Dustin
Dustin
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Huntress and Clown
Rework their ultra rare addons because either they're busted or not worthy of being an ultra rare.
Remove the exhaustion addons - They were fine when exhaustion recovered while running. Now they seem out of place.
Tweak every other addon. Huntress is even missing addons.
Clown however needs more than just an addon pass so imo Huntress should be next.
I'd vote Pig but imo she needs a full on rework.
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While I don't mind a neighborhood as a backdrop I'd like a more smaller densely packed map with detailed houses and slightly bigger yards. For fences there could be things like a car crashed through them to make them open or a fence under construction.
Haddonfield is one of the few maps where the age is clearly shown. Needs a total rework and the variations should be more than what the preschool map did. Each variation should have a unique tile to actually do it justice.
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To be honest they should but I don't feel like BHVR would go that far. Some maps heavily swing in favor of killers or survivors but with the procedural generation used to load the maps I don't see that being reliable.
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Regarding Basekit only - Nurse, Freddy and Hillbilly (To an extent still experimenting with Hillbilly)
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Lery's or Ormond.
Both have huge potential and personally if Ormond is expanded on I prefer more elevation like maybe exploring the idea that the map is on a ski resort, map has elevation, maybe a cave, etc.
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This is the error that prevents you from getting your account updated with experience and bloodpoints right?
If it is I've lost a good 500 - 600k BP from this bug. I'd be lying if I said it wasn't pissing me off. How can BHVR detect that I have escaped or finished the trial in some way, detect my original BP before the game and then say hey you finished this game we're not going to update your BP amount later? Legit actually tilts me when this happens.
TO TOP IT ALL OFF
Every single post game error message is actually so tilting! Why? Because it covers up EVERYTHING. I cannot click on anything at all and I can't even like let's say see someones rank or BP gains that game. The post game error messages are so frustrating because they lock you out of everything else and just give you a middle finger back to the main menu. Wouldn't be so frustrating if it didn't block my view of post game stuff.
If I had a major grievance that's frustrated me for years every time there has been a bug in DBD it's the post game error messages. I absolutely hate them just as much if not more than the infinite loading screen bugs.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1508193#Comment_1508193
I'd rather it block all windows for 30 seconds and destroy all dropped pallets within 18 meters of the killer when a generator is popped.
I like that as well. My whole issue with this perk is maps are not accommodating to it at all. This perk can only proc 5 times but it has such a forgiving downside to survivors considering it takes a perk slot. It's either not many windows or vault spots will be blocked by the generator that is completed or by the time the killer gets there survivors are gone and it's such a short range it won't affect useful areas. Alternatively by the time you get there the effect has worn off.
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Regarding Cruel Limits I really want the perk to be good but I'm conflicted on what it should do. You pretty much need to pair it with something like Tinkerer to do anything and at that point is Cruel Confinement even doing anything for you. It's also very map dependent.
One of two things I'd like to see tested for the perk.
Either
When a generator is completed all vault locations within 32 / 44 / 56 meters are blocked for 60 seconds
OR
Cruel Limits now affects pallet locations meaning the entity will block off any pathways where a pallet is for that duration.
OR
Survivors receive a debuff and if they were within 16 meters of a completed generator all vault locations they are nearby will be blocked for a duration of 60 seconds. Essentially a bamboozle that follows the survivor.
Personally and ideally I'd like Cruel Limits / Cruel Confinement to be as so.
Your ties to the otherworldly manifest when your prey attempts to get away.
Each time a Generator is repaired, all Windows, Pallets and Vault Locations within a radius of 28 / 32 / 36 from the completed Generator are blocked for all survivors for the next 40 seconds.
The main changes is instead of the time scaling and the range being static instead the time is static and the range scales. The big issue with this is most of the time it's too situational because when a generator is completed usually the survivor leaves the area anyway and it's also FAR too map dependent. This would make it more reliable overall as both the time and range are increased. It can still only proc 5 times because only 5 generators can be completed.
I'd argue that it should work at pallet locations whether the pallet is thrown or not but again that part is debatable. It's still a weak perk no matter what because think of it this way. Even if it blocked all pallets so you can't even throw them likely the first time it procs it will be a dead give away to the survivors because the killer will be chasing someone else. Usually 2 gens proc by the time the first chase ends unless the survivor messes up. So in reality you're only getting 2-3 uses out of this perk tops. It needs a bigger range to be consistently decent and worth picking up. Even if it had a range and duration increase and also affected pallet drops it would still be a bad perk. Because again it relies too much on your positioning and being lucky.
Admittedly I'm not really sure I agree with killer location but at the same time it's a better buff than this perk staying as is. It just doesn't seem like it would be what BHVR intended for this perk to do. Then again it's doing nothing now so..
Regarding Predator
What if Predator allowed you to see scratchmarks through surfaces within 12 meters? That way you can see when someone decides to leg it behind cover. Keep the current part of Predator where it brings scratchmarks together but also give the scratchmarks visibility through walls when close to them.
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I've suggested something similar but more so make it so that all perks on the bloodweb are the tier based on your prestige however I acknowledge the flaw with that idea is all your perks would still be T1 at Prestige 1 so therefore the first prestige wouldn't have any benefits to this. Maybe prestige should give a discount with stuff on the bloodweb instead?
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I'd argue that Cruel Limits should always be a consistent 60 seconds and instead the radius should be what scales. When a gen is finished usually a survivor runs out of the area anyway and most maps don't have that many structures with lots of vaults. If anything it should be 32 / 44 / 56 meters. Also consider YOU ARE LETTING A GENERATOR GET FINISHED to let this perk proc. It can only proc 5 times JUST to block vault locations. Not a strong perk even if it was global and 60 seconds.
The big change for Surge to be decent is make any down on a survivor proc it and it be based on where the survivor was downed.
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Like every new feature it will have growing pains but I'm hopeful that with a new clean slate for adjusting rank we have improved matchmaking quality with improved times and more closely paired matches. We'll have to see how it plays out for a month or so.
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Tombstone just needs a more obvious tell to survivors that he's using them. The Ultra-Rare could stay the same because it has so many downsides but the Very Rare could use a tell to survivors before he activates it. That alone I feel would be more than enough.
There's some unused audio for Myers iirc. A lot of it could be put to use based on what Myers is doing in the game including stalking for his tombstone piece.
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@Kellie said:
Maybe cause she lacks counterplay and information? A spirit change is something people have been asking for since her release, unlike Billy.
Yep pretty much.
Spirit is one of the few killers I don't bother leveling up to P3 Level 50 because I despise her existence in this game. I don't blame survivors for suiciding on hook vs her. My primary bias stems from me hating RNG and as a survivor you lack so much information you're essentially guessing most of the time vs her. Against an above average Spirit your team pretty much is going to lose.
I do agree with Hillbilly's addons being gutted but saw no reason for the basekit nerf. Granted it's not as bad as everyone is making it out to be although it was pretty bad in the PTB.
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@Soulslayer618 said:
https://forum.deadbydaylight.com/en/discussion/comment/1498137#Comment_1498137
8 seconds? lol thats funny
with the right addons it can total almost 40 seconds (how do I know?I felt it so did my 3 teammates spreadout across ormond)
You know you're really selling me on the idea of giving Bubba special tantrum animations based on the duration of it.
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Didn't BHVR once say they had to cut an animation because it was too long? Can Bubba get different tantrum animations based on how long the penalty is now? I think it can go up to 8 seconds now? Can we get the dance from the ending of the first film in full when it's that long now?
Give me more Bubba animations and cosmetics pls.
Also for reference does anyone have a comparison of the old and new animations? Would appreciate it.
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The only thing right now I see with Bubba is I feel like the rarity of some addons should be swapped or moved around. Aside from that I feel basekit Bubba is in a nice spot.
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- If I recall a lot of people complained about no new content in Siege or less content.
- I don't believe they really chipped away at too much in the grand scheme of things but I play Siege casually so maybe I'm not seeing the bigger picture
- In regards to Dead by Daylight. I don't see it being helpful for the game as what keeps this game alive is community momentum by talking about new content all the time and streaming it. No new toys for the community to play with means this game dies or loses players. That's the reality of the situation.
- In regards to if it would actually help the game? I don't see it helping too much. You have separate teams doing separate things for the game. There needs to be a steady income of cash. But alternatively realistically how much can BHVR fix in a set amount of time? I get the main focus is more so don't introduce new problems to the game until you fix everything rather than put all manpower onto bug fixing. However I still see that as being a fruitless venture overall.
- At most I feel like they should be more communicative on what's known to the team in regards to bugs so we know what's a priority on their radar. I feel like this specific thing would boost community morale so everyone knows they're at least working on stuff.
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I predicted lobby dodging as being a side effect of this new MMR system and locking killers in. I don't mind this lobby system route but if they continue this path there needs to be some sort of pre-game setup for killer and survivors should be locked in somehow to avoid last second switching.
In regards to like a pre-game setup. Seems like a lot of wasted time just sitting there pretty much guaranteed most of the time you won't switch perks or addons. Could make use of some new features like an interface to place totems before a game for example.
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@Peanits said:
Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.
Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.
In my opinion you should do what Valve does for Dota2 / Steam Discussions. They let you know when action was taken so you at least know your actions in game weren't wasted. I know BHVR would likely need to set up some sort of messaging system in game per player for this but imo it feels needed to keep the morale of those who actually choose to be a good part of the community motivated.
Something even as small as
"A report you made led to action being taken against a player breaking community guidelines. Thank you for keeping the community a better place!"
OR
"A report you have submitted against a player has been reviewed and action has been taken. Thank you for the report"
Nothing else needed just let me know my reports have an impact that's it. It doesn't even need to be immediate just do it a month later or something.
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It's pretty hard to win me over on cosmetics but this is one of the few sets I'm tempted to buy with auric cells. I would prefer a battleaxe and custom animations / sounds with this skin though. Such a visually pleasing set with unfortunately wasted potential imo.
The only other cosmetics I'm waiting for are Leatherface ones and Freddy ones. Granted I am actually interested in the Pyramid Head cosmetics.
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Honestly the issue with NOED entirely is the movement speed in my view and the fact that it's a surprise attack. Although I blame the added movement speed on the fact that all perks have tiers and BHVR always wants something that scales with a perk so you'll often have a cool idea over shadowed by something stupid tacked onto a perk just so the three tiers have something to scale on.
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The point wasn't necessarily to remove facecamping but to make him good enough that resorting to camping doesn't seem like the most appealing option. Literally every killer in the game can facecamp the same way with their power.
In all honesty with DBD all bad gimmicks in this game can only be removed by discouraging them by providing more appealing options. In the case of Bubba he's actually viable and doesn't need to camp now to secure those kills against decent players.
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Having played quite a bit of Pyramid head I'll ultimately agree that he's pretty much just mind games and guessing. After having played him for a good week straight I'll say you pretty much have to bait him into using his skillshot and missing in order to win a chase against him. Trail of torment is quite useless honestly and survivors who are afraid of this are generally the easiest to deal with because PH zones them out too quickly. Going to tell you last thing I care about is getting survivors tormented and in fact most of my snowball games I don't even bother with this.
If I'm in range and a survivor goes for a pallet or window I have a pretty high chance of hitting them. With windows you have to fake them properly or make me believe you're going to fake them. With pallets it's pretty much baiting me into using my power and stunning me or running past the pallet but in that case I can just pretend I'm going to use my power and continue chase.
The biggest issues I have as a PH is the following
Map Pressure - Yes I'm suggesting you mindlessly power through gens
Line of sight - As Dead_By_Gadfly said, break line of sight and haul ass to the next tile. This is generally what will cost me chases.
The longer you stay at a tile the higher chance I have of downing you as Pyramid Head. Not even by trail of torment but I've just gotten so used to using his skillshot that I can land it pretty consistently. I'm less likely to use trail of torment because it's useless yet for some reason it makes survivors afraid of the tile and they run out of distance of the skillshot. Not using trail of torment for some reason makes survivors more comfortable staying close which is something you don't want against PH.
tl;dr - He's pretty much a guessing game and hard to predict similar to Spirit. The only difference is he has no map pressure because no mobility. He needs to snowball with downs to win. Break line of sight and evade him constantly and you can prevent that.
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The power makes sense after using it a bit but I admit the UI could use a touch up in some regards to make things more clear.
More notably with the following
- Needs to be made clear that while the power is in use you can tap the power button again to INSTANTLY use a charge and refresh the sweep.
- This could be intentional but personally it sucks occasionally having to look at the bottom left to check the power while using chainsaw sweep to make sure you don't over or under shoot it.
Just my two cents. I assume this is what you mean also but if not my bad. However this is my main gripe at the moment otherwise he's nearly perfect and BHVR actually did him justice.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1482669#Comment_1482669
Why not wait until MMR comes live everywhere, instead of now?
Likely collecting data so that everyone is at their own determined skill bracket when the system launches.
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I still see this change causing a lot of dodging. Issue is survivors can change everything on the fly like a toolbox or torch. Not everyone is going to have ALL tools available on each killer. However survivors the main game changing things they can bring are items for the most part.
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Heart attack from mass consumption of survivor cakes.
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Only one thing I'd change about Nurse currently
If Nurse is charging blink it doesn't deplete an unfinished charge - So if you had 1 blink and the second was on charge it would leave that 2nd charge at the time it had remaining to refill when your blink finishes instead of depleting both.
I could care less about the addons. Even so in current state Nurse is quite strong. Just with the current charge mechanic some maps are more difficult than they should be to win against smart survivors but these maps affect all killers really. Mostly just the red forest maps and that snowmap.
Blinking out of the basement could be adjusted because if there's a prop conveniently where you're blinking like a tree you end up not going anywhere. Wish it would just push the blink thing past some obstacles that ######### gets annoying fast. This is why most of the time hooking in the basement as Nurse feels like it's going to screw you over more than anything.
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Make it 80/90/100% and put it on a short cooldown when it reduces the swing recovery rate once and a second attack is used immediately after. That way it's a bit stronger and can be used to fake out survivors to keep them running at a pallet when you wouldn't have gotten the hit anyway. My issue with Unrelenting though is in almost every realistic scenario it's outclassed by Enduring. Because the only reason you take an early swing is to try and hit them before a pallet. Worst case scenario they keep running and best case they hit you with a pallet because it was forced to drop and you can continue chasing.
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@EmpireWinner said:
It is only viable when it benefits you, tunneling and losing gens is a horrible way to do it
Well let's put it like this. Tunneling how most people view it in a real scenario is when you have a choice between a fresh hook and a death hook after playing normally. Chances are you're going to take the death hook just to relieve map pressure to enable you more chances to hook other survivors. Some situations could call for other actions though but that is the most favorable outcome.
Most of us know that just doubling back to hook each time someone is unhooked usually loses you the game.
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Just buy a decent pair of headphones and yeah you'll not regret buying Spirit.
@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1465663#Comment_1465663
Necessary! No! She really doesn't need a rework when she's being used as intended, but because the survivor community is the majority she will most likely get nerfed because of that!
Yeah I agree she would be better off if she was deleted from the game. Although a rework would be favorable. DBD doesn't need RNG guessing in a competitive environment.
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I don't get why this is even an argument of course you're going to take a chance to kill the weakest link first. Doesn't matter if they're a bad or good player if they're in a spot to be taken out and you realistically want to do well you take it. There's no being nice because being nice as killer loses games. There's literally no time to be nice and give second chances unless the survivors are bad or keep throwing games.
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@Rill said:
https://forum.deadbydaylight.com/en/discussion/comment/1463312#Comment_1463312
Delete your game then or play DbD 1.9.3.
Nah - Easier to just main killer and assume Spirit eventually gets nerfed into oblivion where she belongs.
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@ZerLukas said:
It is kind of an exploit but not something that should be prohibited or punishable.
Devs should look at it and if they see it as a problem with it they should make it impossible.
Pretty sure mods have commented on stuff like this before and iirc it's fine with the killer to an extent. For example lunging to go over a pallet on The Game. I distinctly remember one of the mods on this forum saying doing that was fine since the map allowed it. I don't see why this instance would be any different.
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One thing I don't get is people complain about Bubba camping but Hag is pretty much a killer designed to hook camp. Maybe that wasn't the intention but that's how most people play her.
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@Snapshot said:
She already got a nerf. What do you want?
Spirit being deleted from the game would be nice. Then again who doesn't love a constant guessing game where it's near impossible to read your opponent in a competitive multiplayer game.
I'd rather have OG Nurse back in the game than play against Spirit when I play survivor because at least Nurse is exciting to play against. As killer I'd take the return of OG DS to delete Spirit from the game.
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Wraith - Adjustments - Some addons could be toned down and the difference could be merged with his basekit similar to Pig's ambush addons.
Ghostface - Adjustments - Lower Shroud CD, severely nerf the Shroud Cooldown addons and heavily buff or rework all other addons so it gives more variety to Ghostface. Pretty much the cooldown addons are the ONLY good addons on him. Also make it clear when a survivor is revealing Ghostface by giving them a visual tell so they understand what part of the screen reveals Ghostface. This would make sense on lowering Ghostface's Shroud CD because if a visual tell was given he would be broken out of Shroud more. It's obvious to me but to many for some reason it's not obvious that it's the center of your TV / Monitor and not the survivors FOV based on their head. You don't even need to face Ghostface to reveal him.
Legion - Adjustments to Frenzy - I'm in favor of making the penalties of fatigue scale similar to Nurse's blink. Basically remove the penalty for missing and make it so that each stab in frenzy adds to fatigue. You can still swing like a mad man and it punishes careless stabs but for efficient Legion players it would be a boost. Make the default 2 and each stab adds .5 seconds for example capping out at 4. This is more of a compromise but would be better than literally every time you frenzy you're stunned for 4 seconds.
Freddy - Rework the addons that slow action progress or make those an ultra rare - There's enough perks in game that do that now and Freddy already saves enough time with his power.
Spirit - Delete from game because too much of a guessing game and not fun to play against / boring to play as
The Pig - Rework power so there's less RNG / Remove aura reading of Jigsaw boxes / Overall in need of buffs but would prefer rework because honestly aside from the stealth mechanics of this killer Pig is quite boring.
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I just recall a bunch of people (mostly content creators) were complaining a lot that there was no punishment for Legion when missing a stab (Their power) and then the nerfs came. Quite honestly a lot of the nerfs could be reverted considering they got rid of the moonwalking and deep wounds exploiting. I'm fine with Legion being able to frenzy at any % also but I feel like instead of filling the whole entire gauge on a successful stab it should just reset to where it was previously. Would lessen restrictions but add more depth to the killer. I feel like it would be a little cheesy if you could Frenzy at a low number and refill it instantly but that's just me.
Personally though I'd be fine with Legion's penalty scaling based on stabs similar to Nurse's fatigue based on # of blinks. The Legion fatigue and vision starts off on a low number at like 2 seconds and gains .5 seconds for each stab. Hell you could even remove the penalty for missing and just let missed stabs drain 10% of his power or something and each missed stab would add to the fatigue. That way you have a bit more fun Legion but missing it is punished hard.
A lot of interesting stuff could be done with Legion's power but right now they're kind of boring to play. He's supposed to be fast but I don't feel at all fast when I play the killer. I just feel like I'm constantly restricted with their power and merely the threat of using it on survivors is more threatening than actually using it unless survivors goof up and group as 3+ somewhere.
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I don't look forward to playing with people using the stadia personally unless they've fixed their latency issues. I welcome the other platforms however.
With cross progression I'm more so curious if cosmetic purchases and auric cell purchases transfer as well.
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In my view all 3 killers are fine but I'd delete Spirit from the game because she isn't fun at all. No one likes playing guessing games in a competitive multiplayer game where incorrect guesses means you lose. Can't really say I have an issue with Deathslinger and my only beef with Freddy since the rework (Favorite killer to play mind you) is that I wish BHVR would just outright remove the slowdown addons he has. He's a completely different killer he doesn't need them anymore. He's quite balanced without addons which I never thought I'd say. Additionally I don't believe he needed that oblivious effect on sleeping survivors but again won't question it too much.
Regarding Spirit. Even if you know she is phasing it's still a guessing game. Boring af and unfun to deal with. I feel mentally drained every time I have to play as or against her. Would rather play other games entirely if I knew I'd have to deal with Spirit more which is why I get mad when other killers are nerfed. Pushes everyone towards playing Spirit.
tbh is Freddy and Deathslinger even controversial? From my understanding Huntress with Iri Heads is more controversial than those two.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446918#Comment_1446918
Not a bad idea...
Here's mine... instead of searching for one key, survivors now search for pieces of the key
Small pieces, medium pieces, and of course whole keys
Change an addon or two to change the size and amount of pieces in each box (each box still can only be searched once per survivor)... I think this would make Amanda play differently without making her "too strong"
Quite honestly I don't know how you remove the RNG aspect of her unless you just put Jigsaw boxes for survivor on a timer that randomly rotated and reworked some addons to change the frequency of how often the Jigsaw box rotates to where the key is available. Arguably this is still RNG but it gives survivors more of a sense of direction instead of hopelessly looking for a key.
I like your idea but I feel that adding parts to an item is not something BHVR would want to do and they'd likely opt towards just search X amount of boxes.
The only way I see you removing the RNG aspect of The Pig's kit is adding more various traps and minigames for her that were more consistent throughout the whole game. Maybe survivors have other traps they have to deal with that hinder them? Maybe they start with an RBT on? The Pig is a lot of wasted potential tbh considering the movie.
To tl;dr and clarify on the timer suggestion - A survivor will only see one aura for a jigsaw box and it has their key. After about 40 seconds the aura will turn off and another jigsaw box will light up. This will be the new box they have to go to. The Pig can use addons to speed up the frequency at which each jigsaw box unlocks per survivor. Ideally the aura will always be the farthest one but again just an idea.
I want Pig to be good but her power is too map dependent where RNG can either screw her over or the survivors. RBT's need to be less important and she should get a revamp on her entire kit in my opinion. Essentially give her a new power.
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I could agree that Jigsaw boxes and Reverse Bear Traps need some fine tuning but the rest of her kit is fine. I do believe with how Pig and her perks are designed she encourages tunneling similar to how Leatherface encouraged hardcore camping but that's about it. She could use a rework aimed at buffing her in all honesty. The only nerf I'd give her is removing her ability to see jigsaw boxes and that's about it. However I'd remove the addons that increase her RBT and look towards letting her recycle helmets that are taken off. But again that's just me. I do not agree with anything else you said however especially crouch. Do you not remember Ghostface when he initially hit the PTB? What you suggested would be worse than that.
tl;dr - Remove aura of jigsaw boxes for killer / Let Amanda see a Reverse Bear Trap on the ground after it is taken off so she can reset the timer and put it back on a survivor. Rework some of her addons.
Buff her in other ways? Definitely doesn't need heavy nerfs. Just fine tuning.
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Well I feel like BP for survivors is a good amount it's just the survivors don't have many opportunities to get BP in every category because they're only involved with the killer 1/4 of the time. Meanwhile killer always is getting BP in each category by playing. Survivor has to actively seek out killer if they want to get more BP. Removing that barrier for BP would be preferable I just don't know how. Good example is let's say you get chased all game and boldness is maxed but you never touched a gen. Chances are you're going to come out with like 12-15k BP. May be the case for another survivor if they were forced to do gens all game.
To reduce the grind and make prestige more worth it personally I wish that each prestige started perk tiers at that level on the blood web. First prestige could be considered worthless in this regard but let's say you get P2 and P3. All perks on the bloodweb would start at that level. Grind is reduced by an insane amount that way and it gives an incentive to prestige early. That way you can always get new perks when they come out quicker. You can argue that this removes progression but if a player is at a point where they are just aiming for new perks chances are they have everything else.
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1421261#Comment_1421261
do you really belive that will discourage tunneling? i mean.. someone else can just pick it up when they play in a group. BUT not every single player in this game play in a SWF when will people understand that? everyone is acting like there are just SWF groups playing this game.
It removes an excuse to tunnel. Now you know if they tunnel you they were going to anyways. No excuse now using this perk.
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The change is good because it's going to discourage tunneling. For example if a killer knows you have a key they're going to make sure you die so you can't pick it up. If they know the item is gone that's one less incentive to tunnel. Overall a good change and the perk will still be a gimmick perk.
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She has counter play (to an extent) but she's boring to play against and unfun to play against. Would rather just die first hook and requeue than play against Spirit. Could care less if she's underpowered she's just boring. I miss when Nurse was the top killer she was fun to play against. Nurse was actually engaging to play against and you felt good for outplaying her. Spirit doesn't have any of that.
Name any killer in this game I'd rather play against that than any version of Spirit in this game. Give me the OG Nurse
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Realistically would Scott allow his characters to be in a game about killing. You could easily argue his games have that but the deaths are off screen and usually more subtle and implied rather than outright in your face.
To be honest I'm not against it if done well but I'd need to be convinced at what the animitronics would even do.
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This is exactly the type of rework Bubba needed. Makes him more threatening outside of defending hooks. One thing that isn't entirely clear though. Tantrum activates when bumping into walls still correct? Also tantrum activates when not hitting a survivor? That wasn't entirely clear with the wording on the post.
Everything else from the perks and addons looks pretty solid. Hillbilly's perks got some nice touch ups too.
Things I want to know though
Does Bubba still receive a penalty for cancelling chainsaw?
Will he receive chase music?
Will he be getting cosmetics?
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I was thinking of the exact same thing about a week ago. Was thinking what could make the perk better but I'm sure in some builds it's good. Was wondering what it would be like if Zanshin Tactics had two charges with the same cooldown similar to how Nurse Blink recharges. Would it be too strong, viable or still weak?
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Could someone clarify just so I'm sure. Ghostface is technically an original character within DBD however the mask is licensed. Does he get the Crown as well or no? I'm assuming no but since the character is original I just wanted to be sure. Asking here since thread is pinned and I'm assuming it serves as a FAQ.
Thanks in advanced if anyone knows.