Hunter_Main_322
Hunter_Main_322
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2613675#Comment_2613675
And "everyone" runs Spirit and Blight why? It's not because of looks is it with that mindset? It's because their kit is considered stronger, it's meta... Adding passives to specific Survivors is only going to do the same thing. Create a "meta" Survivor like Deadhard being the meta Exhaustion Perk.
And anyway, the reason the Killers are the main focus for stat variety is because they are the main focus from a thematic perspective. The Killer augments the Trial, and the Survivors adapt to it.
Playing as an assassin, I'm also bored of killing the same type of survivors a small variety of perks and I understand them because the choice of good perks is really small, when I can make most assassins more flexible
Playing as survivors, I want to see more variations and combinations + see individuality in each character
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@Phasmamain said:
If survivors had passives one would be the meta pick and everyone would just play them
It's the same with murderers.
Everyone knows perfectly well what three I'm talking about
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And here's another cool idea to punish campers.
Why not improve the self-jump perk Liberating "Deliverance" it is absolutely useless and it does more harm than good
1 you need to save someone to activate
2 you can only jump from 1 hanging if you did not have time to save someone, then count the minus perk (try again, use it)
3 it is not possible to heal for a minute
4 teammates again cannot heal
5 No hiding traces
6 No hiding moans
7No blood concealment
8 No hiding jump notification
WHAT DO YOU NEED SUCH PERCK IF WITH THE SAME SUCCESS I CAN SAVE TIMMEATES WITH RESISTANCE AND WITHOUT DEEP WOUNDS
It can be improved to punish campers again (normal mana will not be affected)
To jump with the effect of resilience or stun mana at 10 meters
Or, again, let the Borrowed Time clock work not only on teammates, but also the combination (Borrowed time + Release)
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2613427#Comment_2613427
Why is that a bad thing? You choose who you want to play based on if you like that skin, or don't have the disposable income to purchase the one you want.
You start locking core buffs to a specific character choice and while you may get the stingy win-focused player to pull out their wallet, you also likely incur negative PR and have a greater perceived buy-in cost.
Completionists and fans will already likely buy new chapters anyway. So IMO on that regard target that audience more by having more "prestige" unlocks that can be universally used if you play a specific character more. Charms, Prestige a Character to permanently unlock 1 of their core Perks in the loadouts of all Survivors, etc.
And as for the killers, we don't get a bad reputation where everyone runs to buy Rin or Blaine, thanks even though the nurse is free. Doesn't that break the game where players buy strong assassins
Then play without abilities for assassins only with a choice of perks - what's boring? So playing for survivors is boring when you have no choice
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@BeanLag said:
Please guys, literally the worst thing of this forum by far is always seeing posts from people demanding nerf/buffs/changes for things that they find unfair or bad when they play only one role. Of course its inevitable to always be a little biased towards your main role, but one thing is that and the other thing is complaining about things you truly dont understand/only understand from one point of view. Im killer main but im talking about survs and killers equally. Also i recomend everyone to play both roles since this way you improve A LOT. For example i have always been killer main, but when i started playing as surv i was already somewhat acceptable, because this way you truly understand perks, skills, possible loops depending on killer, distance, map...
it seems to me that the developers do not use their statistics on heroes perks at all
In the same Dota 2, updates are released every week where some heroes are killed in the trash and not used are improved
So the meta is constantly changing and the game still feels fresh.
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@Leg said:
This fatty is fast as if he had passive perk sprint burst
what if you make it so that the more charges he uses, the slower it becomes as for me an honest deal
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2608516#Comment_2608516
This. Campers camp because they have been rewarded for it in the past, usually in the form of altruistic survivors bombing the hook and giving them more downs. From a killer perspective, why leave the hook when all the survivors are coming to you? In many cases, the line between actual camping and the survivor team foolishly swarming to the hook is hard for some to see.
If you want to dissuade killers from actual camping, punish them by slamming gens. Abandoning your teammate goes against conditioning, and It sucks out loud for the person on the hook, but getting 1K de-pip games is really the only impetus for these killers to stop. True camping is a terrible strategy against good survivors.
And when you are that survivor on the hook, the feeling of turning off the game is amplified by 100 times
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2612471#Comment_2612471
Delivarence is used to counter killer snowballing. Same as Unbreakable. It doesn't have to work everytime.
then why do we need this garbage
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2612565#Comment_2612565
Why is there so little variety in the first place?
Because it makes no sense to choose someone as long as they are some kind of skin
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612543#Comment_2612543
Yet, this "uniqueness" will lead to people playing the same characters with that passive ability, counterintuitively making survivor lobbies even less diverse. Which was what you were trying to do in the first place.
You would paradoxically make even more boring rounds with less variety with this decision.
I will tell you the reality that there is already little variety, there is only Claudette, Fang min, Ney, Kate, Meg
Do you often meet Detective Tapp, Quentin or Ash? No then what are you talking about
Passive survivor perks will add additional motivation to purchase them
Since I myself get bored of playing for one hero and is there a choice? of course not
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612533#Comment_2612533
How are small passives not abilities?
They will only add uniqueness and at least some meaning will appear in the characters.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612522#Comment_2612522
Considering that about half of the killer rosters abilities depend on the action of survivors, survivors can do this already.
I do not propose to add abilities to survivors, only small passives that add uniqueness to them
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@hazzzard said:
Imagine if Feng had gen repair speed bonus. You'd see at least 2 Fengs per match + perks that allow them to do gens faster... This would be a disaster.
I would not give such strong buffs yet.
You can start quietly 1% to something 2% to another and make statistics
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612505#Comment_2612505
Survivors most assuredly do, you can run ANY perk you want on any survivor. That in itself is the variety you wish to seek in this game.
By making every survivor with different powers, survivors will gravitate toward certain characters, consequently making even LESS variety than there currently already is.
This isn't hypothetical, either. Friday the 13th the game had unique survivor stats, and most players ended up playing the runner (Vanessa).
Well then, let them take away the abilities of the killers
What kind of hypocrisy guys?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2612420#Comment_2612420
Probably soon seeing as they buffed Dead Hard
I play as Rin and I don't see the difference in catching and killing these survivors who used their ability and I don't care if they have this perk or not, it's enough to get closer
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612497#Comment_2612497
You admit seeing the same killers is boring, yet want to do the same for survivors? I don't see the logic in your statement
assassins have a choice but survivors don't
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2612473#Comment_2612473
Only Killer that leaves no chance is Nurse and even she can be outplayed by a competitive SWF, it's why in tournaments Survivors are required to run different builds. Imagine a Swf like Oracle with no perk limitation, true horror lol
the fact that you pull out a certain killer already means this is an imbalance
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@[Deleted User] said:
Nope.
People already complain about seeing the same perks game after game, and now you want to compound that by seeing the same survivor characters game after game too?
they will have at least some meaning and the same question and you are not tired of seeing the same killers
Meta three assassins you know I see her every game and it's very boring
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2612455#Comment_2612455
It's dbd we're talking about. Players will use the best resources the game gives them to win
as well as assassins using strong assassins and leaving no chance
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here is my old idea
Why not improve the self-jump perk Liberating "Deliverance" it is absolutely useless and it does more harm than good
1 you need to save someone to activate
2 you can only jump from 1 hanging if you did not have time to save someone, then count the minus perk (try again, use it)
3 it is not possible to heal for a minute
4 teammates again cannot heal
5 No hiding traces
6 No hiding moans
7No blood concealment
8 No hiding jump notification
WHAT DO YOU NEED SUCH PERCK IF WITH THE SAME SUCCESS I CAN SAVE TIMMEATES WITH RESISTANCE AND WITHOUT DEEP WOUNDS
It can be improved to punish campers again (normal mana will not be affected)
To jump with the effect of resilience or stun mana at 10 meters
Or, again, let the Borrowed Time clock work not only on teammates, but also the combination (Borrowed time + Release)
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@ThatOneDemoPlayer said:
This would break the meta and would make it so only a few Survivors would be played, no thank you
you do not know how to play this game so much that you believe that all survivors will play 1 hero
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@KateMain86 said:
Or they could just make it so where if you're on the ground for too long you simply stand back up. If the killer leaves you on the ground then your character should recover over time. It would be a better system than the current bleed out.
a good idea !!! you need to make the time of lying on the floor at death as on hooks in 2 phases so that at the end of phase 1 you can get up yourself
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2610312#Comment_2610312
You may have good wifi, but you can't complain about Survivors getting nerfed when ping has nothing to do with it lmao. Also, since we're on the topic of Killer and Survivor moans, Survivors usually moan about not having even easier W's (NOED, tunneling and camping come to mind) while Killers usually moan about more senseful topics (Boons, Keys (before Nerf), SWF) and then you have people who play both sides that are the most chill type of people
I play for both sides, but knowing the bugs with the window or the fact that the map has decreased in two, but the same number of hooks remain pushes one question WHEN THERE WILL BE CORRECTIONS IN RECEIVING DAMAGE IN THE WINDOWS
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Unfortunately, maniacs came here who do not play for the survivors and will convince that he is not imba
Tips about 360 and the map YES YES YES of course !!! you played on the red ranks there is pretty boring and the same three assassins (rin / "The Blight" "The Nurse")
I myself have to play as Rin to reach the red rank, whatever you think I'm some kind of hater
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add this game to the bored camper killer
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@Tekno_Badger said:
Oh enough already. Almost everything desync-related has already been changed to favour survivors. I can't go one killer game without having at least one hit rejected despite it being just fine on my end, and my ping is 40ms. The devs have already made all the server take survivor input as priority instead of actually fixing their servers, we can let killers have their damn pallet hits
what are you talking about !!! getting hit in windows still exists as well as Anna's axes from which you get hit around the corner!
There is still an open question about camping by the killers.
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@Eareland said:
@OP You have Dead Hard validation now. Enjoy.
it should have worked like that initially, but the distance is too small so no, it's better to take flexibility
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@Thusly_Boned said:
Always assume shenanigans.
But seriously, how often do you really see stuff like you just described? I mean it happens, but I think I could count on my hands the number of times something like that happened to me in hundreds of hours of survivor play. When a killer is playing like that, I always assume they can and may flip the switch at any moment, and I have no particular problem with it other than being annoyed they weren't really playing from the start.
this is a matter of honor and you need to be the last donkey to do this to people
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/292054/improving-the-game
Yeah, not to be a jerk, but outside of NOED it is plainly obvious when you are at risk of being one hit downed. Myers is particularly obvious, since his whole stance changes.
But in almost every case, you'll see the exposed notification on screen, and/or an indication on your player pic on the HUD.
NOED or "Hex: Devour Hope"????
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@Seraphar said:
Every rank they are there. Penalize someone who hooks survivors and stands there or attempts to be nonchalant by moving in a 3 foot area around the hooked survivor. Heres an idea:
if a killer wants to play that way: Give the other survivors working generators a speed increase to repairing the generators the longer a killer hangs out at/around a hooked survivor.
you can make a penalty to hitting with a weapon near the hook, the longer it costs, the longer it will recover, because at the moment, even if you save the teammate, you get on the hook for its place
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2611051#Comment_2611051
Based off a prior post I believe you to be a Trojan horse, not killer but survivor in disguise. Boons are a tad op but not too hard deal with unless SWF.
I play for two sides and this game has many disadvantages in terms of notification giving advantages to a certain side
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2610267#Comment_2610267
Prove Thyself is amazing. It removes the speed penalty for working on gens co-op, while also granting an absorbent amount of extra objective points. Situational Awareness is not a bad perk, but there are much better perks to run.
This is the point that the survivors have only 4 perk choices ("No Mither" "Unbreakable" "Borrowed Time" "Decisive Strike" "Iron Will") They also added a totem thanks at least something useful, but I personally don't use it
Because of this, perks are needed NOT "is not a bad perk, but there are much better perks to run .."
And directly the best and useful ones that are not ashamed to take and lose the game because of them
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@Leg said:
This fatty is fast as if he had passive perk sprint burst
agree he is too fast in a straight line he will catch up like The Blight
so bubba definitely needs a nerf at speed with a chainsaw
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@Tekno_Badger said:
Please stop. Survivors do not need anymore buffs
what did you buff them about 1 time with a totem and not a useless perk as usual, and then it is not particularly useful
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We have been waiting for this fix for 5 years, but alas, they'd better make clothes
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Every time they improve the assassins with a new patch, but the survivors don't cry
I myself am main Rin Yamaoki so that you understand that I'm not just a hater and it's just funny for me to look at you crying killers
And you must admit the guys in the game have a lot of problems that give advantages to the killers, but it's not profitable for you to fix them (whimper-whimper)
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@IWFreak said:
My guy, almost all oneshots already have a notification for the survivor. It also is loud as hell...
Myers and Ghostface can stalk, when they fully stalk, you hear and see it.
Chainsaws of Bubba and Billy are kind of a no-brainer they will one-shot.
All the perks that make you Exposed have a notification. The only 2 perks that have it after the fact are Devour and NOED. Devour, I think is not problem, since the killer has to earn it by hooking and not camping.
NOED I think is indeed a problem. The only thing they would have to add for me is add the notification as soon as all the gens are done.
so let them immediately impose vulnerability then there will be no questions
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burnt out campers came hahah
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Taking damage in windows is still not fixed
Adding passive perks for survivors so that each has its own uniqueness not added
Taking damage from Anna's ax around the corner is not fixed
Tunneling is still there
Killer Camping Issue Not Resolved
And that we see dear killers, you can only kill through bugs and not finishing the game, because it is not profitable for you to fix it
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@Yords said:
No, it would break the game. And the devs can't even balance killers properly.
Assassins have variety and when you're bored you go after another killer but what about survivors? NOTHING
So let the killers have abilities and each survivor has his own passive either for the team or only for himself (This will add some creativity)
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@Warcrafter4 said:
I just don't get how the dev's have implemented the Idle Charlotte solution for body-blocking:
If a killer or survivor hasn't moved in a significant amount of time(30+ seconds) then they lose collision player until they move for X seconds and Y meters away from said spot.
This would stop both sides from body blocking someone in a corner and trust me survivors love pulling this too on other survivors...Usually 3 man SWF against solo queue survivors.
this is a cool idea
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I play on the spirit of which has recently been buffed and the red rank has become even easier to take and I'm only glad that we added boon totems as the survivors spend time on their consecration
So I don't understand your whining about this
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@surv said:
Идея:
- Переработка побега в люк. Когда открыт люк в любом из сундуков появляется ключ со 100% вероятностью. Ключ больше не будет предметом который можно найти в паутине и взять как предмет с собой, только на локации.
- Добавляем ещё один способ побега "Брешь в стене". Короткое описание: когда осталась одна жертва в небе возникает гром и молния которая ударяет в случайное место ограды локации, и возникает брешь в стене ограды. Но просто так через неё не пролезть нужна кирка для расширения её. Место появления кирки на локации случайное, её нужно найти. Также на расширение тратится время.
- Переработка перка "Оставленный позади". Есть: 32м обнаружение люка. Будет: 32м обнаружение люка и кирки. Убирает время для открытия люка ключом.
Итого:
- 3 способа побега со своими уникальными механиками.
- Актуализация перка "Оставленный позади". Ну как минимум больший интерес.
- Не судите строго).
хорошая идея с переработкой перка оставленный позади а удар молнии в стену им явно сложно реализовать если они еще пробития в окна не пофиксили
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unfortunately we still have damage in windows
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it is necessary for every second near the hook to subtract thousands of blood points along with ranked ones so that this player does not receive anything
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calm down whiner they still need to be blessed 24 seconds when the killer extinguishes in 1 second
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@dugman said:
They almost do that with every survivor having their own unique set of starting perks. Bill using his starting perks is going to play a bit differently than Ash using his starting perks, etc. Hypothetically I suppose they could have locked some survivor perks to be only usable by that survivor, so they could have made Bill the only survivor who can use Unbreakable for instance, but they probably thought that would be too restrictive.
why block something if you can add a small passive characterizing the hero
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@Viamont said:
Boons need some balacing, on their courent state in com teams are just absurdly strong, special shadow step, it makes simply imposible to have any chance for a decent chase.
Boons need to have a limited amout of uses per run.
A cooldown after the boon its snuffed
The ability to destroy the totem alongside the boon
Increase the overall time it takes to bless a totem to make a true investment on time ( 24 seconds for a dull one, 40 for a hex)
Theres plenty of ways to balance them, but wont really happen
you might think that someone will put it instead of the meth perks BEEE
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the nut has become a little better, but I will not take it anyway
when you fix the breaks in the windows 3 meters away?????
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@sizzlingmario4 said:
Deliverance is already very strong if used well.
It removes a lot of pressure the killer would have otherwise had and allows your teammates to continue doing generators/focus on other important objectives. Nobody has to get off a gen/stop what they're doing and come get you. Not being able to heal for 60 seconds is a minor downside, but it's generally still worth it unless there's someone already close to the hook just waiting to save you after the killer leaves.
Not to mention endgames with deliverance and DS is often just a free escape.
The risk involved is that you need to ensure you don't get hooked first because you won't get to use it if you do. It's a strong perk that you need to earn by saving someone before getting hooked yourself. It's fine the way it is.
tell it to camper bubba standing by the hook