Firellius
Firellius
About
- Username
- Firellius
- Joined
- Visits
- 17,210
- Last Active
Comments
-
@GoodBoyKaru said:
50% total charges including any add-ons.
Can confirm.
Which makes Built To Last extremely dependent in its value on the charges on your item. Which in turn makes me prefer Streetwise, at least for a full on scavenger build. (Plunderer's, Ace-in-the-hole, Appraisal)
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2251669#Comment_2251669
That's...not how that works though and makes no sense...
By that logic then killers also need something done about gen rushing that doesn't rely on perks like Ruin or Pop. What do you think? Make it so that if survivors are just smashing gens and nothing else then they get minus points for it? Oh! I know, how about every time survivors flashlight spam then they bust the light bulb in the flashlight, essentially breaking the item? Or better yet, how about for every teabag the survivors do at exit gates, killers get an automatic Blood Warden effect where if a survivor is hit they can't exit and they now need to run out and lose the killer again? I mean their objective is to escape right? If you're out there dicking around and taunting the killer, then you're not doing your objective. Why are we rewarding such toxic behavior like that right?
So I'll tell you what. We can remove camping, force killers to just go out and chase survivors constantly, but then if survivors hang around exit gates and teabag or click spam, then we penalize them too. That sound like a fair tradeoff to you?
By that logic then killers also need something done about gen rushing that doesn't rely on perks like Ruin or Pop. What do you think?
Yes! I've posted this idea several times before and I've posted a gen regression rework idea before as well. Gen speeds need to be slowed down to make more room for the killer, and one of the best ways to do it, in my opinion, is to reverse the co-op and solo speeds. Currently, co-operative actions by survivors suffer a 15% penalty, making splitting up and each doing one gen by far the most efficient option, which means that taking a survivor out of the fight for a while has the absolute minimum impact.
If this were changed so that solo survivors work much slower than they do now, and co-operating survivors maintain their speed, then taking one survivor out would cost the survivors a much bigger chunk of time since they don't just lose the survivor, but their co-op bonus as well. This gives the killer more pressure without changing the game's fundamentals.
HOWEVER
This CANNOT be implemented as long as camping exists, because it would be a direct buff to camping. In fact, you cannot make any changes that detriment genrushing without it also being a buff to camping. That's why camping is such a massive issue.
It's not just holding that one hooked survivor hostage, it's holding all of DBD hostage.
-
@WormMilk said:
Camping is a strategy that's easy to get pass, if they camp the whole game other survivors can do gens and get the hooked survivors after that. Plus they tried it to where the timer would stop when you were near hooked survivors and survivors abused it by looping by the hook. Camping is one if the easiest strats to beat.
Then make it not work when the killer is in a chase, problem solved. This excuse of 'survivors will abuse it' is just baffling to me. Either it's easily solvable, or it's some perfectly coordinated heist by the survivors, at which point, why shouldn't they be allowed to unhook?
-
@SkeletalElite said:
1) DS should be able to be used twice, to make it better at punishing what it's there to stop, tunnelling.
2) DS should be changed from having a timer to purely to conditional deactivation. Conditions would be the exact same as current with 2 minor changes
1st of those changes being it no longer deactivates from self healing
2nd of those changes being it now deactivates when any survivor is unhooked by any other survivor, not just you doing the unhook.
3) If a condition to deactivate decisive strike is met while you are in the dying state, instead of deactivating, it will stay active until you are out of the dying state.
Why this is good for the game:
Tunneling is perhaps one of the nastiest strategies a killer can employ, it can be very unfun to face, and the tools survivors have to counter play this strategy are quite limited and sometimes ineffective.
Additionally, while the most recent round of changes addressed many issues that DS had, one thing that was often complained about that was not addressed entirely is that keeping track of active DS as a killer could be difficult when getting a lot of hooks in short succession. This results in sometimes getting hit with a DS even when it did not feel like you were tunneling.
The new conditional deactivation means that you are usually limited to 1 possible DS at a time making it much easier to keep track of who has it active. The only way to have more than 1 DS active at a time is to have a survivor with DS be unhooked while another survivor with active DS is in the dying state. This is much more evident to the killer though and as a result, is easy to keep track of.
One possible complaint I could see about this change is that slugging is less effective a counter to DS, but the way I see it just because you put someone in the dying state and then came back to get them 40 seconds later doesn't mean you didn't tunnel them. Slugging the DS remains an effective counter to survivors who choose to body block with their DS active. They waste the time of whoever has to come pick them up, UB is a second perk and is only useable once. However slugging would be non effective against a killer using slugging as a way to tunnel the survivor, which I believe is a good change.
I do agree with having DS activate whenever you're unhooked, not just once per trial. If it is so focused on being an anti-tunnelling perk, it should stick to that like glue.
Thinking on the timer a bit, I don't think it's a good idea to make it last forever, but the timer should definitely pause itself while the killer is still on your trail, be it while the killer is in chase or in close proximity. Giving it no timer whatsoever would mean that you can run around as bait when the killer has no way of knowing whether your DS is still up or not, potentially wasting huge amounts of their time. Conversely, the timer as it is currently does punish survivors that lead the killer on a 50+ second chase by disabling their anti-tunnel perk, even if they are being very hard-core tunnelled.
I disagree on it not deactivating on self-heal though. If you have the opportunity to heal yourself, then you're not properly tunnelled.
And, rather than it deactivating on another survivor being unhooked, it should deactivate upon another survivor getting hooked. After all, if the killer went after someone else and hooked them instead of you, the killer isn't tunnelling. This also fixes the possibility of DS-bait for unhook, which is a dirty strat for survivors.
Point 3 is fine, since it counteracts anti-DS slugging, helping the perk fulfill its proper goal. It would just deactivate when you get back up.
@Nyx32 said:
Ah, make the perk that used to be THE most ran perk and was extremely OP even ######### better than it used to be... there's nothing wrong with how DS is now.
These changes wouldn't even put it close to where it was, since the survivor would still be unable to contribute to their team if they want to use DS. DS would -only- work if the killer refuses to interact with any other survivor.
-
@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/2237178#Comment_2237178
You may not like them, but they are perks that can help and they're infinitely better options than to severely punish a killer who wants someone they caught to die. Why shouldn't the killer be allowed to kill?
For the same reason we don't allow hackers: players are supposed to achieve their goal in a way that's fun and fair.
The killer getting a kill isn't the be-all-end-all argument. There's tons of holes to patch up to make the game more consistently fun. One is gen speeds, another is BT bodyblocks, but camping is on that same list.
And gen speeds cannot be adressed until camping is resolved.
As for anti-camping perks: the only one we have is BT, all others don't help.
Camaraderie won't get you off the hook nor buy your team time, since you need another survivor to risk detection to trigger it.
Decisive Strike doesn't do anything while on hook.
Deliverance... I mean, if others can't get to the hook without getting caught, what could possibly let you get away from the hook if you jump off? And it requires a safe unhook, which is exactly what camping prohibits.
Kindred lets you see that the killer is camping, it doesn't do anything to solve it.
That leaves just BT. And all it does is ensure that it's a hook trade instead, barring a bodyblock outplay from the unhooked. And that means BT bodyblock plays also can't be nerfed to fix them being abused in regular play.
So, in short: Camping isn't fun for anyone in the match and there's some killer issues that cannot be fixed as long as camping exists. It's bad for game health and the only reason that it hasn't killed the game is that the majority of killers don't camp.
EDIT: What I will give you though, is that if such a mechanism were to be employed, it would need to toggle off once the fifth gen is done. Camping is fine past that point.
-
@[Deleted User] said:
Because the 1% of the 1% of Sweat SWF only provide as much information as Kindred does, vaguely, and that is at the detriment of people needing to talk, which obfuscates your hearing of the in-game sounds. And Kindred provides this information even faster, and provides pinpoint information of Survivors and the Killer (if nearby)
Really the only part of Kindred that would be nice basekit, is the Hooked Survivors Aura showing that the Killer is nearby in some manner, within some distance. (Not showing Killer Aura, just the Survivor Aura showing that the Killer is nearby)
Kindred's critical value isn't knowing where all other survivors are, it's knowing when someone else is going for the rescue. And that takes practically zero effort to communicate.
The only alternative to basekit Kindred is quick comms, giving survivors the ability to tell others whether they can rescue or not at the push of a button.
Otherwise, Swiffers will just massively outshine solos, and killers can't be buffed to match the Swiffers since that'd make solo even more impossible.
-
I hate going against Spirit, I hate going against Hag, but I also dislike truck-chucker Huntresses. Feels pretty bad to get hit through a corner or even through a solid obstacle.
-
There was a salt incident with a Wraith. I was playing David with my dumpster-diver build: Plunderer's, Ace In The Hole, Streetwise, and I think at the time I had Fixated for the last perk because I didn't have Appraisal yet.
The Wraith facecamped me on first hook and raged in post-game about 'SWF with map and key'.
- We were not SWF. I was playing solo.
- Both items were found, not brought.
- The key was a broken one.
-
What spirit needs is punishment for somehow managing to not get a hit out of her power. She's as destructive as Nurse, but if Nurse gets outplayed, she's stunned for 3 seconds and can't see anything. If Spirit gets outplayed, she just resumes the chase as normal.
If Spirit misses her phase, there should be a real threat of losing the survivor you're chasing, like a couple of seconds where you can't see the survivor, nor their scratch marks, nor hear anything.
-
It'd be a really tough game design challenge, but it could be a fantastic addition to the game. Like Cho'Gall in Heroes of the Storm!
-
@DawnMad said:
As far as I know, none of the killers or survivors are supposed to have a defined sexuality. If you want an LGBTQ character you can just look at the characters we already have, it's all up to your interpretation.
I don't think any of the killers should have a defined sexuality, but for survivors that ship has definitely sailed, with Felix canonically being a father-to-be and I think David had a girlfriend?
I wouldn't mind a canonically gay survivor, but it'd have to be written in the same style as all the others.
-
@BSVben said:
https://forum.deadbydaylight.com/en/discussion/comment/2237247#Comment_2237247
There are a plethora of perks and items dedicated to showing you exactly where totems are. It's really not that difficult to counter noed. There is a reason why you don't see it that often in high ranks.
The threat of NOED is actually healthy for the game in that it encourages players to do more than just gens in the match.
'Plethora' = 3 perks, 1 item, 1 add-on.
And NOED is a terrible motivator to do totems, because the first four totems you break are worthless when it comes to countering NOED, and even risk shoving it onto a godspawn totem.
It'd be better if NOED was actually tied to number of totems remaining, so that every totem the survivors destroy has meaning, but as it stands, you either get all 5 or you get nothing. And with totem counter now being on Small Game instead of baseline, solo play has no hope of coordinating that stuff without four people all ditching a perk slot.
I get and agree that totems should be made more relevant and a more pressing concern for survivors, but NOED's design, counter-intuitively, does the exact opposite of that.
-
@Crowman said:
How is cleansing the lit NOED totem not intuitive? Nor does cleansing the lit totem require a perk.
Cleansing the lit NOED totem is, but you shouldn't be on the field when the killer has +7% movespeed and OHKO.
Additionally, and probably more importantly, the often spouted meme of 'just do bones' is a serious misgiving that people seem to believe in en masse, showing that the counterplay to NOED is very counter-intuitive.
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2234779#Comment_2234779
I never asked for any killer buff in my post i'm just telling you that as it is Shadowborn being base or a Perk makes no difference since Survivors will never be able to tell if it's there or not. So you can't pinpoint a win or a loss to an FOV advantage which completly shuts down the idea that it's a buff, it's not.
How comes giving killers a better FOV immediatly has to mean other perks have to be made base, it's a casis by casis thing. An FOV slider is a must in any First Person Game, it's not a game advantage it's a Quality of Life option for Players, it reduces eye strain, it reduces the sense of claustrophobia,etc. It's the same as having a Brightness option, a Brightness option is a must for any and all games. DbD has NEITHER of them. This isn't a Killer vs Survivor Argument, it's a Game design Argument, wich is why being against a better game is Survivors being Entitleted by assuming Killers will become unstopable mahcine Gods with omniscience and omnipotentcy when an FOV Slider or a Brightness Slider are BASIC GAME OPTIONS.
I never asked for any killer buff in my post i'm just telling you that as it is Shadowborn being base or a Perk makes no difference since Survivors will never be able to tell if it's there or not. So you can't pinpoint a win or a loss to an FOV advantage which completly shuts down the idea that it's a buff, it's not.
That's not an argument! That's what I mean with my post, there's tons of perks that are difficult to identify. Take 'I'm all Ears' for example: You'll never know whether or not you got caught because the killer read your mindgame or because of the perk. That doesn't mean that it's not a buff to have it made baseline.
How comes giving killers a better FOV immediatly has to mean other perks have to be made base, it's a casis by casis thing.
Because in this game, the killer's FoV is part of the game mechanisms. The narrow vision field is part of the game's balance. There's no UI indicators for anything outside your FoV apart from loud noise notifications, so anything that falls outside of your FoV, you cannot see. That means if there's a survivor standing juuuust outside your FoV, you will NOT see them.
That small FoV is part of the hunting process. You widen that FoV, you buff ALL killers. Any argumentation otherwise just betrays a complete lack of understanding of the game.
wich is why being against a better game is Survivors being Entitleted by assuming Killers will become unstopable mahcine Gods with omniscience and omnipotentcy
Jeeze, can you killer mains ever do anything without massive strawmanning?
-
@lemonsway said:
Arguing against better killer FOV is pure Survivor Main Entitlement. You guys already can't tell if Killers is or is not using it so does it change anything? Any killer player will win and lose matches with and without it and Survivors will only know they had it or not in the end game screen. How manny killers do you guys really see using Shadowborn? Clearly Shadwborn is not giving any killers any free wins.
Wow.
"Blanket killer buff! We demand you buff Spirit and Nurse!"
"Let's not do that"
"OH. MY GOD. The ENTITLEMENT from you SURVIVOR MAINS!"
Yes, they'll win or lose matches with or without it. Doesn't mean you should get it baseline, otherwise all perks can be made baseline.
Yes, you won't always be able to tell they're using it. Doesn't mean you should get it baseline, otherwise almost all killer intel perks could be made baseline, and about 70% of survivor perks.
Yes, Shadowborn is rarely run. Doesn't mean you should get it baseline, otherwise there's about 20-30% of killer perks and 60-70% of survivor perks that could also be made baseline.
You come in here demanding buffs with half-baked ideas and a poor grasp of the game's mechanisms and you call anyone that disagrees with you entitled. That's some class, buddy.
-
@Jay_Whyask said:
https://forum.deadbydaylight.com/en/discussion/comment/2231529#Comment_2231529
"They can't see BOTH ahead of themselves AND check the corners" This can't be done with shadow born either.
As per my last reply
"These people aren't asking for one eighty degree Quake FOV where they literally have eyes that wrap around their head"
Are you seriously trying to make the argument that any FOV increase, even 1 degree, is unfair by default because it enables people to see more? Also, what kind of room are you envisioning? What room is going to have a corner next to the door you came in from, that when viewed gives you LOS on the center of the room?
A very small one. Remember that the vision doesn't need to stretch all the way to the corner, since the survivor extends out of the corner. And, again, on open fields, you get more intel than you should.
'Well one degree won't matter!'
But you're not asking for one degree. You're asking for up to 15, if not more. That's not a 'QoL change', as the person I was originally responding to claimed. That is a straight up buff.
-
@Jay_Whyask said:
https://forum.deadbydaylight.com/en/discussion/comment/2230486#Comment_2230486
Where is this "see something you normally can't" coming from? A player with shadowborn FOV will still check the corners, they will still have to look behind them, if they hear your footsteps because you're running next to them they'll still have to do a hip check. The difference is how hard and fast you have to move your screen to check your surroundings.
These people aren't asking for one eighty degree Quake FOV where they literally have eyes that wrap around their head. What kinda pupula duplex nightmare scenario are you trying to make me imagine here?
They can't see BOTH ahead of themselves AND check the corners, they can only do one or the other at a time. An increase in Field of View is going to increase what you can see. It's a very simple thing, I'm not sure how people are struggling with this concept.
-
I've suggested it before, but prestiging characters should permanently unlock their perks for all characters in that category, either tier by tier or perk by perk.
IE: You prestige David once, you either get all his perks on tier 1 for all survivors, or you get a perk of your choice between No Mither, WGLF and Dead Hard at tier 3 for all survivors.
-
@Jay_Whyask said:
https://forum.deadbydaylight.com/en/discussion/comment/2230238#Comment_2230238
A good player is always going to be looking for something to do, if a survivor is doing their best impression of a dust bunny in the corner they'll get found anyway. The killer player will most likely check the corners of the room or check the exit as they walk further in.
On an slightly unrelated note, the reasoning that FOV settings should take up a perk slot because it gives an advantage doesn't hold up. I'm fairly certain that the naked eye can identify the color orange easier than the color red. Applying the logic that an advantage given to the killer should always be a perk, this means that color blindness settings should also be a perk.
Sounds demented to me.
You still have to check the corners, you still have to turn around and deny yourself vision forward. And that's just one example, too, as I've also dodged killers before by running parallel to them, just outside FoV.
And there's a world of difference between being able to see something that you normally can't, and being able to see something a little bit better.
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2230238#Comment_2230238
And how often would this scenario happen? And what if the killer could just see them anyway even with the limited FOV? What if they wouldn't see you even if they had shadowborn equipped, which you wouldn't have any way of knowing as the survivor? And what killer wouldn't be moving their camera around corners and doorways, making it extremely likely they spot the survivor without shadowborn? The advantage of an extra 15 degrees of FOV by default wouldn't change the game's balance at all, and you won't get away with less jukes like that as a survivor just because the killer bumped their FOV up to shadowborn levels.
To me it's happened a few times already. Of course, I can't say that Shadowborn would've made the difference, but there've been plenty of times where I hid just outside of the killer's field of view. It's a subtle thing, but it is a thing. Yes, they could look around, but doing so would also make them lose intel straight ahead of them. If they're in a chase, looking away could make them lose whoever they're trying to chase.
@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2230184#Comment_2230184
then why do I never see this perk run?
Because it has to compete with other, stronger perks.
Similarly, just because Solidarity is never picked up by anyone doesn't mean it should become baseline.
-
@Moundshroud said:
I've seen enough people complaining about Tunneling and Camping, that wasn't, to put little faith by such threads. However, I'm going to point a few things out, play the Devil's Advocate here.
- Survivors appear to want guaranteed safe unhooks, and nothing short will please them. Let's tell the truth an shame the devil, what you want is for there to be no risk of the Killer hitting the would-be rescuer and thus no reason for someone not to come get you. This leads us to the next point.
- Survivors want it guaranteed that their safety after being unhooked is secure, i.e. the Killer must not go after them immediately. Apparently the idea is someone else must be hooked first, regardless of what the recently saved Survivors chooses to do. Thus, when I find that same Survivor working on a Generator, I must (for some reason) go find someone else or I'm Tunneling trash. :) There are no exceptions, if the same guy gets gone after, the Killer is trash.
- Point one above is silly because you earn additional Blood Points and Emblem advancement for rescues. Why should you get rewarded for something that isn't dangerous. If the DEV were to "fix" things, as some of you insist on calling your desired changes, all Blood Points and bonus for going to rescue someone should be removed. After all, if you have it your way, there is no real risk. Why should you be rewarded beyond the value of having another Survivor helping you on Generators?
- Point two above is even sillier. You have teammates whose job it is to protect you from Tunneling. I'm not going to go into the LONG list of things they (and you) can do to combat the tactic, but it suffices to say it is silly for the Killer (whose role is built right into his/her name) is expected to protect you. If we were to "fix" things as you suggest, the unhooked Survivor would have to be rendered totally useless for whatever agreed upon time is appropriate. You can't work objectives, heal, etc. You shouldn't have collision or be able to open gates. You are a "ghost" effectively if the Killer can't affect you, then you should have ZERO ability to affect the match. Perhaps once you should vanish off the map and be unable to see what is going on until you "return." Does this sound silly? Why? It would simply hold you to the same rules you want to apply to the Killer.
- Killers aren't Bots. They are Players and they want the same agency as those playing Survivor. Removing some of the few choices they make will not help the game, but rather aggravate a growing problem.
- The DEV understand risk and reward. Why do you think they give both an audible and visual cue when someone gets unhooked. They do this so the Killer can make the BP and Emblem advancement earned by virtue of risk. The Killer might not respond to this Dinner Bell, but the option must be there. I am pointing the Dinner Bell out because it underscores that Camping and Tunneling are not accidental nor unintended consequences, but rather the chances and gambles Players on both sides take in playing the game. That is also who so many Killers, Perks, and Add-on(s) seem DESIGNED for ambush tactics. Variety is the spice of life and they do not want the game reduced to a ritualized looping dance anymore than they would want it reduced to ONLY Tunneling and Camping.
- Maps play a part too, in that some Killers who can't get around fast must make realistic choices about what they can and cannot do. A Spirit doesn't care about a big map, but a Myers does. How realistic is it for you to expect a Myers to promise you three hooks and never going after the same person twice (regardless of what the Survivor is doing)? Different Killers interact with different maps as the situation demands.
- SWF is a thing. It is always the elephant in the room. I see a lot of the SAME names in this thread moaning and groaning about Tunneling and Camping but I never see you talking about SWF and its 5th Perk (Comms). Why is that? You do realize that some Killers choose to Camp and Tunnel, or rather are forced to do so, because of SWF tactics right? The single most effective counter play to the 5th Perk (Comms) is to make the intelligence it provides moot. When you aren't moving around much it is harder for different people to get eyes on you. When they can't coordinate their movements and baiting you around, that aspect of their organization is gone. In addition, taking a 4v1 using Comms down to a 3v1 as rapidly as possible is often the only way to level the playing field. Pretending otherwise is being dishonest. When I see you being serious about mitigating the effect of SWF on the game, perhaps I'll take these threads as something other than hypocritical.
- There are rules, they are known. The tactics you are complaining about are legal and valid. Thus all this noise is really just an attempt to shame and grief Players, and affect the match from outside the match. What does that say about you?
- Every attempt, and I do mean EVERY SINGLE ONE, in the past has been hideously abused by Survivors. It was so bad that the DEV more or less gave up on it. Think about what that means in application; there are FOUR Survivors and thus the temptation to abuse and exploit any restraint placed on the Killer is 4x as likely. When the Killer Tunnels or Camps it is still entirely in the hands of Survivors as to how they will handle it. That is a key difference. Are there ways to change the game to resolve Tunneling and Camping which are equitable? Yes, but the game won't even remotely resemble what it is now. You would kill the Goose that laid the golden egg. You would throw the baby out with the bathwater. Get over it.
Survivors appear to want guaranteed safe unhooks, and nothing short will please them. Let's tell the truth an shame the devil, what you want is for there to be no risk of the Killer hitting the would-be rescuer and thus no reason for someone not to come get you. This leads us to the next point.
Your tirade already breaks down here because you don't seem to understand that there's no such thing as a 'safe unhook'. When a survivor is hooked, the unhooker will still have to move into the killer's range, avoiding detection, then they need to bide their time and find an opportunity to get the unhook.
And without Swiffer, this becomes a far more difficult task since there's up to two other survivors that might end up gunning for the rescue if they don't know you're on it, causing tons of wasted time and a possibly very unsafe unhook, which is one of the most frustrating things to have happen to you. I can't tell you how often, in solo play, I carefully make my way over to the hook and wait for the killer to move away, only for another survivor to come screaming into the hook with the killer in tow, yanking the survivor off the hook and leaving everyone to clean up the mess.
In addition, the act of unhooking produces a loud noise notification, giving the killer the opportunity to double back. If they're within 8 seconds of the hook, there's a very real risk of them catching the trail of either survivor.
What anti-camping is about is that it's absolutely terrible for the game that the killer can choose to throw out the entire gameplay for themselves and their victim. They shouldn't be able to simply sit on the hook and get a guaranteed kill without the intervention of Borrowed Time.
If I make my way to the hook to try to rescue someone and I get spotted along the way, that's fine. If there's a survivor that's looping the killer near or around the hook, that's on that survivor. But if the killer is checking up on the hook every 5-7 seconds, that's when the game goes down the drain and NO ONE in the match is enjoying themselves anymore. And that has to be fixed. It's forgivable in the EGC, or when there's one gen left, but if there's 3 or more gens remaining and the killer camps, the match is just not worth playing anymore.
Tunnelling is a lot more difficult as an issue, because as people often say, it's simply more logical to go for the injured target, and the problem is more with the game than with the player, but camping is very obviously a problem that needs solving, since it is detrimental to -everyone-.
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2230208#Comment_2230208
Not to mention that the advantage you get from a higher FOV literally cannot be measured in any way, shape or form, it gives almost no conceivable advantage, it'd be a QoL change at best. The game wouldn't change at all in terms of balance if killers were given an FOV slider and it's so weird that people are so against a QoL change like this.
It's not a QoL change, it's an actual buff.
Imagine a survivor hiding in a corner, next to a doorway. Killer comes through the doorway, and due to limited FoV, they don't see the survivor hiding next to the doorway, who can then slip away unnoticed. With the extra FoV, that survivor could get spotted.
You can have an FoV slider as a QoL if its maximum setting matches what is currently in play. Anything that expands FoV is a definite and undeniable advantage.
-
That is a gigantic and clunky overhaul that ultimately just comes down to a bit more running around.
A quicker fix would be to slow down solo repair speeds drastically, but increase co-op repair speeds to compensate. This would make pressuring gens and hooking/chasing survivors far, -far- more rewarding for the killer.
-
If there's any way to buff Trickster, it would probably be in Main Event. Removing the massive delay, removing the inability to stop firing, removing the time limit for activating it... Just make Main Event Trickster be the wet dream of every Trickster player. Going a little over the acceptable power line is okay for Main Event.
-
@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2229364#Comment_2229364
So it's my fault if a survivor dead hards for distance (which there's no way to outplay) to a pallet/vault and extends the chase for free, with no skill of their own?
Alright there bud. Sit down.
It's not 'free'. They need to line up a strong pallet or window, and the former means you can just destroy the pallet and pressure gens again.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/253709/rank-one-and-you-face-camp-first-hook
I'm sure there was a reason. But the reality is, camping only works if survivors put themselves in a situation where it is the most effective play. Stop hating on the player, and start hating on BHVR for allowing it to happen. I'd like to not have to ever camp or tunnel, but the reality is the game goes too fast to not do those things.
Well, the game also can't be slowed down, since that'd be a direct buff to camping.
Both need simultaneous fixing.
-
The pride charm won't get you banned.
The auto-ban bot, on the other hand...
-
I want a beach outfit for Felix, preferably with open shirt.
-
Survivor is a much more fleshed out experience.
You have to locate gens, identify 3-gen set-ups to avoid, you can stealth, you can loop, you can be altruistic, you can do gens, you can hunt totems, you can hunt items, you can scout...
People like to joke that survivor is just M1 simulator, but that questionable honour goes to killers far more than survivors. Killers can only chase and use their powers.
Killer gameplay is just much thinner than that of survivors.
-
Presumably the latter. Instantly takes 6% from all marked gens.
-
@Purgatorian said:
I have always wanted to see a survivor version of hex perks. I am expecting a lot of killers complaining about survivors having overpowered perks, just like survivors do with noed, and everyone saying 'just break the totems' lol
It'll be sweet retribution to hurl the tired old 'dO bOneS' trope at them.
-
The way I can envision it was actually through a bit of a train of thought.
For one, I was hoping boon perks would be related to the Imperiatti and the Pariahs (Élodie, Felix, and three other, unnamed characters). That got me thinking that maybe Built to Last should be changed to a Boon perk.
I can imagine Boon perks replacing the ability to destroy a totem. Instead of cleansing a totem, you hijack it with a boon, that persists until used up or until the killer destroys it. For Built to Last, I was thinking that, once a totem has been hijacked and turned into a boon totem, any survivor can walk up to it with a depleted item in hand and through interacting with the boon totem, can refill their charges, after which the totem falls apart.
Another idea I had was actually a perk idea I had for Little Nightmares' Mono, as a survivor, which would make it so that any destroyed totem would reveal the aura of nearby survivors to Mono, and that if he destroyed a totem, it'd show him the killer's aura for a few seconds.
That could be adapted to a boon totem where a survivor hijacks a totem, and then it pings or shows an aura when the killer gets too close to it.
All in all, there's a fantastic array of possibilities and I am super curious to see where this goes. This could allow for some actually relevant new survivor perks to crop up.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2218251#Comment_2218251
It literally could only possibly work if the killer has no other lead to go on
Incorrect. If the killer's lead is far enough away, you can get them to turn around.
which you as survivor will have no way of discerning
Sometimes you can tell the difference when a killer is going on a patrol and when they heard something and want to check it out, if you study the killer enough.
and then you also need to hope that no one works on the gen after you set up the perk.
That's true in most cases, which is why I recommended the buff. However, there are situations where you can set up a gen that you're sure nobody will go to. It has to do with the fact that most survivors always go back to the same gens.
Once in probably about 500 matches it -might- make a killer turn his head. That's not a workable perk.
Now you're just making up statistics.
You say survivor's standards are too high, I say your standards are too low.
No, I said that survivors have gotten used to perks that are too powerful. It's like the frog in boiling water analogy.
You do realise that basically everything you're saying is just helping to illustrate how immensely difficult this perk is to use?
And for what pay-off?
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2218048#Comment_2218048
Red Herring needs a buff, to allow you to use it on any generator you've interacted with for a few seconds. However, it can still be used quite effectively.
No, it can't. It literally could only possibly work if the killer has no other lead to go on, which you as survivor will have no way of discerning, and then you also need to hope that no one works on the gen after you set up the perk.
Once in probably about 500 matches it -might- make a killer turn his head. That's not a workable perk.
You say survivor's standards are too high, I say your standards are too low.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2217827#Comment_2217827
Trouble is that probably around half of all survivor perks are just abjectly not worth using, and there's probably about 10, 15% that aren't even worth considering.
Or survivors have just gotten so used to the second-chance meta that every perk seems worthless by comparison.
I get that people like to repeat that meme a lot, but no. Take out those 'second chance perks' and the perks I'm referring to will still be garbage.
No amount of nerfs to any perk will ever make Red Herring worth using.
-
@JakConstantine said:
I wasn’t sure if I should’ve posted this on the PTB or not cause it’s in a way somewhat connect, but it’s kinds been a issue for a while since Strangers Things so I may as well put it here. So like the title says in my opinion the survivor perk way outnumber killer perks, even worst now since survivors are getting 3 more in the Resident Evil chapter rather than just the 3.
Before people ask no defiantly not. They don’t need to make a extra killer just for that or add more than just one killer per chapter that would be insane. Just extra killer perks for killers, they could be universal, on their own in a dlc pack or just added on in general would be just fine.
Trouble is that probably around half of all survivor perks are just abjectly not worth using, and there's probably about 10, 15% that aren't even worth considering.
Yes, there's more survivor perks, but the pool of survivor perks that are actually solid is smaller than the killer perk pool.
-
There's a couple others that should probably also be declared, like Plunderer's Instinct, Ace in the Hole, Desperate Measures and For the People.
-
Honestly, my favourite is Fixated. It is so good at throwing killers off because they make an estimation of where you could be, based on where your scratch marks end, but that estimation is thrown for a loop when you move 20% faster. It's a fantastic stealth perk and I think it's underrated.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2212272#Comment_2212272
Amazingly, most the people in this thread say NoED is fine. I think that means you are the one being wrong.
But keep raging about how I should 'stop posting' because I disagree with you, oh amazing god of DBD who clearly is never wrong about anything.
No, I said you should stop posting if you can't keep yourself from hurling insults at the survivor playerbase every single time you hit 'post comment'. Disagree all you want, but be a decent person about it.
And no, it's not 'most of the people in this thread'. It's actually pretty much 50/50, and there's a lot of people that explicitly state 'It's not OP, BUT it should still get reworked'. And if we're going on the actual discussion of NOED being poorly designed, there's a couple of advocates for the perk that don't express themselves on that subject, since they're more oriented to discussing the perk's viability, so I think overall, the thread's consensus leans more towards 'NOED is not well-designed'. Not very strongly, mind, but it's still a better estimation than 'most of the people say NOED is fine'. Because that is plainly not true.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2211817#Comment_2211817
D. Strike, for one. Now the Killer has to assume every Survivor has it & play around it, even when it is not in the match. But I'm sure that's fine, to your clear bias.
NoED is fine. It does not need changing, nerfing, or buffing. It's an unknown threat Survivors can cancel, if they're not lazy. Problem is; Survivors want to be lazy. They want easy wins. They want to clear gens as fast as possible, without interruption.
Hence why ANYTHING that slows them down these days is called 'OP' or 'unfun'.
Here's the counterplay to DS: You go for the unhooker, not the unhooked.
Contrast to: Hunt and destroy all five totems.
You would have a point back when DS was still a minute of being untouchable, but DS has been nerfed so critically that it no longer poses much of a threat -unless- the killer is actively tunnelling really hard into it. Killers don't really care about Decisive Strike anymore.
NoED is fine. It does not need changing, nerfing, or buffing. It's an unknown threat Survivors can cancel, if they're not lazy. Problem is; Survivors want to be lazy. They want easy wins. They want to clear gens as fast as possible, without interruption.
You wanna know my main build?
Detective's Hunch, For the People, Inner Strength, Fixated. Even if NOED were to be deleted, I'd still be doing totems because it's an aspect of my playstyle. I enjoy taking down totems.
However, that makes no difference to whether or not NOED is good design. It just isn't, and it needs to be reworked. It'd already be better design if NOED was baseline. It'd be WAY better design if it was baseline AND tied to the number of totems left on the map. Just anything that isn't 'If you counterplay this and it's not actually in play, you actually made it stronger' combined with 'you did the counterplay, but you got 4 out of 5 so we're rewarding you zilch'.
But you plug your fingers in your ear because you're so adamant that any change made to anything killers do is just 'clear survivor bias' and 'survivors being lazy' and 'survivors just wanting to hold M1 on gens!'.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2211444#Comment_2211444
You're acting like the POSSIBILITY of NoED exists and the SURVIVOR CHOICE to cleanse or not is unfair for Survivors. Because you want your hand held.
This shows your opinion is so heavily Survivor-biased that you have no idea what balance is. NoED is supposed to be an unknown threat. You are supposed to decide if you want to risk doing bones and being killed, or not doing bones, and having a hex in play you did not expect.
Kind of like how an Obsession is now appearing in every match, regardless of perks picked, so Killers have to guess if someone has Obsession perks or not. Or is it only okay for Survivors to get information blackout against the Killer? Because I don't see you crying about that! ONLY KILLERS are OP if they have any sort of information blackout against the poor, abused, hapless Survivors!
But instead YOU, like all Survivors wanting EZ wins, act like that risk vs reward is unfair because you want your hand held. You want to do gens ASAP & ignore totems. SO it's 'unfair' and 'OP' that NoED exists for the sole reason of being a hidden threat.
Once again; NoED is fine. Only baby Survivors whine about it. Do bones. Risk being found. Get gud.
I rarely use NoED, since intelligent Survivors cleanse totems right quick, but I think I'll use it more just to tick off the baby Survivors who whine day in and day out about how 'unfair' it is that they can't genrush & leave while twerking at the Killer.
Kind of like how an Obsession is now appearing in every match, regardless of perks picked, so Killers have to guess if someone has Obsession perks or not.
Name me an obsession perk that is important for the killer to know about.
That is the difference.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2210459#Comment_2210459
...The whole point of Hex perks was to slow down gen speeds by giving Survivors a second objective. NoED makes sure Survivors need to do that, just by being in the game.
If NoED did not exist, Survivors would never cleanse totems, and the whole reason for totems would fail. As evidenced by how many salty Survivors ignore totems, then whine about how 'OP' NoED is.
NoED is fine. It's countered by doing bones, regardless of how much you try to pretend that's not the case. NoED is not OP. Get gud.
All right then, mister 'git gud', let's run a scenario.
You load into a match. You're playing solo. You spend two minutes roaming the map to find totems and manage to break down three. You have no idea if the last two are done. Some other solo shmuck is doing the exact same thing and while you're hunting the two totems he broke, he's hunting the three totems you broke.
Someone dies because you're basically operating on half team strength for a couple minutes and now you turn to gens. Game progresses as normal, you finish gen 5 and make a dash for the exit. NOED doesn't proc, because all five totems are down, fantastic, you countered it! You get out, you check the killer loadout.
I'm All Ears, Make Your Choice, Bamboozle and the obligatory BBQ & Chili.
Yes, if you ONLY count scenarios in which NOED is actually equipped, doing bones is somewhat of a counter, since it diminishes it from a near guaranteed kill to a hardcore slowdown perk, provided you do it perfectly and it doesn't end up doing both roles at the same time.
But if NOED ISN'T equipped, trying to counter it by doing bones makes it still function as a slowdown perk WITHOUT BEING EQUIPPED.
Remember when DS was so oppressive that having an obsession in the game would make killers try to counterplay it, even if it turned out DS wasn't equipped? It's the same problem. The flimsy 'counterplay' risks adding value to a perk that's not in play.
Even if NOED isn't OP, it's not a well-designed perk and should be reworked, and no, 'doing bones' is not a counterplay. Especially since the perk is rarely ran. (Unless it's a Clown. Clowns always bring NOED, so then you actually -can- counterplay it.)
If NoED did not exist, Survivors would never cleanse totems, and the whole reason for totems would fail. As evidenced by how many salty Survivors ignore totems, then whine about how 'OP' NoED is.
A) That's not true since they can still host Hexes and
B) Then rework them to have baseline, -consistent- value. NOED's 'all or nothing' approach is just as garbage as your attitude.
EDIT: C) This is also the least efficient way to make totems have value, since someone can cleanse 4 and get 0 result out of it in terms of stopping NOED, making it so that cleansing them had no value, or worse, shifted it to a godspawn totem.
-
I don't see the big deal. Expecting Power Struggle to work more than once is unrealistic anyway plus revealing the perk that caused an unusual action is consistent with everything else in the game.
Honestly, expecting Power Struggle to work even once is already unrealistic. Even in my first games as killer, I knew about the perk's existence and would just not walk under pallets while carrying someone.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2209673#Comment_2209673
You're right; NoED punishes bad Survivors who rush gens.
But Survivors blame Killers for everything:
- Survivor near the hook? Killer is camping.
- Survivor waiting to Flashlight/pallet save? Killer is slugging.
- Survivor does an unsafe unhook? Killer is tunneling.
- NoED activates because Survivors 'genrushed' (I hate the term, it's just doing gens ASAP) & ignored totems? It's because the Killer is bad!
It's like some Survivors can't accept that THEY made a bad play, so they continue to make the same bad play, and then they demand the Devs change the entire game to give them a safety net for their bad plays.
IE: They don't suck at doing totems; NoED is OP!
They aren't going for bad unhooks/hanging around the hook, or otherwise not doing gens! The Killer is camping/tunneling/slugging! CHANGE THE GAME!
NOED isn't countered by clearing all five totems before the fifth gen, that just turns it into a slowdown perk IF successful.
If you miss one, you risk making NOED stronger.
NOED is countered by Detective's Hunch, dumb luck, and if NOED isn't equipped, it's countered by identifying all four killer perks.
Yes, NOED is still in play when it's not equipped.
-
@JediWithASniper said:
Hear me out before you kill me.
First, I don’t think NOED should be a HEX. Here is how it should work:
When the last generator pops, the exit gates are blocked, and the killer receives the NOED powers. However, these powers are on a timer, and it is based on the number of hooks the killer has gotten throughout the match.
NOED is granted for a minimum of 30 seconds, and for each hook an additional 10 seconds is added to that timer.
When the timer runs out, NOED is over. Killer gets guaranteed use, a guaranteed strong end game, and then devs can fix the speed of the game instead of bandaid fixing gen speeds with NOED.
This sounds like a dementedly massive buff for no particular reason.
We need less NOED, not literally five times as much. Especially Nurse and Spirit should not get uncounterable NOED on steroids.
Kinda surprised this isn't a Lord_Tony post.
-
@[Deleted User] said:
NOED is a terrible perk. Its risk/downside is that you only have 3 perks for most of the game and then it can still be deactivated within seconds. This is huge and why lots of people don't use it.
If the killer is so trash, how do you not have time to cleanse totems as well? Looping this person for should be a piece of cake. Unless you're calling them trash while you're trash at looping?
There is a lesson in not cleansing totems - you will be dying to NOED. Once you start cleansing totems, you'll be rewarded by escapes and ranking up :) Or you can remain stubborn, say that you can't be expected to cleanse them because of reasons outside of your control and keep dying and complaining.
> There is a lesson in not cleansing totems - you will be dying to NOED. Once you start cleansing totems, you'll be rewarded by escapes and ranking up :)
Unless the killer turns out not to have NOED, in which case you're screwing over yourself and your teammates by effectively doing nothing for a full minute, and that goes for up to four people depending on team coordination/presence of Small Game/Detective's Hunch.
Even if NOED isn't statistically overpowered, it's still a perk that has almost no counterplay. Detective's Hunch is probably the only thing that really hurts it, as it allows a survivor to do a sweep after gen 5 to confirm NOED's presence and dismantle it if it's there.
All other counterplay tactics benefit the killer, outside of dumb luck. Trying to clear all five totems, in solo queue especially, turns NOED into a first rate slowdown perk, exacerbated to the N'th degree if the killer turns out not to have it.
NOED is the worst perk in the game to play against. Even if it's not overpowered, it's still awful design.
-
First off: Wrong forum section.
Secondly: No sympathy for anyone running NOED. He got what he deserved.
-
@GeneralV said:
Well, the same can be said about killers. Perks such as Blood Echo, Remember Me, Dragon's Grip and Dead Man's Switch are rarely seen for a reason: they are situational.
This isn't an issue of survivor perks, or killer perks, just perks in general.
Eh, I actually think Sluzzy is coming close to having a point here.
A lot of killer perks are far more consistent, with hooks that are more likely to occur, like someone touching a regressing gen, a gen getting fixed, someone getting injured, downed, picked up, etc.
In contrast, there's a ton of survivor perks that are very conditional, even the ones that, at first glance, don't seem to be. Take Borrowed Time, a strong perk that works whenever you pull someone off a hook. That's good, right?
Except it only works if the killer smacks the unhooked survivor within 12 seconds of the unhook.
Similar to Babysitter, which has the same activation condition. Except that one requires the killer to be coming back to the hook, but not fast enough to get visual on the unhooked survivor, but fast enough to the point where they'd have seen scratch marks without it.
And stuff like Deliverance, Red Herring, Solidarity, Second Wind, stuff like that is never picked purely because it's almost never going to kick in at all.
It's the primary reason why survivors just rarely vary their builds.
EDIT: To clarify, the specific perks mentioned are still strong despite how conditional they are, but I'm referring to a general issue with survivor perk designs.
-
@Ravnos1313 said:
Being in the "dying" state when you escape should count as a sacrifice. This will help get survivors out the door and fix the time that killers just have to wait for the survivors to end the game.
I get what you're trying to go for, but there's collateral damage to your suggestion. I have had a match where my friend was downed just outside the exit gate, and I managed to distract the killer long enough for her to crawl through the exit zone and out of the trial. That kind of scenario shouldn't be taken away.
If all survivors are in the exit zones and no one is downed, the EGC should progress twice as fast. That's a much more tailored solution.
-
@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2197883#Comment_2197883
What's the risk reward? Having 35% faster recovery and a free second chance that can turn the game around when you got fairly outplayed?
https://forum.deadbydaylight.com/en/discussion/comment/2197880#Comment_2197880
No, I have not considered not slugging when I make a play that gets all 4 survivors downed in front of me in less than 10 seconds.
Except it's not 'less than 10 seconds' because then you wouldn't be over here to complain. It's probably more like 40 seconds where you're in a wild chase in a desperate attempt to close the game as fast as possible, because you apparently also chased over such a distance that you can't just slap the UB user back down.
If UB bothers you so much, pay attention to the time limit and hook someone if you can't get the 4K fast enough. Don't just leave them slugged.