JacksonWise
JacksonWise
About
- Username
- JacksonWise
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Comments
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I wouldn't say they are his best add-ons, but I agree, it's a fun combo! Almost downed someone with them. Glad they have some usefulness.
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You just need to get some practice in! You'll need to press the power button once every 3 sweeps without add-ons. Not sure how the chilis affect it yet.
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Some people actually like the sets (I'm one of them). If you don't like them, just don't buy them. They are not only going to be releasing sets now so calm down.
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They're not going to make outfit sets the new norm. They'll be made more sporadically, but all characters are still gonna get plenty more mixable cosmetics. Plus, I'm sure Oni is gonna get a sick Hollowed Blight outfit.
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As always, people in this community tend to overreact with any new changes. However, I'm glad it was just an overreaction and Hillbilly will still be very viable.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1465080#Comment_1465080
Yeah it seems you were saying essentially what I was as well.
I'm not particularly fond of a portal solution though. It feels like a bandaid fix that's kind of out of place to me.
I'd personally add extra mandatory objectives that slow the game down without just adding more M1 holding to the gens. I also think the average map sizes need to be shrunk down. Many are still much too large.
I also prefer this solution because I'd rather not fall into the box of being forced to give every single killer a movement ability.
That's completely fair. I can see how it would be seen as just a band-aid fix, which many people don't like. I would be all for another mandatory objective as well; something small that just adds an extra layer of gameplay. I'm also hopeful the new start-game mechanic coming soon will make games more fair for everyone.
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@Todgeweiht said:
Then what would be half the point of playing demo then?
The portals would ideally only be in certain, fixed locations and could not be used all the time. Demo can place portals almost anywhere it wants and has a much shorter cooldown when using them. Plus, the undetectable and killer instinct effects from demo's portals which the proposed portals would not provide.
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@MadLordJack said:
Whilst increased mobility would be nice, you are ignoring the fact that you cannot account for "fun". People don't even seem to know what they want, every time I see the words "boring killer" thrown around, it tends to be more accurately replaced with the title "frustrating killer", because the only reason a killer becomes boring is because you are so frustrated you stop trying to escape them.
You can't fix that with a portal system. People would just find the next meta thing and abuse that as much as possible, leading to even more cries of "unfair" and the misleading "boring".
The point of the increased mobility is so the "fun" factor can be addressed more easily. With increased mobility, killers don't have to be oppressive in chase to make up for it and have a fair chance of winning. If killer powers are no longer oppressive, they become less frustrating because both players feel like they have an equal chance to outplay one another.
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@Johnny_XMan said:
I would rather them buff individual killers because for those killers who don’t need this system, you’re essentially gonna have to nerf them which means I am now forced to play with “portals” because my killer has too much mobility.
I also don’t think the issues that you present are that huge to warrant a full on universal system which honestly sounds weird to me and would make every killer feel bland and less unique.
My thought is it's more beneficial to have a solution that can tackle many problems at once instead of buffing and nerfing killers constanty, which is much more time-consuming. I agree the issues I am trying to address with these suggestions may not be great enough to warrant it. For example, although "gen-rush" absolutely still exists, it's nowhere near as prevalent as it used to be. The killers that I've seen people complain about being "boring" are mainly Freddy, Spirit, Deathslinger, and Pyramid Head, so maybe a change like this isn't necessary for just four problem killers. However, if their chase potential is nerfed because of them being too OP and unfun for survivors, then their viability goes way down (at least for the latter two, respectively) and we're back to square one. Not being strong in chase and/or no movement-based ability to apply pressure easier = bad killer.
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@FFirebrandd said:
For those of us who haven't played Doom Eternal's Battle Mode... how are you going to differentiate these from being a free variant of Demo's power that doesn't require set up and can't be removed by Survivors? Or a free variant of Freddie's Teleport?
That's a very fair point. I'm not claiming my suggestion is without its flaws. My initial response is that those killers with strong movement abilities wouldn't have access to the portals or would not be able to use them as often. However, I can understand that would be kind of discriminatory in a way that would leave a bad taste in players' mouths. I can see how it would make this suggestion appear to just be a band-aid fix, but I still believe there is potential for it to work. Without a simple solution that benefits everyone across the board, we're in for many more years of killer reworks to compensate for a game that is constantly changing. Perhaps the "start-game collapse" that has been talked about will be an effective solution that successfully addresses a lot of current issues.
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@mentalpopcorn said:
And suddenly demo is an utterly useless killer because of these ridiculously op suggestions. Hell, I'm a killer main and I find these to be ridiculously op. I wouldn't want something this op as a killer, it would take the fun out of the game.
You realize if there's a teleporting system it basically gives killers the biggest advantage right? It means by the time survivors only need 1 or 2 more gens, since you can teleport across the map it'd be easier to3 or 4 gen survivors into Oblivion. What this would also do is completely change the meta around for what gens to save for last. Instead of doing the middle gens to save outer gens for last, you'd have to do it in a way that leaves a gen on each end of the map and one in the middle. This would still be super unsafe for survivors. A teleporting system would make a survivors late game infinitely harder.
If you're getting genrushed it's because you don't have enough pressure on gens, or you're camping and tunneling too much. If a killer is "boring" for you, that's just your personal preference.
I agree, the meta on which gens survivors would need to complete to avoid a 3-gen would definitely change. I think an easy solution for that is for the portals to have a lengthy cooldown that increases for every generator that is complete. Less gens to protect means less of a need for the killer to teleport across the map. I don't think Demo would become useless, but players who use him could afford to put his portals in more interesting locations for surprise angles instead of just placing them at gens. Again, I know it sounds like an OP suggestion, but I believe there are ways to implement it that would make it balanced.
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@Blueberry said:
The "boring" killers refers to the killers that put survivors in a lose/lose scenario like Deathslinger, PH, Doc etc. They counter loops in a way that makes them "un fun", but those same killers also have zero map pressure, so although they win chases, they still lose the game and are generally not that strong against decent survivors.
This is where the balancing around 1v1 or 1v4 comes into play. If you balance around the 1v4, the game is more balanced but the chases aren't as fun because they end so quick. With how fast gens are, chases have to be extremely short. If you balance around the 1v1, you get more fun chases but the killers end up extremely weak because as said, he simply does not have the time for chases to last that long in a 1v4.
I think the key here is to make the chases longer and more fun, but for this to be viable, the game lengths need to be increased dramatically to give them time to have these "fun" chases and still have a chance of winning.
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Obviously we would need to go into specific tweaks on multiple of those killers to fix each of them around this design philosophy. The key problem is that these killers powers are way too punishing when used which is why they end up only being used at locked animations like at pallets when they can guarantee it.
I'll use PH as an example but the same philosophy will apply to the others.
Using PH's ranged attack is so punishing that it's almost never worth the risk to try and use when there's no line of sight and behind walls. We fix his issues by adding a recovery time when putting his weapon down, this is to add counterplay at the pallet/window itself and get rid of the lose/lose scenario. In exchange, we improve his "skillful" attacks behind walls and out of line of sight hits by making them less punishing and more rewarding. Make the ranged hit faster to reduce its dodgeability slightly, lower the recovery time after using the ranged attack and apply Torment on ranged attack hit. He is now incentivized to make skilled plays and is rewarded if he does them well.
Now the lose/lose scenario at pallets/windows is removed and his hits now will be skilled ones where you were actually outplayed and the killer predicted your movement. This is the same concept we would apply to the others.
Your thought process sounds similar to mine in a post I recently made. Mind checking it out and seeing what you think?
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@Flarefire_Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1464995#Comment_1464995
I think it would but Instead of a having a generic thing for every killer, make it so each killers has their own form of map pressure, like Traps, Rbts, Blinking, neeroom chainsaw. Only some of them need changes, I will agree that most killers have enough pressure. Minus Clown, Wraith(yellow windstorm), and a few others
I'm not against that at all. But the major issue I see with that is it would be more time-consuming for the developers to come up with a unique movement ability for every killer and implement them individually. A system that would work for every killer across the board would be much more efficient and simple.
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@TheMonadoBoi said:
This is a great idea, I've always thought mobility should be a given for all killers since being only 10 - 15% faster when you have to traverse an entire map constantly is incredibly unfair. It's one of the few things I thought F13 got right; granted maps were much larger there but it's a joke that people still say "just apply pressure" when sometimes going to a different gen takes more than 1/3 of it or more. On top of this killers have to look for survivors in the area, giving other survivors a chance to do theirs freely.
When people ask killers to just apply pressure they either ignore the fact that there can be MINIMUM 2 survivors on gens at ALL times or somehow this is balanced to them.
I'm not too familiar with F13: The Game, but I think it's similar to Last Year: The Nightmare, right? The killer can traverse the map freely, but can't interact with the survivors while doing so. That means the killer player doesn't have to worry about playing catch-up, but their 1v1 capability is more balanced.
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@Flarefire_Xx said:
Imo I just think every killer should have some pressure in and out of chase to remove the lessened viability feeling. Killers like Deathslinger though have no out of chase pressure to compensate for his massive in game pressure which is fine. Or vice versa but a killer that dosent do well in chases ain’t going very far.
I mean, that's kind of what I'm trying to address. An ability to traverse the map via a portal system gives killers pressure outside of chase. Then killer powers can be re-balanced so they aren't so oppressive in chase. Is there a reason you think this would not work? I'd love to hear different opinions or suggestions!
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@28_stabs said:
Gen rushing doesnt exist anymore, all nerfed. Only mories left.
The nerfs to toolboxes and such have made it less obnoxious, yes, but survivors can still get gens done very quickly. Killers like Clown will lose gens very fast even if they end their chases quickly, because they simply can't apply enough pressure to survivors to stop them.
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I should also mention, the portals don't have to work exactly like they do in Doom Eternal. Maybe the killer can't use them at the start, just like Freddy's cool-down on his teleport. Maybe there's a cool-down for how often the killer can use the portals. Maybe there's a global audio cue when the killer enters a portal. There are plenty or ways to balance it if it sounds too OP at first glance.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1444465#Comment_1444465
Or is this where they really wanted billy to be and released a purposely over nerfed version to make it look like they are listening and hopefully quell the rage.
other games do this all the time with in game loot shops and loot boxes. Release a skin way over priced and then "listen" to their community and list it at the actual price they wanted.
If that's what you want to believe, then sure. But you have no way of knowing that for sure and it's most likely just a conspiracy.
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@BigBrainMegMain said:
Yeah...
Thanks for something. But....they said they like how he's performing and then nerfing him.
I still don't understand. But...I'll still be sticking to Spirit when the patch hits if we don't get more tweaks.
He's a bit too complicated at the moment and his addons are WAY too complicated. It's so lackluster.
Hillbilly is one of the last (if not the last) killer(s) who has a very powerful ability with almost no punishment (only a small cooldown for missing or a stun if he bumps into something). I believe BHVR simply wants to bring him in line with Nurse where players will need to be smarter with the ability and use it more effectively. Good players won't be affected and will still be able to perform well, it just raises his skill floor a bit. Even after the nerf, good Nurse players are still killing 4 survivors at 5 gens easily and I believe the same will be true for Billy.
And I'm a killer main in case anyone thinks this is coming from "an entitled survivor main".
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The 4th anniversary event is over. We're still in the Chapter 16: Silent Hill DLC cycle. Once the mid-chapter rolls out, it will go back to normal lobby theme until the next major DLC release.
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Also, @IPlayOniWayTooMuch, isn't your suggestion Scott Jund's idea? He's proposed that idea several times in videos and on stream.
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@Peanits I think leaving the 60 second timer and just having the perk disable if a survivor unhooks or does a gen is simplest. I don't think anyone would disagree that if you choose to progress the game you're not being tunneled anymore and shouldn't have DS.
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They literally listened to feedback and are making changes to make the overheat less punishing. OP should probably find another game to play if he thinks these changes are unreasonable.
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Having events year-rounf just means that's what the normal game becomes and no one wants that. Events being limited are what make them exciting and fun.
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I'll sometimes get matched against a SWF where three or four different map offerings are used. It becomes a bit of a map roulette.
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Not to mention when you play with the crown it causes her hair to migrate into your camera's FOV when phasing.
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Same here. I've been ignoring survivors completely until I find the crown for myself. Then I just play casually until everyone escapes. There's no good reason killers have to be sweaty and toxic during this when the crowns are so easy for them to get. I'm sure I'll get camped and tunneled trying to get the crowns on my survivors, but at least I was one less toxic player for everyone else.
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OP's priorities are severely misguided if they would rather BM a survivor on a hook instead of no longer having to worry about auto-aim screwing you out of downing the unhooking survivor. This change helps killers massively. Be the better person and strive to be a better player instead of worrying about how you can BM the survivors back.
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@Orion This sounds a lot better than I initially thought. Thank you for clarifying!
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1379443#Comment_1379443
multiple can get the crown. once the pedastal is interacted with it respawns elsewhere.
also another thing to note for @Orion It seems that there is a 100% chance (outside of bugs) for one cake to spawn, with chances of more spawning being somewhat common. they also spawn in mystery boxes occasionally.
Ok, it sounded like once the crown respawns elsewhere, someone else could interact with the new one and steal the effect (kinda like capture the flag).
Does anyone know yet about how long the particle effect lasts before you have to get a new crown?
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I'm not sure I like the mechanic with the crowns. So only one survivor or just the killer can finish with a crown? That makes me think survivors will screw over their teammates not doing gens or going for hook saves. They'll just take the crown and hide. And as killer, I'll feel bad if I'm taking the only crown in the trial that can be earned.
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My educator guess is it works the same as the rift. If you unlock a cosmetic piece for a character you don't own, you are still credited with it, but don't have access to it. Whenever you buy the character, the cosmetic should automatically unlock for you.
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Don't get why people are so upset over a couple of cosmetic pieces. They're bragging rights for what exactly? You played the game during a specific few weeks? Congrats, I guess, but it's really not that special. Plus, they were still exclusive for several years. They're just giving new players who weren't around when the event happened a chance to appreciate some additional items. I'm glad they are doing that rather than keeping them exclusive and watching people get scammed for absurd amounts of money over them like with previous exclusives.
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@Nurgling7 said:
What if no gens turned yellow and the stealth perk let you play..... stealthy?
Seriously, it's only 16 seconds, has a cooldown, most killers already make noises outside of the Terror Radius, and the premise is already set by Dark Devotion.
I'm not disagreeing with that. I would prefer the perk not highlight a generator at all. But since the devs seem to really want to give the survivors a heads up I figured this was somewhat of a compromise.
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@MadArtillery said:
Would be a really strong time saver for survivors, especially on the harder survivor maps, can we just have a perk that doesn't help the survivors?
Fair point. I didn't consider it might help the survivors find generators easier, especially on indoor maps. Though, let's be honest, gens aren't hard too hard to find and I would say a good majority of survivors know where to look anyway. I think it's a decent trade if it makes the undetectable status more effective.
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They're mostly just so grindy and I really wish you could do more than one challenge at once.
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Killers are gonna start boycotting if those sound bugs don't get fixed soon. Hope they can get a hotfix rolling in the next week or so.
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These sound bugs cannot be tolerated any longer, BHVR. They need to be fixed ASAP.
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I think it's gonna take a few months to see where he really stands but I think he's fine the way he is right now. His cages help him save time and split pressure, but he has to invest time into making the trails, which survivors may or may not step in. His punishment of the damned attack helps him a lot in a chase, but it has a high skill cap and can be easy to dodge. He counters DS and BT, but also can't use PGTW or BBQ&C as effectively, so people playing him will need to be pretty consistent in chase to make up for it. Otherwise, gens will still just get done too fast.
TL;DR he has a roughly equal amount of strengths and weaknesses so I think he's pretty balanced at the moment.
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I think there is a strong possibility the perk becomes meta. A coordinated team where everyone has repressed alliance will leave a killer helpless against gens if they use it right.
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Agreed. The buff to it actually makes it pretty decent now. I've even found survivors hiding because of it (when I downed someone, they became broken letting me know they took a protection hit and someone else is hiding around a corner).
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Probably not a huge priority but I would love to see this added if they can find the time during a future update.
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If you are gifted blood points by the devs it disregards the blood point cap. That way you don't lose out just because you saved up.
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I concur. A 60 second cooldown is more than enough for 16 seconds of undetectable. It's not that game breaking. The nurse has an add-on that gives her 16 seconds of undetectable if she lands a blink attack, but her aura isn't revealed to survivors. Why? Because that would be stupid and completely defeat the point of the add-on. Not sure why the same logic was not applied to this perk.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1357579#Comment_1357579
Unfair. Nemesis has become a staple on many insta down killers, most notably Cannibal. Blood Echo is also seeing use on many killers. I haven’t played Deathslinger yet but I see streamers constantly testing out Retribution.
Dead Man's Switch is also pretty good with Nemesis and Thrilling Tremors.
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How much more clear do they need to make it? They stated it explicitly in the spotlight, the patch notes, and on the description of the outfits that they are set pieces that can't be mixed and matched. It's not the devs' fault you aren't paying attention and reading before you buy.
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I think Forced Penance and Deathbound will actually be pretty decent now with their buffs. Still wish Trail of Torment did not highlight the gen though. I feel like just the cooldown is enough. 16 seconds of undetectable isn't that strong of an effect to warrant the cooldown and the gen highlighting IMO.
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@Peanits said:
It is random. There's a few rules to it, but they're mostly to ensure a more even distribution. There's a list of rules for the shrine here: https://forum.deadbydaylight.com/en/kb/articles/163-the-shrine-of-secrets#which-perks-can-appear-in-the-shrine
The simple answer is because there's a lot of perks, and what you consider a good perk might be very selective.
IIRC, don't you all manipulate the shrine during the mid-chapter releases of new archives? That way players have a chance to get perks relevant to the tome challenges?
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Rank 1 console killer player here.
I can maintain my rank pretty consistently without tunneling or camping. I've even soft thrown games before by intentionally not going after the same survivor twice in a row even though it would be better for me too. I really don't like to tunnel or camp if I can help it.
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She doesn't need a rework, just an add-on pass. An idea a lot of people like to change Iri head is to only have it insta-down survivors from a certain distance away. I can definitely get behind that.