IrishRedCap
IrishRedCap
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Middle ground? How about a scaling cool down to give killers more incentive to snuff. Basically when your boon is snuffed, boon perks go on cooldown for 45/65/85/105/125 seconds adding a token at each snuff increasing cd to max 125 sec.
This means survivors have to strategically decide when/where to boon so they don't get punished by just relighting the same totem over and over. Gives killers incentive to snuff by making the boon less powerful as the game progresses.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2647922#Comment_2647922
The forums are pretty much all killer players, so of course there is going to be killer bias. This post isn't intended for them. This post definitely is for the developers of the game, who are a lot less bias and want to make the game fun for both sides. The developers know that the "hold w" meta is not fun for the survivor base and I'm sure they're trying to come up with ideas to change this.
Making the maps smaller and adding more jungle gyms isn't going to fix the "hold w" meta against killers such as the Artist, Nemesis, Pyramid Head, The Doctor, Deathslinger and Nurse. What will happen is survivors will just run around the outside of the map or killer kill rates will skyrocket and nerfs will ensue.
We've already seen the Developers start to add anti-aura perks, because there wasn't any before, it an untapped font for perk ideas. I'm sure we'll see some more anti-aura perks. Counter anti-loop perks are bound to follow.
This thread honestly i wasnt going to respond to because the premise is flawed. You're upset about a subset of killers that heavily rely on their powers to be even remotely efficient.
I do take issue with claiming the devs have started to introduce anti-aura perks. Distortion has been around since Jeff/Legion release. Lockers exist and have ALWAYS hidden auras. The only aura reading that was considered broken enough to nerf into oblivion was ironically a survivor aura perk with OoO.
Im gonna finish this rant with why your premise is bad. You're complaining about not being able to do anything against these subset of killers that can ignore walls/terrain. Yeah? So what? If you try to loop a nurse on a short wall you're derpy. If you constantly get hit by PH, Nemesis tentacle or deathslinger then stop playing predictably. You balls rush to a pallet you are an easy target, you run behind a high wall in a straight line with no feint or deviation you're an easy target. Stop trying to neef killers you seem to struggle against and attempt to justify it.
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I'd meet more in the middle ground for 2 reasons. Trickster power is a massive spike when used correctly, add-ons make it even more oppressive. It gives Trickster a skill-cap which is needed for a ranged killer.
Preferably I'd keep it the same. If it is unused though the power should default to 80-85% charged.
It leaves the skill cap, gives new Trickster players a buffer, and doesn't change the overall strength of the power itself.
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I laugh at the silly AI of nemesis zombies. The other night I had one spawn near me and walk in my direction while repairing a 4 open gen (means all 4 sides open). When zombie was about 3-5 meters away, really close. I just moved to the next spot on gen to the left and zombie would stop, then continue at me. Did this constantly until gen was repeated and the zombie never managed to move around the gen to actually do anything so it was just a worthless distraction.
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@Eeni said:
the only thing people are asking for is for killers who catch a person and just stand there waiting for them to die to get some sort of penalty.
survivors get a penalty for behaviors like running a killer in circles (Windows get blocked). If you DC, time-out. Heck, people just leave the game and sometimes get rescued and since no one is playing, the character just stands there and gets hooked again. People suicide on hooks because f* that killer just standing there. No one wants to play with them!
Completely anecdotal but no, killers should not be punished for camping. Even last night I played Oni for dailies. Dead dawg saloon map. 3 man swf and a Bill. I injure the bill who proceeds to run, 1st teammate hits mr with a head on, 2nd teammate in locker right next to first hits me with a head on, 3rd teammate comes in to flashlight blind me. Shrug, whatever sweaty swf seen it once will see it again. Down Bill, put him in basement, power is charged. SWF proceeds to double head on flashlight blind again then attempt to save Bill all while body blocking and spam tbagging. I down Bill again and 1 of the swf with power in basement, go to stairs the other 2 swf standing at top tbagging and emoting to follow. No. Bill and their buddy die for their troll ass gameplay. They run down in basement and get wrecked (power charged again since they buzzed around like flies letting orbs out). All 4 die in basement, 5 gens remaining.
When I purposefully play not to tunnel or camp to try and actually enjoy the game but then get ######### stain swfs that think they can troll I have no sympathy for survivors. Camping is a strategy and frankly hook timers need to be faster so survivors die quicker. Fixed your camping issue with that.
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@Bran said:
I have 3 genned with 4 survs and they had coh. I got 4 sacrifices. I also only snuffed it a few times and that was since my gens were regressed enough to chase the surv over there and down him. They did heal a bit though.
It is annoying, I've seen it from both sides. But having the perk become less effective late game does seem overkill.
It could work though...since you as a killer won't always be as oppressive, so not a terrible idea.
Its definitely possible. As a killer main i dont mind CoH as much honestly. This post came around as I was playing survivor today and multiple games CoH late game completely flipped the game to survivors favor. One game 3 teammates didn't even attempt gens they were just running into killer taking a hit and leaving to heal at the end game. Even a 3 gen close proximity ended up getting 3 CoH around it and killer literally couldn't do a thing.
@jesterkind said:
While this isn't a bad idea, it's definitely in the spirit of keeping the perk effective, I don't think that it's the right call- I think that the better fix for CoH is to cap self healing speeds in general, and tweak how much the perk itself stacks with other healing tools like medkits.
I kept the % in line with self-care since BHVR seems content with the change they did there. With CoH you could theoretically hit 100% heal speed again with self-care if a teammate boons. Adds a little bit of variety back since self-care basically disappeared and now you have boons every game. Capping the healing speed would put med-kits and all their add-ons in a weird place with multiple perks so I dont think BHVR would ever take that route.
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Tunneling is a legitimate style of play no matter how much it frustrates you. As a killer main I tend to go out of my way not to tunnel (unless you're toxic and teabag at every vault or pallet). When I play survivor I understand it though. I'm not the best looper but I know killer mindset.
Anecdotal but last night vs a Michaelhe struggled to chase a teammate to down multiple times. I flashlight saved 2 times, he gave up chase with the good runner, downed me rather quickly and I just flexed on hook in front of him while 3 gens got popped. Teammate runs in with BT he chases me for the remaining 2 gens and puts me on hook, stands in my face for a camp. Good runner came back again with BT got me off, took a hit and we 4E on him.
Tunneling doesn't always bear fruit.
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The only thing on blight is that his hit box during rush needs to be corrected either visually or otherwise. Its no fun juking a blight with a quick 180 only for them to swing in the completely opposite direction and register a hit. Same with weird corners where it appears to be a very wide swing and it still hits.
At least with Oni doing whip hits during his rush the visual matches the whip attack so you can chalk it up to a good skilled Oni. Blight just gets frustrating sometimes.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2595963#Comment_2595963
This wasn't meant as a "Survivor Main" joke or troll. It is very infuriating. And I play a lot killer too. The only problem with their hit validation is, that the game gives the wrong feedback. You hear the scream, but the survivor is not injured/downed. If they fix that, you will never know when the server rejects a hit.
And If I can be sure, I don't get hit 5km from the window on my end, because the killer has a bad connection, there can be some adjustments. (And nerfs to the 2nd chance perks are totally needend!)
Trust me its frustrating on both sides. When you play excess killer over survivor you'll start noticing grabs that didn't go through that force you to autoattack, gen kick animations being interrupted by hitches forcing you to start over, boon totems being either unsnuffable or forcing you to get at just the right angle to actually get the command to snuff it, when you swing at an unhooking survivor only for your weapon to complete ignore them and smack the BT, when you try to pick up a slug trying to crawl in hatch and it continuously switches between the two until they get an uncontested escape, try to glide swing a loop only for "assisted aiming" to smack you into a wall.
Im just saying if survivors need to have vaults validated before ANYTHING validation wise is done for killers, then BHVR needs to cripple their gameplay to a screeching halt.
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@LapisInfernalis said:
Since hit validation is enabled for pallet stuns and DH, I hope vaults will get the same treatment. I am sick of getting hit through windows/pallets when I
a) got a fast vault
b) already did 1 or 2 steps after vaulting
sure. let's make some appropriate changes to even out this suggestion. Fast vaults now take 1.5 seconds to compensate and even out vaulting speed with killers. Pallet breaks now take .5 seconds on killer end. Oh and since we want balance, it takes survivors 2 seconds on a generator building up a bar to start repairing.
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To address your question of ping comparison being fair originally. Yes it was fair. Time spent in this game creates a skill floor/ceiling. I used to rely entirely on sound because killers make sounds when they start a lunge, their red stain is noticeably close even if you don't look behind you. Im not saying dont fix DH hitches where you hit it, fall to ground exhausted and you know you.pressed the active button 1-2 seconds prior to the actual hit.
Not fixing the core issue and instead throwing all downsides of the perk being miscoded onto the killers by forcing animations and sound cues because BHVR is lazy is inexcusable. Just do what they did with CoH and disable the fking thing until they can work out the bugs. Its not like survivors are lacking in exhaustion perks. BHVR is slowly killing their own game because they have no competition atm. I can queue up killer and find a lobby in 10-25 seconds. I queue up survivor and wait 4-10 minutes. Get rid of killers and survivors will play bots and the game will die.
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@DarkIce said:
https://forum.deadbydaylight.com/en/discussion/comment/2595345#Comment_2595345
Killer mains are actually unreal. I really love the irony in your post. You are saying that your hits got denied and that it isn't fair. Is it fair in your opinion if the survivor gets downed even though the killer is on his screen far behind? This DH change just leveled the playing field. Now if survivor and killer have almost the same ping only reaction time counts (if killer presses M1 first or survivor presses E first). Isn't that like it should be? And well if your ping is alot worse why should it punish the survivor? Before that as a survivor you had to account for your own ping and for the killer ping so let's say you as the killer have a ping of 40 and the survivor has a ping of 40 then in the best case scenario the survivor has to DH 80 ms earlier than the killer presses M1 was that fair?
For the second part of your answer: It isn't really BHVRs trashy coding what you are experiencing it's the lack of lag compensation. And i agree that it's missing and should get implemented. If you want to read more about lag compensation read this: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
I ######### because you do a good dead hard, ill acknowledge it. You get that extra range for the pallet stun or the window ill acknowledge it as a good play. When you ######### suck and dead hard at a killer early expecting a swing, they bait your DH out and hit you at the end, the killer is now punished for the survivors ######### up. Its not lag compensatio, it's hand holding survivors who whine incessantly about how something is broken and when its 'fixed its not enough they need more.
I wouldn't complain so much except survivors get to abuse the mechanic regardless of ping. The killer is negatively affected by what should be survival perk for the survivor. The validation results in power burns, blood wipes, missed attack fatigues, etc.
want it balanced? when a survivor DH is validated they need to be held in place for 2-3 seconds while BHVR shite servers catch up on killer animations. Its laughable that survivor mains literally get their hand held by devs and now say its working as intended.
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Its garbage. My ping averages 40-52ms and ever game I played last night had validated dead hards throughout the game where it should not have ever given it to survivors.
Its more of BHVRs trashy coding where the devs only play survivors and rather than fix the issue of hitching and exhausting on the ground they just threw all the downside to killers because they flunked out basic game designs.
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Server side validation is a mixed bag. It seems geared toward certain preset validations. Killers swinging at windows = killer side gets validated faster. Survivors dropping pallets = survivor side gets validated first.
When it comes to the grab animations I think the server/code hiccups and tosses the killers validation in exchange for the survivors movement inputs. This results in the animation playing for a small % of it's time, survivor moves, server validates the survivor "inputting a movement command", killer grab is unvalidated but the command of M1 remains so server back-ends it. Once it the animation is over the back-end log of the M1 press is validated on server side resulting in a often missed auto-attack.
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yep permanent passive. could work even with new iri addon, it would just leave the generator trapped and require it to be reset like any other trap. If it gets completed welp then Trapper just out of luck. Keeps a nice balance in being oppressive but not over powered.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2584465#Comment_2584465
everything ever has pushback
particularly on this forumpeople even find ways to talk down bp increases, the literal one thing everyone has a vested personal interest in
ultimately there's a right thing to do in a given circumstance, and no amount of complaining makes it the wrong thing
Thought up a different power curious of your opinion.
Trapper: Years in the trials have made the Trapper even more cunning and sinister. Allows the Trapper to place 1 trap (at a time) into a unrepaired generator. When a survivor interacts with the trapped generator they let out a scream revealing their location and are presented with a difficult skill check (like DS). If the survivor succeeds the skill check they are free to leave the gen, if they fail they must struggle as if they were trapped normally or have another survivor assist them out of the trap. Once the trap has been activated or the generator is completed the trap spawns on the ground next to the generator for Trapper to retrieve.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2584373#Comment_2584373
i appreciate the enthusiasm
however
'-1 sec bloodlust tier 1' is not a perk, not even remotely a perk
a bloodlust perk would cut 5 seconds off every single tier of bloodlust
there is also an utter galaxy of difference between '-1 second off tier 1 bloodlust' and 'bring ruin/devour back into the game', it defies explanation
Well just some ideas would definitely need adjusting per killer. Didnt want to come out with anything super OP that survivor mains wouldn't even consider. I just feel adding a choosable 5th perk would receive a lot of pushback. A secondary power boost perk would make each killer feel a bit more unique.
Hag in particular, being one of the slower killers, having to not only find a totem but alert survivors of where she did it would be a neat mechanic.
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I would honestly rather see a 5th permanent perk for each killer depending on their lore/power. Examples like so below.
Hag: Being well versed in ancient spells and evils the Hag can curse a dull totem with a hex that has been removed from the game (cursing takes 3 seconds and alerts survivors to its general location)
Pig: Knowledge of mechanics changes a generators aura from red to yellow when the generator reaches 90% completion. (so pig players know when to put a trap on a down without being a free tinkerer)
Demogorgon: Driven by its instincts to hunt and feed the Demogorgon enters bloodlust tier 1, 1 second faster than other killers while in chase.
etc etc.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2581303#Comment_2581303
aye but currently you are only scored on if you live or die.
face camped a the start of the game by bubba? -1 mmr for you +1 for the killer
tunneled out because idiots dont bring borrowed vs a face camped? -1 point for you!
decided to go insidius pinky finger clown and remove one player from the game by insta down camping in a corner? +1 for you and a forced -1 for that guy as they lose any fun they could have had.
the system is broken atm and ENCOURAGES toxic plays
Its even worse than that... its not -1 for losing on survivor if you are facecamped and first one out then its -4 to your MMR.
A good anecdote from me is last night I was playing survivor to grind out some of the Halloween tome. Wraith killer (not even so scary b4 nerf now not at all) that chased and hooked a Claudette. When a teammate removed her from hook the Wraith went full AMTRAK and barreled at her like a train through a tunnel. I decided to use my flashlight to burn him 2 separate times while he chased her. Obviously this pissed him off and he turned to me, downed me (I'm a crap looper), put me on a hook then stood there banging his bell for the rest of the match in my face.
No BT or second chance perks from teammates (yay soloQ) so I proceed to be first to die on hook from a single down. 3k total cause derps couldn't play properly. Next 3-4 games my teammates were full potatoes. All because I died first after doing 2½ gens solo, burned killer to save teammate from tunnel and get punished for it.
Ranks might have been random but at least it was a random where I could get good teammates in soloQ. Now I just suffer and drop lower and lower getting more facecamping killers each game.
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I honestly think plague needs a slight buff/QOL improvement of her power.
My idea would be a mixture of clown/reverse Myers. Let her swap between vile purge and corrupt purge. Vile purge stays infinite, always usable. Corrupt purge has a set limit to its use, once it runs out of power Plague must then find a fountain that a survivor cleansed at to refill x% of the power meter.
This would give the KILLER more options on how to play and not have their game dictated by survivors choices or cleanse or stay injured. They can be an M1 plague, a vile plague, or a corrupt plague who knows how to manage power and when to use vile purge for a refresh.
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@emmap8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2579726#Comment_2579726
i am fairly new at the game, i only started playing around July so don’t know all the perks yet, i might have to check if it’s used next time!
If you see a skull icon on the top rightish portion of your screen that is the exposed status effect. If it had a bright red circle that is diminishing then it is a timed effect. If it has no bright red circle but stays then it is something permanent that a perk is causing ,likely a hex perk like noed or devour hope, or some perks like rancor if you're the obsession.
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After about a week of trying i finally finished my adept killers. Quite a grind and having to learn tricks for each killer in order to reach merciless. I did notice that my last adept, hag, managed to get merciless with 3 iri 1 gold emblem.
Some tips I feel I can give. If you play a killer with stealth, dont use it. If you play a killer with a one hit down, dont use it (Shape being the only exception).
Even if its not optimal kick gens over going into direct chases. One of the killer emblems requires you to delay the game to 9+ minutes. If you pub stomp the survivors even with a 4k you get screwed.
Dont be embarrassed to tunnel but dont camp. Keep a mental note of hook states. I never managed to get a single adept if I didn't hook all 4 survivors before finishing a sacrifice hook. If you hard tunnel someone out you will get the -1 to -5 for being "to close to hooked survivors".
I mention all this because I literally used shards to get new survivor yesterday. Got her to level 10 for 3 perk slots, all innate perks at level 1 and inolayed a single game before servers kicked me out due to bug... managed to adept in that 1 game. No I didn't play any PTB with her and never even managed to use the boon totems. Still extraordinarily easier.
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@2bitfeller said:
Speed hack survivors every 5-10 games. This is ######### ridiculous. Why don't they fix this???!!!?
I had planned to make a thread about this but the NFT debacle distracted me.
SBMM has led to a noticeable uptick in hackers for high MMR. My best killers and the time I've played I can judge a survivors speed properly.
Some are blatantly hacking, ie. picking themselves or others up immediately, unhooking or setting the hook state to whatever they desire, or finishing gens in a quarter of a second.
Some try to be a little nuanced. I've noticed a lot lately that ill be playing, 3 survivors are good loopers, good runners, know mind games and are just overall skilled. Then the fourth person will make a bad run around a tile, disappear from LoS for 1 second and somehow manage to move three to four times the length of travel they should theoretically traverse. I had a David King run the long wall on an LT and somehow vaulted the OTHER window before I could moonwalk to the closer window. End of game even one of his teammates with Bond asked how he was randomly getting small burst of speed.
The EAC is a joke, BHVR showed their greed with NFTs and expect players to go above and beyond to enforce their own ######### rules.
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@Jalapeno said:
Not really sure where to post this. Anyways, is there any possibility for me to get a refund for this game? Ill power through the copious amount of hackers and unbalance in the game. But the flat out lies saying you werent involved with NFT's then coming out and saying you support them is just a bad look. I cant support Behaviour willingly anymore because of that. Not angry, just want to know if its possible. If its not, ill just uninstall and never play again. No biggie.
If they (BHVR) are greedy enough to not only work with but support NFTs i doubt they will let a single bloody cent disappear from their coffers. I have honestly put up with a lot over the years with this game but NFTs are the straw that broke the camels back. Cant wait for VHS to put them out of business until then it'll be back to F13 the game for me.
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@QwQw said:
Goddamn, this is ######### horrible. What screwball at Behavior thought this would ever be a good idea?
I may very well be the end of my DbD prospects.
Guess it's a good thing VHS is coming out soon.
Gotta admit I'm a bit disgusted with the amount of time I've put into the game now. I took a few months break a whole back. Came back for Nemesis and Pinhead releases but Jesus ######### I might seriously Uninstall now. The SBMM fiasco was enough to learn the year + project amounts to "did you kill" or "did you escape" is almost laughably pathetic. Now they are caught supporting NFTs?? BHVR has lost any credibility as a gaming company.
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There is an audio cue when a blink charge is refreshed. The problem is it is extremely soft sounding and easily missed/confused for Nurses breathing. Next time you play her just listen really closely and you'll hear a pppssshhh when a charge finishes refreshing.
Could definitely have an increase in the sound though as I used to rely on visually seeing the power flip to pure red and now I strain my ears with headphones on to listen foe the audio cue.
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I know I've complained about adept killers. Sadly on this account I'm only missing 5 total adepts (1 killer and 4 survivors). I FINALLY managed to get a plague adept last night, it only required me playing the entire match as an m1 killer without using power a single time. It was rough but the grade reset definitely helped.
Then I moved on to my last adept killer needed, Hag... I tried multiple different addon combos, 2 games with 4ks, always lost all 3 hex totems somewhere between 4-5 minute mark of the game starting. FINALLY get a good game, good survivors but Game map made my traps easy to set up. 30,300 BPs 3k, last survivor on final hook found hatch before I could... Ruthless Killer... Gold devout for missing a single hook that allowed a survivor to escape.
I just wonder why merciless can't be achieved with 3 iridescent and 1 gold at a minimum. Some killers get punished a lot harder than others trying to adept, some get punished for using their powers trying to adept. Even with me only missing a single adept killer I'd appreciate a change to the adept killer side. Survivor is just so much easier, the only reason I'm missing 4 survivors is I didn't buy them and just found 3/4th of their perks on the shrine of secrets.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558768#Comment_2558768
Trust me, it really won't. You obviously don't know how bad the game was for killer on release.
omfg... i remember release killer days... back when EVERY vault was a fast vault. Vacuum pallets. No entities to block windows. Perma-sabo'd hooks. I know i got some complaints about killer nowadays and how the game is still slightly survivor sided at high MMR but jeez remembering those days this game is a blessing now for killer side.
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Agree with the less range. 16-18 meter range would give the perk a big solo q buff. It is offset being an exhaustion perk but give it to much range and it'll be abused by every team out there. Otherwise not a bad idea, I still run head on in solo q sometimes but it rarely pays off for a survivor friend, more self save.
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Honestly i don't like it. It forces undue balances (some perks would have to be adjusted to fit a lower or higher numerical value) and as someone said would create a new stale Mets where you would see the same builds.
Devs should just listen to HybridPanda and have whoever does the Shrine of Secrets create a system to ban 2 perks for each side every week. 2 for killer 2 for survivor.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2547930#Comment_2547930
Yeah, I would be fine with time limitation. After 10 minutes seems reasonable.
But definetly not any time.
That was my first thought. A 10 minute limit that then allows the killer to end the game seems ok considering one of the emblems is based on a 9 minute timer.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2546850#Comment_2546850
what you fail to understand is imbalance between requirements and benefits the perk provides, suggesting running around searching for 10 objects instead of 5 hints at you being relatively new to the game - read the comments above. Detective's hunch would be a solid option except it's hidden by paywall and (what's even worse) enormous grind to enable it on other characters - again if you were playing the game long enough, you would notice it, that's another issue worth its own post - the rest of the options you listed are unreliable at best making you permanently a perk or an item down the entire game (including endgame).
I've played this game for longer than I care to admit sometimes. At this point though its like a brick wall arguing against a brick wall which isn't healthy for the game, the forums, or the community.
So hold your opinion that NOED is OP and ill hold mine that its actually under powered. ✌
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2546585#Comment_2546585
"can be removed" argument is invalid in soloQ and even in 2- or 3-party
"down a perk slot for 95% of the game" is invalid since it can single-handedly win you a game even after performing badly the entire time
"alerts all survivors of hex on first hit on any survivor" is a downside? lmao
the risk is non-existent, the reward is absurd
If adrenaline picked you up from dying to healthy, then we could compare those two perks, but i wouldn't complain if they removed or nerfed adrenaline as well as noed
You being bad at soloq doesn't invalidate any point. Don't be lazy if you see bones do bones. You worry about NOED you have counters, Detective Hunch, Maps, Count Force, Small Game.
Lol being down a perk for a vast majority of a game isn't invalid if survivors derp around, can't see a lit totem or feel the need to be hyper altruistic instead of just leaving the game. If you are losing the game to NOED alone you've 9/10 lost the match prior to last gen being popped.
Yes, alerting the entire opposing side to a perk is a downside. It even gives you a splash name saying its NOED. A killer can't down, pick up, hook, and run to both exit gates before you either 99% or fill on escape. 1 kill < multiple escapes and at that point its greedy survivors trying to soak up as many BPs as possible from an already won game.
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@alexera294 said:
https://forum.deadbydaylight.com/en/discussion/comment/2545873#Comment_2545873
Hello, thank you for at least reading through the threads and reply. I'd like to add my two cents as someone who plays both survivors and killers.
The issue with NOED is the fact that it potentially functions as a 6th gen. Let's go through a few possible scenarios.
1) The survivors fully intend on clearing all totems so NOED does not activate. There are 5 totems on the map which each takes 14 seconds to cleanse so it will take 70 seconds to cleanse all 5. This is of course not taken into account the time it took to travel around the map and locate the totem which add at least 10 more seconds in the best possible situations. To put into context, a generator takes 80 seconds to complete.
2) The survivors cleanse some totems but not all. Now let's say they manage to cleanse 3/5 totems, this would make the survivors lose 42 seconds (or 1/2 a gen) and the killers still benefits from NOED. As a killer, this is the best possible case to hope for.
3) The survivors do not cleanse any totems. Now the killer has the benefits of NOED yet it can be cleared much faster because the hex totem will be lit. This is not an ideal scenario for the killer or the survivors because at this point at least 1 survivor has gone down.
As you can see, either the survivors have to deal with a 6th gen, at least 1 guaranteed down or 5,5 gen and 1 downed survivor.
For the part about the killer having 3 perks throughout the match, I believe that if the survivors waste more than 70 seconds to cleanse all 5 totems, NOED has done its job perfectly. Would you say that a perk that add 10% time required to all generators not a good perk?
Now let's look at the equivalent of NOED for survivors, Adrenaline. The time it took for a heal is about 16 seconds plus 5 seconds of speed boost. Let's be generous and use that 5 sec haste as 30 seconds of chase. It would save the survivor 46 seconds. Nowhere near as good as NOED unless 2 out of 4 survivors have it but then you'd have 2 out 4 survivors TRULY running 3 perks all game. There are many cases where a survivor expected NOED and prepare, how many cases where the killers expect Adrenaline and prepare?
As for the part about low mobility killers, I believe everyone would be fine with the speed boost portion of NOED remaning. I have never heard a complaint about how fast the killers are, only complaints about the exposed status effect. As for solutions, I propose a few below:
a)If the purpose is to truly helps low mobility killers, perhaps remove the exposed status effect and keep the speed boost or buff it.
b) If not, I believe the requirements should be lowered to if 3 dull totems remain then NOED activates. That should cut down the 6th potential gen.
c) The last and the most light-handed change that everyone would be happy with is that NOED activates not on first hit but on last gen complete.
Thank you for at least listening to feedback.
Comparing NOED and Adrenaline is moot. The only shared similarity between the two is requirements for activation (all gens complete). Adrenaline though has more benefits than just the heal and haste. It holds itself over through hook and carry states, this means you get a free heal off hook + haste if you were being carried or already hooked before last gen done. There is no way to halt/deny the perk, when the last gen is done the survivor gets adrenaline period.
With NOED a killer (who can't even see their own dull totems or have a counter) won't even know if the perk is going to go live or stay greyed out. Its not a coin flip its a roll of the dice. NOED is fine if not already on the weak side for a hex totem just look at the benefit/downside comparison.
NOED benefits: Speed Boost, Permanent exposure status on all survivors.
NOED downsides: Can be removed before being activated, down a perk slot for 95% of the game, can be removed after activation thanks to a glaring visual change, alerts all survivors of hex on first hit on any survivor, discourages running any other hexes because survivors will then be hunting totems throughout the trial, does not override BT or endurance effects.
The risk extremely outweighs the rewards of NOED and it honestly needs a buff by increasing number of totems in each match from 5 to 7 to match gen count.
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/2542904#Comment_2542904
I laugh at this silly saying that always mentions that "Why do we want Jason, if we have Trapper?"
Well then ... Jason has more skill than Trapper, a good point that surpasses him in all aspects.
It's more of the fact that Jason Voorhees IP is extremely hard to get a hold of and is still in litigation over who exactly has the rights to sell the license. IF BHVR can't buy the license we won't see Jason it's that simple. The closest they could probably legally get being a horror game is a killer who happens to be 1st on the list, uses a machete as a weapon, and cosmetics primarily focus on changing the style of the mask. It's obviously a homage to Jason.
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They have it. Friday 13th game being in lawsuit limbo for so many years and the IP still being up in contention means DbD will never see Jason Voorhees. His replacement/doppelganger has and will always be Trapper.
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From a killers POV from someone who has played DbD on different mediums since it was a 1 y/o game.
The devs put so little thought into boon totems its pathetic. Hex totems originally were pretty OP, spawns were decently randomized and some well hidden but the effects themselves were strong.
Devs listened because survivor mains complained old ruin slowed down gens to much ar new/mid level play and required survivors to find it. The endless plethora of "nerf noed" threads on the forums. The rancor that bubbled up with Undying being introduced.
Hexes were given a simple concept, high risk - high reward. If you run a hex and its cleansed welp GL you are now permanently down a perk the entire game.
Boons are opposite, no risk - high reward. The range is WAY to large, people don't seem to understand that totems are evenly spaced across a map despite the placements being slightly altered per game, you see 7 gens near 5 of those gens you will find a totem. Survivors who say they can't find totems don't know where or how to look and killers shouldn't be punished for them refusing to learn.
If the devs are serious in implementation they need key changes.
• Boons can only be placed one time. If snuffed by a killer the totems crumbles.
• If you bless a totem that is already hexed your boon perk is deactivated and the hex is eaten but a dull totem remains. (Before survivors ######### this means you have a chance to completely remove ALL perks from a killer per 1 perk per survivor). It leaves options of do you want to bless then cleanse a dull or bless and move on.
• Boons should NOT stack affects.
• Amount of totems in game should be increased from 5 to 7. This gives NOED more strength and hex totems more viability while giving survivors an easier time trying to find totems to bless.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2541275#Comment_2541275
No, locking the killer into the lobby is not for the initial data. It was done in order to improve matchmaking balance, otherwise you could queue as one of your weaker killers and then switch to your strongest for example.
Thank you for the response.
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@Seraphor said:
Locking in the killer was implemented specifically for MMR.
For the initial data yes. They could take the larger MMR system they use for survivors for killers. I've noticed since the introduction of MMR it doesn't matter which killer I play i tend to have the exact same type of matchmaking. I definitely have my main killers I can typically always 3k on and some that I play only for dailies every so often I don't feel like rerolling.
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This could be feasible. It is 4% baseline chance to unhook yourself so a slight 5 seconds endurance wouldn't be something that outrageous for getting such a low percentage.
The only downside would be that Deliverance would need to be adjusted so that it had something along the lines of "pulling yourself off the hook with Deliverance activated removes any endurance effects". This way you still stay broken but people wouldn't abuse the crap out of it for EGC by just going for a bad unhook and relying on a free self-BT.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/285142/remind-me-again-why-killers-can-t-have-5-perks
Killers currently have a 62.5% win rate. And that includes SWF.
This stat is ridiculously skewed. A win for a killer is considered 2+ sacrifices. It doesn't differentiate from low skill new killers who tunnel/camp new survivors who don't know to commit to gens and high mmr games where getting 2k is a god send if survivors know what they're doing.
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This isn't meant to be a humble brag but when it comes to adept Bubba the biggest problem is restricting myself. Even with add-on that removes the insta-down I've played to much Bubba so loops that the chainsaw can hit will hit when i play. It always results in 3 iri emblems and a gold chaser. It's gotten to the point where when I try to go for adept Bubba I actually have to let the survivors get to strong loops and finish gens otherwise game ends to quickly.
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Honestly this will just be more frustrating than helpful.
Its already enough of a headache pulling a survivor off a gen or a totem only for them to boop take some random m1 hit and run off in gods know what direction.
The validation of grabs needs to be looked at and heavily leaned towards killers for gens and totems while scaled back for pallets and windows. Seriously just as annoying trying to down someone vaulting a pallet only to teleport up to them and perform a grab without meaning to.
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@destroyer20016 said:
I think it's ridiculous that survivors only need to escape the match when a killer has to make a perfect game, no dcs, a bunch of hits and hooks, not letting them heal or do gens, I'm starting to go insane trying to get adept Nurse. I'm the worst Nurse in the world, how will I ever do a perfect game if I can barely kill one survivor?! Adept Blight is going to be hard as nails too, I keep bumping into the same wall...
Adepts should definitely be 4 kills, that's achievable. Also, achievements shouldn't require players to have add ons, like Evil Within and From the Void She Kills. These two are really hard achievements to get and you have limited tries to get them...
Im curious here as someone trying to finish up adepts. Currently only have Bubba, Plague and Oni left to adept. Its been an awful grind and Bubba (in all honesty my main killer because I've loved his kit since release) is frustrating. Being P3 with all perks and having to adjust myself to try and get merciless is becoming an annoyance.
With Nurse and Myers achievements (2 of the last that I have that are killer specific) Nurse has become impossible without spending the add-on which screws you because then you cant go through terrain and no competent survivor is going to see you charging blink in LoS and don't move while you go for 3 blinks to grab them.
Im curious if they are going to fix/remove/update the Evil Within achievement with the removal of Burgerking Myers. Its impossible to be perma T3 with a kill add-on (takes to much stalk from 4 survivors). This is one of the nichest of niche achievements and honestly needs to be addressed like Left for Dead achievement on survivor side. The EGC basically doesn't allow you to be solo survivor left and finish gen b4 killer slams hatch closed unless you purposefully set it up and screw a teammate out of a win.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2513689#Comment_2513689
Maybe for you but I hate playing with her cooldown on Blinks, I am not sayings she is weak, I speak purely about gameplay feeling. It feels awfull walking around with 98% movementspeed and waiting for your power to recharge.
Nurse power feels bad because of how the designed it with her rework. Keeping her speed low, restricting her to 2 blinks without an add on that literally removes the only true unique strength of her power, and not letting blink recharge until AFTER fatigue runs out is what makes her skill cap high and her power clunky.
BHVR doesn't like mobility killers though so Spirit is on the chopping block now after Billy and Nurse were both kneecapped to appease newer players.
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I actually purposefully tank my MMR on killer with SBMM. I can play my main 3 killers and 4k 2-5 games in a row then run across a 4 man swf or a hyper sweat squad running 4 BT/Iron will with 2 BNP.
Why would I subject myself to that torturous unfun game? Its easier to 4k a game then next game farm out 8 hooks then let survivors all escape. I thought maybe SBMM would even itself out given how much I play but it hasn't yet and seems to be getting worse. There is a glaring difference in playing people at my skill level, those far below it (sry baby survivors but your 100 hours isn't comparable to my over 2k with killer), to those sweat lords running full meta builds and 4 items. There is no mix anymore, no strong runner but poor map awareness or a weak link to distract the other survivors.
Couple all this with BHVR throwing more task at killers like breakable walls, upcoming boon totems, and removing the ability to change killer in lobby and its getting back to the point where I want to drop this game again like I did for a few months.
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@H1GHLVND3R said:
In 80% after using DH im taking dmg, bug exists for how long? idk, i guess since amenhotep III times. Only what was fixed is no exausted status. after that. How long will it take to finaly make this work?
They claimed they fixed the "hitch" from DH in the last mini-patch. In my experience I quit running DH entirely. I either have to burn it extremely early (pre-swing from killer or to get to loop 100% guaranteed) or it fails. I used to time my deadhard based off sound cues, when I would hear wind up for a lunge I would press button.
This no longer works. I will always get exhausted effect and see deadhard proc but get no movement and get hit every time. I dont know what they did to fix the "hitch" but I have gone to running lithe since the DH as a perk seems worthless now.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2499831#Comment_2499831
I do not agree with 1.
I think Pinhead is a good killer in the 4 vs 1 simply because you have your box and his perks. When you run him with only his baseline than you got Scourge Hooks which you want to apply to all survivor and Plaything. Both perks get their best value when you apply them to many survivors and even more in combination.
Think about it: You end your first chase and pin a survivor to a Scourge Hook which also applies Plaything. This survivor is now pretty useless. He is mangled and has to heal because he no longer hears your heartbeat to evade you. After healing he is slowed down quiet a bit.
Meanwhile another survivor has to carry the box to delay the chainhunt. Leaving out only 2 to do generators normaly, 1 of them should be chased by you. As such only one survivor can work on a generator normaly. After your second down this accelerates even more and this is not considering you getting your own box.
Tunneling one survivor out would basicly deny me all value from my Hex: Plaything and Scourge Hooks: Gift of Pain.
Juggeling if far more effective and also more fun for the survivors.
With number 2 I agree. I think that deranking in the SBMM should go faster than ranking up and safety pips should be reduced. Killers have to be punished for camping a survivor to death just to get 1 kill. This however can still be implemented. I think BHVR qill monitor their system and tweak it here and there maybe even without us knowing.
I've been sick the past few days so my comments might be a little off kilter. Pinhead kit and perks are optimized in a 3v1. The most common occurrence in a 4v1 against Pinhead with his base perks and base kit would result in 1 survivor being chased, 2 doing gens, and 1 finding/solving lament configuration. This is by no means detrimental to Pinhead, I think he can and does play well in this situation.
Compare it to his strength in a 3v1 though. In a 3v1 you would optimally have 1 in chase, 1 on gen, 1 finding/solving box. Plaything becomes much stronger by forcing a totem hunt or stay oblivious. Deadlock massively slows down remaining gens if the 2 survivors decided to split and ignore box. Scourge hooks also punish 3 survivors exponentially harder than 4.
In short, trying to clarify my first response. Pinhead kit appears, in my opinion, optimized for a 3v1. For newer killer players that decided to buy Pinhead it would be a noticeable difference how their experience becomes a lot easier in 3v1 over 4v1. This will encourage the bad gameplay of tunnel 1 person out and always excel easily with an optimized killer.
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@scenekidtrash said:
I'm sure this is not a new experience for many people since SBMM was implemented, but there have been a drastic increase in the amount of face camping and genuine tunneling killers I have gotten. SWF or solo queue, it really seems like every game. Before SBMM, it was once in every 10 games, it really wasn't that big of a deal to me. Now, it is literally every single game. I've started taking screenshots and posting them in my discord when I get face camped. It doesn't matter what perks I run. It doesn't matter what I do. Decisive strike, borrowed time, unbreakable, soul guard, dead hard, sprint burst, flashlight, no flashlight, medkit, toolbox. It genuinely does not matter: someone on my team or myself gets face camped to death or tunneled to death. I mean genuine tunneling. Like, going out of your way to not hit other survivors tunneling. Waiting out for BT tunneling. It's not even like these killers are getting "genrushed", they are genuinely face camping at 5 or 4 gens left. What is the big deal? I play killer a LOT, I have probably 2,000 matches on Huntress. I have NEVER played like this. Then they complain about their queue times going up. Do you understand that you are the problem? People complaining are the ones contributing to the issue. No one wants to play survivor when they get face camped every game. No one wants to play survivor when they get tunneled at 5 generators for no reason. My friends and I have contemplated just straight up quitting the game when we've all dedicated 2k+ hours into it. The better question is: why have the devs not addressed it? There's NO way they don't know what's going on. There's NO way they haven't been reading forum posts. I want answers because this is absolutely ridiculous. This game is rapidly going downhill because 50% of the playerbase wants to play like animals. Playing to win =/= playing like a jackass.
2 specific reasons I can think of here.
1) PInhead being the new killer his perks and kit are better designed to fight a 3v1 than they are a 4v1. It had led to many people tunnel a single person out in a game where they are pinhead or to abuse the perks to get rid of as many survivors as quickly as possible (thx to the new gen blocking perk [Deadlock that has drastically cut down gen rushing). It's encouraging, in my opinion, a bad style of gameplay that makes the killers appear sweaty as overweight trolls seeping in their parents basement. This in turn has made survivor go more, what i like to call, "offend the killer". Emoting, body blocking, holding game hostage for no reason (seriously seen many survivors that have no teammates on hooks just camp around 99% doors refusing to open them lately.). Tit for tat.
2) MMR and SBMM encourages camping and tunneling. If it is in any way reading off the pip system as long as a killer gets brutal they have safety pipped and they're MMR won't drop drastically, if they get ruthless i imagine it grows as that is considered a win. Climbing quickly means lower skilled killers are getting frustrated hitting high MMR survivors and the only applicable way they know to deal with it is to camp. Honestly to cure this I think the EGC needs to be shorter and doors need to regress when left alone.
Unfortunately I think BHVR is proud of the MMR/SBMM system and all the work they spent on it so I wouldn't expect to see any drastic changes soon. Maybe when the community revolts, or when they actually see a dip in sales/player base.
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@Gwinty said:
Honestly...
I like the map. I like the design, I like the feeling and I like indoor maps.
As such I do not get the hate people feel for this. Sure it is big and you have to sneak a bit more to evade the Killer but...well, I like it and hope that it stays.
My issue and why as a killer main i will afk at gates if an RPD offering is thrown, infinite loop. Some of the classic maps were worked on to get rid of infinite loops but they create RPD and think it's smart to put one in? Makes no sense. If you are not a nurse or hag that can bypass the window survivors with half a braincell just beeline it to the office and start looping until you give up.