Firellius
Firellius
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- Firellius
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The fact that you're forced to use it if you want to sprint is a drawback that makes it competitive with Lithe. If it was activated on demand, it would beat all other exhaustion perks.
This issue is an intended feature of the perk.
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I still had a Nemesis daily challenge the other day, left over from a while back.
'Reach mutation level 3 as Nemesis in one trial
3/4'
I hadn't played in a while.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2555471#Comment_2555471
I like the cooldown idea- it shouldn't be too long since it shouldn't end up being the same as the perk being limited-use functionally, but it might be a bit healthier to give the Killer a few seconds to breathe when they snuff a totem. Probably not necessary, but definitely a good place to look first if Boons end up being oppressive still when they hit live servers.
Very silly statements about NOED, though. It'd be a broad overall game mechanic, not some special privilege afforded to NOED that it "deserves".
Well, if such a rule were to be put in place, NOED should be the exception by merit of how terribly designed that perk is, is my point.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2554032#Comment_2554032
That's a common issue with killer that, it just doesn't allow much time to sit and plan or think. 2 gens usually pop after i only hook 2 times and that's been right as the match started to i was on a chase and downed and so on, still 2 gens pop. That's half the game over right there and 2 people were only on 1 hook.
2 gens isn't half the game, it's a third. And that's if you're very generous, considering the game tends to slow down really badly towards the last gen.
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@Decarcassor said:
Because Boons are unlimited, they still need 2 changes to make the unfair competition against Hexes a little more even:
- After the killer snuff a Boon, the totem should be blocked for a short time.
- Hex: NOED, Plaything and any other future Hex that activate during a trial should be able to override Boons.
IF any further nerfing is necessary (Which remains to be seen), I think the killer extinguishing a boon should put a cooldown on the boon's owner's perk, preventing them from replacing it for, say, 30 seconds.
And no leeway for NOED. It does not deserve any. Plaything overriding a boon is fine, but NOED should not get that cop-out.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2553408#Comment_2553408
The reason is the horror licenses
Which they wouldn't be able to get if the game didn't have its own backbone to rely on. Coattail riding doesn't make you the biggest in the industry.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2552884#Comment_2552884
EA is just the publisher, not the developer. Respawn is developing apex and gets a very limited cut from the revenue. Most of the money gets directly into EAs pockets, not to respawn. Educate yourself before having such a big ego.
Understanding DbD and having insights into bhvrs headquarters are still different things. So don't act as if you know secret stuff. Cut that bullshit of whiteknighting and simping for BHVR and face the reality that bhvr is giving us bones.
'Scuse me, dude?
@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2552757#Comment_2552757
Again, look at Apex Legends. Publisher is EA. So even EA, one of the most hated publishers (rightfully) brings so much new stuff for free, whats the excuse for BHVR?
Also, you come with "Spoiler" as if you have exclusive insight into BHVRs headquaters. Enlighten us with your secret knowledge and tell us the reason why we dont have new game modes then
YOU said EA 'brings so much new stuff for free', and now you're yelling at me that I'm getting the publisher/dev relationship wrong? I simply said EA is one of the biggest gaming companies. Yes, Respawn doesn't get their full budget, but they're still operating on more than BHVR, I wager.
Understanding DbD and having insights into bhvrs headquarters are still different things. So don't act as if you know secret stuff. Cut that bullshit of whiteknighting and simping for BHVR and face the reality that bhvr is giving us bones.
They ARE different things. So why are you accusing me of saying one, when I've said the other?
Actually, don't answer that, because that's off-topic anyway. I'll pose you the challenge again: Try and come up with something. That's not whiteknighting for BHVR, that's 'whiteknighting' for gamedevs in general. They're not perfect, not by a long shot, but there's a reason DBD is the ONLY asymmetrical multiplayer game that reached a one year anniversary, let alone FIVE YEARS. They deserve credit for that.
TRY and come up with something. Put yourself in their shoes and see if your criticism is valid.
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CNN are killer mains, trying to silence survivors.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2552757#Comment_2552757
Again, look at Apex Legends. Publisher is EA. So even EA, one of the most hated publishers (rightfully) brings so much new stuff for free, whats the excuse for BHVR?
Also, you come with "Spoiler" as if you have exclusive insight into BHVRs headquaters. Enlighten us with your secret knowledge and tell us the reason why we dont have new game modes then
EA is also one of the biggest game companies in the world and Apex is one of the simplest games, and they've still only got two gamemodes, last I played.
I don't have insight into BHVR's headquarters, but I do understand DBD. That's all you need. Again, just take some time to get over the excuse of 'well -they- are the devs, -they- need to come up with something', and try to come up with something yourself.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2552750#Comment_2552750
How does it help? It helps noone, I have 5 years experience with BHVR. Its only wasting my Time. And time is a high value goodie
It helps you understand why they haven't done it. And spoiler alert: It's not because they're bad at their jobs.
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@Apexgnifrums said:
https://forum.deadbydaylight.com/en/discussion/comment/2552634#Comment_2552634
Am I BHVR? That's on them to figure out. Besides, even if I take hours of my personal time and craft an amazing gamemode idea: you think bhvr will take it and even acknowledged it? They ignore it like 99% of the community ideas. Waste of time.
Okay, but it helps if you have at least something of an idea of how game design works before you start calling others incompetent. It'd be an entirely different matter if the forums were teeming with easy ideas to implement, but the thing about DBD is that it is an extremely complex game with a ton of hooks and eyes to it and a very fragile balance.
This idea that people can just pull another gamemode out of their arse is a really dumb one and when you come in here to cry about a lack of new gamemodes but you can't be bothered to come up with even the bare minimum of a concept you just cast yourself in a very unfavourable light.
Though you also did plenty of that when you said that in five years, DBD introduced no new concepts or game elements. Particularly when the last killer had one, and the upcoming survivor has one.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2552634#Comment_2552634
Curses and gears. Survivors have the aura ability to see bnp like gears that spawn on the map. The aura read covers up to 36 meter's. A max of two can spawn at a time.
Killer can see curse like rifts. A rift spawns and despawns across the map The killer can see the aura of a rift up to 36 meter's that grants empowers there next power or base attack capable of downing an exposed like effect. this empower attack is one use. Up to one rift will spawn every 40 seconds.
Survivors can cleanse curses and killer can destroy gears. The killer will not have any aura read on gears nor will survivors have an aura read on curses.
What would the goal of this gamemode be? Do survivors just need to collect all gears, or something?
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I mean, you said it yourself: "I was playing a weak killer in a mmr way too high"
They probably just smurfed their way down because the new system only counts death or survival and doesn't incorporate anything else. They would've pipped under the old system, but they lose MMR under the new system, so they just go down further and further and get easier and easier games. All they have to do is suicide at the end.
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So, what other gamemodes do you think would be good additions to the game?
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@Axx said:
The only way to truly determine a survivor player's skill is by chase time. The only truly skillful thing is being capable of running a killer. Everything else a 10 hour player can do just as good as a 5k hour player. Hook saves, healing, and doing gens are not indicative of skill. Sure there are things like body blocking but I would assume it would be hard to determine what was an actual good body block or someone trying to farm MMR with it.
On killer it is much easier to indicate skill. Chase time, hits, hooks, kills and to a degree, gen repair delay. Survivor just has so much down time that there really isn't much to go off of if we are being honest. The killer is always doing something to display their skill.
As someone who's been interrupted on a hook save by an idiot bringing the killer to the hook for a hook bomb, I can safely say that hook saves are a bit of a skill too.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552272#Comment_2552272
But it's so polarizing, what the game becomes when the key is in play. Kill 1 person, and everyone escapes with a key. They just have to do 4 gens and find hatch, which is as easy as breathing, especially with SWF and a hatch offering. What are killers supposed to do? Force a 4-man slug from the start?
I'm not saying keys aren't a problem, but 'just do 4 gens' isn't always easy depending on the competence of the killer. It's not unusual for games to stall around the third gen, and at that point, the hatch can only spawn if there's three dead, in which case the key doesn't make a difference, or if there's two dead and one more gen gets done.
Keys did way less damage to the game than moris.
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@dspaceman20 said:
Can someone explain what's going on and what I'd nft
I looked it up: some other company is selling NFTs made from DBD assets, specifically Pinhead's model.
An NFT is a piece of visual media with a unique code attached. That unique code is treated as a proof of ownership over that particular art piece within the NFT community.
It also takes ungodly amounts of power to generate these codes, meaning that NFTs are likely to burn through massive amounts of fossil fuels to generate, making them extremely hazardous to the environment, and their value is entirely arbitrary.
That's how I understand it, anyway.
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Probably because as much as killer mains like to whine, keys have never been as much of a problem as moris.
Moris just cut killer requirements by 1/3rd or even 2/3rd, while survivors only got to skip the gates (<1/6th), or as many gens as the killer has made kills. And keys still required coordination to get more than one person out.
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Coincidentally, I was trying to remember 'that one great idea I had' today, which led me to dig this thread back up:
@Firellius said:
I've picked up here and there that people are thoroughly annoyed with the way the bloodweb throws random perks at you to unlock and level, which means that as you acquire more perks, you are sometimes left leveling up dozens of times before a perk becomes available, all at pure RNG.
My suggestion is that Prestiging a character allows you to choose a perk to be permanently available on all characters.
For example: You prestige David King once, you get to choose: Dead Hard, No Mither or WGLF. You -obviously- choose the best perk in the game, and now when you switch over to your level 1 Zarina, there's No Mither in all its glory, available straight from the start!
This would add a gameplay value to prestige and could alleviate the problem of overflowing perk lists, all in one fell swoop.
It's a way to futureproof the game, improve the grind and improve the reward for prestiging.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2550313#Comment_2550313
You wouldn't have them simultaneously. You would have set 1 in beginning and leading through middle. Then set 2 would become active after last gens repaired and set 1 deactivates
That would fully guarantee No Way Out, NOED and Bloodwarden, every single game without exception. It's just add a minimum of a minute to trial time. You might as well make Gens take 50% longer to get the same result.
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@Shroompy said:
Depends where the chains spawn, if they spawn in a way that makes the survivor face away from the pallet or window they cant vault/throw it down
Can confirm, by the way, that this is not the case. The pallet can be dropped no matter what direction the survivor is chained from.
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@baseballfan4877 said:
https://forum.deadbydaylight.com/en/discussion/comment/2547701#Comment_2547701
because both are stupid perks. It gives survivors more control and second chances than they need.
Honeydoodle, survivors have three hookstates. The fact you're having an issue with a 'second chance' perk shows you don't understand the game.
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Spawned in the undercroft of the big building on Black Rose. Killer is on me in under 10 seconds and he's at the only exit near me. I have one pallet near me, and it's a useless one because I can only go one way from where it is and the killer can easily catch me. I get instadowned, because it's a Bubba, put on the hook, and then facecamped. Because it's a Bubba.
Other survivors genrush as much as possible, I die by the time gen 5 is done. NOED pops, he slugs for the 4K.
A tour of the absolute worst that DBD has to offer.
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@Lochnload_exe said:
You really don't slow yourself down that much unless you are taking a super long time to go for chain shots. By just setting the gateway on the survivor and shooting the chain instantly there is almost no slowdown to you, it also always forces slow vaults, it makes him really oppressive on some loops.
Yeah, but winding up the gateway already slows you down, and coming out of the possession also slows you down. And that's assuming any of the chains even hit, because I just had a match where I hit a target and zero chains connected, including the one I possessed. I also had one person normal vault a pallet while chained, so I don't think you're correct in it always forcing slow vaults.
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@Shroompy said:
Depends where the chains spawn, if they spawn in a way that makes the survivor face away from the pallet or window they cant vault/throw it down
Oh that's awful. So it's total RNG?
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It's usually dead by then in my case because I often run DetHunch.
But if I'm on field medic Jake or dumpster diver David, it's full on panic time.
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@baseballfan4877 said:
That is all
Sure. Until DH is removed and then you move on to-
Oh.
Reality exceeds parody.
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Autodidact is a full-on meme perk. It's terrible, but really fun, the one match every twenty where you get it to work.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2545457#Comment_2545457
I don't think they took killers' perspectives into account when making the DS nerf. They never do. It was most likely a rare stroke of genius on their part. Someone actually asked "Why can a survivor still have DS after getting straight on a gen after getting unhooked?" Considering Dead Hard still has i-frames, I don't think the opinions of survivors is ever not at the forefront of their design decisions.
The DS nerf was specifically requested by killers, so saying it was based on survivor perspective is a really weird take.
In regards to the whole bodyblocking thing: I think BT should disable collision for the duration of the Endurance effect, just so it can't be used 'offensively'.
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@MrCalac123 said:
No that'd be good for Killer, can't have that
I think you'll be hard-pressed to find a killer that wants to take the first ~30 seconds of a match off to plant a hex.
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@whereismykebab said:
https://forum.deadbydaylight.com/en/discussion/comment/2546415#Comment_2546415
Cooldown seems like a good idea, something that makes it worth the killer's time to snuff it out. Maybe like Freddy's waking up, the more you wake others up, the longer it takes, at least on the same totem.
Ideally the timer would be on the totem, although I am not sure how to implement it. Basically to make sure that the survivors don't take turns reblessing the same totem, let's say in the middle of a 3gen, or on a dead part of the map where they keep running of to heal. So basically the same totem cannot be reblessed for X seconds regardless of whose boon it was. I'm not sure how to indicate it with a timer. Perhaps the entity could just block it similar to Hex:Plaything.
I was initially thinking the cooldown would be on the survivor that placed the boon, but I think you're right, and it would be better if it was on the totem. Or ideally, both.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2545773#Comment_2545773
like being destroyed when a boon is placed on them? or the fact that when they are destroyed they are destroyed permanently unlike boons that get to be relit? or the fact that survivors all get up to 5 perks a game if a boon is up and they are nearby?
Yes, those are Hex disadvantages over Boons. Now think about the advantages hexes have over boons.
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@HealsBadMan said:
Forgettable being not good, not horrible and not memeable?
This Is Not Happening, Wake Up!, Dance With Me, Breakdown, Calm Spirit, Poised, Buckle Up and Fast Track.
Overwhelming Presence. (I'm a Killer main who loves variety, but I struggle to find a situation where I'd ever take this perk over something like Hoarder or Franklin's).
I'd say Dance With Me is pretty memorable! As is Fast Track, which is somewhat memeable.
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What's the wraith perk that makes scratch marks spawn closer together? Predator?
EDIT: I think Monstrous Shrine isn't really a forgettable perk because it is memorable for how bad it is. A truly forgettable perk is bad, but not bad enough that it makes you physically recoil at the mention of it, because then you remember it.
So for the survivor side, I nominate Better Together.
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@DbDCasual said:
https://forum.deadbydaylight.com/en/discussion/comment/2545617#Comment_2545617
I bet you have no problems with Kobe's though... :)
Kobes are dumb too.
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@whereismykebab said:
https://forum.deadbydaylight.com/en/discussion/comment/2545773#Comment_2545773
If by immediate vicinity you mean half of the map, then yes.
Giving all survivors four additional and infinite stronger versions of perks is really way too strong. (infinite off the record, stronger botany knowledge, self care, infinite lucky break) At what exact drawback? The killer being able to temporarily disable it and survivors being able to rebless it infinitely before the killer can catch up to different survivor?
Ever tried to run up to a gen as Legion in frenzy and then be unable to find where anyone went without being able to see the scratch marks, especially on an indoor map? Seeing no scratch marks on half (or all) of Lery's is gonna be miserable and frustrating.
You do realize that the "counterplay" to not being able to find survivors/survivors being extremely stealthy is tunneling and camping, right?
It's just likely to cause a bad and boring experience on both sides. They need to be limited by a token system or require totems to be cleansed in order to bless some of the remaining ones and/or not overwrite hexes. Like hexes needing to be cleansed or it would take 28 seconds to bless at the risk of being interrupted.
https://us.v-cdn.net/6030815/uploads/2ITTAXWDOGHD/5nf4lz5depq71.jpg
Then take the range down a peg, but limited opportunities to put them into play will make them go straight into the bin. Survivors can't afford to take that kind of gamble on perks that aren't worth the risk. I'm already unsure if these perks will see any use a week into their deployment, but if they get a limited number of blessings, they're probably not going to see use before the end of their first week.
Cut their range by 25% and give the survivor a 60 second cooldown when the killer snuffs their boon, how's that sound?
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NOED needs a rework, not a nerf. It's just a terribly designed perk in its current form.
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@Legionair said:
Boon totems in the PTB allow survivors to continuously keep igniting boon totems so long as there are dull totems but killer cant do that with hex totems. These boon totems are also in situational regards (like the we'll make it boon for self heals) SIGNIFICANTLY better than hex totems so why do surv get to continuously boon totems but killer cannot continuously hex totems?
Boon totems also take time to set up, way less time to destroy, innately help the opponent find them, and only affect their immediate vicinity.
They're both totem based perks, but people really need to stop clamouring that boons should get all the Hex drawbacks without recognising the benefits Hexes have over boons.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542526#Comment_2542526
See while everything you said is reasonable, there are unfortunately a lot of really unreasonable people here. Risk/reward gameplay on survivor? Pffft- Not while the very loud minority cries about how they feel helpless when facing laughably weak killers like Legion (yes I have legit seen people cry about Legion being OP on here). Unfortunately this game is made to coddle the survivors, giving them all the second chance perks in the world to erase a mistake that they made with their gameplay. I've legit had survivors who I mind game and outplay just use Dead Hard at the last second to erase the fact that they over extended or made a bad play. Then I get teabagged for it... =/
There is nothing reasonable about the suggestion to have RNG dictate wether you survive or just get downed for free. At that point, the game stops being about survival and just becomes a stealth game, since survivors would have no hope once spotted.
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I don't think there should be any restriction on what perks people can bring.
What I do think would be interesting is if every survivor got an end-game bonus to BP gain for specific categories.
For example: David gets 50% more for Boldness, and 25% more for Altruism. Claudette gains 75% more BP for Altruism. Bill gains 75% more for survival. Felix gets 50% more for objective, and 25% for altruism.
Just as a way to help define the survivors and give them a little BP boost.
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'Quentin Quentin' is censored.
But only the second Quentin.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2544168#Comment_2544168
That logic doesn't really work. Pop can only be done with gens. You have a chance to use it throughout the match. You can't use it endgame. Same goes for Oppression, Ruin, or any gen perk.
That's because they're gen-based perks. Decisive Strike is a hook-based perk, not a gen-based one.
Prove Thyself, Flashbang, Blast Mine, Visionary, Better Together, Technician, Red Herring, all of these gen-based survivor perks shut down when gen 5 is done.
Conversely, Make Your Choice, Devour Hope, Gift of Pain, Blood Echo, all the hook-based perks continue to function.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544125#Comment_2544125
Yeah and Dead Hard is garbage when at full health, NOED is garbage when not all gens are done, Iron Will is garbage when at full health.
Just because the perk has a condition does not make it bad. It is objectively meta and for a reason, Killers tunnel because gen pressure is too harsh. So now Survivors have perks the Killers are forced to respect the mere existence of for whatever reason, only other perk on Killer's side that comes close to what these perks do is NOED.
Oh yeah, it having a condition doesn't make it bad. It just has a very terrible condition, that is what makes it bad. You need to be hooked, rescued, and then downed and picked up again in the next 60 seconds without ever doing anything useful for the team.
That's an incredibly stringent activation condition. Much, MUCH worse than most other conditional perks. It just gets picked because it is the only thing that counters tunnelling. And short of stripping it of its one and only function, you can't make people stop using it. No matter how bad it gets, it will get picked up as long as it counters tunnelling.
DS is not OP. It's just meta because it counters the killer meta.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543883#Comment_2543883
Killers tunnel because killing a Survivor ASAP is the optimal strategy since Gens fly too fast. If you hook everyone equally you get 4 escapes.
And that is why DS is meta. Not because it is a good perk, but because it counters that strategy and makes the game playable for survivors.
Stop tunnelling, and DS becomes garbage.
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At the absolute minimum, picking someone up from downed state should generate a WGLF stack. It is bizarre that the perk's only in-trial benefit does not work with the rest of the perk.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543683#Comment_2543683
Notice how Decisive got nerfed and yet is still used as a meta perk? Interesting, almost like you can add downsides to these perks and they'd still be the best... hmmm
Do you know why DS is a meta perk?
It's because tunnelling is the meta. It's by far the most efficient strategy. DS is the only perk to counter that, which is why it has such a high pickrate.
It's similar to Qin's Sais and Soul Reaver (%HP damage items) in SMITE rocketing up to top pick when everyone keeps stacking max HP all over the place. Doesn't mean they're strong, it just means they're effective against the most popular strategy.
Seriously, if you don't tunnel, DS doesn't do anything in, what, 7 out of 10 matches? How is that a strong perk?
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Keys are being removed. Dead Hard is just next on the list. Once that's down, expect Iron Will or DS to be on the target list.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2541769#Comment_2541769
I should've been more specific. I wasn't necessarily implying just removing the distance and nothing else. The i-frame could possibly be lengthened/improved.
That said, even just the i-frame itself is very strong and I don't believe there is too much counter play.
To put this into perspective, if the killers had a perk like DH it would be a hex perk, with a cooldown, and it would be a weaker version. I say this to illustrate how overly strong it currently is relative to all other perks.
Well, then why don't we put DH on the same limitation? It gains a token whenever a gen is done, and requires a token to use.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2542185#Comment_2542185
Forgiving to one side just means frustrating to the other. If killers could lose every chase because of the survivors' skill and still win because the game is "forgiving", then the survivors would just feel frustrated.
I think the game could benefit in general from having longer running matches. Killers don't like it when they don't have any breathing room to get anything done, and survivors don't like it when they get tunnelled out or camped. If matches just lasted longer so survivors could do more and killers were under less pressure, I think toxicity would go down.
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Frustration breeds toxicity. If the game was more forgiving to both sides, we'd probably be seeing less toxicity.