Iron_Cutlass
Iron_Cutlass
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@DragonMasterDarren said:
I play based on what I feel like doing at that moment, regardless of queue times
those tome challenges won’t complete themselves after all
Whenever I do Tome challenges, I normally just complete all of one role in a single session, then do the other role in another session. I dont swap back in forth, unless it's doing old Tomes, then I just do whatever.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/336531/do-yall-play-a-role-based-on-queue-times
I just play what I feel like. But right now, I really do want the queue incentives to come back. I'm looking forward to big BP gains so I can finish up some general perks on some killers before I start grinding prestige levels on my favorite killers.
Personally, the matchmaking incentive will be huge for the BP, I just need to clean up all my characters by getting the universal/non-shareable perks on them (since I P1'd all my stuff before the update), which is going to take some time of course.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3078081#Comment_3078081
yes and no. everything you said is correct, generally speaking.
but the Billy's i'm thinking about, who struggle to hit their curves, are struggling on autohaven car loops that Billys are notoriously lethal around. I'm thinking about players who are clearly interested in mastering a skill, but are early in their journey--these are the players I give extra trial time to
In that regard, people have to start somewhere, it takes time to develop Curving skills, I have a few months of Billy under my belt, and while Im not the best, I can still hit curves and figure out what areas are best for it.
Billy (in my opinion) is one of the hardest characters, if not the absolute hardest character, to master. He has one of the highest skill ceilings in the game, while understanding his power isnt hard, applying it to gameplay is hard, so I dont blame people for struggling.
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@KayTwoAyy said:
If I have LOS on someone else's chase, or am in first chase, and can see that it is an M2-only curve Billy, I will stop slamming gens.
...unless he is absolutely cracked, then I will slam gens as fast as possible because I know it is going to be a tough match.
Most curve Billy's I run into struggle to down in a timely manner, but commit to the curve. I respect that, so I do my part to give them more time to practice and also try to get in chase myself before the last gen pops.
Map design is why they struggle so much, half the maps you cant do anything on. Eyrie of Crows and Garden of Joy have horrible collision. And some maps are just way too safe, such as The Game and Badham. And of course, indoor maps such, like RPD, and Lery's. Anytime I get these maps, I know it's just going to be a horrible experience, and half the time I just spend contemplating on DCing.
The game use to balance map with Billy in mind, but they stopped doing that a long time ago.
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@Rise432 said:
I am biased consider I have a curve billy with a little 3-4 years of experience as him, so yes
I have a few months under my belt, not insanely good, but I do my best.
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@ThanksForDaily said:
Lol, it's not DH. When will killer mains understand that? Probably never.
It's the whole killer buff. STBFL 2 built in, survivors getting less speed boost after a hit, faster pallet breaking, increased gen speeds, Thanatophobia, camping and tunneling is buffed, anti tunneling perks are dead, solo Q also is completely dead.
No guys, its DH. 😒
To be perfectly honest, as an M2 only Billy that doesnt use slowdown, it hasnt been too noticeable, I may had 1 game where the increase gen speed saved me, but that's it. To be fair, I have a niche playstyle where I dont tunnel or camp, mainly since I think it's boring for both sides, but Ive tried to make the game as enjoy for me and others.
I lost a lot of games and won a lot of games, but from my POV, the changes dont really do anything, but Im not mad about it, I just would have prefer different changes over the ones we got. I think killers struggled from the awful map design (too strong/safe of loops, too big of maps, etc), and the changes they made only promote horrible playstyles.
While I can say that as killer (with my niche playstyle), I have been enjoying the update, I did play some SoloQ survivor (I play both sides), and it's an awful experience, BHVR really needs to look at it.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3077578#Comment_3077578
Bit larger then normal though isn't it?
I mean the survivor community is going to natural be longer than that of the killer community (this, of course, ignores the fact that some people play both sides). Remember, the game needs to have a 4 to 1 ratio. So when a large amount of survivors complain about an update, it's going to be more vocal than that of killers.
(No, Im not trying to split the community as one or the other with this example, it's just the best way I can explain it since I am horrible with words.)
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Personally, the only thing I would do is add it so the killer gets a speed increase after hooking a survivor, said speed boost would go away when you enter chase with another survivor of course. It would help with killers that dont have good mobility, but not have any implications to be overwhelming in chase and such.
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Navigating the menus and stuff is pretty frustrating on PS4 as well, the cursor lags/stutters a tiny bit and the FPS drops a lot when you do anything.
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This isnt just a PC issue, this is an issue across all/most platforms, had it happen a few times.
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"Id like a
tablehook, for two" -
I get that they want too add drawbacks to certain things, but Calm Spirit and Technician are arguably decent effects just held back by awful drawbacks that shouldnt be there in the first place.
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I think it should have some Iridescent Shards and Bloodpoints, just something, might help newer players as well.
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I feel like the worst part is that I really like the Billy outfit, but if we only get stuff from Set A (since Set A is winning), I wont be able to get that outfit, just a bit upsetting.
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I think my issue with it is that it isnt necessarily a "grind reduction" for newer players.
If I have all my characters P3'd, then Im getting a bunch of perks back for the time I invested into them, which is nice. But newer players dont have that luxury, they still have to go through the leveling process (made further worse by the changes to BBQ and WGLF, those two perks carried my leveling up process, but I dont see why either cant become basekit effects since both are healthy for the game). I think it should be considered a valid concern.
My posts regarding grind reduction (for BP, as well as Iridescent Shards, which I feel like is a very under-looked area), are all focused around the "new player perspective", since things that may not affect me does very much affect newer players, I just simply want the best experience for them, as well as anyone else for that matter.
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@Gindaen said:
First off, lets not make this an us vs them.
Right now, about every other game I've played, has become a face-camper or tunneler at gen 5 and I think that most survivors are experiencing this now as complaints have started really piling up on these forums and from other survivor players I've engaged with. (I don't want to see killer players explaining why they think killers are doing this because that is subjective and changes from player to player).
Disconnects are going up, suicides on hooks are going up. Survivors are enjoying this game less and less.
The developers seem to be trying to fix the issues killers are having, which is great. There needs to be some work on the issues that is killing the fun of the game for survivors.
To be fair, people DC or let themselves go on hook over the smallest of things. I dont tunnel or camp, nor do I use strong builds (I use Hillbilly with BBQ, Shadowborn, and Bloodwarden on some occasions) but people still DC and such. I play both sides, and I can understand getting upset because of the killer using a strong build, or camping and tunneling, but I do neither.
I think people just get tired of DbD, or burnt out on the game. People need to take breaks. If they keep playing over and over, they are bound to find something that upsets them a lot, leading to more frustration since they are already upset, it can build up a lot if unmoderated. But this happens on both sides, this isnt exclusive to just survivors or killers alone.
SoloQ can also be super painful since you have 4 people with some idea what they are doing but literally no coordination whatsoever... Ive said this for a long time. DbD needs voicechat, rather it be proximity based or just VC in general, I wouldnt mind. Survivors need teamwork to win, it's by their design, but literally nothing about the game's design supports teamwork in the slightest. "But killers win because of weak links, and SoloQ enforces that", I dont care, SoloQ shouldnt be as terrible as it is.
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@JudithMorel said:
First off, Dowsey is another killer main. Second of all, Off the Record absolutely is getting changed before live.
With Boil Over being the way it was, I dont expect it to be changed, BHVR is only human, people make mistakes and oversights, and some of those oversights and such are bound to make it to live servers.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3035135#Comment_3035135
The time it takes to P3 a character (especially now since you wont lose youre build each time) will be much much faster than the time it takes to get 6000 shards. Just never play that character and dump BP into them if you really hate a character that much but want their perks. Shrine will only be useful for liscenced killer's perks imo.
Again I dont mind that personally, I myself never used the Shrine that much anyways, I just dont want the Shrine to become this thing that other people dont use anymore, since they are effectively changing what is and isnt worth doing with the Prestige and Shrine reworks.
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@Seraphor said:
Considering that currently buying a perk from the SoS merely unlocks it on the bloodwebs, while buying that perk for the first time will now unlock it as a permanent perk at Tier 1 on all characters, that first 2,000 IS is definitely more valuable.
If you wanted the perk at Tier 3 on all characters, you're playing 6,000 IS to save yourself potentially hundreds of thousands of BP on levelling those characters. Instead of grinding out 2 specific perks on 30 different characters, you get it on all of them instantly.
IF, big ifs. Considering how many perks you will now already have unlocked on characters automatically, you're likely going to go into the new system with half of the grind ahead of you than you have right now, and grinding out the Tier 2 and 3 versions of those perks will be remarkably easier.
I already stated that only benefit to obtaining perks from the Shrine is the reduced amount of grind, but again, I think players that care about IS will still opt out of buying perks from the Shrine unless it's for a licensed character and such.
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@eleventbh said:
I've stopped playing killer for the event because of rubber banding, but occasionally I experience issues as survivor as well, such as yesterday when I fully completed an unhook and the survivor got off but I got grabbed (with no ping issues as far as I know of).
From my experience, rubberbanding is more common on killer than survivor, but survivor still has issues with server lag and such. I feel like for both sides, it makes the game feel like "who suffers from server lag the least wins".
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@Carth said:
Sooo, loop the killer around the hook while my buddy is on hook to buy an additional insane amount of time 30% rate would be .30 Hook rate compared to the 1.0 rate now.
So
15 seconds of normal hook time = 15 charges, 60 - 15= 45 charges remaining.
45/.3 = 150 seconds.
So with your idea if you run the killer around the hook for 15 seconds you get to stall for an absolutely insane ~165 seconds before the survivor goes into P2. Once in P2 leading the killer beside the hook literally turns your team-mate invulnerable. Can you imagine a killer equiv? If survivors gen rush too hard they repair at a rate of 30% until an acceptable time. The amount of slow-down is insane.
I was going to address being in chase while someone is on a nearby hook, but felt it was a bit unnecessary since I dont think people want to read a wall of text. There will definitely have to be a system set in place since the game cant properly tell when a chase is occurring or not, the reason why I say this is because the game cant tell the difference between a survivor running and the killer slightly moving right in front of the hook VS the killer actively chasing a survivor who just so happens to be near a hook... and truthfully, I didnt really know if there is a solid way of doing it, since people are bound to abuse the system in some shape or form on either side.
As for the numbers, I was just using them as examples or placeholders, I wasnt sure as to how long to put the time for or how much it slows down, but the point is still there, Entity progress slows as the killer is near the hook (not actively in chasing a survivor).
The truth is, I dont really expect this to go past just being an idea. BHVR is their own body, and while they do listen a lot of ideas from others, stuff like this will probably never make it into the game anyways since the idea already has a lot of nuance, and well all know how BHVR handles stuff involving "too much nuance".
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@KolbyKolbyKolby said:
They should simply remove the hook system altogether, and make gens take 40 to 60 seconds instead.
Now, with this change, matches become timed sequences. Each match takes 15 minutes. There are no hooks, gens are completed in 40 seconds. When a killer downs a survivor, the survivor teleports to a locker and respawns in 5-15 seconds. The game becomes point focused. The winning team is whoever has more downs/gens done.
Matches would start out favoring survivors as the resources would be present, then as pallets get burned through, the downs would start to become quicker, shifting the end game in the survivors favor.
This would remove camping, tunneling, and slugging as gameplay styles as it would be unnecessary. Downing someone would be enough to get your objective up as killer.
This feels more like it would be more along the lines of a separate gamemode.
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Oni has to work for his power, but it's easier to use, Oni can slide off of walls and surfaces to get hits that Billy otherwise cant deal with (or otherwise would struggle with). Billy has to work for his power to work. Oni has to work to get his power in general.
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@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3027524#Comment_3027524
so his situation is that his P3 killers have zero perks. i think he will get all the perks from the killers he prestiged to 3 and the killers he has all the perks on already without prestiging. so he has to get the perks manually from the rest of the perks u didnt get from killers u havent leveled up, and also the common killer perks that don't belong to one killer
If they have P3 characters, then yes, they will get perks from their P3'd characters when the new system rolls out, and will also still need to get perks from other killers as well.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3027520#Comment_3027520
The developer update stated they are doing away with teachable perks, replacing it with the new prestige system.
Damn, well in that case, I think any Teachable Perks obtained will simply be converted into their Tier 1 counterparts and such? Remember that some people (such as myself) have bought perks from the Shrine of Secrets so they definitely have to provide some sort of compensation for TPs removal.
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I believe that characters will still have their Teachable Perks obtainable at levels 30, 35, and 40. I just think they are making prestiging an option to unlock all perks automatically on all other characters. The only thing this really helps is killers, for survivors it's more of just an extra bonus than it is anything else, or at least the way I see it.
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Ive been using Doctor to get this done, since disorienting survivors and getting hits on them was much easier doing so. Getting hits early on in chase really raise the Chaser status a lot, which makes builds like these easier since you can get the first hit early on a lot easier. Here was my build:
Power:
Carter's Spark ("Calm" - Class 1 and "Calm" - Class 2)
Perks:
Dark Devotion
Overcharge
Trail of Torment
Monitor and Abuse
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3025633#Comment_3025633
Because its Nurse is not an answer. The existence of killer power, addons ect that push the killers far beyond their proper strength is the reason this game is so massively unbalanced. Survivors need a way to win without relying on 4 sweat teammates because its just not realistic without constant SWF. If the killer addons were overall nerfed then I would be more willing to agree that killers needed a massive quality of life improvement such as the one that is coming with this patch.
As your point about camping. So if we cannot fix 100% of camping its not worth trying. I really hope you never work on any video game ever.
As for gens... change for the sake of change is good? You do understand there are legitimate reasons why the game was made the way it was. You don't just change something and say "See we tired." And when people say you just made it worse, then go "well change is good." They are literally making DBD more boring for survivors. Not even harder. MORE BORRING. What happens when killers complain that 90 seconds is too short. So they up it to 100. Or 110 or 120. Even if balance wise let's 110 was perfect balance for both sides. As a survivor I will not sit on a gen 110 seconds 5 times a match, not because I might lose but because that sounds like a bad game.
https://forum.deadbydaylight.com/en/discussion/comment/3025820#Comment_3025820
Yes. If we are going to base DBD killers off of SWF and not solo Q then we need to base maps off of Nurse, not clown. Alternatively I am more then happy to base the game off of clown if it meant that killers were based off of 4 solo survivors with massively varying skill levels as this would be fair way to balance the game for both sides, but I imagine killers would struggle at the high end because most killers would need to be massively nerfed, majority of addons either completely reworked or just removed. I imagine a large portion of killers due to their reliance on the game being based off them being way more powerful then the need to be would continue to complain despite this being objectively the best way to balance the game. Killers need to pick a baseline and commit, instead of picking and choosing. It is the peak of entitlement.
The issue with things being based around SoloQ for a basis of judgement is DbD's game design is based around SWFs, a majority of perks as survivor enforce teamwork and cooperation, both of which dont really exist in SoloQ. I mean, why else do you think most meta perks have just been second chance perks? Because it ensures your survival alone, not the teams survival, and for a good reason, you cant be a team player if there is literally no way to communicate with teams. Now look at SWFs themselves, higher survival rates, they get a lot more variety in perks they can utilize to it's fullest, the game is literally built around.
Dont get me wrong, I wish this would change, I would be fine with a voice chat system, or something to display information to teammates to help them make plays. Something to give them a hand since Ive played SoloQ, I play both sides pretty evenly in fact, and it can be painful to deal with teammates that dont know what to do.
I also have literally no issue with Nurse, Blight (mainly his addons, basekit is fine imo), and Spirit (mainly her addons, basekit is fine imo) getting changes.
The issue with the new maps is that they arent designed at all with any killers in mind, they are designed to look nice and nothing else. Their map layouts and designs in of themselves is horrible for killers because of this. Let's just take a few looks at some maps to give you a better idea.
Garden of Joy is the most recent example. Main Building has an infinite loop in which you gain enough distance from each window to break chase for another window vault, the doorway around far away from the window to mindgame and get a hit, and the fall from the window is low enough to not stagger the survivor's fall... why is this in the game? Because it looks nice, that's it. What about the bushes on the outside? Hillbilly cannot physically chainsaw survivors sitting still on certain parts of the bushes because of their awful collision, why is this in the game? Because it also looks nice. See where Im going? No...
Or how about this, Eyrie of Crows. Eyrie of Crows has a bunch of pallet loops in the graveyard area, which would be fine but every single pallet is wide enough to be extremely safe to loop around, and around each loop are vines sticking out. Those vines make the area look really nice, it really fits into the map's appearance, but there is one issue, the map actively interferes with Hillbilly's power. With their collision being so bad that you can hit them without visually being near them. It makes curving physically impossible in those loops, and they are super common to come across.
Again, Im stating that the maps arent horrible designs because they are bad for M1 killers or good for survivors specifically, the maps are horrible designs because they arent designed with ANYONE in mind. BHVR focuses on the appearances of maps, that they complete undermine any form of balance. Their design focus isnt on survivors. Their design focus isnt on killer powers either. They are just checking off a list of cool visuals to add to make stuff more appealing as advertising material.
Also to "killers need to stop picking and choosing a baseline and commit instead of picking and choosing, it is entitlement" in response to what I said, my focus was just on how they dont design maps around anything, so I was just saying how the map is horrible for Billy because of it, I think you are definitely stretching with that...
But then again, I guess Im an "entitled killer main" despite me not really maining either side, but any criticism towards the game while keeping the entire game's balance in mind makes me a "main" of a certain side because people cant complain without starting a "us VS them" scenario automatically. Bring up an issue survivor related, "survivor main trash, just go back to relying on your easy game to hold your hand". Bring up valid criticism over the state of killer, "entitled killer main garbage, you just want to make the game easier for yourself and no one else". IM JUST TIRED OF THIS. WHY TO PEOPLE CONTINUE TO DO THIS STUFF IN 2022?
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@MrDardon said:
Not that, but Pain Resonance and Surveillance will be a good combo.
Gen regresses, turns to white and instantly to yellow because the Survivors stopped the regression.
I typically use Jolt/Surge with Surveillance just for the information, not for the slowdown, did the same thing with SH:PR even with the screaming since people would get off gens then get back on them. Surveillance is super underrated when it comes to information, I'm surprised it wasn't mentioned in OP's post.
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What map was it? And were there hooks visibly there? Some maps have awful hook spawns due to the new locker spawns with The Drege coming out, Midwich for example, has hooks not spawn on bottom floor bathroom side most side making hooking impossible. Ive been cussed out for slugging people to death when it's the only option sometimes.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3024030#Comment_3024030
https://forum.deadbydaylight.com/en/discussion/comment/3024067#Comment_3024067
Yes maps are too small. Based off of Nurse, spirit, blight and hillbily, maps are way too small. The problem isn't map size its killer power disparity. The weaker killers struggle because game needs to be balanced around nurse blight and spirit because survivors need to rely on teammates while the killer only has to rely on themselves. No killer should have the ability to move faster t hen 115, because basing maps off the assumption that all killers are either 110 or 115 is the only way to make proper balancing. You mention garden of joy and Eyrie of crows, but against oni, hillbily, blight, nurse, its a perfectly balanced map, but against deathslinger its not. They need to massively nerf most killer powers and addons to create a rough baseline power and balance off that. On top of this most maps are neither killer sided nor survivor sided its RNG sided. The exact same map came can swing heavily on the side of killer or survivor based on luck and if you don't understand that then please don't just repeat what you see other people say on the forums.
Ok gen speeds. Listen to this very carefully because you are clearly not paying attention.
Doing generators is not FUN. It sucks. The developers did the worst thing possible and made the worst aspect of DBD (gen repair) and made it longer. That is awful and boring. Not to mention extremely lazy. Looping is what made DBD fun, its what made it popular in the first place. Coutnering looping as killer use to be hard and required skill, now its way more on the side of killer the then at any point in DBD, and yet both killers and survivors are enjoying the game less. They killed the actual draw of the game. Its the same thing that happened with stealth.
Lastly camping. Yes there are tones of way to fix camping. One way would be to pause the hook timer if the killer is within 16 metes of the hook. What's that survivors will loop the killer near the hook to pause the timer. Well if camping is a legit camping. Why shouldn't looping the killer near the hook be a legitimate strategy? Bare minimum make it so both the unhooked and the unhooker get basekit get original bt once per match. But I imagine you will say that's unfair, yet say camping it perfectly fine. There are plenty of things that could have been tried, but they didn't want to risk upsetting killers. So instead, they do this fake "massive game change" which was really just as nerf to survivors, a buff to killers, a buff to camping, and the brand new tool for survivors to stop camping is so little that even some well known killers in the community, Otz ect have come out with just... this changes nothing. I mean this doesn't fix leatherface at all and mot basement camping changes nothing. 5 seconds will not get you too a pallet on most maps.
So yes... this change is terrible
So you base map sizes off of high mobility killers? So only 4 killers out of the entire killer roster. The issue is map design though. Billy is horrible on the new maps since they aren't designed for him, curving is damn-near impossible in most tilesets, awful collision and pointless vanity objects added that actively hinder their ability. Something that Blight might not have an issue with, but Billy has an issue with. So basically only applicable for 3 killers, not 4, in that regard.
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@spodamayn said:
If this game became free to play.. I feel like the variety of things that you could buy with free currency (shards) would be massively reduced. Look at what happened to fall guys after it got bought by epic and converted to f2p: You can't buy anything decent with free currency anymore and they expect you to buy everything with real money.
If DBD went free to play I would expect it to become even more grindy, prices on characters to be raised (or they wouldn't offer the option to buy new DLC with shards), or reduce the selection of what cosmetics we can buy with them.
I know that there's a big grind for shards, but that's kind of the point.. BHVR would prefer that you pay real money. I'm happy with the current state it's in because they're still offering ######### that I actually want and can obtain with free currency. I just hope they keep doing double XP event regularly
The issue is that spending money should feel more like an option to a newer player, it shouldn't be something they are pressured into doing. When I first started playing, the Iri-Shard grind wasn't as bad so it wasn't super stressful.
My main concern comes with how will this grind be addressed in the future, it already takes a super long time (and a lot of money) to unlock everything, but as more content gets added, the more Iri-Shards that are required to unlock everything, thus making the problem worse and worse.
If BHVR is going to address the issue with the Bloodpoint Grind, I feel like addressing the Iridescent Shard issue shouldn't be off the table.
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@BenZ0 said:
Iri shards are access to content for FREE. You can buy literally whoole DLCs and entire skins with just an ingame currency. You should be happy that you can do it at all, while other games dont even have that feature to begin with.
Again, I don't think you fully understand the issue. Dead by Daylight is still a paid for game. 20 USD for the game. It uses a Free to Play model for it's microtransactions which would be fine, if ya know, the game were free, but it isn't. And even if you paid for all DLCs, allow me to throw some numbers your way.
The Killer and Survivor Expansion DLC (containing all non-licensed killers and survivors) costs 30 USD per for a total of 60 USD. So if you wanted all non-licensed killers and survivors as well as the game itself, it will cost 80 USD. The normal AAA game costs 60 USD, so already exceeding normal AAA prices. When you take into account that licensed killers and survivors exist, it will require 72 USD to buy all DLC. So suggesting you buy literally all DLC through the store it will cost 132 USD to own every single character (this doesn't even consider the expanding character roster).
But what about Auric Cells?
Well youll need 22000 Auric Cells to buy literally all characters (licensed and non-licensed) for 191.31 USD excluding the price of the game itself (212.31 USD game included). And yet again, I must state that the roster of characters on both side are growing further. Why is Auric Cells the more expensive route? Well buying a DLC with 2 characters is 8 USD while buying them with Auric Cells costs 1000 AC, which equates to 10 USD (and DLCs like the Resident Evil DLC that contain 3 characters cost 12 USD while requiring 1500 AC or 15 USD).
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@JohnWick1654 said:
They could at least reduce the price the more characetrs and perks are in the game,
for example why should I get a survivor if I have 2 of their perks and only need to see 1 in the shrine?
you spend 4000 IS or 3000 IS in shrine to unlock 2 perks,
and the character still costs 9000 IS,
- if I just get the perks from shrine instead of buying the character survivor I can save half as much
- 1500 x 3 = 4500 and that is half of 9000 IS
I wouldn't say for some people the grind can be hard but for others it can,
and the prices,
again... why should I get survivor if I could just get their perks from shrine and put them on my main character?
and spend half as much IS than compared to if I bought the character..
2,000 Iri-Shards are needed to buy a perk from the Shrine of Secrets, during certain events this value is decreased. Perks in the Shrine currently cost 1,500 Iri-Shards because of the Twisted Masquerade event.
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@EntityNea said:
I play both sides. As survivor, I don't rely on Decisive Strike, yet I'm with the people who think the nerf makes no sense.
Lowering the stun to 3 seconds? Defeats the purpose. It's an anti-tunneling perk, meant for you to get distance away from the killer so they'll give up on the chase and go do something else. Not to mention the survivor is also stunned for a second during the drop animation, so they don't get the full 3 seconds lead. To make things worse, it's affected by the poor netcode of the game, so if the killer lags, survivor gets even less time to run. I've had it happen where the killer lagged so hard during Decisive that he was able to swing right after the drop. Extreme case, but if the stun duration is 3 seconds and survivor is stuck in a 1 second animation, then even 200 ping would take 10% away from the intended duration.
Disabling Decisive Strike during end-game collapse? This is more fair. I've seen so many killers struggle to just get a single kill at this phase, so trying to secure the kill on that person who just got unhooked before they reach the exit gate is much more fair. However, there have been times where I've used Deliverance + DS + Borrowed as an "anti-face camping build". allows you to unhook someone who's being face camped during end-game collapse, then you take the hook on purpose, Deliverance off, Decisive strike, and leave through the gate. In this case, it's a counter towards bad killer behavior, so it's unfortunate this won't work anymore. But overall, i think it's a fair change to disable it during end-game collapse.
Solution for killers who hate DS:
Don't tunnel. I have no complaints with DS when i play killer, because i try to not go after the same survivor again immediately after they're unhooked. This is EXACTLY why decisive strike is needed, so that a survivor being tunneled gets a 2nd chance. And it's supposed to be a big punish to the killer, because if you single out a single survivors, then you're sucking the fun out of the match for that person. It's easy to forget that we play with other people, and both sides have behaviors that ruin the fun for others. And when the easy counter/solution to a perk is "don't be a dick and the perk won't affect you", then nothing needs to be done to the perk.
I dont go out of my way to tunnel but DS still has it's issues.
~I go after someone and someone else gets unhooked, the unhooked person comes to get a pallet save or flashlight save and gets downed from it. I picked them up and I get punished for their awful play? Im sorry, but how is that a fair designed perk? The survivor actively chose to go and try to save their teammates when they could have been healed, done a generator, but I get punished for THIER awful decisions. "Oh but they waste their DS, and it takes longer to do gens since they aren't doing them" is a common counterpoint I see to this, and my argument is "okay and?". I don't care if they aren't on gens, I don't care if they waste their DS, it still feels awful to get punished for someone else's awful decisions. Survivors hate SoloQ because they get punished for teammates not knowing what they are doing, it's not any different with this situation either.
~Or how about this, you have a bunch of people injured using the same cosmetics, I down one in the exit gates, and get DSed, how is that my fault. I cant tell who got unhooked if they all use the same cosmetics, but I get punished for going for the same person twice? That is horrible design. You put the killer into a guessing game as to which person to down, your chances of getting a hook and losing completely come down to a coin flip. Heck, they don't even need to be using the same cosmetics, sometimes people just get players mixed up, it happens, but tunneling was never your intent, you never actively went for the same person twice, but yet again, you are punished for it.
~Or end-game, person comes to bodyblock with DS because they know if they go down to the killer cant physically do anything about it. You are not actively going for them, but they are still throwing themselves right in front of you. The game acts like it's tunneling when it's not. "Just slug them", okay, well, they'll just get picked up and still leave or the person I was going for still gets out. What do I do then? I cant pick them up, since they will DS me, I cant go for the person ahead of them, since they are bodyblocking me, I'm forced into a situation where I cant do anything.
My issue is entirely based around the fact that I get punished by a perk for other's decisions instead of mine. While it can be used to counter tunneling, which I am fully fine with, the issue is that DS does MORE than that. DS extends beyond tunneling. It puts killers into situations where they lose over something not their fault. THAT'S THE ISSUE. If I tunnel, DS me, I deserve it. But if I don't actively do so, don't punish me for something I never went out of my way to do.
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@Marigoria said:
The only actual buffs for survivors can't go live, ok.
I'm sure you're ok with the "buffs" to calm spirit and pharmacy tho.
I still dont get why Calm Spirit needed the penalty for actions for it to be quiet. Bite the Bullet and Technician are slaps on the wrist in comparison to Calm Spirit. Very rarely do catch survivors because of someone doing bones or searching a chest, and even if I do, it's because it's out in the open the noise being made doesnt help me at all. It just feels very unnecessary.
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@AnnoyingNarrator said:
I just want to hear what people's ideas are for buffing certain killers, but preferably weaker ones.
For example, I would like Deathslinger's weapon to have more range, 18 meters is not enough.
Not really a weak killer, but I want them to fix the Vile Purge validation on Plague, on last-gen Consoles, it feels so bad to play Plague and every update it feels worse and worse to play her. Which sucks, since she is one of my mains.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3022193#Comment_3022193
No i dont need help with looping him it was just that i felt like the teleport couldnt really be countered and it was basically a guaranteed hit on the gen. I hoped for a audio cue tip or something but since no one has said that i dont think there is one?. The game has tons of lockers so you can just W and spam drop pallets 2. The focus was just if there was a way to prevent the free hit!
The "OP" was half clickbait ;) Thanks for your time anyways!
You can hear a thud coming from the locker he teleports to, if the Dredge stays in a locker for more than 8 seconds, a black mist comes from the sides of the locker. There are a lot of visual and auditory signs to indicate that the Dredge is in a locker and such.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022241#Comment_3022241
And I was told someone using For The People after an unhook was "extremely situational." 😂
I mean, Ive never seen anyone use For The People, so you tell me which is "extremely situational" lol.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022128#Comment_3022128
If they're already tunneling a survivor I wouldn't be surprised if they stay on the healthy survivor. I've had more killers go after me having JUST been healed by others after an unhook instead of the other teammates who are injured after to trying to take a hit and distract the killer. I've seen plenty of killers go after a teammate that was just unhooked and quickly healed instead of the teammate that tried to take a hit and distract them. Tunneling killers do not care - they just want to get those players out and I come across those killers way more than I do the ones that try to not tunnel.
There's also Renewal where you will automatically heal 20 seconds after an unhook - this can happen while a killer is tunneling the survivor in a chase.
Camping was just buffed, bloodlust was buffed, killers hit cooldown has been shortened and the distance survivors go when hit has been lessened. DS has been nerfed again to now not even work in end game and have a shorter stun so it's useless. OTR is one perk that may be useful to prevent tunneling but if the survivor tries to keep it active that means they are being completely useless for their team - they are doing nothing to progress the game or help teammates which helps the killer.
Im more concerned about the End-Game than the middle of the match, I dont tunnel purposely, accidents do happen, but Id imagine some annoying stuff to be done with this.
Allow me to show you a very unpractical situation that is still very much possible. (I dont expect to see this ever, but it's still something dumb to look at, and activate the neurons to people who care about ridiculous numbers. Do note these numbers are based on downing all survivors from healthy until put into the dying state.)
Off The Record provides another health state for 80 second after being unhooked, 3 total procs of OTR can be present at one time, since 1 person needs to unhook. OTR provides 2 health states per person with it activated before they go down. This totals to 6 OTR health states, 8 total suggesting the unhooker is healthy.
Renewal allows survivors to passively heal suggesting they have healed a single health state of a survivor prior to the hook state. Being healed a health state does not deactivate OTR. This increases the total amount of health states that can be taken by people unhooked to 9, and raising the total health states to 11, again suggesting the unhooker is healthy.
Adrenaline provides a free health state, giving survivors a speed boost and the Exhaustion status effect, activating when all generators are completed. Suggesting every survivor has Adrenaline with a 99% generator, all survivors can take an additional health state, raising the total amount of health states taken to 15.
If 4 survivors bring Anti-Hemorrhagic Syringes (do note, the survivor who does not have OTR, and completes the 99% generator needs to do this), can be applied for 4 additional health states. This raises the total amount of health states survivors can take to 19.
And last, but not least, this isnt even considering Mettle of Man can be in play, which the amount of health states is HEAVILY dependent upon the outcome of the match, but just for consistency sake, Ill say it gives all survivors an additional health state, raising the total of health states taken to 23. Mind that Mettle of Man can potential provide more or less health states.
Again. It's not practical at all, and personally Id just let the survivors escape at that point if this ever happened to me. Id love to see people try to pull this off since it seems really hard to pull off, but bless the poor killer that has to deal with this. It would literally be soul crushing to have this happen. Of course the order at which this is done should be Renewal into Adrenaline into Anti-Hemorrhagic Syringes into OTR into Mettle of Man.
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The Dredge isnt OP on The Game, quite the opposite actually, Id say it's one of his worst maps. Teleporting is super easy, that's not an issue. The issue with The Game is that if he places a Remnant for anti-loop, you can run away to another pallet super close by. The Game supports fully W-keying against him, and there isnt much he can really do in chase if you know what to do.
(EDIT: If you need advice for going against the Dredge in general, I made a forum post discussing literally every single basekit aspect about him, including counterplay with his ability. https://forum.deadbydaylight.com/en/discussion/328033/discussing-the-new-killer-the-dredge#latest )
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It's only really for Bloodpoints (such as Release BP, which you gain from opening an exit gate while being the last remaining survivor in the trial) and the Left Behind achievement. Nothing else really. Though Id love to see that Exit Gate opening speed paired with Wake Up and other perks.
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I wish there was a cosmetic reward for doing so, since I kind of just like cosmetics in general. But Im probably still going to P3 all my killers, just because Im stupid and like feeling special in some way.
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@Jarky said:
Whilst I don't disagree that it's probably a bit of a leftover mechanic to a weaker killer that doesn't necessarily need it , I don't mind it being in the game still. Flashlights having more variety in use than flashlight blinds and flashlight saves is a good thing, and it's not difficult to avoid a flashlight as a Wraith if a survivor is trying to burn you out of stealth now that his base speed cloaked is quicker.
I dont mind Lightburn being a mechanic, on paper it's a really good idea, again, I dont mind it on stronger killers, hell, if they added more unique interactions with other killers I wouldnt be too upset. The issue is that Wraith is already a pretty weak killer and Lightburn feels unnecessary on him. I dont have an issue with Lightburn as a mechanic as a whole, just specifically on Wraith.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3013616#Comment_3013616
Well I never said it was inherently a Billy issue, only that it's currently the experience of playing against Billy.
Never said that you said it, I was just stating that it is generally an issue with map design and gen spread more than anything, which based on the new maps and their layouts, I reckon it's just BHVR messing up with map design (speaking of BHVR messing up with map design, Garden of Joy is an awful map for Billy and Bubba, BHVR really needs to fix that map's collision, it is horrible).
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@DarkEnigma333 said:
If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time
"If you take away this unfair part of the addon, survivors will not be able to react in time to my blinks"
Counterplay is import. Nurse already has weird counterplay, but reducing counterplay to the strongest killer in the game is poor design.
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Lightweight T1
(Ignore what I original posted, Im stupid and didnt look back proper to see it was the Jake, but the point still stands, Lightweight T1.)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3011454#Comment_3011454
"I mean is Billy downing you in a deadzone really different from any other insta-down killer? I mean, they put you in an awful position or you put yourself in an awful position"
Yes, it is different. Most all the other insta down killers don't have high mobility. Meaning that I have a much less likelyhood of being caught in a dead zone.
"either way the Billy is being rewarded for their actions and your mistake, just like any other game."
I mean there's a gen in a dead zone and he zooms up since you have little heads up...that isn't a mistake on my part. There was no misplay involved. Now if it's like Red Forest or something where I should clearly be able to see him coming from afar then sure that's that player making a mistake, but that's more an exception than the rule.
"If Im playing an FPS game and I get shot because Im in an open field, I wont get mad, because I put myself in that awful position, and the guy who killed me still had to put some level of skill into hitting me; I dont see it any different from Billy."
That's a poor analogy that doesn't apply. Apples and oranges. You aren't forced to go into that open field in the FPS, that is a mistake. If a gens in a dead zone that isn't a choice.
Even if my analogy was horrible, it isnt inherently an issue with the killer, it's an issue with map design and gen spread.
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My main issue with The Game is how unrewarding the game feels.
A survivor makes a mistake? Theyll just run to another pallet 5 feet away from the previous one they played around poorly. The map is just so much worse for anti-loop killers that are countered by holding W. Having a Dredge place their Remnant? Or how about an Artist place their Dire Crows? Just run to another pallet, and keep running until they catch up, attempt to use their power again, only to get countered by running in a straight line again. It's unsatisfying to play survivor on The Game because of it. There is no challenge to looping. There is no mind-gaming 20-30 god pallets.
On the killer side of things, it's annoying to finally get a survivor into an awful position, only to realize that it doesnt matter since a pallet is 5 feet away and they have Dead Hard anyways. It's frustrating to have all 5 gens done and still having like half pallets on the map still remaining. And even if you down someone from creating a deadzone, it feels unsatisfying. I didnt outplay them or earn the hit, it feels like they just went down to awful map design combined with just breaking enough pallets.
NOTHING about that map is enjoyable. For survivor it's boring and feels too easy. For killer it just feels awful to play on. The ONLY thing that map is good for is pallet breaking archives and nothing else.
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@Blueberry said:
Interaction with the Billy trying to curve and me trying to dodge, very fun.
Billy overall, not fun. This is because everytime Billy comes up on you it's just a pallet/window check. No pallet or window? Free down with no counter play if the Billy is even remotely decent. The hit box on the saw is just too forgiving to dodge in a dead zone revving up on your back.
With most other killers that dead zone is just a hit, not an insta down and with most other killers you also have plenty of heads up to not get caught in a dead zone but with Billy's mobility it can be pretty common to get put into a dead zone without much forewarning.
Not saying Billy is over powered or anything even remotely like that. Just that going down because oh..no pallet or window..guess I'm getting insta downed isn't fun and diminishes the fun he does actually give at loops with curving.
Contrast this to say Oni who I do find much more fun as even in a dead zone there is out play potential from his wind up and hit box that gives more room to actually dodge it.
As far as playing as Billy, not my cup of tea. He's probably my least played killer out of the entire killer roster. Feels clunky to use with the chainsaw control. Same reason I'm not a fan of playing Oni.
I mean is Billy downing you in a deadzone really different from any other insta-down killer? I mean, they put you in an awful position or you put yourself in an awful position; either way the Billy is being rewarded for their actions and your mistake, just like any other game. If Im playing an FPS game and I get shot because Im in an open field, I wont get mad, because I put myself in that awful position, and the guy who killed me still had to put some level of skill into hitting me; I dont see it any different from Billy.