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Firellius

Firellius

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Firellius
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  • @Yords said:

    Easily abuseable.

    Okay, please clarify. How, exactly, is it abusable?

  • Weakest: Trickster.

    A 110 killer whose power is slow and unresponsive, making it insanely hard for him to pressure any survivor near a loop with high walls.

    Strongest: Nurse.

    Under ideal play, Nurse can't be run from nor looped. A master Nurse will down anyone she catches, and fast.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129693#Comment_2129693

    and yet a key which can be found in a chest is effective at ending the game.

    Because a key is an item, not an offering.

    If you want Moris to go back to what they were, the equivalent would be giving survivors offerings that reduce the required number of gens.

    Imagine starting the game with the survivors only needing one gen. Yuck.

  • I'd rather go with prestige making perks permanently available. Like prestiging David gets you his perks on other characters without requiring you to reacquire them first.

  • The nerf could be changing gen time from 80 seconds to 100. That's a 25% gen repair reduction.

  • I do think that the timer for acquiring an AFK crow should be paused while you're within X meters of the killer. I've had it happen once where I was in Hawkins, at the drop-down from the second floor, waiting for an opportunity to go for a rescue while the killer patrolled up and down the corridor below. I got a crow because the killer took so long to go elsewhere. In the end, I still managed the rescue, but I shouldn't have had a crow of stillness just because I was being cautious.

  • @GeneralV said:

    -Reduce her Terror Radius to 28 metres, as it used to be.

    -Traps during the EGC are instantly activated

    -Increased movement speed while crouched.

    Yeah, hard no on the 'EGC traps are always activated'. That would make an EGC down an instant kill, that's way too strong.

    Increased crouched speed would be really nice though. And as someone else mentioned, delaying the roar to the point where the charge attack is initiated would make her a better stealth stabber.

    Another thing to change would be to reduce the RNG swing by changing it from 'One randomly chosen box has the key' to 'the key is split over either 2 or 3 boxes'. This guarantees you don't get unlucky and have a mask last all of 20 seconds, but you also don't get unlucky as survivor and get killed before you can finish box 4.

    And in addition, if a mask is removed at a box, Pig should be able to collect it there to replenish her supply.

  • Yes, both reward for losing, but the hatch doesn't necessarily reward bad play, because one survivor can't do all the work. If you loop the killer for two minutes straight, and your teammates spend that time crouchwalking around without doing gens, you're not playing poorly.

    Also, the hatch is a far weaker play, since it needs to be found, too, and the killer can cover the map way faster.

  • @Luciferr_2nd said:

    Watch this 30 second clip

    https://youtu.be/V7tjsNn-k64

    You can see that victor is literally useless on healthy survivors, it doesnt do anything and they got him off in like 5 seconds anyway.

    Twins rework im begging theyre in such a bad place. Dont even mention the fact that if you miss a single pounce your map pressure is destroyed because youre now crushed. Most punishing killer in the game for missing a hit, which is really hard to hit on console btw.

    If the RE killer isn't console/controller friendly ill be incredibly pissed and annoyed ive never been more excited for a license.

    'literally useless' - He still takes away a health state and reveals their location. Yes, they can throw him off straight away, but then he also respawns straight away and you can chase him again and down him.

    'If you miss a single pounce, your map pressure is destroyed, because you're now crushed' - This only flies if you don't do the full pounce distance, because otherwise, the survivor has to run up to Victor, which takes longer than the recovery. It's next to impossible to kick an ankle-biter Victor. And even if you do, he's back almost before the crush animation is finished, so it's not like you lose a lot.

  • Little Nightmares, Darq, Five Nights at Freddy's...

    Maybe nothing as big as Silent HIll or Resident Evil, but there's still plenty of horror out there, isn't there?

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125186#Comment_2125186

    found the entitled survivor main who thinks that playing killers for dailies makes him killer main.

    All buffs solo needs is making perks like small game basekit. Not nerfing killers or killer perks.

    Nerfing noed would simply make SWF even worse to deal with which in the end won't result in anything better. I'm perplexed how you can't grasp it.

    NOED is considerably more vulnerable to Swiffers than solos, so nerfing NOED wouldn't hurt your chances against Swiffers nearly as much as it would hurt your chances against solos.

  • Autodidact. It should get: When healing another survivor without a medkit for 3 seconds, press the active ability button to set skill check chance to 100% for one second. 30 second cooldown.

  • @Tomskrex said:

    You act like NOED is a thing every single round.

    It is not.

    Ah, but... In a way, it is. Especially in regards to the 'do bones' argument.

    See, if you assume that survivors should just 'cleanse all totems in case of NOED', then it means that NOED comes into play regardless of whether the killer has it or not, with the one exception being situations where survivors decipher all of the killer's perks.

    If your entire gameplan changes based on the possibility of NOED being in the round, then it means that NOED is exerting pressure every single round.

    Prior to the nerf, DS was in a similar state, where killers wouldn't pick up a target removed from the hook in the last 60 seconds if there was an obsession anywhere, on the off-chance that DS was in play. This meant that DS was always a presence in games. It's also the reason that people wanted matches to always have an obsession in them, so killers would have to live with the threat of DS being in the game, to dissuade tunnelling tactics.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124454#Comment_2124454

    Yes....So....? Gens fly fast enough either way. It's not the end of the world if you spend a few extra minutes just incase of NOED..

    Against good killers, you don't have time for totem hunting.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124031#Comment_2124031

    It's design is just fine. Lord forebid you have to run a perk like detectives hunch or small game ! Or spend 3 extra minutes off gens that already go to fast.

    @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123783#Comment_2123783

    By that argument, it is totaly valid to not do gens (they dont help you survivor) and hide till all other survivors are dead and take the hatch.

    Yes, cleansing totems help you escape, because you won´t be hit by noed.

    Those are the both side that arise from your rather extreme point of view. I know which way i would like my teammates to play.

    Both of these assume that NOED is in play. If it's not, and in most cases you can't really tell, then you're wasting a ton of time for no benefit. Making NOED a really strong slowdown perk -even if you don't have it equipped-.

  • Pumping?

    I assume you mean levelling a character until they have the perks you want. In which case I suggest you check out the thread I made on how Prestiging can fix this problem.

    https://forum.deadbydaylight.com/en/discussion/241872/suggestion-prestige-permanently-unlocks-perks

  • I'm actually gonna keep pushing this, since every time I get a new character, I get frustrated with the bloodweb throwing stuff like Monstrous Shrine and Premonition at me over BBQ & Chili or Spine Chill.

  • I think it could be cool to link to the Imperiatti/Pariahs with some vaguely occult stuff.

    What if survivors could lay a sigil on the ground like a 'trap' that would show the killer's aura or set off a loud noise notification if they move through it?

  • @Irisora said:

    Honestly the only powerful second chance perks are BT, DH and unbreakable. This are the only perks that can really annoy you as a killer because it can completely change the tides in a very unfair way. DH for distance can't be deal with and BT in endgame is a free "get out of jail card", while unbreakable can turn a 4k in 4 escapes with little effort. This perks are deadly in swf hands.

    This perks are also part of the meta, a meta that hasn't changed for 3 years. Meanwhile the killer meta was changed a lot of times. The favoritism clearly shows here. And this annoys me not only from the killer pov but also from the survivor pov, because not changing the meta make survivor play boring.

    If Unbreakable is turning a 4K into 4 escapes, that's not on the perk, that's on the killer going for a 4 slug and failing to down the UB survivors when they get back up.

    And yes, the killer meta keeps changing, because killers get really effective perks. Take the last chapter: Crowd Control is solid, Starstruck is solid, No Way Out is probably his weakest and it's still 'okay'. Compare to Yun-Jin: Self-preservation has very stringent activation conditions and the pay-off is pretty limited. Fast Track can get you, at absolute maximum, 27% of a gen, which requires you to flat-out lose to achieve. Then there's Smash Hit, which could've been an option, if not for pallet stuns being hard to pull off, utterly unreliable, and now bugged out on top of everything else.

    A lot of the strongest survivor perks are in the free characters. Dwight has Prove Thyself and Leader, Meg has Sprint Burst, Quick & Quiet, Adrenaline, Claudette has Botany, Jake has Iron Will, Nea has Urban Evasion, Bill has Unbreakable and Borrowed Time, David has Dead Hard and WGLF.

    Killers keep getting new perks that are actually valuable. They have reasonable activation conditions and strong pay-offs.

    Survivors keep getting new perks that are absolutely terrible. They have really harsh activation conditions and very little pay-off.

    I think, out of the last five survivors, the only good perks are Soul Guard and Deception. Both of which are still risky and difficult plays.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2123240#Comment_2123240

    NOED starts in endgame but you can cleanse all totems before you get there. you have less time to cleanse Devour. I'm just saying your argument is flawed. You can cleanse both hexes before they trigger. This is not the argument why noone complains about Devour

    Here's the difference: Devour goes down in one totem. NOED goes down in five.

    Devour is neatly marked and placed at the start of the match, while NOED only becomes vulnerable once gen 5 is finished.

    'But you can just do bones!'

    Doing bones is an insanely risky play against NOED, because it's 'all five or bust'. Per definition, the last totem destroyed is the best hidden one. So if you break four out of five totems when end-game triggers, congrats: you made NOED stronger by shepherding it into the one totem you cannot find.

    None of this is accounting for the excessive amounts of time wasted hunting totems (barring Detective's Hunch) on the off-chance that there is NOED. This creates a bunch of lose-lose propositions for the survivors.

    Yes, you can go hunt all the totems. But if you miss one, you screw yourself over. And if it turns out there's no NOED, you also screw yourself over. And if there was NOED, well, you still spent an additional three minutes not doing gens, making NOED an extremely strong slowdown perk. Possibly without the killer even having it on!

    NOED is just poor design. At the very least, it should be declared the moment the fifth gen is done, since -that- is when you are exposed, not when someone gets hit.

  • Swiffer -can- be.

    Outside of death squad swiffers, no, it's killer sided.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121388#Comment_2121388

    It's less of a deduction and more of an observation however. Notice the scream and health state. Facts speak for themselves type deal.

    Makes me wish I had a recording of the Oni I faced yesterday, who was literally charging sideways, and at one point hit a Jane who was behind a wall, while the Oni was facing the opposite direction.

    But, you know, the game doesn't have errors, since you can just factor in the 800ms delays and the game's miscalculations that makes the Oni play like Nurse and Spirit had a baby that did literally all of the cocaine.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121344#Comment_2121344

    You can say I am wrong but the facts speak for themselves. Keep misplaying loops and getting hit I guess.

    Ping and latency recognition is a skill and both survivors and killers are very good at it, at least some of us.

    It's part of the game so adapt or just get out classed.

    You really need to find a new game if you think latency is 'just part of the game' and people need to 'git gud' in regards to it.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121302#Comment_2121302

    I’m not saying I got Entity Displeased in that match, just that’s one of my criteria for losing. I don’t remember what I got that match though but not that.

    Ah, okay, I misunderstood!

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118278#Comment_2118278

    If the Entity is Displeased I count that as a loss. I think 1k is a loss, 2k a draw, and anything more is a win. The fact these survivors could all one after another use the hatch was loads of BS.

    If you got 'entity displeased', I think you had more issues, since I've had 'brutal killer' on 0K's. How many hooks did you get in?

  • I thought about it, but the problem is that if four adjacent hooks get broken, it could create a dead zone where the killer can't get a hook in.

    Which wouldn't be so much of a problem if it could occur more organically, but this kind of change would be a buff to Swiffer bully squads more than anything else. And the game -really- doesn't need that.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121234#Comment_2121234

    This will look more normal to you when you understand the frames of both spirit, the pallet dropping and this animation. She still gets hit here, and a tiny little bit of latency doesn't help better.

    DBD runs really well for how much crap we give it, try playing HSH or some other game with actually weird hits then talk.

    Yes, they do still get hit here. Which is the entire problem.

    Listen to the audio: the pallet is pulled down, hits the wall, THEN Spirit attacks and gets a hit in. Meaning that the attack phased through the pallet. And even IF that were somehow normal, it means, by definition, that Spirit was under the pallet, but she did not get stunned.

    Maybe you can run a very flimsy defense for the hit registering which everyone will probably laugh at you for, but there is no way for Spirit to get the hit in, but not get stunned.

    Unless they hotfixed Spirit to be a ranged killer.

  • @[Deleted User] said:

    I mean or you could wait it out so your 3 teammates get out safe and sound. What this is doing is rewarding this behaviour

    One hook, though, is not nearly enough time for the quad escape. That's why camping the hook should halt the hook progression timer.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118980#Comment_2118980

    You don't know what binary gameplay is, there are times you DO hook them, there are times you slug them but in current DBD slugging first to accelerate is generally part of the equation. With this change, the survivors have more space to kite and will be encouraged to cope with a hand holdey mechanic instead. Your change isn't about keeping DBD alive, it's a change to try and diminish something you don't want to learn how to deal with. You don't understand "esports" and DBD itself is not one. I don't get your notion of "Unbelievably sweaty" if it's even really well crystalized to begin with but DBD, like other games is meant to be played for fun. Playing for fun, and playing well are not mutually exclusive. Learn how to play, get better and the game will become more fun for you. Slugging isn't boring but sometimes boring people are slugged. Learn how to play from the floor, try to spin the killer off ledges, position yourself, scout, get to resources, achieve hatch, bait the killer into playing around perks you don't have or into perks you do have, so on and so forth. As for not understanding DBD i'm very probably the best killer player at this time so that's just a non starter.

    Killers, especially killers who are better than you will probably slug you if you let them. learn how to beat these killers and stop being a floor gamer. Even if you asked BHVR to change the game to better accommodate you, better players will continue to style on / win no matter if you say they are "Unbelievably sweaty", don't know what they're doing or any other kind of salt. The results speak for themselves and all that's left is to own it.

    So if it's meant to be played for fun, explain to me why running matches as short as possible and with as little action as possible constitutes 'fun'.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118939#Comment_2118939

    If you're not tunneling why are you hooking? You're better off just slugging all 4 people and 1 hooking the last one when the other 3 bleed out. BT applies off hook, you literally have someone free to take a protection hit, for themselves, the unhooker or someone else, we'll make it is often the most powerful perk a survivor could have, camaraderie is used in competitive DBD and in strong SWFs, the notion that it is unused is just untrue, Deliverance is very strong, offers a lot of flexibility and just like DS, mitigates your would be tunnel which, mind you, is something that you WANT to do if you're hooking people at all. and right now, break down, another "problem perk" is bugged, where the hook never respawns. Survivors can make hook deadzones very easily right now, and then when you want to hook the last person (who is automatically on death hook) you are forced to let them bleed out anyway or they can just wiggle off and hope for hatch. You also have kindred + open handed on hook, where you entertain 24 meter walls which on maps like lerys or hawkins can ruin some killers.

    There are situations, haddonfield, fractured Cowshed, mother's dwelling and Family residence especially, where having a survivor do nothing for an extended period of time doesn't really count for much if they can, at some point, do their share of the workload. The very idea that they CAN be reset might pressure the killer into actually hooking and not slugging them, which doesn't really fit in line with how DBD is played

    Again, Killer doesn't win by racing the survivors. If the survivors can work on their objective, and be at least serviceably okay they WILL win. They are very fast when they are allowed to operate at all. Killer wins by snowballing, through pressure, achieving a critical mass, a point of no return where the survivors are flame horizonal and the entire team is occupied, pulled into a screeching halt and cannot recover.

    Sometimes this means key hooks that have to be answered, other times this means slugging but killer gameplay, al least top end, killer gameplay is a sophisticated and beautiful thing. You don't really know what you are asking to mess with, or the implications of this change.

    I get that you don't want to be slugged, but if the killer outplays you then just take the L and go next. if you can wait 20 mins for a survivor queue you can wait 4 minutes for a bleed. It's not the slugging that bothers you, it's being a slug and the solution is not to be a floor gamer aka git gud.

    What you are proposing is binary gameplay. Either all the survivors spend 4 minutes dead on the floor, or the killer gets nothing. Either outcome is absolutely garbage for gameplay, and if that gets pushed through and takes the spotlight, again, the game WILL die.

    In all this talk about viability of tactics, you forget that the key goal of DBD is not to deliver some kind of eSports style competitive environment where only the top players are allowed to participate in unbelievably sweaty tournaments. DBD is supposed to be -fun-.

    'If you're not tunnelling, why are you hooking'...

    Seriously dude, go play a different game, you clearly don't understand DBD if this is your approach to it.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118908#Comment_2118908

    Killers have to pressure, occupy and immobilize the whole team, the first point of slugging is to save the time of 1) picking up a survivor 2) carrying that survivor and 3) hooking that survivor. If you are going to hook a downed survivor anyway then you also entertain unhooking, borrowed time, we'll make it, camraderie value (which can be really nasty), deliverance, kindred and many other factors. You also have invested time into this survivor and you are invested into removing them from the game to get something for that hook. With the proposed change you suggested , you could use this promise of picking yourself up to dive a generator in the badham main building, when basement doesn't spawn there and pick yourself up on that generator indefintiely because the killer can't actually hook you or other such situations to get a free unbreakable so to speak. Now this survivor you hooked is going to not be a confirmed kill until soaking WAY more pressure than they otherwise would have and you are instead going to admit defeat and interact with others, in which case you should have just slugged them or you will hook other people, and you have those delicious situations where you go about trying to 12 hook IE those situations where survivors are actually super strong. In other words, you don't know what you're asking for.

    Yes, hooking a survivor pulls up all the unhook perks. But what are the problem perks here? DS doesn't apply if you don't tunnel. BT doesn't apply if you're not hunting the hook. We'll Make It is solid, but it's just a heal. Camaraderie is never used. Deliverance practically never works due to its activation conditions and unless the team is on comms, it's quite likely to not make that big of an impact.

    And I've never really had a problem with a survivor being unhookable from Badham Preschool Basement, or from anywhere else for that matter, but if that is an issue, the devs just have to put a hook down there.

    But even if they didn't, that survivor is going to be stuck down there doing nothing for a very extended period of time. You always know where they are and you can easily pressure them into inactivity, possibly even making them bait their allies into picking them up.

  • He's fun, but he's still not good. He needs a loop pressure tool because his 110 with nothing to break loops nets him a ton of unwinnable chases.

    Main Event can be reshaped to fit this, though. If it retained full charge until used, and all it did was give bouncy blades for the duration (so no control screw either, no forced dagger throwing) and give unlimited blades, he could work so much better.

    Perhaps even make it charge from chase time, too.

  • No, they're not. All of these restrict gameplay, and if it were all DBD had to offer, it wouldn't live longer than a week. Thankfully, there's good and fair killers that offer the best the game can.

    @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118823#Comment_2118823

    On some maps and in some types of games multiple times. Especially with the current break down! Imagine survivors intentionally burning offerings to spawn basement in killer shack alongside springwood offerings and then just diving main building with flip flop, unbreakable and soul guard every time they wanted to change aggro.

    A more realistic solution is to just get better at pressuring the killer or better at not getting owned in chase.

    How're they gonna change aggro without the killer's intent? I've had loads of survivors try to pull me off of a downed target, but I just hook them first.

  • @SnowMiser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118784#Comment_2118784

    It's more fun than having a guaranteed win because you have perfect information.

    Dude, even with these 'cheats', survivors die way more often than they escape. The game isn't balanced for solo play.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118823#Comment_2118823

    It would be less than that, people would just take tenacity who needs unbreakable when you can pick yourself up in about 30 seconds or less every time with that.

    Not to mention anytime someone was about to go down, or was in a dead zone, or in any real trouble- they would just get super close to a gen as they went down (Where most loops tend to be located btw, near a generator). You basically can't slug in like 70% of the map anymore.

    That would be a MASSIVE buff to survivors, it would tilt their escape rates significantly- and as such yes, you have to give you can't just take it doesn't work that way; so what equally massive buff to killer would you be giving?

    How often do people actually get slugged on a gen, and not out in the open, away from any gens? Not to mention that if someone crawls away, you, as killer, now know where they're going.

    And the only thing this would do is hinder hard slugging strats, easily circumvented by just playing the game as intended and hooking people.

    Yeah, Tenacity would be strong. IF the killer allows it to be. Like so many other survivor perks.

    But you know what? As a package deal, if tunnelling, camping and slugging all get addressed, I'd take a global 25% gen repair speed nerf.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117907#Comment_2117907

    and what are you willing to give up or give to the killer for that massive, massive survivor buff? It would have to be equally huge.

    You are basically telling a lot of people to lose games and game changing pressure because you don't like being on the ground; so you better be prepared for what will have to happen for the other side in return.

    It's not a massive survivor buff. If it happens that they pull themselves up, they've been slugged for over half a minute and somehow slipped away from the killer while moving at, what, 10% speed? How often is that going to happen if the killer isn't actively throwing the match anyway?

  • I'll keep saying it: Survivors should be able to pick themselves up by performing a 10 second animation at a generator, after filling their entire recovery bar.

    This way, being slugged is not a gameplay dead zone, and you can still do -something-, even pressure killers into picking you up when they're trying to go for a 4-slug or a grief-slug.

  • The problem with Babysitter is that it has a very stringent condition for pay-off. It only works if the killer is on their way back to the hook, but not close enough to have direct visual on the hook target.

    Sonzaishinai's idea is a great buff to it though, it can make a tunnel-chase considerably harder to pull off.

  • Alternatively, survivors should always be able to pick themselves up from a slug, but only by crawling over to a generator, getting the recovery bar filled up all the way, then doing a 10 second animation to get back on their feet.

    Just so being slugged isn't a complete gameplay dead zone, and you can pressure killers into picking you up eventually.

    @TTV_WAWAbyWibWib said:

    I am a killer who regularly bleeds survivors for the full 4 minutes, we mostly do this to prevent random hatch escapes and second chance perks because the last living survivor will be on death hook. A great way to prevent us from doing this and just hook you if there are 5 gens left and no threat of actually getting the gates powered (thus making us respect deliverance into DH into DS or whatever else) would be to just delete hatch and make the endgame collapse start when the last gen was powered or the killer voluntarily opened the gates.

    Both problems solved.

    Because this kind of behaviour gets me to crawl off into some godforsaken corner of the map and bleed out just so the killer knows how shite it is to spend 4 minutes doing nothing and getting no points for it.

  • I think that's a fair idea.

    I had an idea myself to have Main Event...

    A) Not lose its window of activation. Once you have it, you have it ready to go until you use it, and...

    B) Retain the normal Trickster gameplay, except as long as Main Event is active, you do not consume blades when throwing them, and they bounce off terrain.

  • @lob said:

    demo get his portals back after there destroyed why cant she plus majority of rounds swf wont pop gens until RBT are off also i think bear traps should not have white highlight so if takes them a awhile to find boxes plus dont forget you wont have a power if they get it first try

    Because Demo portals get destroyed in, what, ten seconds? The mask can sometimes take minutes, and sometimes it just outright kills a survivor.

    RBTs shouldn't get an outright buff with how swingy their RNG is. If a survivor doesn't get their mask off at the second box, they pretty much lose the entire match, and they could take their team down with them. That shouldn't be the consequence for a single down. This leaves RBTs in a really bad spot where they can't be buffed due to their maximum 'bad luck' potential, but they also can't be nerfed due to their maximum 'good luck' potential.

    That's why it should be changed to a set number of boxes that need to be searched. Because then we actually know how strong those masks are and can take steps to boost them when necessary, like being able to pick them back up after a survivor discards them.

    EDIT: Also, Pig doesn't lose her power. RBTs aren't the only thing in her kit, since she has on-demand undetectable with an absolute ENORMOUS lunge, and those never go away.

  • I don't really know anything about RE, but I hope it's Chris, purely for the mancandy.

  • I think it's difficult to create a compelling monster character, since it's hard to motivate them. Every killer has something that makes them a killer, ideally, but monsters are more like animals or forces of nature.

    It might be possible, but it'd be way harder to pull off.

  • I never camp, tunnel, slug or even anti-hatch slug and I'm not about to start now! The game is much more fun if everyone gets to play a proper, full experience.

  • @Kebek said:

    Hmm it's true but basically all killers will catch 1 survivor eventually, pallets or not. You can still use LOS blockers and gaining distance vs him. Windows can counter him pretty hard if you vault them with right timing and good angle. Or a really good structure to be near impossible to get hit with knifes if you get a good map.

    I think right now his knifes are fine, strong in some loops weak in others. Just give him the 1 ricochet knife addon baseline + buff his main event to be more threatening and that's all he needs. He'll have some unique mechanics, potencial to be good when played really well + some decent counterplay left.

    The buffs did well for him and he's no longer extremely weak, I'd say he's pretty decent if you play him well.

    An idea that came up to me is to rework Main Event to be the baseline bouncy blade. Just make it so you can hold the charge indefinitely, then when you activate it, you just get bouncy blade for X seconds.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108500#Comment_2108500

    How is that not a good idea? It would hugely reduce the grind for that character.

    I've made that exact same suggestion before in fact. Prestiging SHOULD benefit the character you're prestiging more than your other characters.

    The main downside to prestige is that it wipes all of the perks you've just grinded out, just for a cosmetic. If prestiging actually benefited that character by reducing their future grind, it would be a lot more compelling.

    So yeah, basically P1: instead of wiping all of your perks, they just get rolled back to tier 1. P2: rolled back to tier 2 or stay tier 1/2. P3: keep all your perks as they are.

    I'm currently of the mindset that I would never prestige anyone just for a cosmetic, so I probably never will. And if the 'prestige to unlock perks on OTHER characters' came out... I probably still wouldn't do it, because those perks will come up eventually, and I'm not prestiging the characters I do play anyway so it won't take long to get those perks. But if mine/KirkyLads idea was implemented, I would definitely prestige the characters I main.

    The reason I'm suggesting what I'm suggesting is that, if you have all perks in the pool, yes, they will eventually show up.

    But there's 89 perks and each has 3 levels. At best, you get two perks per bloodweb. That's around 130 bloodwebs that you need to dig through to get all perks. I would assume that's well over 2 million bloodpoints.

    What this change is aimed at is not having to level Demogorgon to 40+ without getting Barbeque & Chili, which has already happened to me despite having very few killer perks unlocked.

    I mean, it's possible to do both ideas, I'm just saying that I'm not interested in prestiging characters for the sake of prestiging them. I want to get something out of it that's more impactful than bloodied base cosmetics, and having the character-bound perks permanently unlocked across the board is exactly what I'd want out of it. That way I can bank on those perks always being there.

  • TImer doesn't slow down when a survivor is slugged instead of hooked.

    Because THAT won't get abused.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113318#Comment_2113318

    I mean looking at this game in base value the game is very much in the survivors favor in most situations. You lose and wanna confirm a kill? The survivors could have bt, deliverance, ds,adrenaline,borrowed. Or have items like keys to escape. Even in the case where the survivors lose the devs are like "we can't be to mean" so they give them hatch. Then you close hatch and the devs are like "well then the survivor can just get gate" like alright... So in my opinion at end game if the killer wants to confirm a kill itd be only fair if stuff like ds and bt wouldn't activate to stop them. Could just be me though. Everyone knows how it feels to just want 1 kill at end game and theres so many ways to stop it.

    The game very heavily favours killers outside of super-coordinated Swiffers. Around red rank, the only killer that doesn't average 2+ kills is Nurse due to her being difficult to play.

    Yes, survivors could have BT, Deliverance (lol), DS, Adrenaline or BT (again). They can bring keys. They can get the hatch. And if the hatch gets closed, they can get the gates.

    And STILL killers at red rank average more than 2 kills.

    No, EGC should not disable a bunch of perks and arbitrarily weaken the survivors. Just like perks like Nurse's Calling, Starstruck, Infectious Fright and others shouldn't be restricted to either EGC or main trial.

  • Bumping this up again because I'm levelling Zarina and having zero luck in getting perks that I want.

  • Difficulty is that 'red rank' is meaningless due to the way survivor emblems work.

    I am definitely better than I was when I first got to red rank, and I'm better than a LOT of red rank players, but I'm not some top tier survivor and I'm not -that- good at looping a killer. I'd probably be purple rank if the ranking system worked properly.

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