Dreamnomad
Dreamnomad
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- Dreamnomad
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I'm a strong believer that every killer should have some way to navigate maps faster but not help directly in chases. There are any number of ways they could potentially do this. Map portals or shortcuts could be an example. Imagine playing on Haddonfield and being able to lift up a manhole cover and hop inside on one side of the map and pushing open a manhole cover and popping out on the other? Or maybe if all killers had some kind of hillybilly style sprint but couldn't attack at the end and had a 4 sec stun.
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Just do yourself a favor and close the chat window. There is absolutely no point in talking to someone raging. It's not like you'll actually enlighten someone like that anyway.
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I have to admit that I'm having less fun as a killer recently. There just seems to be like a number of combining factors such as the matchmaking and ruin nerf that are making the experience less fun. The only upside is that I feel no issues with using any killer or strategy now.
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@[Deleted User] said:
Maybe the next Killer is going to be 4.4 m/s. I only assume so, because everyone seems to believe that our next Killer can break through walls.
I'll believe it when I see it. I'm not saying it is a bad idea or impossible. It just seems like a lot of work and there are some maps that don't have very many actual walls. So introducing a power to the game that can barely be used on certain maps seems like a mistake. Time will tell of course but this just seems like pure rumor to me.
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Doctor isn't overpowered. But he does demand respect now. If he gets the game to the point that there are only 2 survivors left then he'll most likely clean house. Especially if he is running the add on that lets him see his illusions. Everyone on the survivor team needs to pull their weight and really try to avoid 3 gen themselves. Some of it comes down to the luck of which map you get. The larger the map the weaker Doctor is.
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@Dreamnomad said:
Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:
Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.
Super Speed: Both killer and survivor have 30% increased runspeed.
Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.
2 killers vs 6 suvivors
Random 12: Both killer and survivors all have 12 random rank 3 perks.
Back to Basics: No perks, items, or add ons.
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.
Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.
Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.
Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.
Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.
Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything). -
I like this interaction and want it to stay. Logic has nothing to do with the game. But you can think of dead harding past a trap as "jumping" over it. Tricking a trapper into stepping into his own trap is super funny too.
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@danielbird11 said:
It may not be toxic but it is a d**k move. I'm sick of bad entitled killer mains thinking the only way to win is to ruin the fun for survivors. Think about it. Your wasting your money you used to buy this game to stare at someone till they die. Wow real immersive and engaging experience. So instead of whining for no reason try and get better at killer so you can play the game properly.
"So you can play the game properly". Wow. What a statement that is. Who are you to tell anyone how to play the game?
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1051536#Comment_1051536
Except Camping and Tunnelling are things that the killer specifically chooses to do to ruin the survivor's experience.
Working gens is what the survivors are tasked with doing, they don't really have a choice not to because that is their objective.
Standing next to a hook is a choice for a killer. Ignoring the unhooker and fixating on the unhooked is a choice the killer makes. Both of these actions result in other people focussing on generators and then the killer cries gen rush.
I don't main either side, I play both. I think a lot of the moaning from both sides would be reduced if people didn't fixate on playing one half of the game and moaning about the opposite half.
As a survivor you can choose to sabotage hooks, search for and open chests, find and break totems, assist a team mate in trouble, etc. It's true that those things don't directly lead to escaping but they can help your team. Breaking all the totems means no NOED at the end of the match. Searching chests can yield keys to escape with or flashlights to save team mates. Breaking a hook that the killer is carrying a survivor to can save that survivor from being hooked. Survivors have choices on how to play too. It's no secret that the most efficient way to power the exit gates is to focus on generators but it's still a choice survivors make on how to play. Just like it's a choice for the killer to try and efficiently remove a survivor from the match. Dead survivors don't work on generators.
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@Pirscher said:
All maps should have dark cave entrances that only the killer can pass through to get to the other side of the map. And survivors can board them up as a counter.
I was thinking about this the other day when watching Texas Chainsaw Massacre and seeing Leatherface come out of nowhere in the forest
What I would ideally like to see is maps to have variations of how the portals would look and feel. Not just forcing a square peg in a round hole metaphorically speaking. So instead of every map having "caves", there could be things that fit each setting. For example in Haddonfield maybe there is a manhole cover the killer can lift to hop in and pop out on the other side of the map. The stranger things map can use the actual portal in the lab to come out the other side (1 way portal only). Maybe use your cave thing for forest or snow maps. The Game map could have a roll up gate the killer can interact with. Etc, etc.
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There is certainly a killer bias on the forums. I'm saying that as a killer main.
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Doctor is in a pretty good place now.
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Kills aren't related to pipping as a killer anymore. You don't actually have to get a single kill to pip. Furthermore, the way the game works pipping and gaining rank is pointless.
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I'm against removing lightburn. It is super rare to actually get stunned this way from my experience anyway. But I like that there are these sort of interactions that take extra knowledge and skill to take advantage of. More often than not it leads to a free hit when survivors try it anyway. Removing it would be a nerf to wraith imho.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054409#Comment_1054409
Hmm so you don't think wglf should have a tangible effect?
Shadowborn idea is neat.
Well, if we're really going to do whatever I want then this is what I would actually do. I would take off the bonus bloodpoint effects from both BBQ and WGLF and add them to the base game. I would call the effect "Entity's Favor" or something. I would switch the survivor bonus to the way I described. This would help with the ridiculous bloodpoint grind while helping with perk diversity.
I would then give WGLF an entirely new effect. I'm just spit balling here, but maybe something like this:
We're Gonna Live Forever: Whenever you take a protection hit this perk activates. When activated this perk will heal you when you are outside of a chase for 30 seconds. This effect has a cooldown of 120, 105, 90 seconds.
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@Hamtroll said:
Why don't you just play Demogorgon or Freddy? Or better yet, play hillbilly. He gets around the map almost instantly anyways.
I like to rotate killers. Those are 3 of my favorites though. Largely because of their map mobility. But there are more than 3 killers. And a lot of them really struggle against decent survivors on large maps.
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Lockers are fine as is. There is plenty of risk getting in lockers already.
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WGLF- Make it so survivors get a token for each completed gen up to 5 tokens which give 10/15/20% total bloodpoint bonus for each token.
Shadowborn- In addition to current effects make it so the killer can see through vegetation within 12 meters.
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@Colton147 said:
I can apply extreme map pressure on Clown without any issue.
My newest current build:
"Corrupt Intervention + Insidious + Play With Your Food + Tinkerer"
Chucking random bottles while undetectable gives quite the scare to the survivor and allows all the map pressure you need.
My previous current build:
"Corrupt Intervention + Discordance + Dying Light + Thanatophobia"
Out of curiosity, what rank are you? That is the kind of strategy that only works on scrub survivors. Balance and map pressure aren't issues against scrubs.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052331#Comment_1052331
Teleporting to a set number of locations is different that being able to go wherever you like at high speed.
If it was a few maps and not a basic feature appearing on every map, then I dont see a problem
This guy gets it. I'm not proposing for the killer to be able to zip around the maps at light speed and appear wherever they want. Really, what I'm asking for is ONE map with portals as a central feature as an experiment. See if that brings the slower killers up to where the higher performing ones are without being overpowered.
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I'm all for removing the button mashing.
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Because she isn't very fun to play right now. They need to raise the skill floor. Make it so she can see where she is teleporting to. Make it so she can cancel her blinks. That wouldn't change much for the "pro nurses" who can seemingly blink exactly where they want anyway, but it would make her more accessible for everyone else. She has an add on with that effect that is common. It's the only way I'll play her and believe me... she's not OP with that effect.
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"hard tunneling" isn't against the rules. Let them report to their heart's content. It's cool that you enjoy the survivor salt. I'm over it. I block all messages.
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If I were to make any changes to Borrowed Time it would be for it to activate only if the killer is within 24 meters. Note that this would be both a buff and a nerf. It would make it independent of the killer's terror radius. So you can't be a stealth killer with 0 terror radius and camp to your heart's content. But 24 meters is also less than the standard killer's 32 meter terror radius. So whether it is a buff or nerf would depend on the killer. But if the killer isn't within 24 meters then objectively it isn't camping and shouldn't proc.
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You're right. Gen rushing isn't any more of a thing than tunneling or camping. They are all just made up player jargon. Speaking as a killer main, it's not so much that I'm mad at survivors when gens get finished quickly as I am upset that the game works that way to begin with. The fundamental problem with this game is that as players gain experience they quickly realize that as a survivor you only really have 2 objectives.
- If the killer is not chasing you then you work generators.
- If the killer is chasing you then your job is to stall as long as possible so other survivors can work generators.
That's it. That's the survivor experience in a nutshell. As survivors get better at those two things the killer is getting squeezed from both ends. Chases take longer to end and generators get done faster. The experience for the killer is that we just don't have time to actually play the game. The inescapable fact of playing killer is there is only one of you which means you can only be in one place at a time.
It's no small coincidence that the most successful killers are also the ones can traverse the maps the quickest and/or end chases the fastest. Those are the things that impact the things survivors are trying to do the most.
But there are quite a few killers in the game. And the majority of them don't have the tools to deal with the growing experience pool among survivors. Any killer can stomp newbie survivors. You don't even need a killer power to do that. But the higher you climb as a killer the more the power balance shifts.
No killer expects 4 kills every game. But we would like time to actually play before the exit gates are powered. And that isn't a survivor problem really. It's DBD problem. One that hopefully is addressed sooner rather than later that takes both sides into consideration.
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That's a pretty good vote. They really are toxic perks that encourage toxic play styles. People complaining about NOED and DS don't seem to realize those two perks are actually designed to counter toxic behavior.
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Killer- Monstrous Shrine. It's just so worthless. I don't want it to even exist.
Survivor- No Mither. Pretty much same thing. Actually, it's worse than worthless. It actually negatively impacts other players too. I would take a team mate with no perks vs a team mate with 4 perks including this one.
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I've had those weird interactions too, but I don't attribute it to survivors exploiting. I blame the game.
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The real question is "why would you possibly want that on your computer?". That is quite possibly the worst idea I've ever heard of.
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Seems reasonable. It's not really any different than peaking around a corner.
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I play on PS4. I have all non-friend list players blocked from messaging me and I have friend requests blocked too since lots of players like to include their hate in friend requests. I just play the way I want and don't worry about survivor's feelings. It's just a better experience that way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1048715#Comment_1048715
They honestly should show ranks for everyone right now, so they CAN dodge if they want. Like seriously, if the matchmaker is this busted they should stop forcing everyone to sit through an entire match of getting bullied.
If that rank 15 gets a red rank 1 SWF he should be informed, and allowed to dodge the lobby.
That is until they fix matchmaker. Since apparently making it just not do that is TOO hard to do for some reason.
That isn't an answer. For one thing rank does not equal skill. Everyone on these forums seems to have this notion that there is an ocean of players that are exactly equal to their rank just waiting to be matched up with them. But BVHR is just being mean and purposely matching them outside their skill.
If you keep lobby dodging then it's not like the next match will be perfect for you. It'll just be more of the same and you'll be making the matches take even longer for everyone. There shouldn't be any more reason to lobby dodge. I'm getting to the point where I think the killer shouldn't even see anything more than a silhouette of survivors in the lobby.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1048697#Comment_1048697
I don't expect every cosmetic to have a Prestige version. I just want the Prestige I/II/III symbol to display somewhere to either the campfire lobby, or end game lobby.
I don't see a problem with that. I would prefer that it doesn't happen in the pre-game lobby. No reason to give killers motivation to lobby dodge.
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Lol, unbreakable is neither OP or toxic. You can run Unbreakable for 10 consecutive games and never even be able to use it once. About the only way you can "force" the killer to not pick you up is to break hooks and get dropped far away from an available hook. But that is generally a bad strategy. Unbreakable is one of those perks that the vast majority of the time will not pay off. But it has the potential to completely change the course of a game like in the OP's story. That is atypical though.
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I don't see it happening where every possible outfit has a prestige version. But I could see them releasing new special cosmetics (for a premium of course) that have a normal version and a bloody version if you are prestiged. I'd be okay with that honestly.
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That's an odd motivation. I like pretty much everything about it except the hat.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046698#Comment_1046698
im telling you as a ps4 player it does not, i am getting full red ranks with at least 2 swf as a rank 12 killer.
Yeah, that is because there is an over-abundance of high rank survivors because it is easier to rank up as a survivor than as a killer. Pretty much every green rank killer regularly gets red rank survivors. The new hidden MMR matchmaking system should actually help.
Bear in mind that rank has very little to do with skill. There are plenty of red rank survivors that should be green rank based on their skill. Likewise, there are plenty of green rank killers that should be higher rank based on skill but abuse the system to stay in green (or lower ranks).
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KILLERS HAVE GOTTEN MORE NERFS THAN SURVIVORS AND IT’S A FACT
... that I made up. Fixed.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1046351#Comment_1046351
So you would be in favor of a change where once all survivors are inside the exit gate the game ends? I mean why wait 30 seconds for them to teabag until the killer comes over?
Absolutely. At the very least there is the EGC that will end the match one way or the other. But yes. If it were purely up to me then I would sign off on that. The small chance I have of downing a survivor and actually being able to pick them up isn't worth the wasted time.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1046271#Comment_1046271
Replace DH with sprint burst and this changes things.
https://forum.deadbydaylight.com/en/discussion/comment/1046238#Comment_1046238
This too, there are times I hook someone last for the first time. I want to give them hatch, but I also want my stack of BBQ do why joy let them have a chance to escape?
Im already playing a game lol one extra minute isn’t wasting my life.
https://forum.deadbydaylight.com/en/discussion/comment/1046304#Comment_1046304
Not 1-3 minute, just 1 for first stage. Second stage would still not allowed struggle because at that point the survivor can’t get off the hook themselves.
OP specifically mentioned not getting points for struggling. Everything else I said still stands. It's a pointless waste of time which factored over millions of played games means millions of wasted player minutes.
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If you are the last survivor and you are on a hook the game is over. That is why. It can't be explained any simpler than that. Anything you could potentially do is just a waste of time. Butt hurt survivors would sit there and go through the entire sacrifice process just to waste the killer's time. The one in a million chance that you use Deliverance followed by dead hard to get to a hatch before getting caught isn't worth every game having an extra 1-3 minutes added on.
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I don't know enough about it to judge whether it will be any good or not. But I will say that there is merit in not telling the players too much. The more information players have the easier it is to "game" the system.
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Looking through this thread there are a number of perks I've seen mentioned that I agree with. Whispers, Spine Chill, New Ruin, Small Game and Infectious Fright I all agree with. Some I haven't seen mentioned are buffed Kindred, Inner Strength, and Bloodhound.
Kindred is so good now if you are playing solo queue. It feels like someone is always on the hook so more often than not it's like a super version of bond + empathy. Plus you get knowledge of if the killer is near the hooked survivor.
Inner Strength has pretty much replaced self care for me. When I first heard of the perk I thought there would be a number of issues with it like difficulty finding totems if multiple players are running it. It didn't seem very efficient either when you stack the time it takes to break a totem with the time it takes to travel to and stand in a locker. But the perk just works. I like to think of it as "pre-loading" a heal.
Bloodhound is one of those oldie but goodies. You almost just can't lose an injured survivor while using this. It almost has a deerstalker type bonus effect because it's a lot easier to find survivors in the dying state when they have a bright red slug trail. I'm surprised that I see it so rarely run. It's very under-rated imho.
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@Toxicity23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032732#Comment_1032732
"Almost" you say?
By all means, give it a try and report your results. If you really want to go full toxicity then use Doctor with Interview Tape addon (changes shock area to 20 meters long by 2 meters wide) and make sure one of your hexes is Thrill of the Hunt. If anyone gets on one of your hexes you can shock them off your totem from halfway across the map =p.
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Lery's really is the best map for totem spawns. Almost worth taking 4 totem perks and burning an offering to go there.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1030601#Comment_1030601
Because the game is going by too fast for most Killers to play without being sweaty. Survivors and their constant DCing and complaining resulted in making matches faster. Killers need something to help slow down the game. Something like this is better than slowing down gen repair speed.
Besides, you don't "have to" get punished, you're making a choice, to cleanse or not to cleanse.
Your way of thinking is backasswards. Perks that are hex perks are designed in such a way that they would be too powerful for survivors if there wasn't some way to counter them. If a killer gets Devour Hope to 5 tokens then it's GG. But providing survivors with a way to counter the perk is what allows the perk to exist in the first place! If the choice is Devour Hope is a hex perk or no Devour Hope at all then I'd definitely choose hex perk.
And let's be real here. Destroying an active hex totem isn't really a choice for survivors. Like I said, not cleansing the totem will surely lead to a loss otherwise the perk wouldn't be a hex perk to begin with. Obviously H:ToTH and Haunted Grounds are exceptions. But even Hex: Third Seal would be beyond broken if it wasn't a hex perk. If the choice amounts to "damned if you do and damned if you don't" then that isn't really a choice.
I get the feeling that this thread and all the killer whining in it is based on the Hex: Ruin change. I'm not even going to call it a nerf since that is an oversimplification. There is a lot of angst on these forums lately and I have to wonder how many players actually made the effort to adjust to the change before losing their minds.
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Play the way you want to. If you want to slug then go nuts. But you aren't rewarded very many bloodpoints or emblem ranks by doing that. But if 4 kills is more important to you than 28,000 bloodpoints then knock yourself out.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1030577#Comment_1030577
Why not? It will help slow the game down a little bit and it's better than increasing gen repair times. The game is supposed to involve risk, so cleansing totems, which effectively neuter killers for the rest of the match, should have a little risk. It's not like I suggested that the totem explode and you get injured or put in the dying state (though if that ever happened as a glitch, it would be funny).
I'm not asking for the glow effect to last the rest of the match, but for something like 30-45 seconds should be fine.
Why should the survivor be punished in any way for a choice the killer made before the game even started? Any killer that brings a hex perk into the match knows the risks. There are a multitude of perk choices that aren't hexes.
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@PyroGL said:
How about after cleansing any hex, the cleanser is affected by a new status for 2-3 mins.
New status effect: Burned - While affected, survivors repair generator speed is X% slower. (I am thinking about 15% would be a good number for this, but would need tuning)
Just something to add risk to cleansing, but isn't too oppressive.
So you think that the survivor who spent time not working on generators should be punished on their generator repair speed? Sure. That makes sense.
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@AvisDeene said:
Survivors that cleans a lit totem should have a burn animation (their body would glow like a bright candle) for the rest of the match. They should look stick out like a sore thumb! Would be glorious.
Maybe that is an idea for a killer perk. But it certainly shouldn't be the default.