Dreamnomad
Dreamnomad
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- Dreamnomad
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+1 on this thread. I hate how hard the auras are to see. The red scratch marks too for that matter. It's weird how the map with the lightest background is the hardest to see stuff in.
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If they make it require a protection hit then it should only take one protection hit to activate. Otherwise this perk is dead.
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I'm okay with this change actually. I rarely use Enduring anyway, but the change seems reasonable.
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Enduring & Spirit Fury are not that good honestly. Even if you are trying to get hit with pallets it is rare for Spirit Fury to proc more than once in a trial. I'd take Brutal Strength by itself over both those perks. At least you get value out of it each and every pallet.
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Mettle of Man: Once per trial you may compare your penis size with the killer's. If your penis is larger then you immediately escape the trial. If the killer's penis size is larger then you immediately are sacrificed. Female killers are immune to this perk and all male killers have larger penis sizes than all survivors. Except for Legion. His penis was stealth nerfed during the rework.
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Borrowed Time: After being hooked, once per trial you are able to swap your sacrifice progress with another survivor that hasn't been hooked yet.
"Thanks pal. You're the best."
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I HATE RANT THREADS!!!
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@Peanits said:
At 30 seconds, a 4.6m/s killer would be able to move 138 meters. A 4.4m/s killer would be able to 132 meters. Even on the lower end, as long as the generator you want to kick is within 8 tiles (little under for a 4.4m/s, due to the kick animation), you should be able to kick it. In addition to that, you can also strategically hook the survivor closer to the generator you want to kick to give yourself a little more wiggle room.
That's not to say that a QOL change would be a bad thing by any means, but you should have plenty of time to kick the generator that you want to as is.
@Peanits This is assuming you know exactly which generator needs kicking. God forbid that you have to patrol more than one generator to find one that needs kicking. And btw, I have had more than one circumstance where I have hooked a survivor and immediately went toward a generator and was unable to kick it before time ran out. Apparently it is possible to hook a survivor further than 132 meters from a generator or your math is wrong.
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Bond: Activate to attach yourself to a nearby survivor with a 5 foot tether. The bond can't be broken for 90/120/150 seconds.
"We either live together or die together."
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AfterCare: After healing a survivor you tell the survivor to "Take 2 aspirin and call me in the morning" / "Stay off your feet for a few days." / "Change the bandages every 4 hours and take an antibiotic every 6 hours for the next 5 days."
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@TheGameZpro3 said:
@Dreamnomad Um, sorry, wrong thread. This is about NERFS, that's an insane BUFF.
Relax. It's a joke thread. I already changed it anyway.
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Ace in the Hole: This ability activates after you have been hooked once. You reach down your pants and pull out a pistol/shotgun/assault rifle. The gun has no bullets though.
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I agree that it would be great if they introduced a map builder option that could be used for KYF. Highly rated and popular maps could then be introduced to the base game after being screened and selected by Behaviour. That would be a win-win. Players get more high quality maps and Behaviour doesn't have to pay anyone to build them.
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I think they should take a completely different route. I would like to see the bloodpoint gain components removed from both BBQ and WGLF. I would then like to see a new mechanic introduced to the base game. Let's call it "Entity's Favor" for now.
Killers would earn Entity's Favor tokens for each unique survivor they hook with a 25% bonus to all bloodpoints gained per token. (same as BBQ)
Survivor's would earn Entity's Favor tokens for each generator they complete, survivor safe unhook, or pallet stun on killer to a maximum of 4 tokens. Each token would increase the total bloodpoints earned by 25% per token.
BBQ would just do the aura component after hooking a survivor. WGLF could change to anything they want, but I would recommend something like "Whenever you unhook another survivor both you and the unhooked survivor do not leave blood trails, scratch marks, and move 4% faster for 4/5/6 seconds."
The purpose of all this is 2 fold. One, it would help deal with the rather absurd bloodpoint grind this game has. Two, it would help increase perk diversity.
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Short answer. No.
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It sounds like you just want to play a different game on a fundamental level.
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I've been trying to advocate for this to happen for a long time. It is the very definition of "low hanging fruit". Many ideas would take very little development time, but would make large improvements in the quality of player's lives. Here are a few examples.
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 survivors
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.
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).
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Why are you posting this instead of Peanits? Pretty sure the dude can talk for himself.
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@thesuicidefox said:
I have 3 down votes on my "Calm Spirit needs 1 buff to be perfect" thread. Like there really is no reason to even down vote that. The buff I'm asking for is very minimal and simple, wouldn't make the perk meta at all just a QOL change really. Why people would down vote that is beyond me. Best part no one even explains why they down voted. One, yes ONE person commented to complain about how CS shouldn't be in the game or some nonsense, and 1 other person questioned why someone would even use the perk. So clearly someone just down voted because they don't like me, or because they don't like Calm Spirit which is hilarious.
Down votes are great in theory, but in practice it's just a way for people to say "I don't like you" anonymously. I know I get down votes just because people don't like me, doesn't matter what my comment is. There is no point to it. If you disagree with someone say you disagree and why. That's how discussion works.
@thesuicidefox Maybe, just maybe, there are people who disagree with you but don't really feel like wasting the time typing out their reasons. It is a bit narcissistic of you to assume that the only reason someone would down vote you just because they don't like you.
For instance, I think Calm Spirit is just fine the way it is. I don't believe it needs any buffs at all. But maybe I was skimming the forums and didn't have a lot of time. So I down vote to state that I disagree and then log off to deal with real life stuff. I'm not necessarily going to remember or care enough to log back in later to articulate my reasons for disagreeing with you.
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How many people clicked on this thread just to down vote the OP?
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Oh yeah, one more point. A lot of times when the killer gives a survivor the hatch, it isn't done as an act of pure benevolence. I've done it many times as a killer trying to slow the rate that I get to rank 1. So while I'm sure most the survivors appreciated the gesture, it was also an act of self interest on my part. I'm sure that I'm not the only killer to have done it for this reason either. I'm sure plenty of survivors have sacrificed themselves to killers to de-pip or slow their rate of rank climbing too.
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It is insane to expect survivors to "surrender" themselves so the poor killers feelings don't get hurt. A pity kill doesn't do much to help with the killers self esteem after a bad loss anyway does it? Besides, one kill is worth like 1000 to 2000 bloodpoints to the killer (including hits to down survivor), but an escape is worth 5000 bloodpoints to the survivor. Why would a survivor give up 5000 bloodpoints to give a killer 1000 bloodpoints? Especially considering that bloodpoints are harder to earn on a survivor.
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Okay, consider every killer who plays the game warned.
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If DBD dies in 2020, it won't be because some new game came along it killed it. It'll die at Behaviour's own hands.
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I stopped reading after you said "Well, you get free hits". Legion does not get free hits. Pre-rework Legion maybe this argument could be made since his vault and run speed was so fast and if Legion missed an attack, 3 more would be coming in rapid succession.
Post-rework Legion none of those are true. The run speed isn't as fast, pallet vault speed is a joke, and if you miss an attack then you are stunned for 4 seconds and lose your ability for 20 seconds. In other words, there is plenty of counterplay potential for survivors. AKA, it's not a "free hit".
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I wouldn't hate it if they made this change, but honestly I don't think it's needed. Every now and again the killer would accidentally screw themselves over by letting go of the button too early. The vast majority of the time it would be a mistake for a killer to fake break a pallet.
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@Kiskashi said:
@Dreamnomad I think it's more of a stun based comparison. Increased distance covered at cost of horrible stuns
That is a stretch.
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@Iceman said:
Legion takes skill now. Decreasing the speed of FF will just make them worse.
Legion is basically a weaker nurse. If Legion misses an attack survivors can get out of Los. We are not able to see scratch marks or blood during and a bit after FF
I honestly would prefer if Legion either got increase speed or allow me to use the power whenever I want. I’m fine with the stun.
Also players are always going to tunnel/camp if that’s there play style. Devs try to encourage players not to. Everyone play the way they want to
@Iceman "Legion is a weaker nurse"??!?! What are you talking about? Those killers have nothing in common. Like at all. If someone were to say "Spirit is a weaker nurse", I could at least understand where they are coming from. The Spirit's ability from the survivors perspective is sort of like a blink. But explain how anything Legion does is remotely like blinking.
PS: What part of Legion requires skill? He's a basic attack killer. He takes as much skill as Freddy or Myers.
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@tt_ivi_99 said:
You literally get a first free hit...
His power is now used as a tool to hurt multiple people, as It always should have been.
So I activate my power and the closest survivor automatically gets deep wounds?! Awesome, when did they patch this in?
Wait. I still have to chase and hit the survivor. If they pallet stun me or I miss a single attack my ability goes on cooldown and I'm stunned for 4 seconds. Yeah dude, that's not a "free hit". The vast majority of the time, you will not have a long enough duration to hit multiple survivors either.
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I have a whole list of things I don't like.
- I don't like the pallet vault speed. It's pathetic. You would very frequently be better off just kicking pallets.
- I don't like the stun duration after cancelling the ability. 4 seconds is entirely too long. It should be around 3.25 seconds base.
- I don't like the blindness effect when cancelling the ability. This is entirely unnecessary. Get rid of it.
- I don't like the duration of frenzy. The entire concept of the killer is supposed to be built around the premise that you hit one survivor with deep wounds and then change targets. But the vast majority of the time you change targets, you will not be able to hit the second target before frenzy wears off. They could add 5 seconds to the duration and it wouldn't be overpowered.
- I don't like the lack of identity with the killer. Deep wounds and mending is completely pointless. 10 second mend time doesn't buy enough pressure for the killer.
- The entire concept of "frenzy" doesn't make sense the way it is implemented. "woops, I missed an attack. I guess I'll sit on this bench for 20 seconds while I build up my rage."
- The concept of hitting someone with a frenzy attack, but hitting them again literally doing nothing makes no sense. If I stab you, it should do SOMETHING!
- I don't like that you can't see blood while in frenzy. How does this make sense and why is it necessary?
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I don't see the problem here.
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The mori animation takes too long. Survivors will get like half a gen done by the time he's done taking a selfie.
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@DarkWo1f997 said:
https://forum.deadbydaylight.com/en/discussion/comment/465881#Comment_465881
No one plays legion anymore. He’s not fun. My grandmother can scale a 10 foot picket fence faster than legion can frenzy vault through a window.
I don't disagree. Legion needs another rework. But aesthetically and conceptually, there isn't a lot of difference between them. They could add the mask to Legion and give us an actual original killer instead.
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They might as well just made the ghostface mask available as a Legion costume option.
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I think DS is fine the way it is.
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I hate the Legion rework. Hate it with a passion. As far as the reports go, if you weren't actually cheating then you have nothing to worry about.
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This is basically the killer version of tea bagging.
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@Kagrenac said:
They 100% nerfed it because of Billy and Nurse being able to close the hatch and zoom to either exit gate in 0.0001 seconds.
I don't even disagree that it would be problematic during a hatch closing situation. What I'm saying is that they could have nerfed that aspect and still made it worth using in situations where there is more than one survivor alive. They could have made everyone happy, but instead they just threw the perk in the garbage bin.
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@ClogWench said:
Honestly I do like that it only takes 4 hits to max out now. Means you can get them out of the game fast. Couples well with Dying Light
I'm not even sure how to respond to this. You do understand that before this nerf, you could delay the exit gate opening speed by 15 seconds with THREE hits. With 4 hits, you would be at a 20 second delay. Even if you didn't get max stacks, you would be better off before the nerf. There isn't a silver lining to this cloud my friend.
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Q: Why don't people like the Legion rework?
A: Because Legion now has half a power.
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It will depend on the killer's power. The killer seems too similar to Legion in concept. I'm definitely not excited about the killer, but I'm not angry either. When I hear more about the killer's powers and perks I'll form an opinion.
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Legion is terrible now. They gutted everything that made him special and the only thing he got in return is normal killer move speed. He's a killer with half a power.
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Dude needs thicker skin. I didn't harass the guy, nor do I endorse harassing the guy. But if you are a public figure then you need to be able to deal with internet trolls.
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The end game collapse is without question a killer buff. That alone pretty much negates the entire premise of this thread.
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@Orti said:
@Dreamnomad Your calculation sound like less grind then it actually is. But quite accurate pointwhise
Yeah, I was using overly optimistic numbers of bloodpoint averages. Reality would be about half that on average even with BBQ. Factor in lobby wait times and it would easily take 1,000 hours to get all killers to all perks at rank 3.
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The grind really is insane. They absolutely should be taking steps to make it more bearable. Assuming an average of 50,000 bloodpoints per web (which is pretty accurate at level 50), it would take 9,750,000 bloodpoints to get all perks to rank 3 on a single survivor. This also assumes you have all the perks unlocked which would require getting all the other survivors to level 40. This isn't factoring in prestiging either. To get prestige 3, you can factor in about another 4 million bloodpoints.
The nice thing about survivors is you don't really need to max out all your survivors. You could just pick one or two that you like the looks of the most and only unlock the perks you actually like the most. That makes the grind a little more bearable.
Killers have less total perks to grind, but if you want variety the grind is actually worse on killers. If you want to get all your perks to rank 3, it will take roughly 8,550,000 bloodpoints per killer. There are currently 15 killers in the game. Hypothetically, if you wanted all of them to have all their perks at rank 3 that would take roughly 129 million bloodpoints.
To put that in perspective a bit, let's assume that you are running BBQ each game and get 4 tokens each game. Let's also assume you average 25,000 bloodpoints a game. With BBQ that doubles to 50,000 bloodpoints a game. Hell, let's be generous and also assume that you are using survivor puddings each game to raise it to 75,000 bloodpoints a game. Now obviously, this is an overly optimistic hypothetical scenario. The reality is worse. But even with those rosy assumptions it would take 1,710 games to get all killers to have each perk at rank 3.
Assuming an average of 13 minute games (which according to the lastest data is the average), that would take 22,230 minutes or 370.5 hours of game time to achieve. That isn't factoring lobby wait times either. Even with a rather absurdly rosy estimate on bloodpoints earned, that is a pretty insane grind. The reality is worse. It's time to do something about this devs.
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Yes, I do prestige and No it is not worth it.
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Franklin's Demise is already a good perk. It doesn't need buffed.
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It isn't really any better for killers. It's just gen rush and loop, loop, loop.
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The corn IS your defense. That map actually has a pretty high escape rate for survivors. But if you prefer a more traditional chase with pallets and windows then your best chance is running the perimeter. Regardless, the entire premise of your argument is ridiculous. You are assuming that there is a problem where there isn't and you are also assuming that somehow a double bloodpoint event is draining resources that could be used toward fixing your non-existent problem. Adding double bloodpoints is more like flicking a light switch than remodeling a house.