JasonS
JasonS
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- JasonS
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Comments
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407926#Comment_1407926
To show how many killers have a cooldown or power meter. It's also interesting to take in the history of it and see some killers that were moved into the cooldown category.
I will repeat. There is no purpose to it other than to show how many do/don't have a cd. Anything you take away from it is entirely on you.
@JasonS Yes but you have agency entirely over it. There is no time you are not in direct control of how much traps/ammo you have. (I guess barring Trapper having to pick them up but I digress)
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407974#Comment_1407974
But you no longer have a choice when on CD. That's the biggest issue.
You can choose to use a CD power whenever you want but after that there is a set time where your choices disappear and you're an m1 killer.
In one post you claim there's no purpose and people should take away from it whatever they want and then you turn around 6 minutes later and claim there's an issue. Either state your opinion and argue it or don't.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407926#Comment_1407926
To show how many killers have a cooldown or power meter. It's also interesting to take in the history of it and see some killers that were moved into the cooldown category.
I will repeat. There is no purpose to it other than to show how many do/don't have a cd. Anything you take away from it is entirely on you.
@JasonS Yes but you have agency entirely over it. There is no time you are not in direct control of how much traps/ammo you have. (I guess barring Trapper having to pick them up but I digress)
Well you also have 'agency' about when you put your cooldown powers on cooldown.
The only one who really doesn't have much control is Myers because its based on how long the Survivors let you stare at them, or Oni where its based on how the survivors act while injured.
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Trapper Huntress Slinger and Clown all work off of an ammo system which is basically a cooldown.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407738#Comment_1407738
I will straight up abandon a chase if I'm within range (much larger now with the buff) to do something about it.
You have to think of it in the context of a killer with map travel. It's nigh useless on anyone else for that very reason.
You also don't want control over it. That would just make it Insidious but x100000000 better. The whole point is it tells you when a gen is close and gives you stealth to sneak up on people who are now invested in finishing a close gen.
I feel like you're trying to argue against a point I haven't tried to make.
Tinkerer is not controllable, Trial of Torment is. Tinkerer gives you information, Trial gives the survivors information. Trial has a cooldown, Tinkerer does not.
Both perks have advantages and disadvantages, I don't claim to know which one is better, I haven't really used either one of them very much. The OP asked if there's any reason to use Trail instead of Tinkerer and I mentioned one possible reason.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407738#Comment_1407738
I will straight up abandon a chase if I'm within range (much larger now with the buff) to do something about it.
You have to think of it in the context of a killer with map travel. It's nigh useless on anyone else for that very reason.
You also don't want control over it. That would just make it Insidious but x100000000 better. The whole point is it tells you when a gen is close and gives you stealth to sneak up on people who are now invested in finishing a close gen.
I am not saying Trial is better. Tinkerer gives you information, Trial gives the survivors information. Trial has a cooldown, tinkerer does not. Trial is controllable, Tinkerer is not.
I really haven't played enough with either perk to say which one is better, and I haven't claimed to know which one is better. Each one has its advantages and disadvantages when compared to the other.
I feel like you're trying to argue against a point I haven't tried to make.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1407713#Comment_1407713
It's not a drawback it's part of the synergy within itself. I regularly get gen grabs with it. Having it proc only on gens that are close to being done is a god send not a drawback.
That has nothing to do with if the perk is controllable or not.
It can go off at the perfect time and give you a gen grab or it can activate when you're in the middle of a chase on the other side of the map and do absolutely nothing. You have no control over it.
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Well the big difference is that PH gets to chose when he activates his perk while Tinkerer can go off any time without any control on your part.
That's not to say I think Trial of Torment should warn the survivors but the fact that you can't control when Tinkerer activates is a significant drawback.
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I don't know why I'd feel sad for the other team considering I am on a giant lose streak. Some games on killer I can barely scrape together 8K points.
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The slow would have to be very weak otherwise he'd basically become Freddy, in that case it honestly wouldn't be that satisfying to use.
I think he's in a fine spot right now.
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@Nos37 said:
A Killer complaining about the event being hard??
I just raged quit out of a match because I took a crown, stood still long enough to see the crown disappear from the pedestal, immediately got chased by the Killer, got downed, saw the pillar with the crown still there, realized that there's no aura on my character, and watched the Killer take the crown for themself.
The #########??
I honestly don't care if I get the crown or not, it looks like ######### anyway. The quality of the matches has just been awful.
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What's stopping a survivor from unhooking themselves immediately when you hook them every time? You can't walk 8 meters in the time it takes for someone to do one escape attempt.
I agree hook camping is a problem but this is not a good solution. Its too strong when it works and it doesn't even really fix the problem because a smart killer can just wait out the buff timer and then continue to tunnel you. In fact since you just unhooked yourself you're making it even easier for the killer to camp you since you just too 2 minutes off your hook timer.
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SWF groups are very strong, a skilled SWF playing optimally will win against any Killer.
On the other hand solo survivors are very weak. There's like a ~70% kill rate for Killers at the moment for a reason.
I think this is the core balance problem in the game right now. You can't buff killers to give them a chance against SWF groups because it would make the game impossible for solo survivor. You also can't buff survivors enough to give them a chance in solo queue because it would make SWF matches impossible.
The solution is to give Solo queue survivors more information. This makes solo survivors stronger without giving SWF groups anything they don't already have.
For example you could give survivors a 5th perk slot that you can only use for perks that give you info about your teammates, IE - Bond, Kindred, Better Together, Aftercare, etc. This really doesn't help SWF groups very much but it makes Solo easier. Or you could just give all survivors Kindred by default. Or you could add some kind of local voice-coms for Survivors where they can talk to nearby teammates.
Once you've closed the gap between SWF and Solo survivors a bit, it becomes easier to balance the game. Starting with nerfing DS, continuing to deal with some of the problematic map layouts that can make the killer's life miserable and reducing the number of dead-zones with generators in them.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1338466#Comment_1338466
Yeah, my boi Myers deserves to be considered top tier again. He should be an S tier killer, but he's not. The potential is there though. Hopefully the devs update him and make him viable. Infinite stalking is another option... But Judiths Tombstone or Tombstone Piece would be OP if you find a dumb survivor who feeds you EW3.
Ideally there should be no S-tier killers in the game because that implies they are OP and need to be nerfed.
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Making it easier to get out of Tier 1 would be my main objective with any Myers buff, but I'm not sure what would be the best way to do that.
And while we're at it, remove the movement speed penalty from Vanity Mirror. I like to mess around with semi-stealth T2 Myers every once in a while and the fact that Vanity Mirror is so incredibly bad pisses me off. Even scratched mirror is better.
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IMO Decisive Strike should deactivate if you touch a generator or a Hex totem, or if you get pulled from a locker. If they do that they can increase the timer for all I care. As long as the survivor can't do objectives while being immune to being hooked, it would be totally fine.
The other option is to make DS deactivate if another survivor is hooked while it is active. If a different survivor is hooked while your DS is turned on, obviously you aren't being tunneled so DS should not protect you.
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I don't want addons to be cheaper because nobody wants to go up against a fully kitted out Doctor or Huntress every game, or run into Ebony Mori's or Keys constantly. Hell I don't even want to go up against a Medkit with Gel dressings every game.
I think the best options is to just remove tiers of perks. Every perk is at Tier 3 when you find it. Not only will this reduce the frustration and grind in the blood web without making rare addons more common, it will make it easier for BVHR to design new perks and rebalance old perks since you don't have to make 3 versions of every perk in the game.
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The funny thing is that the yellow highlight would be amazing if Better Together was meta.
Now, already mediocre Better Together is useless
Trial is going to just be a gimmick. Not totally useless but a low-tier perk that Killers will bust out for fun every once in a while.