Avatar

Dreamnomad

Dreamnomad

About

Username
Dreamnomad
Joined
Visits
4,633
Last Active

Comments

  • I'd say it is about even. Most players at least dabble with both sides. Therefore it only stands to reason that if all players play both sides at least some then there would be an even distribution of toxic players.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/619222#Comment_619222

    I wasn’t around for the original Victory Cube, but realistically, anything would be better than the current Emblems in my opinion.

    Depipping for a 4K lmao


    You missed out then. Basically worked like this. Less than 2 kills, lose a pip. 2 kills or hook each survivor at least once was safety pip. 3 kills gain a pip. 4 kills gain 2 pips. It was a little more complicated than that, but that is the general gist.

  • I would bring back the killer's victory cube. It was absolutely perfect the way it was before. The new emblem system is a mess.

  • No one should have to use macros to deal with wiggling or struggling in the first place. Any game that requires spamming a key is just bad design.

  • Legion isn't completely ruined. A few changes and they would be in a good and balanced place. The suggestion that I like best is for Legion to have an extended frenzy duration and lower stun duration with each survivor hit. For example, frenzy duration extends by 2.5 seconds and stun duration decreases by .5 seconds for each survivor hit.

    So if Legion's base frenzy duration is 10 seconds and base stun is 4 seconds then if Legion successfully lands a frenzy hit on a survivor the frenzy duration resets to 12.5 seconds and when Legion cancels frenzy will be stunned for 3.5 seconds. Legion hits another survivor and duration is 15 seconds and stun is 3 seconds.

    All of that is just tweaking some numbers a bit, but would go a long, long way to increasing Legions viability.

  • I love the threads that complain about other people complaining.

  • @FredKrueger said:

    It's funny how a lot of people's answers are don't camp, but killers who DON'T camp still get affected by it when SWF teams are abusing it and all rushing the same hook. What's your solution for that then? We're not camping, but we still get penalized for it which is BS. I agree with a one time use, or you have to be a certain distance away before the un-hook for it to even work, like if your within 25m of the person that gets hooked, it won't work, kinda like how MYC works, but reverse....

    I'm not completely sure what you are even saying here. Are you trying to suggest that borrowed time shouldn't work unless the killer is at least 25 meters away from the hook? Because that would be insane if you were. If you are suggesting that borrowed time should only trigger if the killer is within 25 meters during an unhook then that would actually be a nerf to killers since it is based on a killers terror radius which is something killers actually have some control over. So please clarify what you are trying to say.

    As far as your first question about SWF, I've already answered that. Numerous times. If survivors are hook rushing you then just go after the rescuers. Borrowed time doesn't do anything for the person doing the rescue. And if they are brazen enough to try to hook rescue right in front of you then you can easily down them. Alternatively, any killer able to reduce their terror radius to 0 can just wait until the hooked survivor is on the ground to attack and bypass borrowed time altogether.

  • @NuclearBurrito said:

    I'd put plague somewhere at B tier and clown at C tier. Otherwise looks mostly right.

    How exactly is this official btw?

    I came to this thread to ask the same question. What makes this "official"? The list looks more or less like what is generally talked about on the forums. I think the D tier is a little crowded. But whatever. To each their own.

  • This is such a weird post. "Don't change ONE thing about Plague.... other than the following things which I approve of!". Whatever dude. Other people are entitled to their opinions too.

  • Need thicker skin if you are going to play as a killer. But you could always just block messages if you are on console and immediately leave chat if you are on PC. No reason to stress about survivor's feelings.

  • What difference would it make? Honestly. Chapter... Paragraph... they are just words. The Ghostface release would still be the same.

  • Here is what a casual mode could look like that resolves most of the major complaints players have about DBD and focuses more on the fun parts:


    The Chase

    To help decrease down time on the killer's part looking for survivors, killers in this game mode can see the aura of survivors further than 45 meters away.

    Survivors have the reverse of this and can see other survivor's auras within 45 meters of themselves. Survivors in a chase will have many handicaps as explained later. This will help survivors coordinate better to help compensate.

    Survivors will not be able to use the same window or pallet more than once in a chase.

    Survivors gain a 2 second burst of speed when fast vaulting a window.

    Survivors that are injured in a chase have the "windows of opportunity" perk effect until the chase ends.

    Survivors can heal themselves to full health from the dying state. (think infinite unbreakable perk plus healing to full health) Slugging will not be a thing in this game mode.

    Pallets function very differently in this mode. Pallets break automatically when stunning the killer. The pallet stun time is 3 seconds. Killers breaking pallets by kicking will break in 1.5 seconds. Pallets respawn after 30 seconds. Killer perks that effect pallet break speed or stun duration are banned in this game mode.

    Bloodlust for the killer will not end until the survivor is put in a dying state, or the killer has lost sight of the survivor for an extended time. Breaking pallets or being stunned by a pallet does not end bloodlust. Bloodlust tier 1 activates after 30 seconds in a chase. Bloodlust tier 2 activates after 45 seconds and bloodlust tier 3 activates after 60 seconds. Each tier of bloodlust increases window vault speed by 10% and decreases pallet stun time by .25 seconds in addition to the current move speed bonuses. At tier 2 the killer will see the chased survivors aura for 1 second with 5 second intervals. At tier 3 the killer will be able to see the survivors aura until the chase ends.

    Essentially, if the killer chases the same survivor long enough, the killer will catch the survivor since the windows and pallets will be unusable and bloodlust bonuses are so strong.


    Survivor 3 Life System

    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. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

    The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

    After the timer is up the survivor will appear on a spectral 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. 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 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.


    Generators

    Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.

    Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.

    When killers kick a gen, there is 5% immediate damage to the generator. 

    If one or more survivor(s) are dead (not just in the ghost world, but permanently dead) or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts. The killer will also lose the 5% immediate kick damage to generators.


    General Changes

    Offerings are restricted. Only offerings that affect bloodpoint gains can be used.

    Some perks are banned. Either because they would be overpowered in this mode or because it is redundant.

    1. Endurance. OP with pallet system
    2. Spirit Fury. Redundant with pallet system.
    3. Fire Up. OP with chase system.
    4. Brutal Strength. OP with pallet system.
    5. Bond. Redundant with aura system
    6. Kindred. Pointless with spectral hook system and aura system
    7. Empathy. Redundant with aura system
    8. Windows of Opportunity. Redundant with chase system
    9. Slippery Meat. Pointless with 3 life system.
    10. Unbreakable. Redundant.
    11. No Mither. Redundant.

    Bear in mind that anything in this system could be changed if there was a problem discovered during play testing. It's the concept that I'm trying to promote. Any suggestions are welcome.

    Pros for Survivors

    No Camping

    No Tunneling

    No Slugging

    No Mori's

    Consistent Bloodpoint Gain

    Fun Challenging Chases

    More Coordination From Survivors


    Pros for Killer

    No Gen Rushing

    No Wasted Time Scouting For Survivors

    No Looping Around Same Object For Long Periods

    High Power In Extended Chases


    TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.

  • @AzdrubaelVect said:

    https://forum.deadbydaylight.com/en/discussion/comment/610993#Comment_610993

    what you said only applies to solo. SWF will block the unhook for each other.


    Survivors can only block for each other in this manner if the killer allows it. Even if they block, that means that you can down the blocker. Numerous killers have ways to punish survivor altruism like this.

    Huntress can injure or down would be saviors from range.

    Hillbilly, Leatherface, Shape, and Ghostface can all one shot survivors.

    Plague can either injure or break survivors with puke depending on which version she has.

    Pig, Wraith and Ghostface can all reduce terror radius to 0 and wait until after the unhook to down the rescued survivor.

    Nurse can do numerous things to counter survivor rescues. She can blink past a blocker to get a grab. She can hit a survivor and blink to down.

    Trapper and Hag can both place traps to outplay survivors.


    All killers have access to both Insidious and NOED. Both of which can mess up any rescue attempts. I really don't know what more to tell you. If you are getting outplayed because of Borrowed Time as a killer then you are just getting outplayed.

  • @AzdrubaelVect said:

    https://forum.deadbydaylight.com/en/discussion/comment/610885#Comment_610885

    Borrowed time becomes too strong in endgame mostly so your last option is moot in this situation. I'd be fine if BT got the nerfed version in endgame.


    @AzdrubaelVect It isn't too strong at any point of the game. End game or otherwise. End Game Collapse is already very much in favor of the killer. If you manage to get someone hooked during end game and you are worried about a borrowed time rescue then you always have the option to face camp. It's not like there are any generators to patrol. If someone goes for the rescue when you are right there then you can interrupt them or down the rescuer. And if they manage to pull off a rescue with you standing right there then they earned the rescue.

  • Borrowed Time is fine. No change needed. Killers already have multiple answers to borrowed time.

    -Go after the rescuer instead of the hooked survivor.

    -Stay just outside the range of your terror radius from the hook.

    -Use stealth killer with low or zero terror radius.

    -Use Insidious.

    -Don't Camp/Tunnel

  • It really is hard to believe how badly they messed up Frank's Mix Tape. It used to be Legion's best add on and now it is nearly worthless.

  • So here is an idea to combine with yours. In addition to each hit reducing the stun by .5 seconds, the feral frenzy duration is also extended by 2.5 seconds per hit.

  • The base feral frenzy duration needs to be extended too. Unless survivors severely misplay, Legion is not going to be chain hitting. Even if you catch two survivors in close proximity like working on a generator together, if they are smart then they will run in different directions. By the time you hit one the other will have enough distance to time out feral frenzy if you change targets. I do like your idea though.

  • I would like to see the following three things done to Legion.

    1.) Add a new status effect to the game that applies when Legion frenzy hits a survivor with deep wounds. Status effect: Nerve Damage- All actions performed by the survivor have a 35% penalty until the survivor is fully healed.

    The purpose of this is to allow Legion a choice. To either put the survivor in a real time out until healed or to pursue to down. As it stands now, mend and deep wound just doesn't really matter. And hitting a survivor with frenzy active that is already deep wounded just doesn't do anything at which is extremely illogical and counter-intuitive. This fixes that problem.

    2.) Extend the duration of Feral Frenzy by 2.5 seconds. The purpose of this is to help fulfill the original design of the killer which is to change targets and apply deep wounds to multiple survivors to slow down the game. The problem with this theory is that Feral Frenzy times out too fast to actually catch multiple targets unless the survivors seriously misplay. I'm not sure 2.5 seconds is even enough really, but it would go a long way to making Legion more viable.

    3.) Decrease the cooldown (self stun) when cancelling Feral Frenzy from 4.0 seconds to 3.25 seconds. This is mostly a quality of life change.

  • I wouldn't nerf them at all. Frankly, I think the combo is overrated.

  • @Avariku said:

    https://forum.deadbydaylight.com/en/discussion/comment/607912#Comment_607912

    what are you smoking? lol. you need to share.... I agree the perk needs to be made useful, but that is some serious overkill.

    He's clearly trolling.

  • Come back with real data after you have played 100 or more games. 3 games is statistically insignificant.

  • Absolutely not. The current DS is much fairer. The biggest problem with the old DS was that you could spend a lot of time in the early game chasing a player while the map was full of pallets, finally catch that player only to have them DS before even hooking. The early game is the key to DBD. The longer the killer has 3 survivors working on generators the worse off they will be. The new DS at least guarantees you hook a survivor before they can use it. That means the first chase isn't extended and the killer can get a survivor or two off the generators which makes all the difference in the world.

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/595250#Comment_595250

    Read the thread. i've acknowledged coms isn't cheating. However it is still unfair. It's fine if you want to dismiss the topic. But might I suggest you ignore these topics sense you're so bored by them? I'm new to these forums, but I've been playing DBD for 2 years at red ranks. I haven't said anything anywhere until just recently. I've adapted. That doesn't mean I can't point out unbalanced aspects of my favorite game.


    Welcome to the forums. Maybe this is your first time complaining about this particular issue, but it has been brought up many, many times before. But communication among players isn't going anywhere. This is a multiplayer game. People are going to communicate in multiplayer games. This is the 21st century after all. It is a complete an utter waste of your time complaining about this.

    For the record, it isn't as broken as you or other killers assume it is anyway. 4 player SWF groups make up about 5% of games played. 3 player SWF groups are around 10%. That means 85% of the games you play as a killer have half or less of the players as SWF. In terms of efficacy of SWF, it does increase the survivability from around 40% chance of surviving to 50% chance of surviving. That is completely acceptable.

    So A.) It isn't anything that can be changed and B.) It isn't that big of a problem in the first place. Time to accept it and move on.

  • HELL NO!!!! I vote against any form of cross play. Especially if it involves PC players.

  • No, I won't miss him. But I do think they should have made Original Freddy an option to play in Kill Your Friends.

  • /yawn

    I've heard the same tired argument for as long as I've been playing. You got an official response. It's not cheating. It isn't going anywhere. It's time to stop crying about it and adapt.

  • @Raccoon said:

    People will instantly disregard any and all results from this experiment, similar to that of the depip squad.


    @Raccoon A couple of things. First, I dispute the notion that the depip squad experiment was disregarded. There are people that hold that as gospel even today. The very fact that it's been over a year and you brought it up and 95% of the people that read this thread will know what experiment you are referring to without a link proves that it had a real impact on the game and community.

    Secondly, the experiment wasn't exactly done to scientific standards in the first place. In order to do an experiment with any real credibility requires more controls. It was interesting data. It certainly raised many debates. But the very fact that they were publishing the results to the public as they played the games tainted the data. There were no doubt capable killers that saw them in their lobby and knew what to expect and just dodged the game for example.

    Third, it has been over a year. We aren't playing the same game today. There have been many fundamental and significant changes to the game since they did their "experiment". Anything they might have proven has long since been invalidated.

  • I have to disagree with you. I think there are a number of things they should do to make prestiging more tolerable, but buying a prestige rank for 1 million BP is something they should never do. Here are some examples of things I would like to see them do instead.

    When prestiging, the character gets all of their teachable perks at whatever the prestige rank is. So for example, if someone were to get their Hillbilly to prestige 2, Hillbilly would have Lightborn, Enduring, and Tinkerer all at rank 2 automatically.

    I also think whenever a player prestiges they should be able to choose 1 non-teachable perk that they've unlocked per prestige rank to retain. So for example, a player gets prestige 1 and chooses to keep BBQ. When that player reaches prestige 2 he chooses to keep BBQ and Ruin. When that player reaches prestige 3 he chooses to keep BBQ, Ruin, and Bamboozle.

    These changes would take a lot of the sting out of the prestige system without completely invalidating the process.

  • I'm going to try really hard to reply without getting myself banned here. This thread has 0 credibility. Anyone that attempts this so called "strategy" will fail. Any killer using only their basic attack, no add ons, or perks would win against a team attempting this.

  • @TheGameZpro3 said:

    @Dreamnomad dear God. Imagine if we still had Vote Downs.


    Lol, I imagine there would be at least 53 =p

  • At the time of this posting the original post in this thread has 0 Up Votes. The second post which implies that the OP isn't of sound mind has 53 Up Votes. That has to be one of the single most one sided topics on these forums history. Virtually no one agrees with you sir. It might be time to concede.

  • @D3v3S3aTp3An3S said:

    Honestly is no different from any other game you have to play when repeatedly pressing buttons...


    EVERY game that has a button mashing mechanic should be changed. This is an idea that was never good. It has not aged well. It's time for button mashing to go the way of the dinosaur.

  • @ceridwen309 said:

    I'm not personally fond of the struggle mechanic. I can envision a possible new one though.

    Picture you are on the hook, and a circle is in front of you. On this circle, there are 4 smaller circles in the North, south, east, and west positions. Every so many seconds or so, (we'll say 7 for ease of example).....one of the smaller circles flashes in some way and you have to point your left analog stick/WASD keys in that direction.

    If successful, you stave off one of the entities "claws" and can continue to live.

    This prevents repetitive button mashing and continues to make sure you have to pay attention and not run to the fridge for a drink or something.

    Just one of the many ideas I have, let me know what you think. (hopefully no one else has thought this one up yet.)


    I could live with this so long as it is pretty forgiving. Like you have a 3 second window and if you happen to push the wrong button first you don't just die. This shouldn't be difficult in any way shape or form for the player. The goal is for there never to be an "accidental" death or damage to the players devices or hands through repetitive actions.

  • I agree. The needless button mashing should go away. It would be fascinating to know how many survivors have died on accident because of this mechanic.

  • Dear Behaviour,

    I have been streaming video of myself playing your video game. Little did I know that players who play the same game would actually watch it! Not only that, but on occasion sometimes those players happen to be on the opposite team! Can you believe this?! If I'm playing as the killer, the survivors are always conveniently somewhere I am not. If I'm the survivor then the killer is always inconveniently around every corner! Clearly this is completely unfair. Therefore, any players with DBD accounts who watch me stream deserve to be banned. Thank you for your time.

    Signed,

    The Victim

  • @humanbeing1704 said:

    I got face camped for destroying a Billy's 2 hex totems in the first 2 minutes of the match

    You earned that face camp as far as I'm concerned.

  • @George_Soros said:

    Once a Doc downed me when I was the last one alive. While carrying, he hit a generator, then dropped me. I assumed he wants to let me farm, so when I was on my feet started working on it. Then he downed me instantly and hooked.

    After game, he told me all the nearby hooks were used up around the spot he first picked me up, he saw he could not make it, so he pretended he wanted to let me finish the last gen.

    Very nice move, I laughed so hard when he explained it. Well played. Scummy, sure, but hey, we're enemies. Anything goes.


    That's pretty clever actually.

  • @Mister_Holdout said:

    The killer made me bleed out all because they couldn't get their 4th BBQ stack. In other words, the killer decided to punish me because one of the other survivors denied them a BBQ stack. I was playing solo btw.


    If that is the worst thing a killer has ever done to you then you have lived a charmed life. The killer probably wasn't even trying to "punish" you. The killer was probably using your bleedout timer to find the last survivor. I've done this many times myself. Don't take it personally. That's just a strategic move.

  • @NeonAlien said:

    https://forum.deadbydaylight.com/en/discussion/comment/570900#Comment_570900

    Regarding the dream pallets, if I understand it right, the killer can choose the location? So when a good survivor with map knowledge can see if pallets are in a "wrong spot", then the killer has to choose the spots that are "right", which is the opposite side of the coin. If the killer doesn't have the map knowledge to make right calls, that doesn't make the fake pallets weak, but it means that the killer isn't as good as the survivor in that regard, and that's just how it be sometimes.

    You can only choose to place pallets in places that the game recognizes as "correct". When a map is built there are so many potential spawn points which the game then randomly populates pallets at with a few rules followed. Freddy can put pallets in any of the spots that weren't randomly chosen or can put a fake one in the place of a real one that was broken.

    In order for a survivor to never fall for a fake pallet that player would need to run around the entire map and memorize every pallet location while awake. That player would also need perfect information from team mates each time they used a pallet to not fall for a fake pallet that replaced it. This is a near impossible task folks. Any player or team of survivors capable of pulling that off deserves an escape imho.

  • What are you basing this hypothesis off of? There is nothing overpowered about them.

  • @Yamaoka said:

    Average bait imo.

    I would go so far as to call it below average. I'll never understand killers calling survivors OP. They literally can not hurt you. The most they can ever hope to achieve is an escape. And guess what? Most survivors don't even do that.

  • Some of them kinda have passives. The Pig's reverse bear traps for example. The Huntress and Nightmare have lullabies. The Spirit has her phase shift thing. I get where you are coming from though. Here was a suggestion I made in a thread a while back:

    I would like it if each character had one rank 3 perk for free. This would add much needed variety. This is especially true for survivors.

    I would like it if each character had one rank 3 perk for free. This would add much needed variety. This is especially true for survivors. Besides the appearance, there is really no reason to choose one survivor over another since they all have access to the same perks. Preferably the free perk would be one that they can teach. If the player chose to actually use that perk, it could be a "super perk" that can go up to rank 6. For example:

    Killers-

    Trapper: Brutal Strength - Your great strength allows you to shred through your prey's defenses. Destroy dropped Pallets and damage Generators 10/15/20 [Trapper only 25/30/35] % faster.

    Wraith: Predator - Your acute tracking ability allows you to hone in on disturbances left by running Survivors. Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together. [Wraith only: Scratch marks will appear much brighter and fade slightly/moderately/considerably over time making it easier to tell which direction survivors are running.]

    Hillbilly: Tinkerer - When a Generator is repaired at 85 [Hillbilly only 75/65/55] %, you receive a noise notification and your Terror Radius is reduced to 0 meters for 8/10/12 seconds.

    Nurse: Stridor - Breathing of Survivors in pain is 25/50/50 [Nurse only 75/75/100] % louder. Regular Survivor breathing is now also 0/0/25 [Nurse only 25/50/50] % louder.

    Huntress: Territorial Imperative - Unlocks potential in one's Aura reading ability. Survivors' Auras are revealed to you for 3 [Huntress only 4/5/6] seconds when they enter the Basement and you are more than 32 [Huntress only 28/24/20] meters away from the Basement entrance. Territorial Imperative can only be triggered once every 60/45/30 [Huntress only 15] seconds.

    Shape: Play With Your Food - You become obsessed with one Survivor. Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens. Each Token increases your Movement Speed by 3/4/5 [Shape only 6/7/8] %. Each offensive action spends one Token. Only one Obsession per trial.

    Hag: Hex Thrill of the Hunt - A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your totems. For each Dull Totem and Hex Totem remaining on the Map gain a Token. Gain 6/8/10 [Hag only 12/14/16] % more Bloodpoints for actions in the Hunter Category for each Token. Survivors' cleansing speed is reduced by 4/5/6 [Hag only 6.5/7/7.5 ] % for each Token. Gain a notification when someone starts working on a Hex Totem. The Hex effects persist as long as the related Hex Totem is standing.

    Cannibal: Knockout - The trauma caused by your brutal attacks makes crying for help painfully difficult. Dying Survivors' Auras are not revealed to other Survivors when they are standing outside of 32/24/16 [Cannibal only 12/8/4] meters of range. [Cannibal only: Reveals dying Survivors' Auras when standing within 4/8/12 meters. Stacks.]

    Doctor: Overwhelming Presence - Your presence alone instills great fear. Survivors within your Terror Radius suffer from inefficiency. Affected Survivors' Item consumption rates are increased by 80/90/100 [Doctor only 110/120/130] %.

    Nightmare: Remember Me - You become obsessed with one Survivor. Each time you hit your Obsession, you increase the opening time of the Exit Gates by 5 seconds up to a maximum of 20 additional/25 additional/30 additional [Nightmare only 35 additional/40 additional/45 additional] seconds. The Obsession is not affected by Remember Me. Only one Obsession per trial.

    Pig: Surveillance - Unlocks potential in one's Aura reading ability. The last 1 regressing Generator's/2 regressing Generators'/3 regressing Generators' Aura(s) are indicated in white to you for 16 [Pig only 32/48/64] seconds.

    Clown: Coulrophobia - Your presence alone instills great fear. Survivors within your Terror Radius have a 30/40/50 [Clown only 55/60/65] % penalty to the Healing progression speed.

    Spirit: Spirit Fury - Each Pallet you break magnifies the wrath of The Entity. After breaking 4/3/2 [Spirit only 1/1/1] Pallet(s), the next time you are stunned by a Pallet, The Entity will instantly break it. You still suffer from the stun effect penalty [Spirit only - but the stun duration is reduced by 25/50/75%. Does not stack].

  • @Okapi said:

    I'd rather the survivor be Steve Harrington and not Hopper. I want him in his Chip's Ahoy costume. Booty shorts and all. A lot of people want Barb. I think she would be okay. Steve would have better cosmetics.

    But it's most likely going to be Hopper considering he was the one Netflix put in Fortnite.

    Steve in the sailor outfit would rock. Barb was too small of a character to warrant a place in DBD. I like Hopper. I'd be okay with Hopper. But it feels like between Bill and Jeff that type of character is already represented.

  • They just need to put a door in that wall somewhere to shorten the loop. That map is pretty miserable to play on as a killer since every damn survivor makes a bee line right to that window every chase. The way the generators are spread out, you can't exactly just ignore that side of the map either.

  • @Vampy said:

    this is great and all... I'm glad more people get BPs... but the majority of killers are super weak compared to the average survivor main.

    Games should have a time limit on them, and if survivors don't get the gens all done in lets say 15 minutes... they get auto sacrificed...

    Or liven skill checks up with a captcha instead of just hitting a space bar.. lots of games do this vs the current space bar system.

    Survivors have everything basically handed to them, and killers only have a few options.. and some of the outlier options require uncommon to rare add-ons to remain viable... hell Tru3 ended up spending nearly 500k BPs today trying to get ONE green add-on in the bloodweb for a viewer build... where as survivors don't even need add-ons to all be viable.

    BHVR def has a hard bias for the survivor players and from what it seems like to me don't care about their killer players. (gutting Legion... a C tier killer for no reason, Freddy rework will have to be played and tested to be judged)

    I know you guys at BHVR are trying and doing the best you can, but killer with perks should have tools to do their job and everyone can have fun. Borrow some ideas from the other horror genre games.. Stall builds and gen control should reward something as an alternate win condition or something

    So 3 gen doctor should be the optimal strategy huh? That sounds like a delightful meta for everyone. /sarcasm

  • If we are going to be real about fixing the disparity between killer and survivor bloodpoints earned then they have to look at We're Gonna Live Forever. The ease and consistency which a killer can earn tokens on BBQ compared to survivors earning tokens with WGLF is huge. BBQ tokens are earned doing what a killer naturally does in the course of the game. But WGLF doesn't work that way. As a survivor you are dependent on the killer to earn your tokens. Plus you are competing with other survivors for those safe unhooks. Let's put it his way, if you dominate as a killer then you are guaranteed your 4 tokens, but if you dominate as a survivor you will get 0 tokens (since no one was hooked).

    The way to fix this is easy and obvious. Reward survivors for doing what they are supposed to be doing. IE fixing generators to escape. WGLF should give 10/15/20% bonus to all bloodpoints earned in a match per token and tokens should be earned with each completed generator. If WGLF isn't changed then survivors are still earning half the bloodpoints than a killer.

    There is one other major issue that needs to be addressed. That is the category system for survivors. Survivors earn bloodpoints for vastly different tasks. If the killer happens to find you first and you run the killer around the entire match, you will quickly cap out on the 8,000 bloodpoint limit in the chase category. But you obviously won't be doing any generators and thus miss out on all those potential points. It's not that survivors fault. That player didn't do anything wrong. But he is still screwed out of lots of potential bloodpoints.

    What should happen is when survivors earn the max amount of bloodpoints in one category they should be able to continue earning bloodpoints in that activity, but at a 50% rate that goes into a "general pool". At the end of the match the general pool bloodpoints are distributed in other categories. This would not raise the max limit if 8,000 bloodpoints are earned in each category (32,000). So for example, if I used the above scenario where the survivor is chased the entire match. That survivor earns 19,000 bloodpoints toward the chase category. That player would earn 5,500 bloodpoints toward the general bloodpoint pool (19,000-8000)/2=5500.

    Until these 2 issues are addressed there will always be a discrepancy between killers and survivors.

  • @Mushwin said:

    the thing is, do we go through life with buttons? no, it's a a forum, voice your words and opinions, not hide behind down voting everything if we could do that, we would have a remote with buttons to do all we could with such lol

    This argument is so illogical that it is mind boggling. Yes we go through life with buttons! You use buttons on your phone, car, computer, tv, blenders, etc. You wouldn't have been able to "voice your opinion" on these forums in the first place without buttons!

1 … 40 41 42 43 44 … 71