Decarcassor
Decarcassor
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Half-baked, underwhelming perks don't cause problems after all. When you try to design good perks and you overshoot it, you have to spend time fixing the mess they cause. But when you design crappy perks and overhsoot, you get a decent one sometimes, like Surge. Good enough to be used on some characters, but still too gimped to shake the meta.
And if you are truly a master perk designer you try your best to make new perks that sound like they might be good with the use of seemingly complicated effects and long wordings, so players get hyped up for the new content, but who really are the same bland filler perks that nobody will use after a few days and the meta go back to the way it is. 🤡
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You know what is really stupid about OoO ? The perk icon light up when you look in the direction of the killer, even if they are Undetectable. So you can actually still use it like a long range Spine Chill against killers that are supposed to be the counter and risk of using the perk.
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Freddy's dream pretty much turn every map into Ormond as far as auras are concerned. Its pretty bad.
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Demo is far from the worst. His kit has a lot of potential. But Demo's problem is that he is a high effort killer for average results. There are easier killers to play for similar to better performances.
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I don't think this will change much when it comes to window or pallet hits if you have a decent connection. But what i'm really worried about is "juking" becoming a lot more effective than it ever should. The floaty, weightless and instantaneous motions of survivors can allready cause some attacks to miss, especially combined with the so called "aim dressing". I'm afraid the server hit validation will only make it worse.
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Say you make 20.000 BP. The gateau will get you 28.000 bonus. Say you run BBQ or WGLF with 4 stacks thats another extra 20.000. Thats 68.000 for a single game.
Now say you get a perfect 32.000 score. Double that with BBQ and the gâteau give you an extra 44.800 BP. 108.800 BP for a single game.
Its not like the gâteaux are rare. You allmost always get 1 every blood web and you often get 2 or 3.
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You have plenty of tools to find and learn where the bones are at. Small Game and Maps are available to everybody, and if you feel fancy you can use Detective's Hunch which is really nice too.
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It was a minor QoL change, nothing more, nothing less. Nice, but not game changing. The Clown is still the Clown with all his known flaws.
Also the fact that they managed to screw his reload animation at the same time is a bit disheartening.
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Morii tunneling is nothing new and its an issue of the Morii offerings themselves. Pyramid Head's powers just highlight the problem from a new angle.
Morii completly disregard the current balance of the game. They don't take any skill or effort to use. They are not fun to face. The killer gain nothing for using them and will in fact hurt his emblem score.
Killer execution animations are cool and should stay in the game in some form, but Mori in their current form are not the right way to do it.
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You are just not looking at him right or you are trying to do it when most of his body is concealed.
There can be some weird things happening with stalking and revealing when dedicated servers and some faulty map assets are involded, but in 99% of cases, its just survivors doing it wrong.
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All the Obsession mechanic does is single out a particular survivor for the purpose of some perks and add-ons effect. Being the obsession by itself does not actually do anything. In fact being the obsession is moslty an advantage, as the best perks using that mechanic tend to encourage the killer to ignore the obsession in return of some bonus, when they don't downright punish them for killing the obsession.
The mechanic in itself isn't bad, but its maybe poorly named from a flavor perspective.
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Its probably just an oversight, but I wish it wasn't. The fact that Adrenaline can be "on hold" to begin with, is one of the most ridiculous and frustrating aspect of the perk.
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All of theses things have been suggested before, including making Blinded survivor unable to see the red stain. Nothing ever came of it.
Blindness and Hemorrhage are forever near useless status effects tied to perks and add-ons that seems to treat them like they are incredibly valuable. And nobody understand why.
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I would say this is less a BP problem and more a matchmaking or map design problem.
You are not supposed to be able to run the killer for allmost the whole game. Either the killer didn't have the game knowledge to avoid that situation, which mean he was matched against survivors way above his skill level or bad map design enabled overly strong loops, making the killer's job unreasonably difficult. Probably a bit of both.
In any case, I don't think you should get rewarded with extra BP for dominating a less skilled player or taking advantage of bad map design.
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A Mimic killer will NEVER work in this game, because players can use voice chat. His power would just become completly useless.
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Fundamentaly the Doctor is a basic M1 killer with no mobility. The only reason he is considered better than the likes of the Clown or Cannibal is because he is capable of all the bullcrap you are salty about.
And at the end of the day Doctor is a very solid B+. All his madness shenanigans won't save him against a decent team who isn't scared of repairing generators and make him waste time patroling accross the map and destroying pallets.
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Being able to hit multiple survivors with Feral Frenzy is supposed to be its own reward, as they are all wounded and wasting time mending. I'm not sure this what Legion need.
The nature of Legion's power make it so there is very little point in adding or improving Feral Frenzy in any way. Its allready a near unavoidable non-lethal hit on potentially multiple survivors. What Legion need is tools to be a better M1 killer so he can finish the job.
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What I hate about theses tier lists is that nobody ever explain what the tiers themselves mean. Especially when it come to the nebulous middle ground. Everybody seems to agree that Nurse, Spirit and Billy belong near the top while Clown and Cannibal are at the bottom, but everything in beetween seems to be detemined by throwing darts at the killers portraits.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/1362680#Comment_1362680
Ok but I’ve actually been told countless times that the survivors‘ model blocks the reveal process, and the survivor model takes up the center of the screen. So how exactly am I supposed to have Ghostface in the exact center of the screen when my character model literally blocks it? That doesn’t make sense and means it’s badly designed.
Also it’s a bad design because no where in the game does it tell the player how to “correctly” reveal him. It just says the player needs to be within a certain distance and look in his direction. So telling someone that they didn’t “look at him correctly” because their camera was off a fraction of an inch is really stupid and once again, bad design.
I don't know about the survivor's model blocking the reveal. All I can tell you is that I have no issue revealing Ghostface reliably. If it doesn't work just try to put him more to the center of your screen. I have never experienced the kind of weird reveal shown in the frst exemple... Yet.
But I have to agree with you that the game does not teach you anything about the intricacies of every powers, perks and add-ons in the game. The learning curve of DBD is rough and many important informations are not clearly explained by the game at all. The way Ghostface reveal work is one of thoses things.
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- Didn't fix an issue that caused downed survivors to make no sound.
- Didn't fix an issue that caused survivors with Iron Will to have no breathing sound.
- Removed survivors footstep noises on certain maps.
- Removed survivors falling noises.
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Ok so the first clip is weird. There is no reason for Ghostface to be revealed in this situation. The only explanation would be massive latency messing with the buffer on his reveal timer.
But on the second clip its incredibly obvious that Ghostface is not at the center of the screen. "Looking" at Ghostface does not do anything. You have to place his uncovered model at the center of your screen. This one is working as intended.
This is why its so hard to discuss Ghostface, because for every weird case like the first one where something is clearly wrong, you have just has many where the survivors just aren't using the reveal mechanic properly.
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Rites of Judgment does nothing in chases and is complelty avoidable when outside of chases. As a result the Tormented status is very unreliable to apply efficiently. Not that it does anything by itself.
Punishment of the Damned is extremely easy to dodge unless the survivors are locked in some kind of animation or are trapped in a narrow space, and the recovery time is huge, giving survivors a lot of distance if you don't down them with it. Against good survivors, you end using it as a bait and switch into basic attack to counter the pallet or vault bait from the survivors. A power that is best not used is just boring and sad.
Cages of Attonement are also best not used in most situations. Sending a survivor to the opposite end of the map will often lead to an immediate and safe rescue. And in the few cases where you might want to use the cage because picking up the survivor would be risky or to resume pressure quicker, you will very often not be able to, because the survivor you want to cage will have avoided the Tormented status anyway.
So at the end of the day, what you do as Pyramid Head is a lot of regular M1 killer normal gameplay.
Various possible buffs:
-Rescuing a survivor from a Cage of Attonement only remove the Tormented status from the rescued, not the rescuer.
-Punishment of the Damned apply the Tormented status.
-Reduce the recovery time of Punishment of the Damned or make it faster and harder to avoid.
-Remove the Blindness immunity (white aura) of Cages of Attonement.
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Killer players are probably realizing that the Executioner's tools aren't that usefull in a real match where everybody is sort of trying to win instead of the PTB where all ranks are mixed and a lot of players aren't really trying.
Under the rust and blood, Pyramid Head is just a very complicated version of a basic M1 killer.
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The Executioner is a killer that appear to not want to use his powers most of the time.
Rites of Judgment does not do anything on its own, aside providing him with Killer Instinct notifications that can be complelty avoided by crouching.
Punishment of the Damned is easily dodged unless the survivor is locked in animation or in a narrow space. Its better used as bait, leading into basic attacks.
Cages of Attonement shouldn't be used in most cases as they will just send the survivors into an unfavorable position where they will be easily and quickly rescued. Furthermore in cases where you would want to use them, you might not be able to since its not that hard to avoid the Torment status effect.
Maybe there is some incredible perk combo out there that nobody has figured out yet, that would make Pyramid Head amazing, but so far, on paper it does not look good.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1341797#Comment_1341797
Whispers tells you where survivors are, and also where they aren't. It's especially great on slower-moving killers like Huntress, and it lets you get into the radius of a gen and confirm quickly that no one is there, rather than walking all the way to the gen. It's also great for patrolling gates after gens are done, as you can easily intuit which gate survivors are headed toward.
The thing is I never felt the need of a perk to do any of that. Most survivors don't bother being particularly stealthy anyway and the exit gates are the least of my worries. I just think the cases where Whispers is genuinely usefull don't happen often enough to justify a perk slot.
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Whispers. I'm not sure it is considered meta but some players out there seem to rate this perk highly and I just don't get why.
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Why do players dislike Demogorgon? No matter what the individual complaints it will always boil down to his portal system and the root problems coming out of it. The demo is all about the set-up having portals set up at key points in a map, maintaining pressure and mobility. Despite how much of a time-saver they should be and can be keeping them set up wastes a lot of valuable time. You have to place two portals, go through one to activate the chain and all of this involves extensive backtracking. In a meta that revolves around micro-managing every second and capitalizing on any pressure, you can make this invested time could mean the difference between a win or a loss. So if the investments fail to garner any substantial success, It can be very frustrating.
This perfectly encapsulate the frustration I've been feeling when playing the Demogorgon. The time spent placing, activating and maintaining portals can simply outweight the potental time actualy saved by using them. And that initial setup can cripple your whole game. Meanwhile everything Freddy does is either passive or instantaneous without any kind of slow down or animation lock.
As for the larger point about the time crunch I'm not sure where it is going. Should the time crunch itself be adressed and the top killers toned down a bit ? Or should the struggling killers be given better tools to deal with the inevitable time crunch ? It look like the devs are taking the first approach since they talked about introducing an early game phase in the anniversary stream. So I expect we will see some perks and powers tweaks similar to when they intorduced the End Game Collapse.
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-Set Legion's Deep Wound to 20 seconds like every other source of DW instead of 30s.
-Remove the loss of Frenzy gauge on basic attacks.
Applying Oblivious with Feral Frenzy would be a bit too much and does not feel very thematic for Legion. At least no by default. But an Add-ons that make survivors oblivious while they mend... Sure, why not ?
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@[Deleted User] said:
It could potentially be far too oppressive without a cooldown if the killer snowballed
Again, its only 8% and does not trigger on regressing gens. It would be fine.
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There has been a trend lately of the devs being overly cautious with perk design leading to a cavalcade of interesting perks idea going nowhere because of how weak and/or restricted they are. And Demogorgon is kind of the poster child for this whole mess.
The cooldown on Surge does not make any sense, since it won't trigger on generators that are allready regressing. So even if you down 2 survivors in quick succession, the perk would only trigger a second time if somebody tapped the gens and then again it would only be 8% regression. I could understand if Surge had a small 5 seconds safety buffer cooldown like PWYF, but 40 second is complelty unnecessary. Meanwhile you can can easily regress a gen by 50% with PGTW you hook 2 survivors around a tapped gen.
But at least Surge does something. Unlike stuff like Mindbreaker, Cruel Limits (Cruel Confinement was cooler btw), Furtive Chase (by itself not for gimmicks), and theses are only the truly useless perks. I'm not mentioning all the lukewarm not good enough perks that don't see any use because while they could be technically usefull they just don't compare to the old reliable meta perks.
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If the theoretical killer just break the pallets when the theoretical super looper drop them and keeps going to another loop, I guess its possible on some maps with a favorable pallet generation.
However the killer can choose to not break a weak pallet and keep looping until Bloodlust kick in while the looper has nowhere to go, sacrificing map pressure for an unavoidable hit.
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Thompson House is allright I think, but the house itself, like many buildings on the old maps, make no sense. Its like its been built by someone who's had a house described to them but never actually saw one. Step up your game Entity ! If you can reproduce the Midwich school, you can build a farm house.
Rancid Abattoir is also kind of ok, moslty because its a very small map, and the brain dead window has been removed in the recent update wich is nice.
Fractured Cowshed is awfull. Its too big to have this many strong loops all along the borders. And the middle is just filled with corn. Also the titular cowshed is a small building tucked in a corner that, again look nothing like a real cowhsed. This map just need a complete redesign to break the border loops and make the cowshed a more interesting and memorable building.
Rotten Fields. Its just corn. Nothing but corn and generic tiles. Its dull and annoying. It needs some unique setpieces to break the monotony of corn.
Torment Creek. I don't know how I feel about this map. Its not as painfull as Fractured Cowshed despite being technicaly bigger. But still too big for low pressure killers. And while the silo is an interesting idea for a centerpiece building, the end result is not very interesting. A good graphic update and size reduction might be all this map need.
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The reason why a lot of players rate The Legion very low is not because of the duration and speed of Feral Frenzy, but because of the non-lethal nature of their power. Legion must end chases as a regular M1 killer. And also becaue of the very underwhelming nature of Deep Wound as a detrimental effect to the survivors.
The Devs overcorrected Legion super hard when they reworked him, and then they changed the way Deep Wound works, moslty because of Freddy and some new unintented perks interaction.
Legion has been slowly un-nerfed one update after another and I hope it won't stop there. I can't blame the devs for being carefull with the Legion given how abusable and broken their original design was. Thats probably why they are taking their sweet time to change Frank's Mix Tape and Stab Wound Study.
Maybe in future updates we will see the loss of Frenzy gauge on basic attack removed and the Deep Wound duration normalized to 20 seconds like every other source of DW in the game.
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Its just a QoL change that should have happened long ago, not a proper buff. He is still going to be a basic M1 killer with no innate map pressure.
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The Plague has an Emblem problem where you can easily black pip or even depip even when you play well. And double piping is near impossible. This has to do with her power not being properly accounted for in the flawed Emblem system.
In addition some players don't like how she disable pretty much all forms of healing tools and perks, leading to perharps more hook suicide than some other killers.
I believe theses are the main reasons why the Plague is so rarely seen. Wich is a shame because her actual visual design is amazing.
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Calm Spirit is not even a true counter to Doctor anyway. There is a sound cue when you hit someone with Static Blast, even if they don't scream, and the true tracking potential of the Doctor come from the hallucination with Restraint, not from the imprecise randoms screams.
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While leaning he take 2.5 seconds to stalk a survivor. Revealing him take 1.5 seconds. If he is leaning close to you, don't bother trying to reveal him, just start running.
If he is in the open not leaning, he need 5 seconds to stalk you and its far easier to reveal him. Just "aim" for him with the center of your screen, its really not difficult.
But even if you reveal him, he keep his stalk meter until he land an attack on you. So you know next time he might stalk you quicker. So again in this case, don't bother revealing him and start running. You can always reveal him at any kind of chest high wall pallet loop.
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I hope they make him more like the Doctor, giving him abilities to pressure the map effectively with his power rather than just giving him some raw mobility.
Or maybe they could turn him into a reverse-stealth killer. Overhwelming the survivors with a wide and confusing non-directional terror radius, that would sound like twisted circus music. But maybe that would just make him too similar to Freddy who allready as a similar and arguably better chase power with the dream snares.
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To some extent I agree with you. 99ing is the optimal way to use Ghostface's power and its clearly not what the devs originaly intended. Its was discovered pretty quickly after his release that the effective way to play Ghostface was to not bother stalking most of the time and 99% stalk when available. And it feels so, so wrong.
Ghostface can win games, he is viable, stronger than a good portion of the cast even. And yet he is still broken at its core. He is stalker that won't stalk you because that would hurt him, or who will "hide" right in you face so he can trigger his instant down in a way that make zero sense as to what the power is supposed to represent.
In the end revealing him or not does not really matter, wich is probably why it bother me so much.
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The Doctor has a unique Terror Radius music now. So at the beginning of the match you can identify who you are up against before he start charging Static Blast. If there is a locker nearby hop in it. If there are none, run away from the TR before you get shocked. This won't work 100% of the times but it can prevent the Doctor from finding you immediatly.
You can hide from the Doctor if you are smart about it, and Calm Spirit isn't necessary at all. Avoiding the Static Blast trough the whole match is actually important, since Madness is how the Doctor can delay the survivors efforts accross the map despite being a completly regular speed M1 killer. The Blast also provide a lot of information to the Doctor, so don't just give it to him freely.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1291994#Comment_1291994
I was on the throne when i typed that response. I didnt have time to read the whole thing :p
Well, you are honnest about it. I can appreciate that. 😄
I always wonder, if the devs are satisfied with how Ghostface turned out. Not balance-wise, but design-wise. The way he was first introduced on the PTB and the trainwreck it was really made us wonder how the hell they tested him in development.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1291994#Comment_1291994
Ok, now it just sounds like your salty because you got downed. Dust yourself off, and try again. GF isn't that strong, about 10% who play GF actually use his stalk, he's easily looped, and doesn't have good map pressure. Only thing he's got going for him is shroud(hiding his tr and stain) and spine chills kills that. I main GF a lot and know from experience.
Who said anything about Ghostface being strong or weak or anything ? I play killer more often than survivor and I've payed Ghostface quite a lot. I know how he works, wich is why I'm able to easily reveal him.
I'm not salty or angry or flustered or whatever. I'm am just slightly bothered by an aspect of Ghostface when I play against him. I think I've explained why twice now. But if you don't see any issue with what i'm talking about I guess its an answer like another.
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@EvilJoshy said:
Your stalk progress resets if he hits you before your exposed. You could take a hit, run away and heal up. If you suspect he 99%'ed you treat him like tier 3 Myers and run. Remember GF has a power that is controlled by the survivors. That is never a good idea. Without his power he is literally a M1 killer.
Yea, I know. I said so in my post wich you apparently didn't read. And this defeat the entire point of revealing Ghostface in the first place. Why bother if its just better to take a hit ?
@ThisGuuy83 said:
You do know if you break him outta stalk and then he hits you, it resets right? And since most are running DH and self care... Hmmm. Most likely he won't pursue chase either, especially if your in a safe area where no gens/completed gens are.
Same as above. Why do peoples reply to things they don't actualy read ?
@MojoTheFabulous said:
It's like Myers holding his Stalk progression at 99% except weaker seeing as in most cases you're going to expose only 1 person at a time. So I don't really see a reason to change it.
Myers is a very different killer. He is not as stealthy as Ghostface and it takes a long time for him to build up Evil Within. Once he pop it, every survivors knows it and he completly lose his stealth for the duration. Then he has to slowly build it up again. He can only catch the first survivor by surprise and then has to try and snowball from there. Also there is no mechanic to stop Myers from stalking you apart from breaking line of sight.
With Ghostface, he can stalk you in five seconds or less if you don't see him coming, wich is why they gave the survivors a way to stop him, by breaking Night Shroud. However, it seems to me that doing so is not really beneficial compared to simply running away immedialty giving you a head start or willingly taking a hit to prevent him from holding the stalk progress on you for as long as he wishes. So what is the point of the revealing mechanic really ? It even give away your position to the killer with a Killer Instinct notification. It just bother me.
And yes I also know, that most of the time Ghostfaces won't risk stalking when they can take the guaranteed M1 hit or go for a grab. Wich also make the whole revealing mechanic irrelevant. So again, why does it even exist ?
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Players hate things that cause them to be taken out of the game or end the game earlier than normal . All forms of instant down add-ons, ebony and ivory memento mori and keys all fall in that category.
When you go against a Huntress you expect to be able to take a hit before going down. That knowledge of being able to take a hit and get a speed boost out of it, mean you can make informed decisions about dropping a pallet or not and if you will have the time to reach another loop or attempt to evade the killer. With Iri Head that all fly out the window. It complelty change the way you have to play against the Huntress and you have no way to know she has it until someone take a hatchet to the face. And being that first survivor to discover that the Huntress is using Iridescent Head feels awfull.
Its not the same as going against a killer with a built-in instant down ability. You know they have that and can plan for it ahead of time. Beside there tend to be some kind of price to theses abiliies. Chainsaws are unwieldy for various reason and can't be used too mindlessly. Stalker killers have to spend time; well stalking. Iridescent head reduce your numbers of hatchets but you throw them exactly the same as regular hatchets.
Its the same reason why morii are annoying. The killer gain the ability to take survivors out of the game after 1 hook instead of 3 at no in game cost. They just spend an offering in the lobby.
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Probably not. It would still be vastly inferior to PGTW and Surge. I have no room for a perk that does nothing if the survivors pass a skillcheck.
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A lot of things in this game don't make sense. DBD is not meant to be a realistic simulator. Giving killers even a minor stagger would just be a blanket buff to drop loops, when we just had a whole mid-chapter patch dedicated to reducing the value of some long standing problematic loops.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1281203#Comment_1281203
If i remember correctly, dear ol' pyramid boy was namedropped in one of the older dev streams for being too vague for a power. "Slow guy with huge sword".
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Personally they should give him an ability that emulates the dread of being confined with him in an small space, akin to the first battle with him. Some dome or cage made of entity blockers would do the trick (i had a really old killer concept for this).
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But konami being pricks is probably the biggest hurdle. Might be wrong bit ive hesrd that even his creator got fed up with his oversaturation in media.
Im all for his inclusion, but bhvr would be much happier with a generic executioner/torturer expy.
I think trying to design a slow killer on purpose woud be very interesting. A killer that can't really chase at all. What kind of abilities would he need to be viable ? I don't care about the red pyramid thing, I just think it would be cool way to design a killer from the bottom up.
The closest thing we have right now is Nurse but her power is basicly a better way of moving than walking. Not really what I have in mind.
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Getting to red ranks as survivor is just a matter of playtime. Not rank 1 mind you. It can be tricky to pip once you hit red. But still. If you play a lot and don't go out of your way to not pip, you'll get there.
And now with rank reset, all thoses average to medicore survivors floating around rank 4 get sent back to 5. So they go back to being red rank allmost immediatly.
This has been going on for a few months now. I bet there is a huge slice of players hanging at that rank 4 bottleneck. And its affecting killers because red ranks does not mean much so, mediocre killers can also float around the same ranks full of not so great survivors.
There is a reason why the devs want to move away from this very narrow rank based matchmaking.
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I think the devs have more perspective than us when it comes to balancing the game. However that does not mean they are unable to make mistakes. I agree with most of their balancing goals, but not necessarily with how far they push things or some of the design and redesign choices they make.
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Its a huge mistake... If you care about fashion. Prestige outfits are ugly as sin and a huge waste of BP.
But from a gameplay standpoint, I couldn't care less.