Dreamnomad
Dreamnomad
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@ClownyMcClown said:
https://forum.deadbydaylight.com/en/discussion/comment/660439#Comment_660439
Maybe not a 45 second window, maybe 5 if you want it to be fair, other than that, decent idea.
Lol, a 5 second window would almost be pointless. Think about it. 45 seconds is already a pretty long time for one chase. If a killer didn't even have an ability, more often than not the killer should be able to land two basic attacks in that time. If the killer is committing to landing bottle attacks instead of just hitting the survivor, there has to be a reward worth the risk.
I'm sure you've used the ultra rare add on that makes survivors exposed when you land a single bottle attack before. That is a pretty amazing add on, but I don't even think that is terribly overpowered. It's not too easy landing bottles against competent survivors. If a survivor gets hit with 2 bottles then they deserve being exposed.
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I think it's a good idea. I would also like to see hash marks by survivors indicating their sacrifice progression level and a pop up indicator when totems are broken.
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I rather like the idea of being able to rig a trap on a generator. I think the effect should be the same as a bottle exploding but it should also show the clown any survivors auras effected by the gas for 6 seconds. It would be a small buff, but still a buff.
I would also like to see it so whenever the Clown lands two direct bottle hits against the same survivor within a 45 second window, the survivor would get exposed for 45 seconds. That would increase the skill cap on the killer and also punish survivors more heavily for hiding in areas that the Clown could body block them in.
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If it were entirely up to me, this is what they would rework Saboteur into.
Saboteur- Unlocks the ability to sabotage without a Toolbox at 85 % the normal Sabotage speed and allows you to see the aura of hooks within 24 meters. Hooks and Bear Traps you sabotage stay broken for an extra 15/30/45 seconds. Hooks that you break will respawn with 50% sabotage progression.
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These are actually pretty reasonable suggestions. The speed modifiers might be a little off. But having hook aura reading with the perk Saboteur is a really good and fair idea. The one other thing that I think Saboteur should do is make is so when a hook that was broken by a player with Saboteur re-spawns, it should have 50% progression toward being broken again.
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I agree. It does get old. Not a whole lot that can be done about it though. People are entitled to their opinions. Best thing to do is not reply to those threads and just let them slide off the main page.
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@LordGlint said:
I haven't had a team power the gens for like 10 games now. The last time it happened, was cuz I LET them, due to 3 BPS being used. I'm now at rank 2 and still getting alot of 32k double pip games.
Snaps for you man. Just enjoy it. No need to be paranoid about a nerf.
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I'm not even going to read that wall of text OP! Use some paragraphs. Anyway, I feel like I can reply to the thread just by the subject line alone. No, there is not now nor will there ever be a penalty for being a bad team mate or letting another survivor die. That is actually one of the fundamental aspects of the game. How you want to play your survivor is up to you. Whether you want to be brave or cowardly or selfish.
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It would be nice to get an update on dedicated servers. Last I remember dedicated servers were supposed to happen during this summer. Summer is basically over.
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I really feel like this issue has less to due with lack of players and more to do with their matchmaking system.
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There is no reason to nerf Freddy. He's in a pretty good place now, but no way is he overpowered.
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Why are you posting this? I could post literally hundreds of similar or better screenshots. Everyone in the forums could. Can you imagine what a useless place the forums would be if we did? Just useless garbage posts, one after another.
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In this case it sounds like you were screwed regardless. If the killer is camping you then unless the rest of the team is willing to go through great lengths to save you then it's pretty much over. But yeah, there are plenty of times where I wish I could have kicked my would be "savior" right in their face and stayed on the hook for an appropriate rescue attempt. This is pretty much what the perk decisive strike was made for. Give you a second chance for a team mate trying to kill you.
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@Peanits said:
This is precisely why we haven't just done something simple like, "Increase generator times" (at least not since early 2016, when they were increased from 60 seconds to 80 seconds). Tightening the skill gap is also out of the question, though. That essentially means "make skill not matter as much", which is a really bad move for any game. Rather, you'd want to make sure that the skill level of both sides scale equally.
(It's a whole can of worms, not going to go into it, it would be a novel and a half.)
You make it sound like there are no solutions. But that isn't true. I would actually make a 3rd argument to the OP. While both chase and gen times can be thought of as an issue, I would argue that the real issue with balance in this game is how quickly the game snowballs out of control for either side. If you are playing as a survivor and a team mate goes linkdead during the first 20 seconds of the match then you are in for an almost impossible task. Likewise, as a killer, if the survivors finish 3 generators before you even hook a single survivor then the game is basically over.
There are plenty of ways that the game can introduce handicaps to help assist whatever side is struggling the most. This would also address the skill gap issue. For example, if the killer is getting trounced then survivors could have a penalty toward gen repair speed and the killer could go into bloodlust faster. If the survivors are getting trounced then they could get a bonus to gen repair speed and hook sacrifice progression could slow down. There are plenty of levers to pull on and they could introduce new ones at any time. This is a solvable issue.
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I think the survivor name should vibrate if they are being chased. I also think there should be hash marks by the survivor's name indicating how far along in the sacrifice progress they are.
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Nope. I agree that something should be done to increase the time it takes survivors to blow through generators, but Ruin baseline is not the solution. They should add a secondary objective instead.
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@Awakey said:
The new matchmaking system now finds survivors before it creates your lobby. It seems like it's extremely long, but in reality, you're only waiting for a minute or so longer.
Yeah, I've heard this line before. I call BS. I can tell the difference between one minute and five minutes. I have this thing called a clock on my wall. I look at it occasionally.
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@KillermainBTWm8 said:
They can't fix there being more killers than survivors.
This is NOT the problem. I could create lobbies and fill them regularly within a minute or so on average. Sometimes it might take 3 minutes if survivors are dropping in and out of the lobby. Then one day there was a patch and magically it started taking 5+ minutes to even create the lobby. If they just undid whatever the hell they did on that patch this problem would go away.
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No. Just no. For one thing, several hex perks only have value if ran with other hex perks. Hex: Thrill of the Hunt for example. Survivors also have a very simple solution when it comes to hex perks... BREAK THE TOTEMS! By their very nature, hex perks are fragile things. Once they are broken then the killer just loses an entire perk slot for the duration of the game. That is a pretty major downside.
If anything at all, hex perks could use a little love. For instance, it is pretty much BS that an active hex spawns on the opposite side of the map right next to where a survivor spawns. There are situations where the killer literally runs directly to the hex at the start of the match and a survivor has destroyed it before the killer even had an opportunity to defend it. That simply shouldn't happen. At the start of the game, active hex totems should be immune to survivors for 30 to 45 seconds. At least give the killer a chance to defend them! The dev team is working on it, and they have made vast improvements on many maps, but there are still many totem spawn locations that are just ridiculous.
Now, it sounds to me like what your primary complaint is about running into the same killer perks over and over. But that is the nature of the beast. There will always be a "meta" in a game like this. It's not surprising that you run into BBQ, NOED and Ruin repeatedly. That is because many players perceive them to be the strongest 3 killer perks.
I would gladly, gladly have Ruin deleted from the game if they just slowed down the base speed that survivors can finish all their generators. If they added a secondary objective such as finding parts to repair generators which slowed the game by approximately 3 minutes then there wouldn't be a need for Ruin in the first place! As far as BBQ is concerned, if they just made the bonus bloodpoints part of the base game then I would gladly do some experimenting with other perks. But I'm not giving up half my bloodpoints!
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How nice I am as a killer largely depends on the state of the game. If I have a player on their final hook and no generators have been done then I might give them a chance. But if 3 generators have been done then that sucker's dead!
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Okay. But only because you said so.
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You must be new. I'm not trying to be mean or anything by saying that. It's just that anyone who's played this game for any length of time will be familiar with survivor salt. Here is a small list of things survivors don't like:
Camping: Different people have different definitions of what actually constitutes camping, but the general gist is if you are staying near a hooked survivor
Tunneling: Chasing after an injured survivor that just got off a hook.
NOED: Survivors feel it is unfair to go down in one hit. There are other perks that have an exposed status, but the conditions to meet this one are very low.
Franklin's Demise: Forces survivors to drop items when hit. It's no surprise survivors don't like losing their items.
Strong Killer Add Ons: Huntress one shot axes, Spirit no noise phasing, Shape unlimited EW3, etc, etc.
Mori's: Especially iridescent mori. No surprise that survivors don't like being killed after being hooked once.
But none of this is against the game rules. If you want to be a killer in this game then you need to have thick skin.
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This is such a ridiculous thread. It isn't that good of a perk. It isn't going to be the new meta. Sitting here talking about Inner Strength vs Iron Maiden is like having a debate about Saboteur vs Hangman's Trick. None of these perks see a lot of play. The likelihood of seeing that interaction after the first month of the new release is very low.
Or worrying about a survivor that is running Inner Strength, Decisive Strike, and Head On is equally pointless. That only leaves one slot left in their build. And for using up 3/4 of their build, what is the best they can hope for? They managed to get off a free heal or stun the killer once. Big deal. I would gladly take a lobby full of survivors running those perks vs the normal meta (which includes decisive strike anyway).
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If you think it isn't a good perk then don't run it. No one is holding a gun to your head forcing you to use self care.
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Really, the answer is the same for any 3 gen strategy.
A.) Don't put yourself in that position in the first place if possible (solo queue can be difficult though)
B.) Spread out team and work on all 3 gens simultaneously. If the killer goes after a survivor, that survivor's job is to lead the killer in the opposite direction of the generators. Even high mobility killers are limited to being in one physical location at a time.
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There would have been riots on the street if they didn't offer this outfit.
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I play on PS4 too. While I don't like being excluded from the opportunity to test, I would rather they did a public test on one system only instead of no public test. It would be pretty rad if they rotated the gaming system for PTB though.
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It is a pretty terrible perk honestly. I feel like this perk should be stapled to Kindred. It is more of a secondary effect rather than an entire perk by itself.
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@MemberBerry said:
And here I was thinking devs learned something....
Nice troll post. Either that or you just have absolutely no idea what you are talking about. Which is it?
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/645147#Comment_645147
If you can't google in 2019 but can use a message board then you are the ass.
I'm not asking for something unreasonable here! If you want to start a topic about a new change to the game, it is only common courtesy to post a link explaining the change in detail.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/645170#Comment_645170
Did you read the math I put out? It's still 4.5mil and doesn't help new players in the slightest. You also still have 17 killers to grind out, 19 survivors, and still might not get the perks you want.
It is still HALF the current workload! That is basically the equivalent workload when there were only EIGHT killers available. That's about when I started playing. It wasn't nearly the grind then! If you bothered reading what I wrote at all then you'll see that I'm still in favor of reasonable changes to reduce it further as well. But I am excited about this change. It is a huge step in the right direction.
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This really is a massive and welcome change. Having 4 perks to choose from and being able to acquire 2 per bloodweb is awesome. That cuts the workload in half! The next low hanging fruit that I would like to see them pick is to make it so when a character has all three of their teachable perks unlocked, the player can choose to toggle off one perk from showing up in the bloodweb. This will allow players some room to "unmuddy the waters" so to speak and reduce the long term penalty for short term decisions.
So for example, if I have every teachable perk unlocked on every killer, I would have the option to toggle one perk for each killer. That would be like 15 less perks showing up in my future bloodwebs that I'm not all that interested in. But after I've got all the available perks on all the killers and there are a few weeks before new content comes out, I could untoggle some perks to unlock on my favorite killer. Then when the new killer comes out, toggle those perks off again and increase the good perk likelyhood when grinding out the new killer. Does that make sense?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/645122#Comment_645122
Well I assume anyone reading will at least have heard about the dev stream if not seen it
You assume wrong. Surely you've heard the phrase "assume makes an ass out of you and me".
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Source. Site your sources guys. Don't just assume everyone has seen whatever you have seen.
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It would be a pointless waste of everyone's time 99.9999% of games. Your one in a million chance of escaping in this situation isn't worth everyone else's time.
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/643284#Comment_643284
No Mither only has negative value if you make no effort to make a build around it. It has it's use in Sabotage builds and counters slugging and can negate some of the power behind certain Killer's powers (namely Plague and 1-hit down killers).
Is it the strongest strategy / perk to take? No. But it does have value when used correctly. There are practically zero circumstances where Left Behind would have value.
I'm aware of all those strategies. If you want to dedicate your whole build around being injured then it combos nicely with Dead Hard, Resilience, and This Is Not Happening. Like you say, it can work with a hook breaking strategy too. But honestly, if you are doing these things then you are sandbagging your team.
Let's put it this way. If I had a choice between having a team mate with Left Behind or No Mither, I would take the player running Left Behind every time. I mean, is that really any different from running WGLF from a team perspective? Sure, it doesn't do anything to help the team, but it doesn't hurt the team like No Mither does.
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You aren't really supposed to wiggle out. If you get caught, then you get caught. It's really there to provide a barrier against abuse by the killer. If there was no wiggle meter then killers would be keeping survivors as hostage all the time. It's also there to help make breaking hooks somewhat viable. But if the killer catches you and there aren't any broken hooks or multiple survivors willing to body block then you are supposed to get hooked.
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The one thing I would actually like to see is when the clown lands 2 bottles that directly hit the same survivor within 45 seconds of each other, the survivor gets exposed for 45 seconds. That would increase the skill cap on the killer while being fair to survivors.
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Don't know if these are true or not. They sound like something BVHR would come up with though. For the killer perks, the auto-gen kicking perk really depends on the details. For instance, if it only affects generators that don't have a survivor currently working on it then that really lowers the value. The range could be an issue too. Also, if it doesn't provide additional regression then it would be pretty weak. On the other hand, if the range is large and generators that are being worked on by survivors causes them to be off the generators for about 10-15 seconds then it could be quite nice.
The second killer perk actually sounds amazing. If it does exactly what is described then it could easily be a meta perk. I honestly think it sounds fair too. If survivors pop multiple gens at or near the same time then the perk loses a lot of value. Plus even if a survivor is currently being chased when all the vault locations are blocked, they still can stun the killer with pallets to buy time. Both of these options allow some counter-play by survivors.
The survivor perks are far less interesting. Someone in this thread already did a pretty good job explaining why Steve's perks are pretty terrible. Borrowed Time is better if the killer is close and bonus stealth when the killer is far away is pretty useless. Seeing the killer's aura after an unhook is already a perk. It's called Breakdown and it has a pretty strong secondary effect.
Nancy's perks sound more interesting. The devils always in the details though. I actually like the idea of giving a survivor a bonus for completing one specific generator. But whether this perk is garbage, good, or overpowered depends on what that bonus is. Her other perk (seeing own scratch marks) is at least interesting. It isn't good. But it is interesting. It takes near pro level play to get any benefit from it though.
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I think you could make an argument that No Mither is actually worse. Left Behind has literally no value. I don't think anyone could convince me otherwise. But it is just a wasted perk slot. It has the same value as no perk. But No Mither is another animal altogether. It literally lowers your chance of survival. I would take no value over negative value.
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@redsopine01 said:
True but still this is gonna be awesome heck I've never seen stranger things but this seems badass and imaging the mori I really hope it's more gruesome then the hags via head eating
You should really do yourself a favor and watch the series. It's quite good.
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I'm not even going to read this thread. I'm just going to reply to the topic and say that no, a totem counter will not nullify every hex perk. That is a ludicrous statement. A totem counter would simply give solo players the same information that SWF already has. Information that doesn't somehow magically render all hex perks useless. If anything, this would be a good thing for killers. If survivors are running around breaking totems guess what they aren't doing? Working generators.
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@paint1210 said:
https://forum.deadbydaylight.com/en/discussion/comment/620701#Comment_620701
For B, the survivor can use game spirit as a reson to make report
lol, you could try to report it. It would do nothing at all. This is one of those rare games that the players can pretty much make up their own rules. For instance, if I'm killer and I want to bring Play With Your Food as my only perk and make a rule for myself that I can't attack unless I have 3 stacks of PWYF then that is my prerogative. I can pretty much guarantee that I'll lose rank doing it, but if that is my idea of fun then I won't get banned for doing it.
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@Kabu said:
It was the first title that came to mind. Also, Legion is included in this as they aren't part of the three viable killers that aren't Nurse.
The only buff Legion will be getting is to their addons but they need more than that.
90% of your post has nothing to do with Legion. It is very misleading.
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@Elk said:
I think that idea might happen, even with PC, Switch and Mobile. I think they could add an option in settings saying cross platform with.
PC, PS4, Xbox; etc. with a box checked 'ON' with default. If you don't want to play with PC and Mobile check the 'OFF' box. So people can play with whomever. It might be very complicted to implement though.
That would be the worst possible option. I don't want cross play. But if they are going to make that terrible decision then it should be all or nothing.
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God I hope not.
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@BBQnDemogorgon said:
It takes so long because they're making new Killers/Survivors and perks 24/7 🤷♀️
Leads to a time constraint where they have to rush updates and try to do work on old stuff in between.
Also explains the constant accidental leaks.
Dude, nothing explains the leaks. There are plenty of other games out there that continue to put out new content and updates, but somehow don't leak something every 3 months like clockwork.
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I think you didn't choose the right title for this thread. The first 8 words of the post are about Legion and the rest of it is just a weird rant that honestly doesn't make any sense. I don't recall the devs ever mentioning nerfing any of those killers other than a small nerf to nurse (which if we are being honest here is long overdue). They strive for something resembling balanced in this game. Nothing is immune to change here. Not for killers or survivors. Why did you title this thread "Legion" again?
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@Orion said:
Yes.
Lol, no it isn't. It all depends on how you go about doing it though. If you just DC every game then you will run into issues. But if you just perform bad then how are they going to punish the player? For instance if you are playing as a killer and you just chase a survivor around the entire match without hooking them or just hide in the basement then how are you going to be punished for that?
A.) Who is going to actually report a killer for doing that? It's a free escape as far as most survivors are concerned.
B.) Even if they did report it, what would the survivor include in the report "sob, sob, the killer could have killed me, but just didn't! What is the world coming to?!"
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Lol, that would be a pretty insane amount of game time. I don't know about having free reign to design a character as a reward. Maybe the player could be made into the next survivor though. That would be pretty epic to have your likeness made into the game.