HP150
HP150
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1) Make his Punishment of the Damned (ranged attack) only usable on Survivors suffering from Tormented (!!!) BUT
2) Make Punishment of the Damned much, much faster and not clunky to control (IE, give it the same turn-speed / control scheme as when not using Rites of Judgement). Think charged hatchet fast, still dodgeable but not braindead easy.
3) Make both hooking and caging remove tormented, but only for the one being unhooked / uncaged and not the unhooker / uncager
4) Allow all hook related perks to work with cages, both killer and survivor
My biggest issue with playing as PH is how clunky he feels. Seriously, no matter how good you get with him, Punishment of the Damned still controls like hot garbage. Because his ranged attack is so easy to dodge it's rarely used outside of locked animations, which makes his common playstyle feel very binary.
This is the first part of his in-client description: "The Executioner is a map-manipulation Killer, able to torment Survivors with the hazards he creates." Yet he definitely does not feel like a "map-manipulation Killer". That's because at current being "Tormented" isn't very threatening; Cages are situational and Final Judgement... well, you're dead anyways if you get to that point, mini-mori or not. By tying his ranged attack to his trails you shift emphasis to the fabled "map-manipulation" playstyle he is meant to embody while freeing up some power budget to make Punishment of the Damned not feel terrible. This also gives a bit more counterplay in that Survivors can choose to avoid the Tormented status to not have to go through the animation-lock traps he currently relies on.
The second part of his in-client description is much more straight-forward: "Affected Survivors will be vulnerable to his special Hook, the Cage of Atonement and his special mori, Final Judgement." It says it right there; SPECIAL HOOK. Keyword being HOOK. The cage is a hook for all intents and purposes. I get it, wanted to maybe shake up the meta with PH? Didn't really work, everyone is still taking the same builds. The difference is that survivors are getting frustrated by not being able to use the perks that they took and PH's builds are more limited as opposed to being able to come up with something creative cage-fueled builds such as Devour Hope / Make Your Choice / etc build.
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The fact that so many people are claiming that he is weak is more telling of the average skill level of Killers on these forums than anything xD
That's all.
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The survivors now know that uncaging is 100% safe and that PH can't realistically guard his cages because he can't see them. This effects his overall map pressure, regardless of if he actually intended to tunnel / camp or not.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404830#Comment_1404830
@Peanits I've been stating this over and over, my figures feel like they are going to bleed.
Why does everyone keep overlooking the fact that cages also prevent Flashlight Saves, Pallet Stun Saves, Head on Saves, Wiggle Saves, Taking Hit Saves, Breakout Saves, Flip-flop Saves, Sabo Saves. These simply do not exist, people keep calling it a free survivor save, which is only half true, but it is also a free hook state, which is fully true. There simply is no way to counter some one from being sent to a cage, period.
Because I can count in a single hand the number of times either of these things have affected me within the past 50 games or so. Not too difficult to recognize you downed a survivor under a pallet or a survivor brought a flashlight in. Or even better, bring Infectious Fright which is already useful on PH regardless. And Flip-Flop / Breakout? Seriously???
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@Peanits said:
Definitely wouldn't go that far. If you only used it to camp the cage and then tunnel them knowing full well that Borrowed Time or Decisive Strike wouldn't activate, then sure, it's going to be less appealing now (as it should be). Under normal circumstances, however, it still has benefits. Putting them in a cage sends them as far away from you as it can, so if you know all the other survivors are close, you can force them to go across the map to save them. It also allows you to completely avoid flashlight or pallet saves, and saves you the time you would spend picking them up and bringing them to a hook.
So... a core part of PH's kit of which the majority of his addons are based on is extremely situational, and you see no issue in this? And you think that the survivors knowing that the PH can't realistically guard his cages because he can't see them doesn't have any affect on his overall map pressure, regardless of if he actually intended to tunnel / camp or not?
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1404754#Comment_1404754
You can put down the thesaurus, it doesn't strengthen your argument when the meaning of what you said could not be mistaken. There's nothing nuanced about "instead BHVR further engaged in an on-going trend of catering only to survivor complaints".
A change to the killer was made. You wished for another one, potentially a worse one, but because you didn't get you wish, then the conclusion is "BHVR further engaged in an on-going trend of catering only to survivor complaints".
You can either go on and post complaints that won't be catered to, because oh oh you're not a survivor. Or, accept the change as one of the possible choices and realize that you can't always get what you want.
Either way, good luck.
Nice dodges. From "zomg BHVR only listens to survivors" to "I didn't put words into your mouth. I went so far as to quoting you saying..." to deflection when I asked for the direct quote. All around, well done.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1404686#Comment_1404686
I didn't put words into your mouth. I went so far as to quoting you saying that BHVR only (sic) caters to survivor complaints. Backtracking and moving the goal post don't do you any favor.
The fact that they changed PH like they did, instead of they way you suggested, can actually be seen as the lesser nerf, because the other way around would have forced the killer to deal with DS, BT and all the menu of other perks and complaints thereof.
Pretty, pretty please quote me where I said "zomg BHVR only listens to survivors"? I would be ever so grateful. Or are nuances lost upon you?
And yes, PH would have to deal with DS, BT, etc... You know, just like how nearly every other Killer does? It would be no change in gameplay style of NOT TUNNELING / CAMPING. Granted he no longer has to worry about being in range for BT with the hotfix, but for all the wrong reasons. But with my change he'd also have the unique dynamic being one of the best users of Make Your Choice / Devour Hope outside of Nurse / Hag / Demo and possibly a quirky BBQ & Chili user (Aura based on 40 meters from PH or 40 meters from the cage? Either way it's a direct tell that someone is in position to save or a buffed up Infectious Fright).
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@PrettyFaceKate said:
Instead BHVR further engaged in an on-going trend of catering only to survivor complaints regarded the new Killer.
I don't understand why you had to put it in an us-vs-them perspective.
Many survivors asked for hook perks to work on cages since day 1. Instead BHVR just kept them so that cages bypass all hooking mechanics. Your conclusion: zomg BHVR only listens to survivors.
I put it the way that I did because I felt it to be the truth of the matter and there is no need to mince words at this point. And please don't put words in my mouth, it's not very classy. There is a great deal of difference between "favoratism" and "x only listens to y".
There's been a lot of great fixes for killers in general throughout this game's lifetime. What I said in no way amounts to "BHVR only listens to survivors". But a bias is clearly there in terms of priority of addressing issues and it has absolutely destroyed a game that I loved, at least for me.
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It should be able to stack easier through normal gameplay, I agree. Perhaps also give a stack per full generator completed by user and for door openings by user?
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@coppersly said:
If it took 3 cages and hooks there would literally never be a point to using his power. Why would you waste time caging someone for the first time if you've already hooked them?
I swear the people who think cages are some amazing tool for PH / are complete BS for survivors have not only not played as PH, they don't have much of a concept of how killer is played in general.
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Unrelenting. Alternatively, Save the Best For Last.
Wasn't good on the top-tier Killers (Nurse and Billy at the time) but it did bring M1 killers closer to that level. After nerfing the Machine Gun build they failed to compensate the killers that were relying on it most (Trapper, Wraith, Myers) and now all 3 sit solidly in bottom tier / low-mid tier.
It still wouldn't be great on Nurse, Billy, Huntress, etc and would bring M1 killers closer in power to the top tier M2 killers but M1 killers that are already decently strong such as Spirit and Freddy would have to be adjusted.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1393398#Comment_1393398
But he IS busted, compared to them.
lol no
PH gets a massive slowdown when he first begins to charge his power (which levels off to a minor slow), he has a huge self-stun if he misses, and his ranged attack is easily dodgeable outside of locked animations.
Furthermore, he doesn't have the map mobility of Demo or the small terror radius of Deathslinger. Instead, he has cages which are very situational unless you either A) see a survivor or objective in your immediate vicinity after downing someone or B) want to tunnel someone from the other side of the map (not very effective if the Survivors have a clue of what they're doing)
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@Peanits said:
You've always had the power to deal with teabagging. You are the killer. You move faster than them, you can hit them, and you even have a power to help you do so. If anything, it was in favour of killers for years since the guy on the hook can't just hit the killer to make it stop.
"You've always had the power to deal with hook smacking. You are the survivor. You can just not get caught" /s
I'm not too invested in this; it's a buff to killers that don't want to BM. Hell, it's even a buff to face camping. But if this actually is your logic as to why it was removed, then yes, that is blatant survivor favoritism. Especially after you've already removed BM mori spamming (which admittedly 100% had to go).
Also, there IS something the Survivor TEAM can do in response to hook smacking; use the opportunity to rush gens or go for a BT save while the killer is wiping his weapon then teabag to BM back at gates.
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lol
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@C3Tooth said:
I see many people hate this map in play wise. But we should do a list of reason why you hate the map, so perhaps Devs might change it later.
For my personal:
There should be new way to drop down to the yard from 2nd floor corridor
At least make half of the corridors have different light color, to know where you are.
Have letters A & B on each front door.
I disagree with the color coding / alphabetical labeling.
Artistic-wise, it is a near 1:1 perfect recreation of the SH1 school from 11+ years ago brought back to life in a modern engine with added DBD fluff such as gens/pallets/lockers/etc. A color-coding / labeling would be antithetical to this. Gameplay-wise, I think a lot of people are jumping the gun. All of the rooms have at least one fairly easily recognizable landmark if you just peer in to prevent disorientation. From there, it's all a matter of familiarity. No need to dumb it down just yet.
And you might say, "but what about the new players". Listen, I've played Treatment Theater since the Doc's release. I've played Meat Plant since Pig's release. I've played Hawkin's Lab since Demo's release. Half of the time I still have no goddamn clue where I am on those maps. Not even a week after PH's chapter release and it's nowhere near as bad. It has structure. It's not a complete maze. It's still an indoor map, sure, but it's the lesser of other evils. Give it time. It's definitely a step in the right direction as far as indoor maps are concerned because every individual room is unique visual-wise and will reliably tell you where you're at it (looking at you The Game and Hawkins).
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I wouldn't call it "suddenly". I've heard a good amount of people call him "boring" since the rework (and quite a bit before the rework, but that's besides the point).
Personally I don't find him too boring to play against, nor do I find Plague boring to go against. I think part of it is that I actually go for the side objectives (Alarm clock / cleansing fountain) as soon as they're available. Maybe it's not efficient, maybe even detrimental. But I found it complete bullshit when people would stay Broken the entire round vs Plague or stay asleep vs Freddy just because he doesn't have any of the gen/heal slowing addons (that everyone conveniently seems to DC against). Play in to the intended mechanics and you'll probably have a bit more fun.
Aside from that little rant, I can kinda understand how Freddy comes off as very "binary" in chases. However, they don't seem to make the same arguments against other strictly M1 killers such as Wraith. Why? Because with Freddy they know that there's a very good chance that they will lose.
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No excuse at this point. BHVR KNOWS that their sound system is constantly messed up. They know this. It will be fixed for one patch and then broken again for the next several months.
Just this patch they were attempting to fix a sound bug. How could they not have a team of testers specifically dedicated to testing ALL sounds knowing that they tinkered with the sounds to fix the bug. They should be constantly testing the sound system every single patch because it breaks from seemingly miniscule, unrelated changes all the time.
They're 4+ years into this. I wanted to give the benefit of the doubt at first, but this just screams incompetence or, worse, complete neglect.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1367749#Comment_1367749
That's how giving a summary of an article/book/post works bud. It doesn't take advanced reading comprehension to dissect the post. In 4 paragraphs, OP essentially tells us he dislikes people using "brain dead" Killers and would rather have BHVR as well as the community create and stick to using characters that demand high skill, better pay off. Even though knowing that not everyone can enjoy those types of characters or are that particularly skilled. Since he and others find "Brain dead" Killers boring, he'd rather have people play something that HE finds fun. Which gave me a lead to the conclusion he wants this because what he finds "fun" in Killers is being able to win against them more. Obviously everyone wants strategic Killers for better game play. However, he barely harped on that until the very end which was his final statement.
See? That was much easier on the eyes to read rather than a quick jab at the OP followed by a rant about endgame chat and being teabagged as Demo. You actually somewhat argued a valid point here.
However, I do think you're still misrepresenting the OP. There is no talk of "winning" or "losing" in the post, that is until he states that he has more fun being butt blasted by Nurse in a matter of seconds compared to a drawn out yet binary affair with Freddy. Nor does he point the finger at the individual killer players as you imply in your latest reply. He's simply taking issue with the design philosophy of recent killers. How about sticking to the actual content of the post rather than projecting a "sore loser" mentality to the original post?
But for the record, I agree that not every Killer needs to have a high-skill ceiling / low-skill floor. There needs to be simplistic killers such as Demo and Doc and even Freddy (a bit of an extreme here). If every killer required the same degree of finesse as Nurse, Huntress, and Billy then we'd see a whole lot less new killers and that is how the game dies. The new player experience is already unwelcoming enough as is. Besides, sometimes you just want a more relaxed match and there's nothing wrong with that. It's not like Survivors gameplay is really rocket-science either.
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@Desh said:
So essentially you dislike players who use "brain dead" Killers because you usually lose to them? I almost always get hate in the endgame chat when I decide to run Spirit or Freddy for rituals. But if I run something like Demo (who I usually main), I get tea bagged and "bullied" in the match because they think he's a easy Killer to go against until they get downed within the first 10-15 seconds.
"So essentially you dislike players who use "brain dead" Killers because you usually lose to them?"
Really? That's what you took away from the original post? You think that that was the crux of the original poster's 4 paragraphs? I'm not even sure that I agree with the original post, but goddamn if this is representative of the world's average reading comprehension then we're all doomed.
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@SloppyKnockout said:
Firstly - this isn't a bug report. This is a rant.
- Sounds worse than before (which is funny cause the patch notes literally said it was fixed). Now you can't even hear survivors dropping and landing, in addition to footsteps and being in dying state most of the time.
- Bloodwarden is straight up broken on the new map. It literally doesn't work. They can actually walk right through, and if they can't, they can stand right in front of it and if you hit them, they get hit through, so you're screwed.
- The new map is a horses ass. The IDEA is good, the aesthetic is fantastic, but the execution...like...who the hell designed that layout? Whoever it was, please, hire someone who plays the game to double check and proof their work. They clearly know how to design COOL stuff, but not FUNCTIONAL stuff. A fog whisperer even. It's basically Haddonfield 2.0, except Haddonfield is actually less of a pain in the ass if you can believe that; except this map is a pain for killers AND survivors. Do you know how many survivors I've seen die because their team mates straight up can't figure out how to get to them? It's a mess. Absolute hot garbage.
- Billy.
- Why in the hell does a mori work after a cage, and not after being hooked with Pyramid Head? I say that even as a killer main. YOU GUYS SHOULD NOT BE HAVING THESE KINDS OF OVERSIGHTS AFTER 4 YEARS.
- Loadouts intermittently missing from tally screen. (Bravo, btw. You found a way to break something you barely touched).
These are just the ones I notice on the regular.
We're at a point in this games lifetime where you guys at BHVR have literally...LITERALLY found every possible way you can kill the trust you have with your player base. I won't speak for everyone here, but I know myself and a huge portion of your community are absolutely SICK AND TIRED of dealing with a game where there are LITERALLY OPEN BETAS OF EVERY SINGLE LARGE UPDATE THAT REPORT ALL THESE ISSUES WELL BEFORE YOU RELEASE AND YOU STILL CAN'T GET THIS ######### FIXED...and yet...we still play, because we love what it represents, and what it brings to the table.
What on earth is WRONG with you guys? Sound for example has been literally broken for YEARS...and HOW DOES SOMETHING LIKE the BLOODWARDEN bug get through QA? Do you even HAVE QA?!? If you do - double down on their budget.
If you want to know who designed the map layout... It was Konami. It is 1:1 the same layout as the school in Silent Hill 1, down to the exact room placement and the contents of the rooms.
I really don't understand all the flack the map gets. It's my least hated of the indoor maps to play on. It's still an indoor map, sure, but it's a step in the right direction. Indoor maps are inherently bad for killers from my experience but 1) It has long hallways as opposed to a maze-like structure 2) these long hallways aren't filled with too much junk and that makes it bearable for Huntress players who still want to attempt long range shots 3) the loops inside of the rooms are somewhat interesting. I'm not the hugest fan of using breakable walls to balance strong loops but there aren't really too many loops that are too far out of line if you're utilizing them 4) there's still a relatively open area in the middle which breaks up the monotony of corridor / room searching.
It's biggest fault is that it's multi-level and getting up / down stairs can be disorienting at times. However, the 4 stair locations aren't too difficult to memorize thanks to there being easily recognizable rooms/structures (looking at you The Game).
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What you suggest even further reduces PH's ability to do one of the core concepts of killer; guarding your objectives (Survivors in the "Hooked" state in this case). Something that PH is already poor at EVEN if he is hard tunneling across the entire map to a caged survivor who may or may not have spawned next to a teammate. That is the crux of the issue; you're proposing a reduction of map pressure to a killer who already has low map pressure / non-existant mobility tools. The survivors will know for 100% certain that an unhook (uncage) is safe, every time. And that is the elimination of all pressure from a cage. What you're proposing is a straight nerf, both to PH's that tunnel off of cage and those who don't.
Why beat around the bush? The real issue is that neither Survivor nor Killer get any mileage out of hook perks from cages, despite the game being balanced to some degree around hook perks from the start. If even one survivor has an obsession perk, DS must be played around as if they all did. Even if no survivors have Borrowed Time, it must be played around as if they all do. Even if the Killer doesn't have BBQ & Chili, it must be played around as if he does. That is how the game is balanced, and cages wildly skew this.
I get that the devs might have wanted to shake up the meta or make something different, but "this ain't it chief". Nobody asked for this and I don't think either side is happy with cage mechanics.
Let the survivors enjoy their safety blanket of DS / BT / We'll Make It and let Killers get their BBQ stacks / Pop-Goes-the-Weasel procs. Usually the simplest solution is the correct one; allow all hook perks and mechanics to work on cages.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1362978#Comment_1362978
You are greatly exaggerating and misconstruing what my original post was talking about. The killer can use his power, im not saying to not use it, what I'm saying is right now almost every PH is caging, the immediately running to the cage. It doesn't matter if its "situational" if the majority of PH are playing this way. Like you said, its their ability so why not use it? The problem is the issues this ability brings, its basically a free BBQ, and allows the killer to tunnel immediately while ignoring DS and the like.
This ability is strong against DS and SWF though, so simply removing his sight of it would drastically reduce the tunneling aspect of it which is what a lot of people are having issues with, not so much the ability itself.
Please elaborate. Where did I exaggerate? "Only allow survivors to see it, and further do not reward as many points for caging a survivor rather than hooking them normally. That way in incentivizes killers to actually go for hooks and not just cage every time". Your words, not mine.
"This ability is strong against DS and SWF though, so simply removing his sight of it would drastically reduce the tunneling aspect of it which is what a lot of people are having issues with, not so much the ability itself."
Great, you even further reduced PH's ability to do one of the core concepts of killer; guarding your objectives (Survivors in the "Hooked" state in this case). Something that PH is already poor at EVEN if he is hard tunneling across the entire map to a caged survivor who may or may not have spawned next to a teammate. That is the crux of the issue; you're proposing a reduction of map pressure to a killer who already has low map pressure / non-existant mobility tools. The survivors will know for 100% certain that an unhook is safe, every time. And that is the elimination of all pressure from a cage. What you're proposing is a straight nerf, both to PH's that tunnel off of cage and those who don't.
Why beat around the bush? The real issue is that neither Survivor nor Killer get any mileage out of hook perks from cages, despite the game being balanced to some degree around hook perks from the start. If even one survivor has an obsession perk, DS must be played around as if they all did. Even if no survivors have Borrowed Time, it must be played around as if they all do. Even if the Killer doesn't have BBQ & Chili, it must be played around as if he does. That is how the game is balanced, and cages wildly skew this.
I get that the devs might have wanted shake up the meta or make something different, but "this ain't it chief". Nobody asked for this and I don't think either side is happy with cage mechanics.
Let the survivors enjoy their safety blanket of DS / BT / We'll Make It and let Killers get their BBQ stacks / Pop-Goes-the-Weasel procs. Usually the simplest solution is the correct one; allow all hook perks and mechanics to work on cages.
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Let me get this straight. You want to remove his ability to see his caged survivor AND reward less BP for caging in attempt to DISCOURAGE the Killer from using his power? A power that's already very situational / usually detrimental to the killer to use in normal gameplay (IE, not wasting time by bee-lining across the entire map to a cage that has likely spawned next to another survivor anyways).
Those are... uh... quite the suggestions. You should go work for BHVR, I'm sure you would fit right in. Hey killers, stop using your power or you're punished!
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1355811#Comment_1355811
Imagine representing your company that way, and pretty much mocking your paying customers when they point out a glaring issue that apparently you guys are beyond incapable of fixing. BIG OOF.
Um... What? "Mocking your paying customers"? All he did was post the meme / video that the "crabs" in the title are a reference to. They were both prematurely celebrating the removal of the sound bug when the patch notes first released without knowledge of the new sound bugs. It has nothing to do with "mocking". Incompetence, maybe.
I'm all for criticizing BHVR where it's warranted but at least make an attempt to look at context rather than blindly lashing out. "BIG OOF".
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C-tier.
Absolutely outclassed by Demo and Deathslinger in chases (his ranged attack is just as much about baiting as Demo's lunge and Deathslingers shot, but much slower and near impossible to raw-hit outside of vault/pallet animations against good survivors). Except he doesn't have the map mobility of Demo or small terror radius of Deathslinger... he has cages which are situational and detrimental to use in most cases.
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Just wish his cages were applicable in more situations. Half of the time they will hand deliver the caged survivors to teammates since other survivors tend to steer clear of the killer + one being chased, while denying you BBQ & Chili / Pop-goes-the-weasel, so you basically hold it unless there's another survivor in your immediate vicinity. Situational. Way too situational for a debuff you have to apply before-hand.
You won't be raw-hitting decent survivors with his ranged attack; it's best to use it at windows and pallets, but it's strongest asset is being able to bait Survivors into dodging while closing the distance, similar to Demogorgon or Deathslinger... But at that point why not play one of those 2? Demo has map mobility, Deathslinger has a small TR, Pyramid Head has... cages?
Those are my first impressions at least.
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They already tried balanced around a fully-comm'd SWF. It was called Death Garden. That game is as dead as it's name implies. As sad as it is, balancing around the minority just doesn't work in asymmetrical games. I used to believe in balancing the game around the top level of play, but no, this is a glorified party game. The sooner you accept this, all of the randomness of who you will face with what perks and where, the sooner you might start enjoying the game again. Or maybe you won't, maybe the game isn't for you and you'll move on. That's fine.
But in any case, it was pretty bad before but the number of full comm'd Delta Force-level SWF that are actually tryharding isn't even worth mentioning anymore, let alone balancing an entire game around it.
PS: "I'm done with this game, goodbye" messages get posted every single day by both sides. It's not really an indication of the overall game health.
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Why stop at 5 seconds? If a Killer activates DS then he should be required to sit in a corner of the map for the rest of the match and send video proof to BHVR of him tossing his keyboard into a tub of water before he can queue again. It's the only way these gosh darn tunneling killers will learn!! /s
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1333393#Comment_1333393
- Thrilling Tremors
- Im all ears
- Surge
- Inner strenght
- Nemesis
- Any means necessary
- For the people
Wrong.
Absolutely none of those perks are worth using outside of some niche gimmick builds besides Inner Strength.
The devs excuse is something along the lines of "we don't want to feel pressured to constantly make better and better perks (power creep)". Hey, great in theory. In practice, it makes for a stale meta that lasts for years. And honestly, if I were a survivor main I would feel no motivation to purchase new DLC. For us killers, at least if our perks are ######### we still get a new killer that plays differently from others and (hopefully) is fun. Survivors get nothing besides the perks and I guess a new skin that you have to level up to use (IE, new survivor). Couldn't imagine paying for new survivors knowing you'll never use any of the perks.
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I feel like bad teammates are only "part" of it. Their are 3 types of DS users; people who just want to use it as 60 seconds of immunity and repair gens in the killer's face/hop in a locker mid-chase to make them question life's meaning, people with legitimate concerns over tunneling, and yes, people who are worried about bad teammates in a team-bsaed game.
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
Hard-limit set to 1 Maximum Hatchet. Only insta-downs if the hatchet is fully charged.
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For the last year or two BHVR has had a boner for arbitrarily slapping cooldowns on subpar perks and labeling them "balanced". Hey, works for MOBAs, SURELY it must work on DBD. They're basically the same genre, right?
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Scorpion from Mortal Kombat.
Not as a full-fledged Killer mind you, but as a "Legendary" skin for Deathslinger.
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It takes about 10 seconds of critical thinking to answer the OP's question. He could have saved himself a lot of time rather than typing this up. But rather than dogpiling on, I think it would actually be pretty cool if he were a 110% movementspeed Killer and his powers were buffed to compensate.
In all of PH's appearances (mainly Silent Hill 2 and the movies), he's depicted as SLOW, loud, and very powerful (which is what makes him spoopy imo). Making him 110% + abilities that adequately compensate would be a decent nod. Probably quite a bit late in the Killer's development to make such a large change, still, just throwing it out there.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1239583#Comment_1239583
HamletEagle basically answered it, but it's to prevent malicious modification of the ini files to gain an advantage. Unfortunately that means that other harmless tweaks, like disabling anti aliasing, are also disabled. It's not just to spite the people who prefer playing without anti aliasing.
I know this may sound like a shocking and radical suggestion, but here me out; Maybe add an option to disable AA from the settings menu? You know, like just about every PC game released in the past decade or so?
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Devs are allergic to making any new perk / reworked perk that's meta.
Seriously, they're just too lazy to BALANCE perks and use "power creep" as an excuse to constantly spit out useless perks. (Balance doesn't only mean creating something that isn't overpowered; it also means creating things that aren't excessively underpowered as well).
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1162065#Comment_1162065
and you're only mentioning the survivor items. killers could level up too, u know? here again (other comments too) we see this forum is made for killers to whine because they're the people who got everything for free when they were kids and now they're salt spamming forums when they had to use their brain cells. god i cant stand people like that, everything should just be handed over on a plate for them and they would still complain.
?
You're the one who sounds like they're "salt spamming forums" (as you put it). I argued against your claims and you immediately jumped to personal insults and baseless assumptions. Stop projecting. Just because others do not agree with you does not mean that temper tantrums are called for.
But if you really want to talk about "people who got everything for free when they were kids" and expect more free things handed to them, then why are you arguing that you should keep your addons for free without paying for it with a perk slot?
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There's no reason to level multiple survivors outside of getting teachable perks and survivors can just stockpile all of their items and addons on a single survivor indefinitely, as their are no gameplay differences between them. In contrast, killer players have to spread their BP across multiple killers, obtaining optimal loadouts on them all unless he wants to 1-trick the exact same killer every game.
Increased killer BP gain per game is no excuse for add-on retention disparity.
And yes, this DOES affect gameplay, contrary to your claim. I remember the one time there was a 3x BP event (and BHVR stated that they'd never do one again). The game was screwed for months, with BNPs, instaheals, and purple keys nearly every game. The BP / item / add-on economy does matter.
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@not_Queen said:
The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.
Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.
TLDR
At the moment, we have no plans to change Infectious Fright.
By that same token, why not tie Surge to Terror Radius and remove the cooldown? Sure, it still wouldn't be used by low TR Killers, but right now it's being used by no one. At the very least, it would have some room in niche Distressing builds.
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Release Hag, and not even close.
EDIT: For those of you who may not have been around; She set her traps about twice as slow, her default teleport range was half as short as it is now, and most importantly she SELF-STUNNED herself every time she teleported. It was awful.
On the bright side, she had what was effectively a built-in Mad Grit due to a bug.
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@ZoneDymo said:
No but that would be silly anyway, wait a month of proper playing in the actual game, then we shall see about buffing or nerfing.
Ha. Good joke. This is Dead by Daylight we're talking about here, not League of Legends. If something is unbalanced (too weak, too strong) and isn't fixed within a patch of it's release then it will likely be forgotten by BHVR for atleast a year. Once the initial sales of something like Clown or Plague (or in this case, Deathslinger) have worn off, there's little incentive for BHVR to revisit them in a timely manner especially with more pressing reworks for older Killers / DLC developement.
Same goes with all of the garbage, bottom-tier DLC perks in the game that see nearly no-use, not even in meme / niche builds. "We don't want to risk releasing perks that are too strong! That'll create power creep! We don't need new meta perks, EVER." "Ok, but are you going to evaluate the perks after release to ensure that they're decently balanced and strong enough to be considered in SOME build?" "....."
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1113193#Comment_1113193
I was well aware of that when I posted the comment, thanks for highlighting it to me again :)
Show me a good Myres with Ultimate Tier 3 in red ranks who cannot easily 4k if he uses his Red addon
while if the same 4 survivors using the red addons wouldnt change the fact that he will 4k :)
is that balance?
If a Tombstone+Fragrant Tuft Myers gets even one kill against a group of survivors with 4 BNPs then my suggestion would be for the survivors to turn on their monitors.
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@LetsPlayTogether said:
Killers need to learn, that they not deserve to get 4k.
"Survivors need to learn, that they not deserve to get escape."
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189
Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it
"there should always be a chance for a survivor to escape, even if its not that high."
What you just described is exactly what slugging for the 4k is. The 4th survivor could always finish a gen or 2 if the killer is sitting literally right on top of the slugged survivor. The unlugged survivor could go pick up the slug if the killer goes looking for the unslugged survivor. The 2 remaining survivors could gasp complete the generators once they are both up, you know, since they failed to do so before the killer outplayed and killed the rest of their team. None of this is even taking into account the option open to everyone to bring Unbreakable if it bothers them so much.
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A few things here.
1) I disagree that Survivor addons aren't as impactful as killer addons. You have to take into account that a Survivor team consists of 4 players as opposed to one. Sure, a single ultra rare item decked with the best addons won't match the quality of an ultra rare addon for Killers. But 4 survivors with decent items and addons will.
2) Yes, in a single match a killer generally gets more BP than a survivor. What about when the killer has a bad match? He has to sit through the entire match and get scraps for BP whereas if a survivor has a bad match and dies early then they can simply move on to the next match and continue accruing BP.
3) Point 2 is compounded by the fact that there is generally no reason to spend BP on multiple survivors outside of learning teachables or wanting a different cosmetic (different survivors are pretty much different skins). Killers have to spread their BP among many different killers just trying to get optimal perks on them all unless they want to one-trick a single killer whereas Survivors can just stockpile everything on a single survivor.
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@Ohlookahook2 said:
https://forum.deadbydaylight.com/en/discussion/130965/all-new-perks-new-power-and-modified-perks
Wow so the new survivor perks are complete useless trash while the killer perks are completely OP. ######### is going on with this game?
In what world are any of those killer perks good? An Obsession-based reverse Thrilling Tremors (because that perk is sooooooo popular /s), a Hex perk that's almost completely useless outside of a full hex build (Thrill of the Hunt isn't enough?), and a generic situational tracking perk.
I don't think any side is happy with their new perks, but Red Herring (survivor) is probably the best out of the bunch.
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...If you have a "family emergency" or your connection is lost due to a weather related issue, then chances are those things are going to take at least 5 minutes to resolve or close to it (the duration of your timeout).
Unless you're the unluckiest fella on the planet and the world happens to go against you every single time you get into a game then the current shouldn't affect you too much.
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HILARIOUS thread. Keep it going guys.
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@Omans said:
Demo: not weak, doesn't need a rework. If you aren't hitting your shreds or using portals effectively, that's on you.
What does need to be changed is his addons. His only worthwhile addons are the yellow and brown shred recovery ones.
I think his non-shred related addons feeling weak is a product of his portals not feeling good to use, despite them being marketed as Demo's primary gimmick. Fixing his portals will fix his addons.
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Oh, hell no.
@TheEntitiesNeophyte said:
Honestly let’s all come back to earth and take a second and realize how boring and weird the demogorgon is.
I’ve been playing with him and I just keep thinking how much he needs a rework just think about it. His dash is useless every half decent survivor can easily dodge that, there is an obstacle right next to you at any given moment just press A or D and boom your safe.
His portal ability like come on, I’m usually never standing on top of one when I need to be, and the time to travel just gets you in the general proximity of a survivor especially given the a heads up for survivors to gtfo.
I don’t consider myself a bad killer and usually please the entity even with the demogorgon, I just don’t enjoy him. He is a interdenominational adapt, primed, and prime hunter who can infect, rebirth, 4 legged sprint, and is a hive mined controlled beast.
I’m conclusion could there not be a re-work just making him fun to be played and contest against, He’s just missing something. Don't take this with a grain of salt :)
Speak for yourself. Demogorgon is one of the most fun killers in the game. The only thing he absolutely needs is for his portals not to feel awkward and unintuitive to use.