Dream_Whisper
Dream_Whisper
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The aure reading is just a suggestion benefit; because well.. Spine Chill is also good for vault speeds as well as some healing and action speeds too.
Just throwing in a suggestion for a Buff to make it stand out, besides the ability to detect Stealthy killer exclusively. Maybe... instead of aura reading, you gain 5% haste effect as long as the killer is looking in your direction.
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But then again, they never buff crows at all.
If they by chance to buff them; it would definitely be a quality of life improvement as well as muffling any form of sounds while under the effects of undetectable. Making Crows by disturb by any Killer's under the effects of Undetectable, would be a good way to keep the Survivor vague.
Also, bit separate but related to crows; if they buff Spies from the Shadows also; it would be definitely nice to have Survivors be mindful of crows at all the time.
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If I wanted to nerf Spine Chill, I would have buffed Premonition, the weaker Varation of Spine Chill; and make this perk be the only perk to counter Undetectable. Mean while Spine Chill will allow you to detect Normal killers without any Undetectable status effect apply to them. Spine Chill will be nerf in which Undetectable Stealth killer will not be detect anymore; and the Premonition perk will be the new go to perk to relie on stealth killer detection. Spine Chill
Drop the cooldown, or give a additional benefit to allow you the ability to detect Stealthy killer, like every 30 seconds, you can get 2 seconds of aura reading of the undetectable killer.
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I got much better suggestions changes, then yours; yet somewhat inspired by it.
Self-healing with medkit does need a nerf because how strong it can be; so it would be nice if the charges add-ons Reworked; and there needs to be a speed reduction. But I will buff/Rework CoH so that it gives the 100% Healing speed bonus, but no longer can you self heal with it. Make it have a built in Empathy while in the Boon Radius and revealed you and your injured teammates to your team.
BT definitely might get changed to be base kit; not sure on what the Rework perk should do; but it shouldn't enhance basekit BT, for sure. I would also add a 8 seconds no collision, so that killers can easily be bodyblock by the hooked Survivor when chasing another Survivor.
Not sure what you mean by that last option there, but I do like your concept of a sacrifice your own hook state and getting the hooked Survivors whom is probably face camp by the killer; and have the hooked Survivors be teleport to your hook location, not limited to basement hooks thou. It would definitely give the killer the hint that a Survivor just willing give away a hook state, in order to save their friend; which will definitely give incentives to chase others; especially the distance rescuer. I think it should be base kit, as it completely counters camping.
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As a Killer Main with some 1000 hours in Survivor, I actually have no problem with that buff, considering Sloppy is quite strong now.
A minor buff, to allow to keeps it half healing status is fine to me. Especially when you just got off the hook; I will still keep the Mangled Status Effect for slower healing; but if prevents Hemorrhage from regression the progress. Sure why not
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2980984#Comment_2980984
Honestly, I think the Exit Gates should be opened slower, at their old speed, and Keys should give a moderate buff to it. At base, the exit gates open WAY too fast. I have literally had games where I closed the hatch, went to the right exit gate, and it was open before I could have even crossed the map to get there. If it is because they brought an item to specifically do that, that is more understandable, but as it stands without those perks end game kinda happens in seconds.
That, or at least make Exit Gates have a regression when not activated. I not a fan of Gates being 99% unlocked, instead of being fully opened.
I know the Devs said that Regression has been tested and not fun, but we haven't seen it in action and give proper feedback on it yet. I think it should be implemented, as Survivors can still hold the endgame game hostage by 99 Gates, can avoid Blood Warden, and can easily get out once everyone is saved and ready to flee.
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If I want to make keys useful, I wouldn't mind a minor buff in which they help you open Exit Gates faster; considering the killer has some strong perk to make escaping difficult. (No Instant Door Open, just increase the speed to open it.)
But I prefer they have no plans to revert the changes to hatch; as it very frustrating to do a early escape before the gens were done.
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Rework Matchmaking system so that it incentives Hooks more then Kills; but even then; the problem also resides on Gen Speeds as well as the amount of time the Survivors can easily delay the Killer's goals. Hencing it much more efficiency to straight up tunnel and camp, for easy kills.
If only there was a way to reward killer with different hooking, it would definitely help incentives different chases instead of tunneling the same survivor and camping the area for maximum value of not only killing them but their teammates too, if they decide to be Aultristic.
It would be much nicer if maps are smaller, or at least gen spawns are in good distance of each other; map tiles are adjusted so that looping constantly isn't exploiting by experience players, meta perks are Rebalance/rework to not offer any second chances for survivors/gen slowdown for killer. And of course, hooking a Survivor offers some reward to Killer's objective, also bonus benefit when you hook different Survivor.
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/325905/corrupt-intervention-default
While i do support the idea of getting corrupt as base kit, no, you just can't give one powerfull perk to killers and leave survivors with nothing to get as well. That would cause balance problem.
And corrupt isn't needed for every killer, if corrupt will ever become base kit nurse blight and spirit should get only half of it.
Actually, Corrupt Intervention as Basekit will be healthy for the game, as it pressure to encounter the killer, and seek exploring the map more and finding the correct gen to work on first, to avoid 3 gen situations. It helps the killer out with avoiding situations in which by the time they chase and down one Survivor, they are already lost 2-3 gens by then.
Plus, it is among the 40 perks that will be Reworked/base kit added soon; just like Borrowed Time and other strong Meta perks. So it should be positive for both sides.
As for strong top tier killers, I am sure once the meta shifts and solo Survivors have communication capabilities as regular swf (somehow) they can think about tone down those strong killers too. But keep in mind, it can be rare to encounter a God Tier killer whom will stomp you.
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Personal, I would disagree. I get it, it feels upsetting as a Killer to have that one lucky Survivors whom able to kope the 4% chances; but I like it because it is a Gamble. The risks are high when it comes Killing yourself faster; but the reward in self unhooking without a perk is rewarding. It helps Survivors whom avoid giving the killer stacks on Devour Hope, and it waste the Killer's time and gives the other Survivors a chance to work on gens.
Although I do admit, Luck mechanic seem like a outdated and quite frankly useless mechanic. Even with perks and offerings to stack luck; you still have a high chance to die faster.
Plus, it much better then having to deal with Unbreakable in most situations. Unbreakable is far more game changing, when the killer is forced to slug yet all it takes is one Survivor bringing this perk to change the flow of the game.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2957911#Comment_2957911
I know you have to be careful about how much you say so I get if you can't answer. If you can answer, do you mean total reworks are on the table, or just adjustments?
You said, "There will also be some some base game changes that address why some of these perks are used." Are you saying that the action of the perks themselves might change? So instead of adjusting them (but keeping their core function/purpose), the very nature of some of these perks might be changed? For instance, imagine if existing Borrowed Time was added to base-kit, so Borrowed Time as a perk had to be completely changed to do something totally new. For example, the new BT might grant Survivors the ability to "borrow time" from the Entity. When hooked for the first time, Survivors would have extra time added to the timer, effectively delaying hitting the struggle phase.
So are total reworks on the table?
They could be referring to Reworking the Perks, to more then just the gameplay usage; they could also change the name and description too.
Yes, Killler perks relie on Slowdown; as it very difficult to have a regular game of DBD for 12 hooks; without the Survivors working on gens too fast. Survivors perks relies so much on just increase Survivability by giving themselves 2nd Chances in special situations in which it would be very difficult to survive in; such as Camping, tunnelling, lasting long in chase.
I am certain they are going to scrap the original perks stats, as well as implement them into the base game; and changes thr way the perks functions or do something else completely new and unique for healthy or more fun gameplay.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/2963512#Comment_2963512
A dome is litterally less effective than a cylinder. That's the whole point.
It would be more nice if at least, it smaller cylinder and you cannot used it from multiple levels. Imagine placing a totem on top of Iron Works; and you are able tp somewhat cover the good large area of the building from any levels.
But, I would also fine not changing that at all, if only CoH gets a appropriate Rework/nerf alone.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2958033#Comment_2958033
If they can set off "all your traps" in 10 seconds from being off a hook then you're placing too many traps around a hook.
Really. Using Borrowed Time "offensively" ? This is not a thing.
True, but you can used it Offensively; to body block another Survivor at doorway, exit gates, pallets; etc. To protect another Survivor; especially the rescuer when they are injured or be instant down. If only BT works in running away from a tunnelling killer and not works for protection hits for a fellow teammate. And sure, you can wait 12 seconds; but by then, the Survivor could have found a nearby pallet or window by then; or used their DS by force ( does a slow vault, go into a locker, etc.) by then.
DS isn't has grand as it used to be; but can still be powerful; due to the meta of tunneling, because COH and gen speeds.
Dead Hard; it is just simple a Agony induced Exhaustion perk for Killer; at the touch of a Button; when it comes to looping and making impossible distance/3rd health states.
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Personal, I would prefer aura reading be as a niche; for a 5th perk slot. And make Exhaustion perks be more likely to have a 5th perk slot; do the amount everyone uses.
Ans even then, Aura reading perks is nice and improved situation awareness; you do not exactly need to them to make educated guess and assumptions on the state of the game in match. If newer players Learn to pay close attention to the killer in the distance, the obsession icon and injuries/hook status that follows, and also strange stuff like no injures or downs for quite some time. They could learn bit better about Game State and how well their teams is doing or even the killer is.
But of course, when the Devs do well in buffing Solo Que to be on par with SWF; me and other killers players also have expectations for needed buffs and some small nerfs to our killer roster; so that they are very capable of winning by skilled player. I understand New players might not win as killers all the time; but I expect any average players to at least ve capable of making good plays and some wins.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2950609#Comment_2950609
Normally isnt. People want bloodlust removed because "its rewarding the killer for losing the chase" when in reality blood lusting will probably lose you the game.
Truth but really, Bloodlust is only just Band fix to the laziness towards Dev's balancing choices with Map Tiles. Yes, it is stupid for Survivors to lose to a bad killer whom able to gain 5% movement speed in a long chase and secure a hit, despite wasting so much time builting it up. Same argument can be said for any average killer whom has no chance at mindgaming on very strong and connecting map tiles with strong or safe Pallets vs Experience Survivors; whom can constantly loop the killer for 5 gens or even pre drop pallets and still stay alive for 5 gens in competitive sweat SWF teams.
DH is just adding more salt to this imbalance in Survivors sided favoring in more average to high level play; in which it not only extends the chase but gives you a 3rd health chance; completely game changing the way you survive much better in chase, with no "skill" besides a press of a button.
I would be happy and somewhat appreciated, if the Devs not only nerf DH to somewhat removed one of the annoying element ( the slight distance gain) as well as maybe a temporary 1-2 seconds of Incapacitation that somewhat blocks the Survivor's ability to used pallets, windows, etc. Anything to make much more as a temporary invulnerable "dodge" attack perk; and not also a chase extender, as that what Spring Burst and many other exhaustion Perks are supposed to do. (except Head On, a meme best exhaustion perk).
I would also be also downed if they removed Bloodlust too; if they also... do something about Map tiles balance too. We need less strong Map tiles that is very connected with way too many safe pallets; and more dead zone in between. Something that requires less chasing and adds bit hiding too; I want less 2nd chance perks and more perks to allow abit of immersive stealth gameplay that can be viable. Make dead zone a good place to hide, make looping more viable, and pre dropping pallets very risky and dangerous for the Survivors later on.
But, of course, if that cannot be done; then I would gladly sacrifice Bloodlust mechanics for killer, in exchange for removing the Survivors ability to gain a 3 second speed boost upon hit. The "Holding W" meta is proofing my point that the imbalance in Map tile design in flaws because of how strong experience Survivors can used their slight speed boost on hit to easily make to the next tile in timez without being punished for being injured. So I think, it would be a much fair compromise; if they either...
1.) Fix the Map tiles, and Remove Bloodlust;
2.) Don't bother fixing the maps; yet Remove Bloodlust and also Survivor's speed boost on injured.
Dead Hard can be fixed up, and simple just be a 1 time Dodge Exhaustion perk, with no mini speed boost.
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Survivor Perk: Pack Rat
"You feel the need to hold on tight to another item, as it gives you hope within your pockets."
This passive Perk will allow you the ability to pocket a spare Item of any kind; even when you are already holding one item in your hand.
The following effects happen:
*You can pick up another item on the ground or chest, and smuggle it in your pocket slot. When pocket, you are unable to used that item; until you activate the action button to swapping it when not running. You can do this many times as you like, as long as you do not run.
*When pocket a item, your exhaustion Perks (if you have any equipped) is permanent disable and exhausted, until you drop the item in your hand. Having one item in your two inventory, will still allow you to use any exhaustion perks, as long as you do not take a 2nd item with you.
*You are allowed to bring two items before the match, but also allowed to keep two new items back with you; if you Survive long enough to escape.
*Item in your hand is effected by Franklin's Demise, but not pocket item. They have to be swap and in your hand to use. (Also, do not expect to pocket a key and immediately used it on Hatch, without swaping it in your hands first)
*You are not allow to pocket any killer based items, like the Nemesis's Vaccine, Cenobite's Box, etc. You can however keep a item in your pocket, while carrying a Killer item, but no more then 3 items at once.
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Exactly... Lightborn isn't that OP; it just Survivors when love to click ans beam alot; are being very salty for not be able to used their favorite Lightsabers to save their friends or constant burn the Killer's eye sockets everytime they do a animation.
They are going to scream toxicity when they cannot bully the killer with flashlights.
Even if Lightborn is reworked or nerf; it just going to make a mediocre perks be much more worthless to run then it was before. If anything, the Survivors just not to accept the fact it is in the game, and need to deal with the fact they cannot relie on flashlights in that situation.
And if the Devs decides to nerf it; then I also like Iron Will to be nerf as well; while we are at it.
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I would have preferred a increased speed, from it's 20% to 50%.
And maybe, kicking a generator would take away 5% of gen progress.
Sure , some killers like wraith and Micheal Myers could be look into for their addons and teir 3 speeds; and I would be more then fine with my proposal if they remove the additional kicking speed on another Perk like Fire Up.
Why, because this perk is situational and if buffed like mine; it can help with low tier killers whom do not have any powers that effect pallets. Billy, Bubba, Demogorgon, Legion with that Iridescent addon, Nemesis in Tier 2; etc. Have instant pallet destroy powers; so it would be nice if Brutal Strength makes a big difference in chase.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2935059#Comment_2935059
Why isn't it possible though?
Probably because they deleted the original audio file; I wouldn't br surprised if they are not interested in keeping old stuff.
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My suggested Changes:
*Traps should have some conquense, when Injured people walk into it and they save themselves. Like Deep Wound or go immediately into the dying state or exhaustion. I hate the fact One Injured Survivors can easily ruined all of your trap setups by walking into then and free themselves without any form of our punishment.
*Survivors disarming your traps should give Trapper a immediately yet Temporary speed boost to increase his mobility in chase or to catch up to Survivors from a distance. You could do the same, for every time a Survivor steps into it; but I would just fine sticking to just giving disarming a small speed reward for Trapper.
*Dead Hard should not be possible to avoid traps; or if they are not going to do that... Allow Trapper to be able to walk through his own traps unless he is carrying a Survivor on his shoulder. (Because it is clumsily move to step on his trap while holding Survivor)
*Traps should be bit darker, or have some some sort of invisibility; until a Survivor is close enough for one second or two to reveal the trap. You can also turn of the invisibility when engaging in a chase; so that it helps prevent teammates from calling out your traps; unless they waste time active looking for it.
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@TurboTOne said:
No second chances:
Upon hitting a Survivor with your Weapon, you apply the exhausted Status effect for 5/7/10 seconds.
like that ?
Im gonna be honest, if a Perk needs to be made to counter another Perk, then the Perk itself is badly designed. But who am i talking to. I think everyone knows how annoying Dead Hard is. We've seen it a Million times on the Forums already.
As neat as that sounds; 10 seconds is too short; when a Survivor gets hit; they get a 3 seconds speed boost that literally it gives them 20 seconds of distance away from the killer by running in a straight line. (Holding W Meta)
If you want to make that Perk oppressive, remove the 3 seconds speed boost upon hit and apply the 10 second (I would nerf it to 5 or 7.5), and now it would be strong and probably dislike by Survivors (unless they love the challenge and they think they can juke the killer until exhaustion timer reset)
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@Munqaxus said:
https://us.v-cdn.net/6030815/uploads/WG64U0KDDAMR/image.png
I want to remind BHVR that in 4 years, survivor have only gotten 2 useful META changing perks.
- CoH - Oct 2021
- WoO - June 2018
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Everyone knows that new survivors are just skins and players buys those survivors for their perks. However, the last survivor that have been released had completely useless perks, not worth buying and a lot of survivor-players have noticed how bad the last survivors perks have been.
https://us.v-cdn.net/6030815/uploads/G9NOSI4SN1ED/image.png
My suggestion is that newly released survivors have perks that are unique and fun to use. BHVR does a good job of creating perks for Killers, however.. 4/5s of your player base, if not more, are survivor players. If you are wanting to continue selling survivors to players, those survivors need perks that aren't absolutely worthless.
In fact, you could probably sell some of the older survivors if their perks were buffed.
https://us.v-cdn.net/6030815/uploads/JVVD7KY1T3E7/image.png
Survivor players are not going to buy survivors when their perks are so horrible that they just clutter up your bloodweb.
Remember, survivor-only-players are not buying the killer, they could care less. So the perks for the survivor need to either be fun, such as Distraction or useful.
Even though I play killer more, I do not exactly agree that we need new perks; when we have over 100 perks currently that is being not buffed or Rework to be much better alternative and options. Especially when the meta 8 to 10 perks are left untouched.
Since I played many online multi-player games out there; it should be wise for the Devs to straight up nerf and tone down the meta also; as they constantly buff the weak and mediocre perks, and also Rework terrible and outdated perks that never see the light of day, like any of Ace's luck perks.
Only then, can we truly see a wide variety in many different perks ans different builds to choose from; maybe even more different meta builds beside the lame second chances perks we always resort to. Trust me, as killer; it gets quite stall when I see unhooked survivors SWF running in front of me with BT; knowing so well, that I can simply wait out the timer and hit them, and other meta perks like that.
In a way, I want to see old perks be reworked in doing something brand new and somewhat game changing. I want to see perks like Tenacity have a neato effect, in which you go invisible from a distance after 5 seconds on the ground. Or Lightweight instead blocks the sounds you make with your footsteps, which makes it easier to navigate without alerting the killer by the steps you make, especially in grassy areas.
Also, as a reminder; I think the same can be said for Killer when comes to Gen Regression/slowdown perks also; but I would be fine if that gets toned down, once they changed the meta of Survivor perks; and possible fix up maps to not be too huge and too "safe" for most experienced Survivors.
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@GoshJosh said:
No thanks to removing stuns. Killer stuns, especially while carrying survivors, are already situational and limited as it is. Plus it would screw a survivor out of a WGLF token, and they’re not always easy to come by.
It might also be busted if it lowered basic attack cool down, as it would stack with STBFL. But it might be ok.
You can still get WGLF stacks for attempting saves, and try to go for another if you are a persistent Aultristic Survivor. Body blocking and hook sabotage does still exists, along with picking up your teammates for WGLF stacks. Plus, if you are lucky enough to stun them again, you can currently the save as they end up using the one and only maximum totem.
Of course, I would reduce the BP count from failed successfully saved by half, thanks to New Iron Grasp.
As for STBFL, I understand it is a strong perk with the new iron grasp: but as soon as Survivors realized that it is he running the new Iron Grasp; they either try Harder enough to stun him again; or simple make the recall and let their teammates get hook.
But of course, I would also be down with nerfing it to only give 3 tokens at the start of the match, instead 1 per hook; it would be decent starter perk at the start match when you get very Aultristic Survivors and Survivors on top of pallets.
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If they just removed the distance element and provide the deep mending element also; then I will be fine with it. But really, I would be more down with just removing distance aspects, as it makes going for a risky another loop easy to achieve, especially when they should not be able to make it to the window and Pallet in time.
The fact that Dead Hard gives you a 3rd health state, by pressing E or action buttons; should be the most iconic aspect of the perk; but it should not have extra meter of distance gain when activated.
Your proposal to add a mending change it not really going to matter, since mending timer doesn't go in chase as you constantly run all the time. (Which in my opinion, it is also kinda of stupid; since you are bleeding out and the best way to have a infinite timer is just keep on sprinting?!?) Until deep wound gets more punishing, I am more interested in just removing distance aspect, and it does a dodge animation that allows you to avoid the hit entirely.
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@Notretsam said:
I'm just going make one more blanket post to cover the complaints and excuses that people will make in this thread, even though they know I'm right that tunnelling and camping aren't fun for the survivor you do it to.
Do the following
1) Borrowed time base kit and perk will stack together, and increasing it from 12 seconds to 24 seconds, disable both in the end game
2) proximity to hook penalty is tripled
3) deduction of blood points if you hook the same survivor twice in a row if there are 3/4 survivors in the match
This achieves the following thing
1) It removes tunnelling from the game which is one reason why new players leave, I had 2 friends leave because of this and is 1 new player who posted in the thread.
2) It gives BHVR accurate kill stats that they can use to make balancing changes to help the killer's chances of getting kills, as right now it is difficult as the game is heavy survivor friendly.
3) You become a better and more skilful killer as there is no skill in camping and tunnelling
4) In the end game, you don't have to deal with borrowed time anymore or the unfair proximity to the hook penalty
To cover excuses for tunnelling/camping
1) I play killer as well and have both legendary killer and survivor achievements but sure call me entitled all you want.
2) Most horror movies on which this game is based, don't have the killer killing everyone, so no, 4k and killers winning shouldn't be a thing, the fun is about trying.
3) The changes I suggest only prevent you from tunnelling the survivor on the hook, you can still chase the survivor who unhooked and snowball
4) Yes, I realize the game is heavily survivor sided right now, but that is no excuse to put your own need for what you perceive to be a win ahead of the fun of other players, it's selfish to do so
5) Yes, survivors can play in a cheap way and something needs to be done about that as well, but a killer can play around that for the most part.
6) This isn't just my opinion, its a fact that many players agree with for longer than I played DBD
Now I leave y'all to it but finally, you know I'm right about tunnelling/camping
We might as well call this game, "Survive by Daylight" if your games proposal gets implemented. Another nickname, "Bully the Killler, until they leave the game forever (and never come back) Simulator 2022"
Your changes to punished the Killer's for what they do best at; which is murdering Survivors and removing the best method of winning, which is camping and tunnelling.
It not going to work PERIOD..
Just because you had a small history of losing so poorly and wasting such pointless time in complaining about the Killer's getting too strong for you; doesn't give you the right to complaint about balancing and expecting them to change the ways they play killer. In fact, I would love to see you try playing Killer for a good long awhile, and not playing Survivor; you will see significant difference on how "fair" it is to be the other powerful side. If you lose alot, despite complaining about killers being so strong; then there is something wrong with you and how you play the killer efficiency. If you are certain that what they do is not fun; then you are correct; but you also want to know what is not fun for us killers; being genrush and carry by meta perks.
Until you truly understand both side's troubles; and not admit that both sides have a problems on their own end; instead of thinking the killer is some mindless bot; you are heavily mistaken and not allows to comment about pure balancing, all for the sake of "fun"
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I would have preferred a different change, one that buffs Hex in general and a nerf to Boons.
I would have preferred if Boon Totems can no longer destroy Hex; but instead just disable it; until the killer finds the Boon and snuff it.
This creates a dynamic risk/reward; in which Survivors need to destroy Totems instead of Blessing; in order to completely shut down a killer's Hex. As for killer, it quite convinced for them, as one Survivor is wasting their time Blessing and blessing a Totems in order to keep the hex inactive instead being the smart cookie and just destroy it, and sacrifice a precious totem spawn.
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Bad idea: A DC Penalty needs to exist to prevent the abuse of it; especially the fact a swf teammates can give their teammate Hatch by disconnecting.
I more interested the a Match timer, around 20 minutes before the Endgame Collapse is triggered; especially when no Generators is fully completed, no Hatch has been close, and no Exit gates is powered and open. Yeah, the Survivors will be killed; but at least they get a warning 3 minutes in advanced; and there is a sense of urgency in completing both your objectives instead of playing Hiding Simulator 2022/or cheaters holding the Survivors hostages ans not even starting the Endgame Collapse.
Also, would be nice if the DC Penalties is resets after a month; so that you can gain less timer per less DC. I do get sick of having 5-10 minutes nearly everytime I do encounter cheaters/Toxic SWF whom genrush me with no hooks, map offerings, 4 dead hards, etc.
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@Mandy said:
This is something that was tested initially and didn't work, it felt awful.
EGC is there to prevent matches from being taken hostage - that's the reason it was implemented. A way to end matches naturally, not to give one side an advantage in the endgame.
Previously survivors could just open the door and do whatever for any particular length of time - that's all this is intended to stop. It's the reason that killers can also open the doors now.
We never got a chance to try it ourselves, it would have been more wise to let us, the playerbase; try out this Exit Game Regression and see why it doesn't work as intended. If your goal is to prevent a Everlasting Endgame, in the hands of the killer; then why are there Endgame perks that do just that. To me, the Exit Gate Regression sounds more like a minor Quality of Life improvement for killer as it would prevent Survivors from 99 Exit gates and then need to commit to open it immediately. Plus, it would make wake up and other Gate opening perks more convenient to run.
I would love a technical/logical explanation as to why The Exit Gate Regression is a bad idea, straight from the Devs. Why does it "felt awful?"
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I would be down with massive buffing a mediocre weak perk; considering quite small amount of killers have the ability to instant break pallets. Make a perk that allows to break it faster, as it not that significant enough in chase.
But I would definitely nerf Fire Up, ans removed the faster breaking speed also. Make Brutal Strength being the Pallet/generator/wall breaking perk only.
Fire up can increase the Vaulting/pick-up/dropping speeds with slightly higher numbers instead.
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I always suggest the possibility of adding a cooldown when the killer snuff the perk; like 90 or 120 seconds of not being able to bless it again. As well as allowing the killer that runs Hex perks to gain back a Hex perk, upon snuffing a Boon perk. As not only does it give the killer abit of ensuring that the Boon Perk is not constantly being Bless all the time for a good duration; but.... it creates a difficult decision making for the Survivor on whatever or not, it is worth Blessing or destroying the totem (between having their own Boon perk active at all times, or be reassure that the killer will not have a hex perk again)
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I always suggest if Premonition, that other Useless Spine Chill Varation, with a weird cone in front of the Survivors face as well as the 30 seconds cooldown; should be Rework to do what Spine Chill does; but instead of normal killers, it should detect Undetectable Killer's.
Spine Chill: Can detect Normal Killer's and allow you to do actions faster like vaulting, as normal. But no longer affected by Stealth.
Premonition (Reworked): Does exactly what Spine Chill Does, but it only apples to killers under the effects of Undetectable, when they are looking in your direction. Every 30 Seconds, you get a one second aura reading glimpse of the Stealth Killer's position.
The new Premonition, will be the alternative Spine Chill that helps you fight Wraiths, Ghostface, and many other Stealth killers. While Spine Chill will only be effective against regular killers.
Of course, if the killers is smart; they can sort of counter it by looking away while moving towards the direction to fool it.
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@N8dog said:
I do not want to discourage creativity but this is without a doubt THE WORST idea i have ever heard. Even if you could always heal yourself and perks related to this did it faster this would not be fun at all. The only thing I have a problem with is dead hard. This is the most common perk I see and it fundamentally goes against competitive multiplayer gaming. This perk just takes away the sense of reward and satisfaction killers are supposed to feel from playing well. Rework this perk to not do this and the game gets better. It can be strong...it can be meta... It just shouldn't do this...
Dead Hard is one part of the problem; the others are CoH being too easy to used and get away with like 30 heals for the entire team for one match. Other problems are huge maps, busted strong pallets and windows and map tiles, and the fact that killer need to relie on Gen Regression/Blocking perks to have a average game that doesn’t end in 5 minutes.
Until they dramatically changes those and make killer less stressful and more playable; I sticking to my proposal for base game slowdown! I call it "No Heals, No Gen" system
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@KingFieldShipper said:
As someone who plays both sides fairly equally, I massively dislike the idea being injured making vaults slower. If they love a good chase (like I do), and that gets implemented it literally would make EVERY safe loop unsafe, and unsafe loops/pallets even weaker. It would be oppressive and boring and no one who likes chases are going to give up 2 perk slots to do a normal fast vault.
From a killer point of view, shutting down loops that easily is like, the last thing I'd want because the chase is the most fun part of being killer for me too. I don't want easy downs.
In a way, I respect that chase is the most fun element of the game; and you can still have it. But to be bit more realistic, if you are injured, you should be at a significant disadvantage beside being easily down able. Plus, a good experience Survivors whom knows how to loop and abuse very strong map tiles these days; can make Engaging in chase with them the worse idea for killers. So, there needs to be a nerf to their chasing potential when Injured. Obvious, it is still the Same when healthy, and it not going to matter to your team, if your the one Survivor being chase and tunnel, as the killer is not pressure others.
Plus, there are still perks that can help increase your Survivability in chase while injured, like god tier DH.
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@BabyCameron10 said:
This sound pretty bad ngl. Legion and Plauge would move up to S tier killers.
I think they should just buff Hemorrhage status effect to counter healing. They can maybe start there.
I am not sure where I saw this but someone suggested that the Hemorrhage status should make the survivor loose their healing progress. This sounds like somewhere the Devs should start to change up the healing meta.
As much as I hate COH, nerfing it will just make survivors use the same 4 Meta perks the have been using the past 4 years.
Legion is going to be Rework at some point soon, so whom knows if they keep the "being able to hit multiple Survivors at once" mechanics or not.
If this idea does get implemented, I do not mind a nerf to Plague in which Survivors can waste their medkits to cure the infection too, as alternative source of healing without giving Plague her Corrupt fountains. Yeah, Medkits can be a new counter to Plague, but at least Plague won't be too harsh agaisnt Broken Survivors.... unless they have no medkits and refuse to cleansed from fountains.
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@ReikoMori said:
You do realize there are perks in the game that improve a survivor's ability to repair gens while injured and that you would be invalidating those perks. What about players who run No Mither, they'd essentially be unable to play the game with what you are proposing. What if you get a team of players who simply won't heal you and you're a player who doesn't run CoH, Self-care, or medkits?
There is an excessive amount of holes you gotta cover. Tournament dbd is often highly incompatible with the general state of DBD hence why they have the rules that they do.
I am aware of that, I have been thinking about changing in some of the ways Healing and certain perks can be maded.
*Resilience and No Mither will be changed to have additional benefits of being able to work on gens while injured, as well as help with vault speed.
*The Devs have address Solo Que Communication will be at some point implemented, and it will encourage random teammates to actually work together and be able to survive better together. Of course, that is a separate problem if you have bad teammates that abandon or Do not care if you live or not.
*If my idea is Accepted and implemented, I would also be fine with Self Care being base kit for Survivor, which will still have the same condition of being able to heal without a med-kit. And as for Claudette's missing perk slot, I would Rework the new self care to allow you to heal while running. A brand new animation of the Survivors healing themselves, as they wrap their arms up with bandages. Of course, you will have a slightly movement speed debuff and I am not sure about how skill checks will work while running and healing at the same time.
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@VirtuaTyKing said:
I like your idea on boons and it got me thinking.
Hex's should have something similar as corrupt has on gens at the start of the match!
I don't mean a perk it should just be standard. Otherwise they are trash.
Indeed, my proposal is giving Killer with Hex Builds the ability to gain back their lost totems; thanks to the Survivors Blessing and Boon perks; if there is a very powerful perk like NOED or even Devour Hope/Hunted Grounds bless.... You as Killer can do something about it, by snuffing it.
This force Survivors to make the very important decision to break it faster and ensure the hex is Dead; or be risk taker and Bless for them Boon strength!
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@RakNieborakYT said:
IMO boons are fine. CoH is the issue here. Self heal and speed heal with others are insane.
Exponential seems strong, but you need to be downed in the range cuz getting to the Boon takes some time. Shadow step might seem strong but reveals the boon location at the same time. Dark theory Is a bit of a lifesaver, not actually a big one (I tried using it many times and always ended up as a failure in chases, but that's my scenarios).
I agreed with that, CoH is quite a Issue. But, I feel like even if the numbers are reduced to 0%; it is still a problem that this Boon can always keeps popping up and allow the Survivor and their teammates with quick heals, especially with medkits and other perks to stack with it. Plus, the other boons can be a problem too; even if some them are not that strong.
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Being face camp sucks, having to camp more often especially how very difficult it is for get hooks, and some decent gen pressure seem more like a pipe dream when your power isn't good enough without meta slowdown/regression builds.
The devs have failed on a good amount of occasions/opportunities to address the main complaints and issues with the game's balance but not properly addressing the meta for both sides and taking the immediate steps to properly nerf/rework them to be viable yet not game changing/Broken to used; for like 90% of the time.... for Survivors I am still referring to CoH, Dead Hard, DS (Even with its many nerfs, it has strong uses because of the meta of tunneling for killer), etc. Perks.
Killer's are forced the run same gen/slowdown perks so they have a shot at securing many hooks or achieving the most kills possible. Survivors, are at their very strongest with the many 2nd chances perks for ensure that they do not stay down and die too easy, especially when yoy can stack them together for maximum survivability, way especially in SWF with communication.
But of course, Devs do not want to address it immediately; they simple want to try out new things and break more things in a sense of balance and not take a glance at what it truly in the statistics for most used perks in the game. (News Flash, No one is going to run any of the 100 or so perks in the game; when the Meta is still perfect with no downsides) Also, when buffing or nerfing one side; they failed to compensate the other side as well in balance too.. I still hate those Boil Over changes and also nerfing the most useful addons on weak/mediocre killers.
It maybe a Killer Main ranting; but I also play Survivor too; and I know the feeling of being helpless. The problem is Devs have created a Matchmaking system that encourages Killers to kill efficiency as possible; which in turn lead to camps and tunnels. Asking a killer to not camp and tunneling is not really as easy, as you are asking to not do their Matchmaking or to ask them to throw. In short, the Devs should have Rework SBMM to go for hooks more then kills for killer and for Survivors, focus on escapes and mostly contribute to the team, such as chase and objectives progress.
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First of; I am not a fan of your suggestion; considering that punished killers for something the game heavily encourages a killer to do. Is it not fun for everyone, No it is not; does it help them secure a Win and puts pressure on other Survivors, yes it does.
Second of; there are many others ways to help the killer put, so it more less incentives to face camp; but Devs have not created a good system or even a proper balance for 1 killer vs. 4 Survivors; especially in high ranks. So, get used to it!
The game is does more incentives towards Kills, over towards Hooks; so you better accept the fact that Camping will be fate of every entitled Survivor Main out there; until the Devs make some serious reevaluation changes to their SBMM and offer some significant buffs/quality of life improvement for killers; so that Killers are more likely less frustrated and more merciful to let the saves happen when necessary. So far, they have been doing a pretty good job so far!
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I only play to experiment with the new killers, completely my Rifts, and try to completely my adepts and prestige all of my killers and my main Survivors choices.
The introduction of SBMM into the game, doesn't even help me with the fact thay going for hooks is not even worth my skill in the game; especially I feel it all over the place. Going for kills leans towards more camping and Tunneling which I slowly less enjoy; as I want to have a normal game without too much gen rushing and extend chases. In a way, I want to achieve 8 to 12 hooks as possible; when playing Killer; so I can maximize my BP gain.
Same goes for Survivors, I want to play for certain goals and achieve a certain element of fun or method of winning in saving my team. But, as a salty solo player whom struggled to communicate to Randos, whom does dumb stuff or screw me over; it feels quite annoying and frustrating to live on any further in this game.
Meta perks is still meta, do many new perks yet not everyone wants to run them over the meta; or simple invest in the time and BP to unlock and try new things. Allot of new players I tried to invite into the game, would simply go away or not bother wanted to play; due to the grind, lack of perks accessibility, and lack of communication solo players deal with/or frustrating hard difficulties killer has to endure; while SWF is clearly overwhelming powerful, especially experienced bully squad.
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I want to see Dead Space chapter, crazy enough...
I can imagine the USG Ishimura as the map, multiple Maps diversity in different parts of the ship. (Medbay, Cargo Hold, Bridge, etc.) The Map can feature new Hazards, such as Lockdown rooms every time a Generator is done, or pitch black environment (except for the killer) when a Survivor stays in the same room for too long, like 60 seconds. New animations for doors, lockers; and there will be new pallets, in a form of stack crates. (Just imagine the Survivor runs and drop a bunch of small/medium boxes on the ground.)
Isaac Clark can have his ironic Engineering Suit, or Causal Jacket; and he is the new Survivor.
The Killer is the Marker, which can summon Necormorphs; which has a power that revolves around changing different Necormorphs types of creatures for many unique Playstyle options. Npc might be tricky; but I would prefer if the player can harvest bodies and change forms.
Survivors will have new mechanics, such as the ability to wield weapons against the Necormorph killer. They can decide on a risky Melee weapon to attack the killer directly, or used a limited ammo Plasma Cutter gun to hit the limbs and cripple the momentum of the killer and their strongest abilities & Necormorphs. There are supply crates on walls or lockers; that allow you to reload or restock on a new item; but you cannot take your medkit or flashlight; if you want firepower.
Not all Necormorphs types are available, but with specific addons, you make the Necormorphs be any particular Necormorph and play along with their strengths and weaknesses; along with two powerful ultra red addons that either randomized the Necormorphs choice or.. play as a Boss level "Regenerator" Necormorph that is impossible to cripple and can be the most dangerous Necormorph of them all. You got Lurkers that can be small and hard to see with ranged attack, yet easy to kill; you got Necormorph, you got standard Slasher that can pounce and break pallets instantly; you got Pukers that deal Range damage over time; you got a good rooster to choose from in one killer.
Another mechanic for Survivor to fight back, is to tinker and go near the Markers itself; as three of them are all over the map. Go near the Marker will prevent the Killer from touching you or harming you from a distance; but.... the Marker will cause a new status effect such as Insanity, and will hurt you and make you see misleading things, such as mistaking other Survivors as Necormorphs also. Harming the killer or damage the Markers; will be the best options to Supresss the negative of the status effects.
Ohh as some added bonus, Iconic Dead Space's Twinkle Twinkle Little Star song could be made for the menu, any Survivor (might be tricky with certain cosmetic or licensed characters, would be nice if all original Survivors get their own Dead Space's cosmetic with a function Health RIG), will have custom Health Status Rigs on their backs with Iconic sounds of Flatline when Dead.
No grand perk ideas, but I would love perks that help Issac be the best Survivalist and Engineering. And for the killer, to spread Chaos and be overwhelmed powerful when not taken seriously. I even like the idea of a hex perk, that gives the killer the ability to apply Exposed status effect to every Survivor whon stuns them; or manage any altruistic plays. It like Noed; but it only applies as soon as the first unhooking or first stun is maded; and it only affects the Survivors whom tormented you in chase.
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I have no idea why not alot of Ultre Red addons are not gameplay changing or unique which offers something strong or fun to the table for that specific killer. If only they are giving enough significance buffs/reworks to make them significance and unique for a specific playstyle.
One example: Huntress's Solider Puttee.... Having Increased Movement Speed while hatchet less is not that significant enough in every chase and it would be nice if it instead make that base kit for Huntress, considering how difficult it is in some maps where locker spawns are difficult or distance to find. But Proposal Rework, would be to give Huntress with no Hachet having no Lullaby Terror Radius, in a way, creating a Stealth Huntress and can be used for specific builds.
Another bad addon, Waterlogged Shoe... Slight Increase Movement Speed and applying the Hindered status on Survivors Triggering your traps, at the cost of no teleporting; it is quite worthless. If only, the Movement Speed is quite significant, the Hag can apply a exposed status effect for a short duration on any Survivor whom Triggers the traps, pr something else significant to her lack of teleporting, would be quite significant. Heck, instead of Exposed, why not make the Hag be completely Undetectable status effect when using this addon.
There are some more like it, that offer no significant value and benefits to be worthy of a Ultre Red addon; considering how rare the addons are to spawn in the bloodweb. They need to be significant powerful or interesting new mechanics for the killer using it.
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If by chance they make a new Boon Totem, would be neat have a Boon to help with unhooking yourself like Deliverance, or another that helps with recovering exhaustion at double the speed and recover while running (double the time it takes to recover), like Vigil, but with added bonus on recovery while running.
If you are wondering the speed boon vigil perk concept, if a tier 3 exhaustion perk is used, the normal 40 seconds will be turn into 20 seconds when walking and standing still; but when running inside the Boon Radius all the time, it takes 80 seconds to recover. It can have a slightly increase boon range; but it will be situational to used. Oh, and it doesn't stack with same perks effects.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2828475#Comment_2828475
I'm gonna be honest, I don't really trust BHVR to handle DID (especially not after the Nurse Tome disaster) so I'm really not sold on that idea.
Neither do I, when It comes to them balanced the game. But they do most of the time gives us original unique ideas that stand out and give us the brilliant creative lore aspect.
I do wish though, Behavior not only does a better job at listening to Playerbase feedback and properly gives us some significant Quality of Life improvement changes; but at least give us a fan made submission chapter too.
I kinda want a chapter idea, created by the fans and then be embraced by the Devs to fully implemented into the game.
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I always wanted Breakable Walls to be reworked to function more as Buildable Walls or pallets; so that Survivors have the means and tools to to create their own defense. Allow them to strategic invest in some time in building their own effective loops to waste even more of the Killer's time to destroy or be looped.
If there is a certain doorway that can be blocked with a typical Breakable wal, the Survivors can build it in 20 seconds. Did a Noobie got Shack Pallet destroyed way too early; you can repair the lost pallet with a brand new one for like 20 seconds. You can have new perks or used toolboxes or a new item (Hammer/toolbelt) to fix up and speed up the build effects, or offer new effects like increase stun time or reduce pallets/walls strength for bp
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/312038/new-chapter-lore-concept
That's kind of interesting...kind of like the movie "Sliding Doors" where we see two different paths by the same person just for missing a train one time. The life of these two people (although the same person) went very differently.
It's an interesting concept, which of course now has me thinking of parallel universes.
Like a split personality disorder type of killer; one whom thinks they are just another lost soul in the Fog; but in reality a malicious inhuman individual whom betray their "friends" to the Entity. That would be interesting concept
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2820505#Comment_2820505
Killer honestly needs a reason not to try to tunnel/camp someone out of the game. Like more built in bonuses for hooking a different survivor each time (or at least hooking all of them once). Like Grim Embrace, Make Your Choice, BBQ, Devour Hope. Those perks incentivize not tunneling, but they're kind of weak or easily played around on their own. Might be worth considering making some sort of benefit base kit that helps get killers away from hooks without making it a game throw.
If only the Devs make that happen; I used to be all on boat with Going for hooks more then kills; all for the BPs and satisfaction of winning this way; until Matchmaking system came.
Now, I am lost my respect for the Devs, for making Survivors Lobby so hard to load up as a Solo player; and playing Killer, despite being so easy to load up; it just very frustrating, difficult to play Causal, and camping and Tunneling is completely "norm"! They do not make enough efforts to balance every single weak to Normal killers to have this Map Pressure, lethality, or even mobility to compete with a 4v1, huge maps/Broken loops tiles, and frustrating of the meta perks Survivors constantly run majority of the time.
DBD needs some serious Changes for killers as well, when they also balance Survivors too. If they are Goin to remove Camping and Tunneling, do something huge and drastic for killers to be compensate in it. Like I don't know; basekit Corrupt Intervention and/or Pop Goes the Weasel to reward killers with hooking and leaving. Offer my power and strength to each Killer's power so they can be quite a threat in the hands of skilled players.
I still stand by keeping Bubba's ability to down multiple people (to punished grouping) and also his ability to do multiple chainsaw sweeps for anti looping potential in chase. But, he not really as fast as Hillbilly, the tantrum is quite a hindrance, and face camping is powerful strategy.
If I were to make other buffs to compensate more on map Mobility and Pressure. How about..
*Bubba can used Tantrum to bump into Generators and cause damage and small regression for each sweep he makes on a active Generator. (If the gen is already regressing, it will not regress at all).
*Or you can make Tantrum have the extra benefits of not just crashing agaisnt Generators but also standing pallets too, to break them. This makes him quite useful in wasting bit of time early game to break specific strong pallets and make the loops useless.
*Bubba could even have basekit Mangled Status Effect for using chainsaws; so they can have time to make them injured longer and healing takes longer too. I do not know why not having any Hillbilly or Bubba's chainsaw have a unique mending/Mangled Status Effect be basekit; since they have a Mallet weapon also. It should rewards killers with not just Goin for instant downs, but leave them alone abit so they waste time healing, especially CoH healing is strong.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2819646#Comment_2819646
Honestly, the only difference is that instead of face camping the bubba would proxy camp. It wouldn't change anything in the long run except possibly bring into existence exploits survivors can use that doesn't actually make the game's state any healthier. Honestly, what Bubba needs is stronger map pressure that doesn't rely on camping.
The Problem with that, Bubba is among many average killers whom do not have any decent Map Pressure beside relie on Survivors being too Aultristic and being so close and nearby the hook Survivor, especially the basement. Survivors Mains does not simply ignore the pleads of their teammates on hook; same can be applied to Bubba's ability to simply use that Aultristic behavior for easy downs and hooks and kills.
Although, if the Devs truly cared about Giving Killer's a incentive to not face camp or play that way; they are doing a terrible job with their Kill/Escape Matchmaking system which encourages and rewards the Bubba with his best power for that. Why be so frustrated and give Survivors and many unhooks and many opportunities to escape and win; then you could just stand there with a power that can even down multiple at any time.
I still stand by Bubba's amazing power because how unique it is; but if you hate face camping this is the best way to address it; or makes Maps smaller and easier to patrol. (Which the Devs have fail to do with their latest map Varations)
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2804461#Comment_2804461
People would just loop hooked survivors.
Again, that is the Survivors fault. Sure, they can get easy unhooks; but if they commit to the unhook soon; Bubba can still have some charges in his chainsaw. Plus, they can still m1; with or without a power. Plus, as a added measure to incentives less camping; Survivors are also discouraged to be swarming too close to the hooking an the hook Survivor, when the killer has already finished the hooking.
How I see it:
Bubba down and hook Bill in the basement.
Meg is nearby and planing on doing a save.
Scenario 1: The Bubba is face camping, and is not in chase or looking for other Survivors.
In this scenario: Bubba's chainsaw will lose charges to ensure that will have no instant capabilities and only has a m1. Meg can easily used Borrowed Time and save Bill and ensure that they both can get out, especially if they also run a dead hard od good at Juking.
Scenario 2: The Bubba has left, allowing the Meg to sneak and get the save for Bill. Might still have Borrowed Time, but will risk Bubba Returning with a still Full charge Chainsaw power, because they can still down multiple Survivors in that place.
Scenario 3: The Meg gets very cocky and thinks they can easily go for the save way too early; right in front of the Killer's face before they have a chance to leave. This triggers the chase music on both end; in this Scenario, the killer can still down the Meg and Bill too as she is being dumb or greedy and put herself and her teammates at the killer's hands can still have chainsaw power left.
This proposal of mine will solve Bubba's Face camping problem; while still keeping his amazing power strong. (And yes, I feel like some of the problems are not just stem on the fact he can down multiple people at once; but more on Survivors getting too Entitled and thinking it is perfectly "smart idea" to unhooked in front of the Killer's face; especially if Borrowed Time is involved! That is just simple, a Survivor Mistake that needs to be punished)
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I say, don't do that. I love the whole bring able to hit multiple Survivors and being a very strong anti looping killer. It what makes him very powerful and strong, when dealing with Survivors when group up, especially when close to hooks when he is nearby.
But if you want a proper nerf, just make it so that when he is within 16 meters or less near a hook Survivor, which includes basement hooks. The Killer slowly loses his 1 charge after 8-10 seconds , as it will make him lose his power and become a regular m1 killer. The Bubba would need to leave the hook area and make some distance to gain back his charges, in order to somewhat have a function power if he leave and give Survivors a opportunity to save. Obviously, if the Survivors saved and refuse to flee and group, ans Bubba returns; they should have known better as he will have a function power.
If this nerf goes through, I like one more buff for Bubba, and that is making Bubba's chainsaw being able to shred through the pallets and be able to damage a Survivor by only one health state. I kinda want one of Hillbilly's Lopro Chains addons to be base kit on Bubba, so that he can be an much stronger anti looping killer then before, if you have more charges.