Faulds
Faulds
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@The_Cleanse said:
https://forum.deadbydaylight.com/en/discussion/comment/2798129#Comment_2798129
I must've missed your post my bad, I think adjusting m/s on some killers would be fun even at the risk of the game balance being off. But sometimes an unbalanced game can be more fun, which can be more important than a balanced game if that makes sense.
Don't worry about it, it was a while ago. And yeah, i can understand that making a game too balanced might make it too bland in the end.
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Glad to see so much people saying that Deathslinger should be 115% in his current state. Cause when i made a thread about it, i didn't see that much people agreeing to it.
About Trickster and Huntress, as many other already said, they are fine as 110%... they already have lethality (Huntress i'm 100% sure since i do play her... but i don't have Trickster, so i'm not as sure about him).
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Demogorgon: lose all his portals... the shred now become an insta-down ability.
Pig: lose all her traps... the ambush is now an insta-down ability.
Clown: yellow gas increase the player's speed at sprintburst speed... the speed bonus now last 3 seconds.
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@Junylar said:
If you carried the whole team and then were abandoned by them, was it really a skilled play?
Good one. I like your humor.
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@latigresa said:
https://forum.deadbydaylight.com/en/discussion/comment/2796436#Comment_2796436
DH COH DS were problems but NOED isn't?
Just stop bothering with people saying that red is blue. It'll save you the headache.
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I think the most important thing to change with Pig is the RNG within the headtraps. Seriously, if i could do one change to her, i would make five boxes spawn... and force survivors to do four of them "no more no less" (that would also get rid of box camping issue).
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2796429#Comment_2796429
I played 2 times at Badham in row as Pig. Terrible.
I can imagine. Also, Pig quite benefits from STBFL... she's not that weak with it (in my opinion).
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@MikaelaWantsYourBoon said:
I just wanted to complete Pig challenges. Man, M1 killers are so terrible. This reminded me why i stopped play Myers.
I don't know any day will BHVR give some love to M1 killers.
M1 killers wouldn't be that bad in chase if some maps were more balanced loop wise (gideon meat plant/ haddonfield/ badham/ fractured cowshed etc.). Talking about PIg, she wouldn't be that bad if her traps weren't RNG based.
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I'd probably make BT and Corrupt base kit. Might make BT duration 10 seconds and make Corrupt block four gens (as a base kit version). To help each side with their main issue. Something i also want, it would be to turn NOED into a 1 minute timer after the fifth gen pops. To me, when i see the rework of Moris/ Keys/ DS... i only see one last annoying thing missing on this list.
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I don't want gen slowdowns to be removed, because you can have different type of gen slowdowns: and different combos... what makes the trial different from one another. Killers only need a bit of help in early game, like survivors need a bit of help against killers hard defending their hooks.
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Streetwise could be buffed to 50%, and Built to last could be nerfed to one refill only "in my opinion" (to prevent the perks stacking too much). Even 33% more charges i'd take it, 25% is just so negligible unfortunately.
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@FrenziedRoach said:
Little history of NOED before I start.
AT RELEASE - It worked indefinitely once gates were powered.
FIRST REWORK - It was given a 2 minute timer - certain elements still complained about it (so the timer suggest made somewhere above me was already done)
SECOND REWORK - it was made a Hex totem, and it's where we at today.
My view is simple - Killer is up against 4 people who can stack second-chance perks which gives him the potential to be stymied by these perks several times during the course of the game. Additionally, using NOED is giving up a perk slot for POTENTIAL end game power and it's tied to a totem. To me it seems like a fair trade. I'm no stranger to seeing people in a game play good all game only to not be able to carry it to the end because they overlooked something. In this case, the survivors overlooked the potential for NOED to fire.
I don't want NOED to go away as the concept of giving up power for stronger power later is a good concept and it seems unfair to me for the killer to give up such a cool ability when they are faced with so many second-chance perks that allow survivors to cover their own mistakes. (if you don't think Dead Hard and other second chance perks are for covering up mistakes, you're deluding yourself)
However, I'm not opposed to one more change to NOED - Anytime a killer gets a down using NOED, self-destruct the Totem it's at and migrate it to another dull totem. If there are no dull totems available, NOED is out of play for the rest of the game. This rewards survivors who cleanse dull totems while still retaining the edge NOED should have.
I checked the wiki, noed was on a timer of 120 seconds when one exit gate was opened (on its second iteration). What people ask here is noed to be on a 60 seconds timer when the fifth gen pops.
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I'd love that actually. My favourite background is the winter one... it has such an atmosphere with the snow (whether it is the visual or the sounds).
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794972#Comment_2794972
As I predicted. So the actual data on kill rates wouldn't sway you. The words of the developers on their own game won't sway you. Remind me again, what makes your position a logical one? This is starting to remind me of when Bill Nye debated that creationist.
"What would change your mind?"
Bill - "Evidence!"
Creationist - "Nothing!"
I'm using my experience from the game on both sides to build my opinions. 3,4k hours on both sides. NOED is not even that good for killers and goddamn annoying in solo q. But yeah, let that dumbass perk that way. Everyone will be happy. So many threads about how balanced and fun this perk is, since... ever.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794955#Comment_2794955
They have, you just don't want to accept their position.
"NOED doesn't reward Killers for playing bad, it rewards Killers for Survivors playing bad." - Almo.
https://m.twitch.tv/clip/NurturingPhilanthropicCroquetteTBCheesePull?tt_medium=mobile_web_share&tt_content=clips_viewing
Then their position on the matter is wrong. Like they used to on many other things. Anyway, i'm tired of being on the forum instead of playing the thing.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794929#Comment_2794929
They changed ooo because it was completely broken in swf and open to abuse. That's not really the same thing as "people don't like dying after the gens are powered" especially if the data shows they there isn't a large amount of people dying to noed, meaning that unlike object, the effect of it on the game is actually minimal. Saying "they changed it because people didn't like it" ignores a ton of context.
Problems are different but exist in both instances. But i guess until they openly take a position about NOED we're stuck.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794920#Comment_2794920
Did you know that object is a completely different perk that did a completely different function within the game? Have you heard the term "whataboutism"?
For the love of god follow a bit. You said "why should they change a perk if data doesn't back it up?". Data didn't back up a change for old object, but player experience and feedback did. They changed the perk, and no one complains about it anymore. It was a good change. NOED needs a change even if data do not back it up... like old object needed one.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794904#Comment_2794904
So even if the data shows that it's doing nothing, you want it nerfed? That makes no sense at all to me. I mean, if the data showed that it was a 4k every time, I'd certainly change my stance.
Do you know why they changed old object? Not because of data, but because of feedback. And no one ever said that it was a bad change; on the contrary.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794868#Comment_2794868
Well yeah, that's why noed is conditional (only active at end of match) and a hex (traditionally where all the strongest perks should be). It's powerful, but not impossible, and very easy to remove from the match.
As far as I know, the last word from the devs on the perk was shortly after it was changed to a hex perk, which was that they thought it was in a good place, but would of course keep an eye on the numbers. That would lead me to believe that they're seeing the same kind of data that my own matches as survivor have lead me to, which is that noed just doesn't secure that many kills on average.
Well, they did nerf object of obsession annoying aspect while the data stated that its users died more on average. Hope they'll do the same with NOED at some point.
@BenZ0 said:
it is not really a good perk nor meta, it is just unfun and boring.
It requires no effort or brain to use it, its just a second chance that kinda undoes your mistake just like dead hard.
Thats why I dont use it, I dont need a crutch, perks like Pop, Pain resonance, No way out, Ruin etc are much more fun and healthier perks, they all require you to do something to get value out of it and the reward feeling of it is just amazing. However you dont have such reward feeling on noed, its just for salty baby killers that try desperately to get kills which is just sad, a perk like that shouldnt exist.
Really need more of these.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2794810#Comment_2794810
ok we get rid of noed by we also get rid of BT DS UB and DH see all that turns out.
I never tried to say to get rid of DS/ BT or NOED. I want NOED to be changed not deleted. DS is balanced, BT might be a bit long... UB could use a nerf etc. And they said that they'll nerf DH apparently. Happy?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794850#Comment_2794850
Same goes for noed. All killers start off being faster than survivors, the speed boost is good, but doesn't make the chase impossible to lose.
No, i'd take a bamboozle (bubba/ billy) chase over an infinite exposed chase (noed/ devour) any day. Anyway... this kind of thread won't settle until devs actually say anything. So... did they actually say that they won't touch NOED ever? Cause i don't know. Didn't hear about a NOED change either. But at least if they take position we could move on.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794529#Comment_2794529
It's just an example. There's a few other times where it's better to just rush the gens such as someone who's getting tunnelled, ruin, indoor map etc.
Well I wouldn't mind lowering the time to a minute or 90 seconds but I don't think people would be happy with that.
If haunted grounds is good with a 60 seconds timer, 90s/120s noed would be crazy good.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794840#Comment_2794840
Of course it does. I'm ######### in chases and it literally helped me learn and get many downs when I used it.
If the survivor is good he can still outplay you.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794832#Comment_2794832
So again. Bamboozle. Except unlike noed, there's no option to stop bamboozle from ever activating.
Bamboozle doesn't allow bad killers to do well in chases.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794809#Comment_2794809
Uhh, nobody said that, including me?
Your back must be sore from all that goalpost moving.
You said
"Never saw a killer doing badly in chase and then coming back because of one perk.... except for NOED."
You didn't say "Name a perk that doesn't have a counter"
noed also has several counters, so I really don't know what it is you are trying to argue at this point.
Oh my god, stop playing with words. I said i never saw a perk that allowed a killer that had no skill to beat survivors just because it came into play "except for noed". They nerfed DS/ Moris/ Keys... do you really think noed is gonna cut it? They take so fricking long. That kind of threads would be long gone then.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2794794#Comment_2794794
I'm not being a hypocrite to point out your hypocrisy over whining the Killers have ONE 'second chance perk' while Survivors get 4 per Survivor. That's not how it works.
https://forum.deadbydaylight.com/en/discussion/comment/2794801#Comment_2794801
Wrong. Your OPINION is that the Killer has 'played bad' because 5 gens popped. You invented this arbitrary point (5 gens) and decided 'the Killer played bad' and now think this is actually enforceable.
Typical Survivor main entitled whining; they think they can invent rules and actually enforce them.
Yes you are, since you refuse to get rid of all bs from both sides.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794799#Comment_2794799
So you've never seen bamboozle?
Who said bamboozle had no counter? Who? Even against billy or bubba it is not undoable to go against. The killer has to work hard to get it. Not the case with NOED. Its the same with save the best for last.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794794#Comment_2794794
Again. Fixing generators isnt kicking anyone's ass. It's literally expected in the match. And rarity of options doesn't make something op or in need of change, if anything it would point to a need to add more, similar perks.
I'm talking chase wise. Never saw a killer doing badly in chase, and then coming back because of one perk.... except for NOED. Is it that hard to understand?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794772#Comment_2794772
So your evidence that noed is too powerful is that there aren't a wealth of options for a killer to turn a match around in the late game? So by that logic DS would "give too much" as there is no other perk that allows you to escape from the killer's shoulder just because you lost 3 chases back to back.
Also, hate to break it to you, but the game is balanced around a 2e/2k, which means it's assumed that the gens will all be done in the majority of games. (As that's literally the only way 2 can escape) It's not "outplaying" anyone, it's just doing (most) of your objective.
End game or during the trial... never saw any other perk that turned the tide for a killer that was getting his ass kicked before the perk entered in action. That says it all.
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2794772#Comment_2794772
And yet Survivors have 16 'come back' perks in every match and this is fine. Double-standard harder. 🙃
Also, the Killer is not 'getting outplayed' if 5 gens pop. This is not some magical goal line. The 5th gen popping is the same as the first; it's just a step to escaping. Survivors have not won, or 'outplayed' the Killer, just because a 5th gen popped.
Survivors babbling the same nonsense they always babble to lie about NoED.
Please, don't be such a hypocrite. You're criticizing about survivors what you deny about killers.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794701#Comment_2794701
"NOED doesn't need as much input from the killer's side to beat down the survivors."
You still have to chase them, hit them, and get them to a hook. Where exactly is the lack of input?
I have never seen any other perk allowing a killer to come back, after getting outplayed all game, other than NOED. No other perk ever. So, continue to pretend that NOED doesn't give too much.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2794687#Comment_2794687
Right, but again, you don't have to cleanse all the totems. That isn't necessary for countering NOED, it's just an option you have if you want to for whatever reason.
I agree with you! Expecting solo survivors to cleanse all five totems every game isn't reasonable. But nothing is actually making them do that because NOED lights up like any other hex when the last generator is done.
Like any other hexes, a good placement is all it takes to wreck survivors. And unlike other hexes, NOED doesn't need as much input from the killer's side to beat down the survivors. I've seen countless games where the killer barely hooked anyone during the trial, and then demolished my team just because of that one perk. That shouldn't be a thing.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2794685#Comment_2794685
The reason NOED isn't on a timer is because it can be shut off within seconds of it activating, though. You don't have to do all five totems, you just can if you feel that would be worth your time.
Otherwise, you deactivate it once it is revealed to you.
It doesn't change the fact that survivors can't coordinate every game "until the end" to cleanse all totems and get five gens done. Still doesn't change that fact. Its like saying previous ds was fine because "you could just go to someone else for one minute".
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NOED is unfair to solo q players that can't coordinate to do 5 gens and five totems every game. Bloodwarden is a one minute endgame perk/ No Way Out is a one minute endgame perk... NOED should be the same.
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Those add-ons are "fair" but unhealthy: survivors have no chase interaction with killer, they just get stalk and leave... or get tombstoned. Such an interactive experience.
Myers weakest killer of dbd? What the hell are you all smoking? Myers unlimited tier 3 and green stalk speed add-on is so good... you have built-in uncleansable noed (way before all gens pop). The other duration add-ons are pretty good also.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2794622#Comment_2794622
I've already stated that tunneling and camping can be countered without Perks. Take hits and bodyblock for tunneling and do gens for camping
No it can't. And until you prove it by real stats about 100 games with no BT/ no DS (and the killer knows it)... stop asserting things; cause that is no more than your opinion.
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The devs change the game little by little... and i really do think that the game experience is going into the right direction step by step. Its just that people focus more on the bad things than the right ones. Also, its hard to balance this game: because you have to balance something from two different perspectives at the same time (and people that only plays one don't understand the game fully).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2793884#Comment_2793884
Why do Survivors deserve a free unhook because the Killer decided to protect the Hook? Why is fun a good metric for balance when it's subjective. Does the Killer's fun not matter? Are Killers who want to win by playing strategically non-existant and the only camping and tunneling Killers are the ones who want to be annoying? Why nerf already counterable strategies?
People have fun when they can counter things. Whether you take a killer or a survivor perspective, having situations where the player can't do anything "whether they are skilled or not" is not a good thing. Killers can't deal with gen speed efficiently without perks, that is exactly the same against camping-tunneling with survivors.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2792681#Comment_2792681
Trapper has eight traps total, if he even has time to utilize them all in a match. They may never even come into use, and can be disarmed by survivors. Then the RNG chance to escape traps. But there’s of course powerful snowball potential.
Trapper can reuse his traps. Pig can't.
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@kld3169 said:
Totems in general need to be better hidden, I think. But, once the locations are learned/memorized we are right back here, no?
Well, at least survivors would have to go out of their way to search them... and not spot them "out in the open" 2 meters from a gen.
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If they don't want to fix their spawns... they could make undying/ thrill of the hunt better as totem defense perks. Even create new ones.
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@Zolfo16 said:
Probably the base kit will be a minor version of BT, like 4 or 6 seconds BT and the normal BT will be "transformed" in something like "when you unhook extend the duration of the enduring status effect after being unhooked of 4-6-8 seconds, gives also a speed bonus of 10%".
I don't think that they'll go under 8 seconds (purple insta-heal/ soul guard...). And they probably shouldn't.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2793072#Comment_2793072
gen speed isn't gonna be addressed ever the devs have made that perfectly clear.
I don't care.
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@Nathan13 said:
I don't want any perks being basekit.
And i'm tired of camping-tunneling/ gen speed... doesn't feel as the only one.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2793040#Comment_2793040
To be clear, I did say “slightly” increase the time it takes to complete gens. Even an increase of a few seconds is probably sufficient and wouldn’t make matches last more than maybe a minute longer than they currently do.
Well, yeah, they could do that too.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2792954#Comment_2792954
It was more that killers grasped at every straw in an attempt to slowdown gens.
Apparently, people thought it to be better than pop and corrupt. So that is saying something maybe.
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2793014#Comment_2793014
Wait, I've always ignored a box that I survivor used to take their trap off thinking, if it took it for that survivor, it wouldn't work for mine.
I don't know if its only a chance of taking your traps off on one box, or if it is boxes having keys for one headtrap in particular... cause i heard both. But, yeah, multiple survivors can have the same box to go to in order to get their traps off.
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@Holkapolka said:
I would take inbuild deadlock over CI, as it makes it impossible to pop to gens at once. Just like bt makes it impossible to hook a surviver two times in a row.
That's also a good idea.
@dugman said:
You don’t need to give killers an extra perk or perk slot if the Borrowed Time being base kit buff happened, just tweak the time it takes to complete gens up slightly. That parameter is just one number so it’s very easy to change from a programming standpoint, and it can be finetuned up or down in whatever small amounts are desired.
That is a possibility, but making gens take longer might make working on a gen too heavy gameplay wise... thats why i rather like ideas to make gen regress or make them blocked.
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2792980#Comment_2792980
https://forum.deadbydaylight.com/en/discussion/comment/2792981#Comment_2792981
So there are 5 boxes. But they only need them if they finish a gen.
So if they all try to get out of the trap before doing a gen, mainly judging by the dead giveaway that y they all start with the traps, chances are, the killer is going to doubt their selection, or not, but at least they get maybe one survivor killed, not all 4.
How are they getting 4k?
The whole point of the bear traps is stalling if you use them at the beginning, just don't do gens until everyone is free from them. If the killer is afk, you got nothing to lose.
There is only four jigsaw boxes on the map; not five. Pigs can get a kill by camping a box only if the survivor searched the previous three boxes and failed. Getting one kill like that is lucky... so getting 2/3 or 4 is even more. But that is a thing, and it shouldn't be doable in the first place. There is an easy way to fix that problem that would also prevent survivors from getting their keys on first try: make survivors go through " x " number of boxes everytime... and make " X + 1 " boxes spawn.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2792990#Comment_2792990
I do think it's worth mentioning that Forever Freddy had a range of how effective (and therefore boring) it was depending on how many speed increases the survivors brought, but yes, I agree. I personally favour putting some kind of soft cap onto stacking different perks and items, so you can still shave time off a generator and don't have to hold M1 forever, but can't bang out generators in crazy short amounts of times. You'd also have to tweak what killers have available to slow gens down, but that's doable too. It's a time consuming endeavour but it's just juggling numbers, I doubt it'd be too difficult to do.
It would be tricky, but I do believe it's doable.
Thats definitely a good idea that they should look into. I completely agree.
@Lat0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2792975#Comment_2792975
I have more than 2k hours, just a player with a different opinion than yours.
If we keep pampering the playerbase and make everything basic, the game will be too dull and braindead
Fair enough.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2792986#Comment_2792986
I do play Survivor, SoloQ almost exclusively. It's 100% counterable, especially with the new CoH meta
If the killer play around perks that don't exist. If he doesn't play around and they are not there, the team get smashed. Even as a killer i experienced it in some matches.