DrDucky
DrDucky
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- DrDucky
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@C3Tooth said:
3 BNP
https://us.v-cdn.net/6030815/uploads/UJ6TICQBN982/image.png
Squad of Jakes
https://us.v-cdn.net/6030815/uploads/CUO4E33N2JWR/image.png
Squad of Claudettes
https://us.v-cdn.net/6030815/uploads/K4QEMS7ISB9Y/image.png
Squad of Megs
I saw this then I scroll down to find an endgame trapper build, my guy dont complain if you are gonna run a build like this (I play fun builds all the time but I dont complain when I lose lol)
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@Spirit_IsTheBest said:
I decided that I will start up a "tally" system of how many Weskers matches I get per day, I will be updating this everyday until the DEVS add a system where you don't face the same killer all the time. I'm playing mainly survivor recently as well, I mainly play for about 3-5 hours a day mostly so the amount of Weskers really says something, here goes nothing:
Day 1 - Total Of 8 Wesker Matches Today.
See You All On Day Two!
Wesker too fun so everyone plays him.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485928#Comment_3485928
I did, it didnt get any better
Welcome to Solo Q
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@Zokenay said:
Like why? just let us hoar a massive amount of BPs.
And does it really matter if people save them for new chapter? everyone can do it, and most people already save around 2 million, which is enough to get a good amount of addons and perks on a character, essentially max out if you have all the teachable perks already
They could honestly make it that each devotion level increases your BP cap by like 1 mil. I still don't know why the cap is as low as it is.
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@CrusaderNella said:
I'll start with mine. Thrilling tremors.
I just love this perk. I think, in my own personal opinion, it provides more impactful information than BBQ and Chilli.
Seeing what generators are being worked on AND having all inactive generators be blocked just works to well.
So, what are your perks that you really like?
Fire up, its not underrated because its not a good perk but I love running it.
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@jamally093 said:
I go down and the killer will flat out ignore me and just keep hunting down my last teammate when they can simply put me on a hook and get it over with. Anytime it happens I just want to know why slug I'm not even on death hook and you still slug even then no one else is nearby I'm not even near a pallet and yet the killer still slugs.
Slugging strategically can be a good play, if the killer slugged you and got no one else then he is legit throwing the match. In either case why complain?
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@squbax said:
What is the point of this discussion? To highlight the awful behavior of someone playing as wesker and conclude all weskers do this and thats why they are so hated? Like what is the end goal, what do you want to discuss, there is any argument?
So true, "guys wesker is a terrible killer because the player playing him was a ****". I don't get these posts sometimes tbh
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@AetherBytes said:
Like 1% per token? I think it'd be an alright change
Yknow what I think this actually might be ok, because for it to be significant (IE 3%) you need to be at 2 gens left. I do think with no ed speed it might be a bit much but you could just remove the no ed speed boost if this perk got this buff. A risky idea but as someone who likes running this perk in goofy builds every once in a while I kind of want this buff to happen.
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@EmmaFrostyEyes said:
https://us.v-cdn.net/6030815/uploads/JZ0TIO3YL2Q0/img-3023.jpeg
Camping at 5 gens, tunneling super early but ok fine. Everyone dead. He carries me to hatch and the closes it in my face. Then he carried me to the gate. Let me wiggle of to let me do the gate like 2 times and the just leaves me slugged bming me on the floor. Why tho? If your gonna kill me then throw me on the hook and dont waste my time.
It happens occasionally and it will always happen, just move onto the next match.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485829#Comment_3485829
You’re referring to healing your mates, right? Because current medkits have enough charges for 1 full self-heal. I’m all about the reduction in healing speeds for all the medkits but giving them all the same amount of charges and efficiency penalty is stupid. Medkits should be prioritized as a self-heal item.
They can be a self healing item, but if they are anywhere close to before it is simply too strong and no I am not talking about healing your mates. With a syringe you can get yourself 2 full self heals with 1 medkit.
Self healing is a risky bet in the game since healing on average is designed to take 2 survivors and that by itself is fine, its why it was a bad idea they made all healing take 24 secs in the PTB. Self healing already cuts that time in half in terms of time efficiency which doing it once and especially at 24 seconds is probably fine. But getting a bunch of heals at 16 seconds or less on yourself is just too powerful, especially for some of the weaker killers.
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@Sharby said:
Game feels so sluggish with current healing, also I hate hit and run.
Anyone else feel the same? Can we at least revert one of them?
Medkits are still nice, you can push 2 heals with them now at much fairer speeds.
Both things you mentioned really killed the killer's pressure and made it so that in a lot of cases you had to commit to chases.
In some cases you might not be able to win if the survs bring 4 medkits and you dont have franklins since your ability to spread pressure is 0 since everyone can just solo heal in 10 seconds or less. Same with COH especially in a team or an indoor map.
The only form of self heal that has been fine is medkits how they are now and old selfcare (which I really think should be back at 50% and not 35 oof).
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485473#Comment_3485473
The more the reward for doing it is mitigated the less they will do it. It has to become detrimental to their progress. Likewise, the killer choosing to engage other survivors has to be rewarding and incentivized more than tunneling.
True, but we have to be careful since some mechanics can be abused (like old ds before it switched off after doing an action, before that the survivor could get unhooked and just do a gen in your face).
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@jayz666 said:
Hot take bloodlust is a built in crutch for killers who aren’t good at the game and is also a built in counter to made for this the perk is fine but if it gets a nerf I think we can all agree bloodlust needs a nerf aswell why should killers get free haste for being bad ? and no guys there aren’t actual infinites in the game so don’t let the killer mains tell you that there is so Closest to an infinite now is garden of joy window
Tbf tier 1 bloodlust is fine, Tier 2 and 3 is where u messed up very bad and agreed should probably not be a thing.
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@BlueMoonBRUHMOMENT said:
So as of right now, generators take 90 charges/90 seconds to complete.
M1/non-movement killers can get slaughtered if their first chase takes forever. So to counteract this I propose that the first generator takes 120 charges, the second 105, then 90, then 75, then 60.
Whenever a generator is completed, the 15 charges will be subtracted from the total amount of charges needed AND the total amount of work done on the generator. This is to prevent a chain reaction of other generators close to being complete from popping without someone on the gen.
I believe this would help balance the game for m1 Killers, because I played survivor and I have seen a metric butt ton of movement killers. And some variety would be nice.
EDIT: Okay on second thought, I think this MAY be a bad idea because of perks like fast track, stake out, etc... But I think good discussion will come out of this so I'll leave it up.
An early game collapse which say makes gens go at half speed until the first chase starts is the same solution but much better. Too bad they never added it.
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@K_Nottie16 said:
I liked most of the changes for the perks but i noticed that they didnt nerf killer perks just Prove theyself. How funny. I knew one day it was obviously gonna get nerfed but it feels a little out of place when you look at the other perks in this update. There are plenty of killer perks that couldve been nerfed. I think its kinda dumb to nerf a perk because its used so much but this is dead by daylight and thats what happens here. So jolt couldve gotten a cool down but didnt. Even though its the most used killer perk right now. And im not sure if its a bug or a shadow buff but everytime it pops it makes the survivor scream. And no it wasnt eruption im 100% sure its just jolt. They "nerfed" pain res and its still one of the top used perks by killers. They had alot of perks to choose from to nerf for killers but i guess thats being saved for the meta shakeup. Lastly to top it off they took the bonus bloodpoints away from prove as well. Was that really necessary?
But both of those killer perks are fine, jolt still has a basic attack drawback and pain res had its cap so you cannot cycle hooks. Perks dont need to be nerfed just because they are the most used, otherwise it is just a repeating cycle. If we went by this logic, windows needs too be nerfed for sure, but is it op? of course not.
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@playhard said:
i think this is a good idea ...
Would be misery, even people with 8k hours sometimes just wanna kickback and chill. With this you really cant and queue times would just become awful once you hit a threshold and how do you balance this around a 4 man SWF where the range of hours would be drastic?
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@VaporLion said:
Firstly, I think Boons in general should have a visible outline so you can see clearly how far the range goes
New Perk Idea, Boon: Protector of Pain:
All Survivors benefit from the following effects when inside the Boon Totem's radius:
- Endurance Status Effect
- This effect lingers for 1/2/3 seconds after leaving the Boon Totem's range.
Once the Totem is snuffed, the Perk gets disabled for the remainder of the match.
New Perk Idea, Bless Unleashed
- Increases the radius of all Boon effects emanating from yourself by 8/12/16 metres.
First one is fine given the drawback. The range increase one could be a problem on indoor maps with say shadow step is the issue.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484754#Comment_3484754
Whats unnecessary is tunneling, and your argument basically defends it. This is not a suggestion I made to make tunneling more tolerable. The idea is to discourage tunneling entirely to which much more is needed than just what I suggested.
If a killer wants to tunnel they will do it and no change you suggest or is made will fix it.
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@Nebula said:
Ever since the event ended, my survivor games have been absolutely miserable, like quit playing the game miserable. I’m not even joking when I say that 95% of my matches since the event ended have either had; face camping at 5 gens, tunneling the first person hooked, Skull merchants holding the tightest three gens at the start of the match, or hardcore slugging without hooking anyone. I genuinely don’t know what’s going on. These are some of the least enjoyable games I’ve ever played since I started playing over 4 years ago.
It seems like no ones playing for fun anymore.. when did this game get so serious?
If you really encounter face campers that much, just bring reassurance and if need be trade their place. If your team at least does gens then the killer should lose just from this alone.
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@JustAnotherNewbie said:
So can we just stop comparing every killer that comes out with Wesker from now on? I'm tired of hearing people complain about new chapters all the time and bring Wesker into the conversation when BHVR hit a gold mine with Wesker. There also hasn't been a killer like Wesker before him either, but you don't compare older chapters to Wesker. Wesker cannot be replicated. Expecting to get a killer like Wesker will only result in disappointment. Not even Nemesis compares to Wesker, despite the game reaching peak player numbers during the release of the first RE chapter.
End of rant.
We can, basekit blight is similar in terms of design with skill being needed on both sides etc. We just need a killer with a high skill fun power which there are a handful. I am sure they can come up with more.
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@Nikolaifly said:
I like proove thyself for the bp bonus ;c (not anymore tho <:( )
I think MTF is fine, and I do both survivor and killer about the same. I main Dredge (a mid tier at best killer) and i have never even noticed people have it bc I am good enough to kill people very quickly. My dbd hottake is that MTF isnt overpowered, and people who say it is are just bad lol.
I also hate the doctor idk if thats a hottake I just find him boring, and that his power is wasted potential bc his hallucinations and stuff are so fun and I remeber getting him when I first played and it was horrifiying and fun, but now its just boring.
Freddy is actually rlly fun to play as, he just isnt super good. He has alot of strategy and intense gaming involved if you use his abilities right with good perks.
I dont rlly like Mikeala mains bc they are fun people but they always sabotage my team (insta saving everytime).
I dont personally think Dredge is low teir bc people really dont understand how good he can be, chasing during nightfall is DENTRIMENTAL to good players even as they always get stuck on walls and stuff. Also the Remenant is AMAZING anti loop.
Im actually still in love with Wesker despite getting him so much, hes just so fun that I cannot bear to hate him.
I LOVE ACE VISCONTI SO MUCH HES MY BBG GIVE HIM MORE COSMETICS I LOVE HIM <33333
You really do feel the effects of MFT on a good looper is the thing.
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@DredgeyEdgey said:
Hot take dredge is a top 6 killer if he gets a good map
And most people just don't know how to play him
Dredge on midwich, u r probably right.
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@GentlemanFridge said:
When the killer dc’s, the match just ends. Survivors can move on, and take the spoils.
When a survivor dc’s, especially early on, the game just drags. If the killer isn’t merciful, it’s a guaranteed loss.
There’s a clear difference here.
This
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@BlueMoonBRUHMOMENT said:
Honestly blew my mind away when his power is just the un/cloak, and the speed. He doesn't get any buffs while it cloaked form (other than addons of course).
Do you think he should be buffed in his wraith form?
I would honestly be so happy if they brought back his increase speed boost when he uncloaked tbh.
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@Seraphor said:
How much can they cover with just Hope?
It must be at least, I dunno, 140 meters? Isn't that still longer than most maps?
Is Hope on it's own a problem?
No because it only triggers in endgame, the point is MFT is giving you very good value already before the endgame but then it stacks with hope in endgame.
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@Devil_hit11 said:
i think i know what dramaturgy is about. i think they're testing some legion changes to see if you can dodge feral frenzy with haste effect. i can see some youtube highlight compilations of 360'ing killer with that perk. they're going back on their previous survivor changes.
Why in the world would they make a perk to test against specifically legion?
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@DeeBeeDeeAddict said:
SWFs have a huge advantage in that they're able to communicate about various aspects of the game -- which gens are done/being worked on, where the killer is at, etc. There's nothing that a killer has at their disposal to counter this.
Would applying something like a 10% increase to gen timers per person in the party, or maybe decreasing heal speed? There needs to be soemthing to compensate for the advantage that SWFs have.
Most people playing a SWF are legit just people who wanna play with friends. I do beat swfs left and right and rarely go against a comp swf etc. I would rather face a SWF then 4 really good solo Q if I am being honest. Since a SWF of 4 mediocre players is simply not going to be much harder to beat and by nerfing swf you nerf these poor souls to.
What we should do instead of nerfing SWF (which btw would really be a feels bad man if they did this directly because sitting longer on gens because I wanna chill with my friends sucks) is to bridge the gap between solo Q and SWF and then we have options to buff killer to compensate. Yes solo Q will always be weaker than SWF but then that goes for literally any team game. Even in say valorent you have a huge advantage if you play in a group that are communicating.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481735#Comment_3481735
Then as a survivor you remember which totems you broke, to ensure they're not relit.
You got me there, though I will say if you are solo Q and random people broke say 3 totems, might be tricky. That said I don't think the totem combos need a nerf or anything since plaything and devour are in my list of favourite perks.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/383355/hex-plaything-need-to-be-changed
not just swf, I ignore it when playing solo as well as it's very likely it's being run with Pentimento as well, so I don't touch the totems.
What if they have devour as well? O_O
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@JohnWick1654 said:
Like, the game's not fun and it's an event that's going on over here.
The killers for some reason 9/10 times instantly start returning to the hook after the unhook unless they found someone.
In the meantime survivors are allergic to generators.
Survivors are also afraid to drop a single pallet, while the killers either spam the same strategy over and over again, or do a mindgame so stupid that it actually works.
Lot of killers are camping and tunneling, meanwhile survivors instead of doing gens come for the unhook, and usually the game then goes from one injured-down-hooked survivor into multiple injured and one downed.
Not to mention that the killers also just for some reason have the need to be the most biggest jerk of all time, things like denying free hook and tunneling instead, going hard on when they are given either free hook or someone DCs, or the maniacs that for some reason find going in circles between 3 closest gens fun.
There's only a fraction of players that are actually playing for fun.
Wow killers playing optimal? How dare they.
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@killeriseasy said:
I hate this game. I've tried for so long to get better at survivor and they just keep making it harder. I've played 7+ games today and not once did ANYONE get out. And I've played with decent survivors. It's so easy for a killer to make a comeback in a game.
"I hate this game" then don't play?
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@sluc16 said:
Is impossible to win a match as a new killer, nothing but experienced survivors, gens just fly, I try to slow them down with corrupt and ruin, but ruin just gets broken in the first minute of the match every time, there is no point on playing as new killer, you will not have any fun at all
We are not in the eruption cob meta/ruin undying meta anymore my friend, you will have to down survivors to win.
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@arbo_hook_magnet said:
I can hit all of my skill checks and if the killer just walks to the nearest hook after hitting 2 of my teammates, i still get hooked
This is bad because it discourages altruism
Wiggling free and body blocking should be a niche thing that happens every so often and not consistently. The killer deserves the hook since they got the down, wiggle frees only happen and should only happen if the killer makes a mistake.
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@Peanits said:
I can chime in here.
Being afraid has nothing to do with it, it's more to do with time management and priorities. Large scale Killer reworks require a huge amount of time between designers, programmers, and QA. In order to do these types of large Killer reworks, we need to sacrifice on other things such as new features, perk balancing, etc. In a perfect world where we could squeeze as much as we want into a single update, these sorts of reworks would probably be more common, but sadly that is just not possible. Everything comes with a tradeoff.
As for why these sorts of reworks aren't the highest priority, this is where it gets a bit more complex. First off, we're at the point where there are 32 Killers in the game and counting. Even assuming that each Killer is played exactly equally, this would mean that each Killer is only seen in a little over 3% of all matches. Spending a significant amount of time on an update that only affects ~3% of matches is harder to justify when it means sacrificing new highly requested features or a bunch of perk updates which could impact all matches.
Beyond that, there is only so much we can do to make a Killer appealing to everyone. Different Killers focus on different playstyles. Some may be focused on setting traps, others on keeping Survivors busy, some on chases, and so on. These different playstyles can help fill different niches. A newer player who's having a hard time finding Survivors might be drawn to The Doctor, for example. Naturally, certain playstyles become more successful in high end matches and others fall out of favour. Experienced Survivors, for example, are less likely to stumble into a trap because they know what to look out for and can predict where the Killer may have placed them. Each power also has a different skill ceiling, so while some allow you to continue improving almost endlessly, others have an upper limit by virtue of their design.
Making each Killer equally strong at the highest skill levels is not the goal. Dead by Daylight is for everyone, not just the few at the very top. Often times these Killers are already doing pretty well in the vast majority of matches even if they fall out of favour in higher end matches. In these cases, buffing these Killers to the point where they are competitive in a high end match would cause them to be far too strong in the majority of matches. This is a net-negative change. While yes, it may be better for you, it makes things worse for the majority of players. Everyone's experience matters, not just those with more skill. In reality, it is not possible for every Killer to be equally viable at all skill levels.
Something else that we need to consider are the players who already enjoy these Killers the way they are. Legion is a perfect example of this. There's no shortage of suggestions to rework The Legion's power to make them stronger. Yet in spite of this, The Legion is consistently one of the most played Killers. While they might not be the strongest in high end matches, there is still a large crowd who enjoy them as is. That raises the question, is it worth reworking a Killer that many people already love to play just to make people who don't play them happy?
The Trapper is also a special case. He's the poster boy, front and center on all the artwork. He's the Killer you'll face and play during the tutorials, and he's unlocked by default. This is all very intentional; new players are naturally going to gravitate towards him. His power is very simple and easy to understand, and it tends to be fairly balanced in matches between newer players. He serves a special role of being a stepping stone toward learning the game. Because of this, his power is intentionally kept as simple and intuitive as possible (pick up a trap, set a trap), and he is intended to be fairly balanced in these sorts of games.
All this said, that doesn't mean we'll completely ignore these Killers. We do make smaller balance changes on a regular basis, and larger reworks are still planned to release from time to time. But we do need to keep everyone in mind when making these decisions and consider the role they currently fill in the game, as well as whether or not our time would be better spent on balance changes that could affect all players rather than a select few matches. It would be a different story if there were only a handful of Killers to choose from, but the roster is fairly big at this point. The goal isn't so much to make every last one of them perfect for everyone, it's to make sure that there's at last few options that appeal to everyone, regardless of how they play.
I actually can understand and sympathise to some extent what you say in this answer (I am no game dev but I can imagine the difficulty when it comes to making changes on a game which keeps increasing in scale, like you said with the large and ever increasing killer roster).
I think however, a solution might be to instead of having entire reworks for some of these low tier killers (some do need it, but not all though) just make some number changes. For instance, you could buff Myers so that in his tier 3 he breaks pallets say 20% faster or you could buff pig so her basekit gets something a little extra. This will obviously not make these killers suddenly go up a huge amount of tiers but it will make them nicer to play and make players who like playing them feel less powerless in their matches. I am not saying the buff ideas I just mentioned are the correct ones, but I think something along those lines could help whilst also not requiring a huge amount of dev time for a rework.
I would say that the core issue right now is the difference between the high tier killers and low tier ones are huge. I agree with what you said that not all killers will be good at a high level etc. However, the gap between them could definitely be decreased. Yes you could nerf higher tier killers but the gap is so big that you might have to completely gut them (which I along with many others would hope you guys will not decide to do).
So overall I think recent changes like the Sadako rework (which I believe you will make her a bit stronger since she is arguably weaker right now then in live) are a good step in the right direction, there are still some other fixes for low tiers that could be used that do not have to be complete reworks in order to bridge this very large gap we are seeing right now within the killer roster.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478427#Comment_3478427
yes but not this patch it'll be tested in a ptb later this year if a killer is in a radius of a hook for some time a meter fills and Survivors get the ability to unhook themselves (this also works on second stage).
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478427#Comment_3478427
It was in the year roadmap, I think they said 'summer' so potentially sometime between now and the October midchapter
I see, tbh I dont think it will do a huge amount since the killer can still proxy camp but I cant believe I actually missed this announcement.
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@DEMONANCE said:
why? there are already stuff being done about it (no hook grabs and basekit deliverince)
Basekit deliverance is happening? I did not notice it in the patch notes.
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@Ranch_Jello said:
I have 3000 hours in dbd and I would say I'm an above average killer and survivor. Lately though my killer matches have been extremely difficult. I feel like I'm never catching up to survivors, my mind games never work anymore, my chases go on forever while 3 gens are done before my first down. I feel like I'm getting worse at this game. Any advice because I do not know what to do anymore.
What killer do you play?
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@UnavailableName said:
https://us.v-cdn.net/6030815/uploads/DSGWOPTWMNCV/image.png
Now tell me how i'm supposed to do anything ? I would like an answer from the lead game designer, that he explains me how i'm supposed to have fun in those games ?
Of course it was an SWF, 4 gens done in less than 5 minutes.
Pretty much sure ppl will say skill issue :)
We have 1 image on screen, we have no other context, what map what circumstances etc, you could have played terribly or really well, we don't know.
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@adsads123123123123 said:
https://us.v-cdn.net/6030815/uploads/Y2EGEAYCOM7A/image.png
The stats are there to prove it. I don't want to see any survivors denying it's a legitimate strategy or toxic now.
So what? you cant just outright stop tunnelling.
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@NaveR said:
It sums it up, I guess. I don't want to see how 4 survivors bring event BP offering only to see killers bring iri moris, then tunnel the living heck out of survivors and be able to get more moris thanks to those tunneled and, well, moried by them.
Same goes for killer games where you see survivors burn map offerings or something similar.
So, my suggestion is, after 3 successful games with a role (killer/survivor, 6 matches in total; matches where someone dc'd before the match started shouldn't count), only grant bonus bloodpoints to those who burn offerings of the similar nature, such as previous anniversary offerings, bloody party streamers, and similar ones. It only feels fair for players to follow the win-win strategy instead of "abusing" and getting advantage of other players' offerings.
Hate on moris all of a sudden? Legit the killer is already letting themselves down by not bringing a cake since its 1 less 107% extra bp for them?
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@MikaelaWantsYourBoon said:
So now devs confirmed they are open for rebalancing maps if they favor one side so much.
This is good, i support this.
But i am just curious will we ever get changes for Midwich and Saloon?
Both of maps are so small which means easy to patrol for killers.
Both of maps have terrible loops. Midwich has 2 - 3 god pallets and that's all. Saloon has strong main build but rest of map is full with terrible pallets.
Both of these maps needs some nerf for make them a bit balanced for survivors. Midwich had highest killrate when they shared data last time. I don't think Saloon is different as well.
Dead dawg needs its 1 million breakable walls to be cut a lot before changes like that happen.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/382382/nemesis-should-get-a-speed-add-on
4 survivors infected is 5.06 m/s for nemesis. that is really fast.
That is if you manage to hit all 4 of them and they are stupid enough to not cure 1 single guy during that process
@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474440#Comment_3474440
Nemesis doesnt have a need to tunnel. Most Nemesis that do tunnel, tunnel for the sake of rushing a kill. Nemesis is powerful enough to not really need any addon. And sure, while initially Nemesis doesnt need to tunnel with this change, here's a simple idea: Corrupt Intervention. Now I have plenty of time to infect survivors and still tunnel.
And while I understand the ability to do more with Nemesis, I personally would love more addons that make the Zombies an actual danger. Something where my actions as Nemesis make the environment overall more dangerous. Having a bigger detection range and faster speed at the same time is something that has massive impact on the playstyle of Nemesis. Zombies can not only hear a survivor on a gen from further away, they will reach that place faster.
Zombies walk at 25% of survivor speeds and can already be annoying to deal with around gens. With Mikhails Eye, it's roughly 34% and they can already harass gens (especially if you have things that draw their attention). With the pink addon not adding 2.5% per stack, but 5% speed per stack (and the vaccines not respawning, FYI, forgot to mention that), you suddenly have Zombies that can walk 45% of survivors running speed. Add Mikhail's Eye on top of that, and you're close to 55%. Double Iridescent addon and everytime a gen gets done, you're looking at 85%. And Zombies can do something survivors cant always do: take the shortest route. Meaning that most likely, 2 survivors would have to run away from zombies for 60 seconds if stacked. You could even up the number to 10% per stack and you'd have zombies run for 110% movementspeed for 60 seconds if you have a double addon(meaning survivors basically HAVE to drop pallets not to get hit, which is easy to clean up).
And yeah, Zombies can be a bit of a reliability, but the zombie addons do make them less of a reliability. There should be addons that make his gameplay mostly around powering up his zombies, just as there should be addons where you can basically ignore the zombies.
As for the idea itself, love it sounds like a super fun addon I would use a lot tbh.
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@Frogsplosion said:
Genrush meta would be unplayable for killers if lethal pursuer didn't exist.
This is not a good argument, the perk is very good but not essential. Otherwise every killer would run it, corrupt is literally better if we are gonna go in that direction.
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@Leon_Scott_Kennedy said:
I see a bunch of complaining about it and the arguments just make no sense, they say survivors don’t have to do anything to earn it besides getting injured, which is exactly what the point of it is, to reward risky plays, if a survivor wants to stay injured to have their made for this (which a lot do) then that gives the killer a chance to get an easier down, the main argument is basically survivors don’t have to do anything for it, but there’s already other perks that are the exact same way, ex. Resilience doesn’t require anything besides getting injured and you get a 9% buff to everything, but it’s rewarded that way because of risky plays, eg staying injured to get that bonus, and made for this isn’t completely uncounterable, you can’t even use it when exhausted, meaning you aren’t getting value from exhaustion perks if you use made for this with them, or very little value at least, and genetic limits is a direct counter to it, or other perks and add ons that cause exhaustion, the 3% haste isn’t anything crazy, I barely notice it when I play as killer, it really isn’t that bad
It simply does not need both effects since it is basically 2 perks in one
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@Sharby said:
Maps are supposed to be for survivors imo, killer-sided maps are usually terrible and not fun to play on.
I get that Cowshed was bad for killer, but damn the rework for it is terrible.
It is just simply no fun though for an innocent m1 killer to go to mother's dwelling which has no business being as big as it is.
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@BaByLLIKa1337 said:
Literally quote from developer update: "Our studies (unsurprisingly) found that your odds of escaping drop significantly when you remove even one Survivor from the trial – who would have guessed?". Yet they still dont do anything to prevent tunneling...
P.S. if you're playing mostly killer dont leave any comments, first go play ~10 matches as survivor, get your teammate or you tunneled 4/5 games and then you'll see how "fine" tunneling is.
Edit: I mean hard tunneling, when killer from the start of the game goes after 1 survivor even if 0 gens have been done or its a top tier killers, im fine with tunneling when 2-3 gens pop and killer still have 0 kills
Hardcore tunnelling at the start of the match is not a smart thing if the team are doing gens.
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@ForTheLolz1121 said:
This is going to be a pretty basic idea, but would make the perks feel so much more nice to use.
Pretty much my idea is to add in a new status effect called Clotting that would temporarily disable the Hemorrhage status effect. If the perks had this new status effect, this would allow these niche perks to still be useful, even when against killers who use Sloppy Butcher.
I feel like this literally counters basically one perk and a very select few addons. So I feel like its a bit too niche of an effect to add.
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@leonkennedy said:
DC penalties in dead by daylight are absolutely HORRID.
Penalties in any game that does not have or offer some type of comp game mode for one is already just ridiculous but the fact that the penalties go anything beyond 15-30 minutes max is just absurd…
I’ve seen Twitter users with penalties of up to 72hours like how is that ever necessary…this impacts the game in so many negative ways. But before I get into the many issues with this set up, I’ll just get into the biggest one.
The BIGGEST issue with penalties is anytime you leave a match whether it be you going into the menu and deciding to quit or you completely lagging out due to connection errors maybe your power shut off maybe a pet or younger sibling pulled your plug. NO MATTER WHAT the situation is it is ALWAYS considered as you pressing the pause button and just quitting through the menu.
This has been ongoing since like legit when the game dropped and sadly there are too many players who can say they’ve been penalized and unable to play their game just for lagging out which is just…stupid. Nobody should be basically banned from playing for a long period of time JUST for lagging out. It’s stupid and it does absolutely nothing positive for the game or player base. (Unless you consider catering to crybabies temper tantrums positive)
The only people I’ve genuinely seen happy with this penalty system are salty players who can’t get over a bad match because of someone dcing or losing out on a challenge over a dc which is not that deep or serious AT ALL and you can simply play your next game to get the challenge done / have a better match next game.
Mind you, there are players who are petty and dc to spite the killer from getting a kill or killers who dc because they can’t tunnel a player or get more than a 1k those people do exist I will not ignore that. But unfortunately people dc sometimes and they probably always will lol honestly they have every right to stop playing a game if they so choose to, we all play for fun if for whatever reason you really just aren’t having fun in a match and you do choose to dc there is absolutely nothing morally wrong with that decision ITS JUST A GAME.
It’s sad that the players who lag out are forced to either switch games or wait large amounts of time to play again just to appease the attitudes of those left in the match…..I have too many friends who can’t enjoy dbd because of their connectivity issues and sadly they’re my closer friends. So I’m left with continuing DBD with the people I play with often but talk to less or quitting the game in general for either long periods of time or in general because I mean what’s the point if I can’t enjoy dbd with all my friends because they’re being forced not to play all over occasional lag outs. And it’s not like they lag out every single game but sometimes they’ll lag out like once or twice a day and the penalties carry over so you get double or triple the penalty if you lag out again the next day it’s soooo stupid lol.
There is a method of bots replacing dcs apparently coming to the game soon but if they keep penalties in it’ll just be useless because like I said before people who aren’t actually dcing cannot control their wifi or whatever kicking them out of games so in turn people will still choose to just quit dbd.
To resolve this issue at least somewhat bhvr should remove penalties entirely during events and for the first week of new chapter releases just to give people a break sometimes. They should also change the automated dc penalty system and lower penalty times from reaching 72+ hours to just 30 mins to 1hour of no playtime after a dc.
I don’t really care who disagrees with this, not everything is about you and you being mad over a game in the moment. Some people don’t have the best internet or best platform to play on but that doesn’t mean they shouldn’t be allowed to play at all.
I’ve been playing dbd since it’s release and I love the game but whenever I get a penalty over a lag out I find myself just not not even wanting to play it for an entire day or two after because I don’t want a penalty build up and I don’t wanna wait a set time if I didn’t even leave the match intentionally….but yeah
Hopefully we see some real change to penalties after the bot system is added because otherwise this game will continue to lose players over this.
Most multiplayer games do, and if your connection sucks so you lag out. Do not play in the first place.
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@AhoyWolf said:
I would sum it up as 12 seconds of nothing, I think there is a way to spice up mending a little to make it less of a loading screen and more of a fun / passable interaction.
The first idea I have seen a lot is to decrease the mending time by X seconds.
Another idea I have seen is to give it Skill Checks, which I think would be alright.
Combining both ideas also doesn't sound that bad I must say.
But are there more?
Mending is fine, people are happy to sit on a gen for 90 seconds at a time, I am sure they can handle 12.
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@Brokenbones said:
If the obsession dies, the perk should deactivate
It's called "Save the best for last" if the obsession dies early, you should be punished for it IMO.
The perk cannot gain stacks if the obsession dies and if you tunnelled the obsession out early then your stuck with like 2 stacks or less since you just simply would not have had chance to obtain many stacks if the obsession is dead early.