GoshJosh
GoshJosh
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@Blueberry said:
It's "supposedly" Thrill of the Hunt. However realistically we don't have one as Thrill is pretty mediocre.
Now if Thrill wasn't a hex itself, then it would be pretty decent. It's not good enough to warrant being a hex.
I'd like to see more boon counters too, but honestly boons need to be adjusted at base. We shouldn't need to waste another perk slot as a bandaid fix for bad design.
Hmm... where have I seen this before? Oh yeah, just about every killer play style.
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@Danyonetta said:
There already is one. Its called Thrill of the Hunt.
And Undying.
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Please no.
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Sure, why not! It could make for some real funny jump scares... opening a chest, Victor pounces right out at you. 😂
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Delete Hag.
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Ah yes, oversimplification of a very complex problem.
Do I know that the killer is camping because you or I have Kindred equipped? If not, are other survivors on the way to rescue you? Or have I come from across the map, because no one else has saved you yet - only to now find them at the hook too? Oh, and even if I stick to repairing a generator, it’s 60 seconds per hook state vs. 80 seconds on a generator solo. You’ll be in stage two by the time I can get a full generator done myself, then need time to get to the next one.
Bottom line: a camped survivor will mathematically be dead before all generators can be completed - even at full efficiency. Killer then only has to deal with three survivors - a totally different game.
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Did I just have this happen to me? Loaded a The Last Mask offering, my entire game crashes. The offering is gone but no DC penalty. ?
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Could someone please provide viable free options? I tried one called Proton VPN, it ends up breaking my Internet connection (like a Twitch stream stops, can't load web pages either, etc.) when I'm about to join a lobby in DbD. Saying something about no P2P traffic is permitted on this server.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632749#Comment_2632749
You can say that for half the perks maybe more. We still have original perks that are utterly garbage. Monstrous shrine, predator, this is not happening, etc.
Buff/rework those where needed too. If anything it will at least help players going for adept achievements.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632732#Comment_2632732
Why? No one going to use it anyhow.
Perhaps if the rework is good enough. No one is using it now anyhow, might as well rework it.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632719#Comment_2632719
That's what I was thinking...Buff to sole survivor perhaps.
Buff? Perk needs a straight up rework. In how it activates and what it does. Distortion and Shadow Step way overshadow it.
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@Phasmamain said:
Why would I want a perk that only works when I’m back in the lobby?
Sole Survivor says hello. Except it’s someone else using the perk. 😂
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@Phasmamain said:
Delete immediately
And bring in the MIB to use their memory wiping tool. Trickster never happened. Move along.
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It's second weakest to Smash Hit. I'll stick to Sprint Burst.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2630651#Comment_2630651
In a game that initially didn't promote survivors grouped together and relied on 4 different people playing together there was no concern for "too much synergy" in the collective survivor build. People have proven through playing that certain perks stacked on top of each other starts to become too oppressive to play against since it cuts options to counter the playstyle. 4 DS's and 4 Unbreakables will drastically cut out the option for killers to slug or tunnel out someone when those very moves could win or lose the game. Letting every survivor know and plan around what everyone else is doing is just stacking the deck too much into one sides hand, resulting in killers being weaker than average.
It buffs SWF because instead of you bringing kindred you'll see that the random has it and you can opt to not bring it, bring another strong perk, and have the best of both worlds. I get that mobile having more info available makes more sense but I think in certain aspects mobile players are limited more than people on consoles so they need the extra information.
I guess in that sense, but all of that is information a four-man SWF would already have. Solo queue is hellish enough that it is a fair and balanced change to give them more pre-game information. The game has obviously evolved very much from the days that queueing as SWF wasn't even an option - that was over five years ago. As time goes on, it becomes apparent what changes are needed. This one is very needed.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2630537#Comment_2630537
Yet those same people asking for buffs to solo q keep forgetting/fail to understand that any buffs to them are indirect buffs to swf.
Explain to me how knowing my teammates' perks, items, etc. in the pre-game lobby, or that Camaraderie is active, etc. nerfs killers or buffs SWF?
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@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2628439#Comment_2628439
To be fair the OP only said while not down or on hook. The normal way to reveal him still works and would honestly open up some more gameplay options with him in the first place. Obviously people will point out that it would buff camping but honestly almost any stealth killer can do that anyway.
EX: A killer with free Insidious with mobility-Wraith.
Edit-EX: Killer with ability to go undetectable and attack on demand-Wraith.
“Can you please either remove reveal altogether on ghost face.” That is the first sentence and their real ask.
Wraith has to cloak and uncloak for undetectable/to attack. GF is much quieter and not limited by the Wailing Bell. Pig has to ambush or come out of crouch. No other stealth killer compares to GF for me really.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2626639#Comment_2626639
What's the 2nd solid aura blocking perk, besides Shadow Step? Distortion definitely isn't a solid aura blocking perk, especially when you compare it to Shadow Step, which always works, blocks auras for all survivors and also always hides scratch marks.
Distortion doesn’t require you to bless a totem, be in its area, and lets you deduce exactly which aura reading perk(s) the killer has. Aura blocking is one of the strongest effects in this game, and it does it up to three times while giving info. That is a good perk to me, if aura blocking is what you’re looking for.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/293871/widening-the-gap-between-solo-queue-and-swf
They've been closing the gap between solo's and swf tho, the fact that people don't see and understand that is mind numbing with the perk changes and additions they've made.
The changes are too slow and too few. There is also no debate that boons have a stronger place in SWF than solo queue. One designated boon survivor who does all the blessing. Why can I go into a survivor match in DbD Mobile, which has no chat feature at all, with more knowledge about my teammates than I can in the base game?
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This definitely needs to be a thing with the new boon on the way.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2628373#Comment_2628373
Whats smash hit?
Can't tell if serious or facetious. But yes, let me introduce you to the weakest exhaustion perk in the game!
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Heck no. Not without some other way to do it at least. The power isn't meant to be free Insidious with mobility around a hooked or downed survivor. GF is the only killer with the ability to go undetectable and attack on demand. That's something that needs serious counterplay. Revealing is usually more broken from the survivor side than it is for him.
How are you proposing he be removable from Night Shroud, if not revealing or him attacking?
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I concur with others above: bring back OG Freddy (plus or minus a few tweeks maybe), but not Quentin.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627828#Comment_2627828
What about being in a chase for x amount of time.
That could work. At least 30 seconds per token.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2621730#Comment_2621730
They could make the requirements for getting back a token completing a gen or unhooking
That is just a basic part of the game that would be too easy of a way to regain tokens. It would mean personal aura blocking, and occasional scratch mark hiding, for the entire trial.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2621730#Comment_2621730
Why shouldn't there be anti-aura reading survivor perks? There's a whole host of Killer aura reading perk, so there's a massive void that can be filled. Obviously the Developers are already looking into the proliferation of aura reading perks on the Killer side with practically nothing on the survivor side. Distortion could definitely use a buff so it can feel that need.
I didn’t say there shouldn’t be. Survivors now have two solid aura blocking options with the introduction of Shadow Step. But I don’t take kindly to the concept of perks hard stopping things. Boons can be snuffed, but Distortion needs the token limitation to not have a powerful effect all game with no downside.
How do you buff Distortion while keeping it balanced? I don’t think regaining or adding tokens is the way to go.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624479#Comment_2624479
No because than survivors will wait for their teammates to die so they get their pity escape.
This can be done with or without the hatch being visible. At least when it is visible the killer can plan to get there first, as they have priority in closing the hatch.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2622504#Comment_2622504
if you want to escape through hatch so badly maybe bring Left Behind lol
Save the perk slot and just run a blueprint offering. Heh. Only risky if it’s an indoor map or one without a shack/main building though!
Also, this hatch change really puts a lot of strain on the Rift challenges associated with hatch. More so for killer than survivor. So there’s that.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2622480#Comment_2622480
You still have a chance to be the last person and leave through hatch. If you have a key, you can still leave after the killer closes it, is it not powerful?
Do you think it was fair in the old days when they could make a 2 or 3 escape with keys when the killer sacrificed 1 or 2 people?
A 6,000 or 7,000 BP item just to possibly use as the last person all the time is rather pitiful. Not to mention the expensive add-ons that go with it. No, it’s really not that powerful in that scenario. It just means killer went to patrol gates while you snuck back to hatch. Whoopie.
Posted prematurely. Yes, I am in the minority I’m sure but I do think it was. Killers don’t need to 4K every game.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2622472#Comment_2622472
Semantics. Blood Favour has already shown how easily it makes an acceptably good enough perk to shake the meta. Coupled with removing the absolutely stupid and pointless baked in restrictions like basic attacks only.
I mean, how is one meant to get value out of Blood Echo? You'll only get 11 possible in the whole game, BUT OH NO IT NEEDS 60 SECONDS OF COOLDOWN AND EVERYONE ELSE HAS TO BE INJURED. Completely ridiculous.
I would agree with Blood Echo having its cool down or injured requirement removed. One or the other. I guess the cool down makes the most sense given the perk name and that it’s from Oni.
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@ElusivePukka said:
No. Leave it as is.
Keys and early hatch spawns encourage selfish play even more than MMR does - not to mention SWFs being able to use them disproportionately; they're a detriment to survivor cohesion.
Watch the intro videos. Sometimes self-preservation is the right choice, especially in solo queue.
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Rare and ultra rare items should have powerful effects, otherwise what’s the point? Just look at some of the game-changing killer add-ons still out there, yet survivors aren’t afforded any chance to escape apart from gates or the hatch for the last person now. Even if they did contribute a lot of effort in the match.
Keys keep me from having to die with rank 20 potatoes the mobile team pairs me with (the hatch and key nerfs aren’t live yet on there). Guess they prioritize quick lobbies over fair ones. So I just do my gens and go if the team isn’t working out (or working period).
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2622450#Comment_2622450
they did tho, they said reduce or remove the cooldown.
For “all killer perk cooldowns”. Dragon’s Grip is one of several killer perks with a cool down.
@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2622450#Comment_2622450
So then you IN FACT agree that some killer cooldowns need to be reduced or eliminated?
Some reduced, yes. All reduced or eliminated, no.
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@Bran said:
having survs escape before their main objective of doing gens is done is annoying. i do see hatch as a fail safe for a scenario where the gens could not be done, but how do you implement that without allowing groups of survs to escape at once?
the egc also started upon shutting the hatch when a key was used and the hatch stayed open for 10 or 30 seconds dependent of key (i do believe). a survivor leaving early could've been a bad thing for surv and killer alike.
there are suggestions of the hatch spawning when all 5 gens are done, this gives more possibilities to the killer to counter the key before it comes into play. it might limit the number of survivors alive at the end. other than it is pretty similar.
i dont have any ideas to the hatch, but im sure someone somewhere might have a better solution.
It was 10 seconds flat for Dull or Skeleton Keys, the time usage on the different keys is for their aura reading add-ons.
Bringing back hatch spawning after five gens are repaired is a great start in the right direction. Or just reverting the whole hatch nerf altogether.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2621254#Comment_2621254
Since you are so insanely knowledgeable that you can just say no without any argument then please explain to me why dragon's grip has an EIGHTY SECOND cooldown, but starstruck effectively has a 30 second cooldown?
Why thank you, kind sir!
Sure, Dragon’s Grip could use a briefer cool down. But that’s not what you said in your OP.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2621889#Comment_2621889
very rarely, because it could only happen when all 5 gens are done, so they could just leave. How often did I see 3 man escapes? Extremely often, if one survivor is dead the moment only 1 gen remains they could leave, if you play good as killer and secure a 3 gen and start pressuring good, they could just find a key and leave lmao
Because it’s a lot more fun to be hostage to a three gen on either side. /s
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At the very least, when all gens are done.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2621765#Comment_2621765
Just to clarify, even though Windows and Zanshin give the same info, the value of that information is typically greater for survivors than killers since survivors are the ones dictating the direction a chase runs with the killer following them. Knowing where all the vaults are is somewhat more useful therefore for the survivor leading the chase than the killer who is just reacting to it.
I’m not saying Zanshin is useless, just I suspect Windows is more useful for survivors.
Agreed, but that doesn’t change either of their purposes or that this proposed buff is overpowered.
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Heck no. Unless you propose the survivor equivalent, Windows of Opportunity, be buffed to allow survivors to rebuild destroyed pallets?
These are just information perks. Take ‘em or leave ‘em.
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I’m not really sure you can change Distortion without breaking it. Infinite aura blocking is very powerful. You’re negating a host of killer perks (and add-ons) with just one of yours. That’s why there’s a lot of complaints about Shadow Step.
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They need to bring back better add-ons without ridiculous activation conditions, like being stunned or blinded.
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No.
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@Hunter_Main_322 said:
Need to limit the use of the ability for the killer around the hook
Or reward survivors with resilience when withdrawn against the killer's camping punishment
I feel disabling the ability to activate all killer powers within a small radius of a hooked survivor would immediately end the epidemic. But more measures could be made.
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RPD hands down. There’s really no fixing it, as it’s recreated after a licensed single player game. Terrible gameplay for both sides, and especially many killers.
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If the hatch and keys are going to stay in their current state, then BHVR best be looking at reducing, removing, or lowering the rarity of several items and add-ons. The cheapest key is 5k and does nothing by itself. All of the hatch tracking and key items and add-ons are ridiculously overpriced for a way too situational use now. You are easily spending more on the items and add-ons than a hatch escape grants. Mental.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2621019#Comment_2621019
I meant Pinhead (AKA Ceno to distinguish the two))
You may have, but the person who originally commented PH did not.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2621015#Comment_2621015
Plaything is amazing, deadlock is solid as slowdown and information, and scourge hooks are O.K.
WDYM?
PH could be seen an abbreviation for both, but originally and in this context it’s Pyramid Head.
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Wraith, only tracking perks of which any other tracking perks are better.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2620885#Comment_2620885
I mean they don't do anything? What's the problem with them.
They can still deny DS, blinding/pallet/sabo save attempts, trying to hook in an area where there isn’t one, etc.