Firellius
Firellius
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/NKI89GTY1AUV/e1phjcb-5b1-5d.png
The only answer we can give about "why" is answered on the FAQ.
This is the opposite of an answer to 'why'.
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We don't know the circumstances of the expired license. It is possible that the DLC wasn't covering the license costs anymore, it's possible that Netflix got greedy in negotiations, we just don't know.
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Babysitter giving a sprint burst might be interesting...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2433434#Comment_2433434
I'm assuming they will continue to show up in the shrine periodically?
I would assume so. Those perks are not Stranger Things' property.
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@SeannyD115 said:
That's the new system with pallet drops. It favors whoever has better connection to the server.
Not exactly how it works. Lag now can disqualify a survivor from avoiding a hit, but it can no longer qualify a killer to get a hit they shouldn't.
Also, OP, they are aware of and working on the erroneous bloodsplatter and scream.
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It's going to be a real pain for survivors to lose access to Nancy's perks outside of the shrine. Both Fixated and Inner Strength are actually good perks.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2432763#Comment_2432763
They maybe didn't get meta perks, but they got fun perks to use for sure. Which is also good thing.
I love using Flashbangs or Blast mine.
Blast mine is pretty fun, but Flashbang is way too much hassle and too easily countered.
But the devs could shake some things up with more out-of-trial benefit perks. WGLF is a pretty trash perk, but it rockets up the usage chart simply for the BP boost. That'd be a safe way to introduce new perks that actually stick.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2430560#Comment_2430560
The difference being that Evil Dead & Army Of Darkness are actually funny, and Scary movie is a series of bad movies with bad jokes made by bad writers.
And 90% of the jokes in ######### Movie were either about weed, or sex. They were a series of weak story beats to a bad plot, which was a foil for weed jokes and 'lol, sex' jokes.
I never thought I'd say 'I'd uninstall if <x> was added' because to each their own, but I totally would if it was ######### Movie. I would not be able to stand having any of these 'characters' (They barely have personality) in my matches.
Actually, I think it has more absurdist humour than sex jokes, and certainly more than weed jokes.
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@Jacoby2041 said:
I know nobody is taking a majority of the post seriously because of all the silliness of the post and the person who posted it but there's some truth to it if you look really deep down, survivors are all the same and if you've played one you've played them all, we get new killers all the time but survivors just get a few perks, no new interactables or objectives, not even any new items. Game would be better with more items and something else to do as survivor
I think the big issue is that survivors only get perks, and none of the perks are competitive. Take the last two chapters: which perks survived past day three of their release?
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@CashelP14 said:
Here's the problem and why I have even more dislike towards MMR.
So let's imagine the two different scenarios when it comes to face camping killers:
Camping kills count towards MMR:
- This will mean more face camping killers get higher MMR ratings
- This then gives them tougher survivors
- This will force them to face camp even more
Camping kills get penalised and lower MMR:
- Killers who actually face camp will get paired with worse survivors, making easier to beat them
- Killers will exploit this to be able to derank, while also beating teams
- Good killers are potentially forced to proxy camp and their MMR rating drops
- Que times for high MMR players increases
- More likely to get sweaty killers who never need to camp
Think the system is completely busted regardless.
It's almost like camping breaks the game on a fundamental level and poses a serious problem on every single step of development.
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@gatsby said:
I think people hate FNAF because its got a niche small fanbase (talking people who play the games not just like the art-style or watched a play-through in 2014).
FNAF is not “hall of fame of horror” status with millions of sales and its just an indie horror game series with questionable longevity. It’s a little bit insulting to compare FNAF to Left 4 Dead, Silent Hill and Resident Evil. It’s just not in the same category
According to SteamSpy, the FNaF series is up to almost eight million copies in sales.
According to Reddit, Silent Hill, as of December 2018, has sold over 9 million copies.
Resident Evil is apparently at 110 million.
If we're going by sales metrics, I think Silent Hill is just as niche as FNaF is, at least compared to RE. I don't really have a horse in this race because I'm not really into horror as a genre, but I do think that roughly 75% of the flak FNaF gets on these forums is due to obnoxious insistence on its inclusion, but a solid 25% or more is just trying to gatekeep a young franchise out.
As much as people might hate it, FNaF's meteoric rise to fame has given it an iconic status as a horror franchise, no less than SH or RE.
(And isn't RE halfway down the action genre anyway, rather than horror?)
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@CornHub said:
https://us.v-cdn.net/6030815/uploads/7CGREG3NLJD4/polish-20210815-214729915.jpg
Can't believe people missed this frame
It's obviously CottonCandyman then.
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Brenda Meeks, teachable perk: Might as well rob his ass
Anytime you stun the killer by any means, an equipped item regains 20/25/30% of its charges
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@Dehitay said:
The primary problem with Huntress hatches is the server lag rather than the hitboxes. DbD needs more/better servers.
It's both. Regardless of latency, you can be struck through a solid obstacle due to the excessive hitbox.
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While the idea isn't stupid, the suggested numbers are. The increments should be smaller and ONLY positive, not negative. A solitary survivor should not be punished for the deaths of their teammates because it's not in their control. Yes, there are people who just throw the match and wait for hatch, but the game won't be able to distinguish those from the guy who finished two gens solo, got 4 safe unhooks and cleansed 3 totems.
Instead, a 0K should grant survivors x2 and killer x1.
1K, survivors x1.75 and killer x1.25
2K, survivors x1.5 and killer x1.5
3K, survivors x1.25 and killer x1.75
4K, survivors x1 and killer x2
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2424780#Comment_2424780
Point being it is stupid design.
It should be 80-60-47-36 not 80-47-36-32....
It is stupid design, but not in the direction you're suggesting.
If you harshly punish cooperative gen pushing, then survivors have only one option for doing gens: Everyone work solo. The problem with that is that every individual survivor is less important, and this method becomes both the fastest and safest way of doing gens.
If it were to be the reverse, with co-op speeds being faster than solo speeds, then the fastest method wouldn't also be safest. Survivors would have to consider their options and judge whether it's better for them to risk co-operating on a gen or splitting up to tackle more at a time. This would make the killer benefit more from incapacitating one survivor, as it takes not only their progress value out, but it also takes away their co-op bonus.
If solo gen times were bumped to 110, and the co-op penalty was inverted, then gens would go as fast as they currently do during co-op repairs. It'd speed up if survivors would group together more, but that, of course, means that if the killer finds one of you, he finds all of you.
The fact that there's a co-op penalty at all is the stupid design. Not that it's too weak.
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Well, let's not bring those politics down here.
But also, didn't Scott officially retire from the franchise, anyway?
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2422154#Comment_2422154
An eye for an eye makes the world blind, but a bully doesn’t stop when you say no. In the case of the entity’s realm, you take two just because you want, let alone “to be even.”
Then you need to understand that you are fostering the exact same mentality with the bully squads that'll frustrate the hell out of you later.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2421381#Comment_2421381
I don't recall signing up to be on the survivor's team if I'm on killer. And yes, I have. I think rank 4 is enough to understand.
https://forum.deadbydaylight.com/en/discussion/comment/2421382#Comment_2421382
I guess the solution is don't be seen?
https://forum.deadbydaylight.com/en/discussion/comment/2421385#Comment_2421385
Why do you let them push you to your spawn?
https://forum.deadbydaylight.com/en/discussion/comment/2421392#Comment_2421392
Those games are exactly why I feel the way I do. If I agree that friends should be allowed to have fun at one players' expense (how dare BHVR let people have fun!!1!11!!) then why does it not work both ways?
Those games are exactly why I feel the way I do. If I agree that friends should be allowed to have fun at one players' expense (how dare BHVR let people have fun!!1!11!!) then why does it not work both ways?
Eye for an eye makes the world go blind and no one's having a lick of fun along the way.
Seriously, this game is held together by the goodwill of both survivors and killers. The only reason you get to play this game is because there's survivors that refuse to clicky-clicky, teabag and genrush, and there's killers that refuse to camp, tunnel and slug.
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I feel like people need to be aware that the filter blocks 'Quentin Quentin'.
Not 'Quentin', but 'Quentin Quentin'. This filter has ascended beyond mortal comprehension. It lives in the realms of the old gods, bathing in radiant insanity and feasting on our confusion.
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This would be a balancing nightmare. Two killers together leave no room for a chase if they work together, so the gameplay for killers would just be 'one person chases while the other blocks off' while the gameplay for survivors would be 'hold M1 on generator or wait on hook'.
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@DerpyPlayz said:
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
That is how it gets really bad too, one "small" change, and another "small" change and some time down the road the "small" changes start to really bite into average match time.
The idea sounds cool, I am just not sure its a good idea on paper.
To address your initial point...
Yhea, im not to happy about any buffs to heal speed no matter how small. The game is already imbalanced as it is, no need to shave off even more seconds off the killers clock.
Autodidact is the least of your worries here. My best guess is that currently, on average, it actually gives the killer a couple of extra seconds, since it takes a lot of skill checks before Autodidact compensates for its initial slow-down, requiring 5 skillchecks to break into a positive. And that positive ends up still underperforming compared to Botany Knowledge, as it only hits 25% compared to Botany's 33%. Keep in mind that Botany also improves med kit performance, and Desperate Measures also increases unhook speed, and both of those work with Self-care.
We'll Make It grants 100% heal speed increase for unhooking someone, lasting 90 seconds, and it doesn't disallow the usage of medkits, which neither of the other two do, either.
And the biggest bonus to balancing in regards to an Autodidact buff is that it, uniquely, gives diminishing returns when stacked with other heal-speed boosting perks. The more you increase your heal speed via other perks, the less value Autodidact's skill checks give.
So in regards to overall heal speed, Autodidact still has a VERY long way to go before it can make any kind of impact on maximum or even overall healing speed for survivors.
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I don't think this is a good idea, as it might cause zombies to camp a hook, and camping should be reduced, not increased.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/2416235#Comment_2416235
Like I replied to the other person… this is not a punish… you miss a skill check and your gen has regression, that’s a punish … so in this case giving SWF the hindered effect for the entirety of a match would be a punish… this is buffing cool down perks to make them more playable when going against a team… not a punish.
Empowering your opponent is still a punishment.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2414374#Comment_2414374
Here we go again.
- Just because camping makes your feelings hurt does not mean it's toxic. There is no 'original problem' unless you're an entitled Survivor.
- Again; the chase should be the Killer's CHOICE. My scenario shows that your idea takes the choice away from the Killer; either he camps & gets punished, or he chases & gives an unhook. What if he needs that kill to start turning the match around? The choice is not in the Killer's hands anymore. You are deliberately ignoring this to pretend your idea is good. It's not. It sucks.
I've tried being polite but I've had this conversation more times than needed. No. The choice to camp or not is the Killers and should not be removed from his hands because some salty Survivor mains think they deserve every unhook the second they want to go for it, or believe camping is a problem because it hurt their feelings.
These ideas are pure trash or easily abused. I've pointed it out multiple times and Survivor mains like you ignore every flaw, or worse; think the flaws are perks because they benefit Survivors.
Camping does not need punishment or removal. it needs two things:
- BP for the Survivor camped, to encourage them to waste the Killer's time instead of hook-suiciding.
- Perks and mechanics to encourage the Killer to leave the hook. Not punishments.
Anything else is spiteful garbage or easily abused trash. I'm done trying to point this out in a polite manner, because SOME people ignore it and go 'Well, if I ignore everything you have said; my idea is fine!'
Camping is the choice a Killer can make, same as Survivors genrushing. A mechanic to punish it could screw Killers out of legit wins. Stop with these bullshit attempts to restrict how the Killer plays just because you hate losing.
The only 'problem' with camping is Survivors who believe it's not fair that they lost.
Again; the chase should be the Killer's CHOICE.
How? It is literally the killer's only job.
That's like saying keys should be buffed because doing gens should be a CHOICE for survivors.
Perks and mechanics to encourage the Killer to leave the hook. Not punishments.
That's been tried and it didn't work. Hell, one of the attempts even soft encourages it, too.
On top of that, that's just maximising collateral damage while minimising targeted impact. Blanket buffing all killers that are doing fine without camping seems like a -really- bad idea, on top of not really doing anything to address facecamping itself. It's the exact opposite of a good solution.
Camping is the choice a Killer can make
Yes, you can opt not to play the game. That's fine. That's okay.
But you shouldn't even have a shadow of a ghost's chance of getting anything more than a 1K if you choose to camp. Unconditionally. Because if that's not the case, then any nerf to 'genrushing' will directly buff camping.
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@Aven_Fallen said:
Yeah, Autodidact needs some kind of buff, but I dont think that a flat-out increase in Skill Checks is the correct way. Because Autodidact is really strong with 5 Tokens, especially since it basically ignores Slowdown-Perks like Sloppy Butcher (or anything else which applies Mangled). However, there is nothing more frustrating than running Autodidact and not getting any Skill Checks at all or maybe one, which is just a big penalty.
Maybe, the Skill Checks can be more dynamic - while getting Tokens, the Skill Check Odds are increased a lot and decrease until they reach 5 Tokens. Lets say, 200% chance of a Skill Check with 0 Tokens, 150% with 1 Token, 100% with 2 Token, 50% with 3 Token and 25% with 4 Token. Once 5 Tokens are reached, the Skill Check Odds return to normal (so 100%).
This would mean that the first Skill Checks are really easy to get and the later Skill Checks which make the Perk really strong are harder to get.
This is just a rough idea without much thought and I just threw together some numbers.
One thing I want to correct you on:
Because Autodidact is really strong with 5 Tokens
That I disagree with, because We'll Make It achieves surprisingly similar output with far, far less set-up. Autodidact only affects healing and forbids the use of a med-kit to boost itself, which actually makes Autodidact's competition with perks like Botany and Desperate Measures far more level than it might initially appear.
In regards to your idea: While it is overall a pretty solid idea, the issue is that it would retain the issue once you hit max stacks. It'll still suffer most of the same old issues if you have a really solid chance of just not getting to proc the max stack Autodidact. Getting it all the way up to 5 and then never getting another skill check will pretty much put us back to where we started in regards to this issue.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2413695#Comment_2413695
but then which perk trigger if you press the Activate Ability button while healing? Autodidact, For the People, or both?
Both, which means you don't get the skillcheck. Just don't run the two together, they counteract one another from the get-go anyway.
Similar to how Sprint Burst and Lithe don't work, because fast vaulting forces SB to trigger, cancelling out Lithe.
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@Avilgus said:
"Adam" is censored...The name of a DBD character...
Quentin isn't censored.
But Quentin Quentin is.
This filter is magic.
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That'd make the perk too strong, IMO.
I'd give it the following: When healing another survivor without a medkit for three seconds, press the active ability key to set skill check chance to 100% for one second. 30 second cooldown.
Guarantees a minimum baseline. Might even need a 20 second cooldown, but that's specifics.
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@Adjatha said:
There are 16 survivor perks and 4 killer ones. Survivor perks should never trump killer ones (but, of course, we see how that works with Iron Will, so there's zero chance this'll get fixed).
No, it should be the other way around.
The way it works with Iron Will now is that Stridor is cancelled only if all four survivors bring Iron Will. Which means that in almost all cases, both Iron Will AND Stridor still get value.
Previously, Stridor would disable all Iron Wills.
The change made it less likely that anyone suffers their perk being deactivated completely.
Which also brings me to the topic at hand: If the survivor you're targeting has Spine Chill, stalk someone else. Spine Chill won't protect their teammates.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2412936#Comment_2412936
The system WAS set up with an option for pallet play. All you actually had to do was make the right call and slam the pallet down at the right time, or else you trade against the Killer.
Now, almost 100% of the time, the Killer will ALWAYS be at disadvantage because pallet hitbox sizes were buffed and Survivors are invincible on hit. This is not how it should be; Survivors should never have power against the Killer. In the prior patch, either you trade, or you get the timing right.
There was no right time. Either the killer was caught off-guard or he got a free hit.
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@Vulgun said:
There's one thing I think everyone here needs to really consider about gameplay design and how Dead by Daylight's trying to get rid of good game design, and that's the concept of "trading".
Before this god awful patch was rolled out, the game had an extremely fair system where trades can happen. If a Survivor and Killer traded hit and stun, then that should have been that; the Killer and the Survivor, both at the same time, were detected to have hit each other.
That's a concept basically every other game has, where two attackers attempt to trade hits. Granted, one player will sometimes benefit from it more than the other, but that's been a game concept for practically almost every genre of gaming. Prominent titles like Mario Kart, Super Smash Bros., Street Fighter, Call of Duty, Fortnite, etc. all feature some sort of system where players trade blows one way or another. Even other games of this genre have it, such as Resident Evil: Resistance, where you can trade a blow with an enemy and it was just fine.
So why should Dead by Daylight be any different? Why should Survivors always get their hits in now while Killers will often get next to nothing because of how they buffed pallets and Survivors (not adding rollback in the slightest, trust me, that's not rollback)? It's not fun nor fair gameplay design and it completely discourages aggressive playstyles while making Survivors' defensive playstyles far more prominent and looping much, much more agonizing as a whole.
Overall, the change to the pallet system really gets rid of a good gameplay design in favor of horrible gameplay design. Trading in any video game is good because you know that it was your fault (as the defender) that you got hit, or that the attacker had better reactions or smarter plays than you had. The old system was fine, the new system is horrible and broken.
So why should Dead by Daylight be any different?
Because it's not two attackers. A couple seconds of stun is relatively little for the killer, but losing one of two health states is huge for the survivors. It wasn't fair that a killer could lag their way into a takedown when the survivor makes the proper play.
The way the system was set up left basically no option for a pallet stun play. You would, in 90% of cases, lose a health state if you got a stun off. This effectively made this gameplay element useless, since you lost a chunk of the speed boost you get upon being injured, and the stun replaces the wipe-off animation, so the killer isn't really delayed. If you went for a pallet stun, you were doing a challenge or soft throwing the match.
In the other games, you can afford to trade. In DBD, you can't. You trade a stun for a hit, the killer comes out very, VERY far ahead.
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@Nos37 said:
A simple solution has been suggested numerous times: if a survivor disconnects, their "husk" stays in the match and the Entity spike appears from the ground to take them (just like at the end of the collapse), before the hatch can open.
Instead of getting a hook, 3 sacrifices, and possibly a 4th, I got no hook, I got a kill instead of a sacrifice, and the 4th got away for free.
Survivors have been abusing this since the game's release... (SWF moreso)
What's the issue? What's stopping this feature from being implemented?
Because there's a flipside issue where the killer just downs survivor #3 and then hunts down survivor #4, effectively removing the hatch from the game. D/C is the only thing survivors have to fight back against this, and it's penalised anyway.
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Mothman could potentially be interesting if he had the ability to fly, though that would obviously not mesh well with a lot of the maps.
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Probably the biggest offender is the Crispleaf Amaranth, which also touches on the survival category having such a terrible point distribution. Almost the entire category is determined by one single scoring event, making these offerings not only useless in most cases but also plain frustrating as it draws attention to a big flaw.
In regards to reducing grind, one thing I would really like to see is that prestiging permanently unlocks a character's perks for all other characters, taking them out of the perk pool and thus reducing future grind. It'd still take a TON of work to get everything done, but you won't be left grinding up to level 40+ without getting key perks like WGLF, BBQ & Chili, Fixated, Hex: Ruin and others. A new survivor or killer drops and you can immediately play them with a decent set of perks, freeing you from RNG and lowering the grind pressure.
This could also futureproof the game, too. The only remaining problem is that prestiging also removes all offerings and items/add-ons, which makes prestiging very unappealing if you have a lot of cakes, gateaus, event items, etc., so I'd preferably see that changed too.
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What would you envision as a meta where survivors don't run away from the killer?
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@Mat_Sella said:
yeah its very weird that they want that kind of terrain but also limited Nemesis' vertical aim so that if survivors are more than slightly above you, you cant hit them
Same goes for Pyramid Head's punishment of the damned. Zero vertical traversal. They'll have a lot of work to do if they want to cleanly transition to maps with more verticality.
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@Viberum said:
A new survivor perk:
During Struggle Phase, removes the need to press skill checks and pauses the hook timer when the killer is within x/x/x meters from you for maximum of 30 seconds. Other survivors are notified when your perk is activated.
Not a strong perk, but it would punish killers camping a hooked survivor if they had to wait a lot longer than usual while other survivors are free to roam around.
That's Camaraderie without the requirement of having another survivor nearby.
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@NOCTURN_05 said:
Metas will always exist in every game, where a load out exists, there's no stopping it. Unless somehow they made everything equally interesting. Do you guys have any ideas to do this for dbd?
Here's some of my own suggestions in a completely random order.
Coup de grace- your lunge range is increased by 0/5/10%. for each generator completed, gain a token. For each token in your possession, your lunge rang is increased by 10% for a maximum of 60%
Hex: Blood Favor- when a survivor vaults a window in chase, every pallet within 12/14/16 meters is blocked by the entity for 12 seconds.
Beast of Prey- Bloodlust happens in opposite order. As soon as you enter chase, you are granted with bloodlust tier 3. Bloodlust tiers down every 6 seconds. After bloodlust is gone, it behaves as normal until the chase ends. You gain 30/40/50% extra bloodpoints in the hunter category.
Bloodhound- Bloodpools are tremendously more visible appear as a straight line of blood rather than separate pools. They also stay 4/5/6 seconds longer
Eruption- simple change. Just make it apply to damaged generators rather than kicked so it has a slight chance for synergy.
Hangmans trick- you see the aura of survivors within 4/5/6 meters of hooks at all times.
Hysteria- Just make it so it applies to hitting injured people as well
Monstrous shrine- Survivors suffer from the hindered, oblivious, and blindness status effect as long as they remain in the basement. All survivor actions preformed in the basement have a reduced speed by 50%. The auras of all players are revealed to all players when within the basement. All effects persist for 3/5/7 seconds.
Overcharge- same thing as eruption
Territorial imperative- Survivors auras are revealed to you for 1/2/3 seconds when they enter your terror radius.
Any thoughts on these suggestions or others from your own ideas? I would also love to hear you recommended changes for little used survivor perks
Coup de grace- your lunge range is increased by 0/5/10%. for each generator completed, gain a token. For each token in your possession, your lunge rang is increased by 10% for a maximum of 60%
Pretty sure this is too strong. A permanent lunge range increase would make chases far more lopsided, and in particular Wraith would be absolutely busted if he consistently had even longer lunges. I'd hate to see a Wraith uncloak with 60% bonus lunge range, he could probably hit you from across the killer shack with that.
Hex: Blood Favor- when a survivor vaults a window in chase, every pallet within 12/14/16 meters is blocked by the entity for 12 seconds.
A very strong effect, but this one's a hex, so I think this is a fair idea.
Beast of Prey- Bloodlust happens in opposite order. As soon as you enter chase, you are granted with bloodlust tier 3. Bloodlust tiers down every 6 seconds. After bloodlust is gone, it behaves as normal until the chase ends. You gain 30/40/50% extra bloodpoints in the hunter category.
Also too strong. You have 15 seconds to break the chase, otherwise the killer just gets a monumental speed boost and can easily close a loop. I think this would make any killer other than Nurse impossible to run from.
Bloodhound- Bloodpools are tremendously more visible appear as a straight line of blood rather than separate pools. They also stay 4/5/6 seconds longer
Probably fine, although I'd make Bloodhound cause haemorrhaging, rather than a straight line of blood trails. At least leaves -some- kind of play opportunity for the survivor, even if it isn't much.
Eruption- simple change. Just make it apply to damaged generators rather than kicked so it has a slight chance for synergy.
Fair idea, as it's the set-up that makes Eruption struggle. On the flipside though, it should probably not work with Ruin, since that perk is already really strong and doesn't need to tack on a big synergy on top.
Hangmans trick- you see the aura of survivors within 4/5/6 meters of hooks at all times.
Absolutely not, that'd give way, WAY too much intel. With the oak tree offering to bring hooks together, I think, on most maps, this would just permanently let you see all survivors.
Hysteria- Just make it so it applies to hitting injured people as well
This one's fair.
Monstrous shrine- Survivors suffer from the hindered, oblivious, and blindness status effect as long as they remain in the basement. All survivor actions preformed in the basement have a reduced speed by 50%. The auras of all players are revealed to all players when within the basement. All effects persist for 3/5/7 seconds.
No. The basement is a bad idea in general, as it purely supports camping and tunnelling, and any perks to expand upon that function can push it to become more of a problem. This perk would make basement camping virtually impossible to counter, as unhooking and escaping would both take way too long. Having it persist for a whole 7 seconds after leaving, too, is way, WAY too strong.
Overcharge- same thing as eruption
That might be a bit too strong. Overcharge is a bit stronger than Eruption I think.
Territorial imperative- Survivors auras are revealed to you for 1/2/3 seconds when they enter your terror radius.
Absolutely not, that would be far, FAR too strong. That's way too much free intel. There'd be almost no point to the Doctor with a perk like that.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2410581#Comment_2410581
Then run those perks if they're that much better,
Oh, I do. Another benefit, as mentioned earlier, is that those tend to stack together and synergise, while Autodidact gets mostly cancelled out by other healing booster perks, so they're easier to fit in builds too.
But Autodidact absolutely deserves a buff, because while it is the most fun healing perk, it is also by far one of the worst perks in the game and is far more likely to help the killer than it is to help the survivors.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2405708#Comment_2405708
It's one of those perks you have to go out of your way to make useful.
Bring Empathy alongside it, and go out of your way to unhook/heal people..you'll make great use of it
That's not really 'making great use of it', that's more 'soft-throwing the game to try and make the perk not suck'.
All other heal boosting perks don't require this kind of approach, and those perks are way more consistent and aren't far behind Autodidact in terms of output. In fact, I'd say even Botany has a way higher average output.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2408679#Comment_2408679
?
How
because you just randomly walking around the map looking for gens
Because hook timers last 120 seconds, and that's all the time the survivors have to finish all five gens. If they don't, killer gets a second victim. Slow down gens in the first three minutes and a facecamper is under way less pressure, making it more likely they'll get a 2K or better.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2409486#Comment_2409486
True. Which is odd; I always thought this game would use a navigation mesh...On second thought; it probably did not even have THAT until Nemesis because there was 0 AI to use it. Why have it if nothing uses it?
So now I wonder if DbD uses AI pathing or a navigation mesh...
The weird thing is, I did the botmatch thing for the revamped new player experience and I didn't notice anyone getting stuck on anything I think, so there's some kind of navmesh that -does- work, just... Not for the zombies? It's really bizarre.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2409465#Comment_2409465
No offense to the devs, but the game could not handle calculating the AI for more than 2 zombies to find Survivors; I don't think it could handle pathing through floors, walls, and rocks to figure out how far away Survivors are.
Forget finding survivors, the AI can't even handle navigating -around- a tree instead of through it.
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@Voodoo_Thirsty said:
Been thinking about this for years now and since Gideons is now the most common map I happen to play, I have to say it straight out.
Terror radius music should be muffled or at least distorted so that we know the killer is above or below the current floor.
This also applies to Temple of Purgation, Baham, Ormond, Midwich and Hawkins.
It gets so confusing and frustrating to only rely on our ears to guess whether the killer is above or below us when we get no other clue than that. It's applied to every other games that have multiple floors and I can't see why DBD doesn't implement this.
Honestly, I disagree with this. I like this aspect, it's quite terrifying and ups the stakes a bit. I don't think it puts the killer at too much of an advantage either, as survivors can use the verticality to their benefit too, since they know that killers have to move through a limited number of paths to get to them, making it harder for killers to ambush them.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2409341#Comment_2409341
'Based on what?'
It's called 'averages' and 'math' and 'having a brain'. If one Survivor can do 1 gen in 80 seconds with 0 Great skillchecks and no items, that means it takes 6.66 minutes to do all 5. We will say 8 minutes to account for finding them.
If we say it takes Killers, ON AVERAGE (there's that 'math' again) 90 seconds (1 minute, 30 seconds) to find, chase, hit, chase, hit, pick up, & carry to a hook (this is also assuming loops and pallets), you multiply that by 12; 1080 seconds. Divide by 60 (the amount of seconds in a minute) and you get 18 minutes to 12 hook everyone.
Wow! MATH! 😘
'Seriously, gens 1 and 2 matter practically nothing. It's gens 4 and 5 that are the kickers.'
Really? Even though most Survivors save their toolboxes for gens 4 & 5 because of this fact. And with less gens, you have Survivors stacking, which means gens are done FASTER.
'Just because YOU can't get a kill without camping it down doesn't mean no one else can.'
And just because some 'Killer mains' claim they can get 4K at red ranks and never, ever camp, tunnel, or slug does not mean the tactics need to be removed.
And the rest of your post is insults. No one cares how you play. All these 'punish camping!" threads are ALSO babyrage. They're just babyrage you agree with.
It's called 'averages' and 'math' and 'having a brain'. If one Survivor can do 1 gen in 80 seconds with 0 Great skillchecks and no items, that means it takes 6.66 minutes to do all 5. We will say 8 minutes to account for finding them.
It's called 'removing all nuance from one of the most complicated games'.
I mean, think about it: If a killer already can't 12-hook in a 2v1, then surely, in a 4v1, killers would literally stand zero chance of getting -any- work done, right?
And yet killers average slightly above 2 kills per match!
Could it be that you have removed a couple dozen factors from your calculation to create an entirely unrealistic scenario purely to support your nonsensical perspective?
Nah, must be survivors' fault!
Really? Even though most Survivors save their toolboxes for gens 4 & 5 because of this fact. And with less gens, you have Survivors stacking, which means gens are done FASTER.
Most survivors don't even use toolboxes. And with one survivor on the hook, there's usually only one survivor left to work on gens, and survivors stacking up slows them down, AND they can't stack up on the exit gates.
And just because some 'Killer mains' claim they can get 4K at red ranks and never, ever camp, tunnel, or slug does not mean the tactics need to be removed.
No, but it means you can drop your defence of camping as a necessity, and you can certainly toddle off with your notion of 'camping removal = killers -can't- win'.
You want to argue that the solution isn't good, fine. Even if I fail to see how the situations you described are in any way better for the survivors than the alternatives, it's still a fair argument.
But you can miss me with this nonsense that killers cannot succeed without camping. That is blatantly untrue and is proven untrue on an hourly basis.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2409365#Comment_2409365
You are still playing the game, even if you are being camped. At no point are you entitled to being unhooked.
Nope, if you are being camped, you can tab out and go do something else, because nothing you do has any impact on the game, barring the skillchecks of the second hook state. But I think we can both agree that that can hardly be considered 'gameplay'.
Camping legitimately removes all gameplay from the camped, practically all gameplay from the camper, and almost all gameplay from the other survivors. THAT is the issue. And that is why it needs strong deterrents.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2409244#Comment_2409244
So you want to remove the ability for Killers to kill survivors, because it prevents them from playing the game.
That is incorrect, because the moment someone is dead, they can queue into the next match.
Camping is 120 seconds of not playing the game.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2408546#Comment_2408546
What every 'Whaa, Camping is bad' Survivor ignores is that Killers cannot 12 hook. The state of the game as it is right now; the Killer does not have the time to 12 hook. From a time standpoint, it would take the Killer twice as long to 12 hook as it would a SINGLE Survivor doing all 5 gens, solo, without skillchecks, perks, or items.
Just look at how 3 gens can pop in ONE chase.
And what is the normal reply to that? 'Oh, fix that problem later'. Yeah, just prevent Killers from winning AT ALL, and 'fix that later'. That really shows the mindset of everyone making bullshit 'fixes'. But to these whiny Survivors; genrush is fine, legal, and fair, but a Killer trying to get kills outside the Survivor Rulebook is punishable by fragging their computer.
The OTHER mindset of these folks is 'Punish the Killer has harshly as possible', with things like stealing his BP, or openly abuseable mechanics. I still remember one Survivor main openly admitting they want the old punishment back, exploits and all, because it punishes camping. Everything else was secondary to 'punish the Killer'. Balance? No. Issues with denying the Killer legit kills? Did not care! Killer was punished; so it worked for them!
Survivors have to get it through their thick heads; if Survivors are allowed to win as efficiently as possible, so are Killers. This includes tunneling and camping. The fact that it 'prevents the Survivor from playing' is the dumbest complaint ever said. The whole point of the Killer is to remove Survivors from the game.
To complain that the Killer killed you, and make no mistake; that's what this boils down too, is to show that you should have 0 input on the game balance process. Because all these Survivor mains want is to prevent the Killer from killing them. Everything is a smoke screen to 'Whaa, I lost. Change the game to hold my hand.'
Killer camped you? Tunneled you? Git gud. Don't be found first.
Blame your teammates for an unsafe unhook; the Killer, if they are not a noob, won't waste time trying to FIND you to tunnel if he sees someone else in front of him. It's about time economy; if the Killer can see the wounded Survivor; he dies first. If he can't; he won't waste time hunting when he sees someone ELSE in front of him.
But Survivors screw up with unsafe unhooks, being found first, going into dead zones, etc. and then claim it's the Killer's fault, and the game should change to prevent however they screwed up.
Just git gud. 🤷♂️
What every 'Whaa, Camping is bad' Survivor ignores is that Killers cannot 12 hook. The state of the game as it is right now; the Killer does not have the time to 12 hook. From a time standpoint, it would take the Killer twice as long to 12 hook as it would a SINGLE Survivor doing all 5 gens, solo, without skillchecks, perks, or items.
Based on -what-?
Literally based on WHAT. How the [BAD WORD] did you calculate this game down to every single possible flipping detail? How did you exactly measure the time it takes the survivors to move to and find generators, how did you account for the possibility that your chase leads you to a gen that's being worked on? How did you account for players going for a chest or doing a challenge? How did you account for people going hex or totem hunting?
Or are you just spewing nonsense again?
Just look at how 3 gens can pop in ONE chase.
Yes. And from then on, they work much, MUCH slower, because there's less space for the survivors to work with, and there's fewer survivors capable of actively working on gens. The survivors had their power moment, now they have the second half of the game left to go, but they just lost 2/3rds of their progression speed!
Seriously, gens 1 and 2 matter practically nothing. It's gens 4 and 5 that are the kickers.
Yeah, just prevent Killers from winning AT ALL
Hyperbole to the Nth degree. Just because YOU can't get a kill without camping it down doesn't mean no one else can.
To complain that the Killer killed you, and make no mistake; that's what this boils down too
Only in your mind, where the reality of pretty much none of the survivors complaining about a fair takedown is inconvenient to your horrendously biased perspective, and therefor discarded.
Just git gud.
YOU need to 'git gud', because the majority of killers don't camp or tunnel, and they do just fine without it.
Myself included.
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/2409119#Comment_2409119
The problem is that I can only choose a single one, but I'd like to choose a variety of maps and excluding the ones I don't like
If you want to keep the randomiser, you can still sort of do that. Just make a list of the maps you want to play, and use random.org to select a map for you, then set that map in-game.
Though what you suggested would be much more convenient.