Devil_hit11
Devil_hit11
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@StibbityStabbity said:
"Just ignore the patch note that says it should be possible, stop bringing attention to the bug, break the pallet and take the time loss that wasn't intended for this killer and power, and move on."
Man, if only everyone just, you know, didn't bring attention to bugs and played. The game would be in a much better spot right now.
I don't think its a bug. when you vault the pallet, if the survivor is right next to the pallet, you will hit them, but if you move away from pallet, when he is putting away his Uroboros, you walk through him since he has no active hitbox when in cooldown.
Cooldowns for killers allow you to walk past killer such as huntress hitting with hatchet allow you to walk past her. Cast-times such as... wraith uncloak retain the killer hitbox so wraith can for example bodyblock you during uncloaking. It is not bug. its how dbd mechanic work.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3183784#Comment_3183784
Kind of but the Killer has to choose to break the pallet, so it's only gonna be unavoidable at god pallets. And the perk is weak against Killers like Nurse, Hag, Spirit and Artist who generally ignore pallets in a way all other exhaustion perks aren't
Buffs decisive strike and removes nerf it to its original form. This has same problem as Hillbilly enduring perk that reduces decisive strike stun.
Survivors might OPT to run Smash hit+DS on all their builds to get a powerful effect. I think you should focus on making individual perks viable to run alone instead buffing another perk to make this perk relevant. I think smash hit is bad because killers can respect pallets on reaction so you will never stun a killer unless their power forces them to commit to certain gameplay to disrespect pallets.
I think that smash-hit should increase stun hitbox of a dropped pallet by 20%. This create mindgame where the killer cannot respect pallets on reaction, so he is forced to guess whether the survivor will do another loop or drop the pallet but risk getting stun hence triggering the perk. There is little tech you can do with smash-hit which allows you to walk past pallet but vacuum back to the pallet by hitting the prompt late to get smash hits, but I look for that as killer player, so I don't get stunned. this PSTD towards pallet stuns... comes from the days where survivor could pallet vacuum stun killers from super far away.
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If only I could use my 2nd bound power to hit the survivor 2 meters in front of me after vaulting. your not designed to hit her. his power is designed to be looped for 5 gens. Just break the pallet and move on.
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@TheGentlemen said:
https://forum.deadbydaylight.com/en/discussion/comment/3182735#Comment_3182735
I agree, but I also don't see a reason to not make Ring Drawing basekit. It would just make sense to me personally.
casual players will complain that they're getting punished for healing and that they're getting mori'd without getting hooked by sadako.
at low-mid level of play, sadako doesn't really need a power to down survivors because most m1 killer's win because their opponent is not effective at doing gens and looping. you don't need strategy to win as killer.
At higher level of play, the killer needs strategy to win and their power is base-level requirement to be effective at them. Iridescent videotape+Ring drawing are mandatory add-on for you to play her at higher-level. Its just that even when you put add-on to make your power effective. she is still overall weak since condemn build up is too slow since her-base kit is kinda lackluster. I think they should make it so that when you m1 a survivor, the survivor gains 1 condemn stack and her tv projection cooldown should be reduced from 100 to 60 second. She would be more thematic, I mean her white-outline in japanese is written curse, so why does sadako attack not curse you? lower cooldown tp would make her less reliant on iri add-on.
I think players would see her strengths a bit more. I think she is a bit under-rated. The previous statement might be interpret as over-optimistic/trolling.
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@OrangeBear said:
Personally, i think they should have kept the 35 second duration and the repair speed buff and then buff it to 16%. The issue wasn't that the duration was too short it was that the speed was too insignificant.
pretty sure objective of the change was to weaken the perk such that nobody uses it. I would rework the perk to give 100% healing speed after performing an unhook to the unhooked person for 35 seconds. Now those self-care people can heal faster after I unhook them. useless self-care teammates can be more time efficient.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3181293#Comment_3181293
...then don't do the stupid 3 gen camping strategy on him? You can still win pretty easily without it, and it's an incredibly boring way to play him, or any killer. It's like playing twins (🤢) and exclusively trying to bleed everyone out, never picking anyone up. Like who hurt you lol.
read OP post. he's not viable as chase based killer if the survivor is good at looping. I have tried going for chases with him, but no cigar. Buff his bound and I'll camp less and chase more. he shouldn't be reliant on survivor to be critically infected just to have an effective chasing power when the team is solid at looping.
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currently. best way to play wesker is to just 3 gen with his iri add-on+ green infections. you just hit & run with him and force survivor to deplete all 12(8) sprays, then eventually everyone becomes infected with 8% hindered penalty and instant down. Although I'm on winstreak with him, He is not enjoyable to play for me. For perks, run corrupt+call of brine+overcharge+eruption. You can fix weak kit by playing lame with him.
I wish his gameplay was more about outplaying the survivor at loops and doing fun chases rather then camping gens.
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or just all solo-player global bond without requiring to be on the floor/on the hook. you won't need comm's/swf. everyone will just be swf even as soloq.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3177711#Comment_3177711
Some would still play blight and nurse but like we can't force them to play other killers. But we should encourage them to do so.
probably. even if you gave me 150% bp to play freddy. for a day, I probably wouldn't play him. not worth the stress. Improving weaker killers so that they're less of hassle to play and fun to play would do more. queue with weaker killers is like losing on the lobby screen.
they already have incentives to play different killers every day. its called daily rituals. I just ignore them.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3179447#Comment_3179447
You’re incorrect, survivors win individually—not as a team.
i was thinking of explaining this but i omitted from the post. Survivors in theory can do 5 gens, unhook and heal everyone and do 2-3 minute chases like emblem system suggests but in practice, its not efficient way to win as survivor. you want divide task among 4 survivors because its way faster to win this way. Its one of reasons why old emblem system for survivor made no sense because most swf that are strong will often depip at red ranks because they're so efficient at dividing every task and winning extremely quickly that you can't rank up.
survivor can escape individually, but working as a team to get the escape is more effective. I had something to say regards to killer emblems but the post was too long, so it was omitted.
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@PaintedDeath said:
I've been maining The Twins for a few days now, been having a ton of fun playing around with builds to see whats possible with them, but it feels like I win A LOT. Like, A LOT and I'm not sure if its that I'm really good, if the Survivors are really bad, or if people just see them so rarely that they don't really know how to play against them. Sometimes I get veteran survivors who know how to waste my time pretty well, and I'm 100% sure they have to be using comms to be able to do what they do, but other than that its a straight slaughter. Just wanted to know what other people's feelings were towards them.
a killer that reinforces slugging in a game which dominates survivors that are bad against slugging and amazingly ineffective against player that know how to play against it. Its because the game loop is not typical, so most players are bad against twins. slugging has to be more of stream-line playstyle so that twins is less novelty and more something everyone is used to playing against.
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My only issues are the new bloodlust it's actually meta to bloodlust tbh instead of letting them make distance to something stronger and extend a chase too much. Killers can now start chase and by the time you reach a loop you're already getting close to bloodlust 2.
That's because bloodlust is anti-hold W mechanic, but issue with it is that you need hold-W to get a counter to anti-hold w mechanic. it is counter-productive because if your getting high-levels of bloodlust 2/3, you will lose to having too long chases if the survivor team is gen efficient.
Bloodlust 2 has made non-mindgamable loops better, reduced the hold W gamplay, and because Im on console its slightly less punishing when i get caught on some stupid obstacle I cant see.
that is other issue behind bloodlust. it does not help you vs unmindgamable loops. Pallets that have no mindgame remain to have no mindgame even at bloodlust 3. A classic jungle gym pallet still has no mindgame even at bloodlust 3 when dropped. I mean for lack of better word, its bloodlust 3 infinity. All that bloodlust does is make loops that are already unsafe more unsafe. it reinforces safe loop design.
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“This one is for the players who think they can hit every Skill Check,” says Aram. “When it comes to Skill Checks, new players tend to miss them a lot while experienced players hit them with ease. We wanted to see how easy it really is. We playtested it, and we had a bunch of very experienced players missing Skill Checks because they were greedy for the bonus – which is exactly what this Perk is about. Oh, you’re good at Skill Checks? Prove it. There’s a stacking bonus, but you must chain Great Skill Checks that get progressively harder.”
“I only tolerated that degree of complexity because I found the Perk super interesting,” he notes. “If a Perk is hard to understand, you have to be satisfied with its potential.”
boon perks are suppose to be perks that reward the survivor for memorizing dull totem locations. what would be the point in booning a totem where you get no rewards? that's what other boon perks are. boon totems with lackluster situational reward.
Its sort of the same idea with hyperfocus. what would be the point in hitting consecutive skill-checks if the rewards for hitting check simply are not there? Like what is the difference?
this is large reason why a lot of perks in dbd create a stale meta because there is little reason to use a perk if the reward simply are not there. at the same time, if you make a perk have high reward, but it has low skill-cap, then the perk becomes over-popular because it becomes best option(See old dead hard for example) since everyone can use the perk and get high reward. Its just that dbd is simple game where creating a perk that has high skill-cap is unnaturally difficult because of simplicity of the gameplay. you want the perk be consistent for the user that is good at using it, but not effectively consistent that its game-changing effect for everyone that uses it.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3179073#Comment_3179073
My biggest issue with that is that your fellow survivors impact your chances of survival. So survivors are a team even if they dont want to be.
I have gotten the opinion that Hatch needs a rework and would be available to those who finished 2 gens alone or 4 gens together(or 1 gen alone and 2 together). They can decide to leave early, which is especially nice if your team are complete potatoes, or stay for more BP and aid their teammates. This hatch would be different in the sense that it does give you MMR, but less than if you were to escape through the gate. This hatch is only visible to the killer and the survivor in question, and the killer can temporarily close the hatch, but it would open again everytime a gen is finished.
The benefits here would be that a survivor can be removed early from the game that isnt negative for that specific survivor, but still positive for the killer(a survivor leaving early could grant a 3k in a match that could otherwise be a 1k). It would also set a personal win condition on survivors that doesnt fully rely on their teammates. And no one can claim that its a free escape either. It still grants the killer to get a 4k but adds another patrol option, or the killer could try to force that survivor out early on.
This also gives the killer an incentive to chase multiple survivors, because if the killer tunnels, 3 survivors can escape within 4 minutes. If the killer doesnt tunnel, chances are low that more than 1 survivor can escape early on, but the rest of survivors are forced to stay in the trial for the full 10 minutes.
this used work like this with keys. hatch spawned if 1 person died and 1 gen was remaining or if 2 survivor died and 2 gens were remaining. it lead to cases of just losing randomly from 3 people escaping from the hatch or last two escaping. often 1 from far exit gate and another from the hatch.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179072#Comment_3179072
It's actually openly vague (which I don't like). The devs sometimes treat the game as is it's every survivor for themselves, but other times they treat it like they're a team. For instance, when they were testing out MMR earlier this year, they mentioned in their blog that one of the things they wanted to do was tweak MMR so that survivors go up or down as a group based on how many of them escape or die. That's clearly a sign that in this case they are thinking the game should treat them as a team, not individuals. Then other times they have things like Low Profile on Ada which makes it sound like it's every survivor for themselves. On top of which they have no single clear victory condition in the game either, just a series of different things and they "let the player decide if they won".
And I firmly think the game would have been better off from the beginning if they had gone the route of the official boardgame and clearly spelled out that the survivors are a team and win or lose as a group. Ambiguous semi-cooperative game design rarely works.
its team game. 4,3,2 escapes are win for the survivor and 3k/4k is a win for killer. that's always how I saw it. the survivor win conditions are easier because its suppose to be that survivor has "harder" time escaping because killer is supposedly stronger and is favoured to win.
team based MMR would be really good, but a lot of people complain about their teammates being trash and blame them for losing, so individual mmr is suppose lead to less toxicity regarding that. it would be more accurate for survivor but could prove be a little toxic. At the same time, I don't think mmr needs to be super accurate. it should be vaguely accurate unless you just want the game to be super ultra competitive. I see dbd more as casually competitive. its suppose to be fun to play dbd, but have little bit of matchmaking to it.
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@Pulsar said:
You could offer me Auric Cells and I still wouldn't touch some Killers.
+1000% bp for playing clown, freddy and trapper, -200% bp for playing nurse and blight. what a way to encourage diversity....
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3176806#Comment_3176806
I honestly think he's fine as is, I mean of course his bugs need to be squashed but other than that he's pretty solid
i think he is good capitalizing on survivor movement errors but cannot really make individual plays as a killer. i also think that he's one of the killer that is candidate for being 110% m/s if his power was universal good in every situation.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3176497#Comment_3176497
I mean I've been playing this game every day and the Survivors I get are mainly mediocre at best with either 1 or 2 good players. Doesn't matter if I play Survivor or Killer
So no, not really easy.
well that is the average for survivor. its usually 2 strong players and 2 medium players. when you play soloq. its very similar. you still have to carry teammates. its just not as hopeless as it used to be before mmr where... it felt like you were doing a 1vs1 against the killer.
-less cast time
-faster recharge time
-less collision on objects
-ability to use 2nd bound after vaulting
all of them would cement him as top-tier killer. he is still probably going have high-kill rate for average survivors. Its just that he could be so much more skill-expressive as a killer. they went too safe with him. sad face.
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your insane for thinking to remove aura-reading from soloq. the guy who got slugged just wants to move to the next game and not stay on the floor for 4 minutes. the aura reading is super useful.
Its weird how you get global bond when your on the floor/hook but no aura by default. the aura is a tool. a tool can misused. sandbagging can be unfun in games but it is not the aura-reading fault. its the player.
the slugging for 3rd to get 4k highlights a problem in end game where killer wants to get a 4k and both survivors want to escape, but neather of 3 players want to surrender. its little amusing because it describes patrick's mmr rank for survivor with the 1vs1vs1 problem, instead.... treating the game as 4vs1. current system describes this problem where as team-based mmr system describes the problem of being stuck in elo hell i.e if your team is bad, its hard to carry a team to victory to move up in mmr(in a team based mmr).
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@HexSweetie said:
https://forum.deadbydaylight.com/en/discussion/comment/3175552#Comment_3175552
It isn’t realistic to solve the box every single time it spawns (assuming I’m going against a good Pinhead player) the game gets pressured and at one point chain hunt activates, then it leads us to my post, it’s still unfair to go against especially when you add the time survivors spend running and hiding to get to the puzzle box into your calculations, which adds up even more to the lose-lose situation with Pinhead.
Maybe make the chains from chain hunt don’t incapacitate survivors but when it catches a survivor, it will give them slow action speeds by default and it shouldn’t interrupt survivors at all (only the chains from Pinhead should interrupt), and instead of making survivors rather walk when getting chained by chain hunt, give them the hinder status effect, (again only Pinhead’s chains should drastically slow survivors down like currently).
i play pinhead. it is realistic to solve the box every single time. it takes 80 seconds for pinhead's box to activate chain hunt. this means you can ignore box mechanic for 60 seconds, like pretend it doesn't exist and when the chain hunt is about to begin. Only a single survivor has to pick up the box and once box is picked up, All other survivors are immune to chain hunt. the best time to solve the box is when pinhead picks up another survivor and goes to hook them. Solving box will reset chain hunt timer for free.
pinhead probably has highest kill-rate because solo-q casual survivors have a hard time using strategy to solve the box. Its really not that complicated. Pinhead chase is not amazing, so him teleporting is almost a reward then a punishment. being chased by pinhead is super fun for survivor.. but playing as pinhead is rage inducing when the chains keep breaking....
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they can heal. its called using fountains.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3175397#Comment_3175397
Survivor items are like 5th perk slots? Rather like Killer add-ons also serve as 5th and 6th perk slots by that logic? Why should advantageous Killer add-ons exist but survivors can't have some equivalent in an item?
Why should advantageous Killer add-ons exist but survivors can't have some equivalent in an item?
the items takes away challenge of escaping the killer. the escape does not feel earned. your entitle to use them though. they are part of the game.
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i don't see it as problem. survivor items are 5th perks with 0 risk, full reward. the game is balanced 0 items for survivors and the killer with add-on +4 perk's. add-on deciding how powerful or how weak the killer is. Survivor that are using items are just wanting to win and have less stressful match. that is sort of how I see it. This isn't to sound like a killer main or anything, but I don't think items for survivor should exist. if survivor want an advantage, maybe it should be like a personal offering or something for survivor.
@Reinami said:
It's not generator times per se. It is the ratio between the generator speed and the chase time. Let's look at some baskit numbers:
- 90 second gen
- 4.6 m/s killer movement speed
- 32 meter terror radius
- 4.0 m/s survivor movement speed
- 2.7 second Basic attack wipe duration
- 6 meter lunge
- 1.8 second on hit-sprint burst
- 6.0 m/s movement speed on hit sprint burst
- 8 second average carry time
- 1.5 second hook animation
- 3 second pick up animation
Let's say that pallets, windows, killer power, nothing exists. You just have a straight line to run. Let's say the killer immediately starts running for a survivor while they are working a gen. Let's say the killer is 50 meters away which is half the map, which is pretty typical if they spawn in the middle. It takes the killer 5.6 seconds to get within 24 meters of the survivor. Their terror radius is 32 meters. This means the survivor reacted to the killer within 2.5-3 seconds of them being in the terror radius, spotted the killer, and started running the opposite direction.
5.6 seconds elapsed.
Now the survivor starts bolting in the opposite direction. The killer moves at 4.6 m/s and the survivor moves at 4.0 m/s. The killer needs to be within 6 meters to land a hit. The killer gains .6 meters of distance on the survivor per second. This means running in straight line, to close the gap of 24 - 6 = 18 meters. It will take the killer 30 seconds. The killer the lands their hit.
5.6 + 30 = 35.6 seconds elapsed.
The killer hit animation lasts 2.7 seconds, the survivor sprint bursts away from getting hit, again still holding w, during the wip animation for 1.8 seconds they are moving at 6.0 m/s and for the other 0.9 seconds, they are traveling at 4.0 m/s. This means the survivor gains 14.4 meters of distance. Let's round that DOWN in the killer's favor to 14 meters.
5.6 + 30 + 2.7 = 38.3 seconds elapsed.
The killer now needs to close a gap of 14 - 6 = 8 meters. Which at the above speeds takes 13.333 seconds. The killer then lunges and lands their second hit downing the survivor.
5.6 + 30 + 2.7 + 13.333 = 51.64 seconds elapsed.
The survivor is now downed, and the killer picks them up, taking 3 seconds for the animation.
5.6 + 30 + 2.7 + 13.333 + 3 = 54.64 seconds elapsed.
The killer walks to a nearby hook that takes ~ 8 seconds (half the wiggle bar)
5.6 + 30 + 2.7 + 13.333 + 3 + 8 = 62.64 seconds elapsed.
The killer then hooks the survivor taking 1.5 seconds in animation.
5.6 + 30 + 2.7 + 13.333 + 3 + 8 + 1.5 = 64.14 seconds.
Now factor in that during this time the other 3 survivors are doing gens. Even if you know EXACTLY where the other survivors are at and run to the nearest one. You likely just lost 2 gens and almost a 3rd before you get in range of that survivor. This is precisely the problem with the game. Just holding w, no pallets, no windows, no looping, nothing and you can pop 3 gens in the first chase. Now throw in the fact that gen regression perks have been heavily nerfed, and that things like toolboxes and hyperfocus exist, and you don't stand a chance.
This is precisely why at the highest level, the only viable killers are nurse, spirit, and blight, because their power directly counters this issue. Killers like huntress still do ok, but once looping is factored in, she isn't as good due to high walls. Killers like clown only reduce this time down by ~5 seconds or so, not nearly enough to make that much of a dent. The majority of the killer cast can't compete in this type of world once looping and powers are factored in, because most killer powers are not strong enough to deal with this core gameplay problem.
on average you lose 1 gen+ 75% progress of another gen per chase. that's survivor playing at its worst though. you can extend chases a lot more if you use pallets and windows effectively and.... most maps have a lot of strong windows and pallet. RPD feels so much weaker right now for survivor. I used to not mind RPD as much as survivor, but now I kinda dislike playing on that map as survivor. I think they went a little overboard on killer complaints on the map.
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survivor perk:
Esponage:
When a survivor let go of a generator, Esponage suppresses your Scratch Marks, Pools of Blood and Grunts of Pain for the next 5/8/10 seconds.
Cooldown of 40/30/20 seconds.
Killer perk:
Awareness:
Kicking a generator will reveal the aura of survivors within 10/12/14 meters of the kicked generator for 4 seconds.
Cooldown of 40/35/30 seconds
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@Mazoobi said:
Condemned is currently underwhelming.
If they could make it feel more like a threat then she'd feel so much better to play. The slugging Sadako build + the ring drawing add-on is really good though IMO. It actually makes survivors worry about their being condomned.
that is her main playstyle. its how they intended her to be played i think. its just that they went too safe condemn build up. they just need to buff that play-style a bit more by improving her base-kit and I think she will be more playable. i think 2 changes that would help her would be +1 stack on m1 and less cooldown after projecting from a TV.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3173223#Comment_3173223
The main issue is that boons were not thought out past Circle of Healing and Shadow Step. Healing is good anywhere, all the time. Hiding scratches is good near the Killer, hiding Auras is good even if you're away from the Killer. The Devs knew what they were doing with the original boons and dropped the ball when they felt forced to introduce more perks with the new mechanic.
Dark Theory and Exponential are only good when you're near the Killer and have no secondary effect to compensate, which automatically makes them niche and hard to justify in builds.
circle of healing is has global effect because healing is action done outside the chase, like you could make circle of healing have 5 meters and its still similar to 24 meters in the sense that it will still heal you.
I wouldn't say shadowstep, dark theory and exponential are niche effects. they are powerful effects but the limit radius limits their potential reward and make those perks situational. The scratch mark aspect for shadowstep is much stronger in a chase because you lose the killer in a chase. if the killer spend a lot of time in a chase, but they get no hook/reward, you get +1 hook state and killer's time. The anti-aura reading aspect is less strong. Distortion and Off the record are better perks for immunity to aura reading and both of these perk were not used that much, so they got buffed.
dark theory is good for greeding loops and makes holding-w a lot stronger in its limit radius. exponential is good if you aggressive bodyblock with it when a killer is tunneling a survivor on death hook because odds are that they are not going to pick you up so you get to pick yourself up with the boon and shadowstep is good for juking in a chase. its just that these effects have limit area of effect making them too niche to activate in most games.
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@gatsby said:
Right now Dark Theory's haste boost is too low impact to be tied to a boon. 2% haste within a 24m radius that can be snuffed just isn't worth the slot its too niche.
I think the correct way to buff this perk is to keep the haste at 2% and increase the lingering effect when leaving the boon from 4 seconds to a lot more like as high as 60 seconds. That way you only have to dip into the boon range for a small amount of time to keep its effect. 2% haste isn't game breaking in chase but its decent and with the loosened stipulations it might work its way into some builds outside of the stacking four boons on the same totem for memes build.
you just described the problem of other boons which is their radius. it would be stronger for other boons to give their effects outside of 24 meter which would make them effectively global radius. Circle of healing is global radius because you walk to the boon and heal. the other 3 boons require you to be in a chase near the boon for their effect to work.
the other way they could improve them is make every single boon add an additional 24 meters to boon effect, so if you use 3 boon perks, you get 72 meter radius. Scourge hook perks have same issue where you would think that adding multiple scourge hooks increases hooks to 4/8/12 but it does not.
as far I understand, I don't think they want these perks to get used. same for killer hexes. too game-changing i guess.
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@jaerthebear said:
https://forum.deadbydaylight.com/en/discussion/comment/3170974#Comment_3170974
Wesker and Sadako are actually more comparable than you might initially think
- - Both are lack luster "hybrid" Killers that do things other killers do, but much worse (Sadako teleports to fixed positions which can be disabled by survivors and has a "Stealth" Mode that for some reason includes a lullaby, Akin to Demogorgon's Teleport And Wraiths Invisibility, respectively. Wesker Dashes and can vault things like Blight and Legion) and have a poorly Implemented/Far too forgiving "Slowdown" Mechanic built into their power, Condemned on Sadako and Uroboros Infection on Wesker. In fact, in my opinion Wesker is closer to Sadako in terms of Strength than to Nurse and Blight, which he is leagues away from.
- -I stated why I used Blight and Nurse as comparisons to Wesker at the top of the post, before the actual main topic body
- - Just because Nurse and Blight are Strong Doesn't mean Other Strong killers don't have a place in the game. Are Nurse and Blight too strong? That's a matter of debate, but other killers don't need to be frustratingly weak in comparison just because Nurse and Blight happen to exist.
really well written post. Mandy said they're going adjust his hitbox. maybe they end up adjusting some aspects of his kit. all those variables/parameters are not well balanced. they're all higher then previously existing killers hence why his power is underwhelming.
sadako is underwhelming because they didn't want to balance her mori mechanic so it has same terrible variable balancing as wesker while dredge is meant to be hit & run stealth killer like wraith, so he's closer to ideal since no mori's.
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@ElleGreen said:
I hate her so much like why is she designed like that…. Who’s the killer main that created that speak up bestie :0
survivor main: Please make Artist birds have range limit equal to terror radius!
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3171400#Comment_3171400
3 gens are completely the fault of survivors, and also, if every survivor is alive at that point, you can just bait out the killer with gen tapping and then unhook the survivor, now what does the killer do? Maybe a cooldown of 30 seconds would be needed, but even then there's counterplay to be had.
not really. some run overcharge+call of brine+eruption as their go to meta-build for killer and their entire strategy is based around 3 gening since bvhr buffed it last patch, you can even add corrupt intervention to make sure your first chase doesn't break your ideal 3 gen.
Killers can force 3 gens automatically in the game right from get to. in fact some killers such as trapper and hag are highly encouraged to do this because of their secondary objective of drawing traps on the floor and picking-up traps as if the killer have too much time on their hands.
Survivors can only prevent 3 gens if the killer blindly commits to chases at the start of the match. common perk used to do this is prove thyself because prove thyself allows you to decrease the total gen-time of specific generators which allows you to target gens that are least safe in the map and its entire objective is to use map-size as detriment to the killer's time. for example, if you finish 1 gen on top side of suffocation pit and 2 gens on bottom side of suffocation pit, you have large distances for killer to walk between the remaining suffocation pits gens such that even if the killer was to leave hooks, they'd lose to just pre-drop pallets & walking to gens. conclusively, doing gens as survivor is not just doing gens. its doing gens in correct order on every map, but skilled killer know this, so it isn't that easy. Alternatively, this is another reason many killer player blight & nurse because their mobility allows them to ignore this strategic element part of the game.
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@ad19970 said:
Would be a great quick way to really get killers to camp and tunnel less and play more fairly. Though a few gen regression and slowdown perks would have to be looked at in that case as well. Mainly just certain synegries between certain perks, like Call of Brine and Overcharge.
i would still tunnel through ds because its still fastest way to kill someone than spreading out hooks.
@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3171286#Comment_3171286
Did you read the first part? This would heavily discourage tunneling and camping, while supporting playing the game in a way that allows all players to have chases(the only part of the game that expresses skill from both sides), the values could always be changed, and regression perks can always be nerfed, but you would prefer this over getting tunneled and camped, correct?
If you want to make DS base-kit, just equip DS every game. 40% of survivor pre-updated equipped Dead hard, DS and BT, so these perk were base-kit on 40% of the survivors. One of meta perks(Borrow time) just became base-kit. That means survivor have 1 extra perk slot from before. You can use this extra perk slot in any way you desire, but one way to use it is to just equip DS every game. They no longer need to use Borrow time as a stronger version of old borrow time is now base-kit.
with 22.5% regression per kick, this almost encourages me to hook 1 person in a 3 gen at 5 gens and just camp. If they hook trade, My base-kick regression goes up therefore my ability to 3 gen and punish gen-tapping goes up and every time a person taps a gen in my 3 gen, i get 22.5% regression for free. base-kit pop goes weasel with 0 negatives on every kick. what could go wrong?
I would rather make every hook into scourge hook and give me default scourage hook pain resonance. Perhaps 25% regression on every hook. If you dislike hold-m1 on gens longer, an alternative suggestion is giving killers 3rd effect of devour hope where after 5 unhooks have been performed, The killer can mori any survivor after downing them. That also incentive me to leave hooks and speed the game-up.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3170335#Comment_3170335
Yeah, I'm starting to see the Nurse comparisons now. It's kinda funny how long his cooldowns are in comparison to hers despite having so many downsides that she doesn't suffer from whatsoever. They played it way too safe here.
a lot of threads now a days are like Nerf nurse now a days. follow up with a post that has a change that weaken nurse to terrible level. The way wesker works is kinda how I would design nurse if I was reworking her. I'm somewhat curious if weaker's design was inspired by nurse because of nurse's anxious grasp add-on..
this add-on makes it so that when nurse's blink go past a survivor, they scream. you can easily change this to injure and remove nurse's ability to m1 after a swing with blinks. i wonder if this would make nurse easier to play for new comers while still maintaining her go through objects like a banshee gameplay though maybe the nurse is too old for rework. never shared idea because I thought it was bad idea but then they made wesker.
Wesker is that idea with inability to blink through objects, an infection mechanic(lore related) and for some reason, a throwing mechanic which sounds like they wanted wesker to not injure survivors every time he successfully dashes and grabs them, so second chances? throwing mechanic is so weird, it would be more interesting if you could land the grab, stand still then turn around for like 1 sec(like blight charge) and throw survivors into one another. the throwing mechanic seems like a pointless edition to his power and he works more like doomfist in overwatch where he punches(grabs) people into walls.
He is safe character with a bunch of safe numbers everywhere to ensure killer player does not overperform. nothing more to it.
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@[Deleted User] said:
like idk
Should a power that's effectively on a 12 second cooldown that has a 1.5 second windup that also massively slows the killer down while channeling & cancelling (with another long cooldown for cancelling) that also has a relatively short window to chain uses (while, again, slowed down) be a more of a skill shot than powers that don't have these downsides?
i wish wesker was 96% m/s killer with an actual good ability.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/3167841#Comment_3167841
The problem isn't that Nurse exists. The problem is that the devs aren't balancing the game around the fact she exists.
starstruck nurse has been most powerful build in the game since trickster's release, so nothing really changed. awaken awareness just made starstruck better even though nurse doesn't need awaken awareness to make starstruck relevant.
Nurse doesn't need any more perk combos. Every other killer does.
well the other killer don't really get played, so why design perks around killer when those killers suck anyway. MIght as well design new perks around killers that do get played. last chapter, they invented darkness revealed, a perk that grants aura reading when opening a locker. huntress gets a lot of playtime and so does nurse so she got another perk to play with.
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@dspaceman20 said:
The way i see it You really have to be careful when making a mechanic that allows killers to vault pallets. Theoretically speaking it would turn pallets completely useless if the killer could vault it and get a free hit.
This would be like original legion right? And we definitely don't want that again right? Also it would probably make him into an anti loop killer which isn't necessarily fun.
the problem with legion is that legion moves faster than the survivor and the way legion hits survivors is with m1 attack in feral frenzy. m1 attack from the killer is not possible to dodge. the survivor cannot outplay it at base-kit. Strong killer do not fall for 360's. as a result, there is no counter to preventing legion from injuring a survivor. in order for survivor to be able to counter his feral frenzy, they would need counter to lunging attacks at base and that is a perk for survivor which is old iframe dead hard. you would need continuous way to use dead hard against every feral frenzy for this to remotely be fair. even then. I'm not sure if pallet vaulting ->m1 is possible to outplay. it might be possible if there was small window for the killer to m1, but it ultimate on good timing to time dead hard and a bit luck on anticipating the killer swing.
With Wesker, he's suppose down survivors with his bound and his bound is straight line skill-shot that does not curve like lunges do. in his case, its matter of balancing his skill-shot.
pallet vaulting is imbalanced if its done with m1, but its easier balance if its skillshot. much harder to balance when its not. I mean nurse's power has pallet vaulting as well by blinking through objects which makes pallet pretty useless, so there is that.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3167599#Comment_3167599
And that’s exactly what got us in this situation where the perk is basically garbage on everyone except Legion and Plague.
perk pretty garbage on legion and plague as well now. dead perk. I don't use it anymore.
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@SuzuKR said:
Eh. That still doesn't really solve the issue with most killers not getting real value out of it. Keeping all 4 injured is next to impossible outside of Legion/Plague. Making it slow down healing is penalizing its intended counter.
If it's 8%/14%/18%/20% penalty to repairing/sabotaging/cleansing for 1/2/3/4 survivors injured/dying/hooked, that solves the actual issue. 14% isn't awful, but it's not super amazing either. Keeping a third injured raises it to 18%. And keeping all four injured is only a 2% difference instead of an absolutely massive amount that would limit the value to basically exclusively Legion and Plague.
injuring entire team is not suppose to easy. your suppose need to work for it. Legion and Plague can injure survivors easily because its part of their power. its their entire gimmick, your suppose learn how to play the game injure the entire game. Its similar to equipping no mither automatically as killer power without the benefits.
If you succeed, its suppose give you a big reward for doing well as killer and it lower the survivors chance at survival. You can technically still escape with 4 survivors but it's not as easy when gens are slower and your permanent instant down.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3163477#Comment_3163477
Demogorgon also can mindgame a lot better due to having supershort cooldowns between attempting to shred and canceling it. Meanwhile Wesker loses too much speed and time on the tentacle animations for pulling them out and then back into him. It's simply awful, the least they could do is enable him to automatically break pallets he vaults over with.
this is his iri add-on. it breaks pallets instead of vaulting, but breaking pallet is pointless if the survivor get to the next tile for breaking a pallet. he has pretty long cooldown post-break pallets so there is no point in using the add-on. its same as just kicking them normally. Demo is not really that much better then wesker in regards to pallet breaking.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3166947#Comment_3166947
It's not like demo can do magic around circular tiles he goes in a straight line as well
Tell me you don't play Demogorgon without telling me. Demogorgon's short charge time is what makes Shred usable at most round tiles.
Wesker's Bound isn't even usable at junk tiles, because it charges 230% slower.
If you don't see how wesker will be strong once his issues are fixed I don't know what to say everyone else can clearly see his A tier potential
There is no potential, because his Power is unusable at even the most basic loops
demo is shred is better then wesker but it still has charge time. it is albeit lower but people can play safe against demo. like instead of looping a pallet twice, you can loop a pallet once and then put down pallet. he breaks it, he goes in cooldown, you go next pallet, rince and repeat. he's not really that much better but at least he's pallet eater, a slow one at that, but he will break all pallets eventually. too slow for gens though. demo is just wesker lab coat add-on base-kit with slightly better parameters on shred with portals.
There is no potential, because his Power is unusable at even the most basic loops
well I wouldn't say no potential. with right changes. he has potential. -0.25 cast time on bound, ability to use 2nd bound after vaulting pallet or window, slightly bigger hitbox on bounds, faster dash speed on 2nd bound, 20% less recharge rate on the ability. then you'll see everything i talked about come to life in his kit.
then you'll see survivor main complain about him. complaining that he's new nurse, better than blight. S-tier!. He'll have tile set anti-loop, anti-shift w, mobility and some minor 4vs1 with infection sprays. Now he's just m1 killer with minor 4vs1 infection mechanic. He gets some hits here and there with the bounds but mostly relies on survivor mistakes. Just average middle of road cookie cutter killer with limit skill-ceiling.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3165983#Comment_3165983
He's M1 because, realistically, he only gets M1'd and uses his Power for mobility only. Just because his Power is "usable" against bad Survivors doesn't take away from the fact his Power is useless at tiles if the entire Survivor team doesn't share the same brain cell
he relies on survivors making movement errors to get hits. Like technically he can window zone like tier 3 myers with his power by vaulting windows but it relies on survivors being next to windows. He can vault pallets and gets hit post-cooldown but it relies on survivor looping wide instead of looping narrow by hugging walls. He can get hits between loops, but it relies on survivor running in straight line and not trying to dodge at all.... even though its super easy to side-step his ability because of how slow his dash is+small collision at long distances.
He entirely relies on survivor mistakes for his power to be relevant. I wish my gameplay as killer meant more then the survivor messing up :/
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3165341#Comment_3165341
I suppose you're right - I just think that the way your suggestion would work in practice would basically serve as passive healing. Even with perks and medkits, healing takes time - giving it totally for free, in a way that's going to happen more often than not, seems too much for me. (And that would strongly encourage tunneling if it were to get into the meta - switching targets is a horrible idea if hitting other survivors directly heals the first ones.)
4 is fairer than 3 (it's less that it's 4 hits and more that it's 4 separate instances of time spaced by 30 seconds), but I still think this perk would be better off doing something else. It reminds me of Boil Over in that it's an innately bad idea for a perk - either it's good enough to be busted, or it's so undertuned that it's crap, because what it does is inherently extremely powerful and can't really be balanced as something a player can slap a perk on and have it work on its own.
..... what do you think med-kit do? they encourage you to tunnel because leaving survivor injured... does nothing if you can't capitalize on it. I think healing is ok in moderation though I don't like hold-w spam healing strategies. those are unfun if you don't have stbfl or have an instant down killer since they waste time and prevent you from getting any hooks making it impossible win as killer if all survivor are equally strong loopers(which is extremely rare unless its strong swf). I think 3 hits is fine because most killers generally tunnel survivors off hooks anyway to prevent survivors healing with med-kits, so I don't see how this would change with reactive healing.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3165332#Comment_3165332
That's bordering on too strong. Mapwide with a 30s cooldown? One non-potato chase with a teammate would heal you 70%. One more hit on someone else and you're done. There would be very little need to heal as long as you didn't get chased back-to-back.
i mean the perk is suppose to heal you.... do you want me to be 4 hits, so 25%? i mean healing perks are design to be anti-hit & run. current version of the perk is useless because you literally can't get healed with it alone. I don't even want to try the perk, its not worth hassle to use it, even with self-care. 2 perk slots for healing is not worth it. too expensive.
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@Laluzi said:
The issue I see with making it a flat 50% is that it'd become bodyblocker SWF bait while still being neverused trash on solos. People with the perk could cycle in in sequence and become invincible, but in normal gameplay, the effect is still too niche and random to be of any consideration.
If they want to buff Reactive Healing, it just needs to do something else.
then make it work outside of 32 meter killer radius(not terror radius). although 50% is a bit much, maybe 35% total heal progression.
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@gatsby said:
I've been running Hyperfocus (with Stakeout usually) for the last few days and I've found it usually saves around 12-18 seconds per generator if you're uninterrupted for the entire duration of the generator.
That being said, perks like Surge and Pain Resonance completely destroy this perk and prevent you from accumulating high stacks as well as Killers with good map pressure that will patrol generators. I also realized while running the perk that waiting until the last minute for hook saves often times means people die on hook or go second stage, which makes getting Hyperfocus value sandbag the team some games.
Fast Track and Prove Thyself are more consistent with less counterplay. Use those if you wanna shave time off generators over the course of the match.
its balanced risk vs reward perk that require a lot of skill to use. unlike what some people like rein were saying was "overpowered". its like they don't understand that toolbox save 40+ seconds with wire spool/brand new parts with commodus alone. its worth perk slot if your good at great skill-checks and want to be rewarded for them.
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165052#Comment_3165052
Your raise a good point about the vault cool down. Hmm how about after a dash over a obstacle it gets Infected with the virus for 10 to 15 seconds to help build uroboros.
Basically it becomes a trade thing, do I keep looping and get infected quicker or do I run to the next loop and try to make distance?
in most cases, the survivor needs to stay at a loop because cooldown/slowdown is not enough to make to next loop. it would force survivor to be automatically infection but has slow-build up and is intended not ever reach critical levels. Its more for 4vs1 gen slowdown.
Your also encouraging wesker to do hit & run tactics to try make survivor run out of sprays which i don't think is main purpose of infection. infection is more side-lore aspect of his power, just fluff to the ability. I also don't understand his 40 meter tr... yeah there is monitor&abuse with dashes but its like dev forgot nurse exists and are living the past. nurse monitor&abuse is like dbd 2017. rant over.
I think all his problems regard tileset would be solved by just being able to 2nd bound after a vault and with movement speed on 2nd bound buff & combine with his yellow loose crank add-on, you should be able to get an angle to use his 2nd bound. I think he would have most balanced tileset anti-loop in the game because survivor can juke his bound and killer is given opportunity to hit the survivor at every loop. Nothing is safe, but nothing is auto-hit either. it's skill based anti-loop where the player with better movement(survivor) or better aim(killer) comes out on top.
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164940#Comment_3164940
Can you provide any constructive criticism or are you simply saying no to be a troll?
they can't reduce his m/s after vaulting because he would be like old legion, there wouldn't be any counter-play to his ability because you can't dodge m1 attacks since they're homing.
they should just allow him to use 2nd bound after vaulting a pallet. the survivor can side-step 2nd bound, so its fair. it would help him a lot in tile-sets. make him a high-tier killer with large skill-cap/skill-ceiling.
I agree with rest in regards charge time and recharge on his power being too long.
Edit: I still win like 70% of my games playing killer, its just that I wish wesker was based more on my killer play rather then survivor's mistakes at loops & poor gen efficiency.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164818#Comment_3164818
He is a 7200h comp player Nurse main that pretty much always uses strong builds and plays to win against pub lobbies. Him not slaughtering almost every game would be weirder.
I never said Nurse needs buffs. Kill rate charts mean basically nothing because merges all factors. Don’t make strawman arguments please.
i am joking, starstruck is best nurse perk in the game(in my opinion) and nurse is best killer in the game. its competitive build. I use starstruck all the time on nurse. I just find it funny that they'd buff nurse, must be those kill-rate stats as I was joking around with. as supaalf said, he would need to face strong survivor team for him to lose with that build.
I don't main nurse though. its a bit boring play only her. i like to have a little bit of variety in killers, not too much though, just a little bit.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164743#Comment_3164743
So… if you aren’t in a position you can leave the incredibly small range, then get in a locker for a little bit. This isn’t rocket science. Obviously, the situation isn’t always going to be optimal to completely nullify a perk, but it has enough drawbacks you can play around it in most situations. Beating pub lobby players means literally squat. Good players will beat pub lobbies because they are outright better, regardless of side or build.
Dead Dawg is also one of the smallest maps in the game and one of the most favorable for killer.
sure, I would consider Dead Dawg to be the most killer-sided map in the game(in my opinion) but he is still winning at 4 or 5 gens on every map. that is the 42%(49%) kill-rate killer right there. worst killer in the game according to dev's.
nurse needs more buff(sarcasm).
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164635#Comment_3164635
Okay, my comment disappeared for some reason.
Basically, I'll just post this again then.
Devout Emblem -
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value, No Emblem
- 2 points: awarded for each Sacrifice
- 2 points: awarded for each Kill
- 0 points: for each bleed-out death
- 2 points: awarded for each Disconnect
- 1 point: awarded for having hooked all Survivors at least once
- 1 point: awarded when Survivors have been hooked for 9 times.
*Notice how you get 0 points for bleed-out deaths.
Mass slugging is dumb early game if you do it at 5 gens because you're negating all the point categories for both you and the survivor. That is why I said it was dumb. When you're trying to earn bloodpoints to level up/prestige characters then you wouldn't want to earn the least amount of BP possible. That is why I said what I said.
emblem system often punished the killer in many cases for no apparent reason and it often depip survivor for playing efficiently and escaping especially in red ranks. it was just weird. grades are better off just being used for BP, those categories are really meant for bloodpoints.
Mass slugging is dumb early game if you do it at 5 gens because you're negating all the point categories for both you and the survivor.
that's only true if the survivor fails the chase. You can often get more BP as survivor if you do long chases on boldness from killer slugging and a ton of bloodpoints for picking up survivors and healing them. You also get more time to do generator on average vs slugging if the killer fails to slug entire team as he is getting no hook states which are main way for the killer to get kills besides mori's.
I mean if your concerned about BP, perhaps you should gain more bloodpoints for picking up survivors. they did increase bloodpoint cap to 10,000 and survival points are pretty hard to come by. Maybe you get 750 survival points for picking up a downed survivor. that would be kinda cool. In general, I almost always earned around 20,000 BP on average on survivor even on the losing games. so I don't agree with this sentiment.
I do think third seal/knockout/slugging needs changes, but it's related to swf vs solo info problem with it.
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@MsSaltyGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/3164320#Comment_3164320
The majority of players in this game are solo players. There was a poll done a long time ago. SWF players makeup the smallest portion of the games players. Basing every change off of how it would be against a SWF is a horrible way to maintain game health.
Forcing a survivor to run a perk in the event this random perk shows up is not ideal. It's easy to find survivors on a map that are healed, injured, or in the dying state without bond. Go to different generators, listen for generators, go to a recently finished generator - easy. Knockout is the only reason you wouldn't be able to find a downed survivor. Putting Bond as base kit would not be valuable at all considering the new gen regression meta killers are running now.
I don't understand your comparison to Tenacity. If a survivor is running Tenacity and a killer is running Knockout, then Tenacity would be like regular crawling speed. Making the crawling speed -100 for Knockout is literally not crawling...you wouldn't move...that's -100...just laying there.
There doesn't need to be a buff made to slugging. In the "DEVOUT" emblem category you receive 0 points. This is appropriate as slugging without hooking is not playing the game. I don't mind temporary slugs for pressure, but early game mass slugging is dumb. In fact, I say the opposite to your suggestion. Slugging should get a Nerf and killers should receive negative points against their score for doing it longer than 30 seconds. It should subtract some points from their overall score. Just like survivors get an unsafe hook negation, killers should get a non-hook negation. That's right...I said it :).
I don't know what game you're playing or even if it's the same game, but I've experienced plenty of slugging in Dead by Daylight. Enough for me to bring up these points.
I don't understand your comparison to Tenacity. If a survivor is running Tenacity and a killer is running Knockout, then Tenacity would be like regular crawling speed. Making the crawling speed -100 for Knockout is literally not crawling...you wouldn't move...that's -100...just laying there.
The perk is literally called knock out. How are you crawling if your knocked out? -100% crawling emulates being knocked out. You could make more realistic by making your vision blurred like clown bottles or complete black out, but that would be too realistic for survivor.
It's easy to find survivors on a map that are healed, injured, or in the dying state without bond
Putting a survivor in the dying states gives you unlimited bond aura reading on the floor. Its literally unlimited deerstalker(killer perk) for survivor free. Its like that to bridge swf and solo. This perk removes unlimited deerstalker and set it to 16 meters. your complaining about the perk that removes unlimited aura reading and I'm telling you that you can equip bond and it will neutralize the perk by extending range to 36 meters.
The majority of players in this game are solo players. There was a poll done a long time ago. SWF players makeup the smallest portion of the games players. Basing every change off of how it would be against a SWF is a horrible way to maintain game health.
I understand that, you shouldn't need to bring an information perk to counter knock out, but the game is balanced like that currently. the game should definitely be balanced around swf and solo should have same opporunities to be as successful as SWF. Survivor already get unlimited bond when on the hook, and on the floor, I don't see why they don't get it when they're not hooked/on the floor.
This is appropriate as slugging without hooking is not playing the game
Downing the survivor is playing the game as killer. The only difference between downing a survivor and hooking them is that hook survivor takes away killer time allowing survivor to rush generators faster since killer spends time hooking the survivor.
In the "DEVOUT" emblem category you receive 0 points.
that's terrible design, your punish killer for succeed their objective. mood point. Your idea suggests punishing the killer for playing the game.
early game mass slugging is dumb.
you never state what is wrong about it, you just say its dumb. What is dumb about the killer downing the survivor? Should we remove the ability m1 on all killer so you cannot go down? Getting 4 man slugged is survivor being poor at the chase and survivor misplaying massively while killer capitalizing on survivor mistakes. The twins gameplay is entirely cantered around this and very few players play her as a result. Slugging is part of the game and should be viable way to win, especially in cases where survivor force slugging to occur(Such as Old decivisve strike, Sabotage, Going in the corner of the map where all hook are broken from someone dying).
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well said. its useless perk swf because swf can just tell each other where the person floor is and it hurts solo.
you can counter this perk by using Bond, It gives 36 meter unconditional aura reading all survivors near you, including downed survivors but to be honest, global bond should be base-kit for solo and this perk should be reworked.
the perk should be reworked to be reverse tenacity where it reduces crawling speed by -100% and slugging as a whole should be buffed to reward killer for downing the survivor. survivors that pick up other survivor should lose 25% bleed progress and third seal could also use rework to buff it to 35% if the totem is active since third seal is also another perk that does nothing vs swf but affects soloq.
nobody really slugs as killer because you get no reward for doing so and killing survivor by hooking them & camping is more time effective overall. those changes would help make those slugging perk more relevant and reward killer for slugging if the killer chooses that route to win and bunch of survivor perks could maybe get buffed as well to combat or even encourage/force that playstyle(Like Decisive strike).
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3163356#Comment_3163356
I have videos of old Ruin. It didn't spin around at neck-break speeds. Its not the SKILL CHECK, its the SPEED of the skill check. When people use it, they use it with Unnerving Presence. When its tiny and spins like it just took a line of cocaine, you're about to miss one and its possible to lose a tunneling killer and the sooner you're healed, the better. When it uses that, good luck. I don't care if it gets changed. I'm done playing survivor. They always get cucked every update but if I see something that doesn't seem fair, I'm gonna call it out. Just like I did with Wesker with all his bugs that he brought. No one wants to deal with that. Its UNFUN.
No one wants to deal with that. Its UNFUN.
fun is subjective. The speed of skill-check is design to make you miss. what's the point of speed if you never miss? I mean that's how current skill-check are. you have to be complete drunk to miss current skill-checks if your good at the game & have more than 500 hours in the game.
For me personally, I love going against challenge so I would love going against this perk because its challenging. I like overcoming all odds and coming out on top. It is what I would define as fun(for me).
In your case, you do not have fun when anything challenges you. you do not like challenge and see it as hardship so its unfun for you. I think most of survivor player-base are like that. your frustrated at missing skill-checks and dislike playing injured for the entire match. The faster skill-check can be out skilled... and playing injured the entire match is not an impossible task. The only problem is hook saving. i'm feel bad that you did not have fun for 1 match but you shouldn't give up playing survivor. you should take it as learning experience to get better the next time so you can do better. this attitude is what gets a lot of killers weakened because they are...labelled as "unfun" instead of learn and overcome.
