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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Apparently you aren't the only one, because I've seen a lot of killers using them lately...

  • I've had it happen to me as well. I play on PS4. Only had it happen once or twice thankfully.

  • A couple points. This should be in Fan Creations. Not General Discussions. Your idea doesn't state what the different ranks would do. This feels like a worse Hollowed Grounds.

  • I 100% disagree with original poster. Black keys are fun and make for more exciting games. If anything, there should be more options for survivors to escape. Not less.

  • Oooh, I just thought of a better metaphor. "Dog Leashing". Like how a dog (killer) is chained to a stake in ground (hooked survivor) and can't leave from a certain distance. Much better than "roam camping".

  • @Khalednazari said:
    There's already a term for it. It's called Patrolling. 

    Pretty much this. Roam camping just sounds dumb. Camping = the activity spending a vacation living in a camp, tent, or camper. IE the player is setting up a temporary home. If they wanted to use a metaphor for living from a place that is moving they should call it "sailing". Or they could just join the rest of the community and call it patrolling.

  • @IronWolf115 said:

    Because you are not fixing the problems with Leatherface, most people look at his weaknesses like this:

    No map pressure
    Underwhelming, clunky ability
    Terrible add-ons
    No mind game potential

    One question. Precisely how does anything you are proposing help with any of these issues? Doesn't increase map pressure. You'd still be bumping into things and raging. No proposed change to add ons. No increase in mind games.

  • @Wraff said:

    That doesn't seem especially useful to be honest. Dodging a hit depends on how good the Killer is at tracking. The red stains appearance only really effects mind gaming a pallet loop(the few of them that allow it anyway)

    Like I said, it's not going to be a meta pick. But the question was if BoP was getting buffed or nerfed. And it is getting a substantial buff. It went from "steaming pile of dog turd" to "meh, better than nothing I suppose". It would still need another substantial buff to reach "good". It's one of those perks that I could see toying around with after a season reset to get some extra blood points while sandbagging myself to avoid getting to rank 1 too fast.

  • I absolutely hate the idea of making any prestige ranks beyond rank 3. This game is already absurd when it comes to the grind. I want there to be an achievable end. The idea of going back and prestiging characters that are already prestige 3 with max perks makes me want to puke. I don't want that feeling in the back of my head that grinding all those perks was a waste of time.

  • Personally, I think there is a large discrepancy in blood points earned between survivors and killers. Anything that helps balance the scales for survivors is something I will get behind. Good idea.

  • @IronWolf115 said:

    Because you are not fixing the problems with Leatherface, most people look at his weaknesses like this:

    No map pressure
    Underwhelming, clunky ability
    Terrible add-ons
    No mind game potential

    This change would not solve any of these issues, would it perhaps be a slight help in certain instances? Perhaps, but not anywhere near the buffs that he needs.

    A couple of quick counter points. Leatherface gives up his map pressure for being the only killer in the game that can put multiple survivors in the dying state with his ability. And btw, this is largely a misconception anyway. If Leatherface runs Pop Goes The Weasel and/or Overcharge and goes for a 3 gen strategy then he can effectively "shrink the map" and apply plenty of map pressure to the only place that matters.

    As far as having an "underwhelming, clunky ability", I would disagree. I don't really like the phrase "git gud", but it feels appropriate here. If you learn where and when to use his ability in concert with what add ons are being used and it doesn't feel that way so much. I will concede that certain environmental objects have weird geometry in concerns to what constitutes bumping for his rage stun.

    I will also concede that some of his add ons could use help. Anything that makes his chainsaw less noisy is pointless. They aren't particularly good for Hillbilly either, but at least you can get some surprise hits wit them. But survivors obviously already know if Leatherface is in chainsaw range. I do however like the add ons that reduce the charge time of the chainsaw and the add ons that increase his max charge speed coupled with chili.

    I disagree with the "No mind game potential" for two reasons. One, for being a killer that isn't really designed around mind games he actually does have a few mind games to play. For example, when chasing a survivor around a small object so they can avoid the chainsaw Leatherface can double back and typically hit the survivor in the face with his chainsaw before they can react. There are also mind games to be played with lockers. Often survivors will run into them to avoid the chainsaw charge. But then you can play the "accidental" bump into the locker and often get the kill with the chainsaw stun rage attack.

    With all that said, my second point would be that just like how Leatherface isn't meant to be the big map pressure killer, he's also not designed to be the big mind game killer. If that is your thing, there are many more killers more suited for mind games such as Spirit, Trapper, Hag, Nurse, etc. Every killer has their own little niche in the game. Leatherface is the guy who says "If I catch you in open ground, you are dead. Period. If I want you dead on the hook, no one will save you. Period." No other killer can really say that.

  • I'm on board with what you are saying about Prove Thyself. However, I am very much opposed to what you are suggesting for Monstrous Shrine. If the bonus applied to all hooks then that very much would encourage killers to camp more than they already do. 9% might not sound like much, but it is substantial. I'm not opposed to buffing Monstrous Shrine btw. I just think that is the wrong way to do it. I would rather see Monstrous Shrine look like this:

    Your fervent care of the hooks found in the Basement has aroused the Entity's interest. The Basement Hooks are granted 3/6/9 % faster Entity progression. Successful sacrifices on basement hooks grant 500/1000/1500 bonus blood points.

    And yes, the perk still encourages camping. But it would still encourage the same type of camping that the perk already does. Maybe, just maybe, survivors might be a little more fearful of the killer's basement if they made this change. 6000 potential bonus bloodpoints is a pretty good motivator =p

  • @Wolf74 said:

    Just no. Further improving any healing abilities at this point would throw off the balance even more.
    Healing is already way to easy.

    I challenge you to play 5 games as a survivor with Autodidact. Then come back and apologize for talking about something that you didn't understand. This is one of those perks that sounds great on paper. Like when you first read it you think "Wow! 50% progress for making a skill check?! KACHING!"

    Then you actually play with it and you are thinking, "this perk is trash and I'm never touching it again". It honestly, objectively, needs help. Anyone who thinks otherwise hasn't actually used it. And if you haven't actually used it then your opinion is ill informed and you shouldn't have said anything to begin with.

  • @IronWolf115 said:

    @Dreamnomad said:
    This is all rather complex to add to his tool-tip. The only thing I really would like to see for Leatherface is whenever a pallet is dropped within 3 meters of him, his chainsaw charge time should be greatly reduced for a few seconds. This would substantially increase his pursuit ability. It's kind of like having a free brutal strength perk.

    The thing is though this would be almost obsolete on him, simply because skilled survivors know that Leatherface has no real mind game potential, so the main thing a LF would do in a situation with a pallet is to try and swing through it with his hammer, at which point he would be stunned anyway which slows the pursuit.

    Not to mention his add-ons are trash

    No. It really wouldn't be "obsolete" on him. Even if the pallet stun lands, he could quick charge his chainsaw and break the pallet faster than kicking. If a survivor messes up and drops a pallet on the wrong side, they are dead. Every time you are chasing someone and a pallet is dropped to stop you then you could break the pallet faster than kicking. How is that not a good thing?

  • The complaint is valid. SWF certainly do that. Personally, it's not something I spend a lot of time losing sleep over. Typically, it's not too hard to puzzle out most of the killer perks during a game anyway. The first time a survivor touches a gen they will know if Ruin or Lullaby are in play. The first time the killer picks up a survivor they will know if the killer is running Iron grasp or Agitation. The first time the survivor comes within the terror radius the survivors will know if unnerving presence, overwhelming presence, coulrophobia, etc, are in play. The first time the killer hits a survivor they know if sloppy butcher or franklin's demise is being used. Etc, etc, etc.

    Survivors with any experience in the game know to always assume that the killer is using BBQ and NOED. And if the killer plays his cards right, it shouldn't matter too much if the remaining survivors know blood warden is equipped or not. That perk is always a gamble regardless. If they implemented the change suggested by the OP, I would be completely cool with it. But it's not at the top of priorities in my book.

  • This is all rather complex to add to his tool-tip. The only thing I really would like to see for Leatherface is whenever a pallet is dropped within 3 meters of him, his chainsaw charge time should be greatly reduced for a few seconds. This would substantially increase his pursuit ability. It's kind of like having a free brutal strength perk.

  • @ChesterTheMolester said:
    1. Being Hookswarmed is now punishable. FOR THE KILLER. How is it that i risk my pip when survivors are circling around the hooked survivor like flies to a turd? Why do i have to let them get away with it? 

    Remove the chaser penalty or introduce a punishment for staying to close to a hooked survivor as a survivor.

    1. Perks
      Vigil and Streetwise need some buffs, but these are simply not gonna cut it at all. No ones care about 15 extra seconds when the bonus isnt high enough to give a ######### in the first place.

    Beast of Prey is still tied to Bloodlust. That means its still bad.

    1. Surprising lack of content.
      No Freddy rework?
      No DS change?
      A single change for the spirit?
      Just these few perk changes?

    1.) That is a gross exaggeration. If you hook someone and survivors start hookswarming then you will still get a bunch of bloodpoints and emblem progression for knocking them around. This is clearly just meant to be a light slap on the wrist for hard camping. If you aren't hard camping then you won't notice this change at all.

    2.) Not every perk is going to be a meta perk. These are all changes in the right direction though. If it isn't enough then they might revisit them in the future. But progress is still progress.

    3.) Personally, I think they made quite a few changes for one patch. The change to healing alone is actually a pretty massive change for the game. I for one, appreciate the effort they put into developing the game.

  • @tehshadowman33 said:
    Devs, if implementing this change to perk, will effectively have made their previous buff to Dark Sense null and void.

    Why have a perk that can be used five times per game, when you can get a perk that can be used 10 or more times per game, with the same duration? :/

    Also, why are they not focusing on perks that actually are 100% unplayable or really freakin' bad?
    No Mither (AKA your teammates will DC the moment you get first hook)
    Boil Over (Useless)
    Surveillance (Useless)
    Monstrous Shrine (Useless)
    Left Behind (Useless)
    Up the Ante (Useless now that Deliverance is a thing)
    Fire Up (Values too low to even do anything)
    Hex: The Third Seal (buggy perk)
    Stridor (buggy perk)
    Blood Warden (buggy perk)
    Hex: Thrill of the Hunt (Needs QoL updates... Or Make this NOT a Hex Perk but reduce slow reduction)
    Over(under)whelming presence (Nobody uses this)
    Predator (Why would anyone take this? You could color code footprints to make each footprint set specific to a survivor and I STILL wouldn't take this garbage.)
    Spies From the Shadows (Remove or update this perk)
    Thanatophobia (Values too low to do anything. You will never have 4 injured survivors at rank 1 gameplay)
    Pop Goes the Weasel (Remove the 30 second timeframe. It forces you to avoid chases in favor of smashing gens... #########)

    Okay, some of these perks I agree with. But if I started a thread a week ago and asked people to post a list of perks they think could use some love, guess what? Alert would have been on quite of a few of those lists. A number of the perks on your list are not as bad as you think btw.

    Fire Up for instance is stackable with bamboozle and brutal strength. Try running all 3 sometime. You won't think the values do nothing then when you are breaking pallets 34% faster and vaulting 29% faster. Hex: TotH sees some play. Personally, I actually like to run it with Haunting Grounds and another powerful Hex. It eats up so much of players time working on totems that gens don't get done nearly as fast.

    Predator and Overwhelming presence are both lower tier perks, I agree. But they are also not total garbage. Predator with spirit for instance serves a purpose. Overwhelming presence can chew up flashlights really fast. Franklin's Demise is better 10 out of 10 games. But not everyone will necessarily have access to that perk.

  • @Legacy_Zealot said:
    No matter what you do on DBD at high rank, there's a tsunami of salt coming your way.

    That's not true. If you don't camp or tunnel then survivors generally don't get all that salty even if they die. About the worst message I've gotten in like the last 6 months was that I was "sweaty". After I talked with him a bit it still ended with "gg I guess".

    Now don't get me wrong here. I'm not out to make survivors happy when I'm the killer. I'm just mostly focused on gaining bloodpoints these days and I really don't care all that much whether survivors live or die. They still end up dying mostly. But I don't get all that much salt anymore.

    When I first started playing, all I cared about was the kill. I genuinely didn't care about bloodpoints. I just wanted to see the life fade from their eyes. I was everything survivors hate. I camped. I tunneled. Like.... LOTS! And honestly, most of the time it worked. There is a reason killers do it. But I got so much salt after games!

    I genuinely didn't change my behavior from the salty comments. If they changed the way bloodpoints were earned for killers was that you literally only got bloodpoints for sacrifices then I would be awful to play against again. BBQ & Chili is really what changed the game for me when I discovered how awesome it is. Now I just want to get everyone hooked once and get on to the next game as soon as possible since that is the optimal way to gain BP. Killing people now is more of a way to end the game faster then the actual goal for me.

  • It is a buff. A substantial one at that. In case you have forgotten what Beast of Prey currently does:

    Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. The Red Stain disappears for 15/20/25 seconds when Bloodlust activates. Beast of Prey has a cooldown of 120 seconds.

    You will notice that no cooldown is mentioned in the rework. That alone makes it a buff. The 50% bonus bloodpoints for hunting is nothing to sneeze at either. Forget the blood lust nerf. The point of this perk is to make it more difficult for survivors to dodge your attacks when the red stain is gone. Is Beast of Prey going to be meta now? No. But at least it isn't complete and total garbage like it is now.

  • There is no such thing as a "vacuum hook". /end thread

  • Those numbers are bonkers. I feel like you have an interesting idea in that it makes the perk actually do something when other players are still alive. Any perk that requires team mates to die to actually do anything is inherently flawed. You will always be better served by taking perks that help keep you and your team mates alive in the first place. At the same time, I almost feel like you should rename the perk if you change it that way.

  • I'd be interested in playtesting it, but my feeling is that it could be ridiculous. At the same time, when you think about it, will it really give that much more information then empathy? When you see an injured survivor running around the map, you know exactly where the killer is too. And most games there are a lot of survivors getting injured.

  • The real fundamental problem is that it is too complicated. Every fix makes it even more complicated. Freddy's ability needs to be explainable inside a tool-tip. If you have to write an essay to explain all the inner workings of his abilities then it will be too complicated for DBD. Especially for newer players. New players already are confused by Freddy in his current state.

  • @ChesterTheMolester said:

    BTW if it will have 0 impact upon this game why leave it in and take unnecessary chances?

    PS. I havent been political here so dont ######### yourself over an easily replacable analogy.

    Then use another "replacable" analogy. Honestly, I don't care one way or another if this change goes live or not. It'll just be some obscure crap in the patch notes that no one really cares about and will largely be forgotten by the majority of players.

    The way I see it, it is the lightest of slaps on the wrists for campers. Unless you are camping heavily, you won't notice it. Hell, even if you are a camper, you probably won't notice it because if you are camping that much then you aren't getting in that many chases in the first place therefore your chase emblem won't be all that hot to begin with. They could truthfully just put this in the patch notes and not change a single thing and it would still have the effect that it will, which is trying to gently nudge killers away from camping.

  • 70 meters is insane. If you said 40 meters or something in that range, I might be open to the idea.

  • Logically speaking there are some solid ideas here. I do think that it could go very south for survivors though. For example, let's say I put survivor A asleep. I then pursue survivor A. While I'm actively pursuing survivor A, survivor B can go to survivor A's body and attempt to wake them up. The notion that survivor A would be rooted in place when survivor B is trying to wake him up is super broken. So now the running survivor is completely screwed by his buddy! Survivors farming other survivors is already bad enough in this game.

    So now that survivor A is completely screwed over by survivor B, I carry survivor A to a hook near his body. Now I can camp survivor A's body while putting survivor B in a sleep state relatively close to Survivor A's body. So now I can camp survivor B's body while still camping survivor A. But it's cool cause by the time Survivor A dies, survivor B will have gotten himself out of the dream state, but since I'm located next to his physical body I can just put him right back to sleep and begin the process again. Basically, as long as Freddy remains near the physical body of a survivor that survivor can literally never get out of the dream state because as soon as they manage to fail TWO skill checks, he can just immediately put them to sleep again.

    If Freddy ever catches as second survivor attempting to wake up a sleeping survivor he can put them to sleep right next to each other and camp multiple bodies. Freddy is already kind of cancer to play against because almost every Freddy just tunnels constantly, but this rework would cause survivors to constantly DC when Freddy is the killer. No one wants that.

  • This entire thread concept is built around an absurd principle. No one is going to do what you seem to think they will. Period. This change will have virtually 0 impact on the game. Quote me on that.

    Edit: PS keep your political commentary out of the DBD forums.

  • I think the idea is okay, but it belongs in the balance feedback section.

  • What is interesting to me is that whether or not you like Friday the 13th will largely have to do with which game you played first. It was impossible for me to play the game without constantly comparing it to DBD. At the same time, while playing it I also couldn't help but think occasionally that this or that would be an interesting angle to bring into the DBD world.

    For example, one of the coolest things about F13 is that there are numerous kill points around the maps that are unique to that specific location. In DBD terms, think of them as like a "map mori". Which got me to thinking how cool it would be for each map to have a specific "map mori". Once the killer has killed 3 of the survivors, if the killer could catch and drag the last survivor to that point on the map they could do a unique mori that gives bonus bloodpoints. I genuinely hope that they do something like this, but if they don't then if there is ever a sequel to DBD they have to do it then!

    There are a couple of other things that I really like about F13. There is a substantial single player campaign which is quite fun. The other thing is that there are multiple paths to victory for survivors. It's not just work on gens, power exit gates, then run or alternatively power a couple gens, watch team die, then find hatch. There are a number of viable options to escape, up to and including, killing Jason.

    With all that said, I also have a number of complaints about the game. I completely understand why they did it the way they did, but it does suck to have a random player be chosen as Jason in multiplayer. I also really dislike the way that Jason can teleport around the map. I get that the maps are large and it would be dumb for Jason to have to run around constantly, but I think he should only be able to teleport to specific points on the map. For Jason to use teleport as a combat trick is just absurd. I also find the whole chase sequences with players to be very poor in relation to what DBD provides.

  • I will never stop finding it hilarious when survivors screw each other over. Intentional or otherwise. Bonus points for opening a locker that another survivor is hiding in.

  • I guess someone is getting a RBT on them because we all know this is never going to happen.

  • There are two reasons this is highly unlikely.
    1. Leatherface is a licensed killer so they would have to go through a lot of red tap with the licensee to get it approved.
    2. It would be too confusing for survivors if the killer looked like one killer and behaved like another.

  • I feel like I was baited in this thread. The subject only mentions cosmetics, but then the actual thread is just about generic killer crying. The title of this thread should be "Make Killers OP and I'll Buy More Cosmetics!"

  • "I think one of the biggest problems with this game is that there is not an defined win condition."

    If you pipped then you can consider it a win. The entire purpose of the Emblem system is to define what winning is. So I don't really understand this comment. Of course people are free to have their own definition of what constitutes a "win". But the game clearly has a defined win condition.

  • Lol, I was wondering when I would see a Spirit is OP thread! Congratulations. You are the first person who plays DBD that thinks the Spirit if overpowered. Way to go trendsetter!

  • Hard Camping / Face Camping - staying within 8 meters
    Camping - Staying within 20 meters
    Soft camping / Patroling - Moving around, but staying within around 32 meters range

    That is how I define it.

  • @Nickenzie said:
    HellDescent said:

    The problem is that developers need to get their head back in the game. Literally.

    I gotta love all these survivor mains not wanting a asymmetrical horror game! :)

    It's funny how they think 1 survivor should equal in strength to a killer, I'm literally about to ask my friend Peanits to lock this thread due to how many survivor mains whining instead of actually discussing the problem with me!

    I think you would be surprised by how many people disagreeing with you would consider themselves "survivor mains". The issue isn't that no one will discuss the problem with you. No one even knows what "problem" you are talking about! You just keep making up numbers that don't mean anything! It's hard to have a discussion when someone is so vague. When you say the killer should be 400% stronger, what does that mean? Precisely what are you asking for? What does 400% stronger mean to Nickenzie?

  • @Supernaut said:
    Or... At each prestige, why don't we get the personal perks at the respective levels? That would be reasonable wouldn't you think?

    Great idea. +1

  • @only1biggs said:

    The game has problems, but nothing like what killers on forums would have you believe, just because they get wrecked from time to time.

    Off topic, but congrats on post 666. Don't reply, you'll ruin it! Also, agree with what you are saying here. I play as a rank 1 killer on ps4 and I feel pretty good about where the game is at now. Most killers are in a pretty good place at the moment. Pallets are not as oppressive as they once were. Many of the window loops have been addressed. Most my games are pretty fun. Are things 100% perfect? No and I don't expect things ever will be considered perfect for everyone. But killers certainly don't need a 300% power increase as has been suggested in this thread.

  • @Nickenzie said:

    Lol I don't want 4 kills every game, I just want a balanced game if I had to be honest with you. Additionally I find it funny how you think a survivor should be able to 1 versus 1 a killer in a asymmetrical horror game. I think you want a easy win with No actual threat from the killer since survivors are OP currently.

    A couple of things.

    1. I consider myself a killer main. Probably 10% of my playtime is as a survivor.
    2. This game is much closer to being balanced than most people give it credit for.
    3. For the last time, survivors are not equal in power to the killer. They certainly aren't OP.
  • First of all, this belongs in Fan Creations. Secondly, it's not a very balanced idea. One time use pallets are one of the core principles of the game.

  • This is my recommendation for WGLF.

    We're Gonna Live Forever: Your few friends deserve the best team mate. Each time you complete a generator, pallet stun the killer, sabotage a hook near a carried survivor, rescue or take a hit to protect a Survivor, gain 20 % stackable bonus to all Bloodpoint gains up to a maximum of 60/80/100 %. Whenever you unhook a survivor, reveal the killer's aura for 4 seconds if the killer is closer than 32 meters.
    The Bonus Bloodpoints are only awarded post-trial.

  • Haddonfield is my least favorite map as a killer. The ridiculously long fences and hedges, the numerous houses that favor survivors in a chase, the awful totem placements, the blinding light of the police car, etc. About the only thing I actually like on the map is the basement location. I honestly feel that the generators on this map should have 20 extra charges to compensate for the survivor bias.

  • This is a terrible idea. For one thing, the one shot mechanic already exists in the form of interrupts. There is no need or justification for this "terrorshock" idea.

  • @Nickenzie

    However my point still stands, currently one survivor is 100% the strength of the killer and the problem is 1 killer (100% Power) vs 4 survivors (400% Power)... Does this help out with my point? It should be 1 killer (100% Power) vs 4 survivors (100% Power) since when all 4 survivors work together, they will be able to have a equal chance to win! :)

    Would you please stop making this assertion? I'm sorry that survivors have so deeply scarred your psyche. I don't know where they touched you or what they said to you. But no matter how many times you repeat yourself, it won't make this statement true. Just because you don't get 4 kills every game doesn't mean the game is broken.

  • There is already a thread on this exact topic: https://forum.deadbydaylight.com/en/discussion/22269/the-hypocrisy-of-dbd-devs/p1

    Can we get this thread locked as it's a duplicate?

  • @AgentTalon said:
    Newb here, what is gen tapping? And what is it's point?

    If the killer is running the perk Hex: Ruin, survivors can "tap" a generator to begin repairing, but immediately get off the generator. This makes it so you can avoid getting skill checks. No skill checks, means no regression for failing to get a great skill check. As others have already pointed out, it is a mediocre strategy. You are much better off just attempting to make the great skill checks.

  • @ShrimpTwiggs said:
    I think that if there are going to be any rewards for ending a season in rank 1, they should make ranking up harder first. Right now, it's just a grind and eventually you'll get there. There's not much challenge to it unless you go out of your way to give yourself one, like running no perks or using only No Mither. I think bonus bloodpoints are fine and exclusive skins would be cool, but I don't think it should be brought in until the rank system is looked over.

    You'll notice that I didn't suggest giving a reward for making it to rank 1. I suggested giving a reward for making it to rank 1 and gaining 150 pips as a rank 1 player. And if 150 pips proves to be too easy to earn, then the number could always be increased.

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