Avatar

Jdsgames

Jdsgames

About

Username
Jdsgames
Joined
Visits
607
Last Active

Comments

  • @Peanits said:

    Sounds neat. I would say that it absolutely must be based on your highest rank during that season, though, otherwise you would get people who would get to rank 1 and then stop playing just to play it safe.

    @Peanits I think if they did the aura trails like we had for carrying a lantern for the survivor side at least it would be neat. I personally am not always looking to be super stealth claudette similar to legacys that are bright and stand out. I do think it is better than what Charms sounded like during the live stream.

  • Do you almost consistently hitting greats when ruin is not applied but you struggle hitting greats when ruin is a thing?

    Mine is the opposite I hit greats more often with ruin XD. Idk the color difference must make my timing skills advance. If latency causes me to miss to many of ruin I just look for the totem.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/573660#Comment_573660

    Looking at the four killers you mentioned, one of those is actually in a good spot (Hag). The rest are terrible, including Ghostface. Freddy, while still on the PTB, is likely going to sit in mid tier, a tier, by the way, that is -not good enough- for high level play in Dead by Daylight as the maps currently stand.

    @BadMrFrosty from what I have seen I think all killers are gonna be mid-tier. I think the map re-balancing and loop cuts is gonna make even a mid tier killer be strong. Would I be right in my assumption @Peanits ?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/573790#Comment_573790

    It is definitely intentional, but it could also be a little lower without being completely unfair. I can't promise that it will be lower, though.

    I wouldn't understate the effectiveness of the teleport, personally. Being able to hook someone, spot an aura with BBQ and then teleport across the entire map and instantly start a chase is pretty huge. Even if you do have to catch up, you're saving all the time you would have spent running over and they could very well have started running then as well.

    @Peanits from what I have seen of his power I would honestly give it like two weeks before changes. PTB tbh has been mainly Head On exploit or survivors/killers not trying to get out. There is a lot of plays about Freddy yet to be discovered as I have seen some of them being used before.

  • @Shaped said:

    Sometimes you can't unhook said person because healing takes priority.

    Which is honestly amazing at times. People tend to try and stay under on the opposite side so you can't pick them up as I stated previously. However, their teammate cannot be saved then XD. Get double free hits.

  • If I am correct Infectious Fright makes them scream when they are in your terror radius. Monitor and Abuse I think only persists while the chase is active to make it larger. Smaller when it is not. So this would be your best combo. However, I am not sure how quick your terror radius goes back to normal with Monitor so it might have no effect. However, the point of furtive chase is to lose your radius. This shouldn't be paired with Infectious fright as you are less likely to have it proc.

  • @Kebek said:

    Lol let's give each character legacy each time something changes about them. Where is Legion, doctor, hag legacy since they all got quite big changes for their powers. Then we can also give legacy to pallets since they were adjusted and Badham deserves legacy too since it's beiing reworked.

    People just don't understand meaning of never coming back.

    Badham needs legacy it is one of the most balanced map designs I have seen XD.


  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/573653#Comment_573653

    There were things that were frustrating and annoying for players on both sides with old Freddy. While we dealt with that on the killer end, we also addressed the survivor side. We'd like to avoid bringing that back.

    On top of that, this would be incredibly confusing for new players (and even some old players). It's important to be able to recognize which killer you're playing against in order to be able to play around their powers. Allowing them to change their entire base kit would make it impossible to tell what you're going up against. (See: The Demoman from TF2, for example.)

    And beyond that, all of the other add-ons have changed, so they would not work with old Freddy.

    I see your point with the confusing part. @Peanits

    However, since the code is probably in some form of older build/patch. Freddy could double roster and it would simply be a learning curve to the killer. Almost like when a killer comes out everyone dies. It is expected you make stupid mistakes on both sides. However, double roster would almost require very little effort in terms of making Freddy 2 killers one having one power one having the other.

    Although, I can see the frustrations to both sides the old Freddy was both powerful with prolonged games or weak with quick ones. However, with that both sides in many cases were fine with playing the mechanics it was just rough cut.

    I personally prefer newer Freddy mainly because of the alarm clocks design and dream pallets. However, the 'new players' mentality I do disagree with. Almost any game you pick up to play has mechanics you are unfamiliar with. Learning you have two types of Freddy is not something hard to pickup as you have the survivor tips when facing a new killer.

    I also understand the Add-on issue, however, you could always double up so the double Freddy would have the same Add-ons just different functions.

    I do look at design in games as best of both worlds in many cases. So I will say I am biased towards the side requesting old Freddy to be playable.


    Similar to new players encountering a Legacy player due to rank reset. Personally, when I first picked up the game I decided to also get the Myers DLC... My first match as killer was a match against R1 players shortly after a rank reset. Which you wouldn't have thought the game would do that to begin with. Got totally destroyed. You learn and move on. It is similar to how some people say 'git gud' you learn to play the game not have it always bent over for free wins.

  • Good not sure myself it is intended it is cheeky though @Peanits.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/573598#Comment_573598

    You also get way more when you grind for all perks, so it's a bit silly to compare the two. The requirement for legacy was prestige 3, not all perks. But as far as that's concerned, bloodwebs used to be even larger and bloodpoints were much less plentiful. There were no +100% all bloodpoint category offerings, there was no BBQ, and there were far fewer scoring events in general.

    @Peanits couldn't this be resolved with changing a ######### brown addon to allow old freddy mechanics or double him up on the roster? I mean do you have to throw away all that work on old freddy entirely?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/573630#Comment_573630

    It is definitely intended. This way the killer gets some use out of their power even if the survivors are alert and efficient at revealing them. Adding a delay wouldn't really be an option since the amount of time taken to reveal the killer is very short, so they need to be able to react and hide as soon as possible.

    While we are on the subject of ghostface @Peanits did you get the clip I sent you about the issue with revealing. It was on discord since I don't want to share it.

  • 3 Letter Word: Key

    Killer already has to guard 2 doors and hatch. Pick one <3

  • Run Agitation and screw them up! Gets you downs almost all the time <3

    So what if the one gets off the shoulder if two are on the ground :)

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/572894#Comment_572894

    @Jdsgames You slug. They are not immune, they just should not be picked up for 60s.

    If they are both injured, you get to slug both of them. Unhooking in front of the Killer is always a bad play and puts Killers in an advantage, not the other way around. You lose the advantage by not countering their perks.

    This is exactly why I don't think DS needs to be nerfed.

    @Visionmaker if I wanted a slug fest I would play omega blink nurse.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/572883#Comment_572883

    Also MYC is a pretty good counter to DS too because it encourages you to go for the savior, and discourages the savior from healing the injured survivor.

    If you're good, you get a hook. If you're bad, you get an easy slug and then a hook after 60s.

    @Visionmaker my main altercations with it is the ds user making saves on another ds user. Both are in their immunity state. How is that fair play? Again as people suggested a hook after they have been unhooked should be the nullifier.

  • Yes, because unless bad RNG a killer guarding hatch and two doors is killer sided.

  • Any addons except blindness.

    My most faithful is one of the exhaustion + gloves. Faster reload and screw you and your exhaustion perks.

    Combos:

    Iridescent Head + Infantry Belt (Whatever people say it is balanced) - Learn to dodge hatchets and loop a huntress.

    Oak Haft + Babushka - Rapid Fire. (Most likely spelling error)

    Reload Quicker + Exhaustion.

    Mangled Heads + Belt

  • Point 3 is the only thing needed.

  • @Milo said:

    Adrenaline might become useless after that?

    Aftercare ... why resilence %? It wouldn't matter that much in the end -.-

    Alert is already a really strong perk and adding this would just mean we have another Knock Out counter.

    Autodidact go for it.

    BL (this is to reduce the infinite at the haddonfield house?)

    Boil Over - 2 meters .... Still too weak.

    Bond i don't feel like it needs a buff. Maybe the max metera could be 40 but i see it as a balanced perk.

    BT why do you think it needs a buff? And how would you buff it?

    Botany.. i would just buff it to 40% .

    Breakdown why does it give you exhaustion for 40 seconds?

    Buckle Up isn't balanced tho. It is super weak.

    Calm Spirit stilll weould be weak.

    DWM i really like the other side of the coin (3 seconds but 20 sec cd) because it would synergise with Windows of Opportunity

    Dark Sense go for it

    I think Dead Hard's Dash is already the range of the lunge? Maybe a little bit less

    I stil feel like DS is balanced. Maybe only reduce its stun to 4 seconds seeing as we lost Enduring but yeah.

    @Milo

    Adrenaline has simply too many good aspects to the perk.

    Aftercare buffed healing for healing someone. So if they are injured again you can use aftercare to see them and get rewarded with quicker healing. I also buffed the number of survivors it can apply to and to be max at all times.

    Alert I never see run yes it is a stronger aura perk but compared to other perks in the meta this is garbage and needs a buff. I am also looking to adjust all killer perks.

    BL - In certain maps there are areas even when exhausted balanced landing can make areas into almost infinites which is not a fair balance. I am hoping a slight reduction is all it would need.

    Boil Over I also buffed the effects by 25% and the distance which makes it overall better but not op.

    Bond: Again swf has map wide knowledge it is mainly a solo survivor perk and can be buffed maybe the range I chose is a bit too much.

    BT if the killer is close enough for it to proc they will 95% of the time down the unhooker. If the killer is camping similar concept. I would revert it to the old BT where it covered both survivors... However, it can only be used once per trial. If you can't get out with 4x BT then the killer made the right move.

    Botany I just don't want overkill healing ability.

    Breakdown it is an exhaustion perk because I gave it a sprint burst effect. This allows the unhooked to get away with some distance.

    Buckle Up as solo is a good perk. Again I am keeping in mind the power of SWF vs SOLO. These perks should be balanced at the solo level in a way SWF cannot abuse.

    Calm Spirit I am looking to boost some counter play to some of the perks that give away survivors locations. Again keeping in mind your calm spirit. It doesn't need op status just balance any buff would be nice maybe increase it to 12/16 meters.

    DWM - I don't think there are enough perks that let you hide/get away from a chase. I would prefer tactical play vs let's spin around in circles. Again either situation or how you stated would work. (Although, with more tactical play loops would need their nerfs) Which I think if survivors had more capability of disappearing from a chase it would be a balanced buff/nerf situation.

    Dark Sense - I agree :)

    Dead Hard rarely impacts me as even Wraith/Huntress so I don't find it near comparable to adrenaline or balanced landing as far as ability. Some swear by it but those people are the ones that complain "I HIT E I HIT E"

    DS I just have a hard time dealing with bad plays were both have DS. I wasn't tunneling but the 'anti-tunnel' perk gave immunity. Needs change to really distinguish killer being effective vs tunneling.

  • Guys you should check out some of these totems spawns on Badham Preschool they are amazing!

    @Peanits map team did a great job very nice design on badham varients. Totems were in some really great spots that you can easily peer in and hide.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/570169#Comment_570169

    BT encourages lazy thought out and unsafe unhooks. Thats the problem I have with it. There is little you can do about the perk's core problem, but at least they can revert the stupid decision of changing it into Deep Wounds, and leaving that status effect exclusive for Legion.

    For Dark Sense, you should have specified it. The current version doesnt specify the requirement either, even though its there.

    Have you never used Autodidact? The perk description literally states it doesnt work with medkits.

    Actually for Autodidact no I even read it and didn't think about it when doing them. Hmm. let me think about that. Maybe it would need more tokens but yeah more skill checks needed. Knowing RNG of skill checks I can see the issue. I generally take botany over autodidact lol.

  • @PigNRun said:

    BT doesnt need a buff. If anything, it needs a nerf, such as reverting it back to the Endurance status effect, before Deep Wounds.

    Dark Sense doesnt need to last longer. It needs to trigger like Poised does. It activates regardless of whether you are on the completed generator or not.

    Dead Hard is perfectly fine as it is.

    Autodidact should increase skillcheck chances.

    Decisive Strike... no.

    Other than those, I agree on these changes.

    BT prevents camping the hooked survivor and that is it and doesn't even do a good job at it.

    Dark Sense - I didn't specify in the new change you had to be on a generator. I simply said when one is completed.

    Dead Hard: Even at high rank this perk fails frequently. It my get you a bit of umph to a pallet but that is it. Almost not worthy of it being on exhaustion type level. (SB, Adrenaline etc)

    Autodidact: Use a medkit with healing addons that increase skillcheck chances. If you buff it swf will abuse.

    DS: I added two nullifiers to the perk. It prevents tunneling them to the ground it is a QOL change on both sides. Killers that are actively getting hooks and not tunneling will almost never be hit by it. That sitting on a gen after someone got hooked because your 60 seconds is still live is gone. It simply gives them the chance to get away. You can also choose to eat it like now at any time.

    The buffs to weaker perks are to mix up meta. Give more variety which at the same time lowers the functionality of the current meta. While giving buffs to other perks to make them viable but not god tier. With the balance inclusion of can swf really abuse this.

  • @MushyHead said:

    Alert is one of the stronger aura perks, leave it be

    Autodidact is straight garbage, it's initially a penalty to healing, which, IF you manage to get enough tokens, then relies on people not healing themselves and actually getting a skillcheck during that time, as well as having diminishing rewards after the first quarter of healing.

    Balanced definitely doesn't need a buff

    Boil over suggestion still has it in a trash position

    Bond being 64m seems excessive given how powerful auras are, perhaps to 48m on par with the key addon

    Botany is weak when considered in the scope of perks like We'll Make It, but is otherwise not a bad perk. Perhaps if it granted immunity to mangled on yourself and anyone you heal, it would become a more meta perk given sloppy butcher is in the meta.

    Breakdown suggestion seems decent, but it's still just a weaker sprint burst really that won't help during an initial chase

    Calm Spirit still trash

    DWM change seems like a get out of jail free card on a 20 second timer, because by the time the chase resumes (if it does) you will be able to use it again

    Dead Hard is a mini sprint burst on demand it doesn't need any kind of buff

    DS change is a straight buff which gives you effective godmode until someone else gets hooked, and by blocking the killer you can force them to down you.

    Alert is RARELY used in any of high rank games. I am simply trying to make more of the top tier perks slightly worse and increase variety. Because that is what the game needs.

    If you buff Autodidact swf will abuse it.

    Balanced I am trying to go for the reduction on the stun reduction. Although, maybe it would need a different change. Balanced on certain maps due to the reduction can create infinites all over haddonfield and some other maps.

    Boil Over: Buffed but shouldn't get a free getaway just for having the perk.

    Bond: You might be right, however, I kinda look at this with a swf has UNLIMITED range knowledge of where anyone is at. So solos having an extended range isn't that bad.

    Botany with a medkit is quite stong healing someone at any time. It's counterpart is simply for when you unhook you get a boost.

    Breakdown I want them to possible get away from the hook again going for the anti-tunnel idea.

    Calm Spirit: Not doing a full rework on the perk just a neat extra maybe extend the range a bit for the other survivors.

    Dance WIth Me: Looking to allow more stealth plays maybe increase the timer as you are right with the it is possibly too quick to come back.

    Dead Hard is a very time oriented perk. It really does not provide the same advantages as sprint burst or other exhaustion perks give. That dash is a straight line and you can be hit towards the end of it. This is due to it being shorter than the lunge of a killer.

    DS If you are truly an anti-tunnel killer this will not be an issue. You can ignore them and void their ds. Them healing voids ds. It simply makes it truly anti-tunnel. I can understand them trying to block you but it won't work out in their favor most of the time.

  • @OMagic_ManO said:

    Balanced Landing does not need a buff, if it gets 5 seconds, all perks end up getting 5 seconds.

    I changed it for a reduced balanced stun reduction when exhausted. This helps mitigate several loop areas that are nasty. Although, maybe 3 seconds is still alright.

  • No, I think there is beyond too many conflicting opinions.

    Nurse is balance / Nurse is op

    Gen times are fine / Survivors need second objective

    Adrenaline is balanced / Adrenaline needs a nerf

    NOED OP / Noed rewards survivor laziness.

  • @darktrix said:

    Again I keep saying in tunneling/camping situations it is common for one survivor to trade themselves to save someone on the hook. Then the killer just resumes chasing the unhooked with barely an interruption.

    If you keep insisting about hooks used to nullify DS, then use - if the survivor performs an unhook, they nullify their own DS in trade.

    Fair enough actually. Like I am all about it being anti-tunnel. Hell, I would even let them transfer their ds to the unhooked person. However, both of them being a free escape is not anti-tunnel. @darktrix

  • Dark Sense: Slightly weak needs a buff.

     Current:

    •  - Each time a generator is completed the killer's aura is revealed for 5 seconds.
    •  - Once the last generator is powered the killer's aura is revealed to you for 5/7/10 seconds.

     New: 

    •  - Each time a generator is completed the killer's aura is revealed for 5/6/7 seconds.
    •  - Once the last generator is powered the killer's aura is revealed to you for 7/10/15 seconds.
    • - Does not need to be on the generator when it is completed.

    Dead Hard: Balanced

    • - Only buff I would give it is that it lasts at least as long as the killer's lunge. (Even slightly longer)


    Decisive Strike: Needs Changes to make it better fit. (Nerfs and Buffs)

     Current:

    •  - After being unhooked it will be active for 40/50/60 seconds if picked up and you succeed a skill check get out of jail free and stun the killer for 5 seconds.

     New:

    •  - After you have been unhooked your timer of 40/50/60 seconds begins.
    •  - If you are slugged within this time frame your DS becomes active on next pickup.
    •  - Healing either from slugged or to full cancels ds.
    •  - Another survivor being hooked cancels your ds if you were not slugged.
    •  - If DS is active, you are picked up and you succeed a skill check get out of jail free and stun the killer for 5 seconds.
  • If there is a survivor near a hook and you are close enough to prevent them from freely unhooking. Why try and hit them? Let them waste their time as their teammate dies on hook. As soon as they go to make the rescue grab them or get your free hit that way.

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/565141#Comment_565141

    I wasn't talking about farming. Sometimes you'll do decently well during a match, but you fail to kill everyone. I think you should be rewarded for putting up a good show for the entity or whatever. Values can be adjusted so that you only need to get 3 kills worth of hooks to get the full amount. Just thinking it rewards a more natural sort of play style where you don't have to go out of your way to make sure you kill everyone.

    If we compare it to survivors, theirs is based off of luck. We could have luck influence what killers are able to get, even.

    I see what you are saying. I am just unsure if it would be almost easy op addon flooding. If the killer didn't have to kill to get higher rarity ones. @fluffymareep

  • @Elk said:

    Really? I have seen in special situations that the survivor has unbreakable to rescue the one on hook. It doesn't happen often though.

    As far as I am concerned. If a survivor is using a cheeky move to be unable to be picked up in order to do that. I find it close enough to be exploiting.

  • @Peanits can this be moved to the proper forum? Even some members agreed it shouldn't be in here content wise.

  • Generally speaking a killer to be viable needs to have a balance a strong suit and a weak suit. For example huntress can hit at range. However, she is slower, but, in a group she is lethal. However, a killer to be viable for me at least needs to be able to pace the game out and get kills as quickly as gens can pop. Ie Nurse/Billy. However, they cannot have too much pressure and does not have a weakness (Nurse) because that is not fair nor balanced either. (For those that say nurse takes skill. You are liars)

  • Exploit if they are on the left side in the back you can't pick them up from the right side of hook. By the time you get to the left they are on the right prevents pickup.

  • @Peanits said:

    We'll take a look and see if we can find anything. Are you noticing it on a specific killer, or is it on all of them?

    @Peanits I have noticed this specifically on wraith and other 'stealth' killers. It completely ruins them. Although, Huntress and other killers have it too. It seems to be more noticeable on tile-based tiles. Like lery's floor or a wooden tile. Although, all of the sounds are louder than need be for stepping. Including Survivors walking in some cases.

  • Hey, I have no problem pointing out dev mistakes. However, I can also point out totems have gotten tons better as far as concealment.

  • @se05239 said:

    I suggested in another Monstrous Shrine thread that I'd like it to be turned into a token based perk. You'd get one token per hook. For each token, the EGC timer would get reduced by 3/4/5 seconds. If you have 11 tokens (basically three hooked everyone except the final survivor who's currently searching for the hatch), then the timer would be reduced by 55 seconds at max.

    Survivors would simply just leave. @se05239 they have no problem complaining how they can only get 8k points in a 4 minute game.

  • On the premise the perk is interesting. In reality t's useless, the effect are too little and usable in the basement.

    @bendermac @Tsulan gave a good idea to my suggested mechanic.

    https://forum.deadbydaylight.com/en/discussion/73591/black-chest-alter-shrine-killer-addons#latest

    Essentially it keeps its hook abilities but will allow killers to gain addons when used. Similar to plunderer's.

  • @DaS_only said:

    Do you know in what hell wraith mains were living back then? I mean, it's still really hardcore to play wraith in red ranks. But least you can catch some people and pay back all the teabagging and BMing from 2016 and 2017 lol

    Mins the gen-rush issue that all killers face. Wraith is actually viable in many cases. Other than getting screwed over by Object of Obsession.

  • I generally force EGC on wraith just so I can ring the bell like time is up. Other than that I rarely find myself bming survivors. Since anything is bm anymore.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/568533#Comment_568533

    Yes, of course. What kind of question is that?

    Or are you suggesting that high TR killers should completely prevent healing just by standing near the center of certain maps?

    @Visionmaker I see you do not understand sarcasm. Do you even realize how slow that is?

    In all honesty at that point you should just not heal.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/568482#Comment_568482

    The reason why enduring was changed to work like this is because most people were confused by the way the stun time was calculated previously. 75% increased recovery speed is not the same as 75% reduced stun time. Many people would look at the old Enduring and assume the stuns were only 25% as long as they normally were, but that was not the case.

    The reason why there's multiple methods to calculate speeds in the game is pretty simple; when there's multiple things that can affect speed, it's possible to reach 100%.

    Let's take Coulrophobia and Self Care, for example. Each reduce the healing rate by 50%. If you had both effects active and it was just a flat healing speed decrease, you would be healing at 0% speed (making absolutely no progress).

    Or in a similar example, you could stack various healing perks (Botany Knowledge, Leader, medkits, etc.) and reach a 100% healing time reduction; essentially an instant heal. Even We'll Make It alone would give you an instant heal.

    Calculating it this way ensures that you never reach zero or infinite. As an added benefit, this also prevents things from stacking too far.

    With Enduring, it's safe to make it a flat stun reduction since it is the only thing that affects pallet stun times. There is nothing that can further reduce the stun to make it instant.

    I mean I can understand the instant-heal part. However, if you are self-caring under Coulrophobia do you really deserve to be able to heal? @Peanits

  • @Entità said:

    @Jdsgames Decisive Strike is a good reason not to tunnel. My question is: what's the link with my idea to make more viable the chest perks by giving each survivor a chest by default?

    @Entità eat it early. Don't let them have it for late game. Also it is not a "Anti-Tunneling" perk it is free minute immunity. I have already had people stay on gens forcing a gen-grab or jump in lockers. So they can use it.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/567762#Comment_567762

    @Elk well I think you are a bit disoriented when you teleport,not knowing exactly what place you will look at and it will help you in the daily ritual too.

    @Saitamfed you always face the direction of the survivor that triggered the trap.

  • @Tsulan said:

    This could be a rework for Monstrous Shrine.

    But this is in the wrong forum.

    @Peanits @MandyTalk could you move this to the correct forum, please?

    Your tags didn't work. Although, it was already moved to this thread from Wishlist. However, I didn't even think about Monstrous Shrine! @Tsulan

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/567384#Comment_567384

    If you lose your item to Franklin's, then either go back to where you lost it or don't stand at the exit teabagging.

    Just leave the match. The killer won't hit you and you'll keep your item.

    I'm not asking for chests. Since the killer already has to much stress. But there should be a way to let killers gain addons.

    Maybe a perk that gives killers the addon equivalent of what items survivors are carrying. They could add requirements to further reduce camping. So both sides would benefit.

    https://forum.deadbydaylight.com/en/discussion/73591/black-chest-or-black-alter-killer-addons#latest

    @Tsulan thoughts on this? My idea is that the opposite side of the basement where the survivor's chest didn't spawn this would spawn. This makes it so basement hooks have value. Not only this obtaining the addon/interaction with alter/chest would be quick. Could be similar to a gate channel as killer.

  • No latency works dual sided. There are times you go for a swing and then the survivor blinks 10 feet ahead of it. Although, in most cases this does favor the killer. How about times you are close enough to hit someone and it randomly misses. It is balanced since both sides have the same issues. However, I would say it is leaned in the killer side more.


    Edit: For example Huntress. Try aiming at something that is skipping pace. Sometimes it is in your favor other times it is not. This is why you might get the "That didn't even...." for hatchets. By the time your signal reached the killer you were already hit.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/567734#Comment_567734

    I timed as soon as any interaction on the bottom UI disappeared. This is when you will be locked into the stun. The end is when you have the ability to interact, so you will get UI elements. These are done at the frame they disappear/reappear, so at worst a margin of error of 1~2/60th of a second.

    @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/567734#Comment_567734

    He says he's going from the time the power UI disappears, wouldn't that be consistent with only recording the stun?

    Well you both have to see it as a process. Code can only execute a few statements at a time.

    UI Disappears -> You lose power to your character -> Stun Animation -> You regain power -> You see UI. You might be 'stunned' until the affect is given back but the actual stun that happens might be not what is referred to as the entire pallet stun.

  • The timing of the animation might be off. Since you don't know when the stun actually 'starts' You seemed to be counting from the time the survivor goes to grab the pallet down. Which may not be considered 'stun'

  • A Killer should be viable at base kit. Addons and perks should be slight benefits not major game changers. That is the true balance issue. A perk that one killer has can heavily make the top tier killers more viable. The base kit of each killer is simply the problem. Killers like wraith cannot compare to the lethal capability and pressure of a nurse both at base.

  • @brokedownpalace said:

    It's weird how even the devs themselves have noticed the difference in BP gain enough to put it in their dev update, but a few biased killer mains here chalk it up to delusion. If the devs are spending resources making adjustments then obviously they see it as an issue.

    Yes, however, if you are totally destroyed ofc you will not have max blood points. On an average game that I have the survivors have around 15-20k a piece. Although, with wraith recently I have been getting closer to the 30k mark you have to take into consideration of the grind between survivors and killers. Survivors keep their stuff upon exit addons are 'recharged' every trial. They have the ability to search chests with perks to get more and more of these (FOR FREE.) Killer you have to do bloodwebs over and over to restock addons. Killers either need to get more blood points than survivors or another mechanic similar to the survivors needs to be implemented. @brokedownpalace

    Mechanic like this: https://forum.deadbydaylight.com/en/discussion/73591/black-chest-or-black-alter-killer-addons#latest

1 … 10 11 12 13 14 … 19