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Harold_Shipman

Harold_Shipman

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Harold_Shipman
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  • Everybody complained that Blight was just another "Go really really fast" killer, their cries were heeded.

    Be careful what you wish for I guess.

  • I still run DS, I still find it useful, just much less so than before. My only gripe now is, with less people running it, killers assume nobody has it, and more tunnelling occurs, and by the time they know you DO have it, you've used it up, and then you're just getting tunnelled again. Now its less abusable, would be good to see it proc more than once per match, as on your second unhook, the killer would have the deterrent of knowing its there again, where as now, you're pretty much dead.

  • Seems like a poor use of an exhaustion perk when there are better, more reliable options.

    Would love to see more exhaustion perks that are more than just "Speed boost when X action is performed" like balanced landings stagger reduction and head on just being head on.

    I think to compete with sprint burst/dead hard, they are going to need smaller secondary effects tbh, for example maybe increasing the stun duration slightly. So far its just a less reliable sprint burst. Even Lithe seems more useful to me, being able to throw and vault a pallet to escape an unsafe loop seems much more useful than hoping you get a pallet stun.

    Side note, would love to see an exhaustion perk that triggers when you blind a killer and also hides your scratch marks for a few seconds.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050032#Comment_2050032

    Hex: Arc Eye

    Generators require 4 additional seconds to repair for each unbroken totem on the map. When this active Hex is cleansed, it moves to a random dull totem. The survivor that cleanses this Hex suffers from Blindness for 20/25/30s.

    This makes default gen duration 100s for one survivor, up from 80s. That’s a +25% increase to gen repair times across the board until totems are cleansed. Basically a PGTW applied automatically to all gens, and is removed 1/5th at a time for each cleansed totem. Gets survivors cleansing totems early, but is not a wasted Hex when a single lit totem is cleansed unlike Ruin. In addition, a survivor who is using a map or Small Game, etc. can’t just systematically go around to every single totem on their own, due to the Blindness debuff. The task of cleansing has to be a group effort. It doesn't clash with things like PGTW like Ruin does either.

    Would suit some kind of mechanic killer, or welder, with a blowtorch perhaps...

    The problem with adding perks is that you're essentially creating a situation where you need this perk to win. There are certain situations, for both sides, where regardless of how well you play, a win is impossible. If you create a perk to counter that, everybody will either run this perk, or have to lose x amount of matches just because. Then we get an old ruin situation where said perk is nerfed because literally everybody runs it.

  • @Aven_Fallen said:

    Not really a good idea. This would basically reward the Killer for playing poorly and the Survivors for playing poorly as well (as you said). I dont think that a Killer who fails to apply pressure should get his hand hold. And Survivors who go down like flies should not get to speed up their Objective (aka the easy part of Survivor).

    True, but I meant this as a starting point to work on, it obviously would need further thought and refining. For example, as you say you don't want to reward failure. So perhaps a gen speed bonus for remaining survivors when team mates are sacrificed. There is no reward for failure here; the dead person is very much dead, but rather it would compensate the remaining members for a ######### team mate. It could even potentially make it more viable for a killer to perhaps slug a person on death hook rather than tunnel them straight out, etc (this is all conjecture of course).

    Killer side is of course harder to determine what is just unavoidable gen rushing due to large map, bad gen spread and low mobility, and as you say, a failure to apply pressure. Perhaps if a killer is doing well in chases and hooks, but gens are flying, they gain a boost to gen regression.

    This is just floating of ideas, of course. It may very well make things even worse. But its interesting to discuss ideas and get other peoples takes on things.

  • Detectives Hunch, Inner Strength, Head on, DS.

    Just been unhooked and the killer is coming right back at you? Hop in that locker and he either eats the DS or you recover to full health. After you recover, they will likely try pull you out to take you back down a health state, Head on and make a run for it.

    Hex Retribution and Haunted ground. If they pop haunted ground you have 10 seconds of aura reveal on exposed survivors. Pair with undying for extra horror.

  • @GeneralV said:

    I am sorry to hear that, my friend. If I may suggest, why don't you give my babe a try? I am sure you will love to be a Dream warrior.

    Think you're a bit old for Freddy, he likes em young. Really, really young.

  • How close are they? A very close 3 gen can be a death sentence against Myers and I'd imagine Bubba.

  • Here was me and my foolish optimism thinking this was going to be a heart warming post about leaving items at the gate for killers and giving survivors the hatch.


    I see now that I was naïve.

  • @lagosta said:

    We should do discussion-themed bingo cards and down some tequila as a prize.

    I strongly support this idea.

  • Ghostbusters, and im only half kidding.

  • @lagosta said:

    It would be simpler to make active dull totems increase the total gen time requirement by 4 seconds each. That way early game gens would take up to 100 seconds instead of 80 and there would be a benefit for doing dull totems.

    True, but does little to help teams with a player who have been tunnelled out the game etc. I'm all for increasing base gen speeds, but there are terrible experiences for the other side that could be looked at.

  • @valvarez4 said:

    So if the killer is not going to 4k we should help him more, so the killer rate could be at least 90-95%. Sounds fair

    If the killer is on course for a stomping 4k, you would have a huge gen speed increase to help you out in order to allow you to claw back?

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049729#Comment_2049729

    Undying + Ruin helped mitigate it and thus Killers (on the whole) were more willing to go out and hunt and create more pressure. That ended abruptly and now many Killers have simply gone back to the most straightforward tactic they know.

    You miss this part did you?

    I've just noticed that you are actually talking about a comment another poster made about ruin undying, which wasn't even the one you quoted, which was by me.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049729#Comment_2049729

    Undying + Ruin helped mitigate it and thus Killers (on the whole) were more willing to go out and hunt and create more pressure. That ended abruptly and now many Killers have simply gone back to the most straightforward tactic they know.

    You miss this part did you?

    @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049587#Comment_2049587

    Total bullshit

    killers have been camping since day one ruin/undying or not

    just like survivors have been doing gens quickly since day one.

    Do you seriously think camping killers all of a sudden went “oh l have ruin/undying, l won’t camp anymore”

    Surely this is a meme

    So youre saying that killers went back to camping because ruin undying were nerfed but also that killers were camping regardless of ruin undying? So youre saying killers camp regardless? Whats your point? Why are you so angry? People are trying to have a discussion, you know, being a forum and all, and you are coming off as agressive and obnoxious, without really being able to get a cross a coherent point.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049675#Comment_2049675

    ngl

    that’s the answer l expected when someone gets called out for making a stupid statement about why killers have “apparently STARTED to camp again”

    ######### killers have always camped, good killers don’t need to regardless of the perks they are running.

    I have absolutely no idea what you're talking about? When did I say killers have started to camp again? You've literally just started attacking me for saying I think camping is unhealthy and breeds bad behaviour and is unhealthy?

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049587#Comment_2049587

    Total bullshit

    killers have been camping since day one ruin/undying or not

    just like survivors have been doing gens quickly since day one.

    Do you seriously think camping killers all of a sudden went “oh l have ruin/undying, l won’t camp anymore”

    Surely this is a meme

    ngl I have no idea what you're going on about.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048220#Comment_2048220

    Yep. Back when this was a discussion, I said "be careful what you wish for." The issue is that Generators go too fast; that has been the problem for a long time. Undying + Ruin helped mitigate it and thus Killers (on the whole) were more willing to go out and hunt and create more pressure. That ended abruptly and now many Killers have simply gone back to the most straightforward tactic they know, i.e. the only reliable one. They reduce a 4v1 to a 3v1 as rapidly as possible. It was predictable.

    A larger issue, and this one does belong to the DEV, is that fixing the Meta with Perks is never a good idea. The base regression speed of Generators is going to have to be adjusted. It is too slow. I'm not saying it should be Ruin fast (that is what Ruin is for) but it has to be at least half as fast as Level-1 Ruin to make it worth kicking Generators and help with map pressure. What comes base has to be balanced before Perks.

    The other issue is SWF. I realize I'm a broken record when it comes to this issue, but the game cannot even start to get balanced correctly when Solo and SWF are so fundamentally different. SWF is going to have to go to its own Que, or to avoid that, Killers will automatically get a 5th Perk Slot opened when they go against a team with 3+ SWF. It should just kick in automatically. This extra Perk will exist to help offset the power of the SWF's 5th Perk (Comms). If this alone doesn't solve the issue, an extra Generator needing to be powered could be added as well.

    Personally, I think BEhavior is missing out on some huge monetary options here by not making SWF its own thing. Think of all the unique, custom cosmetics they could sell to groups that want team jackets, hats, shirts, or tattoos. Think of all the monetary streams that they could make from dues from those teams who do want to get into competitive tournaments and follow that format. It is money being left on the table. All that aside, the balance issue is getting worse. This is another thing I predicted, and sadly I've not been wrong. I had hoped I would be.

    This was a similar line of thought I had, Giving killers an extra perk wouldn't help terribly I feel though, and it means that the killers build is being dictated by survivors. Rather, Solo survivors should get an extra perk to allow for info perks that SWF don't require, such as kindred, Detective Hunch etc. Similarly, 4 man SWF have far too much utility between them all; you can take a multitude of info perks between them and still have perk slots for other meta perks.

    Id rather see the number of perks a survivor has available to them depends on the number in their team: 4 man gets 2 perks, 3 man get 3 perks (the solo queue gets all 4). duos get 4 perks and solo queues have 5. That kind of thing, anyway.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049587#Comment_2049587

    Camping was originally a intended gameplay feature. So i doubt, the devs will take that one away.

    But i agree on the BM.

    I guess that would explain Insidious being a thing. But many things that were intended as features have since been removed. Remember old sabo? That was also a terribly unfun feature that was eventually reworked.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049569#Comment_2049569

    The problem that is more pressing right now is, that killers struggle with the gen speed. Once killers don´t lose 3 gens by the first hook, they won´t feel so pressured or cornered and won´t feel the need to "secure that one kill".

    Toward endgame. true, however, some killers will camp regardless. Tunnelling and camping should absolutely be discouraged by any means necessary. They provide a horrible experience for the receiving survivor. What happens when this survivor, who has been tunnelled and camped nonstop, becomes more proficient? They begin playing in a toxic manner, with little regard for the killers experience, and go all the way to teabag town. Then what happens to the next killer who comes against these survivors and gets bullied match after match? He breaks out the iri head huntress and goes straight to tunnel and camp.

    BM breeds BM, its a downward spiral for the whole community, the antics of a few bad players end up having a chain reaction which just makes a less pleasant playing experience for everyone. Surely better to nip it in the bud and make these approaches non-viable playstyles? And yes, that includes being able to slam out all 5 generators in 5 minutes.

  • I had a match on red forest, hooked a survivor, by the time id reached a gen on other side of map to pop with Deathslinger, pop had run out.

    Are some killers just completely incapable of pressuring gens? Seems the only way to go on some maps is to find a 3 gen and dig in, completely abandoning everything outside of it.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049531#Comment_2049531

    We already have that as a survivor perk: Camaraderie.

    That is pretty much the opposite, it pauses progress whilst the survivor is near the hook with no regard to the killers location. I'd rather see progress paused indefinitely whilst the killer is near the hook, but not in chase to prevent hook camping and also being abused by survivors running killer around the hook.

    But just an idea, no doubt even that would be littered with issues.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048182#Comment_2048182

    Devs tried that years ago. Survivors abused it by running the killer around the hook. Thats why we don´t have this mechanic in the game.

    Stop hook progress while killer is around the hook and not in a chase?

  • Coordinate yourself with at least one other player and just hide in lockers until she DCs because its 4am

  • I gave up solo queuing a long time ago. Survivor with friends, solo as killer.

    Playing killer will also help your survivor experience dramatically, I always play better against killers I have played as, because you quickly learn what works and what doesn't, and aside from the select few killers that have pretty much no counter other than either luck or failure on the players part, knowing how to work around their power will mean you have a much much easier time.

    Playing with friends, even if its just one other, is a much better experience, but unless you have 3 or 4, you're still largely at the mercy of strangers. In these games, we tend to just take niche/meme builds and try to have fun, if you're not taking it too seriously you wont be as infuriated by your team mates stupidity. Grab yourself pebble and urban evasion and go nuts.

  • Given the cost of them, I think this would be cool, as they have very limited practical use now. 7000BP for an animation seems a bit rough.

  • Some are just outright annoying, doctor and clown really irritate me, I think its the laugh.

    Used to hate Deathslinger for the same reason, but since playing him and really enjoying it, I played more and more and now I tend to enjoy playing against him too; I can relate to the killers experience and appreciate an awesome shot when it hits.

    Others, like somebody above mentioned; low skill floor and high reward. I always enjoy playing against a nurse, even when they utterly crush me, because its such a high skill cap killer that you have to respect it, and also because each game is so wildly different depending on the player. Meanwhile, Freddy and Spirit usually get 3k just for turning up.

    Pig and Trapper (less so since his trap escape chance changes) have an RNG factor that I just hate. With Pig, its always the last jigsaw box I check that I need to remove the RBT and with trapper my record for failed trap escape attempts sits at 16, by which time he had come from the other side of the map to graciously help me get free. I'm not a big fan of RNG mechanics; if I were playing these killers I'm sure every survivor would get free first time. I don't use Hex perks for the same reason, even old ruin undying was out of the equations within a minute for me in most games. But I guess some people may like that kind of thing.

  • Regular gen speed for one person - 100%

    2 people is something like 175%: it is faster than if you were repairing it alone, but it is slower than if 2 people repair separate generators. So it is actually a debuff.


    The perk "Prove thyself" gets rid of this debuff, meaning 2 people will repair at 200% speed.

  • This, or survivors should be able to pick themselves up when they are the last 2 alive to prevent being slugged until bleed out, with the killer getting adequate blood points if the survivor is forced to use the hatch to compensate for a loss of a kill that is often beyond their control.

    Or give survivors the option to kill themselves quicker if they are the last 2, maybe they can attempt to stand themselves up with a small % chance and a loss of time if they fail similar to attempting to unhook themselves.

  • Vanity Mirror shouldn't have a movement penalty at all, to be honest. The aura reading range is pretty bad and it already comes at the cost of your main power. I have a collection of them building up, never to be used except for bp farming.

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