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Frosty

Frosty

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Frosty
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  • @Boss said:

    Eventually they will get you?

    That wasn't the case before?

    Cause that's just not acceptable.

    That was my favorite part too, like how dare a killer be able to win a chase in less then a minute.

  • If probably use that one too, as I understand it's fairly powerful, but I haven't sunk time into the hag yet (if that is who it belongs to) to unlock it. I would eventually like to run an all hex build once I get them all unlocked

  • Im the same, call me crazy but I'll pretty much only ever run lulaby (if I am going to run a hex) as I love stressing out survivours. I rarely get the 5 for the full effect and sometimes not even one token before it falls.

    I too would be willing to risk running something like this. I don't want it to be a hex perk but if it makes it fair enough to be accepted I would live with it

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/772189#Comment_772189

    of course not. It'd probably be more like 3 hits and resetting on a hook

    Hex: heavy hitter

    This perk requires 3 tokens to activate. Each successful strike landed gains a token and a hook/mori spends 3. While this perk is active, injured survivors suffer from the broken status effect until the tokens are spent or totem is cleansed

  • I get where you're coming from. unfortunately there are justifiable reasons to slug someone, and having the ability to pick yourself up all the time would create more problems for survivors.

    If I down someone and there is someones else in a close proximity, I'll leave the slug and begin a chase. however, if I knew doing this would allow the slug to get up and run away, I'd probably hook and proxy camp and tunnel the first survivor every time.

  • @MisterCremaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/770400#Comment_770400

    This is especially true during end game, and you have a survivor on the hook. They all swarm the hook, taking turns being downed, and DSing you when you try to pick them up, or prevent them from just crawling away - sometimes through the gate if the hook is poorly placed.

    All. The. Time.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/771753#Comment_771753

    Oh yeah as a perk it's fine.

    The idea of "I have trouble with this specific situation so I should make a build to make it easier" is distinct from "I have trouble with this specific situation so it should always be completely overhauled at all times no matter what".

    That way by having this mechanic you are giving something up. Specifically a perk slot.

    @nerfeverything said:

    No. If you stack too many cards against survivors, there will be less people who play survivor. Nobody wants that. Keep up the Chase and use perks to slow progress. Even at a high number, there are players who take on the role of being the distraction and this would hinder those who do. Maybe a hex perk could do it but there would have to be some reasonable perimeters.

    What would the perk look like then. If it, say becomes a hex perk, it would have to be a fair amount stronger then 10 hits.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/771686#Comment_771686

    quite a few due to having an altruistic playstyle.

    I usually get healed 3-5 times (and have a build which ensures this doesn't waste nearly as much time as it normally does) plus the 2 after each unhook.

    So I'd estimate 8-11 total hits in a reasonable game. And of course on the extreme but less common ends it can be 0 if we get out super fast and the Killer just never chases me or something silly like 18 if the game drags on for awhile.

    Well it looks like this would affect someone like you as a base game mechanic. A perk though could be a decent compromise.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771706#Comment_771706

    I really hope they give them more than just an add-on tweak and help Legion. You can be looped in FF.

    A Trapper with 3 stacks of PWYF goes faster than Legion in FF.

    That's pretty rough, no wonder they get such a bad rap. A rework along the lines of your 6 page outline would be a game changer.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771670#Comment_771670

    I mean, you know who I main and I still can't get that pressure going some times.

    No kidding, its a shame. Suck a good base for a killer, with such squandered potential.

  • @NuclearBurrito said:

    don't like this idea.

    Could work as a perk but the existence of healing is a very important tool for both sides. Having it eventually run out would ripple effect into causing other aspects of the game to suffer, even if the mechanic doesn't come into play directly.

    More to the point however it nerfs Survivor tools that aren't in need of a nerf, causing them to be even further reliant on the extremely strong tools they DO have leading to a meta even more stale than it already is.

    Killers do need buffs, but this one isn't going to solve anything.

    Well at least you explain yourself. I don't think that it would affect nearly enough people for it to pressure the meta or even really affect anyone's play style.

    Not being sarcastic, but how many times do you get hit in a game, typically?

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771647#Comment_771647

    People will tell you to "apply Pressure"... sure as Ghost Face on a corn map. I'll just slather that pressure all over.

    I remember one that I kept playing (I never DC unless I see some bugs or insanity) as Ghost Face in that exact map. I did my best, but all the gens popped so fast I legit went and opened the Gate, went in and stalked around the little wall in there. They all seemed freaked out that a Ghostface was just staring at them, so they gave me time to stalk them all, then I just started swinging. I didn't manage to down them all, cause every Killer is a neat freak and I didn't run STBFL for once, but It was a uplifting moment at least.

    Ah yes, thats one of my favorite responses. Sometimes the survivors just out pressure a stealth killer. I found that would happen with wraith, it's like no terror radius gives no one anything to be afraid of.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771491#Comment_771491

    The worst feeling for me is downing that first guy and 2-3 gens pop.

    But yeah man, I understand exactly what you mean now.

    That is a by far more common and very deflating moment as well. That "well let's make the best of this then" feeling really takes the wind out of the sails. Some times they don't turn out to be the worst.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771480#Comment_771480

    You got a really good point there. Like what is the Killer supposed to do then?

    Exactly. It just gets silly. I'm not one to just give up but that's what I felt like doing, this same dance can happen at the gates too.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/771378#Comment_771378

    Oh you have a high limit in mind.

    That didn't seem like it in the main post.

    Ya, nothing that would be exploitable by killers, just a cap. Anything that can be done infinitly can lead to exploitation

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/771387#Comment_771387

    Hmm I see what you are saying... I suppose there is only so much guaze you can tape to yourself before you are falling apart.

    That's my exact thought, like how many times can you just get bandaged up. It doesn't happen often but this aspect has been expolied in some of my games before.

    Like if I get a solid 3 gen and am constantly chasing survivors off the gens and getting a quick hit in, but must break chase to keep the pressure on gens because they're on them like flies to poo.

    They just run off and heal and come back to swap out. Chasing one down would certianly let the last gen fall as they are just baiting me away.

  • @UlvenDagoth said:

    This is one of those "Sounds good on paper" ideas.

    I really think it wouldn't work in practice though

    I just think there should be a limit, nothing that would become a regular problem for most players. Just stopping the ability to infinitly reach full health. Like after the 10th hit or something.

  • @Boss said:

    I think it'll lead to Survivors just not wanting to deal with that limit, so they'll genrush harder.

    If it takes 6 unhealed attacks to kill a survivor, assuming they only heal After being rescued, and say they became broken after the 10th hit, I don't think it would be that much extra pressure on them. And by the time you've taken 10 hits, the game is probably pretty close to over or some hard core tunneling is going down.

  • Need me to send you a copy of the hurt feelings report?

  • @WTBacon said:

    They could make a perk for this, but it would have to be something high like 6/5/4 injuries, and tie it to a Hex totem.

    That seems sensible. Like I said, I don't think it should be a low number, but I think there should be a cap to how many times you can heal to full health. Even if it was just a perk

  • So I have heard. It's debatable.

    in Loops Comment by Frosty
  • I think it would be a neat touch of certian things started coming online as gens got powered

  • @Shura37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/769334#Comment_769334

    Truer words have never been spoken. It's hilarious to me when survivors cry out "Wow you tunneler" or "You had to tunnel to get kill"

    Ah yes, because the logical thing to do would be to extend the chase and go after the fully healed guy. Of course, deciding who to hit off of an unhook is based in the situation, but the fact that anyone who dies early on screams that they got tunneled is pathetic. It is made up. It's called playing smart. I had a guy who was literally awful at stealth so I just kept running into him and he accused me of tunneling. It's not my fault you're so easy to track.

    Thank the fog, I'm glad I'm not alone in thinking this.

  • @Davidjzuniga said:

    https://forum.deadbydaylight.com/en/discussion/comment/769334#Comment_769334

    Explain to me how tunneling is made up? The definition of tunneling is going after the survivor you just hooked in an attempt to kill them much quicker. Theyve made perks to literally counter it and theyve nerfed perks and made them anti tunneling perks. Hows it used an abused? You tunnel, you get punished. Simple as that.

    Alright. I'll start with that is just a made up deffinition to describe a situation in which survivors have felt is "unfair" and "not fun"

    Some killers may also say that a highly effective strategy is "is going after the survivor you just hooked in an attempt to kill them much quicker." Fortunately a fair amount of killers realize when a team mate is being a d-bag and will punish them for blatantly unsafe rescues.

    The devs have pandered to the masses because they realize it was best for the overall health of the game to limit these situations that left many disgruntled. This I'm fine with as I am rather fond of powerful but situational perks.

    If you can't think of or admit to how decisive strikes 60 seconds of unregulated ability to stun a killer that has downed and picked you up, then I'm not going to be able to convince you. There are to many to even get into on this thread.

    Tl;Dr: killers main goal is to get sacrifices. Suggesting that you deserve a minute of unregulated immunity that only requires a skill check after being unhooked because it's not fun to die, is not fair.

  • Seriously though, it's like more people are becoming advanced loopers that it's common to get one if not a few each game. Not complaing, just gotta adapt and over come, the better they get, the better we can be.

    in Loops Comment by Frosty
  • Exposed also means to made vulnerable.

    Also, most games have a learning curve. You will probably figure it out pretty quick. We have enough hand holding in this game.

  • We told ya so

    in Loops Comment by Frosty
  • Not only is tunneling made up, but asking for a perk that is already used and abused beyond belief to be buffed because now you don't like another completely legit aspect of the game is ludacris

    @Davidjzuniga said:

    https://forum.deadbydaylight.com/en/discussion/comment/769296#Comment_769296

    Lol your argument is garbage. "Bring unbreakable". So i can get up and then you instantly down me because your standing over me waiting for my DS timer to run down? Unbreakable is extremely situational. You want me to use an entire perk slot for that?

    Ya, if this situation bothers you enough, then it may be worth it to equip its counter. Being able to pin point certian areas of your round which you wish had gone differently, and actively bring a way to make these changes, is just one of the many perks in this game.

  • I can understand why camping in most situations grinds gears.

    Tunelling on the other hand is just people complaing that their fun was ruined. Eliminating 1 survivor early on makes a huge difference. There are a variety of factors I consider when deciding to or not to focus on the vulnerable: how easy was the first chase, current pace of the match, and so on.

  • You know loops are an issue, is this not why you play "one of the best anti-loop killers in the game". If all killers could exert the same amount of loop pressure, then your statement wouldn't ever need to exist.

    Especially when you're forced to chase until they drop the pallet because if you break chase, then they still have that safe loop to waste your time on. Even worse is when you stop short of the pallet knowing a Lunge would result in a stun, but you still get stunned aaaaaanddddd have to break the pallet. But I digress.

    in Loops Comment by Frosty
  • As a Killer, I find that the most effective runners use cover and terrain and everything as much as they can. A flat out straight line foot race is where you'll loose the most ground. Also them lame ass T walls and other random walls can be used quite effectively.

  • Man I was really looking forward to talking about when survivors body block the killer. Especially with bt or ds, but that would be another thread

  • All the time. Now I'm Focusing on getting level 50 on all killers

  • I'd be happy if it ended......... With dbd2. Where the the entity has gotten in over its head and is forced to disband the killers and survivors into a real time, open world survival game...... For both killers and survivors. Survivors live off the land, killers live off survivors.

  • @FriendlyGuy said:

    I think the devs should use slightly more time to give the players considerably more information about the numbers. This would increase the happiness of many players tremendously, im pretty sure.

    Nice

  • Because squeaky wheels get greased. Not always but that's why people complain so much. It's like "hey, we complained enough and they gave us an inch, but we're really after the mile"

    I like you're idea of a "DeadByDemocracy"

  • Other killers need attention first. If more were viable at high ranks, then maybe there would be some diversity. Instead of "this one killer is really good at shutting down A+ survivors and I'm tired of it so make her worse" we could nurf survivors into the ground so even clown and Legion are wrecking balls. Then maybe you'd see less spirit ;)

  • @WickedMilk03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/764349#Comment_764349

    As for the no sound til 30, i feel like the killer should have the same amount of control on gens because they are 60 seconds and same for regressing to 50%... It should just go all the way back bc it would be hard for the killer to keep that gen from being gased for 3 min. It wouldnt really regress hardly ever. Its just there to prevent survivors from keeping all gens at completion phase and then filling them all up at the end.

    As for the White Crates, it may be cooler to have gas filling areas, but as for positioning, the 3 in the middle are there (spread decently apart) to:

    1. keep the match longer (bc gens are shorter)
    2. Make survivors suffer from huge maps similar to what killers already face (equaling that out is just balance, the killer shouldnt be the only one suffering from that otherwise they'll need to fix all the maps)
    3. Put survivors in intense situations in which they would have to walk near the killer
    4. Force stealth bc no one is stealth nowadays

    But yes.. The devs really need to figure out something whether its similar to this or not at all. Its big for the game and honestly crucial.

    I'm not super fond of the gas always being centralized, as this would give trap/teleporting killers a major bottle neck to work with every game. As I do agree you shouldn't be able to run with a Jerry can, it could become a thing to poach the fuel stop knowing you can force a drop or land a quick hit. With that being said, if numbers are tweaked in such a away that it did become unexpolitable then it would be OK.

  • I agree that a new dynamic to the gens is required, also that filling them with gas would probably be the most well received addition.

    Not to say there is anything wrong with your suggestion, this is just my opinion on how it could be done.

    Gens progress as normal, but only take 60 seconds and doesn't start to make noise until the 30 second mark. After the 60 seconds the gen starts running but only on low idle and will do so for the 3 minutes, after which it stops and regesses back half completion. At which time it could only be progressed once it's been fueled, and then it would be 100% done. A gen on low idle or "out of gass" from running with out fuel would take the 5 seconds to fill.

    I feel the location of the gas should be randomized as if they were totems, which would prevent the killer from essentially patrolling the gas stash. How ever one constant centralized stash could be on every map. As well the carrying and crushing would remain the way you have invisioned it except for there would need to be a limit on how many could be out at one time because I can see an infinite amount of anything could be exploitable. I feel like 4 is a good number that way everyone could have one if the senerio calls for it.

    Something like this needs a conference room and a big white board with lots of refreshments to hammer out numbers, details and placements. As no one person can ever have all the good ideas while seeing the holes in their plan.

  • @Groxiverde said:

    Really nobody said it?

    Ok then I'm gonna be the first.

    The main objective of this game is to have fun.

    Nice

  • @UlvenDagoth said:

    OHhhh i thought they meant that survivors could just "Boop" a gen back to being not regressing anymore.... welp never mind.

    Same, that is a the real problem though

  • @NuclearBurrito said:

    Gen rushing maximizes my odds of escaping. Thus I ought do it.


    @arslaN said:

    People don't really think " I have to do gens as fast as possible" unless its swf. I just do gens normally, if the killer doesn't find me during this period or doesn't hook anyone then they get done fast because I don't have anything else to do.

    I think these comments pretty much sums up where the current state of the game is.

    Escaping is the ultimate goal as a survivor. The only way to directly achieve this is to complete the gens. Yes, doing bones and looping hard serve to aid escaping, because it allows you and/or team mates time to do gens then open a gate.

    That being said, we all know the longer a match goes on, the more chances the killer has to make sacrifices. So inherently, the survivors are always in a rush to complete the gens, it's the design of the game. Only when peeps get bored of the game do they mess around in hopes to spice things up a bit.

    We also all know that certian killers that don't get massive speed buffs from there ability or have access to teleports essentially have to let certian gens fall because it takes the same amount of time to complete gens as it does to make a full lap and partial them all once. Heaven forbid you get in a chase in that time as well.

  • I do hope that down the road the 4 killers on a map hiding in lockers becomes a thing. #LetLegionLive

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/759646#Comment_759646

    It is true that the killers need to hook the survivors, but unlike survivors they are awardes equally for gatekeeping and sacrifice, so yes, preventing gens is as much a priority as killing, but one thing leads to the other

    Well you can still score well and pip even if then gens get completed, so 5 gens being done doesn't always mean the killer has failed. Just like a survivor can score well and pip but still be sacrificed. Correct?

  • @Siverious said:

    https://forum.deadbydaylight.com/en/discussion/comment/758521#Comment_758521

    Borrowed time is definitely not a noob perk considering it literally does not protect the one doing the unhooking it's not the perks fault you're trying to be a tunneling piece of trash instead of going for the one who is obviously more vulnerable, the perk is there to stop killers from bullying one survivor

    If you can admit and give some examples of situations where borrowed time can be used to bully a killer, and reward bad game play, then maybe we can have a constructive discussion.

    If your intentions are to simply pick apart things people say and skew them to form an argument that isn't on topic, then you're just attacking the strawman and not contributing to the discussion at hand.

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/759115#Comment_759115

    Except adrenaline literally activates when you do your job, and noed activates when you dont

    You keep saying that it's the killers job to stop gens, when it's more of a priority. Their job is to hook survivors. Right?

  • I think that we tried to iliminate as many variables as possible, we'd have a better look at the actual balance. Currently the biggest ones I think are: Individual skill of each player involved, the perks they decide to run and how they stack up against the other perks/killers ability, voice communications, over all play style, and of course maps.

    It would be interesting to have a group of experienced killers do like a round Robin against a group of experience survivors. Keeping the teams, killer chosen, perks, and map the same. Then analyzing the data from that to see the story it tells.

    My opinion is that certain conditions can vastly out match the other sides set up, going both ways, and to every truly have 100% balance at all times would be very hard and probably quite stale. The best would to make things powerful but also counterable, either directly or passively. Also have a more dynamic means of escaping could go a long way, but thats starting to get off topic.

  • @MongByeolBuddies said:

    (Thanks @UlvenDagoth for the inspiration.)

    Here's my idea to help with, imo, Legion's two main problems:

    * For killers, that’s getting a second hit and downing the survivor.

    * For survivors, it's having to mend, which is boring and makes Legion obnoxious to go against.

    My solution -- Give Legion a secondary power.

    Mob Mentality:

    When a survivor is suffering from the Deep Wound status effect, press the secondary power button to remove the survivor's Deep Wound status effect and summon one of the three other Legion members.

    (If multiple survivors are suffering from the Deep Wound status effect, the survivor closest to Legion will be selected when the Legion presses the secondary power button.)

    The Legion member will appear 2 seconds later, crouched down in the spot you summoned him or her and wait for any survivor to get within range. When a survivor is within range, the Legion member will lunge at the survivor and attempt to hit them.

    If a healthy survivor is hit, he or she will be injured; if an injured survivor is hit, he or she will enter the dying state.

    Regardless of whether the hit connects, the Legion member will dissipate in a cloud of smoke.

    Legion can summon all three other members this way. If Legion summons a member while all three members are currently on the map, the first member to be summoned will switch to the new location. Legion cannot summon members within 8 meters of another member.

    Survivors within 16 meters of Legion members can detect them by looking in their direction for 3 seconds. During detection, survivors will receive an audio cue. Once fully detected, the Legion members will dissipate in a cloud of smoke.

    If a survivor sets off a Mob Mentality trap, the Legion receives an audio and visual cue. If survivors fully detect a Legion member, the Legion does not receive an audio and visual cue.

    Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.

    ----------------------------------------------------

    Add-on changes to reflect Mob Mentality:

    The Legion Pin -- The auras of survivors who fully detect a Legion member or are hit by him or her are revealed for 4 seconds.

    Frank’s Mixed Tape -- Legion members are invisible to survivors outside of 8 meters.

    Fuming Mixed Tape -- Legion can summon members without requiring survivors to be inflicted with the Deep Wound status effect. Considerably decreases the amount of time required for Survivors to complete the Mend action. 

    -----------------------------------------------------

    Mob Mentality provides a tool for Legion to counter looping, as well as set ambushes. Survivors paying attention can also detect when the Mob Mentality power has been used as the Deep Wound status effect will immediately disappear. It also speeds up the game for both the survivors and killers if the Legion uses Mob Mentality because Legion can get quicker downs and survivors won’t have to mend. 

    Plus, I think it would be awesome for Legion to actually play like, you know, a Legion! Lastly, if possible, it would be extremely cool if the teammates you summoned could wear any cosmetics you’ve acquired, making it so you could customize the look of your own Legion.

    This sounds like a very cool concept. It would make Legion way more appealing to play as.

    I especially like the idea @pemberley proposed, about the team member holding the survivor for the main player to come stab, it's extra brutal and I'm sure it would be less buggy then trying to make a npc Lunge and hit a survivor, especially when you consider they can employ tactics that cause a human to miss hits.

    Maybe a stipulation would be that they have to be placed next to a collideable object as to mimic them hiding in cover.

    The appearance and disappearence of the team members would be hard to do smoothly with eyes possibly watching from all angles so I think the puff of smoke would be the simplest solution.

    None the less, I hope to see some of these ideas throughout the entire thread in what is hopefully a inevitable Legion rework.

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