ElusivePukka
ElusivePukka
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The pallets change his playstyle, but by no means do they actually make him significantly stronger. I'm down for their current rarities.
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If you're being facecamped: tell your teammates to stay away and do gens, and prolong your time on the hook as much as possible. Martyr yourself by wasting as much time as possible for the killer.
If a teammate is being facecamped, let them do the same and just do gens.
As a killer main, I see campers as pathetic. It's really sad how insecure a player has to be in order to actually camp, much less facecamp. It'd fine and makes sense to hang around the same third of the map if the totems and gens are there too, but it's just evidence of a lack of experience to actually sit near and prioritize the hook - either that, or they're just genuinely trying to be a prick, and those kinds of people really outta just be removed from the game.
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I'd say 360s aren't really worth it at any rank. Even if they succeed, you're better off tanking a hit to sprint to the next loop.
One thing a friend does, over and friggin over, is attempt to zigzag. It's the dumbest move ever, and has only ever worked against baby nurses, but he's got it in his head as some kind of preprogrammed response to danger.
As killer, all you have to do against a 360, 180, or other altered behaviour is aim for the middle and stop running for a split second, your attack cone and auto aim will do the rest.
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Keep in mind that totem spawns are getting a touch-up. I'd be down for increasing cleanse time due to a perk, or having them only light up when conditions are met, but completely blocking them or just keeping them dull for x amount of time seems overpowered.
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Survivors that pick Haddonfield will likely be optimized for it - you're gonna have a hard time.
Even when they don't, Haddonfield is balanced toward survivors - not as much as people like to hyperbolize, but enough to be noticable. Focusing on a section of map with clustered gens is a good strategy, rather than allowing yourself to be led away. Eat the few pallets early, and learn to predict windows/jumps so you can already be there when people fall: Balanced Landing takes a moment to kick in, and you can 'waste' it with a hit prior to that.
@JawsIsTheNextKiller I personally love Gideon's as survivor, because I actually have learned the map. Killers get so confident there that even experienced players make rookie mistakes.
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Honestly, when you're starting out Calm Spirit and Self-Care are two of the best. Being able to prevent audio and being able to maintain your own health is crucial while learning, even if as you improve you can replace these with other things.
Running Iron Will and Calm Spirit implies a level of immersion I don't myself play anymore, but Lightweight, Resilience, Small Game, Spine Chill, and We'll Make It all have quirks that can really help you and the team out when you're running those two.
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Balanced Landing? Useless? Sounds like you've not really practiced enough - but in general dropping isn't supposed to help people get away. It's a detriment to survivors, and at this point that's a feature: learn to loop on level ground, there's already at least one crazy loop per map.
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I'd make Z-Block give exhaustion too, but not a special 'regain while running' exhaustion. Make it a five second exhaustion, so they have to stop running for five seconds, which a good looper can do even in a chase.
Unicorn Block is really the only other one I'd change, having it apply Mangled and the Z-Block Hemorrhage - the mangled effect only applies if they're injured, but would then apply until fully healed; they'll be bleeding no matter what for 60 seconds.
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Matchmaking is buggy, but all the recent PTBs and releases have been centered on killers. It's not unlikely that there are actually more killers on most servers than usual.
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Burn the Chucky fanatics. I'm thoroughly disinterested in being chased by the most puntable and quaint doll in horror.
Cenobite or Xenomorph killers would be neat though. Pretty sure all of these get suggested quite a lot. Get a hell maze or a half-buried crashed ship to play around in, some perks like Hellbound Heart or Delusions of Morality that've been tossed around.
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Still not down for the chair trap, Mr. Identical Post, as it still takes away from Amanda's gimmick. The kidnapping is already done by The Entity - the survivors are already in the trial.
The Tripwires and Consequences notes, though, are still things that I like. They still fit with her lore pretty well.
Again, it would be a downgrade to have John Kramer. Kramer wasn't a 'killer' in his own mythos, he was a perverse teacher who led and pushed to people's deaths. Amanda was the cheat, the failure (according to her specific lore in both SAW and DbD), her instability and mentality are unlike his and it's those that called to the Entity. Kramer and his other disciples aren't ever a good fit for the lore of DBD.
I get that you see them as "just cosmetics", but each cosmetic is tied to the lore of the specific killer/survivor. Huntress doesn't just become Hunter by donning a new outfit; Amanda shouldn't become Kramer or his disciples whose mentalities aren't a fit for DbD.
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Your 'exactly the point' is just bad game balance, and the entire point of hex perks being high risk, high reward means it's hopefully never going to be considered.
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I like it. @Peanits
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There's already two penalties for camping. It hurts emblems and encourages genrush.
I do like the idea of the new husk system not notifying the killer of DCs though.
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1) I'd be down for that, he's pretty dominant in lower ranks though as is though.
2) Screw that. I like floatyboi, and they're not actually that damning as far as giving him away.
3) Agreed wholeheartedly. The tall grass is a mite too tall, despite their heads being animated as above that line.
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Not even colourblind, light sensitive instead, and I'd like a way to pick aura colours in general. Some contrasts and combinations really hurt in the game, especially when coupled with some of the VFX - but if I were able to switch to blues, greens, and oranges, it would really help with eye strain.
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Killer main here: moris could use a nerf, but so too should instaheals. Pink addons should be game changing, but ebonies and syringes are just not fun to play against.
Most of my friends main survivor, though, and they agree with me that killer offerings should count for 3.5 survivor offerings in general, like they do with Putrid/Petrified Oak. Survivors are already the true power role unless we play in such a way to knock their rhythm off balance.
People are ignoring a fun fact about BNP: it bypasses Ruin. That's 25 seconds less on a gen with a mid-level risk of minor regression.
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Survivors have most of the power in the game, especially SWF. It's just inexperience or a refusal to learn from that experience that would make anyone say killers are OP - save OG nurse mains. Still counterable, still difficult.
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She needs some love, but I'd say the primary issue is with EGC. However, my preferred addons still apply - survivors are exhausted, and thus without their escape perks, even when the last generator is done.
The addons in general are underwhelming, and she has a bit too much counterplay, but her ambush even lets you dictate how loops go if you've got the right mindset. Her RBTs are great, and I still consistently get head pops among my 2-4ks without tampered timers or tunnels.
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Both Nightmare and Legion are fine where they are - both perfectly playable and capable of performing well at any rank, though the skill cap naturally changes. You agree to their terms not only upon purchase, but upon use of the DLC every time. They've no incentive or need to offer refunds, and frankly if you just drink a little water (to combat the salt in your blood) you might learn to have fun with them and appreciate what's been done.
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Peanits recently confirmed that the host of the SWF lobby determines lobby rank when readying up, so anyone who says otherwise is thinking of before it was patched.
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I'd consider the Hedge Maze as an ideal map, rather than The Overlook.
I think I'd like Whimpers if great skill checks didn't show the aura. That way, it has some counterplay besides just not doing gens when he's near, which is more annoying than anything else - if survivors can feel like they're lucky/good enough, they'll keep going, reducing people who play completely immersed like silly little things.
Removing the terror radius seems a might OP with your shining meter, though. Builds that make killers completely silent are an issue, not something I'd like to see given traction. Might I suggest that his red stain becomes a circle at 50% rather than a cone, or start to rotate around him? Could lead to some odd mindgames. Also, does each survivor have a separate shining meter?
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The hell do you mean by chain? Individual strikes with their FF, or instances of Deep Wounds inflicted?
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@Volfawott Several of these ideas seem just to be 'instawin' ideas, rather than actually taking gameplay and balance into account.
I'm liking the Counter/Alter 1 Mori, Counter 1 Exposed Hit (rather than the full status), Regenerating Pallets, Increase/Decrease Hook Time, Add 2 Pallets, these seem balanced. Obviously I also like my own ideas :P
Defibrillator and Sacrificial Garb are both excellent ideas but a mite too strong - Defib should make them automatically death hook or broken for the remainder of the match, and Garb making obsession never change and forcing pickup is enough without also healing.
Couple these with some QoL changes to moris to require two hooks before they can be used, and no one would ever complain about moris. I also don't really care about whether those two hooks are from the same person - moris could be like devour hope, needing a couple hook/action tokens to be used.
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While cheaters and exploiters do get banned, it's hard to show that when all they need is a smurf account and family share to keep doing what they do. On top of that, fairly certain that like with other anti-cheat software there'll be programs galore that get past them, so EAC alone just isn't going to cut it - hasn't cut it, to be frank.
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Imma go at this initially by canonicity.
Quentin is straight. Laurie is straight. Their canonical love interests only represent that. Quentin doesn't deal well with stress - I doubt he'd be able to pull himself together enough to pursue a relationship, but Laurie canonically perseveres regardless of timeline.
Ash would be against character to go gay/bi. His movies and show actually have him being homophobic, despite a stated 'okayness' with LGBT people - he's straight to a fault. He's a womanizer and flirt though, so he'd try, I just don't think he'd get anywhere.
Detective Tapp has a wife and son, so he might be out of the roster. Bill also canonically has a family, we just don't know about them.
Ace canonically seduces people, but there's nothing on his actual sexuality.
That leaves us with Dwight, Meg, Claudette, Jake, Nea, Ace, Feng, David, Kate, Adam, Jeff, and Jane, all the OC-IP of Dead by Daylight, without canon sexualities - that's a lot to play with. Add in Laurie and maybe Ash as a pity lay, and that's 14
A recurring theme in their OCs, though, is that these young people are more devoted to causes than people/partners. Kate and Jeff to music, Adam and Claudette to their studies, et al.
If I were to pair them, it would be along those interests.
Kate/Jeff share music/community, Adam/Claudette, I think David and Jane would find their backgrounds and aggressive natures complementary (however much I want David to be gay). Jake/Nea/Meg all have rebellious streaks and seem like the people to bounce around a bit. Dwight (if he got involved) might couple up with Feng or Laurie, but Ash and Ace would probably flirt the most with that, seeing him as a lesser male - they seem the type of dolts to believe in alphas/betas. Alternatively, Ace could take Dwight under his wing, and he could be less predatory than the gambler/smoke jacket-wearing image implies - neither has a canon sexuality, so that could be something nice.
Honestly, though, coupling up in anything long-term probably isn't likely. The survivors are under a lot of stress, with a chthonic Entity simultaneously enhancing and draining their emotions. Breakups are gonna be more common than anything lasting long.
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I worry about rank because I feel slightly annoyed that my Rank 1 wasn't registered way back when :P Plus, since I have streamer friends, I prefer to keep my killer/survivor rank around where it's likely I'll encounter them in a random lobby, to help or hinder as my whim dictates.
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Intentional DCing should be punished, and it will be, plus the new husks ought to help with pips.
However, moris by their current design inhibit pipping anyway, nevermind that they're for cowards just as much as instaheals are :P
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Killer main here, I was fine until @MegsAreEvil made me laugh out loud.
Freddy certainly can use some fine-tuning, but he's by no means OP, and the bias was just dripping off the reply.
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Freddy gets 10 dream tokens with no placement slowdown for his snares. Giving clown two more bottles won't push him over any power level - he'll still be far below the Hag.
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Not really down for the chair trap. Takes away from Amanda's gimmick.
The Tripwires and Consequences notes, though, are things that I like. Sounds like her to a T, and would do great as replacements for some of her more useless addons.
And it would be a downgrade to have John Kramer. Kramer wasn't a 'killer' in his own mythos, he was a perverse teacher who led and pushed to people's deaths. Amanda was the cheat, the failure, her instability and mentality are unlike his and it's those that called to the Entity. Kramer and his other disciples aren't a good fit for the lore of DBD.
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Part of Hexes is the gamble. Being able to choose which totem went where would mean that people could just pick the one that's easiest for them to defend, versus the game's current implementation which gives big risk/reward and encourages surveillance rather than camping.
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I mean, no. If you get unhooked, you're supposed to avoid the killer.
This isn't a perk for 'haha, now I get to stab you', DS is for 'oh #########, found me before i could heal, lucky i have a backup'
Only new players think it needs a buff, regardless of what they main, and anyone who claims red ranks isn't littered with DS users is delusional.
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I don't find moments of pride when I play survivor - it's why I'm a killer main.
Moments of relief, sure - I get the hatch quite a lot, and despite wearing the brightest cosmetics in the game (that aren't neon) I still somehow get overlooked in a corner sometimes. Moments I'm proud of a teammate are more common, because I'm something of a teacher in my groups - everything they know about looping, prioritizing, and coordination is based on things I helped them learn.
You know, a five-gen chase would count. I've done three in total against players that I actually count - many more against potatoes, but one of the good ones I never got downed. I was proud of that, but moreover I was just aware of how lucky I was.
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You can fish without camping.
It's also important to note that the benefits/drawbacks change for facecamps, proxy camps, and radial camping.
Already been mentioned that Hag's sigils can be deactivated, and I think there's one that could work as a slight deviation from Patrolling: Scanning, where Myers, Ghostface, Doctor, Legion, and Clown use their abilities to detect survivors at range, decreasing the need for base patrols.
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@George_Soros A measure of a killer's skill is being able to take control of that clock. It's not a luxury to allow healing, it's a thrill. This 'tunneling isn't cheap' nonsense is exactly what I hear from fellow killers who can't be assed to improve their own skill.
I'm not saying play nice. I'm saying be good enough that they know you could play dirty, but don't have to. That's where real domination happens, when they know they're beaten despite having all the 'crutches' and second chances they possibly can.
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@George_Soros The best and most objective measurement of how well you're doing as a killer is the number of hooks you've earned. Tunnels are taking an easy way out, and that's my primary objection to it: it's cheap on both ends. Hooking someone thrice while giving them time to recover is thrice the skill to making it so they can't be safely unhooked - it's part of why I like Devour Hope, speaking of moris. You earn those cinematics :P
And typically those who say "if you don't like it, play something else" aren't likely to be much fun in general - wanting the community to be lesser isn't exactly positive.
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@Peanits is there going to be a system in place separating game crashes from someone clicking 'Leave Match', or are the blanket lock-outs and bans going to affect everyone regardless of personal culpability in their disconnect?
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Self Care, despite being a generally wasted slot in SWF, is functional when one doesn't necessarily trust their teammates to do gens or heal. It's balanced as is.
Honestly, I typically bring a medkit instead, just in case.
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Honestly? Every time an experimental build works. I already know I can kill 2-4 people per game playing optimally, despite maining a killer who won't be A-list in my lifetime :P
But every time I deviate from the norm and try playing in weird ways, and it manages to actually work, that's a thing and a half for me to be pleased with.
I'm also proud when I'm aware I filled an emblem in game.. maybe not proud, just excited. Same with if I know I completed my dailies - I'm probably gonna adore the Archives :P
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@George_Soros kills aren't victory at all. You can get a 4k and depip.
Kills and chases, I'm not gonna get into a subjective and semantic debate over which part is 'the fun part of the game'. Don't let toxic Youtubers and streamers deceive you with notions of "salt = fun." All that says is these people have little excitement outside the game. You want to destroy survivors? Get good enough that you make them thank you for not killing them sooner, rather than pretending that cheap tactics show you're either skilled or worthy of victory.
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Aikanaro, please get banned.
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Just gonna bump: getting depipped because of errors in the game, or crashing, with every other process on the computer running fine - it's indicative of a lack of care on the part of the devs.
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A. He's not OP. It's not even a question of Git Gud, but one of 'learn to adapt'
B. His lunge is the exact same length as every other killer.
C. The devs actually said they were messing with hitboxes, I'm gonna assume they screwed something up there.
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Pretty sure they're blueprinted from memories and dreams, and bastardized reflections at that rather than perfect simulations.
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Rank 1 has approximately a 43% survival rate, from what I remember last time stuff was put out. Funnily enough, rank 20s also have about a 43% escape rate. Purples are pretty safe for survivors, it's green and yellow ranks where survivors die the most per match.
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Cooldowns for DCs are one of the things the devs said might be implemented with the dedicated server launch.
End game chat is fine. If people are salty, drink their tears. If people insult you, you get to report them for harassment.
If you think tbagging is bullying rather than a fun, nifty way survivors actually slow themselves down ever so slightly so you can down them faster, you've got some stuff to learn.
Emblems are already hurt by camping. Punishment doesn't deter these people.
And removing the ability to grab from the hook isn't good, chief. Kamikaze hook dives are already a problem, they'd just triple overnight.
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Nope. You should be looking around and typically behind you, regardless of where the totem is. The perk is fine, it's you who need to adapt.
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I dress my Meg up like Legion to freak newbies/my friends out. Not my favourite to play with, but my favourite reactions, certainly.
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Survivors are empirically not being nerfed. They're still the actual power role, despite the influx of noobs.
The biggest issue right now is that there's been a killer released, a killer rereleased, and.. nothing of importance on the survivor end, including Bill's release on console because his perks were already out. Average hype for new content is about a month - we've had nearly 4 months since the last survivor release. There's been nothing to draw people toward that side, and 2 PTBs and 2 releases to draw people towards killer.