FFirebrandd
FFirebrandd
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@RockingHorse_ said:
https://us.v-cdn.net/6030815/uploads/077/IXQUFNNL89WM.png
Really didn't agree with anyone here but my friends and twitch viewers seem to all agree on these. I'm a killer and survivor main, I play them equally. Here's hopefully a different insight for y'all xD
To be honest, your list is probably closest to matching mine. I'd move Nurse up to fun, bury Deathslinger, and probably bump Demo to don't hate but... yeah... pretty close to my opinion on things.
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I think I've finally figured out what combination I don't like. Fast killers that are also lethal. The faster/more lethal it is, the worse it is.
For that reason I really really don't like playing against Hillbilly, Oni, Spirit or Freddie (yes his teleport counts for me). Even Leatherface is distasteful.
On the flip side, I don't mind playing against GF or Myers who are very lethal but not fast or Legion who is fast but not lethal.
Though I also don't like Deathslinger. Idk, the dude has way too good of a 1v1 and frequently gets super campy so once he finds you it's nearly impossible to get away from him again even post hook.
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I'm the sort of killer who's going to try to out smart, out maneuver, and out plan the survivors. No overwhelming power for me, you can leave the chainsaws in the garage. Who might you see me as? Pig, Trapper, Legion, Nurse. Looking to add Wraith to my list and I suspect I'll like Hag once I get her.
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Whispers, Thana, Enduring, Brutal Strength.
This is a very aggressive build with Whispers letting you find someone early very quickly, Enduring and Brutal to just not care about pallets, and Thana to slow everything down.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1207235#Comment_1207235
then u could increase timer to be 1 for 1 soooo they dont go down, kind of like the brown medkit. meaning once they stop they better start mending or they will go down. how about that?
That would fix it for those two add ons. You'd probably need to rework Stab Wounds Study and Frank's Mix Tape as well.
Seems simpler to just... keep it so mending pauses the timer. If we're already reducing the bleed out time to 15s... the survivors probably aren't going to be doing gens or opening gates or whatever before they mend.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1207033#Comment_1207033
how would it be insta down?? im saying when they start to mend it doesnt stop the clock which forces them to go straight into mending and not doing anything else .
If starting to mend doesn't start the timer... they have 15s to finish mending but it takes them 16 to finish mending then they're going down no matter what.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/143447/legion-buffs-qol-changes
how about "Reduced the bleed-out timer to 15 seconds from 30 seconds." that the time continues even while mending to stop the timer abuse.
Default mend takes 12 seconds. The two increased mend time add ons increase it by 2.5s and 1.5s. That's a grand total of 16 seconds. Alternatively, Franks Mix Tape makes FF attacks remove 7.5 of the deep wound timer.
With those changes and Legion's current add ons, FF is now insta downing everyone. Which would be crazy broken.
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I would just like to point out that even if your concept was good (which it isn't), your numbers are garbage.
your average 4.6 m/s killer has a terror radius of 32m. In that 5 seconds you've given them, they can travel 23m. They would need a MINIMUM of 2 more seconds to get the hook out of their terror radius post hook and that's with them making a bee line directly away from the hook.
your average 4.4 m/s killer has a terror radius of 24m. In that 5 seconds, they can get 22m away. They also don't quite make it.
Huntress is an odd bean and actually does make it because she's 4.4 with a 20m TR.
Obviously the hyper mobile killers also make it for obvious reasons... but still. Your numbers hard punish the majority of the killers in the game. There's like... 5-6 or so Killers who can hook a dude and actually get away from the hook in time. This also doesn't give them any time to do things they may need to legit do after getting a hook... like kick a gen, break a pallet, or reload.
Also none of this considers The Game. With this punishment, you hook one guy in the middle of the map as a 32m killer... congrats you don't get to play the game anymore until they die or get unhooked... fun.
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@Fibijean said:
It's intentional. I believe the idea behind it is both thematic and practical consistency. Basically, being in Madness Tier III is supposed to stop you from being able to do basically anything, and they decided that mending shouldn't be an exception to that.
The best way to prevent it from being a problem is to sprint until you're sure you're not being chased, and then start Snapping Out Of It the moment you stop sprinting. Assuming you don't fail the skill checks (which you shouldn't, they're pretty easy to hit), that should still leave you with enough time to mend afterwards.
Distressing, Unnerving, Lullaby Doctor on The Game says good luck with madness skill checks.
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@Fibijean said:
It's intentional. I believe the idea behind it is both thematic and practical consistency. Basically, being in Madness Tier III is supposed to stop you from being able to do basically anything, and they decided that mending shouldn't be an exception to that.
The best way to prevent it from being a problem is to sprint until you're sure you're not being chased, and then start Snapping Out Of It the moment you stop sprinting. Assuming you don't fail the skill checks (which you shouldn't, they're pretty easy to hit), that should still leave you with enough time to mend afterwards.
Distressing, Unnerving, Lullaby Doctor on The Game would like to know your location. (specifically about the "shouldn't miss snap out skill checks" bit)
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Favorites: Pig, Legion, Nurse
I like them: Trapper, Huntress,
They're OK: Wraith
Least Favorite: Hillbilly, Nurse
No Opinion cause I don't have them: Literally everyone else.
Why is Nurse on there twice you might ask? Well, because when I'm on point with Nurse or get gen grabs she is by far the most satisfying killer in the game. But on bad games... no killer will have you feeling like you are flopping around like a fish out of water faster than she does.
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On the one hand... I would rather they not get a rework. I like killers with defensive/control playstyles and Legion has one since Deep Wound buys them time. On the other hand... the fact that there's 4 of them but you'd never know it because no part of their gameplay uses that in the slightest seems like a missed opportunity.
At one point I had a... weird idea to make it so there were 2 Legion members in the Trial at all times. Right click would swap you between the two and the Legion member not currently being controlled would continue walking in whatever direction they were walking when you left them. For added shenanigans, it would be funny if the dummy Legion didn't have a Terror Radius or a red stain. They'd probably have to be a 4.4 killer if they did all that.
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Heh, yeah that would be nice. I don't often play survivor but when I do I very much prefer stealth. That's why I'm actually going to use shards on Zarina. Girl's got 2 perks that work with stealthy gameplay.
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Something to keep in mind... Legion is 1 of 2 (maybe 3) killers in the game with a power that actually gives them a 1v4 game that doesn't require prep time. Is Legion not great in a 1v1? Sure, but that's fine. The game is allowed to have killers that specialize in different things.
All that said, I do think they have a few too many restrictions on their power. Seriously, why does landing an M1 eat half your power? Also at some point Frank's Mix Tape and Stab Wound Study need changed. After the rework to Deep Wound, they're just worthless. I am however pretty excited for their current buff on the PTB.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1201484#Comment_1201484
The thing is that Killers not only have way less Add Ons (Survivors have 3 times the Add Ons/Items of Killers), but they also get way less BPs. A good Survivor Match is an okish Killer Match. If you get 25k as Survivor, this is really good, as Killer, this is quite normal. Add BBQ, where you get Stacks for just playing the game and you are on 50k BPs.
This is around a P3-50 Bloodweb. And lets look how my latest Trapper Bloodweb looked:
3 Stitched Bags
1 Trapper Bag
1 Trapper Sack
1 Ebony Mori
2 Tar Bottles
1 Honing Stone
So 5 of the best Trapper Add Ons, 2 of the second best Add Ons, one still really good Add On and the most overpowered Offering in the game.
And when I want to get specific Survivor Add Ons? One in 2 or 3 Bloodwebs.
It is also quite frustrating when not even using the Add On/Item. Like, I use Items when I bring good BP-Offerings like BPS, Cakes or Envelopes. No I burn a Cake and play vs an AFK-Wraith, while using a Medkit with Add Ons. Yes, those are gone without using them once. Nice. Or I play vs a Plague, while bringing a Medkit - this Medkit will not be used, but the Add Ons are gone.
Both sides have useless Add Ons, but Survivors, again, have more of those (in general, Add Ons/Items both for Killers and Survivors should be able to be sold again).
Surely Killers most likely need to have Add Ons (most of them), but they get them more frequently and get more BPs. And even if Survivors dont need Items or Add Ons, they still have to spend BPs on them. But not only are a lot of those Add Ons nerfed, they are also lost when escaping. And for me, I would like to use stuff when I have (aka being forced) to spend BPs on those.
Lets not forget the White Wards - if you escape, you lose the Add Ons. If you die, you keep them. So with a White Ward, dying is better than escaping. Not really thought through.
In the end, escaping feels way less rewarding. And this for a change where no real reason was given, and I am pretty sure the reason simply was to cater to Killers so that you can say "Look, we are nerfing Survivors", after Killers got frustrated because they were also getting some Nerfs.
(Or am I mistaken? @Peanits can you enlighten me, while this change was done?)
That's why I suggested giving survivors a way to push the bloodwebs towards having add ons for a particular item. Killers already have this baked in (Wraith add ons won't show up on Trapper's blood web) so I see no reason not to give it to survivors. Maybe not 100% of the addons are a particular item though. While survivors do have more addons total, they actually have less for each individual item. Like Med Kits have 13, Toolboxes have 11, Flash lights have 13 again. Most Killers have 20 add ons for their power.
Also the white ward thing legit sounds broken and needs to be fixed.
As for why they did it... maybe its because between White Ward, Weaved Ring, Milky Glass, and not losing add ons when you escape, you could theoretically stretch running a single Skeleton Key for a truly ridiculous number of games? Which is kinda a bit broken? I'm guessing obviously, but that's my best guess.
Also circling back to the original request... I don't think survivor item rarities should be increased. The way I see it, bringing in an item is kind of like bringing in a power with a limited use time. So like... not having add ons to put on your items isn't good but it would be worse if you had no items to use with your add ons. Y'know? Like, survivor blood webs have a problem, but the opposite problem would be so much worse that the proposed solution is not the right way to go.
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I mean... I get what you are going with and I definitely don't hate it. However, 500 bp is probably a bit too high. Maybe 250?
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Question: How necessary are add ons for Survivor items? Can't you go into the trial with an item but no add ons?
I'm asking because I mostly play killer and they range from "Add ons are necessary to function" (Wraith, Trapper) to "Add ons are optional" (Nurse). But I don't know where on that scale survivor items fall. Outside the green key of course.
Honestly I don't think the old system of survivors keeping their add ons if they get out was fair since Killers always lose their add ons, but due to the fact that Survivors have so many more total add ons, the current system isn't particularly fair either. Maybe do a middle ground? Something like "If you are holding a Med-kit (or whatever) when your blood web regenerates, 50% (or more) of the add ons in that blood web will be for your held item."
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Fun fact. The combines on the farm maps got buffed for Survivors.
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@obamagaming99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196489#Comment_1196489
good point man but discordance would be good against it
True, but I don't want to be forced to use Discordance every game so I can bust up potential Prove Thyself parties. I do thankfully have that perk but it doesn't fit every play style.
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From what I have heard, Stake Out is already bad enough that the compensation buffs are perfectly justified.
In my personal opinion, Prove Thyself was too powerful given that it gives the killer zero warning that it is in play. All you get is a vague feeling that the gens are going way too fast with no hint as to why or who is causing it. I don't think Prove Thyself should have gotten the compensation buff.
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Seeing as you came back about a week ago...
A bit ago Hex Ruin, a mainstay perk for dealing with the fact that Killers usually spawn on the other side of the map from the survivors and the survivors frequently spawn literally next to a generator, got reworked to... well... not do that at all.
The majority of these changes are aimed at addressing those issues. Because losing an entire generator before you found your first Survivor is 100% a thing that can happen if they spawned together on a big map.
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I am so glad I accidentally found this. I've had my windows at 125% without knowing this was an issue with DbD. I figured my wireless mouse was just acting up.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1194569#Comment_1194569
as weird as it may seem, I feel like the roar before the charge is what allows her to mindgame.
I've had times where I've faked a charge with the roar, stood back up again and downed them them while they are out of position.
One of the reasons why I find hitting/downing survivors with the dash so satisfying is because it's not free. Survivors know what a pig can do at a short loop and you know how they may choose to play around it. and there you have two people playing a 'will they?/won't they?' depending on what they've both seen each other do.
https://forum.deadbydaylight.com/en/discussion/comment/1194585#Comment_1194585
That's kind of neat, but my concern is how keys can share the same boxes and what would stop a pig from defending the one box all the keys are in?
Maybe make it so Pig can only send up to 2 helmets to each box? Not one each because SWF would then be able to tell where the last helmet is going. Also then the rules don't need to change when she runs Last Will.
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@Deathslinger said:
If I suggested a small change. When they mess up a skill check at a box then killer gets notified and they regress a little progress. Why not make mistakes hurt, like in the movies. Make them lose 10 secs on the head trap. Might make some add ons that increase skill checks on the boxes feel more impactful too. Maybe we could see a few more head pops and not be extremely big change(?).
I mean, that's very thematic... but that change would be overly punishing vs new survivors and do absolutely nothing vs good survivors. Also much like Mori's, getting head pops actually hurts your BP gains. So I would strongly prefer not getting this change.
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Really for Pig, the one thing I want is to be able to pick which Box unlocks the RBT. Like highlight one of the boxes yellow and let Pig look at a different box and M2 to highlight that one instead. Whichever box is highlighted when she places a RBT, that's the Box that unlocks the trap.
No more RNG letting survivors get stupidly lucky and get hooked next to a box which then ends up being the box to free them.
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The Beldam or Other Mother from Coraline.
Really, I just think a humanoid/arachnid hybrid would make a fantastic killer.
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Here's my take.
Keep the timer at 60 seconds. Decisive Strike stays active as long as you are only doing actions that are designed to keep yourself alive. The instant you do something to either progress objectives or help a teammate, it goes away. Actually with those restrictions the timer could be made longer.
So, running, vaulting, throwing pallets, getting in lockers, getting healed, self healing, and recovering while slugged are all fine.
Repairing generators, cleansing totems, unhooking teammates, sabotaging, and healing teammates turn it off.
I think searching a crate can keep it on because you could be searching for a medkit to then heal yourself with.
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The only issue Noed has is a telegraphing problem. Like, killer's going to get a massive powerspike in the late game and the survivors may or may not know it is coming. That's not... fantastic. If Noed made the totems glow a little (less than hex, more than dull) that'd probably be fine.
On the flip side, Survivors have a bunch of invisible perks that are beyond annoying and can really wreck a killer's game and they get zero warning... so... yeah. Noed doesn't need a nerf.
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Ok so here's my take on Ruin.
Old Ruin had problems. The biggest problem was that it was tied to skill checks, which are random. That's not particularly great, as any perk that relies on skill checks to get value is... iffy. The other big problem was a psychological one. Having the good skill checks go from being neutral to negative just straight up feels bad. Old Ruin needed some changes.
Here's the thing though.
Survivors are at their weakest when they're on the hook or directly after getting unhooked. How many perks are there in the game that helps themselves or their teammates with that situation? Well the answer is a TON. Decisive Strike, Borrowed Time, Kindred, We'll Make It, Babysitter, Deliverance, Off the Record, Camaraderie, Second Wind... the list literally goes on and on. Now not all of them are great, but there are a TON of them so there are definitely going to be good ones and a variety to pick from. Then... Survivor's second weakest moment is either when they are slugged or when they're getting carried... and guess what? There's a bunch of perks to help with that too. There's even items with flashlights for saving carried people and toolboxes for sabotaging hooks. Survivors are quite literally drowning in options to help patch up their weaknesses.
Now, when are Killers at their weakest? The second they load into the game. They have zero people on hook, zero people down, zero people injured, zero tokens on any of the numerous perks that accrue tokens throughout the game, and they don't even know for sure where any survivors are. How many perks help with that situation? By my count, there are 3... 4 if you really want to stretch it. Corrupt Intervention, Discordance, Whispers, and Thrill of the Hunt. None of them directly deal with the fact that the survivors are going to instantly find and start repairing the nearest generator. Corrupt might make them have to walk further, but that's the closest Killers get to a perk that directly helps them during the weakest part of their game. Then Thrill of the Hunt does not come into play unless someone cleanses something. That is straight up pathetic.
That is also why Old Ruin was so dang popular. Old Ruin is active right from the word go and directly effects Survivors hopping on the generator they spawned in next to. Even against 100% perfect survivors it takes away their bonus progression for Great skill checks and probably sends someone hunting for the darn thing, giving them more time during the part of the game when they need it the most. New Ruin doesn't do that. New Ruin is arguably better in numerous ways than Old Ruin BUT it doesn't fit into the same criminally underpopulated role. That's the problem and that's why talk about Ruin/Gen Rushing/Map Sizes will not stop until things get changed.
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@Cheers said:
One change I've always thought would be great is it changes from 3/3.5/4% to 8/9/10% but it only effects survivors that are injured.
Consider the best case scenario though... a Legion managed to Frenzy hit everyone in the game and they're running Defaced Smiley Pin which mangles survivors hit by FF who are highlighted by Killer Instinct. That means that all 4 survivors have -40% repair speeds, 1 has -40% healing and 3 of them have -60% heal speeds for 60 seconds.
Those numbers are straight up bonkers. You could theoretically remove the stacking for each injured person but then that removes Thana as one of the few global slowdown perks that still exists. Actually making it only effect injured people also does that. So... just in general I dislike your idea because it completely shifts what Thana does.
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I've only played killer since the event started. Closest thing I've seen is that survivors seem overly eager to get protection hits.
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There's really only two things Pig could use: the ability to pick which box unlocks the trap she's putting on and maybe an addon pass. Especially the ones that do stuff for skill checks while searching Jigsaw boxes. She is by no means a high priority for a rework.
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1177388#Comment_1177388
I think you have some pretty rad ideas there friend! However, the last 3 have some large issues.
Monstrous Shrine - On Haddonfield and The Game, there is one spot where the basement could spawn, rendering the perk useless on those maps.
Spies - Spies is already an excellent perk, the range is not an issue. The issue is that crows aren’t strategically placed in high traffic areas. Take Haddonfield, there are no crows on the street but there are suddenly 5 of them on a bench or behind one of the houses.
Unrelenting - Lunge range would be BROKEN on killers like Wraith and Spirit as both of them get increased lunge when coming out of their power (I think Spirit needs addons to do this now, not entirely sure, one of them is the tsuba while the other is the very rare sword). All Unrelenting needs is a boost to its percentage. A 50% wouldn’t be that bad and it would be a overall good perk for beginners.
As a plus, you could even up the time for your insidious idea. Increase the time to activate insidious (5 seconds let’s say) and you get undetectable for as long as you stay still, 10 seconds after moving.
Those are some fair criticisms.
I'll be honest I didn't know that Haddonfield and The Game only have 1 basement spawn. Perhaps it'd be better if we went with my first idea of Monstrous Shrine making the killer faster in the basement (so using it eats less time) then it also gives a buff similar to Fire Up of 5%/10%/15% while someone is hanging down there.
For Spies, you are right it isn't terrible but I'd never run it over Whispers. I think the range is the problem. Like, Spies only has 4 meters more range than Whispers and they are both tracking perks, which throws them both into nearly identical niches. That means that one or the other is always going to be better than the other. That's why my change was what it was. It aimed at differentiating the two and turning Spies into a longer range but inconsistent tracking perk compared to Whispers. Edit: Better range may also let the killer play around that crow inconsistency you were talking about. Like on Haddonfield, you can patrol the main street where there are no crows, then a 64m range is probably long enough for a disturbed crow behind the houses to still alert you.
For Unrelenting, I get what you are saying. The issue in my mind for Unrelenting is that in theory you never need it. In theory you never miss, and theory is most of what you have while picking perks. Unless of course the recovery gets so short that lunging across the map becomes faster than walking (which would be silly). That's why I was trying to give it another effect that's useful much more often that fit the theme of what it does. I'll need to see if I can think of a different thing Unrelenting could do.
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I'm going to try to do this for all the basic killer perks that need help. Some of these might be more reworks than simple small buffs... but let's do it.
Deerstalker: Dying Survivors auras turn white if they max out their recover bar and yellow if they are being healed.
Distressing: Add Effect: Survivors within your terror radius repair, heal, and sabotage 5%/7.5%/10% slower.
Insidious: Add Effect: "Undetectable stays on for 2 seconds after moving or acting."
Iron Grasp: Add Effect: Picking up, Dropping, and Hooking survivors is 10%/15%/20% faster.
Monstrous Shrine: Ok let's be real, this needs a rework. So... delete what it currently does and... if I remember correctly every map has 2 spots where the Basement can be. What if this perk made both basements spawn? I have no idea how to scale it as it ranks up, but seriously how cool would that be?
Spies from the Shadows: Range increased to 64 meters. Cooldown increased to 60/45/30 seconds. The survivor who sets off the crow has their aura revealed to the killer for 5 seconds.
Unrelenting: Add Effect: Lunge range increased by 5%/10%/15%
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There's quite a bit of truth to that.
There's also the fact that Legion is designed around using easy Deep Wounds and Injuries from Feral Frenzy to buy themselves time to actually get downs via their plain M1 chases. If the survivors manage to recover faster than you can Deep Wound and Injure them then you're probably going to 0k. If they can't, you'll end up slowly grinding them down and killing everyone.
It's just kind of the nature of Legion to either 0k or 4k and almost never get anything in between outside of hatch shenanigans.
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Killer perks that has tokens for each totem still up, and then each token gives the killer a small boost or the survivors small hindrances.
Why? Well, a few reasons.
- Killers need better early game perks. This gives the Devs a way to add in some powerful early game perks that the survivors can make slowly fade away. On the flip side, these perks won't be nearly as hit or miss as Hex Perks because the buff is spread out over all totems.
- At current, really the only perk Killers have that push survivors to do totems is Noed. Which largely results in survivors ignoring their secondary objective because it frequently doesn't matter.
- There's already a perk that works kind of like this. Hex: Thrill of the Hunt. That thing needs some better synergies and this seems like a good way to do it.
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From my understanding, you will still be able to see your own ranking. You won't be able to see anyone elses.
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Killers just need access to perks that give them buffs based off the number of totems left. That will slow down games because the survivors will actually feel like they need to cleanse totems.
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Increasing the amount of Totems won't do anything. Survivors still largely ignore the things because unless the killer is running Noed, dull totems are harmless.
What I'd much rather see is several more perks that do part of what Hex: Thrill of the Hunt does. Where it gives the killer 1 token per totem still up and a minor buff per token.
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From the perspective of what it does, it is balanced. The killer only has 3 perks throughout the game for a massive power spike at the end. Seems fine. Seems very similar to Adrenaline. Beyond that, it should not be nerfed because it is pretty much the only really good general killer perk in existence. It is basically THE saving grace for new killers who don't have any/many teachables yet. Double that if they are on a killer with terrible personal perks (looking at you Wraith).
However, Noed has a telegraphing problem. Unless you are able to figure out what all 3 of the other Killer perks are, whether you need to cleanse totems or not requires a lot of guess work. Even with doing that, Noed is hardly the only perk that is incredibly difficult to notice its effects so the guess work remains. There are only two concrete times the game is like "Oh by the way, Noed." The first is when the killer is running right at you... you might notice he's faster but by then it's kinda too late. The second is after he hits someone which is really too late.
What I'd like to see is add in what I call "smoldering totems". They're lit a little bit but not as much as a Hex totem is. Then, have Noed upgrade dull totems to smoldering ones.
Also after doing that they should add in other perks that upgrade dull totems to smoldering totems and do something a little like what Thrill of the Hunt does... where it gives you X% better Y for each totem still on the map.
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@[Deleted User] said:
It's so weird to see a group of people collectively wrong about a single topic.
Does anyone calling it a crutch actually run NOED beyond green ranks? Do you think the perception of only bad killers running it partially stems from the fact that a killer has to play with one hand tied behind their back for it to go off?
On the flip side, it's not even that good. Totem spots don't suddenly become good during end game. You're likely to get one or two instadowns against sentient survivors before they cleanse it. Is that an OP crutch? If you get snowballed from NOED, it had more to do with you than the NOED.
Do you think good killers don't need NOED, or is it that good killers realize there are better perks?
Honestly I think the reason Noed has the reputation it does is that its one of the few general killer perks that's actually good. Which leads it to getting slotted in by people like me who haven't been playing very long and have barely any teachable perks unlocked.