Jdsgames
Jdsgames
About
- Username
- Jdsgames
- Joined
- Visits
- 607
- Last Active
Comments
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/628098#Comment_628098
No! Leave my David King and Jake Park alone! D:
Dora King and Johanna Park oof too late.
-
No we need to J.K. Rowling this situation and completely swap genders, names, and then say it was always planned lore wise. To get more popularity before the next chapter release!
-
Here is a better change:
If you are downed within the minute timer you will gain the ability to use DS upon your next pickup.
However, if someone else is hooked prior to you being put into the dying state your ability to gain DS is nullified. Your DS is also nullified upon a successful heal state. (Dying -> Injured or Injured -> Healthy)
-
@SlothGirly said:
I say they keep going, up until a shirtless Piggy ;)
Does she keep the mask then?
-
@tavdogg11 said:
https://forum.deadbydaylight.com/en/discussion/comment/625282#Comment_625282
Alright thank you.
Glad you checked out the thread above. Hopefully some more attention will be drawn to it.
-
@Rokku_Rorru said:
I really love OP's suggestion, it makes it more engaging and could reward points for being on the hook... also makes so many perks more useful in this sort of situation.
Any suggestions you have to add to this thread?
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/625285#Comment_625285
I also main Claudette though. :P
So, invisdette, camouflage, chameleon You can't even see them how do you possibly even count them?
-
@GrootDude said:
Why only #### half of us? ;)
Do you see what you look like? That leathery stitched together face. Yes, half some of you guys are ugly asses. #NobodySleepsWithBubba's
-
https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped#latest
@tavdogg11 check that thread out and post your thoughts on the thread. My solution makes it unique and more action esk. More appealing to all while giving a twist and making struggle an actual struggle mechanic not a base tap simulator.
-
You have to feel bad for Mathieu he is probably one of the most optimistic people on the team. Yet, people like to see him suffer.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/624073#Comment_624073
That’s a weird way to spell Frank.
Well, this thread and topic seems quite lovely.
-
I mean depending on how the in-game friends list is gonna work. I can only imagine Steam Private Profiles x 1000% It is gonna give them easier access to the game and remain hidden.
-
@Peanits is there anyway you can confirm internally that the lunges are the same? I feel it is the size and small weapon comparison myself. However, not sure if things changed from Old -> New Freddy. I know you guys can see hit boxes and things when testing and can check numbers directly.
-
Generally, I find this too Although, I am a R1 killer. The survivors I face hit the gens hard and get out screw others. I play survivor and I might as well brought my own home grown potatoes to the game.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/621500#Comment_621500
In theory, yes. They are tracked, but it's a little more complicated to get than a simple kill rate or escape rate, so unfortunately I don't have that handy. I would need to pester the data team for that, and they're pretty busy as is.
Oh I wasn't speaking of a kill rate. Simply just all the hook states of the matches looked at and take the average. Although, you are right they are probably busy with the Vanilla experiments and other internal testing. Best not to pester them.
-
@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/621604#Comment_621604
The number is sitting right on the graph... that's the number I'm talking about.... the players who maintained rank 1 when bhvr "calculated the stats wrong" survived 81% of the time roughly..... like that stat still exists bhvr didn't just say "oh rank 1 has this percentage" .... like that 81% is the best players
No, the losses are calculated for R2. Which brings R1 stats down. That means you are only getting the majority of Survivals from R1 or deaths that resulted in a saftey pip. Any form of depips/disconnects counted against R2. Which skews towards a higher escape rate.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621597#Comment_621597
The Doctor pictures stats are from before EGC but during MoM.
The 43% stat is also from that time.
The state peanits just gave you was from last week.
I still don't see where 43% keeps coming up because the graph clearly shows like 60% for PC unless you are talking about average between console and PC.
-
@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/621544#Comment_621544
Your post proves my point though? I am not arguing whether EGC is balanced or not, I never was and that’s where you seem to be focusing. All I am saying is point blank that killer is getting significantly more kills now with the existence of EGC than they were before. You just said it yourself that killer practically lost no matter what if they didn’t slug. So even if you call EGC balanced, 1v1 going from unbalanced to balanced = a lot more kills. And a lot more kills= a significant decrease in the escape rates. So if you felt survivors were escaping at 60-65% clip before EGC, which featured an unbalanced end game, there’s no doubt that number would be much lower today with EGC. That’s my entire point as most people don’t even acknowledge these stats were before EGC and included MoM.
Again, I’m not arguing about EGC being killer sided, it is but I really don’t even care. This is entirely about the impact EGC has had on escapes WHEN COMPARED to non EGC games.
Actually I thought the stats were more recent than Pre-EGC. Considering stats are frequently given during dev streams.
-
@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/621116#Comment_621116
As Peanits said though, excluding all DCs also skews the data ...as now you are likely favoring games where the survivors did well. You would be throwing out all games every time someone rage quits on death hook..which is extremely common. That would definitely mess the numbers up. In a perfect world, only games that had a DC VERY early on would be thrown out, as you definitely can’t just exclude all DCs.
Even if you think EGC is somewhat balanced, that doesn’t change the fact that killer is getting far more 4K games now than prior to EGC. There is absolutely no doubt that LESS survivors make it out through hatch now in a 1v1 than before. I don’t really see how that can be disputed at all. Remember all the killers complaining about hatch and how they felt helpless with survivor sided it was? Well now it’s the other way around with survivors complaining. How is killer not getting a lot more kills now in 1v1? It’s impossible for it not to be the case. If the killer couldn’t find the survivor first, all they could do was force a standoff. Now they kicking it shut and winning most of those games.
Yes, but these 4ks are considering the fact hatch stand off no longer exists. Where as a killer you lost practically no matter what and resorted to slugging. The fact that a mechanic is broken doesn't make this one not balanced. The fact is hatch is now a race. Not only do you fail all gens, you fail hatch, if you fail both doors (Other than on the same wall) that is a you problem. The 4k rate has increased due to survivors not being able to force hatch. Excluding Dc's count matches that played out to the extent of what the game sets up to be a match a 4v1 not a 3v1 and a dc or a mid game stop screw yous all I am out. I certainly believe that the escape rate is not >80% however, it seems lower than what I experience as a survivor. My matches are generally 3+ out if you exclude nurse and spirit games for me.
I generally go by the Trend of the Graph. I excluded the offset as Peanits suggested because R1's depip to R2 and that is where the stats are counted. (We should really bring back those 3 safety R1 pips.) However, if you continue the trend line it certainly seems higher than 54% even considering a marginal gap.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/621510#Comment_621510
Peanits makes a good argument that people only DC when games aren't going their way, so you'd mostly be left with only the trials where survivors were stomping. Furthermore, given the seemingly high percentage of trials where one or more players disconnect, you'd be left with a statistically insignificant sample.
I generally see dc's at early match when I play survivor/killer or dc for hatch which I guess you are right with it. It is more of the minor change that seems deceiving. Although, you do see high tier nurse/spirit/billy etc at high tier play so it is possible that is what brings it down. I am also curious about how many average hook actions happened as I mentioned earlier slugging vs 9 hooks is a vastly different game. Gives more reliability in judging where most games are situated.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621484#Comment_621484
Because you keep perpetuating that
"The cream of the crop survives over 60% of the time and no more than 80% of the time."
despite being told that
"the weakest killer on the worst map at rank 1 is only 54.90% (45.1% escape rate). That kill rate only goes up from there for stronger killers and more killer favored maps"
because you keep using the excuse that
"The devs explicitly made it easier for survivors to pip and flooded the high ranks with worse survivors, which artificially brought down the survival rate"
It's almost like anything they give us you'll some how find a way to skew results, like how you keep saying that 80% number despite being told multiple times it's nowhere near that high.
If you passed me a jar of beads and asked me how many beads I thought were in that jar and I said to you that I think there is 80 beads in a jar, and you kept telling me that there is "nowhere near 80 beads in that jar", I wouldn't continue to say there are 80 beads in a jar.
Honestly, he is right with the inflated R1's that are so garbage with like 200 hours it isn't even funny. Plus I don't see how removing all the games with Disconnects would only leave marginal changes.
@Peanits what is the timespan that you guys do these stats. Last month, Last week, Last Year? Like how long of a span of games do you include? Not sure if you seen my post above can we get average hooks for these games as well. Slugging for 4k vs getting 9+ hooks are vastly different games.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/621337#Comment_621337
They're still below 50% even if you exclude DCs, for what it's worth. The average kill rate for- according to kill rates- the weakest killer on the worst map at rank 1 is only 54.90% (45.1% escape rate). That kill rate only goes up from there for stronger killers and more killer favored maps.
We typically include DCs because people typically disconnect when they're losing. If you exclude DCs, you're excluding the matches where someone is doing so poorly that they rage quit. Removing any data at all will always skew things.
Still, these numbers are not worth making assumptions on. They are vague and may not show the full picture (e.g. when keys are used, when moris are used, when ultra rare add-ons or instaheals are used).
Would you guys be able to get the average hook count from these matches? Not sure if that is tracked by the game or not.
-
@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/621073#Comment_621073
Would an early killer DC also count as 4 escapes?
Just for arguments sake though, if we were to use these numbers, what effect would you say EGC has had? I have to think the large amount of previous 3K/hatch escape games now having become 4K cause of hatch closing has to seriously add up. That’s got to take at least 10% off I would guess, could even be more.
I would say possibly? However, a disconnect means the match is not a proper 4v1 not dependent on who screwed it up. I want stats based on real games that were played out by both teams. However, the skew here would be suicides and farms which you can't really weed out of the stats but it would be a hell of a lot more accurate than disconnects counting. A disconnect can screw over a 4k for a killer or cause an entire 4-man plow. Both not equally as weighted. 1 loss of a kill vs 3 extra kills. Again really skews data here saying survivors die more.
Removing these as stated several times keeps the games to being at least proper 4 man games. More accurate considering this is what matches are suppose to be. We shouldn't balance around disconnects. We should be balancing around real matches.
As far as EGC goes I would really need to play 100 games of both that made it to the end and record data to give you a justified opinion that is based on fact. However, as the EGC currently stands.
No Hatch Grab - I miss these it was neat mechanic RIP
The gates situation:
- Too Far Away - Survivor Sided
- Decent 90 degree corner door setup - 50/50 however, you do have the 30% gate strat which is kinda survivor biased. However, this is also dependent on map layout RNG.
- Same wall - Killer Sided
Keys seem to be more common from chests I find I lose randomly to hatches with no keys brought in more often. Even when nobody is running plunder's. However, RNG is RNG.
EGC Mori - I generally allow this to happen as survivor just to see the mori. Otherwise it simply doesn't occur most games it is a forced situation where you could have already hooked them anyway.
So my general thoughts is the EGC is somewhat balanced a few issues obviously:
99% gates, Distance of Gates problem on both sides, No Hatch Grabs :( I miss those. Having pressure during EGC actually hurts you as killer since time slows to a crawl. Door opening as killer has 0 worth-while pressure.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/621106#Comment_621106
considering how much killers say survivor DC, can you imagine how screwed statistics would be if a large portion of the data was just removed to appease killers.
OMEGALUL
If you remove all games that count Disconnects you have 'proper' 4 man games.
Although, understanding we have then 4man farm games and suicides they kinda balance out. However, I play both sides fairly equally and will tell you I have seen more survivor disconnects in the last month at high red ranks than I have seen killer disconnects at high ranks in the last year.
-
@altruistic said:
https://forum.deadbydaylight.com/en/discussion/comment/621052#Comment_621052
You are correct. Here is that portion of the post :
https://us.v-cdn.net/6030815/uploads/119/02QZKP2XKNNY.jpeg
Survival Rate by Rank
This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank afterthe match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.
This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.
@Jdsgames said:
Again these stats have to be taken with a grain of salt since they count DC's as kills in their stats.
My previous post still applies. I would generally say the real stats if they counted only matches that were 'proper matches' Ie: 4man completed matches. Although, this would include farming games which with full matches are less often. It would be a more accurate representation. Then we can just assume real matches are slightly lower. I would generally say the survival rate is ~60-65% Another statistic that would be useful is average number of hooks in these games.
Consider the two matches:
I 4k with 4 hooks because I slug vs I 4k with 12 hooks hooking everyone 3 times. These are 2 vastly different games which the stats are not accounting how the kills are being achieved. If the survival rate is 50% with an average of 5/6 hooks we can see there is a problem that most of these games are slug related or had some form of suicide on hook in them.
-
Again these stats have to be taken with a grain of salt since they count DC's as kills in their stats.
-
@blue4zion said:
It's been confirmed multiple times by the devs that he has a normal lunge, its due to his weapon and size that it looks like he's reaching farther than it is. You should really start watching those dev streams, that's where you can get clarification for these types of misconceptions.
Not everyone has time to circle jerk for the hour and religiously keep up with the dev streams. Their point is valid when animation to being hit doesn't line up or the killer is half a mile away from you and you get clipped it doesn't look/feel reasonable. It is extremely hard to visualize the range of these killers due to their size and small weapons.
-
It isn't his lunge that is bigger. His body model is smaller. So essentially there is a gap in-front of Freddy before his lunge. So he always appears to be lunging shorter than he really is.
-
@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/577133#Comment_577133
I assume you mean powers tweaked on killers like Hag and Spirit?
I don't mind Huntress having a 115% MS cap but Spirit and Hag can become even more powerful (Spirit especially) to the point of it just being unfair.
Nurse wouldn't need a MS buff anyway, we all know that 😂
I follow the tool tips all killers are similar at base. Having different speeds is differences in base. We shouldn't balance around multiple speeds. Nurse and Myers are the only two I don't think can be tweaked to compensate currently. As in slightly slow the charge speed on hatchets to compensate for them to be able to catch up like a 115% killer. Slight Buff/Nerf which is a QOL change to the 115% movement speed.
-
#66247 Section B paragraph A subsection D Survivors pocketbook.
-
I think we should must have AI as the killer. Since it is obvious damned if you do damned if you don't here. You depip either way might as well DESTROY them all. The salt you feel towards these killers is blatantly misdirected. I promise you they did not unplug the Ethernet cable in the back of their machine or press 'Leave Match' for them.
-
@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/620253#Comment_620253
Sooo... Bring back hatch standoffs?
Can't do hatch grabs anymore the entity decided she no longer likes those.
-
@Aenom said:
Do people actually get salty over teabagging and clicking a flashlight?
Teabagging I normally laugh at. Clicking the flashlight I tunnel out. It just works: You can't click it dead with less than 3k points.
-
@Mister_xD said:
survivors complain about camping
--> devs add perks that encourage the killer to leave the hook
--> survivor complain about those perks
--> survivors encourage camping
see where this is going?
also, BBQ has a LOT of counterplay. learn to use it.
I think your comment lacks depth of the matter let me elaborate:
Survivors Complain About Camping:
- A perk is introduced to encourage leaving the hook
- Survivor's complain that the perk is too op
- A perk call Distortion was implemented as well as lockers hiding auras.
- Killers are returning to camping and tunneling due to the perk being useless and instant saves becoming more prevalent.
- Survivor's still complain that the perk is too strong.
- Survivor's complain camping and tunneling have become more prevalent.
- Waiting for the perk that counters Distortion......
-
@Fieryaura said:
https://forum.deadbydaylight.com/en/discussion/comment/608948#Comment_608948
Killer doesn't suffer of "Tunnel + Ebony mori" :^) (not all killer do this BTW but this is not fun to depip against a ebony tunneler)
It isn't fun to go against a com'd toolbox swf. I mean I can think of things that are severely not fun in the game. The killer is suppose to be the power role. Generally speaking mori's depip the killer no matter how they play as emblems are severely punished by not hooking and getting enough chases/hits. I generally strive to make balanced ideas. However, considering the offering costs 7k bloodpoints and you might make double that using it. I find it fair. Similar to iridescent head infantry belt huntress. That is 13k bloodpoints for 2 offerings instantly used up. Survivors can get items and offerings naturally from chests in the game killer's have no alternative means. So until this balance is fixed where the grind for items/offerings as killer is not as grindy. I have no problem facing these in game or using them to my delight.
I suggested this as a fix to the killer issue of being more grindy with no passive way to gain addons.
@Jdsgames said:
Hey, I wanted to suggest something that allows killers to not really keep their addons but earn more while in the game. Similar to searching a chest and leaving with the item. The black chest or alter... This chest or alter would work similar to a survivor chest, however, slightly different.
- Each basement HOOK not Hook State earns the killer 1 token.
- Every two/three/four tokens the killer can open the chest or interact with the alter to obtain an addon.
- Method 1: These addons are generated then randomly up to a specific rarity. (During Game)
- Method 2: Based on the killer's performance it can range in rarity. (After Game)
- 0 Kills - Up to Brown Addons
- 1 Kill - Up to Yellow Addons
- 2 Kills - Up to Green Addons
- 3 Kills - Up to Purple Addons
- 4 Kills - Up to Pink Addons
- Method 3: Based on the killer's emblems it can range in rarity. (After Game)
- 0 Iridescent - Up to Brown Addons
- 1 Iridescent - Up to Yellow Addons
- 2 Iridescent - Up to Green Addons
- 3 Iridescent - Up to Purple Addons
- 4 Iridescent - Up to Pink Addons
- Method 4: Suggested by: @fluffymareep Based on number of hooks.
- 3 Hooks - Up to Brown Addons
- 6 Hooks - Up to Yellow Addons
- 9 Hooks - Up to Green Addons
- 12 Hooks - Up to Purple and Pink Addons
This encourages different play-styles and anti-tunneling as they are rewarded per specific hook. Which would be anti camping. As @Tsulan also stated this could work for Monstrous Shrine Rework.
It requires anti-tunneling, multiple hooks, strategic basement plays, and is overall anti-camping.
I also suggested this to an alternative fix to the struggle state which can be used to punish camping and encourage survivors to stay on the hook a bit longer.
@Jdsgames said:
General Mechanic
Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle. I suggest a new idea I had posted in a previous thread. Essentially it will be tied down to skill checks. One every 5 seconds.
Hitting the skill check keeps you alive. Missing two skill checks in a row will lead to instant sacrifice. Missing a skill check will reduce your bar by 5 seconds. You are losing the struggle between you and the entity. Slipping up is essentially losing to the entity while the key-bind suggestion below is your suicide option.
Great skill checks add
21.25 seconds to your bar. If you are great at hitting great skill checks this will increase your timer by a few seconds. This can be a clutch aid in which killers are camping or your team is just needing a bit more time to get to you.Blood Point: Struggling on the hook generates Struggle BP. Hitting great skill checks award bonus struggle points for the survivor. Failing to hit a skill check will punish your unbroken emblem.
As @Atrushan88 and @Peanits suggested there should still be a way to suicide on the hook. I suggest an activator button like dead-hard. This gives you the option to just let go and accept your fate. While missing two skill checks is more like losing the battle to the entity. Again pleases both natures of the game.
Skill Check and Perk Effect Changers:
Huntress Lullaby: Yes should affect these skill checks. Makes nabbing that totem slightly more important. It would also keep you on your toes if you were hooked and it has five stacks.
Unnerving Presence: Would severely be abused by campers if this was implemented. I can understand maybe a bonus slight reduction to these types of skill checks. Otherwise this should not affect these skill checks.
Deliverance: If you were not able to use it on your first hook state: You can hit a designated button like dead hard. This will cause you to have to succeed 3 difficult skill checks (BNP/DS skill checks) in rapid succession. These skill checks pause your struggle timer and do not count towards losing the battle to the entity. If you hit all three skill checks you are able to get off the hook.This gives you a second chance of being able to use Deliverance... However, you have to work for it. These skill checks will not cause an instant death for missing them.
Spine Chill: Can reduce the frequency of skill checks down to 4.75/4.5/4.25. This would allow you to have more chances to extend your struggle phase. Anything other than the slightest of reduction of these skill checks would be too powerful.
This is Not Happening: Yes it would make the skill check areas bigger. The perk is weak as is so it doesn't make this a terrible change.
Stakeout: Punishes camping and that is alright. The perk is weak as is so it doesn't make this a terrible change.
Doctor Madness: I would have to test to see if this is a fair mechanic. This mechanic is to be a detriment to campers not hinder survivors. However, at the same time counter-weighted by bad-skill-check plays.
Animation Changes:
Suggestion from @Boss and expanded on.
Great Skill Check:
- This will have the entity attempt to stab the survivor and by swift luck they are able to dodge it. Letting them live just a little while longer.
Good Skill Check:
- Can stay the same as is. The concept is the survivor is just barely scraping by fending the entity off. Slowly they are weakening and the entity is just waiting for it.
Missing a Skillcheck:
- The entity goes for a quick jab inward letting the survivor know their death is getting closer another slip up and it is over. Practically just a fraction away from piercing them and completing the sacrifice. This animation will revert if the survivor succeeds the next skill check. (Shows the struggle in an animated way)
If the Deliverance Perk bonus I suggested above is implemented:
- The survivor will unhook themselves. However, during this the entity attempts to take a quick jab inward to complete the sacrifice and the survivor knocks it away just barely.
Unhooking by the Survivor:
- As the unhooked survivor starts to drop to the ground the entity stabs the hook right above there head as they land. Showing the next hook will be their last.
Point Scoring:
Skill checks reward objective points for hitting. It is your objective to stay alive, do gens, and get out. However, the longer you struggle for the more struggle points you gain. If you extend your life by hitting these great skill checks you naturally gain more struggle and objective points.
Benefits
- This mechanic saves your keys lifetime. No more button mashing/macro spam space.
- This mechanic does not really impede either side's game-play. It is mainly a QOL change.
- This mechanic is no longer 'rapidly tap space' a meaningless duty.
- You wouldn't die from lag spikes unless they were so severe that lasted 10 seconds in a clip.
- Adds depth to the game during the struggle phase.
- Punishes camping killers
- Natural buffs to other perks that are not in meta.
I will also be making a suggestion for generators a bit later today.
-
I think we would have had 4 unique powers on the legion. To be honest Legion was purely a money cash cow in the design. Oh we have a killer that is 4 killers but you have to buy the cosmetics to play them with no unique power or advantages. However, they sound different! (Sometimes)
-
0$ personally I got about 30$ of auric cells in gifts. However, the shard grind is super time consuming.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/618182#Comment_618182
So same idea just add a timer which literally is basically the same? Well I guess the biggest issue is being slugged and left down so I wouldn't mind, but I have seen killers literally follow a person for 60 seconds and on the 61 second just hit them. That's why I said inf time till another person is hooked.
It is a simpler change than the redesign of having no timer. However, having infinite immunity is also kinda iffy to me. It is two extra checks which break the abuse. I mean I can see if you are being chased for the minute. However, you at least got to loop the killer more. Which then depending on getaway skill and pallets you can punish them yourself.
-
@Liruliniel said:
I would prefer DS timer to be removed and instead remain active on both unhooks for a total of 2 uses 1 per hook until another survivor has been hooked at which point the DS remains inactive until your unhooked again. If you happen to be the last survivor though the perk will remain inactive or turn off.
Basically if you tunnel it affects you if you dont tunnel it's a wasted slot. It's all up to the killer how useful DS is.
My suggestion was what are your thoughts?:
Here is how I think DS should be handled.
Now let's discuss tunneling:
You go after the person that just got off the hook to down them again.
Now what I suggest is a buff/nerf to the perk accordingly. You still have a minute timer: However, if you are downed within that minute DS is active. This is nullified if a survivor is hooked prior to you being downed. This prevents the Abuse of DS on the survivor side. It also prevents the Abuse of Slugging for a minute on the Killer side. You either get away untunneled or you don't and get DS. There is no longer an immunity since you can down the rescuer and then hook them find the DS user and down them and hook. Again they had the chance to GTFO from the situation.
-
They depipped due to death from slugging. @TAG the problem is they probably didn't cleanse. So again they were 1-hit downs which diminishes the chaser scoring. Since you only get in half as many chases. He slugged and couldn't find instead of hooking and sacrificing everyone which again is why he got a silver in devout. Malicious doesn't count broken I don't think as being hit so them not cleansing actually hurt that emblem. Gate keeper I would say gen rushed down to 1/2 gens remaining. The 0% camping penalty means they were at one point deemed as camping. However, it was less than 1% so the chaser emblem would still have been silver.
Edit: I thought the death was a mori originally. Replaced now with proper cause of death LOL.
-
@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/617360#Comment_617360
Slugging for a minute is an abuse now? D:
Isn't it the only sensible thing to do if somebody makes an unsafe unhook? This thing MUST be punished.
The fact that the perk at it's core is: "Can I please get to play more than one hook" shows how bad tunneling is rewarded in the current 'meta' due to imbalance. However, you would say it is abusing DS to jump into the locker so you can stun the anti-tunneling killer. However, it isn't abuse to slug and camp until 1 minute is up to avoid the ability of the perk. Again some people seem to only be able to make judgement calls that purely benefit themselves. However, my suggestion is to remove the ability to abuse DS and makes it so you will NOT be hit with it if you do not tunnel. The only FAIR thing to do is give them the balance of their problem as well being slugged until the timer is up.
Your logic is a prime example of why I see "Oh Killer/Survivor Main biased AF." You are abusing the design of the perk. Similar to legion walking backwards it was an abuse of how the mechanic was designed.
But don't worry make a snark comment D: instead of putting any thought behind it. >.>
You are also punishing the person that was already on the hook which is essentially a gameplay timeout corner. Which even they are saying they didn't want to be unhooked, however, you can't prevent it. Which is why the concept of "Safe Hook Rescue" needs to be redefined.
-
Here is how I think DS should be handled.
Now let's discuss tunneling:
You go after the person that just got off the hook to down them again.
Now what I suggest is a buff/nerf to the perk accordingly. You still have a minute timer: However, if you are downed within that minute DS is active. This is nullified if a survivor is hooked prior to you being downed. This prevents the Abuse of DS on the survivor side. It also prevents the Abuse of Slugging for a minute on the Killer side. You either get away untunneled or you don't and get DS. There is no longer an immunity since you can down the rescuer and then hook them find the DS user and down them and hook. Again they had the chance to GTFO from the situation.
-
See if you buff the ability of the Solo survivor you are buffing the swf survivors since they are also receiving the buffs of a solo survivor.
-
@Peanits said:
I would be all for it, personally, but my concern would be how confusing that would be to new players. If you weren't around for this update or you're not super into the technical side of things (a casual, if you will, the kind of person who probably regularly gets bloodlust), then it would feel really arbitrary as to which maps have it and which don't.
Let's assume you picked up the game today. You have no idea that the map was reworked. As far as you know, bloodlust just isn't work. You'd have no clue why.
I dream of a world without bloodlust too, but I do thing it makes way more sense to do it all at once or not at all.
@Peanits you have tool tips. "This map has been reworked and bloodlust has been removed to test to see if it is even needed." You also have the PTB's in which I would highly like to see test changes so people saying it isn't or is needed would get to physically see the state with/without that change.
-
@scorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/616868#Comment_616868
She has counterplay. You can make her lose LOS because she can’t blink 4 times to catch up to you or blink across the map. You can redirect your run so she blinks past you and she can’t correct without extra blinks/longer range. I didn’t say she was easy to verse, but she definitely has counterplay whereas omega blink or 4-5 blink Nurse is near impossible to escape. Being difficult to verse =/= OP.
Breaking LOS has an easy option for nurse. To regain LOS and not guess. You generally have two options as a survivor hang by the end of the wall and double back or keep running. If the nurse blinks to the wall you get hit, otherwise they have the second blink to eliminate most of the distance they ran. Within another set of blinks you are hit. That is not counter play. You cannot skill a straight line. It is muscle memory time/distance use the power enough and you will get this down.
-
@scorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/616839#Comment_616839
Because she is.
How so, please explain?
-
I don't know how people keep arguing base nurse is fine.
-
@darktrix said:
Well wasting that much of everyone's time is still a dick move.
Oh I forgot, it's only a dick move if a survivor wastes a killer's time.
We did not mention at all that the 40 minute game is reasonable. We just mentioned that the 3-gen to begin with is purely survivor's fault. The killer does not do the gens.
-
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/616541#Comment_616541
I don't know what else to call a doctor that spends 40+ minutes patrolling the last three gens and hitting survivors just once to chase them off, then immediately resumes patrolling.
Again survivor issue for rushing all the gens into the 3 gen. If a doctor is protecting a 3-gen from the start. While you have 4 survivors you can knock out the gens. Even if it costs you 2-3 hooks you still ruin their 3-gen ability.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/616529#Comment_616529
Survivors not spacing out gens makes the killer a dick?
Seems like someone didn't read the Survivor's Handbook that comes included with the game. Oof see rule #274

