Dreamnomad
Dreamnomad
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- Dreamnomad
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You are right to record and report it so it can be fixed. Strategically speaking, if I was the killer and someone was trying to do that, I would try to focus my attention on the other side of the map. Eventually the generators close to the safe point will be done and standing on the rock just means not working on gens and putting the other survivors at higher risk.
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It's a great suggestion. The only thing that I feel the need to add is that if someone is running unbreakable, it shouldn't automatically pick them up. There are strategic reasons to wait such as waiting for the killer to get further away or waiting for a friend to pick you up so you can use unbreakable at a later time.
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I feel ashamed that I clicked on the click bait. This is not a "MUST READ" thread.
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So real talk time. I've de-ranked before. Like a lot. I went so far as to make it into an art form. I came up with all kinds of games and ways to make the experience more amusing. Here is a link to a thread discussing this very thing on the Steam forums:
https://steamcommunity.com/app/381210/discussions/0/1698294337786497895/
and a video example:
https://www.youtube.com/watch?v=-gjBGvhG_vISo this was all back on the old victory cube. At rank 1 back then, it got very old very fast playing against the same handful of survivors. It was pretty much loop, loop, loop all day long. Don't get me wrong, it's not like I couldn't cope. I could still maintain rank 1 easily. From my experience, if you actually wanted to play competitively as a killer, you really did have to play like a jerk. I felt the need to tunnel players to death, especially the first one caught. Otherwise gens got done too fast and survivors were too good at dragging out the chase.
That isn't particularly fun for anyone imho. So it was a choice between play like a jerk to actually win, try to play the way I prefer and be endlessly frustrated, or de-rank to a rank that was actually fun to play at. I only de-ranked to 20 once and that was to knock out the killer adept trophies. Good luck getting those at rank 1. Most of the time, I tried to keep myself around rank 10 or so. At that rank survivors weren't total newbie scrubs, but they also weren't super annoying in chases either.
I was the killer that players actually should hope to run against when I was maintaining my rank at rank 10.
I never felt the need to camp or tunnel. I would regularly allow 2 survivors to escape. If they played even half way decent they wouldn't even realize that I went easy on them. There really wasn't any incentive to stay at rank 1. Still isn't. So if the only incentive to play is earn bloodpoints and have fun then it made more sense to do that at a rank where both were more easily achieved.Like I said though, that was the old victory cube that actually forced survivors to get better in order to rank up. Being a rank 1 survivor actually meant something then. Honestly, the skill level of survivors at rank 1 these days is about on par with rank 10 in the old days. So I don't feel a need to de-rank anymore. It's nice because I have more fun and I don't need to let survivors escape.
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Terrible idea.
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There is absolutely nothing to worry about at this point. You simply do not have enough information.
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@SpacingLlamas said:
@Dreamnomad said:
@SpacingLlamas said:
As with this change, they dont want you to have always use combat straps or feel a need to, in order for pig to be good.That sounds like good logic to me. Make it so the add on isn't needed, but still decent if you do want to run it.
Yeah would be decent/okay. I think increase crouch movement speed for an add-on would make ambushing much better and useful for traveling around in or crouching before approaching a gen.
Again, we are talking about a common add on. Anything as strong as what you are talking about would need to be higher rarity.
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@SpacingLlamas said:
As with this change, they dont want you to have always use combat straps or feel a need to, in order for pig to be good.That sounds like good logic to me. Make it so the add on isn't needed, but still decent if you do want to run it.
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@mgs2020 said:
@thesuicidefox said:
Legion with Frank's Mixtape can now 2 hit down in Frenzy an injured survivor. That's a bit ridiculous. To me it seems like all of Legion's issues can be solved by just changing this add-on. That's really what makes him broken in every case, is that he has to hit you 1 less time to down you. That just shouldn't ever be a thing.The issue this buff will cause is tunneling off hook not giving the survivor a chance to heal because it makes an easy down. Legions build will now be sloppy, nurses, monitor n abuse, and another 4th perk of choosing. They already made a tunnel machine, this will just increase the tunneling I'm willing to bet.
This is such a poor argument. If Legion wanted to tunnel, it would still be more effective to just use a normal attack to finish off the injured player instead of Frenzy stab, Frenzy stab, follow around until ability can be activated again and Frenzy stab again. The only time that would be the optimal play is if the Legion player knew for a fact that the survivor doing the unhooking was running borrowed time. The only thing this change really does is encourage survivors to actually heal. The Frank's Mixtape issue sounds like a bug to me.
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@SpacingLlamas said:
@Dreamnomad said:
@SpacingLlamas said:
The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.
Still dont think the 0.3 seconds for combat straps would be worth using it. Their better off just making it exactly like combat straps in the live version now.
Unless you want the pig crouching speed to be exactly the way it is now you wont ever use the add-on and if people do still use it afterwards all the time like now, whats the point of changing it in the first placeUse whatever add ons you want. All I'm saying is that a 23% modifier to a killer's ability is not insignificant. Can you tell the difference when you use Brutal Strength to break a pallet? I sure can and that is a 20% modifier. Let's not lose sight of the fact that we are talking about a common add on.
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@ModernFable said:
If they were to increase the Blood Points for self healing, they’d also need to significantly increase it for healing others too.I would be fine with this. This isn't an issue I get worked up about one way or another.
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With every killer added there are more perks available. More perks equals a lower probability of any given perk being on the shrine. There are 42 teachable killer perks currently available. With only 2 killer perks available on the shrine in a given week that leaves an approximate 4.8% chance that a specific perk will show up. Roll a 20 sided die. The odds of rolling a 20 are pretty close to the odds of getting the perk you want on the shrine. For the record, even if they had a systematic way of putting the teachable perks on the shrine it would take 21 weeks to rotate through all of the killer perks.
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@SpacingLlamas said:
The combat straps change is a good change for pig and a needed one. But with this change combat straps afterwards now only decrease the crouch time by 0.3 seconds, and thats pretty useless and unnoticeable. Adding on to list of useless add-ons that the pig has.Let me help you with the math here because I think you may be confused. Her base crouch time will be 1.3 seconds. Reducing the crouch time by .3 seconds is actually quite substantial. A 23% reduction in time to be exact.
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Got any video?
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Having trouble finding games as a survivor or killer?
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Well that obviously needs fixed ASAP.
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@ad19970 said:
@Dreamnomad said:
About the only real downside to this perk is that it completely outclasses Discordance.I wouldn't say that. You have to kick generators to get use of the perk, and Discordance also helps letting you know if you need to keep an eye out for multiple survivors or not if you find a survivor on a gen.
Maybe you missed the part where all generators start the game with surveillance in effect. That alone makes Surveillance infinitely better than Discordance.
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@Mc_Harty said:
@Dreamnomad said:
There seems to be a lot of hyperbole in this thread. This isn't a very big buff. If you are walking around injured then you deserve to go down faster. That is just common sense.It's not common sense for a killer to ignore gameplay however.
That doesn't really have anything to do with this change though. If you want to argue that the killer's ability is fundamentally broken that is one thing. But with the killer's ability as it currently stands it just makes sense that if they stab you while your are injured that you don't get the full deep wound timer. It should never be the optimal strategy for survivors to ignore being injured against any killer.
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@SenzuDuck said:
There's an interesting new totem spawn in the shack.That is definitely better than just next to the wall. I always hated that spawn point. Survivors will still find it of course, but at least they won't be able to see it half way across the map. They'll need to actually go in the building and look.
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There seems to be a lot of hyperbole in this thread. This isn't a very big buff. If you are walking around injured then you deserve to go down faster. That is just common sense.
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About the only real downside to this perk is that it completely outclasses Discordance.
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@GhostrickSpecter said:
I actually like how they reduced her crouching time and the Terror Radius fade time, this makes her crouch a lot viable even without Combat Stripes!But the Terror Radius changes (28 metres to 32 metres) is kinda pointless, in my opinion of course!
It isn't pointless if Pig wants to run perks that interact with her terror radius like unnerving presence. It isn't a big change, I'll give you that.
The one change I would still like to see for the Pig is Rule set #2 being standard part of her ability. Survivors shouldn't see the boxes auras until the trap is active. It isn't a very big buff and makes more sense. Change Rule Set #2 to Bag of Holding which gives her unlimited reverse bear traps. That would be appropriate for an ultra rare add on.
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Good change.
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@ad19970 said:
I'm surprised nobody is talking about the buff to her surveillance perk. That perk sounds like it'll be absolutely amazing. Or am I not getting something?It's a big upgrade from what it was. I think it is a different discussion though. Not every pig will run that perk. Change or not.
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Prestige is only worth it if you want the cosmetics.
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I like the OP's idea though values may need to be tweaked. Definitely makes more sense then what they are proposing on PTB.
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That is a buff. Pure and simple. The 4 second terror radius fade time isn't an issue. The massive decrease in crouch time makes using the ability in a chase feasible.
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I've had tons of fun games. My absolute favorite moments as a killer are when survivors accidentally hose each other over. For example, if I'm chasing someone who runs into another survivor and they both run for the same pallet. Then one of them drops the pallet blocking the others retreat. Or if I catch a survivor trying to hide in a locker, but another survivor is already in the locker. That kind of stuff just never gets old for me.
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@lasombra1979 said:
Did you use a cheat or an exploit? Did you anything that is against the rules of the game? If the answers are no, then you did nothing toxic.This toxic nonsense needs to stop. Slugging is not toxic. Camping is not toxic. Tunneling is not toxic. DS is not toxic. Flashlights are not toxic. Tbagging is not toxic. They are all acceptable parts of the game. Just because you do not like them does not make them toxic. This is a PvP game, as long as you are not breaking the rules of the game(not some made up rules that seem to change every week), play how you want.
I have been caught in a flashlight attack from all 4 survivors while playing Captain Bing Bong. I did not find it toxic, I thought it was imaginative and well coordinated move. I
There is a clear distinction between wrong and toxic in my book. It is obviously possible to do both at the same time though. In the OP's case I don't feel he/she was either wrong or toxic. But there are some things you mentioned that I do feel can be toxic.
First, let's start with a definition. This is my definition so don't bother quoting a dictionary. My definition of toxic in gaming is based on intent. If you are actively trying to ruin another players gaming experience then you are being toxic. Trying to win is not toxic however. So here are some examples. If I was playing a FPS game and I kill another player 20 times, that is not inherently toxic. If I was playing that same FPS game and killed another player at their spawn point for 19 of those kills, then that is toxic.
DBD can be a little harder to make a distinction between toxic and non-toxic gameplay given the games win conditions. Let's look at camping for a bit since it is always a hot topic. Camping is not wrong. Killers can straight up face camp and not break any rules. But is it toxic? To me, it depends on the circumstances. Are all the gens done? If so then it is a bit silly to expect the killer to leave a survivor on a hook since there are no realistic objectives to patrol.
On the other hand, is the killer just hard camping each and every time they get a survivor on a hook? Imho, that is toxic. It definitely makes playing as a survivor a miserable experience. I genuinely believe if every killer hard camped every game that this game would simply cease to be viable. Whether or not camping in DBD is toxic or not isn't a simple back and white yes or no question.
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Post this is Fan Creations so it can be properly ignored.
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I remember doing a lot of Insidious camping. I thought insidious literally made me invisible. In my defense, if you saw the way that low rank survivors acted, you might understand my confusion. For instance, I was playing Hillbilly one game and the survivors got the exit gates opened. So I went to the exit gate and stood still until Insidious came online. A couple of seconds later a survivor charged directly toward me standing by the exit gate where I promptly chopped him down. The only logical conclusion is that I must be invisible right?
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One more concept to help address the grind issue.
Teachable Perks
What I would like to see done is make it so when you have all 3 teachable perks unlocked on a character, you have the ability to toggle one of them locked. For example, if I have Predator, Bloodhound, and Shadowborn unlocked on the wraith I would be able to turn off Shadowborn and have that perk not show up as a perk option on the bloodweb. This obviously wouldn't effect active bloodwebs. I feel like the current system punishes long term for decisions that were made without full knowledge of how the game works. This would help players get the perks they actually care about sooner and make the grind less awful.
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TLDR version:
New players start with all characters at level 15. They also begin game with a million bloodpoints in the bank. Players that return after not logging in for at least 2 weeks get a 250,000 bloodpoint return bonus. Players that prestige have their teachable perks equal to their prestige rank. Players that prestige also can pick 1 perk per prestige level to keep.
Introduce new system to exchange items and add ons for a bloodpoint cost with a discount offered per prestige rank. Change WGLF to "Gain 1 token for each generator completed. Gain 10/15/20 % bonus to all bloodpoints earned per token. Bloodpoint bonus is applied after game is over." Address bloodpoint category cap issue. Address survivor risk/reward issue. Players at rank 1 should gain 10k bonus bloodpoints per pip earned. Make it so when you have all 3 teachable perks unlocked on a character, you have the ability to toggle one of them locked.
I know it's long, but I encourage reading the whole post for context and details.
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@Master said:
@tt_ivi_99 said:
This is what Dying Light does:You become obsessed with one Survivor.Your Obsession's altruistic action speed is increased by 38/44/50 %.
Once the Obsession is killed or sacrificed, every other Survivor gets a penalty of 19/22/25 % to Repair, Healing and Sabotage speed.
New Dying Light:
You become obsessed with one Survivor.Your Obsession's altruistic action speed is increased by 38/44/50 %.
Each time you hook the Obsession you gain a token. Each token gives all survivors who are not the Obsession a penalty of 9% to Repair, Healing and Sabotage speed. The Obsession gains an extra 4% to altruistic action speed each time it's hooked.
A token is gained when you kill the Obsession.
With these change killers could focus on other targets and not worry that much about being gen rushed.
It would also change the meta a little. I know most killers are tired of running Ruin in all of their builds just to get it destroyed at the first 15 seconds of the game.
And it would fit better with the name of the perk too, lol. It's called Dying Light, not Dead Light.
What do you guys think about this little change?
So if the obsession suicides on hook or DCs, then you dont get the full tokens?
The way that the OP has it written, no. 1 token per hook and 1 token upon death. So if the obsession suicides on hook then you would have 2 tokens. That is still 18% penalty for remaining survivors, plus more importantly, they are down a survivor. So the obsession isn't doing his/her team mates any favors by killing themselves on the hook.
It honestly isn't a bad idea. Slower payout in some games, but at least you can get some benefit early on. If you can find the obsession that is. That is the one thing missing from the perk. I think you should also get to see the obsessions aura at the start of the game for 4 seconds. I don't know though, this perk heavily rewards tunneling either way. Maybe it shouldn't get buffed at all.
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It's no excuse, but popular youtubers are going to have people watching them live stream and if they get in the game act out. It's like some moronic version of basking in their reflected glory. Like the dumbasses that try to get attention as they walk behind a newscaster. I'm not saying that it doesn't happen to regular folks, but popular streamers aren't the best indicator of what an "average" game of DBD looks like.
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We're Gonna Live Forever: Whenever a generator is completed, gain a token. Gain 10/15/20% bonus bloodpoints across all categories for each token earned.
That is what it should look like. The survivor shouldn't have to run around and touch every generator to get the token. As long as 5 gens get done, you get the bonus.
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Nifty. I play on console though. It would be handy if I could use a PS4 controller.
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Devour Hope is fine as is. It is meant to be high risk / high reward. A hybrid version would be overpowered since survivors couldn't realistically cleanse all 5 totems before the killer got 3 tokens. That is what makes NOED fair. Survivors are in control of whether or not NOED goes online. They choose when to finish the last gen. Devour Hope isn't the same. They don't really control when the killer would get 3 tokens.
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Oh, I guess I should include a reason why. A couple of reasons. 1) Licensed killers require spending real money to unlock. Original killers can be bought with shards. 2.) Licensed killers are a hassle to make new cosmetics for which is evident since no licensed killer has received a single new outfit 3.) Licensed killers have limited design space to fit into DBD. Their power might be cool in a movie, but have difficulty fitting into the game. (see Freddy)
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I'd prefer original killers. If it makes you feel any better, I constantly see requests for a "Scream" killer. You can just pretend Legion is "Ghostface".
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@Bbbrian2013 said:
@Cardgrey said:
Dying light black box =p helps a lot with a moriI never run add-ons or offerings on any killer.
And you walk up hill through the snow to school 10 miles every day too. Maybe, just maybe, you should try using add ons and offerings before you complain about game balance. They are a part of the game after all. You're like a guy who complains Zelda is too tough, but refuse to upgrade past a wooden sword.
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OP actually makes some pretty good points. If you aren't a camping/tunneling killer then this is overall a killer buff. The one thing I think killers should get in compensation is to change the way generators are done at the start of the game. I think generator progress should have a 25% penalty for the first 2 and a half minutes of the game or until one generator is completed. Survivors would get a 1000 bloodpoint bonus for first gen completed. This would help counter the survivor snowball.
Edit: One other thing killers should get in the way of compensation is for BBQ aura to be removed from the perk and added to the base game. If survivors get kindred for free to help counter camping, killers should get BBQ for free to have a destination after hooking.
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I don't think players need to unlock multiple perks per bloodweb. I do think there are lots of ways to reduce the grind though. I think the biggest thing is to make earning bloodpoints as a survivor more palatable. Change WGLF to Gain a token for each generator completed. Earn 10/15/20% bonus bloodpoints to all categories after the match is over.
That alone would make earning double bloodpoints about as easy as it is for killers to earn double bloodpoints with BBQ. Since survivors assume 100% of the risk in a match, I think it is only right for them to have a higher reward potential. I think survivors should get 2,000 bonus bloodpoints for each game as well as triple the amount of bloodpoints earned for struggling. This would help make those tunnel/camped games a little more bearable as you'd still get something resembling bloodpoints for your time spent.
Other things I'd like to see are when a player prestiges up, I think they should get their own teachable perks already at whatever rank they have prestiged to. So at prestige 3 the player would have their 3 teachable perks at rank 3. I would also like to see it so that the player can choose 1 non teachable perk that they've unlocked not reset per prestige level.
To help new players get into the game faster, I think they should start with 1,000,000 bloodpoints in the bank. I also think they should give 250,000 bloodpoints to players that return to the game after they have failed to log in for at least 1 month.
The last thing I would like them to do to help make rank 1 play more meaningful is for players at rank 1 to get 10,000 bonus bloodpoints for each pip they earn. Double pip? Gratz on your bonus 20,000 bloodpoints. Combine all of these things together and the grind would be much more bearable.
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The results are pretty clear. The vast majority voted that the community is more toxic than not. I voted 6. I feel that the community is more toxic than average, but not as bad as some people think.
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@AlwaysInAGoodShape said:
I don't know what your point is when you first attempt to refute what I say, while quickly adding an ""It doesn't happen frequently" along with it. Is your point that it's not a problem? Is it that it is a problem but not worth it because it doesn't happen frequently?It is both not a problem and it doesn't happen frequently.
Giving the full list of counters to flashlights in DBD is an indicator of me not understanding the game/being bad it it? My list was more complete that commenters that tried to debunk it managed to came up with. xD
Using lots of words doesn't increase the value of your argument.
When they realise they are going to die they make sure they do so in an open spot. You don't have a choice.
It is very rare for survivors to have and use that kind of insight. The vast majority of survivors will run until they are caught or have evaded the killer. Even if they do, it is 100% counterable by the killer as I have already explained.
If you move toward the survivor they will run and be out of position to get the save.
Evidently untrue. Rhetoric doesn't convince anyone. What is convincing is the multitude of video evidence of good survivors consistently managing to INDEED reposition themselves.
This isn't a matter of "rhetoric". It is physically impossible for survivors to reposition themselves to flashlight blind after being chased by the killer properly. Feel free to link any video you think proves otherwise and I'll explain how the killer screwed up.
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@powerbats said:
Yes, I've always thought the longer you're crouched and especially not moving you should recover more quickly. You should also have super heavy breathing just after running but as you recover it goes down to very quiet if being super stealthy.+1 to this. Perfect idea.
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@Swiftblade131 said:
I first said nothing was going to change when they changed it.Same amount of BT going around, maybe even less. Even though everyone was saying it was getting a "buff". Interesting.
Both of those statements can be true. Borrowed Time did get a buff. Roughly the same number of survivors use Borrowed Time after the buff. The type of player that wants to go hero mode and risk his/her neck to save an ally would already be using Borrowed Time. Players that value their own lives more aren't suddenly going to run this perk.
I also spoke out against overreacting to the BT buff. None the less, there were a lot of killers making a big deal out of the change. As we all can see, not much actually changed.
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Personally, my vote is a "no" for Jason. There are already plenty of killers that fill his design space.
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@Delfador said:
This is one of the core problems of this forum. People love creating theories upon theories and when you take a look at them, you see how absurd they are. Both sides do this btw.Breakdown OP perk. Yeah, wasting a perk slot that could take 8 seconds with a toolbox to be only used for 2 times in a match is OP and unbalanced.
Everybody was gonna use borrowed time as if survivors give a damn about each other. Why run borrowed time instead of adrenaline or self care or balanced landing or DS?
Survivors do the same thing. Everybody started to talk about how OP aura perks were after a certain perk got buffed (Bitter murmur I believe). Somebody called me an idiot for saying that the buff bitter murmur got was very useless since it allows you to see the survivor around a finished gen as if you don't know there is somebody out there. Also it draws killers to a dead area where there is no generators to eat the pallets, instead of eating pallets near unfinished generators. Great aura reading perk, I am sure every single killer is using it right now.
Practice is different than theories. This is why the game is not as unbalanced as forum members claim it to be. True, in theory as a killer you can get obliterated 100 times in a row but when you go and play the actual game, you see that you get more 4 or 3ks than 2-1-0ks.
You are right. It just feels like the killer mains cry louder and harder in general. Which irritates me immensely since I consider myself a killer main. But yes, I'm sick of the "sky is falling" posts from both sides.