balance killers for a 3-4 man and it has less impact than if you would do it now.
The solution is to make SWF be a slight punishment. No perk, skill, character, item or offering repeats. Now you cannot be a bully squad because you cannot repeat perks/items. You cant all run the meta and have to split up the best perks.
Two man teams would see almost zero changes. Three and four man changes would be far weaker because you have to split up "the good perks/items".
Imagine DBD but there is only one med kit on your team. Hey look : Pharmacy is suddenly interesting. Plunderer's in general becomes an interesting perk.
I still think SWF needs way more harsh treatment but this outline is the "base" fair change. I would love to see more but I expect even this balance change will never happen because the devs are literally afraid of survivor mains. If they were not they would put this change in and make one more small change. If in a 3 or 4 man group you do not get an audio queue for terror radius anymore. You have to share that since you have voice coms. They could do a spine chill like icon for terror radius strength but it would be something that a SWF needs to relay the killer position because you lose that basic mechanic without losing the ability to tell if in the TR or not.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237228#Comment_3237228
Totem stuff makes no difference in vast majority of maps after certain skill level. Even (old not the very old) Ruin was not prefered in higher skill level, because it was usually gone at most after first minute (exception with lery's and maybe you can find one more map) - if you spawned on say ormond - then you had no hex perks and only 14s+travel time slowdown. So this is bad example on it's own.
About generators - well this one is better example. And with even better survivors this does not matter too. Because after several thousand of hours you as a survivor will start to track not only killer's position, but fellow survivors too. It helps you to know which generator to go fix next, where not to take the killer and also - where to go finish the gen if the killer moved to that region and there was fellow survivor there for say more then a minute. I mean - SWF is still a huge buff for this, because you don't need that huge level of game sense to (correctly) guess the situation. But you should also keep in mind that most of SWF's are bad enough to not relay these kind of information.
To sum up - even information-wise you can have better-informed solo team then SWF team. The difference is mainly in skill level. But I agree that for most of players SWF is considerable buff. That's why I repeated on this forum many times what other people said - buff solo with same information that SWF has (making SWF being able to relay those information superfluous - even if they SHOULD still get it) and balance killers accordingly. The idea is to buff solos as much as possible with buffs that are as useless as possible to SWF. Once the gap is closed (you don't even need to close it fully), you can adjust killers for a fair game. And sure - you can make all this in single patch.
My idea to close the gap (as I already said in different thread) - show in lobby and in game other survivor perks, add pings to distinct actions and add action indicator (of what is survivor doing at this moment). You don't need to add basekit stuff (like kindred) because good ping options could substitute it to SWF-like level.
Totems (non ruin work in tournament level play). Also certain killers like Demo can defend a totem in a way that nobody else can. Demo + killer instinct portal + DH is completely different from any other killer trying the same thing.
The point however is that information sharing is just too strong in SWF. DBD was built and balanced around uncertainty.
If they want to rebuild it with everyone having more info then gens should take longer every time one gets completed. If the first takes 90 seconds then the next should take 100 seconds, the next 110 and so on until the last one : base time is 140 seconds. Now not to be confusing but if you have a gen at 99% and a generator gets completed then it would jump down and you would need 10 more seconds to finish it (before anything like deadlock triggers). Perks that do % based damage would still do the same percentage damage.
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@White_Owl said:
I'm sorry if this will come off as a sort of a rant, but last match I played I spent more than 2 minutes not being able to do anything thanks to the incapacitated status effect. The worst thing is that everytime I got hit by Eruption I kept thinking that if I were on SWF/comms I could easily avoid it.
The problem here is that as killer I find Eruption very fun, since it makes kicking gens feel much more rewarding, but I can't stop thinking how solos gets majorly screwed by this perks.
Maybe it could more fun if survivors got incapacitated only when coop repairing, or something similar. I honestly don't know how to keep the theme of the perk while still making it enjoyable for both sides, but in its current state it is not.
You're not wrong but SWF is an extremely unfun experience for solo killers.
Eruption should be changed so that it cant be defeated by voice coms but locks the generator in a state of regression for a long time after eruption - maybe 45 seconds where it cannot be stopped regressing.
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Stranger Things map was really fair with one exception: kinda made hag OP.
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@Igor_Bielobereg said:
https://forum.deadbydaylight.com/en/discussion/comment/3237224#Comment_3237224
No, i made effect of Honing Stone basic. I did that to increase lethality of his power and incentivise teamplay for survivors.
If a survivor escapes from a trap, he will be put into the Dying state. If another survivor rescues him from a trap, he will remain in the Injured state.
Otz has a much better idea. Trap injuries always add +1 wound. So if you are hurt you go down.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3235500#Comment_3235500
SWF does not mean strong. There CAN BE strong SWF. But you can take 4 Ayruns together without comms and you will swear they have comms and are actual SWF. Then again. You can take someone on at least Otz level (and there are much better killer specialists) with nurse/blight/artist/wesker/spirit and even huntress or twins and you will get loong 4k win streaks all the time.
You can't take 0.01% players and say this is norm. Because otherwise there is also really good onrio player with 100 kill winstreak - does that mean she is OP and needs nerfs?
One instance of the killer's totem is here - spotted mid chase or telling a friend to work on your gen that is 75% completed can save 40 seconds. Imagine if the killer got a buff because they were playing vs SWF that they could activate with the "T" key where a survivor loses a hook phase immdiately after being hooked.
SWF even not so great teams save lots of time and it breaks the game for killer. The counter is nurse/blight. Asking to nerf strong killers and not touch SWF is not fair.
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@Igor_Bielobereg said:
Power
- Terror radius is 28 meters.
- After setting and arming a trap, the Trapper gets Killer Instinct within 16 meters of it. Duration of Killer Instinct – 3 seconds.
- If a survivor steps in a trap, the Trapper gets Undetectable and 10% Haste status effect for 10 seconds.
- Escaping from a trap takes 5 seconds. Rescuing a survivor from a trap – 2 seconds. Disarming a trap – 3 seconds.
- If a survivor escapes from a trap, he will be put into the Dying state. If another survivor rescues him from a trap, he will remain in the Injured state.
Add-ons
https://us.v-cdn.net/6030815/uploads/ACL688G4BWUN/fulliconaddon-paddedjaws.jpg
Padded Jaws
- Bear Traps do not inflict the Injured nor the Dying state on Survivors who step in them. The add-on negates effects of other add-ons that rely on Survivors being injured or dying.
- Grants 100% bonus to Bloodpoints for trapping Survivors.
https://us.v-cdn.net/6030815/uploads/GCTT1OQ0D1R6/fulliconaddon-trappergloves.jpg
Trapper Gloves
- Decreases the Bear Trap arming time by -0,250 seconds.
- Grants a 5% action speed bonus to picking-up Survivors from Bear Traps.
https://us.v-cdn.net/6030815/uploads/6CRVRWO5IWG6/fulliconaddon-waxbrick.jpg
Wax Brick
- Decreases the Bear Trap arming time by -0,250 seconds.
- Grants a 10% action speed bonus to picking-up Survivors from Bear Traps.
https://us.v-cdn.net/6030815/uploads/IPRGCG2ZKZ60/fulliconaddon-lengthenedjaws.jpg
Lengthened Jaws
- Survivors who step in a Bear Trap suffer from the Mangled status effect until healed.
https://us.v-cdn.net/6030815/uploads/NCZ4UTIQ4WCB/fulliconaddon-coffeegrounds.jpg
Coffee Grounds
- Grants a 10% Haste status effect for 5 seconds after setting and arming a Bear Trap.
- Increases Killer Instinct duration by 2 seconds.
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4-Coil Spring Kit
- Increases the Bear Trap disarm time by +1 second.
- Survivors who disarm a Bear Trap are faced with Skill Checks that trigger every second. Failing a Skill Check will reset disarm progress.
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Trapper Bag
- Start with 1 additional Bear Trap.
- Increases the Bear Trap carrying capacity by 1 Bear Trap.
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Secondary Coil
- Increases the Bear Trap disarm time by +2 seconds.
- Survivors who disarm a Bear Trap are faced with Skill Checks that trigger every second. Failing a Skill Check will reset disarm progress.
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Poisoned Jaws
- Survivors who step in a Bear Trap suffer from the Exhausted status effect until healed.
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Fastening Tools
- Decreases the Bear Trap arming time by -0,500 seconds.
- Increases the Bear Trap rescue time by +1 second.
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Trapper Sack
- Start with 2 additional Bear Traps.
- Increases the Bear Trap carrying capacity by 2 Bear Traps.
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Tension Spring
- Automatically rearms a Bear Trap 2 seconds after a Survivor was rescued from it.
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Oily Coil
- When rearming a Bear Trap, the Aura of the Survivor who had disarmed it, is revealed for 5 seconds.
- Survivors who disarm a Bear Trap are faced with Skill Checks that trigger every second. Failing a Skill Check will reset disarm progress.
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Honing Stone
- Survivors rescued from a Bear Trap suffer from the Deep Wound status effect.
- Increases Mending time by +4 seconds.
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Bloody Coil
- When a healthy Survivor disarms a Bear Trap, the Bloody Coil exacts its price, putting the Survivor into the Injured state.
- Survivors who disarm a Bear Trap are faced with Skill Checks that trigger every second. Failing a Skill Check will reset disarm progress.
No? lol.
You nerf the Honing Stone and the only addon you make better is the purple trapper sack.
Trapper should have a green addon where you cant interact to disarm his traps without a toolbox or the sabotage skill. Trapper should only play on maps with Grass - unless we make something like his iri coil basekit (interacting with trap = injury). Map offerings to play vs trapper off grass dont work unless the trapper used one.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3234792#Comment_3234792
The same argument can be made for the killer. If you're skilled you should be able to hit your hatchets
I can understand you not liking the addon because it counters dead hard or whatever. The huntress trades one killing shot with no reload for a chance to damage multiple survivors within seconds without moving. The second option is far more damaging than the other.
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3235336#Comment_3235336
We do not know the exact player numbers this game has right now. What we do know is the numbers on Steam. There is nothing that tells me "OMG the game is in a bad spot. The devs better do something quick." there. Yes, they have been decreasing but this is normal for DBD. You have huge spike in player number and then it decreases again.The reason you see the matchmaking incentives on survivor most of the time is because this game has a ratio of 1:4 when it comes to matchmaking. That means even if there are 20.000 survivors and 7.500 killers the matchmaking incentive would still be on the survivor side. I don't know which region you play on but I can tell you in the evenings killers get the incentive pretty consistently in western Europe.
With that out of the way let's get into your suggested solution. You want something that makes it harder for killers to camp. That is already a thing. You have for example the option to either run Kinship or Reassurence. Reassurence is locked behind a pay wall, which sucks, but so are most good killer perks. These work perfectly fine against anything that is not a Basement Bubba. You can't brainlessly punish the killer for tunneling and camping. How would the game even know if the killer is camping or they just don't have any reason to leave the hook. In many situations survivors get unhooked instantly by their team mates swarming the hook. Why would the killer leave in that situation? What happens when the survivors find themselves in a 3 gen scenario and the killer hooks 1 person in the middle of it? Do we punish this killer for playing smart? The game cannot distinguish tunneling from the killer being unable to find anyone else, the survivor literally running in the killer's face or just having bad luck either. Even most players can't do that.
Now, on to the other points:
Tunneling gens does exist. Wether you like it or not. It's the same reasoning behind a killer tunneling a survivor. Why would you complete 1/3 of your objective and then just leave and do whatever? That is not something anyone would do, survivor or killer, if they are not trying to be especially nice. Survivors are allowed to commit to gens yet the killer somehow is not allowed to commit to a single survivor. Such an analogy exists for camping as well. It is exactly the same reasoning. You know it, I know, everyone else knows it.
Most gen regression perks heavily depend on the survivors in their effectiveness. SoloQ suffers from Eruption while a SWF can deal with it pretty well. Overcharge is easy to counter. Hitting that skill check is not increadibly hard. Ruin is pretty much worthless now. Pain Res only when the killer hooks a survivor on a scourge hook. Prolonging the chase, going down in area you know has no scourge hook or sabotating a scourge hook are effective counters. Also keep in mind even 1000+ gen regression perks will not help once that gen is finished. That is something you see quite a lot recently. Survivors do gens increadibly fast. Prove Thyself is the main culprit and it doesn't have any special conditions other than doing a gen with multiple people. The killer has to do more than that to actually get value out of their perks (except Ruin).
Since you bring up 6.1.0 quite a lot let me explain the issue to you. 6.1.0 was a massive improvement for killers. No argument there. But it did not fix the core issues killers had to deal with. Gens now take 10s longer each, right? So that equals 50 seconds in total. For a single survivor. Fortunately it is not a 1v1 but a 1v4. Meaning effectively gens take 12.5 seconds longer at best. With the meta shake up however Prove Thyself becamore more popular. This easily saves the team 30-60s without any special requirements. There is also Hyperfocus + Stakeout which can speed up matches to ridiculous paces.
If the killer "camps" from far away, get this, they are not camping. No killer (other than Twins) has the ability to be far away and still right near the hook. That is not how it works. Ranged killers do have counterplay if you didn't know. Huntress hatchets sadly do not have an auto aim feature yet. Meaning you can dodge. Same for Trickster. There is also a thing with maps that might help. It's called "cover". They can't hit you through objects. Use that.
I would be fine with some form of punishment for camping and tunneling, personally, as long as the game also rewards killers for playing nice. Right now though that is not the case. You literally throw matches by playing nice. Medkits have lead to killers committing to pretty much every chase and of course when you find an injured survivor you will go after them. Otherwise they will greet you later with a big smile on their face, medkit in hand, fully healed and ready to waste your time with each hit. Camping is (mostly) a reaction to survivors finishing gens so fast the killer can't afford to waste their time running over the map trying to find someone or a strategy the killer might use when they find themselves in favorable position the 3 gen scenario I mentioned earlier.
-"Tunneling gens does exist. Wether you like it or not. It's the same reasoning behind a killer tunneling a survivor. Why would you complete 1/3 of your objective and then just leave and do whatever? That is not something anyone would do, survivor or killer, if they are not trying to be especially nice. Survivors are allowed to commit to gens yet the killer somehow is not allowed to commit to a single survivor."
This is the uncomfortable truth. One side wants to be able to blast its objective as efficiently as possible to make it nearly impossible for the other side to win without wanting the opposition to do the same for them.
Survivors tunnel my gens so I tunnel them. It would be different if there were a base game mechanic such as scourge hook pain res or old pre nerf pop 'base kit' effect by hooking a survivor that you did not hook last time. Anything less than that and it only makes sense to chase one person three times.
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@sir_goat_ said:
Another perk of the artist already was in the shrine, only makes sense to put pentimento in the shrine also. I feel like dbd devs hate putting perks that actually do good in the shrine... Please, i tried playing artist in the ptb and didn't like it so i decided not to get her with shards so i won't have to play her ever from dailies lol
Why do you think there are almost always 50% free perks in the shrine? It's to keep DLC perks out for longer.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3234664#Comment_3234664
It may be, but it's not my point. It's not about being overpowered, it's about being boring and having no interaction between survivor and killer.
You can dodge the hatchet - depending on your skill and when/where she throws it.
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One shot one down is actually weaker than 5 hatchets vs the best huntress players.
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I assumed some characters were missing - but if everyone has the same free and console has more just keep the "base" game perks out of the shrine.
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3234419#Comment_3234419
Yeah i read above as well,, but did they clarify how long would a dlc perk take to appear in the shrine after its release?More Dlc perks will probably be rotated to shrine later on so they will still make people buy dlcs but also not appear like they paywall content
There has never been a post about how long a perk must "wait" before it appears in the shrine. I think the shortest it has taken for a perk to appear has been about 6-8 months. Pinhead has only had one perk come to the shrine and it took much longer than a year. It should be noted also that it was a special event voting which perk of his would appear in the shrine. That's not fair.
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The "afk" crows is easily abused. For a long time you could not get them if you spammed animations - that is how bad it used to be (this has been fixed).
As match time elapsed increases the amount of time you have before you start getting crows should go down. Furthermore the crow mechanic should be expanded to check if you have gotten meaningful points recently (hide/boldness points excluded).
Example: if the afk timer starts at 60 seconds it should eventually go down to 30 seconds after a game has been running for 5 minutes. If you didn't work a gen, break a totem, or open a chest in the last 30 seconds then you get a crow.
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@Entitled_survivor said:
I mean its a terrible idea from a business perspective cuz if every dlc perk eventually appears in the shrine you will have less reasons to buy dcs,, Survivors are just skins at the end of the day and unless you wanna play a dlc killer you could just grab their perks from the shrine and skio buying dlc all together
The purpose of the shrine was literally defined in 2016 as : a way for people that dont have the DLC to unlock the perks.
If you have 7 free survivors and 6 free killers that is 39 perks "diluting" the non dlc content. It might have made sense back when there were not even 39 DLC perks so that it was not a guarantee to get the new content every shrine.
But if you look at most of the recent shrines over the last year they often have 2-4 "free" perks. Perks like sabotage and self care have appeared so many times they don't need to appear ever again.
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@Config said:
Hi, I'm a killer main with 2700 hours in the game, i consider myself really good at playing killer, and mediocre at survivor, when I play survivor I fell that being camped is unfun, and tunneld at 4-5 gens to me seems super unfair, but when I'm playing killer it seems unlogical to not tunnel, most of the times when the guy gets unhooked he tries to take a protection hit, and I mean it happens in 90% of my matches, i don't mind chasing the guy who took the hit, his 1 hit down and even if he has DS it's not that impactful. If u are playing survivor and don't want to get tunneld DON'T take a bt hit. It's literally better for the killer to chase u again. In comp people often run even for the people to discourage tunell, i would have someone dead faster by chasing you, it's just not fun (as killer or survivor) to chase or being chased the same survivor twice. Often times it's not because I want to tunnel someone I fell forced. And if there's 3-2 gens left and no one is dead I would definitely tunnel someone out. Either to get pressure by body blocks or to get into a 3v1 with is A LOT better for me.
In my opinion killers should be rewarded for not tunneling, instead of punishing tunneling. If u make so hooking multiple people makes the game slower in some way it would discourage tunelling tremendously. Tunell is often times not malicious it's literally the best option.
My changes: survivor how suffer from the endurance status effect get their collision disabled (this DOES NOT affect dead hard) for the duration of the endurance. Upon vaulting a window/pallet they gain their collision back for 3 seconds (so no one couldn't abuse window tech). If the killer hook a different survivor the killer gain some kind of buff, that could be gens slower, faster cooldowns, anything that could encourage a healthier gameplay.
Otz has about 9000 hours in DBD and tunnels. It's how you play in a competitive environment that favors the survivor. Blight and Nurse can play every map vs SWF with no problem and every other killer has problems.Most of the killers have issues on about half the maps either due to size or as a function of pallets/main building.
It's not fun when you lose multiple generators in one chase as killer. It's not fun to be tunneled as a survivor. DBD needs to have a built in way to prevent tunneling gens and survivors.
Long story short gens are too quick to complete and chases can be too long as a function of game mechanics.
Toolboxes and medkits offer way too much of an advantage. Generators in theory take 90 seconds but with perks and the right toolbox can be finished in 50 seconds. That should not be a thing. Medkits can make a heal 9 seconds or ~30 seconds. Funny enough Otz made avideo about this problem.
As much as people like to say DBD is more killer sided than ever - it isn't.
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@adsads123123123123 said:
BHVR has only attempted to reduce tunnelling through deterrents such as Borrowed Time and DS but it's clear that deterrents aren't fully effective as people were still tunnelling in the old BT and DS meta, which was a massive deterrent to tunnelling. People tunnel because it's objectively the best play. Compared to hooking everyone once to killing a person, killing a person will be significantly better as it reduces gen speeds by ~25% and prevents other actions such as healing and unhooking. Asking a killer to not tunnel is like asking them to intentionally play worse. BHVR should add an incentive for not tunnelling that helps killers win so that killers actually consider not tunnelling as a comparable option for winning so that they don't need to tunnel to win. An example would be if the killer hooks all 4 survivors (like Grim Embrace), gen speeds are reduced by 10% for the rest of the game. This would give a similar effect to killing a survivor, which would reduce gen speeds by ~25%.
Killers like Otz tunnel because it is necessary when you play good people. The killer gets penalized for killing a survivor by a hook getting removed. Imagine if hooking a survivor that was not the survivor you hooked last gave you a dying light penalty to the survivors.
The killer gets no reward for hooking survivors unless that person gets killed. Likewise repairing a full gen is the goal not a partial generator. If a gen gets to 33% and is reset then all the progress is lost. Why would a killer NOT hook one person three times? Survivors do not get gens to 33% and then go to another generator.
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@barsw said:
You must nerf nurse,blight and wesker they have no balance .Nurse must have 15 seconds cd before next blink ,blight must have 4.4 speed and no pallet destruction with his ability ,wesker also longer cd.Each match apper this killers because people who play them know that they are imbalanced and take advantage .You must consider nerfing this kind of killers to avoid them .
Blight and Nurse are "fair" against try hard SWF. Nerf SWF and then we can nerf Nurse and Blight. I would really like for this to happen btw.
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@VaporLion said:
Alright hear me out. Head On is currently very underused and giving it a Sprint-Boost when you stun the killer would make it a bit more viable. Currently it often feels like a punishment when you actually get to use it because when you do most often the killer doesnt know you are even there. A Sprint Boost would make it effective and since you dont do gens during that time i think it is a very well deserved sprint boost.
Dead Hard currently is the most frustrating thing that im experiencing. There is nothing that gets me more mad then the game not reacting on my actions. If Dead hard did not give the Endurance effect but instead gives you a 3 second Sprint Burst it could be used way more consistent. Obviously the Sprint Burst Speed has to be quite low in order to make it balanced, since it will be the easiest one to activate.
Dead Hard as it is currently is just a bad design in my opinion. A 0.5 second frame is not good for a game like DbD. It is not an e-sports ready game and it shows. The game has to recognize you using dead hard, then sending it to the other person and then checking wether the person is currently hitting. Until this happens, you often already get slapped. With a Sprint Burst this would not be a problem anymore.
Overall this would also unite all Active Perks with a Sprint Boost effect which i think is a neat sideeffect.
No - that's what sprint burst is for.
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@AstroLive8333 said:
https://forum.deadbydaylight.com/en/discussion/347657/do-free-perks-belong-in-the-shrine
Make all perks appear, including DLC, make it a completely random chance for all of them, unweighted
The shrine was added in 2016 to give players that dont buy DLC access to DLC perks. What purpose does it serve to have perks in the shrine like Sabotage that you already have free access to?
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3231913#Comment_3231913
Problem is: On PC the free characters are different to those on console.
What characters are different?
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231913#Comment_3231913
i think its better to modify shrine to give 2 premium perks(1 survivor, 1 killer) so you get 6 perks. premium perk is always perk that cannot be bought with iri shards. so myer's perks, freddy perks, pyramid head, ghostface, Wesker, Nemesis, leatherface and pinhead. for survivor, they're ash perks, jill's perks, leon's perks, laurie's perks, quieten perks, ada wong's perks and rebecca's perks.
Less people can complain about "pay 2 win" now regarding perks.
You realize that if they remove all the free perks then it will only be "premium perks" in the shrine right?
There are a ton of perks from DLC now so it's not like they are giving away the cow. But it's completely insane that perks like Pinhead's took so long to come to the shrine and only then came through an event.
The yearly daily reset shrine felt like a sham during the even because they posted a lot of perks that have been in the shrine very often.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/351035/remove-free-perks-from-the-shrine
Define free perks, are you just talking the basic absolutely free characters or are you including characters that can be bought with shards?
The poll clarified it and I assumed people would read that post.
Free perks= dwight , jake, meg, claudette, bill, nea, trapper , wraith, billy, nurse huntress, and all other "free characters" which require no purchase.
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@ASusSheep said:
https://forum.deadbydaylight.com/en/discussion/comment/3231808#Comment_3231808
That's the thing though, I'm not sure if they could have won if I didn't commit to chasing. What with all the static blasts and gen kicking and Surveillance usage, it really felt like a stalemate. Though maybe it didn't last long enough for me to be sure about that?
If you are 3 gen guarding and then only commiting on a chase you can end quickly that is totally fine.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231716#Comment_3231716
your talking about another advance looping trick in regards to TR that I think is better worth skipping. to be honest, I dislike the direction of old dbd took towards weakening looping which was to weaken window looping(bloodlust) but keep pallet looping strong. I kinda wish it went in the other direction where it kept window looping very rewarding but weakened pallet looping & doing generators quickly. I understand why it went in that direction, I just wish it went in the other direction because I think that too many killer power degrade window looping to being ineffective but get destroyed by pre-drop pallet gameplay and shift-w.
why would you ever play a killer that gets destroyed by pre pallet droopping?
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@Iron_Cutlass said:
I do not believe it counts, since you can win in a 3-gen situation, just things progress insanely slow, but since the survivors can still progress the objective, I think it is fine.
Holding the game hostage is making it so a win is not possible. Examples included bodyblocking the last survivor in a niche where they cant get out or keeping someone in the basement (old Myers house).
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Just to point out : It took almost 15 months for a Pinhead Perk to appear via shrine. Even then it was added via special event and not RNG.
If we removed all the "free perks" from the shrine then players without DLC would be getting much better access. It's one thing to ask someone to play without the new perks for 6-8 months. It's something else when they do not appear for over a year and often get nerfed before the "free to play" users can get them.
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is Huntress’ perk Beast of Prey (0.81% usage)
Beast of Prey - Grants the Undetectable status effect after gaining Bloodlust Tier I. The status effect is removed once you lose Bloodlust. Gain 30/40/50% more Bloodpoints for actions in the Hunter Category. Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
So there are two distinct parts to this perk, the Undetectability and the bloodpoint bonus. Looking at them one at a time:
- Undetectability and stealth in general is a great effect, but mostly only between chases. If you’re already chasing a survivor then stealth is much, much less useful because they already know you’re there and can see you chasing them. Most of the value from Undetectability effects typically come from reducing the distance between you and your target before they start running away which can translate to a lot of saved time landing hits. So Beast of Prey’s Undetectability is unfortunately of pretty minimal use at best, not only does it only trigger during a chase when you get the least benefit from it but it doesn’t even work for most of the chase, only triggering 10 seconds in once Bloodlust turns on. That makes it extremely difficult to get value out of it. (And I love stealth abilities and have tried to get value out of this and it just feels like it never does much of anything for you.)
- The other aspect is the bloodpoint bonus. Ironically I’ve seen more posts from people saying they use this perk for that bloodpoint bonus than for the Undetectability. Personally I’m not a fan of perks having bloodpoint bonuses, I think it’s better design to have their effects actually impact the match itself than to give extra currency for between matches, and that thinking is also in line with why for instance BBQ and Chili lost its bloodpoint bonus in the rework. It feels like this bloodpoint bonus on Beast of Prey, then, is just a leftover relic mechanic that maybe should be replaced by something more substantial to the match. Regardless, though, it’s really supposed to be secondary anyway, but it probably is worth up to a few thousand bloodpoints per match on average (just a guess, assuming you get like 6-7k in the Hunter category baseline.)
All in all this perk really seems like it could use a buff and revamp. Stealth during chases is just not a good effect. Some possibilities that kind of keep the theme might be
- Have the perk speed up how fast Bloodlust triggers, maybe for instance speeding up Bloodlust triggers by 2-4 seconds per level. We currently have no perks that actually change Bloodlust itself, so this is an as yet unused design space for perks.
- Along similar lines it could increase the movement speed bonus of Bloodlust by, say, 3-5% per level. Even at those levels it would make getting to Bloodlust 2 or 3 quite scary!
- If you want to keep Undetectability on this perk, then allow it to linger for, say, 10-20 seconds after the chase ends. That would at least allow an easier opportunity to switch targets to someone else.
BoP would be worth a perk slot if you just turned off the killer's red stain forever and always as long as you have that perk. Now the survivor has to have LoS on you to decide how to play.
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230883#Comment_3230883
i think red stain is the type of mechanic where 90% of survivor do not use it so it does nothing, but the better you are at looping for survivor, the more relevant this mechanic becomes. I would say looping a killer that does not hide their red stain is exponential easier to loop compare to one that hides their red stain in key points on a loop. it makes you guess a lot more as survivor over just know ahead of time the expected outcome.
The top 10% of players can loop for minutes and it breaks the game when they loop well. Good players listen through barriers and really dont even need the light a lot of time in loops as they can tell killer movement by sound.
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@Viktor1853 said:
What about camping when all the gens are done and what about when survivors keep tunnelling gens
If we dont adjust gen tunneling then we can't address killer tunneling either.
Both are a relevant issue and it needs to change. If chases are short and gens are longer the killer can go for more chases and not feel they have to tunnel because they lose 2-3 gens in the first chase.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/350878/shaking-the-survivor-meta-by-making-it-basekit
Well you can say that Killer got Basekit Perks from the start... they see Gens, Hooks etc with aurareading.
They got pretty much buffed in every killer action recently, which you can say they got strength from perks who are part now basekit.
Everyone who plays this game for 2000 hours knows where all the generators spawns are on every map.
Also you forget that survivors see each other on the ground/hook basekit.