Dino7281
Dino7281
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2562831#Comment_2562831
Not really, that isn't including the fact tool boxes exist, perks related to speed of completion, I have literally seen 4 gens done in less than 2 minutes by 4 individual survivor's using tool boxes to which they get to keep at the end of matches if they escape and they get a ample amount from the blood web making a infinite amount of assistance to which thankfully they don't always run the top one. But you should take a look at the testing some have done.
There is big difference, if survivors spawned grouped, or everyone alone near gen.
Basic gen speed is fine.
Toolboxes can be an issue, you just need Ruin to deal with it.
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@SlothGirly said:
Streamer I was watching the other day had "Hawkins" censored when he was talking about the map to one of the survivors.
You can't type kill, in killer game.
I think Yun-Jin is also censored.
It's funny when forum has better filter than actual game...
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@Kevinnnny said:
Since is basically sensors anything you type, even "Bond", a perk in the game at this point, there's no point in still having it.
What about option to disable that filter instead?
I usually like to chat with survivors.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2563001#Comment_2563001
Don't think it would make survivors use it. Removing drawback of having your aura being revealed by passive effect would be better for stand-alone perk.
I actually use it a lot, when playing with new survivors. It's quite good at getting killer's attention, so I would really wanna keep that drawback. Mainly because I don't consider it drawback... I am not stealth survivor type.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2559993#Comment_2559993
I agree with you on camping and tunneling, but i think you are exaggerating the effort disparity. Survivors have to play good when interacting with a very good killer if they want to win. Survivor isn't that easy, or kill rates wouldn't go up the further down mmr becomes.
It's true that survivors have more downtime, killers don't really have any at all. But that's just because they are four and the killer is alone. It's not a bad thing for them to have more downtime. In my opinion the problem is just that right now survivors can do gens too effectively and fast without enough interaction with the killer, and the downtime can take up too much of the match.
This is why the game either needs a second objective that also supports interaction with the killer, or many of its maps rebalanced, especially by making them smaller, which would also mean more interaction with the killer.
Survivor isn't that easy. It's not hard neither. You don't even need to be good at looping, just learn what works from other survivors and hold W.
Kill rate is something above 50%, because one player skill vs 4 players needed to be good.
But even then it's not that high, noone is above 60%.
When I play dead squad mode with my friends, then escape rate would be around 80%. Sometimes one get killed.
I don't think it's hard to do it, so I am not really proud about it. It's just that lot of survivors are not trying to do research, not trying to improve, it's easier to complain about it.
I quite often play on official discord and my ears are bleeding sometimes from what I hear there...
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2562941#Comment_2562941
I mean, currently, the only way to run OoO for survivor is to activate Mettle of Man. Mettle of Man when activated shows killer the aura of the survivor when survivor is healed to healthy after triggering the perk. This works with Object of Obsession since when your aura is shown to killer, the killer aura is shown to you. This gives you permanent wallhack like old Object of obsession did. it is not worth going through all the trouble to make this perk effective, hence why no one really runs MoM or OoO.
I was just thinking of changes that would make it more of chase-aura reading information type perk for survivor without it helping the killer. there are not many perks that would give you aura reading in a chase with the killer besides Alert and Kindred. I think it would be interesting if there was a perk that specialized in giving aura reading to the survivor while in a chase. Current OoO feels like it should do that but I think it does not activate often enough to be helpful and periodic BBQ every 30 seconds helps killer more than survivor.
I would keep effect, but shorter cd to 20 seconds. That would be fine and you could use it in loops more often.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2562168#Comment_2562168
Ok, I did not think of that. I had an idea a while ago to make every offering exept BP secret.
Then hatch offering is kinda unfair, that only one side knows about it, so free escape / kill for brown offering.
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@BrotherLove said:
I did get it after they created end game collapse. But I only ever did it once it was a nice killer. But dont fret now that hatch counts as a draw I am hoping this achievement will get easier. When I play survivor I make a conscious effort to not run the killer too much, not hide too much. I play Red Vest Ash so I get given more hatches than usual. I would just try to be as kind to the killer as possible wish I had a magic answer.
Well, I main Jeff and I am killer main, so I know what not to do, then just donate item for easy hatch :D
I have tried several times to get Left for Dead, but gave up after a while.
I finished it that we kinda forced killer for farming with 4 cakes, then when last gen was 99% all my friends DC, so I finished gen and left.
When there is 1 / 2 gens left I sometimes let last survivor finish all gens for that achievement, because it was just so much pain to me :D
I once let survivor finished all 5, because all 3 other survivors DC, so I felt bad for him. I just let him get free double pip and hardest achievement, while watching movie on second monitor :D
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@TF_Ryuu said:
Can u report a player for camping only u multiple times in 6 different games? i literally face the same killer 6 times in 6 games and always i got facecamp from first hook. He leave other surv only for focus me and flame me without a reason in post game. I'm not a toxic surv, cause i'm main killer, but i don't understand why this player hate me too much for do it. Its a bit annoying play like that. I have 2275 hours on DbD. 1800 as killer and 475 as Surv
Damn you are unlucky...
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2562905#Comment_2562905
why does killer need to know the perk is in play? Its not like kindred tells you as killer that your aura is being revealed. Object of Obsession is not terribly effective perk. You never see anyone run it post change. Alert is much better killer aura reading perk and hardly anyone runs it.
I doubt even with those improvements, people would switch to using object of obsession suddenly. For some killers, such as Nurse and Pyramid head, The killer seeing aura of the survivor is too much of advantage in loops to run the perk, The perk is complete suicide right now against those killers. Its more detrimental to survivor now than it is a benefit.
Kindred is used in one location and it is free for all perk. You should expect it.
It would be fine, if you saw him just with that cooldown trigger, but you also see him, whenever he sees you and that's kinda big deal. With OoO killer just know that he can't suprise you with it, so he doesn't have to even try.
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@BrotherLove said:
Will you do Survivor next? One day you will be in the 100% club with me and I feel like it wont take long ggz my friend.
Also in 100% club.
Did you get Left For Dead after or before end-game collapse? If after then how? That was most pain for me.
It's kinda sad that killer adepts are not really prestige achievement anymore, because of full resets.
Only hard achievement for killers is Evil Incarnate now.
I hope they will create some new hard achievement. I would like to have challenge from first tome as achievement.
Kill all survivors in basement during one Trial. That was quite hard to do.
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@NoOneKnowsNova said:
Which was the easiest to get?
Which was the most fun to get?
Was there any adepts that were easier/harder than you expected?
Easiest:
Legion, Wraith and just any M1 killer.
Hardest:
Definetly Oni and Plague. Exposed killers overall are hard to get chaser. Pig took a long time too, because of Gatekeeper.
Most fun:
Obviously my main killers, so Deathslinger and Legion.
Easier than expected:
Trapper and Clown were quite easy.
Harder than expected:
Spirit, Twins, Nurse. Lot of players just DC
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2562342#Comment_2562342
I would like to see object not show aura of survivor, only show aura of killer.
Maybe lower cooldown from 30->20.
So you want remove option for killer to find out he is dealing with OoO and give it less cooldown? yeah no. Choose one
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2562831#Comment_2562831
This is much more on the money imo. Spawns and other factors, not gen speed. Maybe some gen speed addons/perks should be looked at, but the time it takes to do generators at base is definitely not the problem.
Also, the fact that the beginning of the game has nothing at all for the survivors to do as they spawn in other than latch on to a generator. Obviously a huge second objective would make the game very substantially different, but things like boon totems to encourage doing something other than a generator at the start of the match are very much the right move to make, so I hope we see more like that in the future.
Why would you use boon totem at the start of the game, when everyone is healthy?
You want to do gen first.
Problem is when you have each survivor spawned alone near gen, then killer just lost 3 gens for 1 down and there is not much he can do about it.
I would make it that everyone starts together on other side of the map than killer. You can move offerings that change spawning to survivors. So killer at least know about it and can try change play-style to counter it, somehow...
Of course, when everyone use Brand New Part, then balance on gen speed in out of the window.
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So you know, when you see 4x medkits and offering that they are boosted af :D
It would really hard to do anything like that, because it's not always same power-level for each killer.
STBFL for Demo is something completely different than Doctor for example.
Ruin for Blight and for Clown.
etc.
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2562088#Comment_2562088
When I face a team I KNOW for a fact is a great SWF, I close end game chat. Because if I beat them they will say things you wouldnt believe.
It doesn't that happen to me that often.
I don't mind to play against good SWF and just have hard, but good game. Where it is skill and not carried by items and offering.
But I just hate SWF that destroy killers and think it is something hard to do...
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2562299#Comment_2562299
There is plenty of video evidence that the game is ridiculously killer sided. All you have to do is watch Twitch and you hardly ever see survivors win. After 5 years of nothing but survivor nerfs and killer QOL patches, there is enough evidence they care very little about survivor experience, especially solos.
Survivor gameplay is totally in the dumpster as the game has evolved into nothing but a power fantasy for killers.
I wonder why there is record of over 500 escapes(without keys) in a row in killer sided game... weird
If you think this game is killer sided, then you are just bad...
This game is killer sided in low MMR.
Kinda balanced for some on avarage MMR, unless you play really bad killers.
Survivor sided in high MMR, unless you play top 3 killers.
Tournament level is just survivor sided no matter what you play, but I wouldn't count that.
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@Injuryble said:
54% average killrate. i will just leave that here and you can try to make your own conclusions about that.
Yeah, avarage. I wanna see high MMR killrate.
I have never thought any game should be balanced around avarage / bad players. Best balance I know has Dota and that is around top players...
For me it's not really about problem to get 4k even when I face survivors with 2k+ hours, but it is just stressful and boring to see offerings, items and same perks each game.
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Changes for balancing I would like to see first:
-buff soloQ and give them more info that is easy to share for SWF.
I can talk about that more if interested.
-buff base regression to 150% and nerf ruin to 150%
this will result in a way, where you don't have to bring slow-down and there will be way more good slow-down perks, not just Ruin, Pop. So for more variety in high MMR games.
-buff weak perks on both sides
so we don't see same perks over and over again
-buff weak killers
So again there is variety in high MMR games. Not just top 3 killers and sometimes A tier.
QoL changes
-Let me disable end-game lobby filter. It just sucks.
-save my custom outfits combinations
-save perk "loadouts"
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If killer doesn't get priority, then there would be just nothing he can do about it.
He can't hit you, because you will leave during his recovery and he wouldn't be able to wait either, because you would just leave.
It will get even better for survivors after hatch nerf, because it's way easier for them to find hatch during game with animation bug, so you are going to know where it is, killer probably won't.
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I don't really care.
I love survivors that try to annoy me for BT hit, I just wait...
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@MrCalac123 said:
What if Killer had the ability to use a 5th perk slot, but only certain perks could be used? Like, none of the top 15-20 perks could be used, so the Killer can't just stack all gen regression.
This way you could use your normal build on Trapper or whatever but then also throw in stuff like Brutal Strength or Shadowborn for fun.
This is just me spitballing of course, but I think allowing a 5th perk under certain restrictions or limitations could be a very neat idea. Maybe it can be exclusive to Killer's who can only M1 or something.
I doubt they will add more perks for any side.
Changes for balancing I would like to see first:
-buff soloQ and give them more info that is easy to share for SWF.
I can talk about that more if interested.
-buff base regression to 150% and nerf ruin to 150%
this will result in a way, where you don't have to bring slow-down and there will be way more good slow-down perks, not just Ruin, Pop. So for more variety in high MMR games.
-buff weak perks on both sides
so we don't see same perks over and over again
-buff weak killers
So again there is variety in high MMR games. Not just top 3 killers and sometimes A tier.
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I really don't want to see any buffs for sabotage.
You can create build around it and only thing killer can do is drop survivor and chase you.
When multiple survivors use it, then it is just ######### show.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2561479#Comment_2561479
There would still be the Blendette and slugger/camper problem. by getting a pip they have to do.... something.
Well, you know what is best way to get Merciless against most survivors?
Tunnel someone asap, then toy with the rest.
So you have either free adept for tunnel, or camp. It doesn't really matter. It used to, when you had to finish adept in red ranks, then even tunnel was hard to do on some killers, but after resets? It's just not true anymore, adept is easy now.
Blendette wouldn't work that well without hatch possible.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2559339#Comment_2559339
they can make it so that hooks relocate like cages
I would make it just 115% killer without power, 0 perks on both sides, you can see timer, after down you, then change sides and better time win.
You can make it that if you lose chase for like 10 seconds, then timer saves and only way to win after it is also lose chase, but faster.
Starts in shack.
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Yeah, I don't know exact time, but maybe I will try it in custom with timer one day.
Bodyblocking is just impossible after frenzy hit. I think it is way longer, but there is chance it is just a feeling.
It's something Otz mentioned in his suggestion changes and I just agree on that, because it happens to me quite often.
Another issue is your collision after vaulting, there is just none. Survivors can go for vault tech everytime, which can be annoying when you don't see scratch marks...
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2561393#Comment_2561393
Reducing cooldowns, giving new information and extending the power duration is a buff, even if it's a small one. Of course it makes him feel better to play as, just like Spirit would feel better to play as if she could see survivors while phasing.
Oh right, because all changes have same value.
Here you can Mori everyone without hooking, or here you get your power 3 seconds faster, because it doesn't make sense to not gain power progress, when you already ended your power.
Same thing.
Best QoL would be shotgun that mori anyone you shoot.
QoL changes are usually either nerf or buff, but it just doesn't affect game that much, it is made only to feel one side better to play, but without affecting other side.
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@[Deleted User] said:
I figured I would just share some food for thought- here are some random Feral Frenzy add-on ideas.
JULIE’S MIX TAPE
- Survivors with Deep Wound who are completing the repair and heal interactions are inflicted with Oblivious.
- The Oblivious status effect persists for 2 seconds after ending the interaction.
COLD DIRT
- Hitting a Survivor with Deep Wound in Feral Frenzy grants The Legion the Undetectable status effect for 12 seconds.
FUMING MIX TAPE
- The auras of vault-locations are revealed to The Legion in Feral Frenzy within a 16 meter range.
- Traversing through vault-locations in Feral Frenzy blocks them for 6 seconds.
Undetectable status effect is really bad, same as oblivious.
When survivor doesn't hear your TR, then you don't see them with Frenzy.
Fuming mix tape idea would be really good. That might be actually worth Iri addon....
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561494#Comment_2561494
And what would you charge if goal was make killers ~same power level so underperforming won't be issue anymore?
If you mean balancing overall, then I would start with perks to be honest and soloQ buff. That is easiest and will make games more fun for everyone.
I am not sure, if you mean Legion, or any killer.
If any killer, then I would start with buffing base regression on 150% and Ruin nerfed on 150%. Ruin would still be good, but not really must have and you would have way more good options to use.
For Legion what would get him into hight Tier...
I would still wanted changes above and maybe add some reward system based on how many hits you got during Frenzy.
Shorter Fatigue based on how many hits you got would work and help you down last survivor you hit fast enough. Maybe base would be 3s and you could get it up to 1,5s after 3 chain hits, so each chain hit is 0,5s down?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561474#Comment_2561474
In not sure if it is enough and needs some testing. While your changes are good I'm not sure they will make him anywhere near Huntress level and she is not best killer.
I mean, I didn't do those changes in mind to get him into A tier. I just want him to feel better to play as and better even against good survivors.
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@LapisInfernalis said:
I said ages ago, that it is not fair, that Survivors can hide all match, do nothing and take hatch whereas the killer has to double-pip (which is grade-dependent and even more difficult with some killers like Plague).
My suggestion for both adepts is that you need to get a pip + escape (survivor)/kill 3 people (killer). I think that's fair.
Hmm, what about get 4 kills for killer and escape for survivor, but hatch doesn't count?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561414#Comment_2561414
It still feels like Legion lacks either 1x1 tool or decent slowdown. He should be rewarded for stabbing survivors. With your suggestion I see it as - Ok, I stabbed every single survivor, while i did it, first 2 already healed themselves so should I do it again or try down last survivor without any tools to help me cause I'm basic m1 killer and if he is good it's gg wp easy -_-.
You think his power is not decent slowdown?
It is 12 seconds mending for each hit in your power. That's not really bad, problem is you can't really use it on multiple survivors right now and my changes would help with that.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561383#Comment_2561383
Why not 2 sec fatigue? It's still worth allowing survivor to hit u with pallet cause it's 2 sec which is dumb.
And i still don't see why Legion needs to run faster if he can't end chase once power is off.
Only reason i see behind running faster is to annoy survivors since u still struggle to catch them after fatigue.
"And i still don't see why Legion needs to run faster if he can't end chase once power is off."
So you have better chance for chain hits. The thing he is supposed to be good at. Right now, if survivor will just hold W, you will not get him in time unless you stack duration addons.
"Why not 2 sec fatigue? "
I don't want it get too short, because then you can just use your power, run in front of survivor for free down.
As I said, I would like his 1v1 to stay his weakness, if his Fatigue gets too short, then it will no longer be true.
You could get it close to 2 seconds using both add-ons. I don't know how good it would be, but it might be better to rework both of them. So it doesn't get out of hand, but they would be useless after nerf, so rework for something different is better.
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Oni
I like feeling that I always have a chance for snowball during just one Blood Fury.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2544272#Comment_2544272
Wasting all the pallets on the map in one minute? Hmm, sounds like a counter, thank you.
- Don't group up, so he doesn't get free hits.
- Don't heal, unless you are on deadhook.
- Force him into pallet stun, if someone is nearby, so he doesn't get another hit.
- Get distance and hold W, so he doesn't get free hit, or fast down.
- Don't let him get 3-gen.
Legion is basic M1 killer without power, when you are injured. So if you get downed under 30 seconds, it's on you.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2561383#Comment_2561383
I like how people try to label actual buffs as "QoL". Let the spirit see survivors while she is phasing, that would be a decent QoL improvement too.
I think it is QoL.
It doesn't really make him stronger killer, or more dangerous to survivors. It is just so Legion feels better to play as.
Which of those you think is that big deal and should be called buff?
Maybe Collision one for body blocking is good enough to be called buff. I just think it is weird to lose collision for longer than normal hit.
Alright, I moved Collision and m1, but other than that is just QoL.
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Yay, copy-paste time again, because my opinion didn't change, but feel free to try.
Changes I would do:
QoL changes:
- The Legion may see the blood pools of injured Survivors during Feral Frenzy.
- Feral Frenzy begins to replenish at the start of the fatigue state.
- The depletion of Feral Frenzy pauses while performing the break, damage and search interactions.
Buffs:
- Feral Frenzy’s movement speed is increased to 6 m/s after applying Deep Wound.
- Feral Frenzy’s fatigue state is 3 seconds and a missed Feral Frenzy attack prompts a 4 second fatigue state.
- The Legion doesn't lose his power charges, when he m1.
- The Legion regains his collision sooner after hitting survivor.
Do this and I am happy Legion main.
Maybe some add-on rework would be nice too. His add-ons are not bad overall imo, but there are some that need to be changed:
The Legion Pin - doesn't support play-style
Stab Wounds Study - useless
Frank's Mix Tape - useless
I wouldn't try to fix his 1v1 that much, that should stay his weakness imo, but there needs to buffs, so he can use his power even against good survivors.
I had games, where survivors knew how to deal with Legion and I just wasn't able to get more than 1 hit whole game. When they knew there is another survivor nearby, then they just waited under pallet till I hit them, so they can immediately stun me, so I can't get hit and I don't even get any info on other survivors. Other than that, just hold W.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2561108#Comment_2561108
That would be cool but solo q exists and it's trash
Well, I think soloQ needs buff anyway...
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561323#Comment_2561323
Trade hook? Oh wait it's impossible cause reasons....
First of all, why is that impossible?
And no, I mean actually just looping around hook as long as possible, so he doesn't get any BP. You would lose the game for it, but killer will not get any BP and it will piss him off. Which is main goal of lot of players.
@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561288#Comment_2561288
I can bet u won't play game if u get nothing in reward. Forever stuck Ash4 with 0 BP won't encourage u to be face camper.
You would lose this bet. Noone would do it each game, but if I will see flashlight macro, do you think I would give a ######### about BP? He would never get from that hook.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561248#Comment_2561248
Code it so facecamping counts as zero. Zero MMR, zero BP, zero everything else. I can ensure u none is going to face camp if he gets nothing in reward.
Currently players think they win* so they keep doing it. They get MMR, get some BP points and go next. If u cut it all to zero it will end.
Oh right, because it would not get abused by survivors at all.
Hey guys, let's run killer around hook, so he doesn't get any BP, that will be fun. Sure...
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@DwightFairfield said:
Killers like Spirit, Nurse, and Wraith need minor nerfs.
Every other killer needs balance changes or a rework.
Oh that will be fun. I don't agree with Nurse and Spirit is getting nerf now, but why do you think Wraith needs nerf?
He is nowhere near top killer and has easy counter-play. Boon totems will make hit&run tactic less effective too. Only thing worth nerf is aura-reading addon and that is getting nerf. Along with base-kit on which I hardly disagree.
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You don't really want this, it would result in really mixed games.
Oh yeah, I won one-two games. Next game -> Oh no, SWF with Haddonfield offering -> repeat.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2561095#Comment_2561095
Yeah, but, if you're going to run away from chase then why play killer?
If you're not going chase, might as well play survivor. I'd personally rather engage and lose than just protect a part of the map.
I will probably get more chases than if I would commit to every chase I can -> longer game = more chases. I am just not going to always commit on down, but I usually go for hit, or some pallets at least.
I actually don't like killers that play like me, because I want to have chases as survivor, so I want them to commit on me to have some fun, but I know they are going to lose, if they do it. By your comment you are probably stealthy survivor, so we just have completely different approaches.
You can play however you want, but OP said he has issue with gens, so I gave him advice how to win more games.
I have coached lot of players for both sides and this is advice that usually helps most. It actually helps both sides to know about this.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2561095#Comment_2561095
This is the best tip for prolonging a game to give a better chance of success.
As well as this, also keep survivors doing anything but gens by slugging 1 survivor, injuring a few if you have the chance and hooking survivors in areas which can either be used as an alert (e.g.: a hook by a gen) or far away from objectives, which makes rescuers have to travel further.
Also, I know some people don't advise the basement, but if you are given a map which has gens close to eaxh other by the basement, use it. You can control a lot that way.
Yeah, also one really good tip I like is kinda guideline:
If you are not getting anything for 15 seconds (pallet, hit, down), then just leave that chase.
And most important thing:
Never give up
It is always possible to win, when survivors make mistake. Even when they don't, you will practice chases at least.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2561108#Comment_2561108
And how do you want to do that with ppl who DC or die before the match is over and leave to hop into the next game?
If those people don't wait for the previous match to be over, how would that effect their mmr? This suggestion would simply never work.
Why not?
I doubt one game affects your MMR in drastic way, it can be change based on game results, even when you are already in different game.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561172#Comment_2561172
Because if game will be balanced around face camping and promotes such a play as most efficient strategy enjoy playing it alone.
I don't think you understand his point.
There is no reward of it other than getting better survivors.
You don't see any number for ego boost, you don't get any rewards like BP / Charms etc for it.
He is definetly not getting rewarded, because he will not get into max grade with this, so he will get less BP. He also gets less BP for each game.
You don't want to lower MMR for camping, because camping strategy would work for them more and more. You would let them farm baby survivors and that's just bad. Killer is not going to be the one with bad experience, survivors will.
It's way better to give him MMR, so he gets against better survivors that will gen rush the ######### out of him for it.
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I made post about killer perk changes, so just here you go:
@Dino7281 said:
So I love changes they are doing in new patch, which tells me they are able to do some good changes. I didn't bother doing it even tho I like to do theory crafting a lot, because I didn't have any hope it would be used. I still don't have much, but at least a little chance is there now...
So first perks that I consider good enough:
Not all of them are really meta, but there are killers / tactics that benefit from those perks, or they just fun to use.
A Nurse's Calling, Bamboozle, Barbecue & Chilli, Bitter Murmur, Blood Warden, Corrupt Intervention, Dark Devotion, Deadlock, Deerstalker, Discordance, Enduring, Eruption, Fearmonger, Franklin's Demise, Hex: Blood Favour, Hex: Crowd Control, Hex: Devour Hope, Hex: Haunted Ground, Hex: Huntress Lullaby, Hex: No One Escapes Death, Hex: Plaything, Hex: Retribution, Hex: Ruin, Hex: The Third Seal, Hex: Undying, Hoarder, Hysteria, I'm All Ears, Infectious Fright, Iron Grasp, Iron Maiden, Knock Out, Lethal Pursuer, Lightborn, Mad Grit, Make Your Choice, Monitor & Abuse, Nemesis, No Way Out, Play with Your Food, Pop Goes the Weasel, Rancor, Save the Best for Last, Scourge Hook: Gift of Pain, Shadowborn, Sloppy Butcher, Spirit Fury, Starstruck, Thanatophobia, Thrilling Tremors, Tinkerer, Unnerving Presence, Whispers, Zanshin Tactics
Perks with minor changes:
Some perks are decent, but just don't have good enough numbers / effects to compete with other perks.
You also pick up survivors 10% faster.
It's not really bad perk, but it needs something more, I would give this same treatment as they tried for Fearmonger. I would nerf duration to 30 seconds, cool-down is fine, but also give all other survivors Oblivious.
Alternative is just let current effects work on each survivor, not just injured.
It's nice to use on some killers, but buff to number would be nice, maybe up to 30%.
This will not be fixed just by a number, it needs something more. Either give it also an effect of bigger TR, let's say + 10 meters, or let it work also on downed survivors for slugging builds. I would rather go TR way.
It's fun perk, but the way how you get tokens is not good. There is that problem that you often play without Lunge unless you want to waste it, which is huge downside. I would give it token for each hooked survivor. It would need some testing, we might want to make it for each non-sacrifice hook, so it promotes more friendly game-play.
It's really bad perk and need bigger buff than just numbers. Make it block also pallets, there is limited amount of uses, so we should make it worth it. It might be also fun to change location from gen to killer.
I would try to make it work just whenever you hook a survivor. That effect is not strong enough for it to be obsession only.
I like an idea, but there are ways to play around this perk. I would change it that whenever any survivor gets healed (even self-care) at least 32 meters away from you, that survivor will scream and get Oblivious for 40 seconds.
This would need some testing, because it might be too strong on some fast killers, because survivors just would not be able to recover. So there might be cool-down needed, maybe also 40 seconds.
It is kinda meme perk and I would just push it even more. Let's make it 50%. It would buff other perks that might need to get little better as Unnerving Presence for example. It would be just fun to have version of Lullaby on each killer, so it would be harder to predict that killer is going for you.
I would make it work kinda like Blast Mine, where you don't get cool-down, if noone touched that gen.
I am going to use it many times more, but I really like system of BBQ / No way out, just because it is more healthy for the game. I would change it that you get token for each unique hooked survivor. Rest stay same overall penalty for non-obsession and unhooking + healing penalty for obsession, but numbers would change into 6% per token.
I would like to see better numbers, but then it might be kinda broken with Brutal Strenght. What about remove breaking pallets effect and increase it to like 6%?
Change it from obsession to unique survivor again. Max stacks was 4 already, so rest can be same. It might be fun to use.
It could be interesting info perk, but it is just bad now. It might be interesting to change activation, so even special attacks work and you would see highlighted all gens with any progress for 10 seconds. Even gens with like 1%, where noone actually is.
What about kinda reversed BBQ? While carrying a survivor you will see all other Survivors' Auras when they are inside your TR. Cool-down 30 seconds.
Make it work on special attacks too. When it is free for all, it should actually work for all.
Cool-down is way too high, I would get it down to 40 seconds. It would still not be meta, but it would be interesting to use. You still need gen with progress to activate it, so it's not like you would be able to actually use it every 40 seconds, but I would like to have an option.
This is just bad compare to Eruption and even current Oppression. I would keep current effect and add faster passive regression, maybe like 200% (Ruin).
I would make it global, so it actually works on any item. Because let's be honest, only item that is affected now is Flashlight.
Otz had evil idea that whenever you are in TR, your item would be passively losing charges.
Add highlight of blood, like Victor has. It might be kinda noob-friendly perk that needs to help with tracking.
Just make it work on everybody. You can gain totems still just from Obsession, but it should apply to every survivor.
Just remove cool-down. I would also add effect, that you will not disturb crows.
Don't highlight gen, if it regressed to 0, that is really annoying. Highligh only if survivor stopped regression.
My problem with this perk is, that some maps have just bad basement that are hard to get into anyway, or they are in middle of the map, where is problem with that range.
I would make survivors that enter your basement also oblivious no matter your range from basement, so you have better chance to some value from it. I was thinking also about exposed instead, but that might too good for camping builds.
You will lose undetectable only if survivor actually starts working on that gen or you damage survivor.
Beyond saving perk reworks:
Some perks are just so bad, there is no way to save them with numbers, but I will always try to keep theme of the perk.
I would want to stay with Undetectable theme, but activation for Bloodllust is just super bad, so we need different Trigger. There are two options I can think of. Either whenever you lose a chase, or whenever you injure a survivor by any means. This would make it really good perk for Hit&Run tactic.
This perk is tournament only right now. Broken status kinda force you to tunnel first survivor even more, which is just bad. I would like too keep protective hit as trigger, but change effect. Again two options: 10% Hindered would be good, if you wanna protect, so you will go down for it. Alternative is 10% Healing and Repairing Action Speed penalty until he gets downed, but that again would make you commit and tunnel first survivor, so I think Hindered would be way better.
This is kinda bubba only perk for camping, which is just not fun, nor good. I think interesting idea is:
14 seconds Undetectable status effect on the start of the game and after each hook. That would allow some interesting perk synergies with Lethal Pursuer and BBQ.
We would definetly want to bring Scourge hook system for it, but I don't think Hook Progression is healthy for the game. So I would try several things for it. Mainly +2 extra hooks, if combined with other Scourge hook perks.
Then as for actual effect, I can see two options: Survivors are unable to self-unhook and unhooking speed is 30% slower, or make it same system as Gift of Pain -> survivor gets oblivious status effect, which is removed upon healing, but gets blidness until they are injured again.
This is just useless perk after nerf imo. I would want to keep it sound related, but change it on the sound of survivor's footsteps, so it might be easier to track survivors behind a wall. Not sure if good enough, but better than nothing. Maybe try both effects?
I would like to make it work like STBFL, but for missed basic attacks, so you would be able to get it into way higher numbers than current Unrelenting, maybe up to 60%, but you need to earn it. We can do it based on 6 stacks max.
I am too lazy to work on survivor perks for now, so maybe later.
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@LordSturm said:
I just play 1 survivor I really like because why would I play more than one? They're all the same mechanically.
Not really, different sound volume, different height and different visibility.
I main Jeff, so I don't care about any of those things, I want to get chased.
But if you wanna be stealthy, you would probably play Ace for sound, or Feng for height.
I play other survivors only when forced by challenges.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561155#Comment_2561155
Not a single game has MMR per character. It's not worth investing so much in so little. This is not gonna happen.
What do you mean?
SBMM is working with different MMR for each killer. That's why they made it that you are not able to switch between killers in lobby.