Dino7281
Dino7281
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2674477#Comment_2674477
I'll have to check next time I go in, it's entirely possible that I just missed it.
Well, let me know when you test, I may be wrong, or it can be RNG thing where it's not always there (like Haddonfield used to be), but when I got that map each window had breakable door next to it, which is still annoying af...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2674811#Comment_2674811
You piss Killers off by not dying to them already. You can run 4 Meme Perks and they will be upset that they lost. Killers are super sensitive.
I got called a Tryhard by a Nurse for running No Mither. And a Clown-Player (with Exhaustion Bottles) in a game where a Jake dropped all Pallets at the start was raging because I got lucky and found Hatch. Also while using No Mither.
Everything is possible.
Don't say it like that. Both sides are super sensitive. You have no idea how many times I was told to die... funny when survivors say that to the killer, I guess they didn't read the script.
If I see survivors with pebble, they are gonna live. After XX games with meta perks, I can definetly appreciate something funny for sure. I always had a rule, if you can make me laugh, you will live.
You are like "I play meta perks, because killers do", and? You play them because you want to. Only perk that I can agree is needed is BT.
Killer doesn't know what perks you are going to use. It's just super rare to see some interesting builds since SBMM and just because you might use meme builds, doesn't mean your teammates will.
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@ODT said:
https://forum.deadbydaylight.com/en/discussion/comment/2674785#Comment_2674785
I mean yeah I'll find em but, boons aren't fun IMO, even if they are quite helpful. I rather find other more engaging ways to help the team, just how I want to play the game. I mean if you enjoy holding left click, by all means.
Oh right, but prove thyself is so much fun to play against and not holding left click.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2674787#Comment_2674787
"you should be doing them so there is no possibility of noed."
And meanwhile you are not on a Gen which means you might not even reach Endgame. NOED is a win-win for the Killer - either the Survivors did all Totems, wasting a lot of time giving the Killer a higher chance to win the game (if they cannot win with 70+ extra seconds, it is on them...) or giving a Speed Increase and Oneshot.
@Topic:
Yeah, I also dont run Boons because of that. I do not run Hexes for years since I dont want to deal with Totems and I wont start doing that as Survivor now. For me personally, my current build is better without Boons, so I just stick to it.
That Killers feel that Boons are too strong does not matter with that, there was some point where I actually cared for Killers having fun, but since they dont care either and dont hold back on their loadouts, I dont really see that as a factor anymore.
"I actually cared for Killers having fun, but since they dont care either and dont hold back on their loadouts"
It's funny, but they are still expected to hold back during the game...
Just for fun, what is your build?
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@Phasmamain said:
I’m just glad survivors have another meta option tbh
It didn't really change.
You just have old meta perks + 2 players with CoH that makes it worse for a killer.
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CoH is basically better we'll make it for everyone in your team. Only perk better for your team is Borrowed Time.
I accept reason that you don't want to piss off killers more than they already are, but otherwise I think you just don't want to bother searching for totems.
I have pleayed Detective's hunch for a long time to learn totem spawns, so that is not really an issue for me...
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674757#Comment_2674757
Definitely don’t change giving notification prior to the first exposed hit! They would still have time to find it after the second unhook.
The difference between DH and NOED is vast. DH rewards killers for hooking, and leaving hook in search of other survivors and/or patrolling gens. NOED rewards killers for... having at least one dull totem on the match and allowing survivors to finish their objective.
DH gains its momentum usually mid-game, NOED end-game only.
It would have a good side, that this might force survivors to actually care about totems from start, just from fear of Devour hope.
It might be better to assign DH to one totem -> if they cleanse / bless, it's gone, but that totem looks like dull till you get that second token.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674738#Comment_2674738
I respectfully disagree! Why should it be cleansable or blessable before it even has any effect at all? Same with the others. Two tokens is just the haste effect, and remember DH rewards leaving a hooked survivor (i.e. not camping). I see it as a win-win perk: survivors don’t get camped, and killers earn time while survivors search for the totem.
It loses any significance when cleansed prior to at least two tokens. Which, fair to say, can be said of all the other hex perks. But this would increase their lifespan at least a little.
I mean, it would be interesting to test it, but I think it would be just too good.
It would work if you showed survivors that there is devour activated (which I really don't want) from that second token. So they have time to find it.
This would be kinda NOED on steroids.
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@Yamaoka said:
Survivors can drop sideways since whatever patch so some probably want to give you the hit and down at the gate but get too paranoid about falling sideways so they leave just before you hit them.
Obviously just a thought.
Then just choose one and play based on it. Either leave, or give hit.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2673963#Comment_2673963
https://forum.deadbydaylight.com/en/discussion/comment/2673892#Comment_2673892
Ehhh. Seems too complicated for me tbh. Reading killer minds.
I will keep leaving.
It's fine if you just leave. That is what most killers want.
But you have lot of survivors that waste your time waiting and leaving before you can get hit. He is talking about that type.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674705#Comment_2674705
Well in that specific scenario, I would argue the issue lies more with Devour than Undying. DH shouldn’t be applied to a totem until it has two tokens. And the same for every other hex until it first takes place. And in the event a boon totem is the only available totem for it, the hex would override the boon.
Those would be my changes anyways.
Damn, Devour hope would be super broken this way.
That effect is just too good for this to work.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2674727#Comment_2674727
Can you read more than half of my comment please? I said i would take a revert back to his aiming over him being a 115%.
Yeah, but I don't think they will do it. They should do both imo.
So I talked about your "if they don't" part.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2674708#Comment_2674708
Yes he definitely needs a change, i totally agree. They should revert back what they done to his aiming. But if they don't, they really need to make him a 115%.
Didn't we argue about that before? I think we did...
and my opinion is still same:
just 115% wouldn't save him. They need to make him fun to play and unique / interesting again.
I have played him yesterday, because of challenge and it's just pain for me...
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Why the hell would you want to buff meta perks?
and it's not like there is only few of them in your list...
Some ideas, well few, would be interesting, but some of those are really bad.
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Yeah, nothing new.
I kinda wanted to start playing more again with Artist, but it's just so much pain to get enough BP when you have all perks unlocked.
It's funny how even "veteran" players can get annoyed by grind, so it's not just new players.
I think they would have way more new players if they fixed grind, at least my friends stopped playing because of that.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2674649#Comment_2674649
You can't say what you want reverted back exactly. I don't want the terror radius to go back to 24 meters, even if deathslinger's quickscopes were funnier to play as.
I don't think everything should be reverted and there are alternative options how to make him interesting again, but he does need changes.
If you read it, I didn't talk about anything specific, I just asked if there should be changes.
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@Clevite said:
I honestly do this every game. I don't survive anymore. I do all I can in game to help my teammates, then I give myself up.
Keeps my games chill. And I'd say 90% of killers take the kill, which is different than responses I heard on the forums.
The only time I escape now, is if killer carries me to an open gate, as they don't want the kill.
Or if my team works their asses off to save me against a camper, seems rude to just go back in after that.
But other than that, I'm only 2 hooking and enjoying chases.
That happens when neither of you want higher MMR :D
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674646#Comment_2674646
It wouldn’t really make sense, any knowledgeable survivor who knows all the hexes already immediately knows what hex it is anyways. So why remove the specific information from the survivor’s view? It wouldn’t change anything.
Undying simply matches every other hex in revealing itself to survivors. Even if you removed the aura reveal aspect, survivors would still see the cursed icon from whatever other hex is still standing after Undying is cleansed or blessed.
Alright, Undying + Devour hope?
They don't get icon till it's activated, but because of Undying, survivors are going to look for second hex.
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@jesterkind said:
Very unbiased options here lol
Do you think he is fine? No changes needed?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674630#Comment_2674630
Solo queue already has it real rough without some base kit info, which info are you wanting to take away?
Survivors would get only icon when they get under hex effect. So they have to figure it out too.
To make it balanced, you would make it that if one survivor gets under hex effect, every survivor will see icon, so soloQ is not punished.
For example Undying is quite bad that it gets told to survivors. Survivors know that they need to look for at least 2 hexes, it would be way better without aura reading imo.
By your logic, denied aura reading is not negative, right? So why is negative that your aura is revealed? You don't get it for BBQ. So why you get told there is Undying?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674624#Comment_2674624
There are multiple perks with the same abilities besides the ones you mentioned that overlap (self-healing, picking oneself up, etc.). - and that’s even without boons. So the point is kinda moot.
Let's be clear, I don't want killer to get more info, I want survivors to get less info.
I just think that it is unfair that survivors get free information even tho it's way easier to find out what perks killer has. Killer usually has to pay quite high price to find out about survivor's perks.
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@Myla said:
Most survivors never touched killer or haven't reached High MMR to understand their pain. And the we vs him attitude is out in full display if you join random SWF discord lobbies. It's just a massive circle jerk on hating the killer and the amount of joy they get from bullying the killer is bizzare. If you'd ever watch any Toxic streamer swf on Youtube it's basically that experience and it's surreal being in that kind of lobby first hand
The code of conduct thing is very weird too. You'd get looked down on playing a certain way, a certain killer, certain perks , etc even by your fellow Killer mates and I'd never had anything similar playing as a Survivor.
I hate survivors that are just always toxic:
We are winning? Killer is noob, trash etc.
We are losing? Killer is sweaty, toxic, abusing things, playing OP killer etc.
While they are playing full meta perks and using map offering. I hate hypocrits.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674611#Comment_2674611
Let me try another way then. Killer hear thunder. Killer enter certain area of map, and suddenly no scratch marks. Killer hear boon totem. Killer now know Shadow Step in play.
How’s that?
Problem is that shadowstep is only boon you can tell for 100%, but you have to chase survivor there. What if it is in corner of map and you just don't see auras?
They picked up, was it unbreakable or new boon?
They healed, was it medkit, other survivor or CoH?
Best way is to play like you do with DH etc. you always play like they have all boons, problem is that this approach nerf some killers a lot. Mainly Oni and Twins.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2673638#Comment_2673638
So, obviously Haunted Grounds and Retribution are designed with the base assumption that if a survivor sees a hex, they should want to cleanse it. Those perks strengthen my argument, not weaken it, those perks would be literally useless if survivors didn't have a heavy incentive to cleanse (or bless over) a hex.
Some hexes being weak also doesn't undermine their core design, which is supposed to be perks that impose hefty negative effects onto survivors that encourage them to hunt for its associated totem. I'm fully aware that Lullaby, Third Seal, and a few others are not good perks, but they're not good perks because they don't fit this intended function.
Boons are supposed to be weaker. Circle of Healing being absurdly overpowered is a problem with that perk. The killer is supposed to have snuffing as an option, but still be able to play around the boon if they decide that their time is better spent finishing a chase or interrupting a specific action- look at Shadow Step and Exponential, you still ultimately don't want them to be up but they're also not so potent that you can't get away with prioritising something else before snuffing them.
So wouldn't it be better, if survivors got only icon when they get under hex effect? So they have to figure it out too? To make it balanced, you would make it that if one survivor gets under hex effect, every survivor will see icon, so soloQ is not punished.
For example Undying is quite bad that it gets told to survivors. Survivors know that they need to look for at least 2 hexes, it would be way better without aura reading imo.
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This kinda why I think old system was better.
Yeah, it was better for a killer. Thing is that most killers make it easier when they see that survivors don't keep up.
I have let survivors reset multiple times, so game is more interesting. Survivors just don't do it even tho it would be pretty easy, just always do bones which is win win imo, you get more BP and killer gets longer game.
I have seen two times that survivors gave me free kill, but it was usually always because I was too nice to them during game.
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@eastrock87 said:
If Killers were given more options about dealing with them, Boons would not be as annoying. Such as, if a Killer does not run Hex perks and thus has no use for totems, he should be offered a second prompt while near a Boon totem to smash the totem, in stead of snuffing it, so that totem will forever be gone, and now only 4 totems can be used by Survivors. Of course, this prompt will not show on dull totems, as to not make Killers quickly smash most in rapid succession.
Another idea is to make all Boon perks a Survivor has equipped inactive for at least 60 seconds once a Killer snuffs out/smashes the totem of the Survivor that blessed it.
Problem is that this would be balanced only for CoH, it would make any other boon useless.
inactive effect after snuff wouldn't change anything (for CoH) if you have 2 players using it.
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She could be new trap based killer with spider webs, that might be fun. What it might do? Reveal survivor and give her speed boost? That would be interesting.
She could have secondary power, maybe some form of short leap that can apply mending effect (kinda like poison), or create new status effect for it, poisoned. Which might do that you have to get healed in some time duration or you get downed? That would be hard to balance tho and quite bad when we have CoH in each game. Just mending might be better, so you would use it for first hit, so even if you switch from that survivor you gain some time from it.
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Take a drink for each Dead Hard and BT.
I wonder if you can last two games...
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Isn't it basically Pentimento?
That's not really normal hex.
Problem is that it gets countered by boons a lot and CoH is one of most meta perks atm. It would be really good perk, if it was released before boons.
It's really good with Plaything tho. You can basically create secondary objective for survivors, which is really fun when you use it with a killer that already has secondary objective like Pinhead or Pig.
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Really good post. I am impressed.
Good is that I can just save this as a bookmark and copy link whenever someone wants to argue about CoH being "balanced" perk.
I considered it broken from PTB and I still do. Thing is that it's just really good perk by itself, you don't need any other perk to make it better. You don't even want to stack them. I think 2 CoH per team is best, you have two survivors that get free perks and you can have 1 CoH always active.
I don't think CoH is healthy for the game. It basically removed hit&run and made 3-gen way worse. It forces killer to commit on each chase, knowing when to drop chase was important skill for a killer. Problem is that weaker killers just can't get away with commiting to each chase, some loops just waste too much time for them and it's better to switch, which is bad with CoH, because that survivor will heal fast without any help. Best way to deal with CoH is to tunnel someone, which I don't think is good thing.
I don't think Shadowstep is that big issue, it's basically another annoying SWF perk, same for Exponential. They are really annoying when you have SWF that commit each build around those perks, kinda like sabo builds, or head-on builds. Exponential brought back old WGLF+Soulguard version.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2674492#Comment_2674492
Yeah that's not far from my strat. I'll only camp when someone BMs or it's EOGC but I'll tunnel like a demon.
For me, it depends on who I'm playing.
Hag and Demo I can usually make a plan. Pig or Cenobite? Urgh.
Twins are kinda broken on RPD. There are some hooks, where you can block entry with Charlotte while annoying survivors as Victor.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297922/tired-of-haddonfield-offerings
Haddonfield can be awful on M1 killers, but at least they finally broke the frigging infinite. It's the #1 map I dread seeing, and one of the big reasons why all of my 'main' killers either have an anti-loop, traversal or location abilities. If I get an offering on Pig, it's one of those 'can I just AFK this one?'.
Badham...I have no idea why this hasn't been fixed outside of dumb breakable walls. It's still possible to get hook spawns where it's impossible to hook survivors downed in some places unless you've preemptively broken the right wall. Plus endless dumb loops and tiles.
I'm surprised you didn't note Grim Pantry either, which has bad hooks and the same dumb RNG tiles, generally involving a 'poglog' near the paddleboat.
Cowshed is another nightmare.
Honestly, about 2/3 of the maps in this game are at least moderately survivor sided and tend to mostly test 'did you play the right killer?' more than anything else.
https://forum.deadbydaylight.com/en/discussion/comment/2674472#Comment_2674472
I still struggle. The fact that survivors can vault out of a building, have almost complete map vision and immediately get back to a gen - all while being totally safe is frustrating, before you factor in the massive pallets, predictable gen spawns...ugh.
RPD has...grown on me. I still don't enjoy it much, but I've got a feel for the geometry now and if I basically stake out all the central gens I can do okay - and the silly geometry hurts survivors just as much (so many bonus hook stages while they work out how to get to that survivor).
Only thing that is good on RPD are totem spawns. Hex builds are usually really good there.
If that map is from offering I just go no mercy and camp, where I usually have option to block one entry, so survivors have it harder to unhook.
If that map is random, I usually play it same as Azarov's Resting Place. I chose 1 side with more gens + main hall gen and never leave.
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@Taingaran said:
Or leave it a hex perk, but remove the dependence of the slowdown on the number of tokens and make an increase in bloodpoints in the Brutality category.
Let's be honest, noone cares about BP part. You can't go above 8k anyway.
Just removing dependence will help a little, but not really worth using anyway. It would still be easily cleansed and you would get very little time for it.
Keeping tokens, so you can negate effect in long run and making it classic perk might be interesting.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2674462#Comment_2674462
Without too many specifics, let me know if you figure something out. I may be jumping the gun here and there's a way to mindgame it. The core issue is that you vault directly down onto the stairs, in which case you can either go back up or circle around when they vault. It's similar to the bloody office in RPD (which BHVR seemingly have fixed too).
https://forum.deadbydaylight.com/en/discussion/comment/2674463#Comment_2674463
Keep in mind that I'm no expert, there may be a way to counter it that I'm not seeing. It's still an absurdly strong vault-loop though.
What is annoying that there are at least 2 god pallets and 3 breakable doors you need to get rid off...
I was thinking this is just Ormond 2.0, but this main building is way more annoying.
I have a guess what loop you are talking about, but I think there was a breakable door that removed it, but not 100% sure.
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@RainehDaze said:
Don't DC, the penalty's just going to keep going up and you lose more time than if you just open the damn gate as soon as it's possible.
If you send me somewhere miserable and bad for whoever I'm playing and start tryharding, I'm just going to become a scenery feature. There, there's the win you're trying so hard for. Are super easy wins fun? Because you can have one.
I just try to get fast down and camp from first hook. I don't really do it for Haddonfield, it's not that painfull after that basement window was removed, but I hate RPD.
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Lerry's offering, 4x Shadowstep, 4x iron will is really annoying
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Alright, time to play custom and do some testing...
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Search bar or loadouts were asked a lot. What we got is that we can click directly on page we want. I mean, better than nothing, but not much really...
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@Hektic3000 said:
I dont really think any of the points listed are "killers being desperate".
Undying/Ruin is still a good combo despite being weaker, it still makes survivors split focus on gens.
Corrupt/Pop, keeping survivors off gens and removing gen progress is simply what you want to do to buy time.
NWO, since more games reach the endgame doing anything to keep survivors in is helpful.
NOED has and will always be useful since it promotes survivors to split focus off gens, and as always its easy to counter.
Sorry if killers don't want to get sent to haddonfield over and over again, and they shouldn't have to.(Why hasnt this map been touched in the realm beyond update, if they're still even doing that)
None of these things make killers desperate or resorting to anything, its just the way the game is atm. I only say this because the title makes it sound like an attack on killers.
Haddonfield got nerfed, it's not that terrible, but still sucks.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2672787#Comment_2672787
Wasn’t meant to be serious.
there is a bug with rebound controller buttons, nothing major.
Oh, controller as always. Well, so same thing as Pinhead?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2672763#Comment_2672763
Actually it can be quite hard (actually impossible) if you are affected by a certain bug…
What bug?
I don't count bugs to balance, those things are just supposed to be fixed. You don't nerf killer for a bug...
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2672754#Comment_2672754
I don't see how it would make it harder on console.
It would be nice to be able to aim up or down that's all.
How is Deathslinger, Huntress, or Nurse on console?
that another dimension change everything.
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Even better, do both...
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Just repel... so hard, right?
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2672716#Comment_2672716
So far just on Dead Dog it would of been nice to aim up to push the survivors off the gen in the saloon. Instead of having to be on the same floor to send a murder at them.
I doubt they are going to implement that.
It would get way harder to get those shots. It would get impossible for console.
I think it should just copy terrain.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672743#Comment_2672743
That's true if DMS actives you can't use pop. I would have it as a back up if they start letting go of the gen early
How that matters?
If they leave when you want to pop it, DMS activates anyway.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672662#Comment_2672662
What about scourge hook, DMS, Pop, and nemesis.
Once survivors realize that their gen keeps getting blocked when the obsession gets hooked they will stop repairing before you hook. This is where pop comes in and you make the gen lose even more progress. So survivors have the choice of letting DMS block the gen or it gets pop.
There is huge problem.
If DMS activates = 45s, you can't use pop on it = 45s.
You go to different gen and survivor is working on it? Guess what is going to happen when he leaves.
There was no survivor? That gen is regressing and you can't kick it.
Pop and DMS just doesn't work at all.
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@Thunderfrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2672134#Comment_2672134
Imagine having to actually put in effort to outplay the killer at the gates.
That's not really about effort, it would be impossible as single survivor...
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Have anyone played swamp?
It's not really extra floor, but it might be broken there too...
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I wish thrill of the hunt would work with it, but it's bugged atm.