Flatskull
Flatskull
About
- Username
- Flatskull
- Joined
- Visits
- 1,365
- Last Active
Comments
-
@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1329576#Comment_1329576
https://forum.deadbydaylight.com/en/discussion/comment/1329579#Comment_1329579
I've played the game long enough to remember the original DS (albeit post duration nerf), which effectively turned the game into "hey, you know how you need to down people up to 12 times to win? Try 16!" The nerfs and reworks to it have turned it into a perk, that, whether the devs meant to do it or not, discourages tunneling. That being said, if it's not intended to be an anti-tunnel then I strongly question why they're ok having a "survivor can do no wrong for a minute after being unhooked" perk. I'd love a "killer can do no wrong once a match for a minute after hooking a survivor" perk...but as is, it's just one more reason why I don't put DS in my own builds...too much potential for abuse.
God I hated old DS. But I could of tolerated it if it was an ultra rare item myself. At least it would of had rarity, be visible to killers and could be depleted.
It's dumb. Yeah. I agree. but dumb stuff that grant an advantage is a part of the game of DBD. Same with exposure or moris. This is mostly because the game is so perk reliant-and frankly over stuffed with perks- while being very, very under developed in literally every other way such as stuff on maps, offerings and items ectr ectr. In some cases add ons-eg: bubba- I don't see DS getting removed, mostly because getting unhooked even safely sort of cause a ring of easily tracked down death for the unhooked. Even for good survivors.
It's dumb but perks kind of band aid that problem. But then again the ruin band aid was ripped off. So who knows.
-
Slug claud 1 and nea. It sucks for nea but not your fault she got cocky with her DS. Leave them both for a sec and hunt for the final claud. It's not fun for the survivors to be in that position but it's all down to that claud not respecting the killer by unhooking straight up in your face. There is a reason safe unhooking is an actual thing in terms of BP and game points. Because of her decision the last of her team would basically be out of action as a final claud is left hiding, hoping you don't find her.
It's really rare for them to have unbreakable. If you can't find the final claud or she gets away and you want to give up chase. Return to them. DS is normally gone by then and the nea who was off first will probably have crawled off entirely to the corner of the map where she will most likely be healed by the other claud eventually.
That would be my solution. It's not a perfect solution. I personally always thought DS should be an actual visible weapon item. Like a knife or glass shard but they changed it to this perk instead. I don't have issue with it because as a rule I always persue multiple downs or injuries then hook.
-
The entity is not omnipotent-although it is the master of the pocket dimension everyone is in. So it's close to it- the entity relies more on changing people, empowering them and bringing them from someplace else. We don't have anty killers that the entity has made from nothing which tells us that the entity has its clear limits. In canon the PH was pretty much indestructible in tis first appearence and while the new PH might be working with a physical design more closer to the movies or later games his addons directly reference sh2 constantly and in SH2 he was physically impervous apart from maybe being given a head ache.
It's suggested in hillbilly flavour text with his saw addon the scracthes that when the entity is displeased it punishes the killers via torturing them with it's big meaty spider legs, properly to a massive decree. Thing is PH ain't gonna care about that and the entity knows it...let alone an empowered PH-which he is hence why he can now actually carry the great knife in one hand now- the entity lets it do its job because it still gets food from the equation. It dosen't really need sacreficing-it likes them but it dosen't need them- since it feeds on hope.
Same reason why in game it makes lore sense you can fail to sacrefice anyone but still get enough points to avoid a ED. It probably could punish PH for this stuff...but in order to do so it would require more effort than it's worth. Especially if PH is still doing his job to a brutal or more decree.
-
Yes. That is straight up cheating. Being able to see a killers perks or addons if I am reading what you wrote right takes away the uncertainity and unpredictability of the match up which is a big part of DBD. It's literally meant to be a part of the game and it's one of the reason swf with comms is considered so busted since it removes a lot of hidden info.
100% it should be eliminated and anyone caught using it should be banned for a moderate amount of time after the devs announce in game that it will no longer tolerated.
Although. while off topic seeing what killer you get in lobby I don't think itself would be too game breaking and might even improve the game. Especially since some killers kind of screw you without a specific perk counter-doctor basically destroys stealth builds without calm spirit- but with all the other stuff. Atrocious.
EDIT: if you meant only that they can see what killer itself you are playing. Then that factors not so bad. The being able to dodge or block killers though is bad.
-
Urban Evasion-so you can immerse yourself and escape as a killer is chasing someone else.
Pillager: So you can grab the loot before others and get those search points.
Calm Spirit: So you can remain undetected and avoid screams.
Small Game: So you can grab those totems points and avoid traps. No point being selfish and then getting trapped where your team might ditch you for your selfish behavour.
End Goal of this build: Grab your points without neccesarily having to expose yourself to killer chases or gens as much. Get that hatch. Pillager for points, loot and possible key escape.
-
Boring is a perfectly fine thing to change certain stuff in the game around. A game by design is meant to be fun, pvp or not. Hell, a game being boring is worse than a game being BAD. I'm a killer main and it's not unfair to say certain killers are boing to play against just as much as some killers are play as. They should be changed on the fact that the interaction with them is detrimental to the fun of the match just as much as certain factors of the game should be changed to negate the absolute boredom those factors bring in.
There is no excuse for being bored. Thats' not on the players, it's on devs. Players utilized the best tools they have at hand because of dominant game theory and all that. Although I do agree that it like all critcism in this game it can be used to try and influence devs to needlessly nerf certain things in the game and while I do feel what you sare saying about the meta. We forget that the meta can be absolutely full of bollocks and rightly called boring among other things. Lest we not forget that old DS was the meta which was basically a free down body armor perk back then.
And one of the common cirticism and complaints about the match from the obsession in every match was that no one will chase them and in fact treated the obsession as if they were effectively invisible even when they ran up to the killer face because no killer wanted to deal with instant, nearly always confirmed DS.
Loops are boring. We should have more stuff in the maps and japes. It's not subjective, if you find loops run. Go play a spinning top. You'll be entertained for hours and you won't even had to deal with perk builds. Camping at a hook is boring. Have to wiggle on hook is boring and I think the devs agree because PH update seems to be expirementing with changes to all this stuff. If only PH himself.
but as a rule devs tend to expirement bigger changes on a new killer before considering changing anything about base in such a big way.
I do agree that a lot of the frustrations is a part of the game though. Same with meta. same with perks. Same with killers. You kind of got to take DBD like you take Xcom. Just like when you miss a 90% alien in the face...you got to also sometimes face someone going to DS you or a killers going to mori you. Shrug your shoulders and say "That's DBD, baby"
-
If a good swf is losing to a bubba then they are not a good swf. Most of the time when bubba gets 4K with his power it's purely because either the people he is playing with are messing around, purposefully giving to him for some odd reason or because they are absolutely terrible and maybe...because that Bubba has become insanely good at bubba specifically for some reason.
Or an insanely lucky bubba. It happens.
The problem with trying to compare two sides is that what determines their ease is not their performance it's the level of energy and skill put in for comparable resuilts. As killer you're 1 guy hunting down and finding people with 4 perks each, items and addons all doing their own thing while you watch gens pop left and right. One bad call can lead to a gen pop because you inspected the wrong area of the map. As survivor your main hardships come not from the taks of m1ing gens or doing loops around an object because loops are brain dead. Once they start you already gain additional 30 seconds unless you balls it up in some obvious way.
As survivor your hardship comes primarly from other survivors.
So
My conclusion would be this.
It's harder to play killler...BUT...it's more reliable. You can rely on yourself and only yourself to do what you think is absolutely needed at any time. Even if you make a bad call it was a call you felt actually contributed to the objective.
As survivor it's easier...but more unreliable. You never know what team you're going to get ontop of what killer you're going to get and while survivors have a lot of perks you can really sort of guess what mosto f them are and as killer...YOU GOT to know what survivor perks are otherwise you'll be eternally rank 12 most likely. But most survivors don't neccesarily have to know what perks killer have got and can't always deduce what perks they are using. They are not always as visible as survivor ones are.
I mean. It's obvious when a survivopr using lithe. How the hell do you guess a killer is using say...survelliance?
Add ontop this that other survivors may just bugger around. Memeing it up. Explotiing. Looting chests and so on than genrushing. Even if it easier it don't help much when unpredictable or even predictably unhelpful stuff is going on around you. It's one of the reason SWF is so busted. Because a big part of what meant to balance survivor is the unreliability, but now your comming team perk builds with your friends and even if you aren't comming you still removed a massive part of the unpredictability.
-
A big factor of what makes creepypasta good...or was good. Was the sense that those stories could come from anywhere and at any time with suggestable real connections to the world around us hidden in the ambiguity of the big world wide web that connects us. It was easier to believe these stories and find them scary -despite how horrible or good they were -it came out of the hands of some random user browisng some rectal health forum or something. it gave it all a buffer of believability. Things like slenderman who relies very heavily multi-sourced material and dispersed creators doing their own thing flourished in such an enviroment which helped propel creepypasta fame considerably.
Other creepypastas-like jeff, which is sort of infamous now, really- mostly became popular because they rode the same wave when the damn of internet story telling broke through. It was less that some of these stories were scary but they were there and new and got a following. I don't know if creepypasta can be done well because a big part of their appeal...a part of what makes the GOOD...creepypastas good...is that they are the internet versions of campfire stories. Tales spun with "yeah well, my couson who camped there said" credibility that made them enjoyable.
Personally. I feel that creepypasta has lost this spirit of random folk spouting bull crazy stories to each other in a sincere and fun hope of spooking one another and into what amounts as a writing group...which is fine but defeats the point of them because some of them being comicably horrible is party what made creepypasta what it was. Most modern creepypasta lacks the clout and ambigious sense they could be real because they are so blatantly stories attempted to be written well. So none of those would fit in...because it would defeat the point of including creepypasta for not having the psuedo-sincercity and blievablity of old creepypasta.
and old creepypasta would not be included because most of it was not written well or did not notable slasher icons. If ANY creepypasta icon was going to be chosen though...THE RAKE would be the most probable choice. He's humanoid. He's got clear imposing weapons, some clout as an identity, a very clear means of attack-unlike slender- and the rake is linked strongly to hidden things in the woods. Which kind of meshes well with the entity.
Good old slendy wouldn't be included because what made slendy good was his various source and over arching, almost looming sense of ambiguity in everything he was and everything he did. It gave the sense that he could be real in some feverishly paranoid night. I don't see a way dbd could do that without making him laughably OP. Also slenderman has made so many appearences into bad stuff now that he's kind of meme material. It might feel sort of like having "like a boss" in a commercial. Memes and coperate should never mix. Even if speaheaded by sincere use of it.
-
When I first played DBD I got the vibe that the devs had a plan for this entire world within the entity realm and within it a sense unpredictablility, rapidly changing fairness, advantages, diadvantages and oddities.
The blood web is perfectly designed to allow more and more things slowly slid into people hands while at the same time cycling, competing and making you grind to get more of a specific item. Just...the mood...the little flavours to everything. The sense of things have a vague magical power at times on both sides. I think that moris and keys...everything really were planned around the offering system, addons and even items being waaaay bigger galleries than they are right now but because the offering systems is so underdeveloped an in fact...actually had stuff CUT from its potential pool of cyclable items-for good reasons I'm sure-
Moris have become far more common simply because there really only misty juice, anti-misty juice, a tree, a hand, a butt load of BP boost options, a coin, a shroud, map choices, then moris.
As killer you're rarely ever going to sacrefice points for a map. Who cares. Unless you really want to try a specific build on a map for some reason. Same for reducing chests...like...why on earth would you reduce one of the few things to distract from gen rushing. Or closer hooks. I won't go down the complete list.
my point I'm trying to get at is that there isn't a fair way to use moris really. They were never designed to be fair, if they were, they would of been third hook to begin with, but even that would be dumb because devs know no killer going to sacrefice massive point boosts for a third hook animation in an offering spot. Moris themselves are meant to be unfair-except cypress- but they were also meant to be...S C A R Y and unpredictable and rare.
same with keys.
But neither items or offerings have been updated or given new items so we got loads of both running around just stacking up. And even if yoiu have loads of the other offerings...you'd never use them as killer...who the hell uses shroud of seperation when almost every killer benefits from survivors bunching up. Play how you want.
I use moris for either challenges, or I want a casual experience for once without intense sweat, or simply because I want to be an actual slasher killer in some sense on my side rather hookmanmchookface second in the short line of hook. Does it suck for survivors who get on the recieving end of a nasty mori...yeah...but it also sucks for killers who get on the side of swf comms. DBD has issues in many ways.
I do believe the devs want to fix this and I hope that they will explore perks and even mechanics-like PH upcoming mini-mori- to maybe replace this system or perhaps they will give the offering systems a large update to help buffer between mori appearences more.
-
Pigs head traps no longer prevent anyone from leaving. Thus pretty much destroying the pigs control of time. She's a straight gen rush killer like anyone else now and once that final gen pops you basically nullified her main ability. It's dumb. She used to have a fantastic end game, being THE end game killer or at least one of them.
Pig needs her end game fixed or they need to add something to make up for one of main fundamental power basically be straight up stripped from the game. Now you just watch meekly as your traps turn to trash and people butt dance at the exit gate. What a disgrace. Amanda deserves better than this.
Talk about taking away all tension and sense of power the head trap implements. Now it just sort of nudges you to wander to the giant "do me" boxes when you slap one on...and EVEN then...only after the gen completitions have started. It's rare for one gen to pop. Two typically pop early even if you apply good pressure.
-
Too broken. All a killer has to do is commit to a chase or interrupt the survivor mending and that's a garunteed down. This could work if there was a butt load more stuff on the map for survivors to interact with to disorient and confuse a killer in chase beside just pallets or closets to hide in. Because it would be realistic then that a survivor could jape or plan interactions to lose even a good killer. Especially a legion if frenzy was his default and with it his very narrow view.
But as legion and the maps as is now this would just bring back tracker legion. Who frenzy hits someone then slowly tracks them down until he either hits them or they down. I've played tracker legion.
Not fun.
-
Most of the time lately it seems claudettes are never played by the sweaty swf comms player I use to face back in the day. Back then they were always all claudettes with the same custometc.
Now they're all over the place. If there is any survivor I don't like it's probably Jane because her ass blocks my FOV.
-
Spend some on on both. If you like playing as freddy then you're going to benefit more from him having as many perks, addons and offerings as possible since he will be your pimrary bread winner for more blood points. Get nurse up a good couple of levels.
If you spend a good chunk on your main you get way more benefits.
1: More addons that you can use, may increase BP and rare.
2: More offerings for more blood points and moris.
3: You may not get the teachable perks you want but you will get other perks which will stop them repeating in the blood web after you max them. Meaning when you do get your teachable it will surely appear next time or at least have a much greater chance of doing so.
4: Prestige for that blood cosmetic...I mean...I don't prestige...the cosmetic isn't good enough to make me give up literally a library of perks and addons. I did it like twice nad probably never do it again. Prestige needs way more to it. Although I understand why people do it. It can be fun to start over in a sense.
If you drop them all on nurse you lost almost all your BP on a killer you don't play for a teachable that may not show up for multiple cycles.
-
Q.U.A.L.I.T.Y P.O.S.T
I label this a neat/10
-
Why sloppy. You have an inbuilt exposure perk. I guess it's a good fall back.
I would suggest.
Haunted grounds. Iron Maiden. Devour Hope. Make your choice.
Make them fear the exposure. Make them one with the exposure. Make them fear your strike.
Or like. Totally meme it up. I dunno.
-
Same.
I thought PH would be a very bad idea. It strange to have him running about with his great knife, which I didn't see happening. I suspected they would of given him a weapon switch system sort of like oni between his spear and great knife but I'm happy they made the choice that they did. I do hope though that we get his spear and his old SH2 look as a optional skin purchase though sort of like michal and his metal pipe.
I thought for sure PH would be done wrong. I didn't want another killer who let loops happen in front of him, the moment in the chase where its disrupted and you feel most powerless as killer and I hated the idea that my old nostalgic love icon of silent hill would be subjected to that.
But they did good. They made PH able to heavily influence and even bypass attempts to camp at pallets and loops. Furthermore unlike clown who just chokes you a little and slightly decreases your speed. His status effect not only denies you powerful meta perks but opens the way for a mini mori. Instilling actual fear into being effected by it. He's basically a better clown mixed with a doctor in a sense.
Oh yeah. And his addon gallery is just big SH2 reference fest...which I love. DBD did a ######### better job making sh content than konami since the trilogy. Not counting silent hills purely because it didn't actually get finished.
-
Yes. But it's not good at slowing down gens anymore more than it's good at helping you regress them.
Depending on your build and your killer it can either be fantastic if it stays hidden-like all totems- or barely worth the input and better replaced with things like pop or surge.
So. I would suggest that if you run it you get awareness perks so you can find survivors of gens because it ain't doing anything until they are forced off them or that run you a killer than teleport or move fast. It's one of the few perks that work very well with legion now though, a killer who kind of had meh perk sync due to them changing all hit perks to only register basic hits. So that's good. I guess.
-
That's not good killers. That's good match making.
Depending on the survivors, if they swf, their build and if their good-but HOW good- a good killer can take away all sense of "going either way" by straight up stomping them early on. What you're describing is a match making system that puts an evenly skilled killer against evenly skilled survivors. I agree.
Problem is a lot of stuff that good survivors do require no skill and ruin chase-same with higher levels of good killer- no killer goes " oh wow. Looping that one thing because I have no way to punish it out of mindgames was fun...it could of gone either way!" they just sigh to themselves knowing that if they ditch the chase now the time sink so far will cause bad gen momentum.
Same with when a killer tunnels a dude to get him dead as quickly as possible. The guy just off the hook is screwed, especially if his teammates make bad saves. Because once you're injured it's very hard to get out of the radius of where the killer can assuredly get you unless you're very good at hiding and have iron will or something. But tunneling is sorrt ofo ne of those things at high ranks you might have to resort to...much like looping...to have any chance on a meta level of not letting things getting out of your hands.
even if you're both flipping fantastic at the game.
-
Total Rework Buff List:
Bubba: He's boring to play as. His addons suck and most of the time do very little for him. His power has a lot of potential but dosen't really have a lot of interactivity. Hillbillity you can always do SOMETHING with his power. With bubba you basically commence a normal chase and hope you snail inch into their range after long enough to one shot them.
I think bubba would be more fun if he didn't have a terror radius but his chainsaw was louder. So he can do what he actually does in the movies. Jump out roaring with the chainsaw at you unexpectedly. As long as he still has to rev it he could be turned into a fun jumpscare killer.
Legion: He's not weak but he's not a very engaging killer to play as. If you're legion you're entire playstyle can be summed as frenzy hit one guy. Try to hit the rest if killer instinct goes off. Start to track down everyone for downs. Legion's has no real identity...excuse the pun. Even the devbs weren't clear what he was meant to be.
In the trailer reveal he tricks the survivor because he shaped like one...but his terror radius and big dorky mask will never fool any survivor unless his radius is gone and even then I rarely seen someone walk up to me thinking I'm a survivor. He's meant to be fast but his speed comes with so many restrictions.
No one really enjoys having to m1 deep wounds either really. I think legion needs some quality of life/fun reworks. But he's ok. He dosen't need it desperately...like bubba does.
Buffs:
Pig:
Fix ruleset 2. It's a horrible addon. Especially for red. No one cares if you can't see the boxes outline before the trap even activates. Big whoop.
End Game: Give her back her end game build. Survivors control when the gens are finished. I get this put solo survivors in a bad spot because other swf with them or solo might rush but there is still hatch and there is still time to remove the trap. I understand why the devs do it so the trapped survivors don't end up in a drawn out slugging fest as they get captured over and over for bait once the EDC starts but her end game power was her best part.
Now she's just another killer that you gen rush. She's lost a big part of her control of time. I don't know how the team will console her EDC and her new End Game mechanic if they decide to fix this. But they should.
Clown:
Clown is not a bad killer. In terms of story and looks he's probably my fav. He is the definition of creepy, leering pervert killer. Just the way he looks I always imagine what his breath must smell like. It's mang, but in the right way. His power while good is also very standard and ultimately dosen't FEEL like it's doing alot. It's good but he needs some more interactive quality of life improvements to him. Just some general stuff to make him have more...presence...mechanically for survivor and killer.
One way I suggested in the past is that when a survivor is happy gassed they hear clowns laughing in more random directions the closer clown gets in place of terror radius and lose his red stain. So he become even better at loops than he is and has a stronger creepy clown effect or osmething. I dunno.
Moris:
Rework moris from an offering to something that must be triggered conditionally for each killer like PH head does on third hook. It fixes the problem of an offering effectively allowing an early game end for survivors who were unlucky enough to be hooked first and it lets killers keep their kill animations and fear factor thematically without having to waste a mori slot for a glorified final hook animation.
-
PH cannonically can see light just fine through his helmet. It's most likely the helmet is literally his head because of whacky Silent Hill Symbolism bending normal biological rules and anatomy. We know he can see light because when he first appears he literally gets a flash light shined at his face and he react with an overt reaction at "Like what the hell is this"" in sh2.
-
Moris should of been integrated mechanically into the game. I think they're moving in the right direction with PH "mini-mori" that needs specific conditions to work and activates on third hook. Mori as an offering is neat if the game had lots of factor to help both sides make more diverse plays and maybe the devs are working on changes to maps to make that so. We are getting a big graphics update so enviromental changes are possible on that level.
I have no problem with keys and I have no problem with moris. Killers need early momentum more because they have no control of time and need to either start mad momentum to get it with the right perks, curb stomp the survivors quickly, or waste precious perk spots for stuff that honestly don't slow down gen progression all that much. I mean...corrupt intervention...big whoop...a minute or so of 3 stalled gens. Just run to a new gen and rushl ike normal.
I LIKE the idea that either side can bring something that can induce a massive advantage to the other. But with the new PH update. I kind of feel a bit more faith in the dev team and I think they could rework the system to be basekit...not an offering...but work under specifical conditions and mechanics, even if its special to each killer. It would be nice if killers could just...KILL...and it would be nice if survivors didn't see a mori and instantly go "whelp. If some ######### unhooks me for farm points thats me mori'ed" which is lame. Especially for solo survivors who need love.
-
You'll get this a lot because looping has become the time wasting meta so that gens can get done as quickly as possible. PH specifically has powers to push people off loops. Loops are safe. Once they start it's just winding down time until either someone slips up or blood lust kicks in proper.
PH dosen't have this problem and when you see people play on the PTB you can tell they are struggling with the concept of "jape and loop once or twice then abandon to a new path" or the even more dreaded "Actually do something beside try to circle this table"
In short. PH biggest weakness is if they treat like an actual killer and try to avoid being chased by him...if chased by him...focus on getting actually away instead of time killing. He'll prove to be a lot less seemingly OP.
Drop a pallet. run away. Pretend to go one way or another. Ectr ectr
-
They need to veer off making new perks for a while.
If BHR said "Ok. We got like...what...50 perks for killer alone in this game. We're going to stop all perk production and focus on enviroment or making decent offerings" I would be happy.
I mean, I LIKE perks. and seeing new perks with a new killer is cool but I'd rather the very underdeveloped stuff like the empty maps, survivor tools or offerings get looked at now. Maybe even enviromental hazards.
hell. if they worked on those things, they would open up the door for new perks that can tackle or play off them more.
-
All these sh2 references in these addons. It's just a big gallery of sh2 qoutes and items. It's great. This MUST be the PH from number 2. I'm really interested to see what lore they write for this guy now after seeing these add ons.
-
Interesting idea.
I would propose that when he uses his range ability that a portal to pure pizza opens up too and maybe have that trial thing he be like a long thick line of melted cheese.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1305061#Comment_1305061
Looping is part of survivor gameplay, if you cant loop, there is no reason to get out and distract the killer. Having a hard time looping a specific killer and being unable to loop are 2 massively different things. I dont mind Freddy's slows as a form of anti-loop(I do mind his teleport and his ability to fully entrap things that even a trapper cant entrap). I do mind Spirit's passive phasing, but thats because her basekit ability is simply overpowered and simply shouldnt be in the game as it is(seriously, for spirit to be balanced as a killer, you need to run 0 addons and refrain from using stridor).
Looping isnt lame, looping is the only interesting thing a survivor can do other than gens. Im 100% gonna bet that 90% of survivors will get a genrush build if his current anti-looping kit stays as strong as it is.
"force a survivor to actually make a play rather then kill time and driving me to bored tears with circling the same piece of furniture."
Like what? run into you to tank a hit to be able to go to the next pallet? There is nothing a survivor can do without windows and pallets. Looping a piece of furniture to buy time literally is making a play other than windows and pallets.
"His weakness is stealth. When you crouch his torment can't be applied to you." This isnt necessarily a problem as a concept. However, you now will have everyone running urban evasion and crouching the whole game. Like that isnt boring gameplay.
" imagine that perks like distortion, pebble, urban evasion, spine chill, featherweight and some of tap's perks would cream this guy. Especially since one of his best powers denies BQQC. One of the best detection perks."
Problem being: survivors dont know which killer they will be facing untill the game starts. BBQ isnt the best detection perk tho. Its a good one and the double bloodpoints at the end of the match make it overall more rewarding, but once you own all the perks and have plenty of addons, you have better perks. Like Corrupt Intervention, Dead Man's Switch, I'm All Ears(which is gonna make Executioner insane), Thrilling Tremors and Surveillance are all better information perks than BBQ. I'd say even Gearhead could be a better information perk. Especially since BBQ can so easily be countered with vanilla mechanics. While all previous mentioned perks cannot.
If at least solo survivors would be given a heads up on which killer they would be facing, my problems with this killer would disappear near instantly. But while optimal SWF is incredibly strong, solo survivors are getting ######### more and more every update.
"Looping is part of survivor gameplay, if you cant loop, there is no reason to get out and distract the killer. Having a hard time looping a specific killer and being unable to loop are 2 massively different things"
You can loop this killer, you can't just loop him as much. You are eventually pushed off the loop if he decides to use his power and killer should have that kind of pressure in such a chase. Then he still uses up meter to do so.
You're not meant to distract this killer. You're meant to hide. Just like with doctor you're meant to not to overly rely on stealth. With PH you're not meant to overly rely on the safety of loops and pallets.
"Like what? run into you to tank a hit to be able to go to the next pallet? There is nothing a survivor can do without windows and pallets. Looping a piece of furniture to buy time literally is making a play other than windows and pallets."
Run away. You're meant to run away. Loop once, twice, tops and then try to jape the killer direction or drop a pallet and run. Bolt it. You're meant to be escaping the killer. It is a killer. They are going to kill you, that is why you are in a chase. It's boing as hell to loop, I'm not blaming survivors for looping. Looping is a side effect of empty maps which SHOULD be filled with more things survivors can interact with. But no one enjoys looping. If you enjoy looping that speaks more of how boring survivor game play overall.
I don't want to be punished with mind numbingly running around the same object for poor map design. You have options, run away, try to hide, jape, use of certain perks like sprint burst. I do agree you should have more options than you have and maybe PH should of been introduced after some more interactables were put down...hell..they should of introduce a massive map update of interactables when legion was announced in my opinion.
But looping is boring. I'm happy to see it being curtailed with breakable walls and anti-looping powers. You have a 360 camera, plot a path instead of buying time with loops. Get that killer far away from the working gen if he's chasing you. If anything that should help with ph. Since his cage...from my understanding makes you spawn on the otherside of the map to him. If you get him far away you basically cage spawn near your allies for a fast safe.
In theory.
"This isnt necessarily a problem as a concept. However, you now will have everyone running urban evasion and crouching the whole game. Like that isnt boring gameplay."
Feather Weight and urban evasion. There you go. I fixed your forever crouching problem for you while retaining most of your stealth. You got two options: hide and think about spots you can avoid the killer as they slowly close in on you. Or mindlessly make noise notification and then run around the same object for up to 3 to 4 times.
One is clearly more fun. It's the former. One has tension, the other one removes all form of tension since we all know that killer can't do anything until his blood lust kicks in and even then it rarely helps.
I respect where you're coming from with lobby reveal and to an extent I agree. A lot of killers get insane advantages because survivors have no ability to prepare their perks. But this will make SWF nightmarish since they would all comm and insta-team build to counter your killer. Same thing with a killer that can see a sruvivor.
It would suck to have a team based gen rush. Then keep running into discord and Pop over and over every time you run that build. Also it would lead to killers tunneling people with perks that they might conclude are attributing to the gen rush.
Heads up. I say gen rush just as iin...the gens are rushing out. Not as in "Oh, my god. those survivors are doing gens. STOP, you toxic ninnies"
"Problem being: survivors dont know which killer they will be facing untill the game starts. BBQ isnt the best detection perk tho. Its a good one and the double bloodpoints at the end of the match make it overall more rewarding, but once you own all the perks and have plenty of addons, you have better perks. Like Corrupt Intervention, Dead Man's Switch, I'm All Ears(which is gonna make Executioner insane), Thrilling Tremors and Surveillance are all better information perks than BBQ. I'd say even Gearhead could be a better information perk. Especially since BBQ can so easily be countered with vanilla mechanics. While all previous mentioned perks cannot."
Most of those aren't detection perks. I'm all Ears is straight up the best detection perk there is...at chasing. But it's probably really the only chase orientated detection perk. It will definately be insane on PH. I agree but it's good on everyone, really. Gear head is poo poo, like utterly. BBQ may be counterable but most of the time most survivors will not hide when someone is hooked and even if they do it's rare that they all hide. If even one is revealed it's doingi ts job very well for something killers got to do to win the game.
Well, used to. Before the cage.
Good. It makes survivors want to mix up builds and variables more. One of the funnest thing this game has going for it is the perk builds you can come up with from the insane to the totally silly. We all got to roll with what we hope will be best before drop in on either side.
Killer can invest in injury perks and find that everyone has resillience and he's actually helping the gen rush. That's DBD, baby. That's DBD. A survivor can drop in with team based perks and get a PH.
It's annoying and reminds me of Xcom but I don't see it changing.
-
We won't know until we see the lore but even though I am old silent hill trilogy puritan myself I think they can get away with this lore wise. There are two ways.
One: the sh3 valet looks a lot like a feminine, unmasked version of pyramid head. They have the same sort of dress/figure, gloves and gray skin. It's possible that a valet from SH3 could be envigorated or empowered to become a PH version with the help of the dark powers of the entity.
Two: PH is a manifestation of James but considering that the town can manifest these demons on a whim, I don't see it as very hard for a dimensional controlling, death defying being like the entity to effectively just decide to "remanifest" the PH despite the terms of its birth. I think if thy do it this way though a lot of references and james sunderland centered mentality should be hinted at in the lore or little texts tid bits we get and from what I've seen some of James stuff is directly referenced in its adds on.
Like the eggs
Why heather and not sunderland? Because sunderland is a big, beefy, homicidal machine that had his closure for his issues in SH and I think personally it would feel sort of cheap for him to be dragged back to face PH after he already defeated it psychologically. Also James story is open to multiple ends, some which involve his potential death. That kind of ruins players of sh2 immersion a little bit since we get to choose what endeding we consider cannon.
Heather fight was against her origins, her obligations, her pursuers and SH itself. She was routinely dragged into SH through no fault of her own so it makes a lot of sense that she could be dragged into the entity's dimension under the right circumstance. Also, heather in general is more of a plucky underdog with sassy grit than james is-although james is bad ass, don't get me wrong- and I think that fits a survivor role more.
-
@Predated said:
Lets be honest, its gonna get a nerf. Its basically everything whats annoying with looping a huntress, except that walls are non-existant. Essentially being unloopable. Which would be kinda fine, if it wasnt for the lack of charge. It's essentially Freddy and Clown being relatively unloopable, but infinitely longer.
Then you also have the ability to avoid flashlightsaves and DS, which on its own, is kinda fine, if wiggling wasnt as weak as it already is. Its gonna be fairly easy in the current situation to force survivors to get tormented. And since the torment is seemingly forever, that basically also gives him the ability to instahook forever.
His perks might need some buffing IMO, cus I thought they said they would make the person who takes the protection hit oblivious, rather than broken. And I think being oblivious after a protection hit is more interesting than being broken.
So its gonna get a nerf, 100%, and ill be here inb4 it arrives.
You're not meant to loop him.
This guy is made and equiped with the power to take down SWF and looping. Looping is lame and boring and I'm happy to see a killer that actually has a power to help cut that down and force a survivor to actually make a play rather then kill time and driving me to bored tears with circling the same piece of furniture.
His weakness is stealth. When you crouch his torment can't be applied to you. This killer is effectivley the anti-doctor. He has no inherent ability to track people but when he does find someone he has the ability to shut down team plays and harm looping. Although both of his method of doing so are very easy to read and avoid.
Trail can stop looping by doing a loop once with it on. By trail I mean the torment applying crack in the ground and his range is limited, slow and in a straight small lane.
He's clearly designed to make you think "Hm, better not taunt and try to loop this guy lest he cage torments me and then decides to torment mori me later"
I imagine that perks like distortion, pebble, urban evasion, spine chill, featherweight and some of tap's perks would cream this guy. Especially since one of his best powers denies BQQC. One of the best detection perks.
-
I very, very rarely play survivor and one of the core reason is I get tired of my wrist hurting from struggling.
Maybe this is the devs way of sneakily testing a new struggle mechanic. If it fails, at least the cage differentiates itself somewhat. If it works then maybe it something they'll consider for a struggle change.
Or maybe the devs aren't doing 4D cheese sculpting the house on the hill with us and it's just a new mechanic for a new thing. But I agree. I'd personally prefer skill checks to button mashing myself.
-
@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1304169#Comment_1304169
It's going to encourage tunneling to get players out of the game faster. Besides, if you tunnel a player, you don't deserve a mori.
Not really. It's death hook. No one is going to go "I would of not tunneled but in this specific case if I do this specific thing I can skip the act of carrying him and do a mori" if they wanted you dead that fast chance are they were going to tunnel you no matter what.
-
Well. I'm hype.
This power is bloody monstrous. The ability to range attack. A ability that splits through the ground in a long line and lingers so I'll assume it goes through pallets, windows and some loops at least. That's MASSIVE and I'm happy we got a killer that can out right punish attempts to loop which I find very boring and force the chase to go on.
The fact he can mori too in the right conditions. I love that.
The perks are a bit meh, but they do seem at least like they could contribute to a good anti-swf build which is nice since it punish protection hits and healing each ever. I don't know how you could realistically use trail of torment within such a tight time frame since it's a big "I am here" light. It will most likely need a massive time extension buff for the killer to make good use of it.
-
@Flyguy115 said:
the new killers perks are meh at best, especially with how loud he is . oblivious will be almost useless.
If they make it so his knife has a no detectable direction like that add on for wraith it could make up for it and be a good mind game before you are revealed.
-
I'm looking forward to it. I spoke out the reason I didn't think it would work but I'm willing to give it a chance. Also I'm happy that the survivor appears to be heather. Good taste from the team on picking characters from a pool of choices.
But they picked Amanda young as killer and tap. So I know the teams got actual taste in characters from that prior to this.
I have NO idea how they're going to make a lumbering knife weilder work. My only guess is that this will be a slower but effectively be a permanently ONI in rage mode. Capable of large swathes of insta downs with his lunatic knife.
Unless I called it in my post and he actually comes out straight out as I said he would. Switching from his spear and to his knife.
-
Pig.
-
Shaggy from scooby doo.
-
A game with actual stuff in it.
Massive increase in items survivors can get.
Massive increase in types of enviromental tools survivors can use that don't delay the chase-loops- or pause it-pallets- the chase is fun when its intense and neithero f these keep tension going.
Enviromental Hazards: each map should have its own sort of issues. These issues can be dangerous from certain things actually injuring survivors to small things. Like muddy patches giving a slight hinder effect and foot prints.
Enviromental tools: Special map tools. Maybe not specific to A map...but types of maps. Like indoor places having doors survivors can close to obscure vision. Perhaps maybe even locking them or more realstically..baring them soemhow so the killer has to break through.
Killer red stain massive decreased. The survivors only need a tell for where a killer is facing because of looping which the reds tain is mostly used for. In theory it could create tension but rather than being a symbol of incoming dread its' just something else to game that a killer can rarely negate without a perk slot...or at least...the red stain only activating at certain moments ro certain killers.
Different game modes.
Totems are made to be Op as they intended to be.
Items for survivor don't spawn in blood webs to incentivise looting more. But add ons also spawn in looting as well.
The killer can sometimes only get certain items-such as mori- from specific in game conditions. Such as games played or 4K or something. Or a rank difference set up.
Difference objective types depending on map and modes.
SWF is not allowed in ranked or has an opt in mode.
Bubba rework.
Pig having a new end game.
Special sacrefice zones. Instead of a basement some places could have a type of special way to kill sruvivors that's faster but in a specific spot. Example being maybe a special trap from jigsaw-like the cycle trap- or freddy's furnace.
Survivors having some perk powers as base kit for a specific survivor.
Keys being more glaringly easy to see in a model hands. I can hardly percieve them most of them.
Yellow Mori's are base kit.
EGC collapse starts as soon as survivor objectives are done and they need to open the gate-or whatever way out- fast. Not mess around t bagging.
Legion just runs. That's it. There should be enough different paths, objects, tools and hiding spots for a killer that's OP at the chase to exist without it dooming survivors.
Survivor get waaaay....more hiding interactables.
Maps have a lot more dead ends-although with stuff in them- that can spell doom for the cocky survivor who dosen't act fast.
Offerings bring new things into the game or straight up change some key ruies to the game.
Survivors can use weapon like items. The killerrs have all the sort of michal meyers effect where they are powered by the entity to be nearly indestructible but these weapons- such as molotovs- still have effects. Like setting a killer on fire is obviously going ot make them glaringly easy to see for a while. Maybe even aura reveal said killer.
OOO is removed or reworked entirely.
DS is made into an item.
Survivors can have accessory items-like back packs- that let change some core rules in simple ways. EG: back pack allowing a survivor to bring two items. The item coming out when a proper trigger is done-DS- or when to be used like a med kit.
Killer addons focusing less on buffing a killer but changing a killer up to keep them fresh and variable. A good example of add ons like this are the doctors who change what exactly his power does rather than just being one big -don't run out as fast. reach slightly further ectr ectr-
-
There are a couple of reasons
Youtube Culture: There's this ULTRA COOL OWNING PRO-TOXIC BULLYING youtubers that giggle to themselves as they find an exploit that lets them bother a killers game. This is more common for survivors since it's more casual and has a facade of an underdog role. Although there are killer ones too from time to time. A lot of people see the gags on these or the guys being toxic nobheads and then go "wow. I want to be like you!" and it sort of slowly passes down from player to player, especially as they team up or go SWF and friends join in the same behavour.
Competitive only: On both sides there is no casual play. Every game has a judgement. Your rank ever visible. You finish a game and the entity either tells you basically a polite version of "you may of had fun but you didn't arbitarly chase survivors for enough length of time so depip" same for survivors. Because the sense of having to ever perform is omipresent in this game from the lobby to the end to the title screen and you have no escape from it. Watching it shaft you because someone went SWF...or because a killer used an exploit...or because someone had a key.
It's frustrating. This game really shouldn't be competitive only. Not without an alternative to its rng. Don't know if they could change it now without multiple meta-issues though like splitting the player pool up.
Win/ Loser Harder and Momentum: One of the biggest issues with DBD is that when you got all this other stuff going on a big factor of it is that once people start dying or gens start flying without a certain number of hooks you're just winding away the minutes. Come backs are possible but improbable even if you're good due to many perks that are actually powerful at the things a killer needs only triggering after many hooks...and lets be real...if you get 5 hooks for huntress lullaby or dying light...you probably wouldn't need them for that match anyway. It's just cementing your victory at that point. yawn.
Because of this it can feel very frustrating. As survivor once your snow balled it can be insanely frustrating to get to a stable state again even indiviudally because you're probably injured or fresh off the hook and there's not really a lot of perks that helps survivor escape that dread hook radius where you're just hoping the killer dosen't glimp your ear lope through the sweat drop of the entities spike and slug you/rehook you. Ito ne of the reason why I think personally...some off the hook perks are alright.
But same for killer. Once gens are flying you ain't going to intercept a gate in time most of the time. So you just watch people Tbag until the timeri s up at the gate. Knowing this would be result as you get looped and bullied as the swf momentum your ass. Looking at most of your perks doing nothing because for some reaso nyour gen slow down perks need you to hook people. It just prolongs either sides sense of powerlessness.
-
I've always mained piggy.
She is a SOLID B.
Can elimate terror radius and regain it with her crouch. This means she's one of the few killers that can actively switch terror radius sizes to confuse survivors. This is especially true when utilizng terror radius altering perks.
Her dash has SOME anti-looping ability and potential mind game but is easily counterable. Most loops have such a tight curve turn that the dash can be just as much as a bother to properly use but it still has potential. The dash attack also can mind game people if you combine it with terror radius elimation perks like tinkerer or dark devoution since people won't have a radius call out for enteringi nto crouch for a prep.
She can potentially kill people by just crouching and blocking them while they got a trap on their head. It's lame but she can do that.
Her traps is one of the few pertinent powers that can actually stem the tide of gen completitions. Making it one of the few powers in the game that actually help at the greatest source of stress for most killers.
The negative is that her head traps require downs AND gens to start getting done to work. This means that if you're struggling or getting looped all the head traps in the world do jack because the end is gone. It now incentivises gen rushes even more while prior head traps acted as a sort piggy specific ECG sort of. It also allowed piggy to put traps at the end of the game.
It was one of the few cases where the killer actually has some sort of control of when the game ends if they play tactically. Then they removed it and now EGC activates only when the gates are open-aka they are all safe because you ain't activating blood warden with the new 99% meta-
Almost all piggys addons are based on her traps. So if you aren't downing people and getting looped you have basically no help.
She's not really special in terms of speed, radius or attack. She has to eat pallets and loop like every other killer.
Her head traps are easily counterable by simply doing the game. If you don't either cause the gen waterfall to cease-good luck with that- or get everyone in traps running around like chickens very early on your power doing you little favors.
Her head traps make it easier to run across survivors and hit them once for a slug since most head trap victim don't heal and assume you'll leave them alone...for some reason.
PIG needs a new end game mechanic put in. It was fun and EGC dosen't replace it and takes away one of her most powerful builds. Which was her end game build, one of the few killers that could actually focus on that with her power in mind before ECG. Then they messed it up by making the EGC activate when the gates are open-survivors are pretty much safe unless they ######### around- removing all gate sprint tension in almost every case.
It's basically a T bag timer at this point. What a waste.
All of her addons require you to gain momentum. Which sucks. DBD has enough win harder or lose harder sort of side to it. Piggy power is a victim to this unlike other killers. Like say...michal or ghost face who despite all their flaws can turn the tides due to their exposed effects.
Some of her add ons are poo poo.
Amanda letter sucks if its not on the game. But on it the game it makes her pretty much nearly god like.
Rule set 2 straight up sucks. It's a waste of a red space. Why waste a add on slot just so you can slap a head trap onto someone before any gens go off. It dosen't even stop the trap being unlocked. It just makes it so the machines can't be seen...until it activates. yawn. You're first instinct is to run towards the big white box anyway and the timer hasn't started...so why do you care as survivor. Just do gens until it activates.
Her traps are based around time and tension. She;s one of the few killers that can gain back a sense of time. On the upside she's one of the those killers that all perks go with her. She's fast enough to go for a smash and grab perk build. She's got enough skill check based events that skill base perks work for her. Slow down. Gen control. They all work. Even slug build works great due to the masks nature.
-
SWF is trash. There are loads of fixes to this that don't punish killers, solo survivors or SWF but screw the average player. I guess. If I lose against a SWF, so what, I lost ot something that literally breaks the game that was meant to be an ""anti-social" game. Where social exchange in play or even prior literally busts it mechanics apart.
There's a reason you have a tiny limited time to talk in lobby and only all players can talk in after game chat. Even then the killer can't see or talk to survivor prior. The entire point is that survivors should communicarte clearly to ambigious partners as quickly as they can about potential game play. SWF removes all that, people know how their friends are going to play roughly.
So now there's only two options should things stay as they are. Survivors get screwed and killers are balanced for SWF teams. Which are broken.
Killers get screwed and have to deal as the way things are.
Can you win against SWF...sure...but the point is you shouldn't have to. Period. It's like saying...can you win against an aim bot in CS. Sure, you can, it's possible. It's still utter bull though.
-
The only killer that might arguable need a nerf is freddy. Both for the survivors and killers sake.
His powers a bit too willy nilly. I think that used up traps should maybe have a reasonably short but still notable cool down until they start to restock. That way just spamming them mindlessly at loops-or shoving pallet everywhere allowed- isn't a valid tactic.
His power should award him for utilizing them wisely rather than just simply utilizing them. Of course they're going to optimally work always as loop because loops are the only thing on the maps for survivors to actually use that helps kill time. I'd say pallets too but almost every pallet is also at said loops.
-
The whacky thing is that Lullaby got made into a hex, which renders it near F tier, honestly. Since it has so many condition for ammounts to a mild regression on fails and a delay/nullification of the sound warning.
But Iri head, which is actually straight up OP when combined with infantry belt is still as it was.
Madness.
-
1: Slasher movie fan and slashers are the stars of slasher movies. I just like being them.
2: While bieng survivor can be fun the lack of obstacles on the map makes looping the optimal meta tactic and I hate looping. It's dumb survivors have got to do it. Looping needs to go entirely-with a max of one loop- but survivors in turn should get WAY more items, interactables, hiding spots and arguably some base kit buffs in my opinion.
3: M1ing gens is boring.
4: I believe in my heart BHVR are trying their best. I don't know why they take so long or make odd choices at times but I don't think a company or dev team that dosen't care wouldn't commit to a game like this. Especially with...lets be real...how toxic and arguamentative we are all are. me included. If they didn't truly want to try and improve the game. So, I won't give up on them. Yet.
5: The idea of a killer/slasher asyemmtrical game is awesome and while there are other games with more in them. I feel that at it's base in founding mechanics DBD gets it right. I hope that my continue patronage and support of the game and the devs will give them the feedback to not make the same mistakes to get another dud release for such a niche gaming genre like they did with Death Garden.
6: DBDi s actually really good. It just needs more stuff in it, and on its maps and survivors need more versatility. The killers are in a solid place after many needed buffs and change. I'm glad to see survivor getting slight changes that promote more tactical play. But they still need a lot more work and lot more work means actual hard content-that's not perks-
7: DBD has the best fundamentals for hide and seek and the chase. When both of these are in full effect. The game shines. The diamond in the clogged up sewage sparkles. It's geniunely fun, amazing,terrorfying and adranline inducing for both sides in their own ways. When a survivor has japes and good map with a plasuable escape and thek iller is not looking boringly at loops and full stop in a chase-pallets- it's great. I like to chase when it shines. I like the chase. I like the thrill of the chase and the tension of hide and seek.
8: Killers are more unique with their own power and that just a bit of flavor to an empty game.
9 It's rare but when you are actually spooky to survivors. Even if you lose. It's really is fun.
-
Cruel Limits has 3 problems with it as is.
It has no innate warning or help getting to a gen. You need stealth to have it work since most survivors will leave a gen than finish it in your face. The only solution is to have tinkerer with it. Even then you may not get to the gen in time to make use of cruel limits unless you have charged play with your food.
Cruel Limits can literally do nothing in some maps. Blocking at best one window. This means when running cruel limit you're gambling totally on what map you get.
Cruel limits makes you gamble that when it is active a survivor will run to a vault and not to a pallet and almost EVERY gen has a pallet next to it as well as a vault. This means that once they realize you have cruel limits even without communication they may suss out to never vault.
When cruel limit works it's geniunely scary for the survivor because it takes them by surprise. I've only manage to make it work though by using tinkerer-for the warning and stealth- and other perks designed to close in and engage survivors.
I think that cruel limits is a good idea. Not in the perk itself-although that's not neccesarily bad if tweaked- the idea of perks working with gens getting done. Some may wonder why would you want perks that let gens get done and only trigger when they are. But that's the thing, a finished gen absolutely HAS a survivor at it.
It's very rare as killer you are in a scenario where multiple gens aren't going off very quickly due to gen rush.
The fact they start to realize that a powerful perk will activate when a gen is done lets the killer move and capitalizes on the survivors speed. The survivor control the speed of the game and it takes a massive amount of stress off the killers back instead of trying to manage everyone but going with their flow and using it as a means of power.
But most importantly it makes survivors not want to gen rush nor cluster to gen rush too. This dosen't punish survivors for trying to do gens themselves-like say certain gen denial perks do- survivors can still choose when a gen is finished so they can still plan tactically around it.
Too bad cruel limits is the only perk that utilizes this idea with a potential powerful effect but it sucks.
-
Because he can sometimes bypass loops and that's 90% of most survivors play book thanks to empty maps and also rote muscle memory of survivors since it's the meta-best tactic for time wasting.
-
If someone is giving you crap for using thrilling termours when thrilling tremours is part of Ghostface's base kit...same with his stalk power. Then they are idiots.
Have fun with it. Use corrupt intervention. Thrilling Tremours, Deads Man Switch and some sort of Obsession changing perk like Furtive Chase. Watch them rage.
If you REALLY want to make them mad.
Just Stack exposed perks. Like Make Your Choice. NOED. Haunted Grounds. Devour Hope. Rancor ectr ectr. It makes Ghost Face pretty much a one hit killer combined with his power.
-
I think struggling should be replaced with something else entirely.
It's boring to wait for as killer and it's annoying to do as survivor. Same with having to hold a button to recuperate even though you can't recuperate fully without specific perks. I get that it's meant to add options and give to the theme that you are struggling to stay alive but I think there are probably better ways to do that.
It also might be nice to add items that effect struggling or recuperation too for survivors rather than it being a button mash or wait fest.
-
Well. I'll give some ideas a go. Not all these will make a better killer in ways he needs but might be fun for his theme.
Laughing Gas: Any survivor hit by his gas end up laughing for a period of time. This laugh is very loud and has a considerable time with certain addons increasing its length or decreasing it based on gimmick. This gas is effected by survivors sound nullifying abilities. Another buff to calm spirit in a way.
Pros: Laughs fit his theme and make sense for a killer that uses gas/toxins.
Helps the killer locate the player. You can also add a red or purple that maybe reveals a survivor aura for one second every time they laugh.
Helps killer guess and locate where a survivor is when looping. Perhaps giving him a chance to counter intercept a vault ro change.
Cons: Promotes survivors looping even more. Which is not fun. For either side.
Promotes survivors being more scared of vaulting or making plays and sticking to just maxing out a loop until a pallet is broken or the loops usefulness ends.
Harms survivor stealth. Which is already in a bad place.
Giggle Radius: When a survivor is in the clowns terror radius they will hear the clowns laugh in random directions occasionally. Certain addons can increase the frequency or decrease it as needed. The closer the clown is the more rapid the giggles are.
Pros:
Can be spooky.
Good for mind games.
Could actually make survivors make mistakes with loops since a giggle could make them think to cycle around and the clown can commit and intercept a hit. This also promotes the survivors to maybe want to actually run away instead of just loop an area. Which is good and makes for more intense chaes.
Cons
More experienced survivors will rarely fall for this as they will just watch for his red stain and nothing else. Unless his red stain is removed. It will have dubious effect.
Requires you commit to a terror radius to get proper effect. Making a lot of stealthy perks perhaps not so good.
Giggles don't actually do anything to survivors.
Pro/con? It would actually make beat of prey actually useful for once since a committed chase clown with a terror radius will lose his red stain and have lots of giggles to confues a looping survivor in the midst of blood lust buffs.
Bottle Smash: If a survivor is within quick slashing range the clown will simply smash the bottle on their heads after a very small build up. This counts as a hit and induces the normal toxic effects on the player.
Pros: Can make stealth clown DEADLY if used correctly.
The mild effect even base bottle would have could both hamper the speed injury boost and decrease their attempt to get away after getting hit so close. This will result in the clown having a fantastic lead on their trail. This requires holding the ability button when applicable.
Cons: Uses up bottles and probably will need a short cool down like a basic attack to be even remotely fair.
Probably a bit OP. It definately could not benefit from save the best lest the clown effectively turn into a machine gun stealth killer.
Requires the clown to be up close to a silly degree and remain there. Not really realistic in most scenarios and would NEED stealth perks to be viable.
-
This update was fine. With the exception of maps still yet to be changed and arguable size of dead zones.
The reason killer going down is because killer for a long time has been unfun. It's unfun because the not only have killers not have the tools for along time to actually be lethal and there go scary. And why would you want to play a slasher in a horror game that has no lethality or fear factor. But also because the maps are monotonous and boring as hell.
You know what really decides the fun factor in this game....like really...as a killer main....
survivors. Survivors have 2 tools and they are the most anti-fun tools possible. Loop and stops. Vaults stop. Pallets stop. Loops stop...more or less. Survivors have the camera for spacial planning, hiding and keeping an eye of the killer but right now the optimal play style is to kill time.
Killers should be OP as a hell when you are actively close or being chased by one. Being chased by a killer SHOULD...key word being should...be the LAST thing a survivor wants. And make no mistakes...survivors opting for get the killers attention and loop/pallet tour endlessly isn't on the survivors. It's on the game. Survivors have the ability to holds items...they got a very limited range of items that actually promote or reward exploration, different tactics, distractions or hiding.
A flash lighti s best behind a pallet. A key is best when a certain number of gens are done-which means old tectics mention are still best since they buy time for others to gen rush- a map promotes running and gen rushing as much as possible. Fire crackers at least promote taking a risk and trying to make a play of some sort...
although they appear only seasonally-and personally I think they should have more than 1 charge. At least 3 but with a cool down-
Same with map interactables. Why hide when the limited number of hiding spots/closest means you're sure for a quick grab hit. Closest mostly exists for head on which facilitates just running away to pallet tour/loop.
Why not loop when one killer can't do anything about it.
If this game was well designed and released properly survivors would have LOTS of items that do all sorts of things...lots of interactable that do all sorts of thing...with pallets-and stuff that causes the chase to stop even briefly- being the top of tier and rarest of ithe interactables. Like pacmans power pallet.
Mostly because when a full chase is on and dupes, play, hides, tricks, chains and planning is in effect...the killer has to counter it with their own perceptions, wits and reaction time and plays lest they lose their prey. Which is a fair thing to happen for both sides in either case.
But right now game as is. Killers can't be reworked to shorten boring loops nor loops toned down because survivors will have nothing.
Also it's not fair to balance or compare an average killer ability nor skill to a SWF. SWF is busted and everyone knows it. They should of been dealt with ages ago with some sort of opt in and out system or...specialized casual rank for SWF or whatever but people decided SWFer should thrive utterly untouched while solo survivors nad all killers should suffer it.
SWF is busted. It's broken. It was literally not planned for people who knew each other to play together in this game. A big factor is lack of information and having to take risks. For both sides. It's one of the reason why we have perks slots to help us with this lack of info at certain triggers. I don't think it's fair to survivors to balance a killer ability based on something almost everyone has complained is busted for ages as well.
-
I play killer. Slugging is fine .In some cases it's outright the base tactic depending on your perk build and your killer. I don't feel in anyway that it's unfair for survivors to have current DS. 1 min immunity after immediately being hooked is good perk to get breathing space. Tunneling is lame. Slugging still takes someone out of the game and 9/10 said indiividuals will be one hit due to injury anyway.
Same with NOED. You got the entire round to get them bones. You got perks to get them bones. You as survivors control the gens speed and when they ultimately get done unless you're against a very competent/skilled gen control perk build killer so you got no excuse.
Should NOED be changed?....I dunno...maybe. I do feel survivors on this. The idea of a late game hex is dumb in my opinion, the idea that the exit gates safety can even out the effect of it sort of makes sense but I still get how getting killed by effectively hidden dull totem at such ap oint is annoying as hell.
In truth a lot of hexes need buffing. Most of them are unworthy of being hexes as they are meant to be OP by design and almost none of them up except NOED and Devour Hope. I personally don't use NOED unless I got a specific build in mind but I personally wouldn't shed a tear if it was nerfed and repurposed to activate earlier in the match and given some rework.
I think the idea of hex powers lighting a dull totem is a good idea at certain triggers for more perks. But for something like noed and when you're about to escape. Its feels a bit....spiteful?
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1252093#Comment_1252093
It would be nice if there was actual way to lose the killer once you are found. Yeah there's lockers but if the tracks are gone and there's a locker nearby, it's pretty obvious your inside it. There's perks like dance with me+lithe to help with that. Fast vault, break Los and try to crouch to lose the killer but that rarely works against good killers. There's q&q and head on but again, your not going to lose the killer so much as stall for time. Iron will and urban can help but once your bleeding the killer isn't going to lose you. Against killers like billy or bubba I don't even attempt to hide from them once I am being chased. If I'm crouched behind a barrel and he happens to see me that's a free chainsaw. When it comes to chases I feel stealth has a very low chance of succeeding but looping absolutely will succeed to a degree.
I agree.
Survivors have at their core the same problem as killers. A killer can't do anything if a survivor decides to stick to a loop or camp a pallet. A survivor can't do anything to actively get away without using what little they have to make mad mind japes. They know that their best options are to pallet tour or to do that thing where they never ever...make any move. Just run around the same thing with no intent to chain or hide. Knowing you got to break pallet and tour. One because it's their best option...but also becuase it's their only realistic option without certain perk builds.
The fact also survivors have control of time-gens- it's always in the best interest in the survivor to try and bait a killer and a killer who loses a survivor will return to gen patrol. So I can't fault them for doing what they do. I said this a few patches back and I say it again. While killers did...do need love and these two patches hold vital updates both sides needed. The survivors need a MASSIVE quality of life update that bring in new map hiding spots/interactables and even types of items to use that spice up their potential tactics-and encourage chest looting and exploration-
Because while the killer needs to be lethal...survivors need to be versatile and as a killer who played when killers had the lethality of a nervous snail I know how frustrating, boring and detrimental to the game it can be to be lacking that key aspect. Survivors are given 360 camera to plot, plan and react. Right now it's basically used as an early warning alarm and to maximize looping. It's a shame. Because both sides at their core mechanics have good set ups...they're just so....unfinished.