Dustin
Dustin
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It was already impossible to get a flashlight blind if a killer had Lightborn before now the only difference is they see your aura for several seconds now. It's just a placebo effect honestly you weren't getting a save unless the killer let you with the previous version.
Lightborn is fine and if people think the change put it over the top likely they played bad anyway or never played against lightborn before to realize it's a non issue.
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@Swiftblade131 said:
I can tell you, something is off.
It's more than one thing though, and it isn't recent either. They messed with stuff a while back for sure.
They can keep quiet or deny it for all I care, but it's pretty obvious.
It started when they added some of the new animations for Hillbilly when he picks a survivor up and carries them. That's when most of the issues started. They did this long before the PTB that changed Hillbilly.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1679601#Comment_1679601
Are you talking his normal movement? Because I hadn't played him in a long ass time and now he just feels... off. I dunno. Weird and janky chainsaw sprint or no.
To be honest it feels like his pill collision randomly catches on stuff. When he jumps off a hill or when he runs around obstacles he just randomly gets stuck on the ground. Even when he's strafing if feels like he gets stuck on stuff. Been an issue since he originally got new animations and still isn't fixed. It's not just a hunch either it's very noticeable and I'm surprised it wasn't fixed during that mid chapter.
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Don't nerf the perks
Buff information on the map for survivors
Just give a global sound cue for when a dull totem is cleansed similar to when a Hex Totem is cleansed. In my opinion though the Hex totem should have a more unique sound when cleansed instead of sounding like a failed skillcheck sound cue alert for killer.
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@Maelstrom10 said:
Demo at the moment, is very much an analog to freddy, much like billy is to hillbilly - However demogoron has several drawbacks and shortcomings that nerf his capabilities to be a good killer, and make it easier for him to be beaten by top tier survivors.
His similarities to freddy and how they differ -
Freddy and demo both have forms of stealth, freddy with his lullaby and dissapearing upon a survivor being awake and outside of a certain range, whereas demogorgon has the undetectable status effect upon going through a portal. both are unique enough forms of stealth that can feel fun, however the demogorons stealth is ruined by both his height and his gigantic footstep sounds.
Freddy and demo both teleport, with freddy being restricted to generators that haven't been completed, and demo being restricted to portals. The two biggest drawbacks behind demos teleport are that he cannot do it from anywhere (he has to go to another connecting portal) and that he announces it globally, making it so that even though he gains stealth from it, players are tipped off very early to his teleporting.
Freddy and demo both have an anti-loop tool built into their kit. Demogorgons shred, vs freddys snares (or false pallets.) Both of these are very good and unique enough in what they do, however shred has currently got weird addon synergy, and no real addons that change it up, whereas freddy has addons that affect his secondary chase ability and what it does making every match different.
How to bridge the gap between freddy and demogorgon, and make demogoron not neccissarily buffed so much as easier to make useage of and more viable with all of his addons?
- Upon teleporting, the global indicator is only active for people next to a portal, or within the demogorgons terror radius. similar to freddys teleport where you have to be able to see a gen, or will hear his whistling when your near him.
- Have demogorgons footsteps silenced, or lowered when he is undetectable. (could also be done to 99% of the killer cast if im being honest, as it seems like a nice buff to undetectable, but demo currently needs it most.) he could also have an animation change for when he is undetectable, having his head lowered more towards the ground in a prowling state, in order to make him not as visible over objects, and also to indicate he's entered stealth.
- Demo's shred could have more addons attached to it, altering range, charge time and giving it the possibility of a "charges mechanic" where if he has addons, he could shred instantly after another shred, in another direction giving him a giant skillcap to using his shred. also take away rat livers speed boost, and have it on his base kit, or make his basekit more functional without the requirement for rat liver.
- And finally the biggest buff besides just reworking his addons to be better and more functional. allow him to teleport to any preset portal from anywhere. this could go inline to his other changes, or be in addition to them. Teleporting from anywhere could even have downsides over teleporting from a portal to balance it out (ie teleporting from anywhere could have no undetectable status effect, or a very short one, whereas using a dedicated portal setup could give him a longer undetectable and silent footsteps.) teleporting from anywhere could also put him on a longer cooldown in comparison to using a portal to teleport to another portal.
Overall the Demogorgon's sounds need to be adjusted or reduced and I feel like he would be better. However regarding your last suggestion on teleporting anywhere. I partially agree but here's my take on it.
Allow the Demogorgon to have one seamless action of creating a portal and then going into it if he chooses to teleport to another portal. Overall just a quality of life change but a big one. If he's already standing on a functional portal he will use that instead to teleport instead of placing a new one. It would be a change on par with Trapper re-arming traps already on the ground. Instead of picking them up and placing them he just leans down to set it. It would be the same mindset with Demogorgon.
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The majority of his addons need a buff or rework. Deathslinger is pretty much on the same boat as Ghostface where the base power is good but all the addons are bad to the point where they're not even useful as a fun gimmick.
He may get free zoning but in this case I honestly wouldn't touch him because he's a bit more delicate to touch than Pyramid Head. For Pyramid Head and the free zoning I'd hope that they'd buff other parts of him because Pyramid Head is a complex killer with many sub abilities. With Deathslinger he's a one trick pony and that trick needs to be left alone.
I believe the Pyramid Head change is a good one but I also feel strongly that they shouldn't just patch out the nerf on its own. PH needed other buffs to accompany the change that's upcoming.
To elaborate on Deathslinger on his features and why I wouldn't change them (For basekit)
I wouldn't change range of spear at all because
- Too many things would get in the way the farther out you are making reeling in difficult even if you manage to hit that 32m shot
- Would be too easy for survivors to break it grouping up
- Durability would need to be adjusted
- Reel speed would need to be adjusted
I wouldn't change the aim down sight speed because
- Too easy to fake Deathslinger out and juke him at that point. I'm sure there's a compromise but an outright value change for the aim speed in my view isn't the way to go.
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At high level gameplay loops are incredibly draining to play out as killer because
- Most tiles on newer maps aren't mind-gameable they're either linear paths with safe pallets or a visibly open loop where the moment you try to switch directions to mind game the survivor can shift directions with you. You have to force the pallet drop pretty much guaranteeing the survivor gets 2-4 runs around this obstacle before the pallet drop. Assuming they don't know how to abuse nearby vault locations. Ormond for example is awful to play on because of the vault spots that are chained together with certain tiles. It's a prime example of why a killer may be allergic to looping.
- Chasing a survivor who knows how to abuse a tile is a good way to lose the game you need to know when to break chase
- I'm not going to chase a survivor first who is confident in running the killer I'm going to look for the weak link first because time efficient. I want to find someone in a spot that's inconvenient for them not for me.
Don't hate the player hate the game.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1675278#Comment_1675278
The power and idea itself is entirely up to the imagination of whoever is suggesting it. Personally I don't see it working since the zombies themselves are usually in a hoard, rather than a specific zombie themselves.
And yes, I believe they stopped mentioned that stuff when BO3 came out. You can see this in a lot of the reworked maps, but even the mention of it is either hidden or hardly mentioned at all, while the imagery has been censored entirely. While the mode itself USED to be centered around that stuff for the sake of the story, it has since then been pushed away after awhile. Even in BO2 it started to move away from it, but still mentioning it in some way.
Yep pretty much the last zombie games I played are the ones you mentioned so makes sense. Also yeah I'd love some sort of working hoard in DBD for a zombie killer but I don't see it happening. It would have to be some sort of magic zombie similar to like Grundy from the DC Universe. Even so not sure how BHVR would do it but thematically zombies are always cool.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1675237#Comment_1675237
Not every zombie from that series involves that imagery or those types of zombies, in-fact they've censored a lot of the imagery and mention of it despite everyone knowing it exists anyway. Of course the mode was made off of the idea in the first place, but it isn't centered around it entirely.
Either way, if they ever did bring a zombie into DBD it would be a more specific zombie.
That's fair I didn't know they distanced their game from the Nazi imagery. I've only played 3 games that had zombies in it and all of them were depicted as Nazi's. However that makes it worse because without the Nazi Imagery you just have generic zombies from the franchise. BHVR can do so much better than a generic Call of Duty Zombie.
Also what makes the Call of Duty zombies a threat is they come in droves where as DBD it's just one threat being the killer. They'd have to think of a more unique power for the zombie killer.
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/1675237#Comment_1675237
Yea we don't have a zombie killer actually... I guess deathslinger is a zombie? But man I would pay gold to get the "damned" theme in dbd, and btw not all the zombies were nazis
Yeah but in the Call of Duty series most zombies were depicted as Nazi's so that's what I'm saying. If you want something similar I see no issue with that. However I severely doubt we get a crossover from that franchise because admittedly the theme is somewhat bland and BHVR can do so much better with their creative team.
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Nazi imagery won't be added to this game likely ever so that's an immediate no go. I wouldn't mind a zombie killer of some sort though.
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@Mandy said:
I might be in the minority here, but I wouldn't change Blood Warden at all - I've had use out of it quite a few times and whilst it's definitely a pretty niche perk and definitely not going to be useful every match, I'm fine with that.
I don't believe you're in the minority. I wouldn't exactly change it much either I just identify the issues with the perk. My only gripe is Fire Up clearly exist to be paired with Blood Warden. You shouldn't need two perk slots to make a perk have decent balance. I get it but I don't like it.
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Just give the killer more control over activating it. I feel if it's too lenient it would be broken however I feel a few quality of life changes or buffs would be okay for the perk. However I will state the reason Fire Up exist is so you can use Blood Warden more easily. You usually slug a survivor until a gate is opened and Fire Up is meant to speed up picking them up and hooking them to ensure you use this perk. I feel there lies the problem with Blood Warden.
Here are my two proposed changes for the perk with reasoning
Allow killing the survivor by hand to activate the perk
- This would give more synergy with other perks such as Rancor and HEX: Devour Hope
- This would discourage using a mori offering early on in the game if Blood Warden was in play
- It would give the killer more control over activating the perk
The other big issue is actually activating the perk. You pretty much have to predict everything perfectly. Unless you're good at reading the situation you know most survivors figure out what you're doing by now. Either they can tell you're waiting for the gate to be opened so they will just stand there until you are forced to hook or slug again or the gate is open and they'll just run out. Alternatively if you use Fire Up they can usually guess if you're specifically slugging in the End Game they know it's likely paired with Blood Warden. So in a way what I'm going to suggest may be controversial but.
When the exit gates are powered increase the killers pick up and hook speed by 100%.
- No longer do you need to pair Blood Warden with Fire Up just to increase its odds of success saving a perk slot
- It solves the issue of needing to wait to slug sometimes only to bait out the altruistic or ignorant survivors
- It's more convenient because it gives you those precious seconds needed to operate it
Now that was a more short suggestion but overall I feel those are the two changes Blood Warden needs for success and the reasons why it falters a bit when it shouldn't. I'll say though when it works it works but it's rare.
Now Fire Up could use a lot of buffs but that's for another thread.
Alternatively the following
The intensity of the Aura of the Exit Gates increase with the more progress made on them and increase your pickup and hook speed to the current highest percentage completion.
So if a gate is at 90% you pick up at 90% increased speed. If the gates are open you pick up at 100% speed. Same reasoning as above.
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The only thing I miss about old Freddy was his ability to choose who he is in a chase with and being able to ignore people and physically walk through them. Although this had a price that people who weren't in the dream world could walk in front of you as you swung and mess up your lunge. Admittedly I wish some elements of old Freddy would transfer to Wraith and I feel that would give everyone a bit of what they want. Wraith would get some buffs and people who enjoyed old Freddy could try him again in some fashion.
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@Lycidas said:
IMHO Visionary's effect is very good for a beginner, the problem is that it is not available to beginners unless they buy Felix's DLC with money (if you buy it with shards you played enough to not be a beginner anymore)
My "fix": Visionary and Deja Vu (a similar perk) have their effect swapped
Deja Vu shows the aura of generators close to the player - useful and available since the beginning to everyone
Visionary shows the aura of the 3-gen on the map, useful to beginners and veterans, because apparently there is still some shithead at red rank who doesn't know better than 3 genning themselves
IMHO Visionary's effect is very good for a beginner, the problem is that it is not available to beginners unless they buy Felix's DLC with money (if you buy it with shards you played enough to not be a beginner anymore)
This is honestly my only problem with Visionary. Otherwise I believe the perk is 100% fine with how it operates. It's just not immediately available to the players it's intended for.
If I had to change one thing with how it is now though if we were making it for Veteran players I'd probably have it show the auras of generators not being worked in within a certain range. Ideally generators across the map. Granted it would basically just be the complete opposite of Visionary so this is more of a preference thing than being any better or worse.
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@Boss said:
But when will be the next time a chapter will be free?
I'm not here to milk BHVR dry, but i also can't deny getting chapters for free.
I know they said they'd do that "whenever they can do it", but you'd think that would be by now thanks to the Rift being a thing, a buttload of cosmetics, and more people playing on average than ever.
Also, it's probably just an outdated quote by now.
In all honesty I'm content with how we can get survivors and killers for free now HOWEVER I would actually like for BHVR to occasionally add a perk or two to the global free perks pool. It would be a nice refreshing experience in my opinion. Admittedly Visionary would have fit that bill pretty well. Not too powerful of a perk but an interesting newbie friendly perk that's available to everyone would have been nice.
Also yes I remember the quote too. In my opinion they probably changed their stance on it.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1660948#Comment_1660948
Because I don't want to argue and discuss opinions. I am just here to let you all propose your ideas not discuss my own opinions.
Alright fair enough reasoning I suppose. However the thing is what happens once we post our ideas? Is there a second thread where we discuss all of them? I'd be down for a follow-up thread.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1660916#Comment_1660916
Since I need to be neutral in this series, I will say that it sounds pretty interesting!
Why would you need to remain neutral? If you believe it's a bad idea describe why because BHVR reads these post you know. Main thing I'm doing is identifying the problems with the perk and trying to simplify them or remove them.
tl;dr - If you think it's bad feel free to roast me. Being impartial is how a lot of things go under the radar.
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Aftercare, Autodidact, Borrowed Time and For The People
That's my survivor build by the way.
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Here's my proposal with the goal in mind of reducing the convoluted requirements for the perk and making it more straight forward.
Current Gearhead
You've got an ear for well-oiled gears.
After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20 / 25 / 30 seconds
Each time a Survivor completes a Good Skill Check while repairing, The Generator will be revealed by a yellow Aura for as long as it is being repaired.
First off let me identify the problems with this perk.
You must hit survivors twice for this perk to activate which I believe is fair however now comes the issue with this perk. The perk activates for 30 seconds after the fact and you could either get amazing or zero value for a perk based on timing. A survivor actually NEEDS to get a skillcheck for this perk to activate and it's either useless or oppressive based on that but usually useless.
What I am going to propose would be an attempt to solve the following
- Give a more simple activation process for the perk
- Reward killers by always giving them some kind of information for using the perk
- Enable counterplay by giving a tell to the survivors
You've got an ear for well-oiled gears.
After putting a Survivor into the Dying State with a basic attack, Gearhead becomes Active.
Once a Survivor starts Repairing a Generator all survivors will receive Skillchecks every 3 seconds while Repairing for the next 20 / 25 / 30 seconds. During this time all Good Skill Checks will reveal The Generator with a yellow Aura for as long as it is being repaired. Skillchecks progressively get faster the longer this perk is active.
Gearhead has a cooldown of 80 seconds.
Alright so you may ask what does this do? It seems to have restrictions like the original but what changed? Below I'll list individual changes and what the changes are meant to accomplish.
After putting a Survivor into the Dying State with a basic attack, Gearhead becomes Active.
- The perk now has a more simplified activation process
- This means that you could encounter an injured survivor and activate the perk
- This does however mean that you cannot activate it by hitting two separate healthy survivors. This is more so a compromise.
Once a Survivor starts Repairing a Generator all survivors will receive Skillchecks every 3 seconds while Repairing for the next 20 / 25 / 30 seconds.
- All RNG aspects of the perk are eliminated
- The perk duration only activates once a survivor is repairing. Not when a survivor is put into the dying state.
- This enables the perk to retain the original intended function of the perk.
During this time all Good Skill Checks will reveal The Generator with a yellow Aura for as long as it is being repaired. Skillchecks progressively get faster the longer this perk is active.
- Adds a secondary function that enables synergy with other perks
- Adds a new function to Gearhead that forces Survivors to react and adapt
- The speed is meant to be an addition to prevent Survivors from getting free progression off the perk if they're good at hitting Great Skillchecks. It's a compromise to enable this perks aura reading but add a bit of difficulty to survivors who are good at landing skillchecks. Alternatively if fast skillchecks are too difficult the option to wait out the duration is there for survivors. Thus this perk isn't oppressive.
Gearhead has a cooldown of 80 seconds.
- With the easier to enable perk, strong synergy with other perks and high risk for survivors I feel a cooldown is necessary. Maybe not 80 seconds but it's there to ensure the perk isn't oppressive and doesn't have 100% uptime.
Thoughts?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1644579#Comment_1644579
They said on their twitter flashlight and pallet saves.
I thought those always gave tokens? I'm almost 100% certain pallet saves already gave tokens. Can't vouch for Flashlights but I'm almost certain those did too?
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@CalamityJane said:
Or you could run Tinkerer with Cruel Limits, then you'll almost alwyas be in its area of effect tight when it triggers.
I've experimented with the perk combo and honestly you might as well take off Cruel Limits at that point. Tinkerer only enables Cruel Limits not the other way around. Also the point of Tinkerer is ideally getting to the generator before it pops not after. The perks don't synergize at all really because each one are counter intuitive to each other.
@PigMainClaudette said:
Spine Chill - agree on Oblivious, disagree on Undetectable. It is currently the only perk that really keeps stealth killers in check. I do also have a disagreement with Oblivious on the basis of Freddy's Dream World, but that has issues with a lot of perks.
I actually agree in regards to Freddy I never understood why they gave him that affect for Dream World. I don't exactly agree with Spine Chill keeping stealth killers in check. It basically just gimps mediocre killers like The Wraith, The Shape and The Pig. Ghostface is the only real stealth killer to be afraid of and even so he's a bit mediocre.
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@dugman said:
Cruel Limits - This perk will still be garbage you need to rework this perk. I'll break down why this perk will always be bad.
A generator needs to be completed for this perk to proc. You only get 5 uses out of a perk that potentially blocks 1-2 windows.
When a generator is finished usually it's no where near you. A survivor is usually long gone by then meaning those blocked windows do nothing.
Likely the generator has a pallet nearby and even if you get a hit off unless you have an insta-down likely they get to the next tile.
Regarding the highlighted sentence, there are going to be more than 1-2 windows within 32 meters of almost any generator. 32 meters is 1/3 the width of a map, it's the size of a terror radius. Picture for example a two house by two house block in Haddonfield, that's roughly 32 meters by 32 meters. So if a generator in the street in Haddonfield pops while Cruel Limits is in play with the new 32 meter radius it could possibly block every window in the four houses surrounding the generator if it's in the middle of them. Or picture how many vaults are blocked in Lery's within 32 meters of the central generator. It's hard to think of a map that doesn't have more than 1-2 vaults within all or almost all the generators.
The other points are more valid though. About half the time generators are completed you are not within 5 seconds of the generator to respond quickly, and since survivors can travel 32 meters in only 8 seconds that means that by the time you get there they will have usually left the blocked area. And even if they haven't, if there's any pallets around the lack of vaults won't make a big difference. And of course it only triggers up to five times a match and you're lucky to get even one hit out of it each time. At most you're looking at a couple of bonus hits - compare that to, for example, Haunted Grounds which is likely to get you 1-2 Exposed downs while Cruel Limits is only getting you maybe 1-2 generic hits, not downs, and you can see that Cruel Limits isn't as good as Haunted Grounds for instance.
So I do agree that the perk is still probably not great. Now if it also blocked all the Pallets within 32 meters then it might be slightly scarier. Or if it instead Exposed survivors within a short distance of the completed generators for a bit then that would frighten some survivors as well. But a generic hit or two, maybe, if you happen to be within your terror radius of a generator when it pops, that's a bit underwhelming.
Regarding distance from window to window I've not really had a situation where I can block multiple windows with this perk unless it's at an important landmark like let's say the Pantry on the Grim Pantry map in the Swamp realm. Lery's, Haddonfield or in some instances a map with two L walls next to each other. In most other cases you're lucky to block more than 1 window or on occasion 2. Even so I agree you're basically trading a single generator for a single basic attack most of the time. Overall poor value which is why I felt that it should proc more than 5 times which is how I came to the suggestion I did.
The perk all things considered even if you can get to the destination you currently have no control over it. You basically have to drop what you're doing to try and take advantage of the perk for a single basic attack. It's extremely poor value even if it was global because it needs a gen to proc. That's why I believe it should be able to proc even before a generator activates.
Not sure how I feel about it blocking pallets but at the same time I'd take that buff if it was do-able but I don't believe that would help and I doubt BHVR would do that because they'd view it as oppressive even though you literally just traded a generator to temporarily create a dead zone.
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@MrPeterPFL said:
Trails of Torment can potentially be really good with Myers. Silent Tier 3
The Trail of Torment changes is probably the highlight of the perks. The main thing and reason I commented is the statement they made about stealth killers and stealth perks. Overall I believe the change they made to the perk was really smart and gives a reason for the aura to be shown.
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In my opinion I feel like the duration should have stayed but upon use just put it on a 20 second cooldown or something like that before you can proc it with a hook again. Might be a worse situation than current but I feel like this isn't going to affect the S and A tier killers but it's absolutely going to ruin the perk for lower tier killers. We'll see how it performs on the PTB though.
But to clarify you can keep refreshing the duration by hooking people but the moment you damage a generator while the perk is active the perk cannot be activated for X amount of seconds and then it functions like normally again.
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@Blueberry said:
I just thought they went the complete wrong direction.
They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.
Now it's just still a perk we'll never see.
Well to be honest I like both aspects of the perk. I'd be cool if it primarily was based on silent repairs however it had the missed skillcheck thing as a bonus. However if you miss a skillcheck it puts the entire perk on a short cooldown disabling it until it's back up. Would make more sense and be a bit more fun for survivors.
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@Leachy_Jr said:
Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.
Why would you even think of nerfing pop without thinking of nerfing DS or UB.
It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.
This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.
Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?
All BHVR needs to do for PH primarily is make it easier to apply torment and smooth out his controls while using Rites of Judgement and he'd be worth playing. Torment is pretty useless because it's too easy to avoid. Only good thing about PH is his skillshot.
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@Xpljesus said:
My change to mindbreaker would be that you make it so a survivor screams when they hit the threshold 50% completion of a generator, would be similarly functioning to Tinkerer but with a different impact I guess, would tie in well with the name of the perk too.
My main issue with this update is some of the absolutely useless perks are still absolutely useless. Mindbreaker being one ofc.
For mindbreaker I'd make the aforementioned change. It will still be unused and extremely bad without further change.
For Cruel Limits I'd make it within a radius of **the killer** - no point having a gen pop on the other side of the map and your perk does nothing, if it's within the killer's radius (24m 32m idc) - it always has the potential to be impactful. It will still be unused and extremely bad without further change.
I get Technician is for newer players, but I'd still make it have some other function, right now it's locked behind a chapter if you are not on console, and it's not default unlocked - so by the time you get it, you will not need it (same goes for windows of opportuntiy, zanshin tactics, visionary)
For Mindbreaker I'd be in favor of it giving the killer a buff for each survivor exhausted and make it so that while working on any generator you're exhausted for 3/4/5 seconds and the counter doesn't start ticking until after releasing a generator. What about 1.5% Haste for the killer per exhausted survivor? Too weak? Decent?
Technician I feel like it should just negate failed skillchecks on a cooldown and nothing else. It was clearly made as a counter to Overcharge (Doctor perk) and in my opinion that's fine. Have the secondary effect reduce the volume of repairs.
I'd enable Cruel Limits to proc multiple times per gen by just having it activate when a generator is either at 70% or higher or completed and when they let go then the windows are blocked. Alert the killer of this as well.
But yeah most of the perks are still useless at least on the killer end. A lot of the perks have underwhelming effects with their activation conditions and I really wish BHVR got that.
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@bm33 said:
They need to make exhausted status do more than not let you use a few perks for it to be worth taking up a perk space.
Yep. Let's say in the rare instance a survivor has no exhaustion perk. Mind Breaker is now useless. Needs to do something else while a survivor is exhausted.
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The mid chapter patches are the health chapters.
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@humanbeing1704 said:
Cruel limits will still be useless most maps have gens literally nowhere near windows
Yep. I keep saying this but Cruel Limits could be a GLOBAL window blocker and still be a bad perk. There are several factors in this.
- A generator needs to be completed and this perk can only proc 5 times. You only have 5 chances to take advantage of this perk.
- When a generator is done usually it's no where near you. Meaning a survivor has plenty of time to move on to the next area where there is likely other windows and even pallets. Even so the duration isn't that long to begin with all things considered.
- Most maps don't have very many windows nearby. The ones that do are broken beyond belief to begin with in favor of survivors.
My honest to god opinion is this perk needs different activation conditions and it should be the exact same as Tinkerer. That way the perk has more opportunities to proc. At 70% repair on the generator or if it gets completed when a survivor lets go of a generator after this condition is met then the windows block. Thematically it would make sense and it would even be a play on the name. It would basically work like Tinkerer + Mindbreaker.
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The Estate rework is the main thing I know of but I believe they said they were reworking or looking at a bunch of perks recently. Although admittedly I'd wish they'd gloss over a few killers and even survivors perks for much needed buffs.
- Spine Chill no longer proc's against Undetectable killers or while Oblivious - I don't care what anyone says this is a much needed buff for stealth killers.
- The Clown reload movement speed set to 105% and addons that affect movement speed while reloading reworked into something else
- The Clown can now sabotage lockers and generators with gas - Hold the alternative action key to interact with these to sabotage them with gas traps.
- The Shape has unlimited stalk per survivor however it caps out as usual. When maxed out on a survivor it will take 2 minutes and the available stalk from that specific survivor will be fully available again
- The Shape no longer automatically activates Evil Within Tier 3 when the meter is maxed out. Instead the alternative action key being pressed is required to activate it similar to The Oni.
- The Wraith is now completely invisible more than 12 meters away while cloaked and the shimmer is a bit more intense as they get closer. The cloak only starts to become visible from 12 meters or closer.
- The Wraith's cloak speed addons have been reworked into something actually useful.
- The Demogorgon's footsteps are now completely silent while Undetectable.
- The Demogorgon Undetectable duration while leaving a portal has been increased
- Object of Obsession reworked - Only the Obsession can see the killers aura. If you have the perk equipped but are not the obsession you cannot see the killer but the killer can see you still.
There's my list of compromise changes or things likely to never happen but I want anyway because it would be cool.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1640879#Comment_1640879
I would have been fine if they didn't patch this, but pulling people out faster is a pretty useless effect compared to the rest of it. That saves you what, 1-2 seconds per grab? And that's if you get a grab from a locker while running Iron Maiden, which is already really unlikely because the second people realize you have Iron Maiden they'll stop going into lockers.
It makes the perk fun and interesting and now it's just another exposed perk that is easily played around. The timer is so short that you need a mobile killer to even hit them and most of the time you wouldn't need this perk to down them on those killers. If you're close enough to down them from a locker you could just locker grab them anyways.
Garbage perk overall. The grab should be kept in and be put on steroids is how I see it. It's not even a good perk on the killer it was made for that should tell you enough. Only good on Huntress for easy reloads and maybe Doctor who doesn't need it. The only good thing about this perk is figuring out where the last 1-2 survivors are hiding if they're being immersed and there are better perks for that.
Ultimately not much changes admittedly but a small bug fix on a garbage perk that's been unchanged for years I really don't get it just leave it as is. Why did this NEED CHANGING of all things. How does this get recognized as broken after so many years and then fixed like it was an issue?
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Any challenges that involve getting a rank / emblem after game.
Oh boy can't wait to sweat over getting 3 devouts "OR HIGHER" at the start of my tome challenges. People at worse ranks have it easier meanwhile I pretty much have to 3 hook everyone at red rank..
Stop adding these I guarantee you no one will miss them. Also the COMPLETE IN A SINGLE TRIAL challenges but the emblem challenges are such a damn chore it's basically the key ingredient on how to make a boring unfun challenge.
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This bug fix didn't need to happen because the perk is already pretty mediocre. I agree @thesuicidefox what's the point of opening lockers faster if you don't pull survivors out faster? Yeah you get exposed on survivors leaving lockers but that's already so niche.
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@Purple_Orc said:
So what about Compound 33 now? It seem to only add hindered and I don't think that its worth the bloodpoints as an ultra rare.
To be honest my original opinion about this was Compound 33 should just have the hindered effect as a rare addon and compound 21 should have been kept as is but made an Ultra Rare. Make the pallet breaking basekit as it is now and addons make a lot more sense now.
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It's a good quality of life change and allows his addons to be changed up a bit and be made more interesting. I agree with the change and felt it should have been a launch day change.
Blight needs a lot of quality of life changes and this is one of them.
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Here's the changes I want and I'll provide reasons for most of them. I play him a bit but I hate playing against him because there are situations where I feel like my options to outplay the killer are removed but yes it's the get hit or get hit situation.
- Cancelling rites of judgement gives you a 1.5 second restriction on attacking. There is NO other penalty for cancelling it you still move full movement speed as usual doing this. Just extend the window on how long until you can attack. Give Pyramid Head proper animations visually to reflect this.
The following criticism over the cage is necessary because right now with how the cages work now it's predictable and encourages tunneling. Not allowing perks to prompt with cages is 100% fine it's just everything else after that's an issue.
- Remove all notifications when a player is uncaged. - They removed auras of cages for a reason. This one can be debatable because at least in this scenario the survivor was saved because we know BHVR just wanted to prevent face camping cages. However I feel cages are strong enough to not warrant this enabled. This issue is getting survivors tormented in the first place.
- Allow unhooking at 90 degrees from the front (45 each side) at minimum all angles and update the cages visually to represent this. In general the cages visually look like trash anyway I'm sorry but this is probably the worst part about it. The cages are supposed to look organic but the top of the cages look like something quickly thrown together for example with the spinning pointy things.
- Remove the teleporting cages - This actually helps the killer and I'll explain this - If Pyramid Head finds the cage he can actually kill the survivor by making the cage move especially on big maps. The thing is if a survivor waste their time running towards the cage and Pyramid Head gets there first who is going to be able to save the caged survivor? The timer is still going as it moves around and the survivor loses time because of this. Not only that you can't even trade properly because the survivor who was looking for the cage is now likely engaged in a chase with the killer. Overall BHVR intended this to hurt Pyramid Head but overall it actually helped him.
- Give more unpredictable locations for cages - Most of the time when you cage someone you can just look at the exact opposite spot on the map and know where the survivor was sent. This is why tunneling with him is so easy and why it's a stereotype for Pyramid Head.
Some other tidbits I'd like changed for Pyramid Head
- Rework the Undetectable Ultra Rare into something else because that effect just in general is so stupid it's just used for camping and useless in most other scenarios. Fair enough they tried it because they thought it was cool but outside of practical use it's garbage and only used for camping.
- Make Black Strap (Common) basekit - Slightly Increases Punishment of the Damned Attack range. - If he gets a penalty for cancelling his power in my opinion it should be a bit more threatening when he commits to it.
- Slightly increase the speed of the charge meter for sending someone to a Cage of Atonement - This command is a bit slow compared to let's say The Pig's RBT being placed on a survivor. In the instance with The Pig you press a button and boom it's done. With Pyramid Head you awkwardly stand over the survivor a few seconds and then randomly stab. I feel like this wasn't always like this but it feels awkward and this is my reasoning for stating the meter should be filled quicker.
- Make Pyramid Head swing his knife from top to bottom like the original games. It doesn't feel like it has enough OOMF right now.
- Make steering a bit smoother when using Rites of Judgement because honestly it feels awful steering while using his power. Personally that's why most of the time I just use the skill shot quickly and avoid dragging the sword. If the use of his power felt more smooth I guarantee you less Pyramid Head players would feel compelled to fake out his power.
Now personally I don't believe he gets changed anytime soon but I'm doubtful he gets crippled like people are thinking. As someone who actually plays him what I mentioned above would be my compromise on him. Quality of life stuff that benefits both sides.
To TL;DR my post
- Nerf the faking out of the power heavily but making committing to power have more OOMF
- Give quality of life changes to Pyramid Head's movement while using Rites of Judgement / Punishment Of The Damned
- Overhaul spawning system for cages
- Make it easier to apply Torment on a survivor
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Back in 2016 with the game was Peer2Peer I made a second account just so I could play Nurse. This was before any sort of reporting was even a thing and before a report feature was added. Even so some of the things I dealt with BHVR won't deal with.
I was ddos'd on a few occasions and I've had enough people actually harass me outside of game by making droves of accounts so I pretty much made a second account to play Nurse so I didn't have to deal with it. It didn't surprise me when I frequently saw the N word or I'm told to off myself but at least with the report feature most of those degenerates keep their mouth shut.
The report feature made this game a little better but it still isn't enough in some regards.
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As Blight I've lost more games because of the bug where your power randomly stops you rather than the hook bug. I've found that for the hook bug you need to just stand in front of the hook for a few seconds after the hook prompt pops up and it isn't an issue. Basically it seems like the prompt appears before the actual action is ready and trying to use it resets the process.
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For a snow themed map it's quite boring. Aside from the massive size the only interesting part about it is the center building and everything else is so far apart. This is one of the maps I genuinely hate because sometimes strong loops and safe pallets are chained together constantly. Aside from that the snow on the map isn't really utilized that well. Admittedly for a snow map I'd imagine more elevation here and there for a ski resort. The map was 100% not what I was expecting from the concept art.
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1638886#Comment_1638886
I don't think i even remember that anymore.
Was it orange?
I remember it but I have no idea why it was removed.
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Honestly I just want workshop support for custom maps and no I don't care about consoles if we're being realistic I really don't. Only thing I truly want from this game is custom maps. Console just lessens the likelihood of it is why I'm giving my truthful answer in that regard. Nothing personal I just like games with mod support.
Licensed content I'd like a more fleshed out chapter for Leatherface, Ghostface and Ash Williams. Notably an accompanying other character and a map.
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All of them are quite good but I'll name a few that are probably overlooked.
Rusted Chains - Survivors injured with Bubba's Chainsaw suffer from the Broken Status Effect for 90 seconds - Pretty decent against Borrowed Time rescues as they will be injured still if you switch targets if you end up in a "chainsaw the hook" scenario
Light Chassis - While revving, see the auras of survivors within 8 meters - In my opinion this is probably one of his best addons because you can tap rev (Mind you it takes about a second of rev'ing to see the auras) and you can check behind walls and you can even do some sick mind games with this. It's also pretty decent with defending totems to an extent because it's easy to check if someone is lurking near a totem. Mind you I do this with HEX: Thrill Of The Hunt so mileage can vary.
Chili - Slightly increases chainsaw dash duration when a charge is consumed + Slightly increases chainsaw dash window - Not much to say it's decent and actually works now.
The Beast's Marks - Moderately increases chainsaw sweep movement speed + slightly increases chainsaw sweep charge time - Gotta go fast
Those are some of my go to's but honestly all of Bubba's addons are pretty decent now. Happy to say BHVR actually did a really good job with his rework.
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Lowkey this is almost exactly how I imagined it would be in my head minus the bit with Oni. Realistically Oni would break him in two.
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The only killers on that list who is even remotely a threat to Batman is Freddy, Oni, Pyramid Head and Demogorgon. However we can easily just solve this now.
- Freddy is basically Doctor Destiny on steroids but even so Batman could likely figure out how to deal with him - Likely the main actual threat here
- Oni is basically just bane but he needs blood.
- Pyramid Head cannot exist without James Sunderland
- Demogorgon pretty much is the biggest real time threat for Batman because if it's not those two engaged in a battle Batman would likely have to ensure no citizens of Gotham were attacked by this thing.
You can argue that the rest of the killers exist but the thing is most of them are just normal people with a weapon. I'd accept arguments of Nurse, Spirit, Plague and Pig but I'd still argue that all 4 basically have normal strength or equal strength to Batman. Also Pig would have to capture Batman to even be a threat since it's just Amanda Young from the saw series.
I'd say Freddy is the biggest threat because everyone needs to sleep and in Bruce's dreams he'd likely keep having nightmares about stuff in Gotham or his parents and wouldn't have his equipment. Aside from that in a one on one engagement I'd say likely Oni and even Spirit are likely the two biggest threats past that. For Oni it would be his unnatural strength and for Spirit it would be her speed.
The real question here is in the rules of engagement is it Batman or Bruce? Does he have his equipment on him or not?
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Have you played as killer in Red / Purple? Finishing the game early is almost a guaranteed depip and at most brutal killer. If you finish in less than 3 or even 5 minutes you'll barely get 20k bp and if you're lucky 15k.
Mind you yes this has been an issue with survivor for a while. They have to do individual task to play optimally but they are punished if they don't spread out their work. My honest opinion is either survivors should get a 10% bonus based on the performance their teammates did in each category (So 30% total) which would be rewarded post game even if you went on to the next game OR just overall increases to BP. Granted the post game reward I'd only give if a survivor lasted until the gates were powered to avoid people suiciding on hook and still being rewarded.
This is if we're talking BP. If we're talking emblems the survivor emblem scoring system is already generous regardless of how you play.
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I brought it up and many others brought it up on the PTB feedback forums. If they didn't change it either it's intended or they don't read the majority of feedback. The POV is awful because the grass on the reworked maps is higher than the cam it's actually frustrating to play those maps as him if survivors run into a grassy area.
@Iudex_Nemesis said:
I haven't bought him yet but it sounds like I might have to start running bloodhound just to play him.
This is what I plan to do when I eventually find the perk.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1609788#Comment_1609788
Yeah, it’s very bad if they didn’t help the other survivors to escape either, but nothing can be done about that, because people are different and this does not mean that others should suffer because of these people in terms of lack of stealth, and I don't think that because of such a foliage as in the PTB there will be more such players.
Personally, I try to mix stealth with completing tasks, something like this: if the Killer is near, I try not to get caught and wait until he leaves, or if he is not going to leave and is looking for me, I go to another part of the map where there are unrepaired generators; if the killer leaves , I sit down to fix the generator. So, no, I'm not one of them and I've probably met such people only a couple of times in my entire experience in dbd.
Stealth in moderation isn't a bad thing. We're talking about enabling those who abuse it too much here. If you don't do what I've described that's awesome. We're talking players who exclusively do stealth thinking it's the only part of the game.
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1609752#Comment_1609752
Not everyone is confident running the killer. So they get in a chase and get downed instantly and now they arent having fun. Plus everyone else has to come get them. Its worse for the team for a bad runner to take aggro most times. Its like taking your archer and putting then on the frontlines to tank. Its stupid.
Yes they should get in chases to get better at them. But that doesnt mean sacrificing yourself withing 5 minutes of the gamr starting either.
Also, as a personal story, had a game where i did like 2 and a half gens solo. Had 2 or 3 hook rescues. It was a good game for me. Now i try to avoid getting chased as im not that good at it. But i saw someone getting chased who was on death hook. So i jumped in front of the killer and saved that person. Last gen popped as i was hooked and everyone else but me escaped. No one even tried to save me.
So please enlighten me how playing stealthy is Crappy when i did half of the teams objectives, rescued people and died on first hook for my efforts?
This is a select minority of players that ruin it for everyone. They don't do gens, they don't run the killer and they barely do totems. You occasionally see them searching chest but past that they're useless when ever Spine Chill proc's or they hear a heartbeat.
Normally in most games I don't care but as survivor where it's easy to pip games get progressively harder because the killer is going to try harder to maintain a high rank because pipping for killer is sometimes unfair / unfun. So since they are pressured they really put the pressure on survivors. If a survivor doesn't pull their weight the rest of the team doesn't have fun. Ultimately you could say this is a rank / emblem issue but regardless it's a problem and this is the results of it.
Also if not everyone is confident running the killer they shouldn't be at said rank. It's unfortunate but this game pushes survivors to purple and red ranks without them putting much effort into. I've tested this before too and did the thing I complain about. It's stupidly easy to pip as survivor and this is what causes those rare issues later in matchmaking. Main thing is if you aren't confident on running the killer you better start learning. You're missing out on most of the game if you don't learn this even if it is basics.
As above, stealth in moderation is fine. This is specifically the minority that abuse it and ruin it for everyone else. Those who are genuinely useless and make everyone hate stealth that's experienced it enough. I guarantee you at one point you were tunneled to death in this game and it was because the killer didn't want to waste their precious time searching for that spinechill player so they went for the person actually doing objectives and they still probably depipped because either this person camped hatch or their first hook was their last one so the killer didn't get enough points.
I pay attention enough to recognize people actually doing objectives or other important stuff in game so if I saw you doing what you're supposed to I'm going for the save. Always run BT and even Empathy / Aftercare so I know when a survivor is in a chase. I don't let good efforts go wasted. If I see you do nothing though I'm letting you die.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1609752#Comment_1609752
Letting a person die because he didn’t play like many is selfishly, this person tried to survive, and he just died because “oh no, he played in immersion, he does not play like me :oo »Everyone needs to respect other people's playing style. I unhook all people and do not divide people into "who stealth" and who was someone else. And, in my opinion, stealth makes the game more challenging and interesting.
They tried to survive at the expense of the other 3 survivors. We're talking people who hide in bushes or trees all game and run off with Spine Chill. They're super obvious if you've played long enough. They don't deserve to survive if they let the weight of objectives fall on the other 3 survivors. If you can't relate you're either one of them or have never experienced that Claudette who somehow got rank 1 and hides in the corner of the map or runs into a deadzone to self care. If I see two other survivors pushing the last gens and that one survivor who did nothing all game is conveniently on the hook at the time then I'll gladly make that trade and let the post game scoreboard speak for itself when they have 12000 bp (Generous number btw) meanwhile everyone else has around 22000 - 25000.
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Stealth is a boring mechanic for both sides. You may personally have fun immersing most of the game but as a survivor on the same team if I see anyone on hook who has been hiding most of the game I'm leaving them to die on hook. Most useless survivors who can't even draw the attention of the killer away from patrolling gens. They leave that burden to the other 3.
We're talking extreme scenarios but this is why the majority of people hate stealth. Killer ends up only encountering the same 2-3 survivors in the game while there's that one hiding the whole game and the other survivors think "Why did I get tunneled" meanwhile that 4th survivor usually gets caught and their first hook ends up being their deathhook.