JackFrostMan
JackFrostMan
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- JackFrostMan
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Comments
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@Peanits said:
Some interesting stats on the subject (woo, stats) from before and after the ruin changes:
- The number of matches where all five generators are done decreased from 41% to 39%. The number of matches where only one or two generators were powered by the end of the match dropped by a similar amount, while the amount of matches where three or four generators finished increased by roughly the same amount.
- The average match length fell from 11:28 to 10:59.
- The percentage of matches where Ruin was cleansed (of the matches where Ruin was used) increased from 61.3% to 78%. The average time to cleanse also dropped.
(As always, please do not make blanket assumptions based on stats alone. We would love to share data more often, but if it gets out of hand again, we'll have to hold off.)
I would assume the third one would be because checking if New Ruin is a thing is way quicker than Old Ruin.
New Ruin: "let's tap the gen annnd it's regressing. We got ruin"
Old Ruin: "oh boy gen- WAIT WHY IS THE SKILL CHECK RED!"
Skill checks are variable in how often they appear so it's possible that they wouldn't notice until the gen is half done or something. So people would know way quicker that they have a hex, which makes them want to cleanse it.
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Honestly, I think they should focus on the general feedback of the playerbase instead of any one person or group of people, along with looking at internal stats to see where to fix things. One without the other would be kinda silly, like how if they just focused on statistics, they might ignore the fact that some people still don't find certain killers fun despite getting above average kills.
If they just focus on player feedback, we would probably have every killer nerfed and every survivor perk nerfed because people got pissy.
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The power seems kinda weird and I'm not sure if it's strong, weak, or balanced. I'll mostly just stick to the power of the perks
Hex: Change -
I mean, for a hex totem, it seems rather lackluster. Sure there's no risk of it being popped early until it gets used at least once but the effect itself seems kinda meme.
Divine Judgement -
Buddy, this would need a heavy cooldown or a way more stingy restriction to be fair. That would be hellish to go up against if any time you hit a survivor, all people were blocked for at minimum 10 seconds with way faster hook progress
Blood of the Fallen -
Kinda just seems like a weaker blend of Lightborn and Enduring combined, like how Fire Up is a weaker blend of Bamboozle and Brutal Strength. Not a fan.
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Despite the power being overwhelmingly annoying, the fact that it only has a vision messing power kinda makes the killer weak. Like maybe when fully blind it would be a decent power strength wise but it seems super unfun to deal with AND you require downing them TWICE to make it pop off.
Not really my cup of tea.
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@Naturally_Pink said:
https://forum.deadbydaylight.com/en/discussion/comment/1457826#Comment_1457826
I feel it has the same power as DS, since it's once per Trial.
It still seems a bit...excessive. DS is one use while you can just get multiple usages of other exhaustion perks because of this.
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1459197#Comment_1459197
*Laughs in Deathslinger level bottle sniping*
Fair. I won't deny it's a very strong addon but considering it requires a direct hit and you gotta be close, it's not like it makes you exposed if the gas simply touches you
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To be fair, you basically gotta be point blank at a survivor in order to make it work.
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@Faszparaszt said:
https://forum.deadbydaylight.com/en/discussion/comment/1458977#Comment_1458977
To be fair, he can be busted in chases which makes him annoying and boring to go against. His lack of other abilities makes him awful. But imagne him as Freddy with bottles.
I mean, snares are one thing but the fact Freddy can also teleport bumps him up to being a good killer. I still find it funny to be annoyed at a clown (though frankly people seem to hate every killer these days)
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1458977#Comment_1458977
I was dying at the fact they’re salty that I kept denying their SB by throwing bottles at them. Why WOULDN’T I do that? 😂🤦🏻♂️
Players in this game basically go "NOOOO WHY DON'T YOU LET ME WIN", survivor or killer, man
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Yeah, no. It punishes people who aren't in a SWF and even if you're going against a 4man, a 4man swf who is actually trying will still run you for your money even with less pallets.
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Imagine being angry at a clown, lol
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@Deadsea said:
Problem with that is that he's not a stealth killer. He, Trapper, and Wraith were original killers. They were made to show the different powers of killers. Trapper uses traps to catch survivors off guard, Billy uses full on assault to decimate survivors, Wraith was made as a stealth killers to sneak up on survivors. A Chainsaw is a very loud tool and Billy was made as a foot soldier to accommodate this. Removing the sound wouldn't make much sense.
I don't think he's talking about making it quieter for survivors, more like for him as a killer. So you would hear the same on the survivor end but it would be quieter on the killer side.
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@Pior_Morte said:
https://forum.deadbydaylight.com/en/discussion/comment/1458808#Comment_1458808
They frequently add new affects for only a single perk then add to others stuff (add-ons, powers) such as broken with No Mither, oblivious with Nemesis, exhaustion with Sprint Burst. I think its fine
No Mither didn't have Broken as a status effect up to patch 1.6.0.
Nemesis wasn't the first instance of Oblivious, it was introduced with Demogorgon.
I dunno, it just seems weird to have a specific status effect for "exhaustion but you can recover it while running"
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458850#Comment_1458850
Guaranteed downs are stronger than you think. Imagine saving your Cruel Limits tokens for a team’s strongest looper... it’ll be devastating.
I honestly think it's fine to push a strong perk here or there at times instead of having middling stuff like, say, Blood Echo. The perk itself is kinda limited that if you got into a chase with someone after you used it, you might not be able to use it because it would be on cooldown.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458838#Comment_1458838
Uncontrollable because it’s tied to the radius of a completed generator... I’m usually in chases so switching it to terror radius would make it instantly better for me. Imagine a Bill, Bubba, one-shot killers with your suggestion... zero counterplay. It would be total BS.
Again, this version requires a gen to pop before you can use it. At best, you get one down because of that before the effect wears off.
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@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458808#Comment_1458808
50% might be too much, but that should still be 12 seconds of time before they wiggle out (at least that's my intention, my number may be wrong here). Besides Iron Grasp exists as a helpful counter, and I will think of changes to that eventually too after I get through all the god awful perks.
Mindbreaker is meant to counter exhaustion effects, so I wanted my changes to actually counter them. The only thing I'm questioning for it is the addition of the Oblivious status effect which may be too much, but it's a woefully rare status effect.
Breakout is 20% and reduces the wiggling time from 16 seconds to 13.33 seconds. 2.7 seconds off. 50% would probably be closer to 10 seconds or less, which seems way too short.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458827#Comment_1458827
I just don’t think a killer should be able to block ALL vaults at their desired time/location. Take away the token/choice aspect and change it within 32m of the killer and it’s better.
It doesn't really seem that overpowered to me. Strong? Sure, I will admit that much, but the fact that it's so uncontrollable is the main issue behind it (that and it's low range).
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@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458808#Comment_1458808
50% might be too much, but that should still be 12 seconds of time before they wiggle out (at least that's my intention, my number may be wrong here). Besides Iron Grasp exists as a helpful counter, and I will think of changes to that eventually too after I get through all the god awful perks.
Mindbreaker is meant to counter exhaustion effects, so I wanted my changes to actually counter them. The only thing I'm questioning for it is the addition of the Oblivious status effect which may be too much, but it's a woefully rare status effect.
Breakout reduces it from 16 seconds to 13.3 seconds and Breakout is only a 20% increase of speed. 50% would make it FAR less than that, man.
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@Rey_512 said:
Choosing when and where to block windows is way too strong. Why would Bamboozle even exist?
You can only use this form of Cruel Limits five times a round at most when a gen is done and it has a cooldown. Bamboozle has unlimited usages, allows you to vault faster, and has no cooldown.
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Honestly, it would probably actually see some fringe usage if that was a thing. Imagine Bubba with this version of cruel limits, man
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50% is far too much for Slippery Meat, imo. Breakout is the only perk I can think of that speeds up wiggling speed at all and that's only 20% with a restriction (only applies to the person being carried not you, only by 20%). The fact it also has Flip Flop and it's old effect still on it seems a bit much.
Mindbreaker is alright. Probably wouldn't see too much use with that new buff (but a new status effect solely for that one perk seems weird imo)
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1458209#Comment_1458209
I’ve been running Detective’s Packed Lunch a lot recently and it’s honestly so good. You can quickly get rid of totems. I cleansed a Doctors Ruin and Devour within the first 2 mins of a match the other day. Poor dude.
Yeah! There are a ton of perks and items you could use to counter NOED or benefit from bone cleansing. (up and including the power No Mither :^)). Detective's Hunch, a map, Small Game, and Inner Strength come to mind.
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Look, I hate giving a non answer/get good thing, but literally just do bones. Is it kinda cheap? Sure. But it only activates at the end game and can be easily countered if survivors just do bones.
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Honestly, I think a lot of the time, it's usually the execution/technical side of it that people are truly worried about. It's a video game, do whatever, but it has to make sense on a practical level and actually be well executed.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458151#Comment_1458151
Hmm a killer without perks or addons and not doing any of those 3 can get a 4k. I've experienced it many times. Tactics sure, but not fair ones. Like I just said, people be getting 4k's without addons or perks without slugging etc. It's a tactic in Street Fighter to spam the same move, but nobody will like you and it's cheating. Same applies to DBD. If you gotta cheat, you make the game not fun for everyone.
A survivor team can win without any perks or items, what's your point? Any decent survivor team running perks and items against a killer with no perks and no camping/tunneling would probably crumple them unless the killer is super good.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458151#Comment_1458151
Hmm a killer without perks or addons and not doing any of those 3 can get a 4k. I've experienced it many times. Tactics sure, but not fair ones. Like I just said, people be getting 4k's without addons or perks without slugging etc. It's a tactic in Street Fighter to spam the same move, but nobody will like you and it's cheating. Same applies to DBD. If you gotta cheat, you make the game not fun for everyone.
And a survivor team can win without using any perks or items, what's your point? Just because it's possible doesn't you should ignore other possibilities
also how is it cheating. The only time I consider a person cheating is if they literally give themselves hacks to be able to insta down everyone on the map as killer, or as survivor, just insta heal when hit and have permanent sprint burst.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458114#Comment_1458114
I've played survivor games a lot. 7/10, killer kill everybody without all the bs toxic methods. There is no excuse for them. One is just a very bad killer too stubborn to get better. Such toxic methods deserve punishment. Whatever is causing one to do any of these is due to their own lack of skill. If someone wants to tunnel, slug, or camp because they are selfish due to entitlement, they deserve to be punished for it. Such methods ruin the fun and do not give survivors a chance at all. I've played killer and many times not killed anyone, but not once have I done this bs. Because I'm not selfish.
what the ######### are you going on about. Bud, the point of the killer is to kill survivors. The point of the survivor is to survive. The killer does whatever they need to do to kill and the survivor does whatever they need to do to survive, right?
Camping and tunneling and slugging are all allowed in the game's rules and can be valid strategies. For camping? If people are clustering near you or it's end game, it helps secure a kill or waste people's team. Tunneling? That applies a lot of pressure to the game and at higher ranks, you can't hope to always go for 12 hooks every single match. Sometimes you just need to get someone out of the game. For slugging? It's a way to generate pressure and slow down the game. If three people on one the ground slugged, isn't that just a sign that you guys are bad since you couldn't avoid getting downed?
Is chasing after someone the whole game to the express point of not chasing after anyone else toxic? Sure. Is face camping at bubba and staring at them toxic? Sure. Is slugging everyone and forcing all of them to bleed out toxic? Sure.
But the tactics by themselves are not toxic. Honestly, you're entitled for expressing wanting the killer to ignore certain tactics because you find it boring or annoying.
You gotta realize, there are four of you in the game. There is only one killer. Survivors can make a bunch of mistakes since they have three other people to back them up. A killer only has himself to keep control of stuff. Imagine four survivors all running your buffed DS and your four hooks sprint burst insta heal perk. Last Chance is ironically situational (it does nothing if the killer leaves you) and way too overpowered. Like at end game where the gates are 99'd and the killer has literally no reason to leave you, that literally gives you a free win for the sake of it. Your buffed DS? Killers would feel obligated to just slug you and let you bleed out if they suspect you have it OR they have to let you ######### off for 60 seconds since you are literally invincible.
If you want to force a DS, use a locker. Don't make it a 10 second stun and blind. If you don't want a bunch of slugs, just use unbreakable or soul guard.
For the sake of argument, rate these perks:
Entity's Wraith
Your blood rushes when overconfident prey mock and harass you as if they were the predator.
Any survivor who flashlight clicks, tbags, and points at you gets injured and put into deep wounds with a 5 second timer, and can not mend. They can not use their item, crouch, or emote at you for 30/60/120 seconds.
Pressure Gens, Dude:
You hate it when survivors do generators. That's like...their one job. And you hate it!
Whenever two generators are completed within 15/30/45 seconds of each other, all survivors get injured and have their repair speed reduced by 80% for the next 60 seconds.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458083#Comment_1458083
Do you camp or condone camping?
Buddy. Camping is #########, I will admit that, but sometimes it is necessary. End game, an idiot is looping around the hooked survivor so you kinda have to be near them, etc. And sure, being face camped for the whole time is #########, but people can just do gens and get outta there since the killer is doing NOTHING but looking at you.
Let's go through a scenario like this. There's a healthy survivor going for the save and the killer is camping. The killer hits him, he gets injured, and still unhooks you. Let's say your build is DS + Dead Hard + Unbreakable for this example and the unhooke is running Borrowed Time. For fifteen seconds, if the killer hits you, you don't go down and you can run off. They still chase after you? You can loop them and use dead hard, probably wasting a lot more of their team than if they just went to grab the unhooker. And you might even still have DS so they get hit with a FIVE second stun since DS was buffed to 5 seconds ages ago.
If they slug you to burn out DS? You can get up with Unbreakable and get away.
In that time, the rest of your team could be smashing gens or breaking the killer's hex totems or whatever.
If your 10 second DS got added to the game that doesn't go down if downed or being chased, no one would even want to play killer, since no one wants to deal with a 10 second ######### stun.
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I don't see how you think "oh yeah four hooks, a full heal, AND a sprint burst!" is a fair perk to go against. Hell, I would take old MoM over that perk any day of the week.
And as for the second one, it's as if three survivors all ran Unbreakable but better without even needing to use unbreakable!
If a killer suggested a perk that would be something like "Oh any stunning perk doesn't work on me and injures the person who tries the stun because Head On and DS is annoying", you would laugh that out of the room, wouldn't you? That's kinda what your perks look like to me.
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I would love bots, just so matches don't get ruined because someone got mad and left. Hell, it would be amazing if they were allowed in KYF so you could test out killers on bots instead of getting torn to shreds in a match just because you want to play a different killer
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Honestly, I'm just glad I will be able to play with my friend now since he's mostly a PS4 player.
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Honestly? I hope it isn't a power rework (what would you even rework it into? It's a pretty alright power all things considered aside from the funky detection nonsense) but I would assume there would be a brand new map and some new skins. Maybe even a new survivor! That's probably the most I would expect out of this.
I would like it if he didn't need Chewed Pencap or whatever the green recovery addon is called but beyond that, eh.
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It's a pretty decent perk on certain killers (I like using it on Deathslinger) but I wouldn't call it the best perk ever. Still, it's better than a lot of other killer perks.
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Okay, there are some major problems with this imo.
Let's just skip the mess that is the power for now and go to the perks
King of the Hooks: Two minutes of broken AND 45 seconds of hindered seems like a lot. Especially for something with no cooldown. Like, I'm not against having strong killer perks, but that seems a bit much.
Buried Rage: This seems like the least troublesome perk but it's still kinda badly balanced. Seems like a power creep of Deathbound and maybe even Nurse's Calling.
Rip and Tear: Oh ######### no. This is literally Pop + Infectious + Overcharge combined into one WITH NO PREREQUISITES OR COOLDOWN. You just slap on this perk and just have Pop + Overcharge on every single kick.
Now for the power?
The first one is alright, I guess. It's just kinda a mix of Legion's power and Bubba's power (since I assume it's supposed to be deep wounds that it afflicts?).
The "make people sabotage their teammates" thing would be the most unfun thing in the world. I know that using "fun" and "boring" to discuss balance is kinda not the best thing but that is literally just a killer power to make survivors sandbag their teammates. And maybe it's just your poor wording but my first jump to "staying loyal to their friends, for which the price is death, but more BP in the altruism category/ a normal game" makes me think you mori them. Maybe clear up that wording because a built in instant down + mori is horrible. If I'm wrong in that, correct me, but "oh hey sandbag your teammates" in a power is not something that can work.
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Now you see me just seems like Quick and Quiet with a delay. I mean, quick and quiet isn't a bad perk, but it already exists. Could lead to some neat confusion in a chase, though.
And Now You Don't can be alright. I mean, depends on how long the blood disappears for, buuut the only time you would be dropping blood is if you're injured. I mean, with iron will, it could work well but by itself it seems lackluster.
Abracadabra sounds fun as [BAD WORD] but I'm not sure if it would make sense for a survivor to be able to do that. Ignoring lore stuff, it seems kinda situational and would probably be hard to balance.
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Yeaaah, man, I don't think so. Allowing more than one usage of a exhaustion perk to be usable, without cooldowns even, can lead to some busted stuff. The five seconds of mending reduction don't even matter since what can the killer do against four dead hards in a row?
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@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/932889#Comment_932889
It's not even really an event though. It's just a lobby background with music and lights on lockers, hooks and barrels on the maps. How could they break something by adding a few simple things that dont interfere with gameplay. Game wasnt really bugged last year and the year before that when they added it
Eh, you're kinda right, but I don't really trust their spaghetti code that much. I'm not super upset by it not being around but I do kinda agree that it sucks. At the very least they could've enabled special holiday items to spawn in the bloodweb
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@kate_main said:
https://forum.deadbydaylight.com/en/discussion/comment/932871#Comment_932871
No offense,but they are still breaking things like sound,matchmaking and a lot of bugs....
Correct but working on an event won't help that. It might even make it worse.
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Legion really isn't the best but he is certainly a fun killer for me to play. Ignoring the games where I get bombed by a toxic SWF (very rare but still), his gameplay style is just really fun to me.
I just wish he had a power that did more than "go fast".
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It's better that they work on the actual game and the shambling mess it can be than make an event that'll break the game again.
A healthier game is better than more content.