Avatar

DarkGGhost

DarkGGhost

About

Username
DarkGGhost
Joined
Visits
0
Last Active
—

Comments

  • @ArthurFiNCHr said:
    New DS will be such a waste of perk slot, they should make Breakdown and new DS as one perk, maybe that way it wouldn't be a waste of perk slot.

    What else would you like to be to maybe to add unbreakable in kit?

  • @DexyIV said:
    You can counter it by just not tunneling. It's easy lol

    In other words give them free escape and force the kille to play a way he/she may don't want

  • And besides the new DS and the endurance don't solve the big problem have . To have more than one DS in one game
  • Peasant said:
    @DarkGGhost I fail to see the issue. If you are at an unhook event, simply smack the "weak" one and then pursue the rescuer.
     
    By doing this, the person rescued will either be slugged or go into deep wounds (borrowed time). This keeps them off of generators and in the slug scenario forces another survivior off of generators to come get them.

    Then, by chasing the rescuer you apply pressure to a survivior, keeping them off of generators.

    Overall, you can now pressure up to three surviviors as counterplay. Unless you just want to tunnel the Decisive User.

    If you do want to tunnel them . . . isn't the hook right frickin there?! 
    As killer you won the more time by killing a survivor by let he leave you lose more time. The same time another survirsu will come and pick up the down survivor ( best case scenario) and they will lose 5-15 sec at best
  • The biggest problem with DS is the multiple use with the new DS no only you have down sides but you say go on use now worth more 

  • So the counters to the new DS are moris, camping to death, slugging. All things that survivors like.

    That's the theory so far. I'm curious to see how it turns out to be when the rework is released. Maybe we'll get surprised.

    And I really want to know what is going to happen to Dying Light, Remember Me etc. when there are changing obsessions.

    See the Q&A but so you know Dying light will lose all the effect when the use DS

  • The problem with the new DS is everyone can use it without problem but in order for the killer to " counter" he will need endurance and/or knock out 2 perks that may not work with the build he/she want to play without have . At the same time you make it easier to hit the skill check and you can't stop it this time because it will be on pick up animecion
  • TAG said:
    @NuclearBurrito so as a killer I have to give up on the weakest survivor for the time let he keep his DS and start a new chase hoping you can down him/her before the last 2 gens be done ? Nice
    It means the counterplay is not tunneling an unhooked Survivor.
    And a again a free escape and let him keep it for later
  • Paddy4583 said:
    Or just slug them for 60 seconds 
    Lose even more time nice 
  • @NuclearBurrito so as a killer I have to give up on the weakest survivor for the time let he keep his DS and start a new chase hoping you can down him/her before the last 2 gens be done ? Nice
  • @Artick said:
    As title says, this topic is about some balance changes to existing perks. This topic will focus only on survivor perks, mainly because killers got decent/good/useful perks since Huntress dlc, while survivors mainly got situational/underwhelming/straight out bad(looking at you boil over) perks.
    Of course, there are some killer perks(mainly the old ones) that could use some reworks, but I believe survivor perks are in more need of attention.

    With that being said, the point of this changes is to actually make the perks viable/fun, while not making them broken. They should be more inline to what devs did to Urban Evasion and Alert. Both were originally terrible perks, but with the right changes they become interesting, without being overpowered.

    Hope:
    Change: each time a generator is powered you gain a 7% movement speed buff for 60 seconds.
    Reason: hope is an end game perk, but unlike Adrenaline it doesn't do enough to justify playing with 3 perks the entire game, not even knowing if you are going to make it to the end game.
    If you have let's say 10 seconds remaining and another gen is powered now you have 70 seconds(basically the durations stack). I don't feel like an upper stack limit should be added.

    Technician:
    Change: make the sound range reduction apply to everyone on that generator, not only yourself. The explosion warning should always be prevented instead of 50% of times, generator regression should still apply.
    Reason: Technician is supposed to make you feel more confident in repairing a generator by making it safer, but since the noise reduction is only for yourself it does next to nothing. The rng of the preventing the explosion is a bad mechanic imo and should be replaced.
    I know devs touched this perk in the previous patches, but all they did was to alter tier 1/2, without doing anything to address the perks issues: it doesn't fulfill it's role(making repairing a gen safer).

    Distortion:
    Change: The perk starts disabled. You can enable it at any point by pressing the activate ability button. It's a one time activation, and after being activated it will start working as it does now.
    Add a passive to the perk: every time your aura is revealed the perk icon will briefly light up. This passive works even if the perk is not activated and when out of tokens. The activation part only enables tokens to be consumed.
    Reason: distortion is an interesting perk, but because you can't gain tokens and with the amount of aura reading perks in the game right now, it's really underwhelming.
    Right now tokens will get consumed during the first minutes of the game, when an aura read is not likely to kill you. By allowing people to manually activate the perk one could save it more towards end game, when blocking an aura read could be decisive.

    Boil Over:
    Change: **remove the struggling effects on the killer, it does nothing. Once the pickup animation is done and the killer can move he has 4 seconds to look around him and find a hook. After 4 seconds all hook auras are hidden.
    Hooks withing 10/12/14 meters are never revealed.
    **Reason:
    Even devs stated in the Clown's livestream that this perks is bad. If the point is to make it harder for killers to bring you to a hook, then it should do just that.
    It also has counterplay, because it allows 4 seconds to scout the area and find a hook. The killer then only has to memorize it's location and go there(map knowledge and knowing usual hook spawns also hard counter the perk). During the pickup animation the killer also sees the hooks, so this 4 seconds are actually 7 ?(not sure how long pickup is right now).

    Left Behind:
    Change: keep the current effect. Add on top of that: while being the last survivor in the trial no detection perk will be able to track you or the generator while on that generator(detection = aura reading perks, whispers etc). So for example if the killer kicks a gen with Surveillance and left behind is active the generator is not going to be highlighted in white while regressing and it's not going to be yellow when you start working on it.
    Reason: left behind should slightly even the odds in 1v1 situations, but right now with perks like Surveillance that's impossible. The killer instantly know on which gen you are working and that's way too much information for a 1v1.
    However, if the survivor doesn't do gens and just walks around the map, whispers(for example) will still track him, because he's not on a generator.

    Vigil:
    Change: change the perk effect. Press the activate ability button to remove a status effect instantly. The perk has a cooldown of 120 seconds.
    If a survivor is under the effect of multiple timed status effects the one with the longer remaining timer will get removed.
    If a survivor is under the effect of a non timed status effect and some timed status effects the non-timed one will be removed.
    You can't choose which status effect to remove, it will pick based on above rules.
    Vigil will not affect status effects inflicted by killer powers(for example it will ignore Deep Wound from Legion's power, but will affect Deep Wound from Borrowed Time).
    Vigil will also not affect Exhaustion status effect inflicted by sprint perks, but will affect Exhaustion inflicted by killer addons. So you can't sprint burst, use vigil and sprint burst again. Optionally, it could remove half of the Exhaustion Cooldown inflicted by sprint perks.

    Dark Sense:
    Change: each time a generator is completed the killer aura is revealed to you for 5 seconds, not only when you complete the generator.

    Devs, please, if you read this I would appreciate a comment. A "we read it" is good enough, but your opinion on this changes would be perfect.

    Hope will be to much the reason in 3 min you can do 2-4 gens so with your idea one survivor will have between 120 sec and 200 sec and right now loops take way to much time ( with onlt 100% speed)

    Technician, you should have a chance to make noise so you will not just sit there and nothing ( and besits will counter complicity the overcharge )

    Distortion just no, already give too much and you lose nothing so it's should stay as it is.

    Boil Over ok it will be a nice perk.

    Left Behind if the devs change the end game maybe but right now if you are the last one you have to 2 options either go for trap door ( if you have done 2 gens) or be found from the killer by mistake.

    Vigil no the reason you will completely counter perks like the sloppy butcher and third seal.

    Dark Sense so you want to reward bad players and give a free alert

  • @Eveline said:
    He probably never played killer.

    Most likely

  • @e8Lattice said:

    @DarkGGhost said:
    e8Lattice said:

    Killer = easy-mode, hand-held, babied, special snowflake classes that constantly cries for Killer buffs and Survivor nerfs (and gets them each and every patch) Nothing new there.

    Where is a big nerd for survivors that was not a quality of life and when the killer begin to be easy mode ?

    Killer has always been easy-mode.

    Except Freddy, only Killer that deserves any semblance of respect.

    When and how?

  • e8Lattice said:

    Killer = easy-mode, hand-held, babied, special snowflake classes that constantly cries for Killer buffs and Survivor nerfs (and gets them each and every patch) Nothing new there.

    Where is a big nerd for survivors that was not a quality of life and when the killer begin to be easy mode ?
  • BBQ is op....now i have read it all

    Well if you are not using any of the 7-8 counter that have and you play like potato yes it is very OP
  • The only way Enduring can counter DS is by adding a new effect when to get hit by DS the number go up from 75 to 95 %

  • DS give too much, ask for almost nothing and do not need much skill to use it. A counter is something that can stop it from the start

  • @Aven_Fallen said:

    @The_Crusader said:
    Aven_Fallen said:

    @DarkGGhost said:

     @Oooooof said:
    

    If its not a true counter, what is it so?

    Make it completely useless like all the hex if one perk is OP (when it use) you must have one completely counter

    DS is not OP.

    I see it multiple times a day where a Survivor hits the DS Skill Check and is downed 10 seconds later again.

    And I see it multiple times a day where DS allows a 2-3 gen chase become a 4-5 gen chase.

    I did not say that it is good game design. But he is not OP. If a potato uses DS, he will still be a potato, maybe extend a chase by a few seconds.

    With the same logic if a survivor is not potato he/she can extend the game by 5 gens so what are we gonna give a pass because new survivors have no idea have to loop or hide or play survivor optimal?

  • @twistedmonkey said:
    DS is just an annoying perk, it's can turn the killer having played well getting the down into failure, you get a really good looper with DS and it can mean game over, just leaving and chasing another is the way to go but one perk shouldn't make you want to let someone off the hook (pun intended)

    Adrenaline is fine, it is only annoying with with SWF as the coordinate it's use, it's why I beleive SWF should be held to a different set of rules for certain things which hopefully the devs sort out so joining via SWF or solo can be seperated better.

    Why DBD should have perks that can give insta advanced to the survivor ( yes killer have insta down but devs have in mind to take them out of the game soon). If we follow the logic leave the DS use and go for others you give him/her a free escape every time, adrenaline changes the end game in moments no matter the killer you play. Think that way ruin and NOED are strong ( no OP) but you can play around them and counter them very easy and fast even tho they are the strongest perk for killers in the game why survivors do not have that?

  • @artist said:
    DarkGGhost said:

    @artist said:

    no Franklin's is annoying as it is not tryna give more incentive to use it

    Why if you don't have a item is no problem and if you have you know where it is

    exactly. its useless. but people still run it anyways. worst that has happened is my teammates steal my item. also I don't wanna be forced to bring an item to use a perk

    If they killer want to run it let them, if one teammate of your steal your time go and open a chest you may find better things there and why not be forced to use an item for a powerful perk that can change the game?

  • @artist said:
    no Franklin's is annoying as it is not tryna give more incentive to use it

    Why if you don't have a item is no problem and if you have you know where it is

  • @Oooooof said:
    If its not a true counter, what is it so?

    Make it completely useless like all the hex if one perk is OP (when it use) you must have one completely counter

  • @Oooooof said:
    Just use enduring lol

    But it's not a true counter

  • @Aven_Fallen said:
    Not a good idea. Would only result in more lobby dodging.
    Med Kit-->That person either uses Adrenaline or it is an Insta Heal-->Dodge
    New Item-->This person has DS-->Dodge

    There do not need more reasons for Killers to dodge lobbies.

    Not rly you can just add Franklin's Demise and you can end everything in one moment and because you will know what may brink in the game you will know how to play around it

  • @PubStar87 said:
    Yet again, there has to be a better way

    Yes when devs start to play the game in hight ranks

  • @ShyN3ko said:
    So you are a new player.
    I will it explain it very easy.
    Ok?
    In the last few years.
    Can you follow me?
    Survivors had a god mode.
    Literally a god mode.

    And only now the killer are balance

  • So you want to make it work ... who give us an idea

  • @alflowers11 said:

    @DarkGGhost said:

    @alflowers11 said:
    Agree with you Evilblade0... I killer do have a lot perks that allow them to find you more easier, yet we as survivor can not defend yourself or a least get ourselves off the hook more than once...

    You suppose to be the weak side and yes you have the most OP perks so just leave it be.

    So it is ok for yall killer to have other killer perks on giving us no chance to survivor.... So what yall going to do if no one want play as a survivor because there are to weak? How you going to play as killer?

    First most likely the killer will stop because they don't have anything to do other than bully by the survivors ( except nurse, bill and hag) and because have not true mechanic every time the killer has a general problem devs just give one perk ( most time is not even that good for the problem) and call it a day. Second, as survivors, you can play with your friend ( if you have) and have fun together. Lat what perks give no chance to the survivors and i don't mean like a combo of 2-3 perks.

  • @alflowers11 said:
    Agree with you Evilblade0... I killer do have a lot perks that allow them to find you more easier, yet we as survivor can not defend yourself or a least get ourselves off the hook more than once...

    You suppose to be the weak side and yes you have the most OP perks so just leave it be.

  • @Cymer said:
    Just make it a late game perk like Adrenaline or NOED.

    Most people will not like that that why i say give the killer the mechanic to counter complete.

  • @BACKSTABBER said:
    Just wonderting. I guess yes?

    And can any build of perks protect you from a crackers in front of you? I guess no?

    From crackers, i think no and yes looking up is 100% if you have the time

  • @ToxicFengM1n @XavierBoah17 it's a way to bring people to see it and tell me what they think

  • @Master said:

    @DarkGGhost said:

    @Paddy4583 said:
    DarkGGhost said:

    The truth is most survivors don't like a killer because it's way harder and demand so many skills ( main killer)

    LOL

    What ?

    Toxic nea cant accept that :wink:

    Toxic Hag can tho

  • @NoShinyPony said:

    @DarkGGhost said:
    The truth is most survivors don't like a killer because it's way harder and demand so many skills ( main killer)

    It's harder because it's unbalanced. I'd like to know what exactly makes people hesitate to play more killer matches. Perhaps they don't want to deal with DS, I don't know, that's why I am asking.

    Maybe there are also people who don't need any game mechanics to change and who would be fine with just more bloodpoints.

    My guess is they don't like the gen rush, survivors that loop almost infinite and the bad map design.

  • @Paddy4583 said:
    DarkGGhost said:

    The truth is most survivors don't like a killer because it's way harder and demand so many skills ( main killer)

    LOL

    What ?

  • The truth is most survivors don't like a killer because it's way harder and demand so many skills ( main killer)

  • @PhantomMask20763 said:
    DarkGGhost said:

    @PhantomMask20763 said:

    @DarkGGhost said:

    @PhantomMask20763 said:

    Are you crazy?! Fire Up is already OP and a crutch as it is, it needs no buffs and is just completely broken, still waiting for the nerf to it. Fire Up OP plz nerf

    ok prove it bring me 5 games ( video ) in which fire up save your ass and you win only because of it.

    Search up Ardetha. He constantly wins with it. It's so OP that it practically wins the game for him. Too OP plz nerf

    I find 2 videos only one with the nurse and one with the mike. I will not say anything about the nurse because you do need fire up but for mike, he uses a build that makes all the actions faster it's a meme build the monto create so can you give me a video or anything where the killer use only fire up no other perks to make it work?

    It's so broken I cant even force myself to use it. It's simply too much of a crutch. Way too unfair for those poor survivors, I'll save them the pain 

    so you don't know how to play good to know

  • @fcc2014 said:
    Removing the flaming off any active totem. Every totem looks the same. Lullaby, Hex the 3rd seal, Haunted Grounds and Devour Hope no notification would be good. Sloppy butcher doesn't give much of a notification or advantage that improves solo vs swf gameplay. Kindred built in would help. The problem is because survivors can call out where they are they can run killers away from people doing generators. You would need to almost build in Bond which would severely put killers at a disadvantage. At that point you would need to extend generator times, quicker break actions, quicker window vaults to prolong games and end chases quicker. Generators would need to be adjusted to either being worked on solo or no more than 2 people on them and that may not be enough to balance this for killers. Devs would need to look at more end game perks and maybe build in certain perks like blood warden(for instance the gates lock every-time someone is hooked and don't open until the person is rescued or dies, Additional speed boost to killers from the moment the last generator is done similar to what Noed provides without the 1 strike down. Noed would just become a 1 strike down ruin perk no additional speed burst, Blood warden perk would know tell the killer which door is being worked on and add the barrier for 40,50,60%. If the killer got gen rushed they could still extend the game.

    Guess what those no of this will be seen in the game because devs don't play the game so much to see that and for the fear of survivors main. But i like almost all of them.

  • @fcc2014 said:

    @DarkGGhost said:

    Ok then why they don't listen to the top stream ( not survivors main but those who play both sides) on how to balance the game.

    SWF with comms have more info than say solo survivors. You first have to attempt to even that out so solo has the same info as swf potentially has access to. That isn't easy to accomplish. Once you can get closer to that you can adjust killers, perks, offerings and such. It isn't like they haven't worked towards balancing the game. They have buffed certain killers and addons, nerfed exhaustion perks, self care, removed pallets and pallet vacuums, removed some of the loops. The process is still ongoing.

    Take away info make it so no survivors will know is the killer have ruin or Hex: Huntress Lullaby on the gen and don't know if he /she has Sloppy Butcher or Make Your Choice at the same time stop swaying the timer from the trap ( pig). Next, make so the totems will not lit in the game. Hook after the hook all the survivors ( except SWF) can see the other survivors for about 30-45 sec. This alone will bring solo and SWF close. Your ideas?

  • @fcc2014 said:

    @DarkGGhost said:

    Like, say most devs don't play the game. They try to keep the fun in low rank and in the higher are hell ( for killers and survivors). Rank is a joke and yet they are done nothing to fix it.

    Ok, lets throw out rank for a moment and what should qualify for someone to rank up. What do you consider a fun match as killer and as survivor. Do you need to escape, get 4k's, run the killer around and waste their time, or prevent a swf team from getting everyone out,

    Survivors run the killers just a little bit done gens and you will win if one survivor gets out. Killer fair gameplay with a possible counter to the survivors' perks and mechanics and good and a little bit challenging game.

  • @fcc2014 said:

    @DarkGGhost said:

    @Watery said:
    They played with the community not long ago- if you check the official discord. Here’s the link: https://discord.gg/4f3FG3u
    I highly advise you join! Some developers frequent the chats there. Such as, DickFort_BHVR. Plus, you get access to a looking for groups tab- making it easy to setup games and play!

    i see them but most of them are rank 20-15 not even in rank 10-7 ( most of them) and why not play with our salty asses @fcc2014 ?

    Look at the forum chat during the dev streams. Think how long they have been involved with this game. I get sick of the game and have been playing for close to two years. These guys have this game as their 9-5 and go home and play. That is the quickest way to suffer burnout. Sometimes you need to disconnect. Come on we all know Rank only means you play enough games and isn't based around skill. I don't care what rank they are.

    Ok then why they don't listen to the top stream ( not survivors main but those who play both sides) on how to balance the game.

  • @Watery said:
    DarkGGhost said:

    @Watery said:

    They played with the community not long ago- if you check the official discord. Here’s the link: https://discord.gg/4f3FG3u

    I highly advise you join! Some developers frequent the chats there. Such as, DickFort_BHVR. Plus, you get access to a looking for groups tab- making it easy to setup games and play!

    i see them but most of them are rank 20-15 not even in rank 10-7 ( most of them) and why not play with our salty asses @fcc2014 ?

    But does Rank really matter? They just enjoy the game. Most of the devs have streams themselves; like Queen, and Mc’Ote (if I butchered that, sorry). They did a play with the devs event not long ago. Some devs play other games; like how everyone, including Peanits, were hyped for Resident Evil Two.
    Queen is a relatively highrank- and Patricia can often be seen playing the game. Giddawid frequently streams!

    Like, say most devs don't play the game. They try to keep the fun in low rank and in the higher are hell ( for killers and survivors). Rank is a joke and yet they are done nothing to fix it.

  • @Watery said:
    They played with the community not long ago- if you check the official discord. Here’s the link: https://discord.gg/4f3FG3u
    I highly advise you join! Some developers frequent the chats there. Such as, DickFort_BHVR. Plus, you get access to a looking for groups tab- making it easy to setup games and play!

    i see them but most of them are rank 20-15 not even in rank 10-7 ( most of them) and why not play with our salty asses @fcc2014 ?

  • The new event proves that devs don't play the game and don't know how to make goods events.

  • @PhantomMask20763 said:

    @DarkGGhost said:

    @PhantomMask20763 said:
    Are you crazy?! Fire Up is already OP and a crutch as it is, it needs no buffs and is just completely broken, still waiting for the nerf to it. Fire Up OP plz nerf

    ok prove it bring me 5 games ( video ) in which fire up save your ass and you win only because of it.

    Search up Ardetha. He constantly wins with it. It's so OP that it practically wins the game for him. Too OP plz nerf

    I find 2 videos only one with the nurse and one with the mike. I will not say anything about the nurse because you do need fire up but for mike, he uses a build that makes all the actions faster it's a meme build the monto create so can you give me a video or anything where the killer use only fire up no other perks to make it work?

  • @PhantomMask20763 said:
    Are you crazy?! Fire Up is already OP and a crutch as it is, it needs no buffs and is just completely broken, still waiting for the nerf to it. Fire Up OP plz nerf

    ok prove it bring me 5 games ( video ) in which fire up save your ass and you win only because of it.

  • @thesuicidefox said:
    They actually reduced the number of crows because it was taking away resources from the processors. Instead of "more" crows, they should just be spread the ones already there more evenly around the map. You don't need 2 or 3 crows in the same spot, just 1 would be enough.

    They reduced the number of crows because back in the early day's survivors can't ( and won't) play around the crows and the same time they change the area in with the triggered

  • Thana give you 15 sec more on gens in tier 3 and when you have the survivors injured

  • @thesuicidefox said:

    @DarkGGhost said:
    Hatch takes no skill and is one easy escape just because 2 gen done ( you don't even need to make one gen in order to use it) and DS it gives a second chase or 30 sec ( at the very least ) in the first chase. Think this way if the killer has the same problem, no skill, and no counterplay, ( legion ) you will ask for nerfing why don't you apply the same logic here then?

    LOL someone's asking for free 4k's then? Talk about no skill.

    If you don't want them to hatch then slug. If the last guy takes the hatch just accept it as part of the game. You will still almost definitely pip as killer in these situations, you don't need to kill everyone every single game. Killers need to accept that survivors escape sometimes as much as survivors need to accept that killers kill sometimes. That's how the game works.

    As for DS, I think the perk itself is fine my only gripe with it is when multiple survivors use it. And those non-obsession DS's are stronger than the obsession DS because you don't see it coming. At least with the obsession you know and therefore can play around it. I really don't get why non-obsessions can even use DS. It should be limited to the obsession only, where multiple instances of DS increase the skill check size or stun time or something for the obsession's DS. If you wanna use DS as a solo survivor MAN UP and equip another obsession perk to ensure you are an obsession.

    And here the MAIN survivor

  • @BACKSTABBER said:

    @Bongbingbing said:
    DS is not easily countered, It's completely broken. It really should be an end game perk once gens are completed.

    you can also be the clown and throw a bottle to urself before getting DSed

    Or have Enduring with hag and trap the closer pallet but why you lost one perk for DS?

1 … 10 11 12 13 14 … 18