Dream_Whisper
Dream_Whisper
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300323#Comment_3300323
A rare occasion where we agree
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300429#Comment_3300429
This is borderline too much, but it might be still OK. Considering also proposed nerf, this could actually work (the nerf is especially important, because "bugfix" part was one of a few things how to get out of basement if trapper camps and closes basement in shack)
I think all of changes would be fine, considering I am giving options on one of the several options. Obviously, I am addressing all of the key issues that makes trapper less viable and also addressing one of the major issues in facing again trapper.
But Giving him all of these buffs:
*adding punishment for injured survivors agaisnt traps
*making traps difficult to notice by Survivors and easier to access for the killer
*adding rewards with successful catching a Survivor with temporary speed boost
Which is also why I am going along with nerfing the unfun part of trapper. Which is basement trapper; as for the survivor end; it not easy to have safe rescue. So, that is why I am making it nearly impossible to trap the doorways or have traps be anywhere near the basement if possible.
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@MrKrabsArgArgArg said:
I would say the trapper should get the following
- Carry all of his traps at the start
- Two traps on the trapper's person can be pre-armed for quick deployment
- Reload speed of the two traps on your person the same as those on the ground
- Survivors releasing themselves from a trap without help inflicts mangled, hemorrhage, and deep wound, this only impacts survivors who escape on their own, and not all survivors, so the add-ons currently in place are still able to be used
- Traps have a minimum 2-3 required escape attempts
- May be a bit controversial with this, but I think Bloody Coil should just be base kit, and instead injured survivors attempting to disarm traps with bloody coil are put into the dying state
Interesting, but too strong.
Trapper is F Tier when it comes to the many counterplay with him; especially with SWF. Here's what I will do:
*Trapper should have access to all of his traps, by either one of these three basekit options.
Option A: Basekit Purple Sack Addon, without the penalty of leaving traps stuck where you place them.
Option B: Make Bear Traps spawn more often in the center of the map, and no traps should spawn in the corner of the map.
Option C: Traps only spawn in lockers, Trapper can reload just like Huntress/Trickster; yet the catch is there is maximum bear trap limit to how many traps you can have in the map 6-8, I think. Any disarmed traps will respawn in the locker, everytime you reload.
*Injured Survivors Falling for traps need to be severely punished, as there is no risk for Falling for it, besides notifying the killer.
Option A: Injured Survivors get either the Deep wound, Broken, or exhausted status effect upon falling for it. These afflictions can be ignored, if the other Survivors are nearby and come assist their Trapped Injured teammate.
Option B: Injured Survivors can still rescue themselves, but now be at risk of being put into the dying state. Unless a teammate is nearby to assist them escape. Basically make the honing stone purple addon basekit, but only to injured Survivors getting trapped and escaping on their own.
*Traps are way too easy to spot, as the new graphical updates in maps which kill grass and more bright maps. Not to mention, survivors items like keys and Maps can be used to located all of Trapper's traps.
Here's what we should do:
Option A: Bring back tall grass, especially near windows, loops, etc. Anything in the environment to help cleverly camouflage the traps placements.
Option B: Make Bear Traps disappear on sight, until a Survivor goes with a small range within a trap location and it will be revealed from invisibility. A Survivor outside of chase can easily spot the traps in advance and disarmed; while survivors in chase will need to be more mindful of where Trapper set his traps or go to loops outside his "territory" to maximize survival chances.
Option C: Remove Survivors's abilities to detect traps with items like Key/ maps. Another nerf, but it makes Trapper strong and not exploitable by SWF with items.
Other quality of life improvement/significant buffs to make Trapper much more better and efficiency, I would love to see.
*Trapper's successful traps would give the Killer a Temporarily Haste speed duration; which gives the killer bit of reward in catching up to survivors, everytime they screw up and fall for a trap. You can used the limited speed duration, to get to the trap Survivor location if they are across the map; or used the speed to finished up a chase you are trying to finished or get a free hit. The effects can last for 3-5 seconds; and give him a minor 5% increases movement speed.
*If Trapper gets a pick up Bear Traps from lockers added to the game, I would love to see new mechanic in which you can set a active trap inside a locker, for malicious plays agaisnt locker survivors whom don't suspect the locker to be dangerous. Imagine, how Victor from Twins can shut a Survivor inside a locker; but in this case; a Survivor gets injured or even down if they jumped inside a rigged locker or even trap for limited time.
*This is a bug problem, but I don't think Survivor should abuse the whole "I am disarming the trap but not really disarming it" so created a opening for a 2nd Survivor to walk right through the trap, as their teammates "disarmed" it. If thay gets patched, and make survivors walking through armed traps with teammate help impossible. That would be fantastic.
*Okay, now that I listed all the buffs, I will add one major nerf, to help combat Basement Trapper, as it not easy for saving survivors. That one nerf is Bear Traps can no longer be place inside door opening. Pallets outside the killer shack, and even window should be fine. Or at least, make the basements range in which you cannot place a trap in a certain range. And if it detect pre set up traps, the traps will be disarmed automatically.
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Step 1: Don't go near the hooks or Killer as they are carrying Survivors.
Step 2: Run far away or hide very carefully; wait more then 30 seconds
Step 3: You are safe now, as you just counter Starstruck.
Also, if a killer is running Starstruck, always suspect they are running a increased terror Radius/aura reading build, especially if it is a doctor and Wesker.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298851#Comment_3298851
Again. Map offerings bad, because I play killer. Seeing survivors in lobby and their items is good and no more RNG is desired, because I play killer.
So again. You can't have cake and eat it too
Exactly, the Survivors absolutely has a much bigger advantage when it comes to Map Offerings. Even though certain killers can play their own map offerings, I don't want to as I need challenges/BP to complete (unless their is a specific map I need to maximize my chances of adept Achievement as killer)
Here's the reason why Map Offerings favors Survivors more.
Scenario 1:
*Survivor A used a Map Offering for Coldwin farm
*My Killer, Doctor, used Lerys offering; because we have a terror Radius build.
*Survivors B also used Same map offering; now the game is a 50/50% chances that you either go to Lerys or Coldwin, but my I am pretty sure the chances leans towards Survivors getting Coldwin because two Survivors just threw in same map offerings, so it must stack 100% to 200% chance; or about 2/3 chance to go to Coldwin vs. 1/3 of The Lerys.
Scenario 2 (Most common): Killer like me goes for BP offerings all the time 90%; The rest of the survivor are also BP, but their is always the one Survivor whom will throw in map offerings for worse maps. (Coldwin, Bedham, Dead Dog Saloon, etc.) But of course, this doesn't help with that fact I can suspect the one that brings this map, are usually the ones I can ignore; as I have difficulty trying to catch them off guard. Again, they will have the perfect build for this map, which is why rng needs to exist in the game so that the perks you bring doesn't always benefit you greatly.
Scenario 3 (Rare, yet impossible to deal with): You have a true SWF team, whom swapped their Survivors at last seconds; they brought multiple petrified offerings (make hook spawns far), one map offerings with the worse hooks spawns like midwhich and bedham; and will be a sabotage squad, with soul guard, Boon CoH, etc. Pretty much builds that scream "impossible to hook me" and "slug me and I will keep coming back to haunt you"
These builds wouldn't be so oppressive strong when the maps are not designed perfectly in killer favor at times. I am not screaming buff killer, but the map rng is so messed up that it wouldn't be so fair if cannot ever hook anybody or find any Survivors or even succeed in mind game in chase when Survivors exploit the maps' imbalances and give their builds a advantage.
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I would have preferred if rng is core aspect of Asymmetrical horror game that is DBD, and map offerings kill that vibe as it gives one side a significant advantage. If only the devs bother to Rebalancing maps, especially the Survivors sided ones; then I would absolutely fine with maps existing in the game.
If map offerings have to be reworked instead of removed, I would lean towards making map offerings go 100% remove the chances of going to that realm of maps. (A player burns a map offering RPD badge, will now make the map of Raccoon City Police Department maps impossible to go).
Same can be apply fo the sacrifice ward, make the spawn rate just as relevant as regular map offerings in the Blood web; and give the other side the option to reject map offering and that you can go to that map regardless.
My problem with Sacrifical Ward offerings besides the rarities of gathering them; is the fact that they do not even work all the time. There was one game or two, I encounter a SWF team whom used a map offering Coldwin farm. I planned ahead and suspected they were going to used it, as I saw their TTV name and saw their clone Dwilight team. I used a sacrifice ward at the last second, they only burn two offerings. I pretty sure the description specifically that map offerings will not work, if the offering is used; and I was confident they didn't all 4 burn coldwin map offerings.... Load into the game, and well... I am in Coldwin farm now -_-
(Not sure if this is a bug or this is asymmetrical game being so much in favor of that swf at the time; but it annoying that map offerings are quite overpowering as one Survivor can literally give their hold team a advantage; while most of used are using BP offerings)
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Firstly, no! Huntress is fair and balanced, especially the hit box being slightly big.
Second, if you are being chased by her, you should be constantly focused on her position, especially when she holding a hachet and getting ready to throw! Plus, the audio cue is distinctive enough to know she is about the throw it. You can hear her grunt, the Hachet shine sound (which let's you know that she is fully charged), and the very loud grunt and whooshing sound as she throw its.
If you are not looking behind you as she chasing you, you have no one to blame but yourself for refusing to use commonly game sense and should be aware of what she doing.
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@Milo said:
I feel like, having the ability to start a hunt whenever you want would be a bit too strong, depending on how it works? (where would the guard spawn? Cause if from the location of Knight, then that could be considered weak)
It would definitely be alot better then just standing where you are; but really it is more of a problem due to the fact survivor can see you using your power without stealth play. The devs expect you to play the killer in concept, to patrol and summon guards to make the Survivors stay away or waster their time; problems the guards are too weak in chase unless the Survivors is running towards them or decides to stay on the same loop as the guards; and even then; they can still the big green patrol line and guards detection range and just runs away.
Basically, my problem with playing as the knight and using his power; is that he has too many visually clues and information to the Survivors and gives them so many counterplay to just simply Hold W to win. Either this, or simply remove the patrol route and Detection ranges of the guards. Survivors should be making predictable guess on where the Knight is using his power, and try to figure out which way the guards are going, which guard is he using, and what's should I do, run or loop? The Knight, the guards themselves, and the banner ; should be the only visual cues survivor should see and counterplay.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298057#Comment_3298057
Actually saves might do it. They're inherently limited and it's good to encourage teammates to do it. Not sure about the exact numbers but it seems doable.
Even with that it's got the potential to be oppressive toward already low tier killers. A bad shack chase can cost you the game as legion or doctor. Multiply that and it's just untenable.
Then how about this!
New Perk: Handy Man
You gain the ability to rebuild only one Destroyed Pallet for the rest of the trial, for toten of 3 saves from hooks. Once all 3 tokens are meant, you can only used this perk once and consume all of the tokens; the perk will then be deactivated upon completion of the Pallet. The Pallet building can take 30 seconds, but it will be set up in a upright position and be promoted to be drop when complete.
Sure, Survivors could stack and bring all 4 perks, but each survivor will need to at least gain 3 saves by any means; if the killer was able to kill the survivor early or no body dare make the save before the next stage is set; it limits the chances of this perk being used to rebuild Shack Pallet or any same God pallets.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298006#Comment_3298006
None of that stuff is risky. How to escape chase? Run to any part of the map with no objectives for the killer to patrol. Use sprint burst. Most smart killers will have to break chase and go elsewhere. Especially ones without mobility. How to stun? Vacuuming pallets is trivial. Forcing killers to hard respect every pallet or the shack pallet comes back is a lose-lose for them. Gathering pallet pieces. Nightmarish on the game or badham. They have so so many pallets and so many of them are impossible to play around. And how does it work if more than one person has the perk? If it's just tokens for each pallet broken then that's potentially 4x pallets rebuilt which is nightmarish. If it's gathering materials from broken pallets then if multiple people bring the perk it'll feel really bad to be competing for those resources. There's just no way it's workable.
Then what's your better suggestion, do you need saves in order to gather pieces to build one pallet, does a Survivor need to take several protection hits in order to gain back a pallet, or possibly a brand new mechanic that involves wasting time in one location to build a pallet back from scratch. I am would be more then down implemented this perk mechanic, if it means Survivors are not being productive on gen repair time and focus solo on building a wasted or new pallet spawn for a considerable amount of time. If it takes 60 or so seconds to recreate the Shack Pallet; fine with me, as that is one Survivor not doing a generator.
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I would have preferred something entirely, like getting hit with a exhaustion status effect or temporary hindrance. Because, they are vaulting the same location multiple times outside of chase; and well; it would make logical sense that it is a pointless and quite frankly tired some nerf to spam rushing through windows and pallets, to make annoying noise.
Personal, I don't care if a survivor wants to do that, to get my attention; as I would simply ignore it; but the Endgame can be quite annoying when the Survivors have achieve their victory and spam rushing while near open exits gates. Trying to get my attention to teabag.
But, if I could... I would love a evil buff to killer, that Survivor spam rushing near open exit gates, will be hit with the Incapacitated status effect for 15 seconds. >:D
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@YOURFRIEND said:
Letting survivors make new God pallets at will is problematic for extremely obvious reasons.
I would only be fine with it, if it means Survivors need to take very risky plays; like for example... for every 3 or 4 pallets drop and destroyed; you can gain the ability to repair one pallet in the game. Or you need to escape chase or need to stun the killer or anything very risky. I am always down for perks that have gamble, and provide high risk and high reward. Obviously, I don't want Survivors to equip this perk, to constantly rebuild God Pallets everytime you break it
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I would prefer if the devs actually bother fixing map imbalance and the hooks spawns more then giving killer back their lost hook upon successful sacrifice a Survivor to the Entity.
There is a good some of maps where to hooks is either spawn to far away from each other, or spawn way to close (like Haddonfield, in the corner of the map; there are two hooks that are literally less then 8 meters apart); or simply hooks that to far away from exit gates or down another floor. Back then, Raccoon City Police Department had the nightmarish Library section where there were no hooks at all inside and the nearest hooks was more then 16 meters away. Survivors can easily exploit boil over, flip-flop, Unbreakable, no mither, etx. And camp at the top of the 3rd floor Library staircase and make themselves unhookable. (Thank God, they blocked up the staircase and Rework the map to be less painful for hooks)
Even thought it sounds like a good change, it would indirectly nerf sabotaging as it makes camping the same hook much more easier to pull off. So, yeah... the only hooks that should never be sabotaging or destroy by the Entity should only be the basement.
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That would be fun new game mode for DBD; all killer, Survivors, maps, etc. Will be completely randomized by perks, items, offerings (except for BP), and map. It would create a unique situation in which all the players in that match needing to adapt to whatever build they are stuck with and play. This game mode could always give everyone 100% BP for all their actions. It would also allows players whom normally cannot play a certain killers or Survivors behind dlc (except for license) to get free Unlocks for perks they can never used, and would be fun mode in which killers or Survivors Don't keep their meta builds (unless the randomizer gods have gifted them to worse (best) combination)
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I guess, for special Halloween theme vibes even if it doesn't give them a gameplay significance advantage. Obviously I wouldn't wear it all the time. But, hey; you can still instant down if you find any nearby obstacles and attemp to stalk fast enough in order for you to 99% their progress and then you can instant down that way. Maybe at that point, stealth doesn't matter; but if I wanted to do stealth and instant down; I most certainly wouldn't use that skin for that purpose.
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Sounds like you never heard of a Survivor Perk called Distortion, it helps you counter Lethal Pursuer and all kinds of nasty Aura Reading perks that buff it.
If you do not like it so much, just learn to focus on the first 30 seconds of the match. If the killer happens to find you, you should book it and be near a loop with a pallet anyways. If you are lucky after first 10 seconds, you should only hide in a locker when the killer is getting close by Terror Radius. Stealth killer is not a good idea, as they will listen to you and think like you.
Also, if you have a problem with aura reading; he is some tricks to help combat it if you don't want to run Distortion or any aura blocking like off the Record.
Nowhere to hide: Do not be anywhere near 24 meters of the generator the killer is kicking. If you can hear/see the killer close to you and about to kick it, move far away from them.
Barbecue and Chilli: hide in lockers for more then few seconds, just before the hooking happen.
Nurse's Calling: Don't heal, unless you are certain the killer isn't even near you; unless you are running Boon:Shadow Step/CoH combo.
Awake Awareness: If the killer is Carrying a Survivor, and possible running Starstruck too; you can guess that he as seen you in their terror Radius.
Bitter Murmur: if you happen to be found by the killer while hiding when a gen is pop and fixed.
Blood Warden: That perk that block open exits gates, as the additional hidden benefit of revealing any Survivor aura inside Gates. (Inside gates, but not outside of it)
Darkness Revealed: Don't go anywhere near lockers by 8 meters.
Deerstalker: You need to be slug the whole time and be close to the killer.
Discordance: (Not affected by aura reading, but worth mentioning) Do not work on gens with other Survivors together, even if prove Thyself is in play. The Killer getting close to you, probably is running it.
Gearhead: Don't do Great Skill Checks, not a common perk to see; but if they find you; it probably this or some other aura reading perk.
Grim Embrace: If you are the obsession when the killer has hook all 4 of you at once. Then you know why.
Hangman's trick: If you are a sabotaging or hiding close to the Hook the killer is Carrying some other Survivors; you know why.
Hex Face the Darkness: If any Survivor gets injured, and you happen to scream why outside the Killer's terror Radius; you can be he seen you. Also, it is a hex Totem, so you can choose to cleansed it.
Hex Retribution: Don't Cleansed and Bless any totems, Hex Perks; and if by chance you did; be prepared for 15 seconds of being detected!
Hex Undying: If you happen to be standing near any Dull Totems (totems that is not lit); you can be seen by the killer briefly.
I'm all Ears: Don't fast vault in chase or near the killer; unless you have to.
Lightborn: Don't ever used flashlights!
Nemesis: Don't Stun the killer by any means, and if you did and you happen to become the obsession; you are revealed for a few seconds.
Rancor: if you can see the Killer's aura when a generator is done; and everyone can. You can suspect he is running this perk; but also be careful when the Last Gen is done; especially if you are the obsession, as you are easily instant down and moriable!
Scourge Flood of Rage: Be careful when unhooking or other unhook Survivor in general; the killer may have already hook that Survivor on a certain hook and get valuable free aura reading on all Survivors for brief time.
Shattered Hope: If you are a Booner (you like using Boon Perk, especially COH) and the killer not only stomp your totems but destroy it; while you are close by! You should no better then to stay close.
Territorial Imperative: Don't go into the basement at all, unless you need to save a Survivor. Definitely better go in there when the killer is near but not too close. Weak perk that is not common!
Be aware that all of these perks that I listed to you, have pretty situational uses; and if you refuse to counter with perks like Distortion, Off the Record, or even used Object of Obsession to see the killer revealing you; you should always react and be more aware of what the killer is possible running and be thinking of a plan to avoid detection or reacting to the Killer's approach. Other words, get good at chase and looping; be constantly aware of the Killer's perks and location, and do not complain about how strong their build is and asking for unnecessary nerfs!
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@MrBendiix said:
With the nerf from 5 to 3 seconds, the perk is weaker as it probably should be, but on high mobility killers it is an issue.
In the current meta, the game is more camp and tunnel heavy than in the past and it does not seem to really stop any time soon I suggest a partial unnerf to DS but in a different way.
Change idea: DS still only stuns for 3 seconds. But the killer you used it on, their power goes on a 5 second cooldown. So against an M1 killer, that does not rely on their power in a chase it makes no difference to the current version.
But a killer like nurse and blight and spirit, has to wait an extra 2 seconds before using their power, making DS more like the old version versus those killers.
I'd love to hear other peoples thoughts on this.
Also, Happy Holidays to everyone :)
Not a bad idea, I always stand by the fact that High mobility killers, that has power that relie on tokens like Nurse, Blight, etc. DS should make them reset their tokens or go on a cooldown to make it punished to tunnel.
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My problem with Undetectable Status effect on Demogorgon in particular, especially addons; is that it only hides the red stain and Terror Radius; yet doesn't nothing with the portal opening sounds that is sort of map wide; as well as his monster footsteps he makes which always gives away his location as he is approaching. If only Undetectable status effect blocks all sounds the killer makes, so that Survivors would need to visually see the killer. Same goes for the portals, the Survivors would need to be within close proximity of a portal in order to hear the sounds of the Demogorgon coming in and out; instead of a map wide notification.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/358286/nemesis-changes
I am a Nemesis Expert. The best change for this killer would be to do one of two things :
- Keep the tier up whip system as it is but make it so that on T3 he injures+infects with a whip attack.
- Remove the tier whip system and have him play with one whip length the whole game.
Of these two options #2 makes the most sense. Change Nurse to be a "tier up" killer. She only starts with 1 blink until she has blinked and hit survivors with that blink three times. Then she gets two blinks.
Along with this have Zombie AI changes:
- Zombies now get scaled % movement and detection rates based on map sizes. Any map that is 9000m² or smaller will have a 1.0 effect. For 10,000m² maps increase zombie detection range by +6m. For 11,000m² maps make zombie detection be +12m. Double all detection rates when a survivor is infected. Give Zombies a 25% movmeent speed buff on 10,000m² maps and a 50% movement speed buff on 11,000m² maps. (or we could just make all maps be no larger than 9000m²).
- Zombies don't get stuck. Ok it's not that simple - so have them respawn immediately if they just got stuck. Give them a "sprint burst" effect and a detection boost if they had just gotten stuck and respawned.
- Make Nemesis able to clip through his zomibes
- Make the zombies "killer sized" so they cant get stuck in all the places they get stuck now.
Finally you need to rework like 90% of his addons.
- the pink addon for zombie movement speed should be something like : +50% zombie speed every time a generator is completed for the rest of the match. That would mean that zombies would move at 250% speed when all gens are done.
- Change Plant 43 Vines (green addon) to be : -1 vaccine per trial.
- Change Broken Recovery Coin (purple addon) to be : -2 vaccines per trial (formerly -1 vaccine per trial)
- Change Licker Tongue (green addon) to be : -2% movement speed if infected
- Complete rework for : Visitor Wristband, Admin Wristband.
- Change : S.T.A.R.S. Field Combat Manual to reveal a survivor's aura for 6 seconds when a zombie initiates a chase.
- Chane NE-a Parasite to not have a duration. If you are infected then you are oblivious.
- Double the duration of killer instinct for : Damaged Syringe and Adrenaline Injector
Exactly, Nemesis is bit underwhelming when the rng of his zombies is not in his favor. Getting stuck in obstacles, not patrolling areas that is more likely has Survivors, such as a Survivor working a generator and making sound; or a Nemesis in engaging chase with a Survivor. It would be nice if the zombies despawn if stuck in a tree or obstacles and respawn elsewhere, and preferably if they can patrol close to Survivor's that are doing actions or making sound; such as repairing, unhooking, Healing. Also, a bonus if the zombie can find Boon Totems too, as they generate loud sounds.
And if possible, make it so that being hit with the tentacle and infected but not injured should not give you speed boost. It quite annoying when smart Survivor can exploit zombies in chase while healthy and not infected, to use them as a speed boost to get away to the next loop in chase. Either being infected while healthy should not give speed boost, or make all attacks that infected you will injured, doesn't matter if it was a zombie attack or Nemesis tentacles.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294365#Comment_3294365
(the response also applies to you, so I am marking you too even if not all points are direct response. But yes I agree that 1-sided games are not fun no matter if you are winning side or loosing side or if you win that game in the end or loose it)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294671#Comment_3294671
1, soloQ is the hardest role by HUGE margin. You can argue killer is more difficult then playing in SWF and you might be right in higher skill cap, but overall there should be no dispute soloQ is by far toughest role. Ask any streamer with over 3K hours that plays at least marginally both sides and I am pretty sure they will agree with me. I would personally argue survivor is always tougher role, but sure that's debatable. SoloQ is not. At current state I will not touch soloQ with a long pole until devs actually fix the game.
2, I presume stats will end up suggesting nurse is weakest killer of them all, because she will so often 4hook kill whole team (after 2 minutes in game and absolutely precisely 0 camping or tunneling). And I said it in different thread already - there are many more killers like nurse in this specific regards. Condemn onryo or meyers are another good examples (they will win the game at 0 hooks). Hook counting is maybe even more flawed statistics then kill count and that should hint a lot.
3, reason why many killers THINK survivor is OP IS camping and tunneling. By playing basement bubba as a pretty much beginner player (say 50hrs), you will skip all the survivors that are just as bad in chases as you are. Meaning suddenly you will soon face 2K+ hrs survivors that will just never give you the chance to camp/tunnel. What is the take you get from the game? Survivor is so OP and maps are so safe that it's impossible to catch survivor and camping+tunneling is hard requirement for killer to at least stand a chance. It doesn't matter that you have 0 idea how to chase or notice crows or how to mindgame, moonwalk, listen to sounds or master killer abilities. All of this does not matter. Because you are able to cheese your way to way better survivors then you are killer and so survivors are too much and too easy (even if they are not). I actually don't camp or tunnel and let me say that winning as killer is pretty easy compared to survivor. Sure I will loose some (especially on bad maps against people with more experience), but I win or get the game handed to me more often.
4, if killer wants to win, he just picks nurse with starstruck and double range or something equivalent (spirit with MDR, blight with many different strongest addons he can pick, meyers with tombstone piece, etc). If survivor wants to win, he needs to find 3 other as frustrated players as he is, they all need to equip BNP and hyperfocus or equivalent things and hope they will not get camped/tunneled to death (because securing 1K is ALWAYS possible). What I am trying to say - both sides can take strongest stuff. The difference is, that killer can win by default and it's OK in your eyes and survivor can almost do the same (but not really) and it's game breaking problem. You are comparing any killer to best things survivors can bring. Not exactly fair to say the least.
Solo Que is the hardest role, in Survivors; as they do not get the luxury of information; and it not like the devs do not even bother to ever eventually buff them to be on par with swf so they can perform better with the power to communicate and play effectively/work as a team. Solo Que are literally always at a disadvantage in which they can never understand what the others are trying to do and whom they are facing as a Killer, or what you should be doing. I say, they need a Buff regardless of your opinion; as buffing soloQ to be just the same as swf will absolutely make any survivor absolutely realise how really strong they are, the tools they now have, and how their greatest advantage, the numbers advantage; will allow them to win effectively and efficiency.
Also, what do you mean by "fix the game" the game is already so broken by many factors; and that is quite a vague statement there when you say Solo Que shouldn't be Buff; that is backward logic when it comes to game balancing. Everyone knows SWF are the most busted thing, as it makes survivors insanely strong. I would agree with some that they are "exploiting" since they are using third parties voice coms to communicate to friends, which gives them a gameplay advantage over the killer. (Even if the devs keep on saying that it not exploit or violation of their terms, as it is a SWF; I would have wish they just simply give us base game microphone for all both Solo Que and SWF regardless, if that was the case)
You are mistaking about nurse strength, her low pick rate how nothing to do with her kill stats. I am certain it is the very high skill ceiling of playing Nurse, and how very difficult it is to play her, especially on console. Trust me, I play alot of killers ans I cannot master nurse despite playing well as any killer. Nurse is not my specialty killer, compare to Ranged killers or trap based killers like Trapper and Huntress that I would love to play. Back on topic, because not many players can master the nurse, her kill rate is low; yet far from the truth that she can be quite strong and oppressive in high ranks and can mostly go for many hooks, if we ever see the hook average stats on her!
Also, I don't Aggreed with on survivor being op because of camping and tunneling; I am saying that survivor is in fact OP with meta perk stacking (16 perks vs. 4 killer perks), bad maps designs and strong loops, swf offering voice communications with their teammates to always make callouts for whom, where, what the killer is and doing. If you can factors all of these, alot of killers just simply struggle to play well agaisnt them; and it is my belief and far understanding and experience, like many other players; that killers are peer pressure to play scummy and "toxic" (I prefer play unfair) and resorts to the best strategy that is known as camp, tunnel, slug syndrome. It been getting worse and worse as more imbalance maps, more experienced survivors getting better at loops, and how little significant a killer powers are getting when it comes to making any progress hooks and chase, as well as applying map pressure on all Survivors; that is effected every player in general.
And what's wrong with me comparing any killer with any Survivor, whom would mostly certainly bring the most busted thing. All if not most of my games are filled with survivors bringing the most same old meta perks, exhaustion Perks, windows of opportunities, etx. Especially with one of them throws in a map offering. It seems more often then not, I will encounter a swf when will abuse bad map design and ensure that I will not get a hook at all, and if they did; I would be swarm and bodyblock away from getting a chance to secure any pressure. I could play smart by avoid chasing one guy, but.... the one Survivor whom I chase is probably going to tell their teammates I am coming and run or hide away. What has mean as any average killer is I am supposed to do about it, especially if I am not running any strong builds or do not have a map that favors me at all. Thr game is still is survivor sided, and feels like killer is underwhelming weaker then this delusional "60% kill rate" to me it feels like 20-30 kill rate is more accurate, from my perspective. I van never be certain, as again; the devs do not offering any form of system to monitor your performance. No personal statistics, no replay feature, it all guessing game or personal speculation on your performance and making self evaluation on how you are truly performing per match. You can tell me to get good, but let me you; what is the point in getting good, when the enemy team as some advantages beyond your control, advantages that Plague this game and make proper balance challenges nearly impossible?
My overall stance when it comes to balancing, is hooks stats; then buffing Solo Que to be the same as SWF (as SoloQ is weakest and needs to be just as strong as any swf survivor) and then once survivor is buff significant and fair. Only then, I say buff killers significant and downgrade strongest just a bit. Nerfing swf will not be a solution, as the devs seem sure that would be not a good idea to hurt the majority of the playerbase that play with friends. Fine then; but i still think swf is strong, soloQ needs that swf treatment in which theyvcan communicate somehow; and then killers in general need a overhaul buff to compensate for its 1v4 disadvantages. Anything to make the killer a actually threatening monster that oppressive not just one Survivor but also can overshadowed the rest of the Survivors too. Only then, I am certain that killers will have a much more fair and fun match as well, and we can finally put a end to slugging, camping, and tunnelling for wins.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292647#Comment_3292647
there's no other buff that he needs other then this one.
I give revert other changes, like the smaller Terror Radius he had before; yet the quick scoping is complete fine and doesn't need a revert at all.
I suck that it hard to sneak up to survivors and get close enough to get a clean shot before they can realize you are close. Especially since he is Ranged Killer with the most limited range on his gun, compare to the others that have decent far Ranged like Huntress and Trickster.
I wouldn't buff his movement speed as he has a crippled leg, by lore friendly vibe. Plus, he is a range killer with small movements speed when aiming.
But if I wanted to give significant buff, I would maybe allows the killer to get a free grab/pickup upon successful reeling the Survivors close enough, but if separate by a dropped pallet and window in between. It would go something like this...
I loop a Dwilight at killer shack, he has 2 options of escape; he can run towards the pallet or the window; i am not fast enough to hit him regularly, yet I am in range to land a successful shot even if they vaulted or not.
Option A: He vaults the window and I hit him with the spear, I reel him in while he is still outside, once we are face to face; I get a prompt button to grab him and put him on my shoulder.
Option B: He drops the pallet between us, yet I hit him. I can do exactly what I did before with he window, keep him reel in place while getting close to the pallet and get a free grab also.
Option C: I was able to shoot them, yet the gets reel and gets a simple normal hit, no free grab as there are no barriers in between us. Or the Survivors was able to juke my aim and I miss, they get away, drop the pallet or vault thw window before I can reload my shot.
Another QoL improvement they could do, is increased the Ranged of the gun more as well as the reloading/reeling time to compensate for the insanely nerf to his quickscoping.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294229#Comment_3294229
Once you kill one survivor and there are 3 or more gens still not done, the game is over. Survivors would need to get massive buff to stand a chance. Which sounds stupid (basically it is being rewarded for doing bad - it would create a lot of bad situations that would be unfair one way or another).
Overall I don't think killers need some special buffs. From stats kill rate is already 60%. From personal experience, it's more common for me to get 2 hooks at 5 gens then first hook at 2-3 gens. So overall if anything, only adjustments are needed - so make tunneling and camping harder/more risky and give some chase power to compensate.
Exactly my problem with Kill/Escapes base system; you are being punished by playing dirty and unfun by tunnelling one or two Survivors if you are lucky and camp them to death to secure a kill; it is much better if you play a strong face camping killer like a Bubba or Huntress for example. And then be pair in high rank matches with the most experienced skilled Survivors whom are using meta perks, using map offerings to go the a very strong map that will benefit their build and their entire team; knows how to loop effectively as many killers do not have enough or strong anti chase power without the proper experience or perk build for the match; and be punished with one or two hooks or get unlucky and they trade hooks to keep everyone alive with 8 hooks in the bag; yet they all escape and you lose!?!
This is not a reliable system, as to the devs; it doesn't matter on how you made achieve securing the kill, once the e d results appear and it counts the Survivors Escapes as alive, they win!
When I ask for hook counts to count for the match making system, instead of kill counts. I want to know whom is fact the best/worse killer by that margin; so that it can gives reliable data on which killer is better, or terrible at chase, map pressure, lethality, camp/tunnelling effectively. Only then, we can provide the devs with better base game quality improvements to buff killers to not only de incentives killers from needing to camp/Tunnel most to even all the time. But, maybe add rewards to chase/map pressure for all Survivors for each hook they secure. That way, killers whom played and switched targets with different Survivors they find with get maximize their chance of success; while giving Survivors open opportunities to save without need to call out the killer for sticking around.
I am sticking for both sides here, mostly killer as killer is the hardest side to play; you are pressure by time all the time; and Survivors have 4 players agaisnt you. Survivors maybe be weak to game sense, yet they can be quite overwhelm powerful when they come together with strongest perks combos, with communication (swf), and exploit bad map designs to give them a significant gameplay advantage over the one killer, which more then half the rooster is not "Nurse" level of strength. I personally do not think the 60% Kill rate is the most accurate fact about the state of killers, as not all those kills are legit fair kills that the killer probably earned. I say, a kill is made when I am able to take away all of their hook states first, I spend some time in chase to get that victory kill; yet by the time one Survivor is down before their first hook, a gen or two could be done?!
If the Devs truly care about kills/escape; scrapp the hook states in general and just let the killer straight up mori the survivor on the spot; it quite clear that Survivor's objective has a much shorter time then killer's objective to hook normal, it might not be in a 1v1; but this game is a 4v1, so the killer is pretty much pressure by time and effort to kill in the most efficient way possible to kill instead of hook.
This is my small rant, in the problem with dbd, and the imbalance of kills/escape ratio. It doesn't tell the truth about each killer's strength accurate.
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I am certain if the devs actually bother to create system in place for the game to detect mechanics being off for cheating; I am certain that they should develop or incorporate systems in place to detect a killer's proximity to a hooked Survivor.
Yes, Slugging is quite a tricky situation; as without Unbreakable based perks; it can be a solid strategy for killer to leave a Survivor on the ground in case they know there is another survivor in close proximity for a possible save (Flashlight, Flashbang, hook sabotage, etc.) I most certainly wouldn't want to give points for Slugging, as I do think survivor should be able to fight back and be able to pick themselves up if possible.
Yet, I do think killer's need some reward for hooks, as the problem with the state of the game; it is much faster and efficiently to take out one survivor as fast as possible, especially if they can find the weak link of the team. This (toxic) stable strategy involves camping, tunneling, and Slugging to maximize pressure for the entire survivor Team as they will be weak by their lack of number by down one survivor at a time. There needs to be many benefit for the killer to slowdown game by hooks, so they can have additional time to go for multiple hooks and be less incentive to camp and tunnel one guy.
As you said before, this problem so complex that, it like trying to build a rocket to the Mars and land it successful, with government funding.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293299#Comment_3293299
That will still not really offset the benefit of tunneling. Best job that was part of the game was old 5s DS. Because this would actually make it very risky for killer to tunnel. He would loose almost a minute in chase and get nothing in return. So if he went for someone else, he would use his time more efficiently. (Sure DS had problem of aggresive usage, but from point of only tunneling, best perk for health of game so far).
Every other thing in game right now does not work to make tunneling not the most optimal strategy every single time without a hint of thought no matter the conditions.
The only thing that came close was idea someone gave about shared pool of hook states. Tunneling would remain best strategy, but it will at least not make it braindead first choise. It would actually only make tunneling beneficial by finding weak link and draining all hook states where it's the easiest to do.
All the other ideas that just want to buff killers deliveratelly turn blind eye to the fact, that no amount of killer buffs would stop making tunneling best strategy. The only real difference is, that 100hrs killer will be able to tunnel out 10k hrs survivor and win the game that way.
I can agreed with you there, Old DS had somewhat healthy benefits to punishing hardcore tunnelling; but it had alot of problems when it comes to Aggressive using it to get the Killer's attention on you as well as bodyblocking or locker jump shenanigans. Which is why I am okay with all the nerfs it was giving, except for the 3 second stun.
The alternative to hook pools would be a nice buff change, so that hook Survivor are not easily eliminated but it can be easily abuse as one guy can literally spend less then 720 seconds, to used all all the hooks state on their first hook; just by letting the others work on gens and do a stare down agaisnt the face camp killer.
You are wrong about the last statement, I am sure there is a way or two to buff Killers significant without making tunnel oppressive but in fact less discouraged then ever. My Proposal is asking the devs to please gives us Hook/ gens statistics so that we can better understand whom is strongest killers to weakest; by the amount of hooks they get per game. If we comes to conclusions that killers that Excell at killing but lack in 3 hooks states per Survivors or 12 hooks; they are not strong as they probably used Camp/tunneling tactics to win for kills. Same can be said about gens, did a certain killer was able to defend any gens or were they all completely along with the exit gates being open.
Stats likes should matter in game balancing as well as solving the game's life span problem of gen rushing/map imbalance for killer, and camping/tunneling for Survivors.
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@RaSavage42 said:
It all started as people finding out that MMR can be raised by getting kills and escaping
So they need to add just a bit more like Gens and Hooks
Exactly, the devs crossing off Gens and Hooks from the Equation and focus purely on the end results. It doesn't matter on the amount effort or less effort you made in the trial, hencing killers are pressure to kill as fast as possible by camps and tunnels. Or for Survivors, don't die and genrush when not in chase. Getting in chase is usually not incentives as much as your risk of dying in the trial, will no longer matter in your score.
There needs to be more factors to consider what truly defines a skillful play. Hencing why if we can get those results, we can truly see the reality thay killers are underperformed in high ranks, unless they camp and tunnel to secure kills.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292940#Comment_3292940
It would not surprise me to find out nurse has highest number of 4-hook kills. It does not need to be camping. It can very conveniently be slugging everyone and slaughter them all. For bubba - this is much more rare. But 4hook kill could also be that 3-4 survivors went for a single gen and got surprised. So again - your stats are meaningless without context
They are not meaningless, they gives us information on which killer is performing the best, what perks or addons they are using, which map they are playing on, and what led to them to how they got the secure the kills in the first place.
My problem with the Dev's statistics is that it leaves alot of factors left unchecked and leads the devs to make the most unnecessary or negative impact changes to the health of the game. They are making huge mistakes in making important gameplay designs decisions on stats that don't necessarily explain what's is wrong with a killer.
Onyro is s Tier, simple because she has addons and slowdown power that is fantastic at getting Survivors condemn and easily mori; yet experience Survivors can simple avoid using tapes, hear her coming and simple hold w to run away, making her actual a weak Killer.
Trapper is never going to be strong, as his traps are clearly visible especially with the lack of grass or any place to hide; and injured Survivors can constantly step on traps and get no punishment for stepping on them.
That fact that some killers power are lackluster when it comes to unable to pressure every Survivors in the map, beside that one Survivor you are chasing; makes the kill stats just as meaningless.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292934#Comment_3292934
Why would killer players ever stop camp and tunnel so long as the game stays the same as is now? It will always help win the games.
And it's not needed already. I just finished 4k with wesker. 3K (1 regular out) just before that on legion. No camp or tunnel. It already is NOT required. It's just easier (and always will be, because devs refuse to nerf these "strategies"). No amount of killer buffs will ever remove camp&tunnel so long as it's best thing they can do. The only thing killer buffs will do is boost kill rate (which is already ~60%)
Again, you are using 60% kill rate!
You were using Wesker and Legion, which are strong killer for that have mobility and lethality. Also, how many it hooks does it took you to get those 3/4 kills.
And I not suggesting nerf to Camps/Tunnel basekit, although it would be nice; but I also want basekit buffs for killers in general to compensate; such as being able to secure hooks and gain some time and pressure on any gens/exit gates they are defending. It can be as simple as adding pop goes the weasel as basekit, or no way out basekit per hook. Anything to make hooking multiple Survivors rewarding, then Killing and tunnelling one Survivor.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292890#Comment_3292890
Giving stats about hooks instead of kills means nothing and does not help anything. So long as camping and tunneling is optimal strategy, people will do that. Changing reported stats to hide that killers win games 60% of time because of it helps nobody.
Actually, I like to beg the different! If I was a developer of DBD and I can see the significance difference between the amount of hooks a killer gets in a average game, vs. The amount of kills they get in a average killer. I can deduce which killer is far to strong in the killing department vs. Which killer is weak in chase, patrol, etx.
Nurse maybe hard to see in low pick games, but I am sure they are the killer with most amount of hooks which leads to somewhat decent score kills if good. Meanwhile, a Bubba with 4k and just 4 hooks, that just tells me; that he was a basement Bubba and took out alot of Survivors group up at once, with the help of HEX Noed.
If we can factor in the amount of gens left, what perks the killer is run, etc. In the statistics. We can have really reliable date on all killers, how well they perform, whom is problematic and unfun, and what the devs need to do next to make them healthier and more fun. Plus, it might give them ideas on what to do to make Camping and Tunneling less discouraged and give some necessary buffs to the rest of the killer rooster, so that they need to camp all the time and tunnel the poor Survivor.
My goal is to make games don't feel stack agaisnt the killer, when it just one player agaisnt 4th Survivors. 4 perks agaisnt 16 of them, which can stack together.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/357828/hooks-vs-kills-stats
Sorry but no. Camping will always be 0 fun. It's instead of going for defending objective, let survivors come to me a do the work for me without any engage or chase. Sorry but that will never be interesting no matter what killer.
Then why does it have to be this way!?!
Why can't we enjoy the most important thing which is the chase and get rid of the worse elements of camp and tunnelling for killer, to win!
What makes me trouble and sad about the state of the game, is that in order for me to maximize my chances to win; I have to play extremely unfun and quite frankly boring, as going for multiple chase and multiple hooks, like how thw old emblem system used to work; it just simple is not rewarding and I will simply never get better as Killer nor get value in chase.
Maps getting worse and worse in each update, I am forced to stack gen regression/slowdown perks all the time and not often relie on fun and gimmicks builds on my own for chance to win, and often find playing terrible killers hard to win, especially for Adept Achievement. All because the game is forcing me, the pro killer players are now telling me, that I need to camp and tunnel to win!!
The Devs need revamp on their whole "Kill/Escapes" statistics; because no matter what they do; they are just making camping and tunnelling a completely productive way to win, even if they are bandfix it with perks. That is why I think hooks should matter and why they're needs to be some new game mechanics that rewards killer with seeking new Survivors and new hooks, instead of tunneling the one guy. Defending objective is never a option, if you do have a gen perk in your build.
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@RaSavage42 said:
If they did that then they might as well add Gens to it
Cause Gens are just as important as Hooks and Kills
Sure, it would definitely be just as important as if a certain killer can not defend the gens before they secure all of their Hooks which leads to kills; it should matter.
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If they buff basekit killer some more, and make less about kills and more on hooks, and find some incentive rewards such as basekit massive regression/gen slowdown without the need of those perks. Then killers can focus less on tunnelling, camping, and killing in the most efficient (and toxic, to many Survivors main) way, and more on changing targets and going for multiple chases and different hooks.
The sad reality of the state of the game, more then half the killer rooster is not strong, fast, or even powers that are good/fun enough to compete with the likes of Nurse, Spirit, Wesker, etc.
If you hate camping and tunnelling so much, why focus less on buffing busted perks and more on buffing Killer's in general, so they aren't forced to tunnel and camp in order to win.
And Don't used the "60% kill rate" as a argument winning complaint, we all know it and sort of a invalid statement that doesn't truly show the true reflection of skill and strength of Killer's in high rank. It is quite clear, solo que vs swf is busted and those statistics are keeping track of kill counts. I want hook counts per Killer on average game, and will know the strength of killers
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@HugTechLover said:
What if I have to leave the game because my son wakes up? Or there’s a medical emergency? Or my internet cuts out? I deserve to be perma banned for that? What a joke lol.
Exactly.... There are many reasons why I do not endorse Perm Bans for just quiting; it not that severe then cheating and exploiting. Sure, it sucks that thw killer will have a easy win for many kills, not so fair that the Survivors lose their numbers advantage because they are down a player. But, I am fine with the way the disconnect penalty works, even if it not perfect system and it needs some tweaking. It would be nice to not have player deal with so long of temporarily ban timer and if there is some reward towards reducing the penalty. But, I also don't want it to be exploit in which DC is just means to avoid the inevitable defeat.
I would also be down for a call a vote button, in which Survivors can straight up call a vote if they want to throw the game and give the Killer ton of BP.
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Yes, it should... it not that significant strong perk; especially when good Survivors can used certain perks or game sense and awareness to find out the Killer's exact location.
Although, the perk is completely stump by good swf whom is able to figure what exactly the killer is running. So a nice buff would definitely help make this perk simpler yet still complex Survivor's judgements on where the killer is exactly without the terror Radius.
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Horrible proposal, it would nerf the perk and makes it less practical, if you have a problem with the cooldown, here is a better change.
Make it only go on cooldown, as soon as you successfully sabotage the hooks. No more accidentally touch it, instead of Healing; and be punished for canceling it with 60 second.
Make it work the same as sabotage toolbox; if you don't know. Experience Survivors could tempt the sabotage, take the hit, quickly sabotage, and uses their dead hard or mettle of man perks; with just toolbox alone. However..... if you decide to used the current Saboteur perk, instead of toolbox; you cannot sabotage again as the killer hits you puts you on cooldown even though you haven't successfully sabotage it.
With my proposal buff, you can used Saboteur more often and not be forced to relie on toolbox to do a double sabotage play, or cancel it when killer changes hooks and you have a opportunity to go sabotage, as you haven't successfully break a hook in the first place.
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I only want to make Camping and Tunnelling less of a strategy and more incentive yo go for multiple chase and hooks; obviously if you are good in chase and never get hook; this is good for you and your team as the killer gets not many rewards.
And no, this is not a Buff to Killer as it is a Buff to Survivors' additional playstyle towards gen fixing.
Plus, whom gives a damn about kill rates, they are not the best way to identify a skillful play. I think hooks should help determine a skill play, as good or strong killers can secure many hooks before a kill; over the average to low tier killers that need to camp and tunnel to secure kills. Plus, if you think about it; a killer that camps and Tunnel for a single kill gets less reward.
Also, speaking of statistics... killers like Pinhead, Sadakio, Pig are arguably the "best" killers in the game; which we can all bet that the reasons they secure more kills and wins is do to the fact that they built in slowdown. Meanwhile alot of low tier killers like Trapper, clown, etx. Cannot compete without any slowdown perks to compensate. So I feel like all killers, regardless of power; should have a basekit regression slowdown into their game, especially to hooks to rewards the killer with buying time.
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The while point of Legion is to keep you injure the whole time, it more beneficial for them if Survivors like you are wasting time healing instead of doing gens or splitting up, unless you have a very strong healing speed build; it never worth mending until you have to; and if you are being chase; mending doesn't matter as it is on pause. Just be good at looping, and if he used his power to vault; well then he is just wasting time canceling his power or forced to hit you again as you are mending.
Obviously, it is risky if he already hit 4 people and they can instant down you; it best to try to juke and make him miss.
You should never heal agaisnt a Legion, as they just helping them buy time by keeping away from Generator repairs. And he not even S Tier.
Just like Doctor is the one killer you should not hide agaisnt them, Legion is all about you should not heal, unless you have to.
Also, the best opportunity to heal, is when you are on your death hook, when you need to escape, when you need to rescue when he is camping (that never happen but just in case). Any other times is a waste of efficiency time.
Good practice build, run No Mither agaisnt any average killer; and learn to be just as comfortable being injured the whole time, exhaustion Perks would help. Maybe no dead hard when effected by deep wound; but you play well agaisnt Legion if you learn to not Heal when the situation doesn't call for it.
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I feel like gens speeds is fine, swf is not when they can communicate and tell each other to prioritize which gens to work on and efficiently work on it.
I rather they simply add more new mechanics, towards fixing Generators like Searching for parts or gasoline; or find a special key to open the exit gate switch. Another way, would be to reward the killer with basekit regression like... Everytime the killer gets a hook, they can knock off some progress on a gen or something, like a mini pop goes the weasel.
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@sizzlingmario4 said:
There would be no point in the last survivor trying to finish the remaining generators on their own. Maybe in some niche cases if there's only 1 gen left, but anything more than that and it's just pointless. The hatch, and by extension, the gates being powered when hatch is closed, are mechanics intended to bring the game to a close and give the survivor an opportunity to escape and not just hide from the killer as long as possible, as often happens in 2v1s.
If you got a 3k, you won, regardless of whether you get the 4th kill or not.
Exactly. I am find with the way the Endgame Collapse currently works, all maybe except for 99% exit gates strategy system Survivors can do.... but that is more of swf problem then anything.
If by chance the killer is able to get a 3k and is down to the last Survivor, typically 2 or less Survivors are not doing gens unless it is the last one. And once the 3rd kill is made, it is a race to find the hatch or stand by the gate and prepare to start it up as soon as the killer close the hatch. I am fine with Survivor having two options of escape, technically three if the exit gates are not in close proximity and in sight by the killer. Plus, if a survivor brought or find a key in advance, they can still get used of it to open a close hatch.
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@Mandy said:
Can we not call out posts being "joke posts" please - remember some players are newer at the game and something might feel very strong to them. Lets advise why we feel it's not strong - or why this would be an actual buff to Whispers instead of a nerf in a mature manner instead of just writing something off as a joke!
Exactly, if you reduce its range, you made Whisper even more strong as it would be much easier to track a Survivor since they will be really close enough for the killer to spent less time Tracking you.
Plus good killers can used much more better perks or used their game dense to figure out where Survivors are by experience. If a gen has progress, a Survivor was there; if they spot scratches marks or blood, the Survivors is carelessly when running in close proximity and trying ninja stealth without a stealth build.
Not to mention, you end up creating a three gen scenario in the first place; that is a Survivor mistake as you made killer stronger in patrolling the three closest gens, especially when they have Whispers, as they can easily a Survivor is near even without touching a gen. Don't go nerfing killers perks, without thinking about your mistakes as a Survivor.
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I would say the same for Boon: CoH, Prove Thyself, or even new Off The Record. But, you are missing the point, Devs do not regularly do updates every so often, unless it is a mid-chapter update; and even if they touch; they are not also addressing main problems plaguing the game such as Camping/Tunneling by killers, imbalance huge map designs/tiles, solo que vs. SWF teams, etc.
The devs have yet to offer any significant solutions besides bandfix with new perks; and they not addressed the current meta for killer which is that they need gen slowdown/regression builds to keep Pressure on all Survivors. Most average or weak killers do not have any slowdown built into their power, and the ones that do are high tier killers like pig, pinhead, etc.
I would be totally down with nerfs to regression perks if it means buffing basic killer's with slowdown in their power.
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If Shadowborn is reworked to not have anything to do with FOV, it should allow you to see better in the dark or highlight Survivors whom haven't done any actions for 30 seconds or something. Basically, if a survivor hides in the corner or behind a Bush and not touch a generator or locker or doing any healing actions and not running; the perk activates and reveal their aura until they get hit or started running.
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I would be fine with that, if they increased the range of the guard detection, make the highlight Radius disappear from the Survivor's point of view, and make guards a actually threat and can catch up to Survivors. And make perks work with the guard, like Brutal Strength on Crucfix. It would definitely be some nice quality of life improvement if I shouldn't be force to play a more camping style gameplay as the new killer.
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I'd only maps are balance for both sides, that I wouldn't have problems with Offerings in general. But since the Devs have not touch or fix up maps on a regular mid-chapter update. It would be much better change to make Map Offerings do the exact opposite, make it so that using a offering will removed the Realm you are being sent to from the random map pool. If a killer hates Corn, they can simply burn the cowshed offering, if Survivors dislikes the Game or Leroy because of some Huge TR build like Doctor, Myers, or even Starstruck Wesker; BAM., used those Offerings and you are free from going there.
Other nice Quality of Life improvements that can fix Map Offerings, make the sacrifice ward yellow Offering, make just as common as a regular Map Offering, as I find it strange that this Offering is much more rare then Ultra Red Offerings/addons. You could also buff Sacrificial Ward to also make sure that every Map Offerings burn. Regardless if you burn 4 Offerings or less; so that it straight up removed the abuse from SWF whom exploit the map's imbalance and bring meta builds for those maps specifically. It would help streamers or average killer players not deal with the frustration of Bully SWFs alot
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Bloodlust is only a solution as well as a problem, when we consider the old history of how maps are designed and still designed today. Back in the old days I recalled from some very old dbd gameplay, maps used to have over 40 pallets in any given map, killer moved slowed in vaulting, and alot of infinite loops and God windows/pallets that need to be broken or abandoned any form of chase agaisnt Survivors exploiting pallets/windows. Blood Lusting was a good solution, even if it was a band fix and didn't completely address the problems with how maps are balanced. Slowly but sure, the devs have reduced the amount of pallets, as well removal of God Tier windows and loops; that Bloodlust isn't necessary to catch up with Survivors anymore. I was hoping the Devs continued this trend and keep on pushing for better map balanced; so that eventually Bloodlust is eventually outdated and removed from the game. Too bad, that is not the facts of reality as the Devs are latest news maps, especially all the Rework/graphic updates maps; are bringing back strong and connecting loops; God teir pallets and vault locations, and even still letting Map Offerings exist in the game. Bloodlust seem like it is still is a viable and necessary mechanic that needs to remain in the game; just to help noob killer players catch up.
I would down with Bloodlust being gone, or reworked; if only they do anything about reworking the existing and maps rng; heck make the maps more fixated and less rng involved; so that the game is fair both sides.
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As a Killer Main, I used to dislike the perk with a burning passion; as it a free "get out of hook" and clutch/second chance perk that had not many counterplay and it punished killers for tunnelling when they already hook another survivor, ans they straight up progress the game without any punishment.
If I were to buff it, to make it okay but no broken op;
option a: I would allow the stun to happen a couple of times. Each after being hook, so a survivor can used it 2 times.
Option b: I would make the stun last between 4-5 seconds, and definitely make certain power killers like Nurse, Bubba, and Blight loses all of their tokens upon being DS; so you can exactly have some time to get away and punished hard-core tunneling.
DS of course, I would keep the perk worthless in Endgame or after last Generator pop; I would of course, wish that it doesn't synergies with other anti tunnelling perks like Off the Record and BT. And Absolutely, make it deactivate upon doing any objective like touching gens or totems; as there is perk should be effective when you are straight up dealing with a killer that is absolutely chasing you after hook, anything else is straight up pointless to keep running unless you like wasting time running around in circles and being worthless.
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Bit over killed; i would just allows Survivors to Boon the totem; you can get a killer's version of Small Game; in which the Boon totem is revealed to the killer, if they look into it direction within 24 meters.
This change will help new killer players located the problematic Boon perks as well give the ability to destroy it. So that is one less totem to use. (Obviously, I do not want snuffing it and destroying it be basekit)
The aura reading on nearby Survivors is nice, would be also great if it only reveal the Survivors aura from any range, the one that blessed it; to give you information on whom is the Booner Survivor. (Yeah, killer can used it to tunnel and camp that Survivors; but...it is situational and it rewards the killer with going out of their way of patrolling to hunt down this cheeky Survivor.)
No exposed status effect or broken; but I would definitely applied a Exhaustion status effect to the Survivor that Boon the totem that got snuffed by the killer. It would punished Survivors with running Exhaustion perks with their boon builds, as it would be very risky agaisnt a killer with this perk.
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It would be nice if Hex take a minute into to the match in order to give the killer breathing room to protect their hex. Sure a Survivor or two can waste time cleansing or blessing a dull totem; but at least the perk will light up a random totem spawn, and it not like all hex perks are immediately activated; well except for Blood Favor or crowd control and maybe Retribution, once a Survivor breaks a totem.
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@NMCKE said:
Just add:
▪︎When looking in the direction of a boon totem within a 30° cone, this perk lights up.
That would be a nice buff to a very situational and quite lazy perk design. Just give me the ability to locate Boon Totems, better reveal the Boon Totems aura when looking in it direction, then the perk can light up and ping me, so I can located it.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3265921#Comment_3265921
Just a quick FYI, Grim Embrace's aura reading is for 5 seconds, so once activated with this buff it basically serves as a one-time better BBQ.
Or Bitter Murmur, for that matter. Yet, I think Bitter Murmur is better then BBQ as you can get free passive aura reading per gen loss, and 10 seconds of aura reading value.
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If I were to rework this perk to be more useful and practical, beside just attempting to get a pallet stun; it would work on any stun; except for Head On. If you flashlights save, you can a speed boost; if you stun the killer with a pallet, you get slightly longer speed boost by 5 seconds, if you stun them with DS or blast mine, you get a speed boost.
Yeah, it would be tricky against certain killers whom respect or do not care about pallets like Plague or nurse or any Chainsaw killer; but it would be well worth it if you can stun them somehow and get a limited speed boost to get away. It would be far rewarding to pallet stun a Bubba with spirit Fury and endurance build and still be to get away with my new improved Smash Hit.
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@[Deleted User] said:
Buckle Up: Upon healing a dying Survivor to injured, the injured Survivor breaks into a sprint moving at 150% their normal running speed and is given the Endurance status effect for 3/4/5 seconds
Predator: When a Survivor stops running, they continue to leave scratch marks for an additional 1/2/3 seconds. Increases the brightness of scratch marks by 50%
I would have preferred perks that do not cannibalizing other perks, and lean towards brand new and unique design. Not saying you perk is bad change, but I rather not have perk be better then WGLF.
Predator on the other hand is not a bad buff; as it would allows killers to track sneaky Survivor attempting to get away with the end of scratch marks better. Brightness is not bad, as the scratch marks could lose their visually quickly after a few seconds.