Dreamnomad
Dreamnomad
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@Mat_Sella said:
I dont want to play a certain character just because their perks are stronger for it. We already have a meta, we dont need to have a further reinforced meta by forcing killers and survivor's to play certain character's.
If i want to play daddy David, i want to play daddy David. I do not want to play Bill, although he's cool, just for a better Borrowed Time.
@Mat_Sella I hear what you are saying, but I feel like you didn't actually read my post. I recommended making one teachable perk per playable character boosted. I also recommended making those perk non-meta perks. So no better borrowed times, self cares, sprint bursts, adrenaline, mettle of man (for the moment), decisive strike, etc.
In fact, you would have to give up one of those meta perks to use one of the reworked perks. None of which are so powerful as to rewrite the game meta. Maybe spend a couple minutes actually reading some of the suggestions and perhaps you'll understand what I'm hoping to achieve.
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@Elegant said:
I don't want them to have a benefit from using their own perk. Instead, I would rather them have a less impactful, but still nice, passive. Something like "5% increased heal speed while healing injured teammates" for claudette, or David could have something like "3% increased repair speed while injured" The numbers I gave are entirely arbitrary and could be tested for the best value. The idea is to give a character something passive that could draw people to different characters for a certain playstyle or build. But, it would also not force someone to play only a handful of characters. Ideally you would want to help benefit some non-meta builds with some cool passives that would make each survivor unique and could empower some builds that people could find fun.
@Elegant I hear what you are saying. But the problem (imho) with this concept is that you fall into one of 2 traps. Either the benefits are so meaningless that they don't matter or one of the benefits by far outshines the others and players are handicapping themselves if they don't pick that one character. This has the unfortunate side effect of lowering diversity.
Now you could try and make the same argument about what I'm suggesting, but it isn't the same for a simple reason. I went out of my way to pick non-meta perks. None of the changes I suggested would be so overpowered that they could become meta. But hopefully most of them are good enough to see some play. It's a fine line to walk, I know. I think it is worth the effort though.
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@thesuicidefox said:
What if you just make it simple for everyone.
A character using their own teachable perks get a 10%/4m buff to whatever it is.
So then Nurse's Calling on Nurse would work at 32m. Thana with 4 stacks would give a 26% debuff. And Stridor would increase survivors sounds by another 10%.
Perk specific things would be cool too, but I feel it would be difficult to actually get it all into the game. That's a LOT of work for the devs.
@thesuicidefox Some things don't fall that easily into a 10% or 4 meter category. How about Hex: Third Seal? It doesn't really help the killer very much to blind 5 or 6 survivors. On top of which, a flat 10% bonus doesn't affect all percentage based perks evenly. To use your example with Thana going from 16% to 26% is a 62.5% increase in power whereas say Iron Will going from 100% to 110% would be a 10% increase in power and be rather nonsensical.
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@Tensor said:
https://forum.deadbydaylight.com/en/discussion/comment/495377#Comment_495377
I said ability, Not the Legion.
Reading...Hard
They are one and the same. If the killer's ability is OP then the killer is OP. Killers are defined by their ability. There is plenty of counter-play against Legion anyway.
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I don't think PGTW needs higher % damage, but I do agree that it needs either an extended timer or a token system.
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If you think Legion is OP then I don't think words will help. Play long enough and you'll realize the error of your ways.
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/495265#Comment_495265
Agree with this 100% but also to add sometimes you let people heal you and they miss checks or they led tracks/ the killer directly to you. I'm definitely not for self care as it's slow as dirt, but healing yourself (preferably with a medkit in my case) is sometimes the safer option as above (plus they can do a nearby gen while you heal for 10 seconds with a kit, better than 2 wasting time healing then starting the gen.
So that's 3 more reasons to just heal yourself. If I miss a skill check while healing myself, so be it. I can't blame anyone but myself. But it is particularly annoying when a team mate tries to heal you, gets 10% done then fails a skill check and then runs away. Or leads the killer right to you. Those kind of events make survivors lose faith in each other.
There is also the possibility of a survivor running botony knowledge or some other perk that increases healing speed. Combined with a decent med kit with decent add ons and it can just be faster to heal yourself too. So yeah, lots of decent reasons to heal yourself.
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She should probably have let you heal her. But just to play devil's advocate for a minute, there are valid reasons to heal yourself even if another survivor is nearby. Bloodpoints for one. You don't get any bloodpoints for letting someone heal you, but you do earn bloodpoints for healing yourself.
I've had a number of instances where I am self caring and another player walks up to me so I stop healing expecting that they want to heal me. Only to have them stand around for 10 seconds with their thumb up their butt instead of healing. Or you get the occasional troll that will heal to 99% and walk off.
Strategically speaking, if you didn't waste time trying to heal her and worked a gen instead then the team would be better off too. You have to factor in travel times. Also, having a killer run into 2 survivors standing next to each other with one injured is problematic. The killer can easily down the injured survivor and then chase the one doing the healing, potentially hooking 2 survivors in close proximity to each other. That chain of events can straight up cost the whole team of survivors the entire match.
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This thread is just... dumb. Freddy is invisible if you aren't in the dream world. Here's a little help if you are confused as to what that means.
in·vis·i·ble
/inˈvizəb(ə)l/
adjective
- 1. unable to be seen; not visible to the eye.
Auras only work if you can see someone. This is true for all perks that allow the survivor to see the killer's aura. Object of Obsession for example is awful vs Freddy. Alert isn't special.
Oh, and the entire argument that about Alert and Mettle of Man is particularly bizarre. They have nothing to do with each other. There is no logical connection or reason to bring up Mettle of Man.
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Rule #1: ignore this dude.
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I think they are quite fair really. Sure, it takes time to unlock characters. That's fine. Use that time to master the characters you do have access to. In a way, they are doing you a favor. It gives you time to focus on leveling up and learning characters.
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You need to learn to be more concise. Your story isn't nearly as long as you make it out to be. Here is what you could have written "I live out in nowhere and have bad internet. Can I get banned for "lag switching" even though I don't intentionally do anything wrong?". The end. To answer your question, no, you should be fine.
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It feels like incompetence on Behaviour's part. I have a hard time believing that this is part of a strategy. I can see the occasional slip. But it really is just expected at this point. I would honestly be more surprised if they actually released content that wasn't spoiled ahead of time.
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@ClogWench said:
Legion is really good now, he just needs a lot more skill and awareness to use properly. You can't use him as a tunneler and expect to win. Instead you gotta focus on spreading out damage regularly to draw things out as best as you can. You also need to learn what loops he can and can't handle. Frankly I have a lot of fun with him and he has a lot of interesting builds he can use. Most of the folks saying he got gutted and that he's weak just can't figure out how to use his power properly.
I'm sick of people saying Legion "takes skill now". Legion is not a high skill cap killer. He's about as low skill as the game has to offer frankly. You basic attack. The end. His ability can be summarized as "run a little faster for a few seconds and then basic attack, but you can't use this attack against the same survivor twice." How is that skill?
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Jeff- Distortion: You start the Trial with 3 Tokens. When your Aura would be shown to the Killer, the Perk activates and a Token is consumed. For the next 6/8/10 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer. Distortion does not activate when you are in the Dying State or affected by Traps. Jeff only: begin the trial with an extra token.
Jane- Solidarity: Sharing painful experiences has the power to heal. While injured, healing a Survivor without using a Med-Kit also heals you at a 40/45/50 % conversion rate. Jane only: While injured you can see the aura of the nearest other injured survivor.
Ash- Buckle Up: Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 meters. When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds. Ash only: When you heal a survivor from the dying state to injured, both the healed survivor and yourself don't leave scratch marks for 6 seconds.
Updated.
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This makes no sense at all. Adrenaline doesn't cure diseases. The perk is plenty strong as is anyway.
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Old DS is never coming back. You just need to accept that.
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Dude, you can't hijack someone's property with a video game!
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It's almost impossible to prove. How often are you running up against the same killer anyway?
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I wish they were all one color personally. That way you can just find what perk you are looking for alphabetically instead of having to remember which color the perk is then look alphabetically. Hell, just give me the option to sort my perks alphabetically regardless of rarity!
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It seems like all the rando survivors I wind up with haven't figured this out yet. More often than not, it seems like I'm the one being chased when the EGC starts. It would be nice if they waited until I either ditched the killer or just after being rescued from the hook before they opened the gates. I think it will just be another nuance that survivors pick up as they rank up.
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One of the things that I would like to see happen to Leatherface is that if a pallet is dropped within 5 meters of him, his chainsaw charge speed is massively reduced for a few seconds. This would make chainsawing pallets his default and punish survivors for misplays. I would also like to see his chainsaw effectiveness increase with each generator finished. I don't think the chainsaw tantrum should be completely removed, but maybe he stops with the tantrums after 5 gens are finished.
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Survivors at higher ranks are pretty much what you would expect. They are more efficient at working generators and wasting the killers time in chases. Looping and gen rushing. That's the name of the game. And you can't blame them really. It's the most effective way to play the game as a survivor. But it does get old...
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Tapp- Detective's Hunch: When completing a Generator, the Auras of Generators, Chests and Totems within 32/48/64 meters are revealed to you for 5 seconds. If you are holding a Map that can track Objectives, Generators revealed by Detective's Hunch are added to the Map. Tapp only: the auras remain visible for an additional 25 seconds.
Kate- Boil Over: Your struggling effects on the Killer are increased by 25/50/75 %. You obscure the Killer's ability to see Hook Auras within 10/12/14 meters. Kate only: hooks auras are obscured by an additional 10 meters.
Adam- Autodidact: You start the Trial with a -25 % progression penalty for Skill Checks to heal Survivors. For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens. Each Token grants you a +15 % bonus progression for a successful Skill Check while healing Survivors. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit to heal. Adam only: begin the trial with 2 tokens.
Updated.
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No one cares why are you taking a break. Well, maybe the handful of people you might play with on a regular basis might care, but no one on these forums does. Well, I suppose it might be presumptuous of me to say that "no one" on the forums does. No one should care though. Whether or not you "take a break" or quit or play 24 hours a day has no bearing on any of our game experience.
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In the current decision for the change of MoM, you will need to get 3 protection score events (taking a hit for the team).
Personally, I'm against the change requiring 3 protection score events to activate MoM. But your argument is terrible for a number of reasons. The main reason being that MoM will virtually never be used if the change goes live. Scoring 3 protection events is a huge hurdle. Even attempting to do that handicaps the whole match. If you just focus on generators, you could finish 2 generators with the amount of time and effort it would take to get 3 protection hits.
Common sense tells you that finishing generators is more important than absorbing a single hit from the killer. Thus the entire chain of "logic" you use in your argument is invalid. Killers won't assume that the person going for a rescue is running MoM because no one would run MoM anymore therefore it won't affect the killer's decision making process.
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I'm not saying all those bug fixes aren't important, but these are the 2 that most players will care about:
- Fixed an issue that caused auras to appear very dim in the map Mount Ormond Resort
- Tentatively fixed an issue that caused the Survivors not to receive points when completing a generator
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I haven't even heard of this. What is the experiment intended to find out?
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They have been steadily improving totem spawn locations. It's 10x better than it used to be.
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David- No Mither: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.
- You don't leave pools of Blood.
- Grunts of pain caused by injuries are reduced by 0/25/50 % at any time.
- Grants the ability to fully recover from the Dying State.
David only: You are not affected by the broken status for the duration of the trial. Whenever you are injured, you gain the broken status for 120 seconds. You are injured at the beginning of the trial.
Quentin- Vigil: You and your Allies within 8 meters of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster. Once out of range, this effect persists for 15 seconds. Quentin only: The range increases by 10000 meters.
Updated.
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The window vault speed isn't too bad, but the pallet vault speed is disgusting. Frankly, there are a lot of things I wish they would change about Legion, but that is for another thread.
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Sounds like you want to play a different game. Maybe try Friday the 13th? No bloodpoints in that game.
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Autodidact is garbage. Don't believe me? Just play 5 games with it and come back and tell me how many tokens on average you get. Any heal perk will out perform it.
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You're going to get salt as a killer from time to time no matter what you do. I think the question that you are actually trying to ask here is "do I deserve the salt?". In this case the answer is no. But if salty survivors bother you then the best option is to skip the end game chat.
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@[Deleted User] said:
I stopped reading after Thanatophobia.
Players keep misunderstanding what this perk is for, PLUS your suggestion would only encourage hook camping.
Thanatophobia isn’t about inflicting as much action speed penalty as possible, it’s about getting survivors into sense of urgency to always be healing (wasting time, and not be on a gen) or never leaving a teammate hooked for long (2 survivors minimum also now not repairing a gen)
Thanatophobia is a perfect example of how almost ALL perks have “truer” purposes BEYOND their surface level description.
@DudeDelicious As I mentioned several times, all of these are just ideas. The point of this thread isn't really about any one specific perk. It's about the notion that each playable character should have a specialty when it comes to their own teachable perks. Other people might learn from me, but I'm still the master of [insert perk].
This is also a way to encourage more specialization and diversity. Especially when it comes to survivors. After all, when you have all the teachable perks unlocked, what is different from one survivor from another beyond their appearances? The answer is nothing. They all play the same. But this would provide a little incentive to play one character over another based on which play style you prefer. If you like sabotaging hooks then Jake is your guy for instance.
So if you don't like my idea for Thanatophobia, that's fine. But which perk from the nurse would you have the nurse specialize in and what bonus would the perk get? I stayed away from Nurse's Calling because it is already a meta pick on her and it is difficult to think of a way to enhance it beyond extended range which I think would be particularly unhealthy for nurse. Stridor is an option. I couldn't really think of anything though. So what would you suggest?
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TLDR please.
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What leaks?
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Strategically speaking, making sure the 2 survivors in the basement die is the smart thing to do. That is assuming that killing all the survivors is your goal. If you want to earn maximum bloodpoints then letting them get off the hook is the smart thing to do. Realistically, you should easily get one of them right back on the hook anyway. Let the survivors play musical hooks until one or more of them die. You'll still win, but you'll get more bloodpoints this way. Either way, you aren't doing anything wrong. You can straight up face camp if you want. It's not against the rules.
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Ace- Ace in the Hole: When retrieving an Item from a Chest, there is a 100 % chance that an Add-on of Very Rare Rarity or lower will be attached to it. 10/25/50 % chance to find a second Add-on of Uncommon Rarity or lower. Ace only: whenever you open a chest, there are 2 items inside.
Bill- Left Behind: If you are the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75 % bonus to Repair speed. Bill only: If you are the last survivor remaining and the killer closes the hatch, you can open exit gates 75% faster.
Feng Min- Technician: The noises caused by your Repairs and their hearing distance are reduced by 8 meters. On a failed Repair Skill Check, there is a 30/40/50 % chance that the Generator explosion will be prevented. Feng Min only: There is an additional 40% chance that generator explosions will be prevented. Other survivors working on the same generator as you also benefit from this perk.
Updated.
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@28_stab_wounds said:
Sounds good to me
@28_stab_wounds Thanks for your support. Anything specific you'd like to see?
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Jake - Saboteur: Unlocks the ability to sabotage without a Toolbox at 50 % the normal Sabotage speed. Hooks and Bear Traps you sabotage stay broken for an extra 10/20/30 seconds. Jake only: Hooks you break respawn with 50% progress toward being sabotaged.
Nea - Streetwise: Reduce the consumption rate of Item charges by 10/12/15 % for you and Allies within 8 meters of range. Nea only: Range is increased by 10000 meters.
Laurie - Sole Survivor: Your Aura cannot be read by the Killer within a maximum range of 20/22/24 meters for each killed or sacrificed Survivor. Increases your chances of being the Obsession. Laurie only: when you are the only survivor alive you do not leave scratch marks.
Updated.
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How much skill does it take to land a basic attack? That is the answer to your question.
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@PigNRun said:
Just a few notes:
- Myers/PWYF: PWYF only losing stacks on successful attacks should be base for the perk itself. PWYF is really trash because (outside of Wraith) gaining stacks is difficult and losing them is easy.
- Huntress/Huntress' Lullaby: Instead of completely reworking it for Huntress, just make it have a passive regression penalty, or the effect you suggested, even if the totem is broken.
- Freddy/Remember Me: Why would map-wide TR be good for Freddy? It should be the exact opposite if you wish to keep the same idea. 0m TR once exit gates are powered. Though, this route has little to do with the whole concept of Remember Me.
The rest (so far) seem good.
@PigNRun Good points. I actually did think of the Nightmare's bonus before you posted this. I was coming up with ideas fast and furious. I figured I'd leave it in for a while though to see if anyone would call me out on it. I agree with you on the Huntress's bonus. That is a better way to handle it. I initially thought up this idea while responding to another thread about Huntress's Lullaby.
As far as PWYF goes, I agree wholeheartedly. If I'm going to be honest here, a number of the perk ideas are frankly things that I think should just be improved. It's a subtle way to seed the idea. Anyway, thanks for actually really reading my post and giving thoughtful insight.
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@Pennosuke said:
So each survivor and killer can only have bonus on 1 unique perk?
@Pennosuke That's the idea. I think you might run into some potential balance issues if players have access to more than one "super perk".
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@CallMeSpidey said:
I like it but killer mains will complain about Claudettes getting a buff to self care.
You know?
@CallMeSpidey I wouldn't make Claudette get a buff to self care. This is the bonus I'd give Claudette - Botony Knowledge: Healing Speed and Healing Item Efficiency is increased by 11/22/33 %. Claudette only: survivors healed to full health by you do not leave scratch marks for 7 seconds
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It would be completely broken on The Doctor. I would be okay with Huntress, and Huntress only have a special version of the perk. All other killers keep the hex version though. That would be kind of cool if each killer/survivor had a perk that worked better if they used it.
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Pretty sure the two aren't related. At all.
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It's allowed. There really isn't anything to report. You would either bleed out or the ECG would kill you. The killer isn't doing anything against the rules like holding the game hostage. Is it good sportsmanship? No. Is it bannable? No.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481580#Comment_481580
That was a mistake that was explained since. This data does not have that issue.
Explain how again. If pig has a bad game then she deranks and that data is pushed into the rank 2 category. Forget rank 1. What is pig's kill rate ranks 4 through 1?
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Well considering that almost every single patch they buff weaker perks, I feel I can definitively answer your question. Yes. They will buff weaker perks. Which perks and how they buff them is anyone's guess though.