HeehoRacketeer
HeehoRacketeer
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- Username
- HeehoRacketeer
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(Off topic interjection here)
BRO what is that Billy skin?
Badwordherelooks awesome. I wouldn't be surprised if it was a rift cosmetic from a few years back, which could explain why I've never seen it... -
Licensing would be hell (since I doubt we're ever gonna get him proper) but a Jason outfit and mask for Trapper could be a thing.
(We've got so many classics but no Jason... When will Mr. Jason "Friday the 13th" Voorhees come to DBD?)
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@Warlord1981NL said:
Since DBD is now doing base kits as survivors are getting Dead Hard in their base kit, it is only fair to give a base kit to killers as well.
My suggestion for the Killer Base Kit is a weak Starstruck. It happens far too often that survivors use body blocking to prevent you from hooking a survivor. The mere notion that this can work is ridiculous and makes no sense what-so-ever. My suggestion is therefor as follows:
IF the killer is carrying a survivor;
IF another survivor is within 1 meter of the killer;
THEN survivors meeting these conditions automatically receive a wound every 1.5 seconds.
Survivors are getting Borrowed Time base kit, not Dead Hard. These are completely separate perks.
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Only if we get a Nurse cosmetic where she's a ghost, but it's a bedsheet ghost. No holes cut out in the sheet, but a large sheet draped over her.
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@Pepsidot said:
But it would just lead to players only playing survivors with a meta perk they intend to use. We'd see a lot more Mikaelas, Bill's, or even Zarina (because of Off The Record), etc. And we'd see even less Jeff's!
And it doesn't really make sense for killers to have to use one of their personal perks because they have their own unique powers.
Back about a year ago when I still played, I only ever really saw the same roster of survivors with the occasional outlier. I highly doubt it'd shift the numbers like that because teachable are still a thing. You COULD play David so you'd have DH and 4 other perks, or just use a different survivor and have DH on them while using one of their perks. Besides, there's no real incentive to play a specific survivor late into to your career aside from favoritism so people just copy their build onto them. As for killers, they all have at least 1 perk that's better than the rest. So you'd have that as your devote perk and still have the others with no downside.
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Bro, we're STILL having this problem?!?! This isn't the first time I've seen a multiple killer game, but I always thought that it was a matchmaking issue and not a cheat.
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What if there was a 5th "Devote" perk slot that required you to play one of your character's perks (and when I say "required" I mean: you cannot queue up until you have that slot filled)? People would still get their builds, but you'd get that extra layer of complexity because 5 perk builds. Obviously you wouldn't be able to play the same perk twice (EX: If I'm Legion, my devote perk could be Discordance and my standard 4 can't have Discordance) because that'd be stupid. Now would this be busted? Perhaps, but since it'd be for everyone then it all could theoretically balance out.
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I like how the TR is mentioned but not the speed. Those two tend to have some correlation.
I also worry about the abuse that can be done with the idea of blocking objects, unless that these blocks are like the others in that "progress on blocked objects is not affected".
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I'm getting some serious Pinhead vibes from this dude, but I do feel that this could be a bit much without some finer details.
-What is the range of Catharsis? Is it like a basic attack or like a Nemesis tentacle strike?
-How long does the Maleficent status last?
-Is there a teleport cooldown on successful Catharsis attacks?
-Is there a max range for Expulsion?
These questions really should be addressed because they hold a large weight on the balancing of this idea.
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Nah, just make it so that his reverse chases lead to stack overflow resulting in downs and ez games
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I think the whole issue here is that BHVR wants to avoid any sort of "child endangerment/abuse", no matter the reasoning or excuse.
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I've really wanted Cup of Grass to be what it once was back in the original PTB. Back then: you got a token for each gen repaired, lunging would consume a token, and consuming a token would double that lunge distance until contact. Not speed, DISTANCE. Someone had evidently thought that this was too much/too broke and the numbers got axed a bit lower, making the perk the trash that it is. Sad day then, and also makes you wonder what would have been if Hoarder kept the clause of lowering item rarity.
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There was a massive problem from the devs with people calling Victor a "baby", making an actual CHILD killer would be too far.
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Should current overheat be removed? Yes.
Should there not be an overheat mechanic? No.
Right now you build way more heat by revving than by running, which doesn't really make sense. Revving is like warming the engine up from an idle state whereas Running would be the engine going at normal/max power (I am not a mechanic or mechanical engineer so I might be wrong with the examples). So which would generate more heat: Spinning up the engine or Pushing it to the max for several seconds? If anything; heat generation should be somewhat low at first while Running and build up faster the longer the run.
Not to mention, tbf, I don't remember why Billy got slapped with the overheating nerf in the first place.
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I always hated how, as a killer, you only have 3 options to combat flashlights.
1: Lightborn. This perk negates the flashlight's ability to blind, but once people find out that you're running this perk then survivor productivity increases because those flashy savers can't do their job. We also can't forget that you'd have to bring a perk which would reduce possible build effectiveness (this one is not as much a problem, but can happen).
2: Look away. "Just face a wall 4head". Orienting oneself before getting locked into an animation to avoid the light. This can be tricky when doing anything that isn't picking up a survivor, and even then you can still be blinded because reasons. You can't be 3° off or else this option is rendered null.
3: Deal with it. Just eat the blind and get it over with. Nothing else you can do so just suck it up and move on.
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Got some questions, fren:
-Is the Twisted Pillars thing a cosmetic change or do they do something? Because if not cosmetic, how would this affect hook-related perks?
-Are the headphones and tape player in separate locations or a single item? The whole "each survivor has a unique favorite song", would that be an actual audio track that would play? And once the survivor has broken free: will the item(s) vanish?
-How many Demobats would it take for them to attack and how many attacks to inflict a health state of damage?
-What's the requirement for the distance moved by the psychic attack?
-Is Cataclysm single use or multi use?
Now to the comments. Honestly this all sounds cool, but I worry that if implemented: a lot of the visuals would be watered-down or not used. Remember that Freddy's "dreamworld" is just greyscale with some ash and Demo's "upsidedown traversal" is a void. Vecna's mind lair would be no different. An actual change to crows sounds nice and refreshing. Mental Link is a nice info perk, which might also get some good use with Gearhead. SH: I Just Want You to Watch seems a large bit busted before we even get to the actual effect. Removing the hook notification and delaying the hook aura is a seriously worrysome concept. I'm also a bit confused on how negating a protection hit would work. Cataclysm seems like a bigger version of Pop, and that sounds cool. Problem is that completely nuking up to 99% a gen's progress on a single kick is BIG worry (only made worse if the perk is made multi-use). You can probably also remove the last sentence on the perk as it's a bit redundant with how Hexes work.
Overall: some balancing could be done and we'd have a cool chapter on our hands.
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"Making the premium currency obtainable for free" is an idea that will never happen, sadly.
I can understand that the licensed content can only be bought with the "paid-for" currency, but why are there cosmetics that can only be bought with the paid-for currency? And worst: why are many of them double the price of licensed character? That makes 0 sense.
As for your idea: it would be a wicked grind for sure. But I'm sure some people wouldn't mind since it's a passive grind just for playing the game.
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How dare you revive this repressed memory of mine. I had peacefully forgotten The Stinky Cheese Man, until today thanks to you.
In all seriousness: great idea. 100% approve. Everyone agrees. This would save DBD. 🤣
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A "reconnect to server" option would be very nice for those times when someone lags out during the first few moments and the whole match just ends abruptly with "Player failed to connect", wasting all that time spent in queue. If the game ends like that, there could be a 30 second waiting time where remaining players are kept in suspension for the 5th to rejoin. Once they come back: everything begins again. If they don't: then you go about your business are return to queue.
On a slight tangent: why is it that the remaining players never get consolation BP for times like that? You wait in queue and get into a lobby; only for someone to not make it in and everything is called off AND YOU GET NOTHING for the time you waited. At least give the rest of us maybe 8K BP or something as if to say "Hey, here's a consolation for someone dipping out mid-load so this wasn't a total waste of time".
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@Hitari said:
My game drops in Frames really often and it's super disorienting in chase. Here's my specs:
RTX 2060
i7 9700KF
16 GB of RAM
980 EVO 1TB SSD with 7.000 MB/s
Here's my Game User Settings:
[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=4
sg.AntiAliasingQuality=2
sg.ShadowQuality=0
sg.PostProcessQuality=0
sg.TextureQuality=1
sg.EffectsQuality=1
sg.FoliageQuality=0
sg.ShadingQuality=0
sg.AnimationQuality=2
FrameRateLimit=120.000000
Anything i can do to make my Game run better? What would i need to buy to improve the performance, a new GPU or a new CPU? More RAM?
Here's a weird one from a weird person like me, but check your DPI on your mouse. Back when the 5th year event happened I was having a massive performance issue of sudden frame drops from 70-ish down to sub-20. I was so confused at first then found out that my DPI was set to 1800, which tanked my computer's performance while the game ran. I dropped it down to 600 and everything was normal. I'm not sure what brand of mouse you're using so I can't direct you on where DPI settings are, but maybe try lowering it and see if it helps. 🙂
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3000201#Comment_3000201
yes they all suck. That is more or less my point lol
By that logic then no one would run them, and yet as SimplyPixelated06 pointed out: Ruin is in the top 3 most used killer perks. So then everyone who got it placed there are fools for using a hex perk? A useless hex perk would be something like The Third Seal and Huntress Lullaby. Blood Favor used to be one just as much, but was given some more usability after 5.3.0 released. Not all hex perks are useless because of them just being a hex perk.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2999318#Comment_2999318
i dont think so. You're still spending a perk slot for them. For potentially no value
Ruin can be lost with the first minute of a trial, NOED is only good for swingback plays after the final gen is repaired, and Devour requires 3 survivors to be unhooked while you're 24+ meters away before it gets good, and all can be gotten rid of unless you got a good spot.
That's the flaw for hex perks as a whole, not just Haunted Grounds and Undying. The value of HG is on dependent on if you can make the most of it, as exposed is a powerful status. Undying paired with Ruin is still a powerful combo since you don't lose Ruin immediately.
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@ArchAbhor said:
The issue with all hex perks including ruin is that they are hex perks. Completely unreliable and arguably unviable at high end play. No hex's power, baring devour and noed, is justifiably a hex imo. Sure ruin can be if it stays up but there are now waaaaay better alternatives. Imo Hex's need residual effects so that when that totem that lit up next to a gen or survivor spawn inevitably goes you still get something out of equipping the perk.
I'd argue that Haunted Ground and Undying should also be counted as justifiable hexes. 60 seconds of all survivors being Exposed is good (maybe not when compared to NOED, but that's because it's NOED) and giving the first cleansed hex (except Undying) an extra life while preserving any tokens (if any) is also a good second chance.
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The "problems":
-It affects all generators (which can be more than 7 as some maps have a max of 8), and the rate of regression is actually decent compared to the base regression applied from the damage action killer's have. How is this a problem? The actual commitment is you having to apply pressure on every gen possible to keep them from being worked on as Ruin only begins to work in the absence of survivors.
-With optimal plays and a team that knows what they're doing (comms/SWF or not), one/two survivors can bait out the killer while the others repair the same gen and repair it within less than a minute.
-This is a problem with hex perks and totem spawns, so putting it here under the pretense of "problems with Ruin" feels like a stretch.
And what of your solution?
-Gens no longer offering Great skill check zones is ok, but doesn't fully address the issue.
-Increasing the rate of skill checks is a bad idea, even with Great zones being removed. Not to mention that even if you speed up the dial: we're still dealing with the Good zones, which if not made smaller; are just as easy to hit for the veteran players.
As both Crowman and TAG stated above: this version of Ruin would be more punishing on newer players. If you REALLY wanted to make things harder for veteran players: mixing up the directions of the dial, the positioning of the check on the screen, shrinking the zones with each success, on top of increasing the frequency of checks would be a start. But for this to only apply to vet players would be hard to reliably do and leaving it for all players would be far too brutal. Bringing back old Ruin would be a better option when compared to this, since that version could allow for progress to be made in the absence of checks and only good checks would reduce progress.
It's best to leave Ruin as is.
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My biggest problem with "Dollar Store Dio Brando" was that despite his name being "The TRICKSTER": there is a lack of any real "TRICKS" with his power.
He's an Average height, 4.4 m/s speed, 24m TR, Ranged killer, of which only really one of these is of any real use (that being the height). His height helps with tall walls and structures giving some decent cover (TR and Stain not withstanding). Trying to land M1s is never really a good idea unless the chase started with less than 3 between the surv. Then we get to his power... knives. You need to throw 6 knives to deal 1 health state, with regression beginning after 15 seconds from the last blade landing. Not factoring in the slowdown from consecutive throwing: this ain't easy. So my problems are as follows (not factoring addons):
1- Landing enough knives requires minimal obstruction from the map, meaning large open spaces or long hallways with the occasional half-height loop. This is more of a map issue that extends to all range killers, but since you need more effort for TrickyBoi it feels a bit worse. 2- That 4.4 speed stat really hurts when you need to be somewhere fast, and if survs are smart enough to split up to other ends of large maps; well you'd better be efficient or else that'll be some serious progress lost. And should I mention that you're even slower when you have 0 knives? (I think this is a thing if I'm reading the power trivia right) 3- Your endgame activatable power: Main Event. It's nice that you keep throwing after hitting 0; but the fact that it lasts 10 seconds after needing 30 hits to prime AND has an activation window after priming is a joke. I do remember the window being expanded from I think 15 seconds, it'd be nicer to just hold it for when you need it. I can't begin to tell you how many times Main Event was ready to go but there was no one around or no clear line of sight.
So how would I fix this? Some tinkering and an overhaul. 1st is dropping the activation window for Main Event so that you can hold on it for when you need it most. 2nd would be giving a larger beginning pool of knives, 44 just feels too odd but 60 feels too much. So a good midway point I'd say is 50, since you might be using 10 knives on average per health state lost. 3rd would be to ditch the speed loss from having no knives because the only punishment a killer should have to deal with is from survs, not their own power. Now about that overhaul (which will be conveyed using keyboard controls as that's what I use, sorry controller users).
The Trickster would gain a secondary power that functions separately from knife throwing, and being a deceptive acrobat (because he's probably agile enough given his background). When you have 0 knives: you enter "Trickster Mode". Trickster Mode raises your speed to 4.6 but increases your TR to 32. Your M2 is now a "jumpdash" and has 3 total charges. While moving: you can press M2 to perform a jumpdash, which will propel you in whatever direction you are moving. Within the last few moments of a jumpdash: you can press M1 to finish out with an attack (not counted as a basic attack). There would be 1.8 second "landing" cooldown between jumpdashes, with it increasing to 3.6 seconds should you miss an attack. The distance would probably be the same as DH if not a little more with the speed of the jumpdash being about as much. Jumpdashing into a window will automatically vault it. Your alt power gets replaced with "Curtain Call". Curtain Call is charged by landing attacks while in Trickster Mode, needing a total of 10 to be primed. Holding CTRL for 3 seconds will activate Curtain Call for 20 seconds which: give you Undetectable, increases your movement speed to 4.8 m/s, grants unlimited jumpdashes, fast vaulting through windows with jumpdashes, and removing the landing cooldown and reducing the missed attack cooldown to 1.8 seconds. You can reload at lockers at any point while in Trickster Mode as normal which will save your Curtain Call progress for when you enter Trickster Mode again.
With all of this in mind, it's all still my thoughts and opinions. Some might disagree and some will probably think "you'd be giving Trickster too much", but I feel that all of this might make him more of a solid A and reduce his map dependency.