Exerlin
Exerlin
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- Username
- Exerlin
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Yeah sure! Let's go for it
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I would love to see a system like that as long as they don't arbitrarily assign the point costs in the way Detailed is worried about. It would need to be hand-picked for each perk.
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It'd be neat if they made a killer with a chainsaw that wasn't a long charge into an insta-down. Maybe it could be their main weapon, and their power could be applying different things to the chainsaw. They can swap out augments at will. One can give you a faster lunge, another can apply deep wounds, another can apply a small hinder effect, another can make you recover faster, whatever. It'll be like how Shulk works in smash bros
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Hehe jokes on you, I've always been salty about franklin's ;P
hasn't stopped me enough to use it myself though
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Yeah, they have been really annoying.
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Easily Legion's! That sick ass guitar is my favorite, it's like a remaster of the main theme with a lil extra EDGE
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@Qikin said:
https://forum.deadbydaylight.com/en/discussion/comment/1894482#Comment_1894482
I can respect the attention to the game balance, truly. But I think that fact alone you don't really play killer is evidence enough that something should be done. Video games are for us and it should be us, players, that should be considered first and then game second, not the other way around. The fact that many players with such problems have to play killer with perks like 'Monitor and Abuse' or 'Shadowborn' instead of many others, better suited for their playstyle or killer they're using, is where the talk of "balance" should start.
I'm not sure how to balance this potential change, apart from obviously increasing Survivor's FoV as well, because I belive this would benefit killers more. On the other hand, there's been talk of how killers are potentially struggling against good team of survivors for years. Maybe removing tunnelvision from them would be a good start. And I, as a survivor main, would even welcome that change.
I mostly play killer, and I purposefully avoid using Shadowborn because it feels too good to use. I don't want to dedicate a perk slot to it 24/7 just to feel comfy, and I guess my personal preference is to have it around Shadowborn levels for everyone. I think a slider would be fine if the FOV could not go past 102 degrees. That way, players get a good bit of wiggle room in case they feel a bit sick playing at higher FOVs.
The only thing that concerns me is on the survivor side. If you have seen some stretched resolution survivor gameplay, you may have noticed that the stretched res allows them to see over walls that they shouldn't be able to. The best example of this are the hay bale tile in the farm maps that make an = sign with a pallet in between. You can't see above this normally, and the stretched res gives survivors the massive advantage of knowing where the killer is at all times. I don't know if increasing survivor FOV would cause that same issue, but I would like to avoid that if possible.
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I don't think an FOV slider is necessarily important for this game. That being said, an increase in killer FOV is a must. The default killer FOV should be about 100 degrees, close to how it is with Shadowborn right now. When that happens, the FOV change in M&A should be removed and Shadowborn should be reworked into something completely different.
I see the value in keeping a fixed FOV in this game. I don't want to be thinking "oh jeez i sure do hope the killer has a low FOV" when I'm playing survivor, and I don't want cranking the FOV to something super high to be the optimal way to play. Let's increase it so that killer is more comfortable to play, but let's leave it at that.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1893271#Comment_1893271
It’s not ridiculous. @MadLordJack put it perfectly.
I like to pair Blood Echo with Mindbreaker. This can sometimes mean one injured survivor exhausted from one activation of Blood Echo may STILL not yet recovered from that before Blood Echo activates a second time, resetting their existing exhaustion timer back to 45 seconds again.
But we need to think about the value of the perk slot those perks require. Blood Echo's cooldown makes it lose value if you down survivors too fast, and it can punish you further if there is only one injured survivor when it activates, making the perk pretty ineffective. Now, pairing it with Mindbreaker can really screw over the survivors' exhaustion perks, but that's two of your perk slots used just to reduce the effect of one of each survivor's perks that they might not even have. I think Mindbreaker by itself is far more useful than Blood Echo is by itself, and I don't think running Blood Echo or the BE/Mind combo can compete with other, much more useful perks and combos like Ruin/Undying, PWYF/Nemesis, PGTW, Enduring, Enduring/SF, ect...
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Only 1 DS allowed per game. I'm so sick of tunneling 4 survivors at the same time
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The perk's cooldown is absolutely ridiculous. There's no reason for a perk that only activates on a hook and already has counterplay baked into the perk to have a cooldown. Imagine that Make Your Choice had a cooldown of 90 seconds, or Babysitter a cooldown of 60. That would be so unnecessary, and it's the same with Blood Echo.
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As a fellow "I like to make unreasonably long lists of changes to perks and stuff that I know will get very little attention, for fun", I think that you have a very good viewpoint when it comes to all this. I think that most of the time though, more counter-play to something makes something powerful more balanced. And things tend to be more fun to face (and sometimes use) when there is counter-play. So, these things considered, I think it would be best to buff perks, items, ect... that are currently weaker, and then add some counter-play where applicable. Interaction between survivors and killers are the core part of this game's fun. Add more interaction, get a happier player base.
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Super cheap, also charms
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I agree. For big changes like the UI update, the community should have some time to provide feedback before the interface is finalized and implemented. We all know that anything in the PTB is never going to be removed, so they need to get feedback before a PTB is considered. They should have shown us stuff for the Billy rework, the new UI, and the colorblind mode well before they did. Their track record shows that they need the opinions of those outside of the company if they want the player-base to be close to satisfied.
Devs, design team, balance team, whoever, you need to show us your plans for big changes in advance! Especially for things like the Billy rework which has received more negative feedback than any other change in the game. That idea should have been kicked to the curb and you should have only proceeded with the addon patch for Billy that everyone wanted.
If you're gonna keep us in the dark about a big feature, then you gotta do what you're doing with the Clown right now. No one is going to be upset because he can play the same as he did before, he's getting a straight buff to his reloading ability, and he's an extra tool on top of that. No one went overboard and made him scream when tossing a bottle or giving him a charge meter; It's just a nice improvement to a killer and the game as a whole.
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I'd rather the items still disappear after 90 seconds after a survivor drops it for any reason. Just placing the key in a bush shouldn't be a counter to this perk.
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I sure as hell did. Massive skill level differences are the worst thing in this game.
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Yeah. Their secrecy makes them just look incompetent most of the time.
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Moving around, especially towards the killer. Confuse the killer by making them think you are somewhere else within the 32 meter radius.
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omg those perks are all super cool
One issue though: Losing Our Mind is wack as hell. I love the idea of perks that have a big upside and a big downside, but movement speed is nothing to throw around willy-nilly. With your current iteration of the perk, the survivor will be moving at 107% a little over half the game. Screaming every 45 seconds is simply not a big enough downside to compensate. However, a shorter speed boost would be more fair. Perhaps a 5 second 7% speed boost whenever they scream every 45 seconds would be better.
Also, maybe remove the repair speed from "Learn From Experience" and also get rid of the loss of all tokens upon hook? That way it's a nifty build-up perk like Fire Up, but for survivors!
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Revert the whole "basic attack consistency" thing. Make STBFL and Sloppy Butcher work with Legion and stuff again so that I can actually have fun with them
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She is the killer I hate to play the most. Her projectile is obnoxious as hell to hit due to its poor velocity and the fact that its hitboxes are just little "nodes" and the stream is just for show. Plus, her cooldown after using or canceling her power makes her so slow that it's frustrating.
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I like this idea. Have it so that you can still bring DS and Unbreakable so that you have a better chance at getting a second chance, but make it so that you don't get a third chance later on.
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I don't. I just play with the perks I enjoy, all of which happen to be non-hex perks.
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It's frustrating as killer and a huge coin flip each time you load in as either side. Plus, the meta is stale as #########, especially on the survivor side of things. If you're playing killer and you're facing a good team of survivors, you better start praying that they aren't running full meta or you're likely #########. If you're playing survivor, you better start praying that your teammates are competent so you can enjoy the game for once. It's just a mess that is way too inconsistent and way too stale for the amount of popularity and funding the game has going for it
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It would make much more sense to have one version of each perk instead of 3. Less development time, fewer bugs, and more room for better simple perks without having the tiers look like 60/120/infinite.
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Don't forget about the massive reload speed buff! That's a huge factor since it makes using your bottles much less costly.
My first impression of the sonic tonic has been a really good one. I absolutely love the idea, and as I was reading your post, I was already thinking up some bottle placements and movement strategies for some loops.
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Dead Hard. I swapped to Balanced Landing, and then I just stopped using exhaustion perks overall. Gives me more room for fun builds since I still have my "must have" perk on almost all the time, Adrenaline
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/217906/they-fixed-fixated
This needed to happen when it was first released. Like they fixed urban evasion...then made this perk after without learning lessons from it? But glad it finally got changed either way.
Yeah... Back when the PTB for the Stranger Things chapter was first released, I made a big thread about this on the feedback part of the forums. It got a lot of support then and even a couple dev replies, but I guess they thought it was fine in its release state? I was super disappointed, but I'm glad we're finally getting that fixed.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859774#Comment_1859774
So you can reply on survivor posts but ignore all the DS changes post - what the hell is going on over there at all
What do you want? Another pointless and empty "we're looking into it"? Because that's all we've gotten for the past years, and that's all we're gonna get until an announcement actually happens.
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Awful. It looks horrendous, and the placement of everything is really bad compared to the current UI. It is way too bland and way less stylized.
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@Almo said:
We don't want it triggering on getting downed by an addoned Bear Trap, or going down to Deep Wound, etc. It's better game design if we don't start stacking up a series of exceptions.
Here's a suggestion: Make a proper definition for "ranged attacks" and "melee attacks", and change the requirements for perks like Surge and Knockout to be melee attacks instead of basic attacks. If the weapon damaging the survivor isn't physically connected to the killer at the time of injury, it's ranged attack. Otherwise, it's a melee attack. That should solve this problem for good.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1856110#Comment_1856110
What if they caused a -5% hindered status for the rest of the game?
Gives a slight disadvantage at loops that would be minimal at low/mid tiers where the Killers are mediocre and the Survivors don't optimize loops. But extremely unappealing and costly at high tiers, where they really optimize loops and know their distances super well.
5% movement speed is significant at a lot of loops. I use PWYF on Bubba a LOT and just 1 stack is a game changer. Having to deal with a killer that is 5% faster than you the rest of the game is an interesting idea, but it's too much of a punishment for either a free stun or a free pickup that also costs a perk slot imo.
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I think that what they should add is a status effect that lasts the whole match when you use a perk like DS or Unbreakable, and all the status effect does is disable both of them. Maybe it only needs to be restricted to those two perks, or any future perk that have a similar "get out of jail free" card at play.
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yeah it's dumb as hell and really needs to be looked at
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Super cool idea, neat power, and I love the Power Outage perk. However, the other perks are absolutely busted. 2% movement speed for each gen completed is so insanely strong that that would instantly become a meta perk. And the gen RNG perk would just be not fun to play against and way too inconsistent to be enjoyable by a lot of killer players.
Here's some revisions that I think would make them more fun and balanced while still keeping with the same general idea.
Five Nights: For every gen that is completed, gain a permanent 4/4.5/5% boost to lunge speed, missed attack cooldown, and (I like the kicking speed, but I don't want to just have this be a better Fire Up you know? Maybe gen regression speed or something).
Give Life: The perk charges as survivors work on generators. After 100/90/80 seconds of the survivors repairing generators, the entity lunges at survivors that are on a random generator that is currently being repaired. The generator chosen also creates a loud explosion and regresses by 5%. (Note: Each individual survivor contributes charges to the perk. So if 2 survivors are working on generators at a time, the perk will charge in a total of 40 seconds assuming no one gets on or off a gen).
I may have gone too far with the second one but a gen regression perk titled "Give Life" just has SOOO much potential
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Hag. She was the first DLC I picked up and the first killer I mained for a long time. Then, Legion came out and I played the hell out of them. Tried coming back to Hag and realized that I forgot how to play her, among others. I mained her for a bit longer, but I eventually went back to the now reworked Legion, then I started playing PWYF + Nemesis Bubba a ton, and now I've been playing a ton of Bubba and Wraith.
I still play her every now and then, but most of the games against solo queuers are so easy with her, it's just not fun. I need a challenge to enjoy this game. Spreadsheet Hag is just way too good against uncoordinated teams, and that is sadly what I've gotten the past few times I played Hag. With other killers, I at least feel I'm doing well. With Hag, though, I just feel like the game plays itself most of the time.
Now I'm a Bubba and Wraith main, and I'm having a very good time.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1852553#Comment_1852553
Not true. Solo queue lacks the ability to share info without using perks. Sharing info is easy in a swf on he other hand. And have you seen gen placement on some of these maps? I’ve seen 4 gens in a pretty small square on these redesigned Macmillan maps. If someone goes down while 2 of these gens are being worked in that area, the killer will say “well why would I leave, I have one on the hook and I know where 2 more are.”
Situations like the above are common. It’s free pressure for the killer, generated by zero skill involved. Similar to getting a map with an endless number of pallets the killer can’t do anything about. No skill involved.
Solo queue lacks easy information sharing as you said, and that is why I tried to say that solo queue often messes up and sucks.
Also I do agree that some of the gen placements in the Macmillan maps are awful and hooking someone by a 4 gen is probably too powerful and that gen placements should be more balanced. Although, I find myself struggling a lot on those maps as killer.... Honestly not sure why. I probably need to record and watch my own gameplay or something.
By the way, as a killer who does their best to take advantage of the above strategy and situation: The way you counter that as a survivor sadly requires some coordination, but if you and another survivor work on two separate gens in the 3/4 gen around the hook, the killer is either going to have to leave the hook to smack someone off the gen or hard camp the hook so that no one can save. It's a lose-lose situation for the killer if everyone isn't injured, but the best thing the killer can do is to go to a gen and smack the survivor. If the killer has been properly outputting split pressure though, you all need to heal or start trading every minute.
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This strategy only works well against teams that perform poorly. By that, I mean a team that has someone downed really early, a team that doesn't work at gens, and/or a team that hangs around the hook while the killer is obviously camping.
also uh, known as most solo queue matches
But even then, that relies on the killer either being afraid of DS or the survivor being tunneled to death having DS. And even then, if the team is bad, that aint gonna stop the killer.
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Yes, especially if rain and stuff had different effects, like scratch marks and blood washing away a little faster or the killer terror radius being slightly compressed
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I'd add this effect:
All survivors that have their aura revealed to you also have your aura revealed to them.
This makes it a really nice and helpful team-information perk. Plus it fits with the title of the perk
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1845759#Comment_1845759
I use visionary because of the chance of getting indoor maps. I hate having to waste time looking for gens so it's best if i know where the gens are automatically.
Ah ok, that's definitely a great use for it!
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8/10, very good specialized build that gives you great time efficiency, grants you a situational insta-heal, and guarantees an obsession. Only issue is that Visionary is a very lackluster perk. May I ask why you think that you need Visionary? I may have some suggestions for you if you can tell me what exactly you struggle with when searching for generators. Is it a backup for indoor maps? Is it because you don't know that every generator has a tall pole going straight up with a light that flashes? Is it just comfortable for you?
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I really need to get some consistency as survivor. I can sometimes loop M1 killers for MINUTES, but other times I go down extremely fast. My main issue, I think, is that I don't know how to approach killers that moonwalk at the smaller tiles (like the rock-pallet-rock tiles). I find myself getting smacked there a lot.
One thing that I can confidently say I'm good at, though, is buying my team a lot of time against killers that need a good line of sight on you. My playstyle tends to be pretty risky and involves me taking distance whenever I think I can get away with it. That's probably why I can sometimes loop 115% speed killers for minutes and why I sometimes just die. I definitely need to better regulate myself and NOT try to do that all the time.
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I'd rather face pre-nerf forever freddy
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Baseline yellow windstorm effect. The other windstorms would then need to be nerfed, possibly so that each windstorm has the effect of the windstorm a tier above it.
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There isn't a single perk that I run constantly, but I always have Adrenaline or Surge if my survivor build has room or the killer in question doesn't down people with M2 often
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Kindred and/or Aftercare are really good for solo queue. They give both you and others information, which helps everyone make good decisions and be more efficient.
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idk, whatever i'm wearing i guess
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Adrenaline instead of Soul Guard, or Unbreakable instead of DS. I don't really recommend using Soul Guard without Unbreakable. It doesn't do much on its own unless the killer has a hex up pretty much the entire game.
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Hex perk :(