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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @BigBubs said:

    @Marvel said:
    What's the point of being a killer if you can't kill anyone ... The Legion should join the survivors where they came from originally lol

    That's factually incorrect.
    I played one game as legion a dew minutes ago, and before that 2 games on ptb, and I just had a 4k. So...you can get kills.

    I've gotten 4 kills on the nurse without blinking. They were rank 18-20. But still, that proves that if the players are bad any killer can get kills. That doesn't mean the killer is balanced properly.

  • Wait, no irony? No hidden meaning? No sarcasm? Just a simple thanks for something you think has improved. You sir or madam are banned from these forums! That kind of positive message has no place here!

  • Yup. They need a buff. Personally, this is what I would like to see happen.

    1. After successfully hitting a survivor with frenzy it shouldn't just recharge the frenzy meter, it should overcharge it. By that I mean that the duration after a successful frenzy hit should fill the frenzy meter by 150 to 200%. That way they have a chance to successfully chain attacks the way they were intended.
    2. Increase the base time it takes players to mend. The idea that mend is supposed to put survivors into a "time out" is fine. But the duration of the time out isn't long enough to have any real meaning.
    3. Frenzy attack against an injured survivor shouldn't have a full deep wounds timer. The survivor should be missing about a third of the timer as if they have been hit once (since they have in fact been hit once already). Even if the killer continued chasing and hit with frenzy again, this still wouldn't put the survivor in the dying state anyway.
    4. The Legion should have a smaller hit box than the standard killer. I'm okay with 110% run speed, but they should be able to handle corners faster since they are supposed to be agile teenagers. This would help them close the deal faster on injured survivors.
    5. When not in frenzy The Legion should have a slightly faster window vault speed than the standard killer. About 10% bonus should be good. Again this is to compensate for the 110% run speed and play toward the agile teenager style.

    That seems like a lot of buffs, but individually they are pretty small. Add them together and it should put The Legion into a playable state and work toward the intended direction of the killer.

  • For balance purposes. I don't actually have a problem with this aspect of the killer honestly. I definitely think Legion needs a buff. But scratch marks aren't their problem.

  • @Orion said:

    @Dreamnomad said:
    I hope they don't force crossplay on us.

    What does it matter, if it's just between consoles?

    If it was just between consoles then I wouldn't mind too much I suppose. But I don't want PC vs console matches.

  • Object of Obsession shouldn't work from lockers. You won't get any argument out of me otherwise, BUT I really don't think this will be the next l33t strat that some of you are worried about. Lockers have a small field of view making it not particularly easy to find a locker facing the direction that the killer is facing. Plus it is incredibly unproductive having one survivor sitting in lockers most of a game just to feed intel.

    As a killer, if I was given a choice at the start of the game where one survivor wouldn't work on gens, but constantly feed knowledge of my whereabouts, I would think that's a deal worth taking. Should it get fixed? Yes. Am I going to lose sleep about it? No.

  • @Tsulan said:

    @MhhBurgers said:

    @Tsulan said:

    @MhhBurgers said:
    Who the heck would pay monthly fees for DBD

    Who the heck would pay monthly fees to rent dedicated clan servers for Betafield?

    Someone has to pay. Devs never said that the dedicated servers will be free for us. Or at least i haven´t read anything about them being free.

    death garden has no monthly fee and the devs know full well that this game would be dead within a month if monthly fees got introduced.

    Death Garden is still Alpha.
    The Alphas of WoW or Betafield also had no monthly fee...

    Dude, there aren't going to be any monthly fees. Enough with the rumor starting. There is absolutely zero percent chance that this happens.

  • @Incarnate said:
    Making it so Myers can freely switch between EW1 and EW2 would make quite a difference, as that would certainly help him switching between being the stealthy stalker and chaser. This would also make EW1 much more viable at red ranks.

    The benefits don't outweigh the bad stuff. The musical cues when Michael gains and loses evil within would be utterly obnoxious. The way they work now are perfect since he doesn't gain and lose evil within too often. But the musical cues are important for survivors to adjust their play style. Evil within isn't just a stance he hops between based on the situation. It represents something deeper and more meaningful. It represents progression of power. If you prefer the way that the Pig can switch between stealth and chase then you should play the Pig.

  • @Salty_Pearl said:
    Monitor and Abuse, Agitation, Rancor, Mad Grit

    Might as well go for the trifecta and run Iron Grasp along with Agitation and Mad Grit =p

  • @Incarnate said:

    @Dreamnomad said:
    I didn't really feel like reading all of that, but my opinion is that The Shape is one of the best designed killers and shouldn't have any big changes.

    What I'm suggesting aren't big changes, but quite reasonable changes.

    TLDR Edition:

    The core slight rework/tweaks to Shape/Myers.

    • Make Myers be able to switch between EW1-2 freely.
    • Make Myers be able to benefit from bloodlust in EW1 as well.

    I don't really see a reason to switch down from Evil Within 2. Nor do I see a reason for Myers to have bloodlust at EW1. Evil Within 1 is meant to be the stalking phase of the game. He shouldn't be chasing people to the point that he gains bloodlust at that stage.

    About the only thing I actually really would like to see change for Myers is for survivor stalking to decay over time. It really is annoying that his ability has a finite amount of use. Once all the survivors have reached max stalking, he can no longer reach EW3. I don't want this to be abused. Something like once a survivor has reached max stalking after 30 seconds it begins to decay at a rate of 1% every 3 seconds to a maximum of 30% decay (leaving the survivor at 70% progress until stalked again).

    The only other thing I would like to see is a couple of changes to his add ons. Namely the add ons that increase movement speed while stalking. They are insanely awful and frankly "fast stalking" shouldn't be supported anyway. I would like to see them changed into lower level versions of the mirrors as that is a fun play style, but is limited to small usage due to the add ons being very rare.

    For instance, change Tacky Earrings from "Slightly increases movement speed while stalking" to "Evil Within I reveals Survivors' Auras when stalking within a range of 26 meters. Evil Within cannot progress past TIER I." That is like Scratched Mirror, but lower stalking range and no bloodpoint bonuses.

  • I didn't really feel like reading all of that, but my opinion is that The Shape is one of the best designed killers and shouldn't have any big changes.

  • @Incarnate said:

    @Dreamnomad said:

    @AlwaysInAGoodShape said:
    I think the First Person for Killers and Third Person for survivors is one of the Best design decisions in the game.

    No need to change anything here.

    +1. This was a really good design choice and it would be a very poor mistake to mess with it.

    I disagree, because it's what allows for certain things to happen which in my opinion is some of the reason why killers aren't that feared, because you can easily see where the killer is and you can easily adjust your movement and strategy in relation to the killer, why? Because you can see the killer WITHOUT having to expose any parts of your characters body. This makes playing stealthy so, so much more easy.

    I happen to think it's bad design choice, I think both sides should be first person perspective, and most certainly not 3rd person perspective.

    For instance this is what makes it so easy to loop killers, because you can easily see where the killer is in relation to yourself, like for instance if you're trying to loop the killer around obstacles, you can easily see where the killer is going without having to actually turn your character to see. It also makes the the game much less immersive than if it had been first person perspective.

    Survivor would be absolutely unplayable as first person. I truly wish it were possible to set up an environment where a version of the game has survivors in first person and you were a test subject. I would gladly make a wager that if you could escape even 10% of the time then you would get some kind of prize. Any kind of stealth killer would rip people off generators like it was some kind of joke. Fast vaulting windows that weren't directly in front of you would be difficult. Looping would be impossible. Sneaking around would be comically bad. It would turn all rank 1 survivors into rank 20 survivors in terms of difficulty to play against.

    Fortunately, it doesn't really matter what you think if you disagree since there is a 0% chance they would do something this dumb. Maybe they might make this an option for survivors or add it as some sort of alternate game mode. But they will never force this on all survivors as a standard part of the game. The game would be dead in a week if they did. That's no exaggeration either.

  • @Doc_W__HOLLIDAY said:
    If you can reach your arm through a window, a killer should be able to too.

    I don't think anyone takes issue with the hits through the window that the killer could legitimately reach. But it really is bull crap when you are running away from the killer, fast vault a window, and the killer hits you after your feet hit the ground on the other side. There is just no way the killer could have closed that much distance and still hit through the window. I've been on both sides of this. Where I know full well that a swing shouldn't have connected, but miraculously did. You can only blame so much of it on lag too.

  • @HatCreature said:
    Oh, this isn't a thing where we all come together introducing what we like and bond? Yeah, we can all agree that we enjoy playing the game but it is very stressful to be in.

    I find it quite relaxing to play a killer. So long as I'm not laggy. Then I start raging.

  • @AlwaysInAGoodShape said:
    I think the First Person for Killers and Third Person for survivors is one of the Best design decisions in the game.

    No need to change anything here.

    +1. This was a really good design choice and it would be a very poor mistake to mess with it.

  • I've had similar thoughts in the past. In order to increase character diversity though, I've come up with a different way of going about it instead of just adding a 5th perk slot. You can see the details here:

    https://forum.deadbydaylight.com/en/discussion/21841/free-perks-for-everyone

  • It's actually not a bad idea. Solves a problem without being too intrusive. If you are body blocking for more than a minute then you are abusing it anyway. Some of the coding may need to be changed. Instead of actually touching for a minute then it would probably be better if it was within a certain proximity for a minute. That would save the fringe cases where the killer is able to move a little bit and reset the timer.

  • That isn't going to happen. Nor should it.

  • @Rebel_Raven said:
    Survivors just want to have fun. At the killers expense. 

    Dude. This is like the very definition of the game. Survivors want fun at killers expense and killer wants fun at survivors expense. Welcome to Dead By Daylight!

  • I have 18,000 shards waiting. I will unlock him no matter how bad he might be. They did a pretty good job addressing issues with The Clown and The Spirit after they were released. I expect there will be another patch or two tuning him/her to where they need to be with in the next couple of months.

  • @fcc2014 said:
    Vietfox said:

    Kinda off topic: was i the only doctor not running NC?

    I run it sometimes but it is big nerf to him.

    I think you need to learn what the definition of "big" is. An interaction with a small number of perks that a small number of players use is not a "big" nerf. It is a minor nerf to something that didn't make very much sense to begin with.

  • @RSB said:

    @Dreamnomad said:
    From a practical stand point, how does this change things? I never thought of "snap out of it" as a healing action in the first place. Doesn't this basically mean that things like botany knowledge don't help survivors?

    Very high numbers of Doctors used NC, just for Snap Out of It.
    Who uses Botany? Literally no one.

    Well, I never use nurse's calling on doctor and I do fine with him. This isn't a big deal. Frankly, it should never have been considering a healing action because it makes no sense for it to. If anything, this seems like a bug fix to me.

  • From a practical stand point, how does this change things? I never thought of "snap out of it" as a healing action in the first place. Doesn't this basically mean that things like botany knowledge don't help survivors?

  • @HatCreature said:

    @Dreamnomad said:

    @LordGlint said:

    @Dreamnomad said:
    I think you are more or less trading one kind of stand off for another. Personally, I would rather have a survivor get a hatch than play immersion with one survivor wasting my time. I could play a whole other match in the time it takes to hunt one survivor crawling around from bush to bush.

    In what way would this be a standoff?

    .If the killer finds either the chest containing the key or the hatch then the killer can camp them. Tell me, what exactly is the difference between the killer camping the hatch when it's open vs camping the hatch when it is closed when a survivor has a key? Unless the killer is able to insta down the survivor, nothing. You still have a stupid hatch stand off.

    If you wanted to actually solve the hatch stand off issue with a key then there is a way, but killers won't like the answer. The answer is to have 2 keys and 2 hatches. Then it is impossible for one killer to force a hatch stand off. That would also end the game faster since it wouldn't take the survivor as long to find either.

    Like I was saying earlier in the post, once the Survivor has the key they need to be caught BEFORE they reach the Hatch. The killer is NOT ALLOWED to win at the hatch if they have the key. If the Survivor reaches the Hatch and presses the button to open it they just go in period, even if the Killer hits them once they go in, even of the Survivor is hit with a chainsaw and gets downed at the hatch they can still press the button and they just go in, this scenario does not allow a Hatch grab. Either you catch them before they reach it or that's it.

    Other than that, if someone brings in a key or randomly finds a key then the Hatch grab is allowed.

    Except that isn't how the game works. A survivor in the dying state can't interact with objects and killers can interrupt hatch escapes. Unless you are suggesting that a counter-intuitive exception be made that is different than everything else in the game. Cause, you know, that is good game design.

  • I think I've come up with a solution that is fair for everyone. When the following two conditions are met, a 90 second countdown timer begins that is visible to all players.
    1. All generators are done.
    2. No survivors are hooked.

    At the end of the 90 second countdown timer, the killer can see the aura of all survivors. If the killer puts a survivor on a hook then the effect ends and the countdown timer is reset. 90 seconds is more than enough time to leave after the generators are completed. But if a survivor is hooked, the other survivors can attempt a rescue as normal

  • @LordGlint said:

    @Dreamnomad said:
    I think you are more or less trading one kind of stand off for another. Personally, I would rather have a survivor get a hatch than play immersion with one survivor wasting my time. I could play a whole other match in the time it takes to hunt one survivor crawling around from bush to bush.

    In what way would this be a standoff?

    .If the killer finds either the chest containing the key or the hatch then the killer can camp them. Tell me, what exactly is the difference between the killer camping the hatch when it's open vs camping the hatch when it is closed when a survivor has a key? Unless the killer is able to insta down the survivor, nothing. You still have a stupid hatch stand off.

    If you wanted to actually solve the hatch stand off issue with a key then there is a way, but killers won't like the answer. The answer is to have 2 keys and 2 hatches. Then it is impossible for one killer to force a hatch stand off. That would also end the game faster since it wouldn't take the survivor as long to find either.

  • It makes no more sense for you to be able to blind Spirit's husk than it does to be able to blind a generator.

  • I think you are more or less trading one kind of stand off for another. Personally, I would rather have a survivor get a hatch than play immersion with one survivor wasting my time. I could play a whole other match in the time it takes to hunt one survivor crawling around from bush to bush.

  • @JanTheMan said:
    Nickenzie said:


    JanTheMan said:

    Feed me answers please.

    Map pressure is your ability to prevent survivors from doing something whether that be completing generators, healing, totems, exit gates, and etc.

    Nurse can do this especially well because she can be in many places within a short amount of time.

    So would it be fair to say that Freddy has bad map pressure since he has to put survivors to sleep, for him to interact with them?

    Freddy is an interesting study in map pressure. If you were playing Freddy and you stumble across 2 or more survivors working on a generator then Freddy can easily put both of them to sleep. While pursuing one of the survivors the second survivor needs to deal with that sleep issue. The whole time the survivor is trying to wake up, they aren't getting much if any progress done towards generators. That is a form of map pressure.

    Now if the players are on voice communication and there is another survivor nearby, it won't take long to wake up the survivor. But at the minimum, Freddy is wasting 2 survivors time for a couple of seconds while still forwarding his agenda. So whether Freddy has good map pressure or bad map pressure really depends on a lot of variables.

    What add ons is he running? Do the survivors have a deep understanding of Freddy? Are the survivors on voice coms? Did Freddy bring a mori? What map are you playing on? From my experience with Freddy, both playing as him and against him, he tends to have extreme games. Either he crushes or he is crushed. While DBD is very snowbally game in general, I feel that Freddy games tend to be even more so.

  • @KingB said:
    @Dreamnomad
    A.) Why not.
    B.) It's not a fully fledged out idea yet. Just trying to see how everyone else would feel about this.

    Your suggestion is a direct punishment for camping. The killer gets nothing in return for this trade. If you were to suggest that the longer the killer stays near a hooked survivor the faster that the survivor is sacrificed, but in return survivors had a scaling bonus towards working on generators then there might be an argument made that the game would be better off. If that was the case then the killer is making a trade for generators for a kill, but at least it wouldn't waste as much time for all the players involved.

  • @Blueberry said:
    I'd like to see:

    Rule Set#2 base kit
    Higher Crouch viewpoint
    No sound on ambush
    Survivors don't see RBT timer, killer does
    Combat Straps on base

    I would be fine with most of these. Though the higher crouch viewpoint seems like it could be weird if the camera is above where her eyes actually are. Unless you are suggesting that she doesn't crouch as low to the ground?

    I don't agree about the reverse bear trap timer though. The survivors absolutely should have this information.

  • There is a lot to unpack here. "real gamers play solo." How dare players want to play a multiplayer game with their friends? The nerve!

    "Not to mention the people from rank 2 and 3 that plays with friends with ranks way lower just because they cant handle the killer of their own ranks." You are making a lot of assumptions here. Typically the reason that high rank survivors are playing with low rank survivors is because they are trying to get their friends into the game. The game tries to match killers by the average rank of the survivors anyway.

    "Its not fair to play with your 3 boyfriends while the killer plays solo." This is a 1 vs 4 game. Whether you are playing against SWF or not, if you are the killer then you are always playing against 4 players.

  • It will never happen, but it is a funny idea.

  • I don't think it's a terrible idea, but I would rather see them work around his ability more.

  • A.) Killers wouldn't be happy at all about this.
    B.) Should be in balance feedback.

  • @Janick said:

    @White_Owl said:

    @Janick said:
    Hello

    We think that Perks should mostly affect your M1 mode as a killer and not buff your power (to a certain extend at least)

    Question: the Legion can't benefit from the exposed status effect on survivors while using their power, but the Nurse can. The Nurse is well known for being in absolute the strongest killer, and if there is one whose power is a "free hit" it's her. What's the logic behind this?
    I can understand the potential to hit 4 survivors in one frenzy would make NOED and Devour Hope OP, but wouldn't be enought to add the condition that downing a survivor ends the frenzy?

    Hello

    Our reasoning is because it's very much too easy to get a hit with the Legion power, compare to the Nurse. NOED with his power is simply the end of the game and felt very unfair.

    I hear everything you are saying and I don't disagree. But can't there be some kind of middle ground? Like where exposed does something when legion is using his power? For instance, if a survivor is exposed and currently injured then Legion can down them while using his power. Or if the survivor is healthy but exposed and legion hits them using his power then they get deep wounds with half the timer missing. It still wouldn't be a free slaughterfest for Legion, but at least exposed would matter.

  • Just ignore the thread and let it be buried. Only reason I posted this is because it was already at the top of the page.

  • Doing what the game intends or allows isn't an exploit. If someone used 3rd party software to allow them to instantly mend, that would be an exploit.

  • @Malakir said:
    I actually like the idea. But how can people abuse it? That's the first thing you have to think

    By far only try to accumulate that as fast as you can and do it repeatedly. You should add the total number of pieces you can obtain and there is oer map, how many can be generated, there is a cap per person? Stuff like that, except these details that might be added I like it

    I'm sorry if I didn't make all this clear in my original post. Each survivor would have 3 components that are unique to them. The other survivors wouldn't be able to interact with your components. You can only build and use one shiv per match.

  • @Dragonredking said:
    Having the survivor need to work for their DS could be a solution to the ds problem BUT I personnaly don't think it warrant making it baseline

    It's not about that. At first when I was thinking of this idea, the goal was just to rework Decisive Strike. Some of the feedback I was getting was that it was too much work for one perk. Which is true. That is a lot of work for one perk. But then I started thinking that making a rank 0 version available as part of the base game would actually be really good for the game altogether. The devs have been talking about secondary objectives for survivors to work on and I think this would be a great addition to the game. It gives the survivors something meaningful to do besides generators.

  • Another thing they could do is add two crafting tables to the game. The survivors could only build items from the crafting tables. This would increase the difficulty of building the item since the killer could patrol those locations. It would also make it so all the survivors couldn't build them simultaneously. This would also allow the option of future items that could be built by survivors.

  • @Boss said:
    This would result in a lot of lategame DS's.
    To that, i say no thank you.

    The point of this idea is that you would actually reach a late game! It gives the survivors a secondary objective. It also slows down the survivor side snowball. You would never have to worry about chasing a survivor for a minute at the start of the game only to have them decisive strike out of it and starting a new chase and having 3 gens pop before you even catch one survivor. They simply will not possibly have built a shiv yet.

    Also, with this many aspects of the ability if it turns out to be too one sided it would be easy to adjust one way or the other for balance purposes. If it is too easy for survivors then they could adjust it so the components are further away from each other, building the shiv takes longer, etc. Or if it is too killer sided then they could adjust the other way.

  • @thesuicidefox said:
    Or just remove the perk from the game and be done with with. The whole mechanic isn't necessary.

    That would be a wasted opportunity.

  • I like BBQ just the way it is. Don't mess with perfection.

  • @Vietfox said:
    It's good because it might slow down the game, but i'm just guessing. I would need killer mains opinions about this to have a better opinion.
    PS: i must admit that i came here expecting a riot.
    Edit: this idea (crafting a shiv) reminds me of Last of us.

    I'm sure some will act like the sky is falling because that is what they do. But if they actually read and think about what I'm proposing they will realize that this is a boost for killers. If it takes a survivor 2 minutes of time to craft an item to escape from your grasp with a 2.5 second head start to run away, how long would it take most killers to catch that survivor? More often than not the killer will have caught them within 10 seconds. That means the survivor spent around 120 seconds to waste around 13 seconds of the killers time. I'll take that trade any day as a killer.

  • @Vietfox said:
    TL;DR pls

    Short Version. Survivors can collect 3 items to combine into a shiv. Once shiv is complete they can perform Decisive Strike action.

    Base part of game version- You can see the auras of components for a shiv 10 meters away. Once the 3 components are collected it will take you 60 seconds to build the shiv. When grabbed by the Killer, succeed an easy Skill Check to automatically escape the Killer's grasp and stun them for 2.5 seconds.

    Perk Decisive Strike- You can see the auras of components for a shiv 15/20/25 meters away. Once the 3 components are collected it will take you 50/40/30 seconds to build the shiv. When grabbed by the Killer, succeed an easy Skill Check to automatically escape the Killer's grasp and stun them for 3/3.5/4 seconds.

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