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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @Nightmare247 said:
    Is it unpleasant, yes, but dribbling someone to the hook because you can not outplay them is not a bad design, but a bad player!

    I would argue that if you know someone has decisive strike and you down them 10 meters from a hook and you don't dribble the player to the hook, that you are a bad killer. Giving the other players working on generators an extra 30 - 60 seconds while you run down a decisive strike user that could have been hooked is just bad strategy. But as is always the case, play the game the way you like. If you want to give the DS survivor every opportunity to use DS before hooking, go right ahead.

  • I have a couple. Talking trash to the killer post game really isn't a good habit to be in.

  • @Lowbei said:

    you dont see an issue with completely destroying the gameplay, to farm with the killer every match so everyone can double pip?

    thats not dbd, and rewarding it is not good for the game.

    I see what you are worried about. Yeah, that wouldn't happen. I'm not saying it would never happen. Sure, there will always be farm games. But it wouldn't be the norm.

  • @Lowbei said:
    Dreamnomad said:

    @Lowbei said:

    im all for getting rewards for ranks at the end of a season, but as we have seen from bp events, both sides will simply farm on the last few days of the season to get it, thus killing gameplay and giving rewards to those who wouldnt normally get those ranks.

    Getting to rank 1 and earning 150 pips isn't the kind of thing that you could do last minute. This is something that would take dedicated play over a period of time. And besides, if you are earning 10k a rank 1 pip, you'll want to get to rank 1 and play well to earn those bonus points.

    you underestimate peoples willingness to farm. there will be large numbers of players farming pips, at all times. it WILL kill gameplay. thats why they arent doing it.

    I guess I just don't see it as a problem. Those kind of pips aren't easy to grind. Let's just say you are god tier and gain 2 pips each game. Let's hypothetically say you have an average of 15 minutes (including lobby time) per match. That is 8 pips per hour. That is incredibly optimistic, but let's go with it. That's a minimum of 18.75 hours of game time. Realistically, it would take most players at least 3 times that. I just don't see the issue myself.

  • @Doc_W__HOLLIDAY said:
    What some people fail to see is, if one survivor is as strong as a killer, that means 4 survivors are 4 times as strong as the killer. This should not be the case. 

    That's good, because it isn't the case. The assertion that one survivor is as strong as a killer is utterly absurd. No reasonable person could possibly believe that to be true. You could make an argument that an infinite number of survivors are not equal in power to the killer since the killer can, you know, kill the survivors but the reverse isn't true.

  • @Lowbei said:
    im all for getting rewards for ranks at the end of a season, but as we have seen from bp events, both sides will simply farm on the last few days of the season to get it, thus killing gameplay and giving rewards to those who wouldnt normally get those ranks.

    Getting to rank 1 and earning 150 pips isn't the kind of thing that you could do last minute. This is something that would take dedicated play over a period of time. And besides, if you are earning 10k a rank 1 pip, you'll want to get to rank 1 and play well to earn those bonus points.

  • @Nickenzie said:
    Dreamnomad said:

    If you sincerely believe that one survivor is equal in strength to the killer then you should honestly uninstall the game.

    Umm, wow rude... can you quote my OP from where I said that at please because if I remember correctly I said "One survivor being equal in strength to a killer is a PROBLEM".

    Additionally you should drop the attitude because it's not needed here. Thanks! :)

    Sure, I'll quote you: "however currently one survivor is as strong as the killer which goes against what a asymmetrical game is!" This is the entire foundation of your argument which is absolutely absurd. One survivor is nothing. A single survivor has virtually 0 chance of making it out if they have to work on generators. Even when you have 2 survivors and generators need to be finished, it typically turns into a game of find the hatch and hope the other guy dies first.

  • Take One For the Team, stun duration seems way too short and exposed feels more like the perk should be called "suicide mission". Perhaps a different draw back that isn't so extreme? Like hindered for 5 seconds or something.

    Shallow Trenches- This is pretty interesting. On the one hand it is more realistic. Why can't survivors low crawl? On the other hand I don't think it is an accident that survivors can't just low crawl to begin with. I think if you had 4 immersed survivors low crawling around the map, it would just be torture. So while it does make sense, I think for the health of the game this is a bad idea.

    Not on my Watch- I actually like this concept, but it definitely needs to last longer than 10 seconds! I think the cool down could be shorter too.

  • Hmmm. Interesting concept, but it wouldn't really help the killer in a chase. Even if I know exactly where you are, what good would it do me if I don't have any way to catch you beyond a long chase sequence? If you look at every killer in the game, they have an ability that gives some advantage to capturing survivors. Even the pig can sneak up and ambush survivors so they are injured when she chases.

  • If you sincerely believe that one survivor is equal in strength to the killer then you should honestly uninstall the game.

  • So let me get this straight. In the same post you claim that it's possible to derank to level 15 in 30 minutes by intentionally quitting matches, but at the same time you can't get one match as a killer in 30 minutes? Amazing. Really.

  • @Karltastisk said:

    @Dreamnomad said:
    Thread belongs in Fan Creation section. As far as the idea goes, it would need some built in way to counter it for survivors like how survivors can "snap out of it" against the Doctor's ability.

    Should i delete this thread here? i have now posted it in fan creations.

    I don't think you can delete it. Just don't respond to the thread anymore and it'll go away soon enough.

  • This is the exact opposite of what survivors should do against a camper. They should spread out and work on different generators. That is how you punish a camper.... not by feeding them.

  • Thread belongs in Fan Creation section. As far as the idea goes, it would need some built in way to counter it for survivors like how survivors can "snap out of it" against the Doctor's ability.

  • @Chi said:
    You aren't supposed to be able to stop the generator according to the devs. It is to sneak up on survivors that just completed the generator.

    Their thinking is flawed then. This is a missed opportunity for both killers and survivors to have a viable alternative to Hex: Ruin. Even if it went off at 75%, it would be considerably better. Not broken good, but at least worth considering.

  • @LRGamer said:
    please Buff Autodidact 
    Make it increase the Chance for Skillchecks

    I agree. This is exactly what Autodidact needs to be viable. You can go an entire heal cycle w/o a skill check. The average seems to be one skill check per heal.

  • I don't feel this map is particularly one sided for either killer or survivor. Pretty balanced map really.

  • This concept that there are only 2 viable killers at rank 1 is a myth.

  • There shouldn't be any kind of gen debuff for running sabo. Progressing hook sabo during an unhook is a pretty interesting idea though.

  • @Outland said:

    @Dreamnomad said:
    SWF doesn't need nerfed. This is one of those "be careful what you wish for" kind of things. Nerf or remove SWF and the number of players willing to be survivors will plummet. Less survivors means even longer (possibly infinite) wait times. You should just be grateful that there are players willing to be your kill toys at all.

    I seriously doubt this, but I'd be willing to test the theory out.

    I think you'd find that many players would still play, even if they had to play solo.

    Well, it's a good thing that you aren't in charge then huh?

  • A killer that can teleport to and from lockers is a pretty great idea. Definitely adds to the map pressure of the killer, yet doesn't feel overpowered.

  • Almost every time I've seen this used as a killer, the survivor threw the rock directly at me. I find it so funny when they do that, that I typically show them some form of mercy for making me laugh. Maybe that is the real power of the perk =p

  • Big deal. Most survivors already have access to Decisive Strike. This changes nothing.

  • @Milo said:
    Also there would be meta survivors most likely Dwight

    As a killer, I would be 100% okay with having 4 Dwights in my lobby. I don't even care if they know where each other is at. They can all watch each other standing in lockers =p

  • Sarcasm isn't always easy to pick up on in a text format, but that came through pretty clear.

  • I don't really have a problem with this change. I'm usually too busy murdering someone on the other side of the map to care.

  • It seems like most of your questions have been pretty well answered. I want touch on the Shape though. The Shape is one of my favorite killers because of his diverse builds and play styles. Some perks work especially well with him, for instance Monitor and Abuse (M&A). With M&A at EW 1, you have 0 terror radius. This is particularly awesome if you are using the scratched mirror add on.

    If you want a good time with Shape, try using Scratched Mirror add on with either The Game or Lery's Memorial offering. Then run the following perks if you have them. M&A, BBQ (for the blood points, always run BBQ if you have it), Hex Ruin, and NOED (only if you have at rank 3). You will always know where the survivors are, but they won't know where you are. It's super fun. But you don't want to use your Scratched Mirror add ons unless you control the map. It is pretty awful if they can see you coming.

    If you want to use the Vanity Mirror, I would recommend pairing it with Dead Rabbit. Use the perks I mentioned previously with the Scratched Mirror build. The nice thing about Vanity Mirror is that you are not nearly as map dependent. This still gives you those great jump scare moments, but you are more effective in a chase.

    Another really fun Shape build is Vault Master Myers. With this build you want to run Bamboozle and Fire Up. This is particularly effective with Fragrant Tuft of Hair add on, but that isn't necessary. One of The Shape's features is when you are in EW3, you vault windows faster than normal. Both Fire Up and Bamboozle stack the effect. So when you Hit EW3, especially with 4 stacks of Fire Up, you just fly through windows. It's really fun. Personally, I like to pair all this with Brutal Strength. Pallets and windows being the main 2 defense mechanisms survivors have. With those 3 perks, you can smash pallets and vault windows like no ones business.

  • I play all of them except the nurse. I generally really like killers that can one shot survivors so Cannibal, Hillbilly, and Shape see a lot of play from me.

  • Hard camping isn't the sign of a bad killer. Rather it is the sign of an inexperienced one. Just like swarming the hook if the killer is camping is the sign of inexperienced survivors. The way to punish a camping killer is to power down gens. If the killer loses 3 gens camping and 3 more are being worked on when the first survivor dies then the killer is pretty much guaranteed 2 kills at most.

    By the time the killer finds and catches another survivor then the last 2 gens will pop before he can camp that one to death. The remaining 2 survivors would have time to open the gate and then still attempt a hook rescue if they so choose. This is even with Hex: Ruin. At the end of the game the killer would get 1 or 2 kills, around 6,000 blood points and lose a pip.

    That is if survivors properly punish the killer and not be overly altruistic. Don't feed the camping killer and eventually the killer will figure out that camping is not the optimal way to play the game. I blame camping killers on survivors frankly.

  • No Mither is out of the question. That is a perk that you just can not force on players. It should always be optional. I think giving either WGLF or Dead Hard for free is also bad for the over all game health. But if it is absolutely necessary to give him one of his teachable perks, it should be Dead Hard. It's easy enough to scale to rank 6 and since David is so big that it's difficult to hide with him, a free dead hard wouldn't break the game. The problem with this is that he could run 5 crutch perks instead of 4. None the less, this is what it would look like if he had dead hard:

    David: Dead Hard - You can take a beating. When injured, tap into your adrenaline bank and dash forward quickly to avoid damage. Press the activate ability button while running to dash forward. During the dash, you avoid damage. Causes Exhaustion for 60/50/40 [David only 35/30/25] seconds.

    I don't think a free WGLF would be the end of the world, but the problem would be on how to scale it to rank 6 that isn't completely messed up. I think my original idea is the best frankly, even if it breaks the whole "teachable only" rule.

  • Q: What counters Rancor?

    A: Get sacrificed before final generator is done.

  • I think the basement is fine as is.

  • If I had to make a hag perk that was one of her teachables this is what it would look like:

    Hag: Hex Third Seal - A Hex that hinders one's Aura reading ability. Hitting a Survivor while the Hex Totem is active reduces the effectiveness of their Aura reading ability by 100 %. This effect applies to the last 2/3/4 Survivors hit. [Hag only: The last 2/3/4 survivors to be hooked will remain blinded even if the totem is destroyed.]

  • @OrionQc24 said:
    Ah ok I didn't see it was a game mode, I thought this was a killer idea.

    Yeah, these perks aren't meant for other killers. They are designed specifically for this game mode only. Unhooking survivors would be completely mental for other killers!

  • @OrionQc24 said:
    Dreamnomad said:

    @OrionQc24 said:

    Reveal aura for 60s! Omg reduce that ! Waaaay too much! 

    Hmmm, you make a good point. I changed it to the following:

    Booby Trap Chest: You can booby trap one chest at a time. If no chest is booby trapped, reveal the aura of all chests. When a survivor opens a booby trapped chest, you can see that survivors aura for 30 seconds or until hooked.

    Better but it's more the fact you are revealed at all time. Lets keep it 60s BUT only visible when outside of the killer terror radius, Similar to Freddy. It would also give a use to the perk that lowers your terror radius to 0 when not moving for 2s.

    The terror radius is always 0 for this killer. You also don't pick your perks. The Chameleon only has the 4 perks given to it.

  • @redsopine1 said:
    Oh and if you get Myers he is op as all hell

    Lol, this is completely off topic, but Myers isn't OP. He is one of the more balanced killers imho.

  • @OrionQc24 said:
    Reveal aura for 60s! Omg reduce that ! Waaaay too much! 

    Hmmm, you make a good point. I changed it to the following:

    Booby Trap Chest: You can booby trap one chest at a time. If no chest is booby trapped, reveal the aura of all chests. When a survivor opens a booby trapped chest, you can see that survivors aura for 30 seconds or until hooked.

  • @Milo said:
    David's and Hags perks in this list arent teacheables.
    Also there would be meta survivors most likely Dwight

    That wasn't an accident. Those are both special cases. David's perks are Dead Hard, We're Gonna Live Forever, and No Mither. Obviously, forcing No Mither onto all David's is out of the question. Giving David WGLF for free or even a super version also seems kind of insane. That leaves Dead Hard which is kind of a meta perk. I was trying hard to avoid giving Meta perks for free.

    So I looked outside of David's teachables into the general pool for a perk that "could" belong to David. Resilience and This is Not Happening were the obvious choices because his perks are built around being injured. Resilience was my initial choice, but when I looked at how powerful it would be as a "super perk", I changed my mind to This is Not Happening. If I absolutely had to pick a teachable perk for David, it would be Dead Hard though.

    When you look at the Hag's perks, they are all hex perks. What is more, they generally don't work as super perks. Hex: Third Seal blinds players that you injure and increases to the max number of survivors at rank 3. What would rank 4-6 look like? Hex: Ruin is a meta perk so it's out of the question, but even so it has the same problem. That leaves Devour Hope which is kind of meta, plus it doesn't scale well into ranks 4-6.

    So again, I had to look into the general pool of perks that "could" belong to the Hag. Since she is clearly meant to be a hex perk queen, I went with the one generic perk that protects hexes. Anyway, that is the logic behind those decisions.

  • @Kilmeran said:
    @Dreamnomad , Oh, I get what you're saying, and I understand why they're "meta," but I'm wondering if this is actually a game for me. I mean, it seems like I have to grind out Killers, whether or not I'm interested in them, to level 35 or more, to get these teachable meta-perks, before I'm able to actually play the killer I would enjoy.

    Some people like LF or Hag, for example. Me? Not all that much. But that's where the perks are that everyone stresses needing. Which kind of makes the whole thing feel like an Asian grindfest: grind this and that, and then you can have fun.

    I don't know. Maybe this game isn't for me after all.

    You truly don't have to do this in any particular order. I sure didn't. I just wish that someone had given me some of this advice in advance. I would have done things differently for sure. At the end of the day, the only reason to play this (or any) video game is to have fun. So do whatever it is that is fun for you bro. This is a game where you make your own rules after all.

  • SWF doesn't need nerfed. This is one of those "be careful what you wish for" kind of things. Nerf or remove SWF and the number of players willing to be survivors will plummet. Less survivors means even longer (possibly infinite) wait times. You should just be grateful that there are players willing to be your kill toys at all.

  • @alivebydeadight said:
    I thought before reading this it was gonna be a wraith vs claudette game mode

    Lol, yeah, I can see why you might think that.

  • @Kilmeran said:
    Final question.
    So, will not rushing for those meta-perks gimp me and make the game non enjoyable?

    The reason perks are considered "meta" is because they are considered good. So your question doesn't make very much sense. You are of course welcome to play the game any way you wish. Unlock what you want and in whatever order you want. But I will say that having BBQ on all your killers will make that process take approximately half as long.

  • I wrote a guide recommending which killer perks to unlock and which order here: https://forum.deadbydaylight.com/en/discussion/19816/dbd-teachable-perk-unlock-guide-for-killers#latest

    Hopefully you find that useful.

  • I've had a similar idea in the past, but instead of trying to make and balance like 26 new perks my idea was to make it so each character had one rank 3 perk for free. Preferably one that they can teach. If the player chose to actually use that perk, it could be a "super perk" that can go up to rank 6. For example:

    Dwight: Bond - Unlocks potential in one's Aura reading ability. Allies' Auras are revealed to you when they are within 12/24/36 [Dwight only 48/60/infinite] meters.

    Meg: Quick & Quiet - You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers. The vault and hide actions' noise detection range is reduced by 100 %.
    This effect can only be triggered every 30/25/20 [Meg only 15/10/5] seconds.

    Claudette: Botony Knowledge - You transform plants found around The Campfire into tinctures that slow down bleeding. Healing speed is increased by 10/15/20 [Claudette only 25/30/35] % and the efficiency of Med-Kits is increased by 10/15/20 [Claudette only 25/30/35] %.

    Jake: Calm Spirit - Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting Crows by 80/90/100 %. Your calm spirit can overcome the urge to scream due to Madness, Intoxication or getting injured by the Killer. [Jake only This effect also applies to allies within 8/16/24 meters of you.]

    etc, etc.

  • I like the map. About the only thing I'm not a fan of is the bamboo that you can't walk through.

  • @Iceman said:
    DeadByFlashlight said:

    It is no fun at all if you cant find the survivors on the floor anymore and have to let them bleed out.

    Usually survivors agree with me that bleeding out is really boring.

    So can we just built in deerstalker?

    I don’t want everything handed out to me when I am playing survivor or killer. The only built in mechanic that would make sense is blood warden. 

    Built in blood warden doesn't make any more sense then built in deerstalker. Actually, I would argue that it makes even less sense. You can see your hooked survivor's auras. So can survivors. Survivors can see other's survivors aura if they are in the dying state. It's not much of a stretch for killers to be able to as well. I don't feel that this is especially necessary. But to say that blood warden should be a built in mechanic for killers while deerstalker shouldn't is a poor argument.

  • I've posted an idea concerning locking teachable perks here: https://forum.deadbydaylight.com/en/discussion/18925/disabling-teachable-perks#latest

    This would greatly help with the problem.

  • Lol, I just ran this combo and it is hilarious. Literally within the first 2 minutes of the game I had pulled 2 players off generators. I've found that survivors really don't like this though because I've had lots of suicides on hooks. And that is with 200% bloodpoint bonus games too.

  • @Williamz said:

    Those changes to noise and base cooldown is far too much.

    All she needs is her base movement speed put to the killer standard. Perhaps a 10% base reduction to phasing noise as well.

    Those changes aren't too much if her movement speed remains the same. If her movement speed is increased then they would be unnecessary. I would rather the killer be centered around her ability as opposed to being a wannabe wraith.

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