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Faulds
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2792972#Comment_2792972
Oh, I agree- I just think that looking for a perk to make basekit is too limiting, especially since gen speeds don't have a perk that'll do the job as neatly and concisely as BT does for tunnelling/camping.
Like I said, the better pick is to scale back how quickly generators can be done. Instead of just blocking them, or futzing with skill checks, just scale down some numbers on all the various perks, items, addons, etc that speed up generator speed or put a cap on how much you can stack together- simpler, cleaner, concise, and works for every killer.
Okay, my bad, i misunderstood. But i don't think making gens take longer is the right way either... i mean thats why some freddy's add-ons got nerfed in the first place (forever freddy was so boring to go against).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2792975#Comment_2792975
Survivors can counter tunneling and camping without Perks. Bodyblock the tunneled Survivor and do gens if the Killer is camping. Killers have to tunnel and camp to deal with how efficient Survivors can be/how bad maps and spawn can be. BT would also give Survivors a 5th Perk slot for more second chance Perks
Survivors can't counter camping/ tunneling without perks. You should play the other side before asserting anything; thats basic survivor knowledge.
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@Idontknowtbh said:
I've seen this in discussions a lot and I don't fully understand what is it they do.
Is it when survivors start the game with the reversed bear trap?
And, if so, can they not take it off before doing a gen? What am I missing?
They must use video tape and camp one box... the one the survivor unfortunately needs. I think that it should backfire most of the time, and only get them one kill if lucky. But yeah, thats not fun for the unlucky survivor.
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@ThatOneDemoPlayer said:
I don't think BT should be base-kit at all, atleast not how it is currently. It rewards unsafe unhooks and allows for bodyblocking. If it was a nerfed version, maybe I'd be ok with it
BT should be base kit because camping/ tunneling killers have too much power if survivors don't bring the right perks to deal with it. What happens too much in solo q. Did you ever play a custom match asking for the survivors for no BT/ no DS? It's a massacre.
You must not have that many hours in both sides then...
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@jesterkind said:
I think it's far, far too limiting to think about it as "a free perk" for killers, when it's not just "a free perk" for survivors. Basekit BT (or something close to it, which is what I suspect they're actually planning) would exist to cover a flaw with the game's core design- specifically the fact that a hard tunnelled off hook survivor has absolutely zero control and is put in that situation through no fault or mistake of their own. BT is good because sometimes as killer it's the best bet to try and tunnel someone immediately off hook before they can react-- or hell, it's really easy to accidentally hit the guy who just got unhooked.
So, something in the same vein for killers would be something out of their control that improves a core flaw with the gameplay. I'd argue there genuinely isn't anything like that in the perk roster, but that doesn't mean there isn't a corresponding change that could be made, it'd just be kind of a sideways relation. I'd argue that the closest would be tweaking how aggressively generator repair speed buffs can stack- not making gens take longer themselves, but lowering how much survivors can speed them up.
There is two issues in dead by daylight: camping-tunneling/ gen speed. BT deals with camping-tunneling perfectly fine (even more if you understand that you can stack ds on top of it). Killers need something with gen speed... and the moment they are the weakest is the early game "when you can lose two to three gens in the first chase". And this is in the survivors control... not yours. Thats why i brought up the discussion to begin with. In both issues, the opponent side has too much power and it needs to be weaken.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2792954#Comment_2792954
That was back when there was like 3 regression options. Pop was decent but an active perk you had to think about, and corrupt which was new so many didn’t want to use it.
New ruin has a stronger effect but is harder to keep active for long periods of time
I'm just saying that killers need help with early game, and corrupt might be a bad idea to get as base kit because hex totems would suffer from it. That's why i talked about making old ruin base kit... but on the corrupt intervention model. Old ruin was not that ineffective against good players as the community made it out to be.
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@Phasmamain said:
Old ruin wouldn’t do anything against good survivors
They all say that but somehow 80% of the killers ran it anyway. That says much more about its utility than anyone's feelings about it.
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If BT becomes base kit, it should be only fair that corrupt or pop become base kit too. Killers need help with gen speed, as much as survivors need help against camping-tunneling.
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@GoshJosh said:
Eh.. RNG is a part of the game. Trapper has to deal with it too. I’m more in favor of being able to re-search a nearby box if the game detects the Pig too close to the last box a survivor still needs to search. Also, don’t see why she should have the privilege of knowing where the boxes are. They’re already serving their game-delaying purpose.
Trapper has infinite traps... Pig only has four. That's why there shouldn't be any RNG in it.
@Reshy said:
https://forum.deadbydaylight.com/en/discussion/308896/pig-headtrap-issues-idea
Used to be that way, but too many survivors somehow managed to die to pig regardless so they removed the mechanic.
https://forum.deadbydaylight.com/en/discussion/comment/2792350#Comment_2792350
IMO I think trapper's traps should start opened already just for that little bit of map pressure early on. Also maybe just make them spawn in better positions.
I checked the wiki, pig never functioned how i'm proposing her to work here.
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I'd prefer the idea of making the perk on a cooldown: 40/ 30 seconds of cooldown.
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I think reducing the cooldown to 30 seconds would be enough. If make your choice can only activate on one survivor at a time... i don't think they'd do different for dragon's grip.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2790667#Comment_2790667
Probably because lunar generator being excessively higher BP than lunar hook.
As survivor my best bloodpoint gain is around 50K. And as killer, my best bloodpoint gain is 62k. I'm talking about the score i made in trial only. So i ain't sure killers are really that left behind.
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@GoshJosh said:
They need to at least remove blood point category caps for survivors. That way if you really help the team out in one area (usually objective points), you aren't punished for having never interacted with the killer or other survivors. You could just get points at a lesser rate (maybe half?). And you still can't exceed 32k BP total per match, if BHVR is still afraid of farming.
Killers should rarely get less BP than survivors though, if they put good effort in. This event is skewed way stronger towards survivors for some reason though. Even dying survivors are outscoring killers.
@Akumakaji said:
Yeah, it sure feels good as a, survivors to just play normally and get around 50k points, but why, Why, WHY do killers slack behind so much? Isn't this event supposed to be generous in general and whish everyone luck and prosperity? So why does it feel like killers get shafted hard?
You don't wanna get accused of catering to survivors, while ignoring the killers plight? Then don't make stuff like this happen, for everyone with eyes easy to see.
I'm not sure killers are left behind with the red enveloppe... i did manage to make 62k bloodpoints one time.
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I don't think making amanda's letter base kit is the way to fix pig (even if Pig keeps four traps with it). I think the best way to fix Amanda is to get rid of the RNG of the headtraps and make the ambush dash longer (it lasts only two seconds... why?).
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2785706#Comment_2785706
But removing it punishes the situations that exist where he can. Also facecamping for no reason is different from strategic camping. Players should not be able to just unhook right beside him without facing the entire point of his power.
Bubba being able to cancel any save is not fine. But we can always deny it for no reason... doesn't change that fact, neither the fact that some players abuse it.
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@SuzuKR said:
That would literally make him a worse Hillbilly. The entire point is he can multi hit.
@Mandy said:
I'm not sure if that's something that would weaken him way too much and make him too much like Hillbilly.
I don't think LF is too strong as a killer, I do think his camping potential is too great - but that to me is more off an issue with camping rather than the specific character.
I'm not sure Bubba get multi-hits outside of hook camping though.
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Thats a definitive yes on my part. Used it on iron works of misery as a solo player... the killer couldn't hook me if i put myself in the right spot. That is just one example other than RPD... pretty sure we can find other problematic spots on a lot of maps.
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No, because the map i hate the most is gideon meat plant (as a killer). And, as a survivor, no map frightens me in particular.
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I think too that ruin is better than it was... it doesn't feel as a nerf at all in my opinion.
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I've actually just learned that there is a 50% healing speed penalty on self heals now. I do think that it does make the perk way more balanced; if i'm understanding everything correctly.
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That's actually not a bad idea. But, about MS making basement into scourge hooks, i'd prefer if it was a base kit feature for scourge hooks instead of a perk. Even if it is not a bad idea either (it would be the equivalent of undying for scourge hooks perks).
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2777385#Comment_2777385
It's punishment without any complement, of course everyone would oppose it.
https://forum.deadbydaylight.com/en/discussion/comment/2777412#Comment_2777412
Whether you think so or not, the fact is there is much less killers than survivors in many region, regardless of time.
First: making bt base kit without helping the killers against gen speed is a bit unfair... but it is not a reason to not adress camping and tunneling either.
Second: i don't know why... but playing killer currently is so much better than playing survivor to me: quick wait times, and a majority of match where i can actually win with my skill. On the contrary, solo q is garbage... long wait times/ bad teammates and unfun killers. So, i don't understand killers complaining about losing every now and then "to the point of quitting the game".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2777385#Comment_2777385
People don't like the idea of BT basekit because we already have a lack of Killers.
We need Killer changes first, then BT basekit. Or, even better, we need those to happen at the same time.
Killers aren't that weak with the right perks and add-ons "in my opinion".
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@Pulsar said:
So, if you make killers so powerful that they don't need to camp and tunnel to win... what do you think would happen when killers still camp and tunnel?
If there isn't a need to camp and tunnel, then we can punish camping and tunneling more harshly. That's...kinda the whole idea.
I like the idea, but i'm also seeing people's reaction to the idea of BT becoming base kit. When, objectively, it'd be a good change for the health of the game.
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@SwampDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2776760#Comment_2776760
There are actually 5 boxes. This box was the last one for me. The survivor she had trapped couldn’t get out. I couldn’t get to the box. Both of our head traps went off and that exploit ensured 2 kills in the most unfair way. The game devs don’t care and will never fix things like this.
No, there is four boxes on every map... and always has been (previously add-ons could make 5 to 6 box spawn... but they got deleted).
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There is four boxes on the map, and it is highly unlikely that she manages to camp one box where two survivors have to get their keys. But yeah, it is a possibility and that is not fair... exactly like removing your trap on first try (what happens even more). That's why i hope pig's power could change to take it into account.
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If anyone wants to know: you can add 1 or 2 bottles to pinky finger add-on... it didn't get the iri head treatment.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2774927#Comment_2774927
That's why I am using one of the two add-ons that gives her an extra trap so she has three.
Well, after playing it myself, having 16 meters aura-reading and three traps actually feels like a solid build (i think it is better than base kit Pig). But, in all honesty, and especially for an iridescent add-on... they could drop the bear trap removal as a drawback; but that is just my opinion.
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@Clevite said:
Nah, DS is the superior perk. BT only protects your teammates when you make a ######### save. DS protects you when someone else makes a ######### save on you.
Don't make unsafe unhooks and you won't need BT. If the killer is chasing you near a hook, continue to take agro away from the hook, not run in for the save anyway relying on BT
Like i already said: doesn't work when killers defend hook on purpose. Its not up to me for the killer to not defend his hooks.
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I think that losing 2 traps is still kinda bad. I didn't try the buffed add-on, but i will for sure.
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Keys can give you a free escape with one perk, and moris allow you to bypass DS on death hook. Both of them aren't that bad and have their use. Only green key and yellow mori are really bad in my opinion.
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As a pig main, all i'm asking is for five jigsaw boxes to spawn and make all survivors do four of them (no more no less): no more box camping, and no more first try... everyone would be happy.
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@KajdanKi said:
To be honest there is not a lot of them.
We're definitely not playing the same game.
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Map offerings aren't a problem in themselves... it is the unbalance of the maps that is the root of the problem.
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@KajdanKi said:
If you team dies because of no BT then try not to pick hooked ones in front of killer or running in strait line to help him so that killer sees your intention or dont loop freaking killer nearby hooked one.
Im 99% survivor main and most of survivors who cries about tunnelling are such guys as above. If you were a killer, wouldnt you not let him being unhooked to have an upper hamd, especially if it happens in front of your eyes?
I never use BT yet I win a lot as solo survivor
That doesn't work when the killer camp and tunnel on purpose.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2774564#Comment_2774564
It already is.
Or maybe i am not understanding what you mean.
I'm talking about making the blood brighter. Blood hound makes the blood glow in red... if i'm not mistaken (and haemmorrage doesn't)
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I don't really like all those ideas. I'd prefer if haemorrage status effect applied blound hound effect... like some previous threads talked about.
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I'm french, the twins are french... should i feel offended?
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MMR made the survivors go harder on gens when i play killer. And it made killers tunnel/ camp harder when i play survivor. Unfortunately, i didn't see an increase in my teammates level... except at the very beginning of mmr. So, overall, mmr didn't change much in my experience.
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I think making BT and Corrupt basekit for their respective player side could make the game more fair; and probably more fun.
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The most boring killer to go against is not a problem of game design with one killer... its the way the player uses it. Every killer can be fun or boring to go against... as long as its user have a chill or annoying behaviour.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2758213#Comment_2758213
Yet again you aren't even bothering to present at least one proof to why it's "not negligible as a nerf". Your answers are laughable and your inability to actually take into account what you are responding to is admirable. I see no point in writing the same arguments fourth time in a row when you clearly think that your opinion can't possibly be wrong and any other opinion isn't even worth reading. Have a good day, sir :)
(or ma'am i dunno)
100% gen regression speed: 320 seconds for a full gen to regress. 200% gen regression speed: 160 seconds. 150% gen regression speed: 240 seconds. That's why i think its not negligible as a nerf. Have a nice day.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2758066#Comment_2758066
I never said you are an idiot and I never said that you are killer-sided about everything. But your view on this perk and ignorance towards its potential stength does indicate that in this particular case you only see killer-side's problem (oh, they can power through it if I waste too much time doing something else rather than pushing them off gens) and ignore survivor-side's problem (oh, great, all my progress gets lost as soon as I stop genrushing and I literally - with your proposed change - can't do anything about it). Therefore you are not taking into account both sides for such changes and you suggestion does very-very-very heavily benefit killer's side only. How can you say that your opinion on this matter and the suggestion itself is not killer-sided? What?
"i disagree with you it would be too strong especially on high mobility killers" is exactly what I said in my first comment, just in the form of rhetorical question rather than regular sentence. You answered to me that Ruin's effect "doesn't mean anything" 'cause survivors might "power through" it. In response, I said why this "powering through" can happen (bad gen pressure and/or bad mobility) and expained why Ruin being or not being breakable does mean a lot, pointing out its strength at any Tier (because it's main purpose of saving killer's time and wasting survivor's time is present even in Tier I) and it's exactly why simply putting it from losable Tier III to perma Tier II is not even a drawback (as the tradeoff of making it completely unbreakable turns this "nerf" into a large "buff"). You answered me again, now accusing me of "assuming" something about you and basically stated that Ruin's strength is not objective, rather subjective (again, with zero arguments to back this opinion up). In response, I pointed out why its strength is, in fact, objective as it affects players all the same no matter the skill level and playtime (therefore lowering it by 50% max doesn't change effectively anything). And you responded to it by stating that I "lost any form of debate" (despite me being the only one of us presenting any arguments to prove my point) and implying that my attitude is somehow bad. Really? Pointing out flaws in one's opinion and giving another perspective is a sign of bad attitude? Since when?
And still, even now, in this fourth answer to me, you didn't bother explaining why your idea is valid and why it might be a change that's good for the game. Your only argument is "well, it's a good change because I think it's a good change". And as soon as someone else says "no, I don't think it's a good change - here's why" you either not enter in conversation with them at all or (in my case) you get all offended by those words and refuse to provide any counter-arguments. You are being childish for no reason whatsoever.
I already told you time and time again that taking ruin from 200% to 150% is not negligible as a nerf... you're as much stubborn and ignorant as you pretend me to be.
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I'd love to have a last of us chapter. I would definitely buy Joel/ Ellie if i could.
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SBMM wouldn't be a problem if there wasn't some blatant balance issues (and those exist on both sides).
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2757506#Comment_2757506
Tier II Ruin is still a viable Ruin, because regression is quicker than that of basic kick and you don't even have to kick anything. It's a win-win scenario all around lol. Of course it's not a drawback - you aren't losing or risking anything, there isn't even any cooldown or condition for it to activate, you just have it permanently with zero effort from the start. The only thing you did is lower its effect from one tier to another, it's barely even a nerf. It's the same as if BHVR instead of making DS disappear after doing progressive actions just shortened it's duration by 10 seconds (which btw would not have fixed DS abuse, popular back in the day). Get off you high horse, my dude. If you have an idea and you decided to share it online - be prepared for criticism and protecting your idea with your arguments. You still keep answering me things along the lines of "i said i'm right" instead of at least once saying why you are right and I am wrong. But sure, I'm the one with the wrong attitude here...
It is a drawback since the perk has been nerfed to compensate for not being a hex. Maybe you think its still too much... i don't. And you should get off your high horse too. Serioulsy: is it hard to say "i disagree with you it would be too strong especially on high mobility killers" instead of being a prick and implying that i am an idiot by saying that i am "killer sided"? So yeah, meditate a bit on it.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2757228#Comment_2757228
Not assuming anything, just stating that considering Ruin becoming non-hex as something trivial ("It doesn't mean anything") is clearly a killer-sided view on this perk. Killer not being able to get any use out of active Ruin is always the result of either player's bad ability to pressure gens or the character's inability to traverse through the map fast enough to patrol several gens in a short enough time. If the player can't use perk, they are either bad at using it or they chose wrong character to use it on - that's just straight fact, didn't assume anything there either. Sure, Ruin can be powered through. So can any other perk in the game one way or another. Doesn't mean all of them should be buffed.
It's one thing to find something specific too overwhelming personally (e.g. some people seriously consider Lightborn to be OP when it's clearly not), but there are also some objectively strong perks in this game and Ruin is one of them. One of the main reasons it's considered that, is because it saves time for killer (not having to kick anything) and retracts survivors' gen progress every second they are off-gen (which means if they are on gen, they have to stay on it and can't do anything else w/o losing repair progress for doing so). You propose to make this effect permanent with no drawbacks to balance out such change (you did say change it from 200% to 150%, but it virtually changes nothing). If you don't see a problem with that, it leads to believe that you are not taking both sides of playerbase into account.
What I do assume is that people create polls to see people's views and discuss. I'm giving reasons to why your idea is unbalanced, while you're just keep shrugging it off "I don't think it is" style without backing your point up with any valid arguments. That's not a discussion lol.
When you say that making ruin lose 50% of speed is not a drawback you clearly lost any form of debate (and lets not talk about your attitude).
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2756890#Comment_2756890
Then, I guess, you don't realize how literally broken it will become on every single killer with anywhat good mobility...
If survivors power through Ruin and Ruin doesn't slow anything down, then killer who uses it completely sucks at gen pressure and/or has zero mobility. I already mentioned mobility aspect and as for sucking at gen pressure - that's not the game's problem and not a matter worth changing for everyone. As soon as infinite non-breakable Ruin gets into hands of a viable player it suddenly starts meaning a whole lot as its effect of passive accelerated regression is incredibly strong in the grand scheme of things. Being able to waste opponent's time is the single strongest power in DbD and well-used Ruin wastes a LOT of time. You want it to have this effect with zero drawback (currently present in possibility of it being destroyed), which kinda tells about very one-sided view on the game.
Yeah, when you don't know who you're talking to you shouldn't assume anything to begin with. You might find ruin as not a hex too overwhelming, but thats not the case of everyone.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2756850#Comment_2756850
So, infinite Tier II Ruin throughout every match?
You do realize how literally broken it will become on every single killer with anywhat good mobility, right?
Hexes are removable for a reason.
And i've seen survivors powered through ruin. It doesn't mean anything.
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I didn't say "basekit". I said to change a hex perk into a non-hex perk.