Kind_Lemon
Kind_Lemon
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Hell no. I play Hag and Wraith significantly, and I want to see more of those interactions, not less.
I also am still a big supporter of sabotage affecting bear traps. More organic/emergent interaction is always the way to go when it comes to mechanics, not less. And on the other hand, many kinds of horror arise from less interactions between players, not more. The devs have continually seemed to be unable to keep themselves from going against this.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1684529#Comment_1684529
Whats the point of a graphics update, other than make maps look better and drain system performance?
don't forget: to make a marketing push
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kill them all. No hatch for anyone.
Edit: Actually, I feel you. I've been there. It's just that typically everyone in my games dies on the hook at around the same time or escapes. Don't usually have games where I hook different survivors one after the other repeatedly until they're all dead. Those are my least favorite games.
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Controller issues :/
Would not recommend this change for PC.
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What? That's nowhere near what the medical condition of Stridor means. Why not make this suggestion for Predator? That would make sense, at least.
And you shouldn't be changing around perks just because the game has a bug that noticeably and negatively impacts killer gameplay. If you get it changed, it won't get changed back when the bug is fixed.
And why is everyone starting to want to put their hands all over Myers? I don't want the devs anywhere near his mechanics. They already messed up the stalking while in Tier III, which was only recently removed with no announcement after they were "just" doing add-on wording clarifications.
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The concept art for "a snow lodge map" already looked more like this. Then they released the pile of dookie that is currently Ormond, and I realized that they just couldn't manage to do it.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1684436#Comment_1684436
If you are on Steam, forcing the game to run on DxLevel-9 disables AA.
you have piqued my interest.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1684428#Comment_1684428
What changes do you suggest after they rever the nerf?
I've said this in other posts, so I'll paraphrase here.
Issues with Nurse:
- She can know too well where survivors are (this is more of an issue with the game mechanics of everything else, so this can't be solved by just changing Nurse).
- She can cut her blink range short, giving her significantly more control over her destination than what was originally intended. This was introduced with The Pig patch.
Solutions:
- (see above comment). Probably changes related to scratch marks and having the devs make a 3D sound map rather than 2D.
- The Nurse should project a line in a sphere rather than a line in a cylinder/pile-of-circles when she blinks (assuming this already isn't the case with evidence from how The Nurse functions and comments on various dev streams). Nurse can appear on any applicable surface the sphere radius touches as long as she is facing that direction. If the sphere radius is past the potential appearance spot, The Nurse cannot blink there and will blink instead to a place on the edge of the sphere that is an appropriate blink location, as long as she is looking somewhat in its direction. This is more of how Nurse used to work (but with a circle, not a sphere), and this gives survivors more tools to accurately know how far The Nurse will blink after seeing her blink once or twice prior in a trial.
Point two is the biggest thing that needs to be addressed for the sake of survivors being able to have more options when in a chase against The Nurse, because forcing The Nurse to commit to decisions earlier is nearly always beneficial to a survivor. Also, remove the model of The Nurse appearing during her movement in the blink. This change should have been making a husk of The Nurse appear at her blink location about half a second before she gets there instead of making her model visible at the end of the blink. It has actually made me more incredulous at Nurse lethal blinks than less due to the visual response.
Issues with Nurse (killer-only perspective):
- Blink cooldown exists
Solution:
- Remove it. This did nothing to affect top-tier Nurses while making Nurse gameplay for casuals less fun. Also, bring back the blink speed add-ons. Also, there's absolutely no reason she should have the ultra rares she does. I've always been in favor of not having a template for add-on number and distribution because that results in nonsensical decisions (the addition of the spoon emulating the perk, all the negative add-ons, etc.), and it makes balancing harder, not easier.
Other comments: Devs, devote one person to each killer who is the chief expert on that killer's add-ons and power instead of having everybody switch off repeatedly over the years. That way, balance decisions could be done with a significantly higher degree of effectiveness and accuracy though limiting the importance of decisions passed down from people in power who have less of an idea of how the killer feels and fits into the game.
Also, I support three blink add-ons. I thought that all they needed was to decrease charge time, decrease distance, and decrease chain blink window all at the same time to compensate.
Additionally, perhaps it would be a good idea to test if a slightly longer fatigue time (similar to how the post-attack fatigue time is increase) should be given to The Nurse when she enters fatigue while charging a blink.
I wanted to color the last comment I made yellow. :,( I miss text colors.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1684428#Comment_1684428
You're asking for too much, as the devs like to largely ignore Nurse. It's probably a coding hell, but they made it so I can't really justify it.
I'm not asking for too much; I'm asking for what we deserve as players. The devs are probably not going to give it to us and instead focus on integrating the rift deeper into the game (ugh).
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least hyped: bubba, probably. He popped out of nowhere as far as I was concerned.
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it's not fun at all. The maps don't look any better, either, because AA is still forcibly enabled. So, it's a low fps, ugly mess or a not-so-ugly older map with higher fps.
Thanks for that, devs.
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@KingFrost said:
I love Flip Flop on the EXTREMELY rare occasion it gets me a wiggle free. That'll teach you to slug me for two minutes!
If I suspect a survivor has flip flop and I've slugged them for too long, the survivor tends to die on the floor unless there's a hook close enough by :/
The one time flip flop has affected me was when there was a Dwight in the basement of the Temple of Purgation, and I stared at him, spinning in the corner. I picked him up because memes. I got stuck on a wall, and he ran right back down. Then he died.
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can't switch my killer in lobby in order to please the people who are named "Myers mori me", which I would gladly do.
Thank the devs for that one. Nice move. The individual killer MMR (which isn't implemented *cough*) doesn't make up for that.
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because people are stupid. Those people don't understand how arguments work.
Please fix Nurse i.e. revert the nerf to her entertainment and actually address the power issues. Raising her skill cap is better than restricting her ability.
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Off The Record should be the anti-tunnel perk.
Revamp DS in the spirit of Obsession perks!
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Huh. I thought this post was going to be about how the mechanic of gen regression is outdated because killers can do it too often. Did not think you were going the other way. So, no.
But, I am in favor of a 5% instant regression if passive generator regression is slowed by 50%, because it's the long-term stuff that's really out of whack with balance. The short term stuff (which I guess you're mainly talking about) could be more impactful, possibly, but standing still in front of the generator often works just as well. The survivor will stick around, and you'll be able to keep an eye on the gen until you finally decide to start chasing a survivor after the other survivors have abandoned the gen to try to get progress done on another one.
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Let us climb tree again. Spoilsport devs...Edit:who also don't understand balance (or Balanced Landing ;D).
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@darkshadows8326 said:
If The Hag places a trap it should count as her being there so if she places a trap right next to a hooked survivor she just constantly loses points at an even greater rate than other killers because the player willingly places their traps there. This will minimize the camping by Hag players and force them to use their traps more effectively than using them solely for camping a hook.
That does nothing except derank hags. And I, for one, care nothing about rank except that I feel bad when playing against a host of yellow ranks, murdering them all within 5 minutes.
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Why do you keep writing NoED? It's like you're saying that you don't have one detrimental medical condition instead of saying the acronym for No One Escapes Death.
And no, I don't agree.
I also don't agree with the two posters above me.
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@DeathwingDuck said:
I can't understand the logic behind how her hatchets actually hit. I think hit validation has gotten so much worse against her lately. I'm getting hit way more frequently from behind walls, see more hatchet impacts that are several feet to my left and right and at times above my head far removed from my character model. And now I'm getting hit when the Huntress' character model is facing literally the exact opposite direction from me. It's insane! What the hell is happening with this killer that her hits are so broken, actually so much MORE broken than they even were before?
the hatchet is thrown on their end, the hatchet hits you, but the server has to think about it. The characters then continue to move away from each other. The hit finally registers and everyone is confused. The Huntress can still M1 during the time, so if you're too close, you can have the two hits register on top of one another almost instantly, depriving you of your speed boost.
cough Never had this problem with peer to peer cough.
I'm not sure if hit validation is on or not currently (I think it's not?).
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1680223#Comment_1680223
I tested in a custom game and Doc's shock doesn't consume a PWYF token. Kinda strange that they would leave clown out.
huh, I guess their change for consistency is just as inconsistent and terrible as their decision before.
PWYF should only consume tokens on downs imo.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1681498#Comment_1681498
Ok, so I guess we can agree on the fact that Nurse is a bit less fun to play now because of how punishing her power is for misusing it. Also that the devs didn't really nerf her.
Btw what did the addons do? I have forgotten what they did.
Yes, the devs made Nurse less fun (even if by a little), and they didn't address the balance issues and bugs that have arisen over the years, which is why I have a large problem with their decision on changes to Nurse.
The add-ons both increase charge time and tremendously increase/considerably decrease blink reappearance time, respectively. Jenner's Last Breath also removes one blink.
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I appreciate any post that makes a good faith effort to change the leveling system. I do think that categorized bloodpoints would be cool, I think it would be somewhat difficult to implement given the way bloodpoints are already calculated in DbD non-mobile. Limited range for RNG on perk discovery on bloodweb is always a good direction to move in.
You may or may not be also interested in:
@Kind_Lemon said:
(for bloodweb and perk leveling, skip past the spoiler/italics)
First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.
About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.
Perks and Bloodweb leveling
As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.
The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.
How it functions:
- The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
- In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
- Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.
I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.
https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png
https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png
(ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)
(P.S. This also brings back Ultra Rare and Common perks)
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Playing Trapper against SWF on an open map is not fun, especially when I'm not trapping loops.
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Crows behave like they probably should. If a killer steps on a crow (or just comes too close into its personal space), then it's going to be disturbed no matter what.
I like using crows as survivor especially when Prayer Beads Spirit was a thing. I used it to tell when she was coming.
But yeah, I liked using Spies before the silly cooldown was introduced and the shortened range made the effect basically worthless except on maps like Hawkins.
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the only reason it might ever be considered "okay" is when the survivors miraculously fail to use the good tiles they have or the survivors just get a whole bunch of TL walls and no loops in between.
I hate the map regardless.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1680214#Comment_1680214
Well that doesn't make sense. I have gone against a good handful of nurses in the past weeks or at least enough to know that she is still picked about the same amount as I did before her "nerf", so not all nurses are gone in fact. I actually do find nurse fun and and play her frequently at rank one along with every other killer and apparently you did too. Your original claim was that nurse is "ruined" and that nobody plays her anymore when in fact that is simply not true. Yes, maybe there just aren't that Nurse players, but was there a time where she was picked nonstop? I have been playing for almost 3 years now and I have not noticed a drop in Nurse players at all. Nurse was already a killer who wasn't chosen that often because of how hard she is. My claim is that the number of players who chose Nurse has not changed at all, she wasn't even chosen that often before the "nerf" because of her high skill cap.
Your original claim was that nurse is "ruined" and no one plays her anymore. But did anyone even play her that often before the nerf? Nurse is also still the number one killer in the game for reasons I have explained already. The only difference between how she is now compared to before is that her addons are much less busted and she now has to wait 6 seconds at most to blink twice. Not bragging, but because of how powerful she is I have gotten many 4k matches without addons too. I am not even the best Nurse out there and I am also out of practice too. Spirit is probably the next killer who rivals the Nurse, but even she can't annihilate a full team of survivors the way Nurse can.
Nurse players were already few and far between before her nerf and just maybe have decreased since her "nerf".
Nurse is still the most powerful killer in the game and that is a fact.
PS: With the cooldown addons, you are practically playing old Nurse again. That is as close as you can get to old Nurse.
You must live in a completely different area of the world from me. Two of the five Nurses I mentioned facing in the past year (about the same number of Hags) were actually any good, and one of the two d/cd after two gens were done because a Kate had an easy time on Lery's running her around. And wait, wait, wait. I never said Nurse was ruined. I'm speaking from my own experience as playing survivor in red ranks, and I've noticed that Nurses were around (albeit not that many), and then they all just disappeared one day except for a few stragglers few and far between.
I severely miss going against Nurse (w/o Infectious Fright because IF is just tedious to play against when the killer is Nurse) because one of my first favorite trials happened with a Nurse.
Yeah, I think we can both agree she's still the most deadly killer in the game by far, but that's the issue. The devs did nothing to address that even thought that's what they seemed to be addressing. So, all the devs did was make her less fun to play, and this was more noticeable for casuals than people deeply involved in the game. The devs did absolutely nothing effective to address the overwhelming power the Nurse has in very specialized hands.
I play with low fps and low graphics, and I just enjoy blinking around and swinging. I don't care all that much about the outcome of the match (even though I will slug the third survivor for the 4k given the rare opportunity). That small change in how the blink recharge mechanic functions doesn't feel like it makes me any less powerful. It just feels restrictive to the amount of fun I can have and not the effectiveness I can have.
But...this is all secondary. The real reason I'm so annoyed about the Nurse changes is that...
the Jenner's Last Breath and Anxious Gasp combo no longer exist. That combo was my favorite thing in the entire game beside the Hex:Third Seal. I think I could shut up for a while if the combo was still in the game, but it's not, so here I am, explaining all the downfalls of the devs' decisions on a forum somewhere. The devs should have 100% done something else to change Nurse, preferably more on the end of decreasing her tracking ability during a blink.
Edit: What is below doesn't have to do with my point. It's just a reminder of what once was... :,(
Here's a video of one of the last games I played with the combo. Shouldn't have gotten a 4k, but the things about Nurse that allowed that haven't changed (i.e. strange hits, stuns purposefully coded not to work on her when in fatigue, the amount of tracking I can do in fatigue, etc.).
And, ummm, ignore the NOED. I had a rough previous few matches.
https://youtu.be/rZslszo9-cU?t=319 -
@AhoyWolf said:
I think it's just bugged, it wasn't consuming tokens a few patches before.
it's not bugged as far as I can gather from the dev statements. The devs decided (for whatever stupid reason) that all "special" attacks would also consume tokens. That included things such as Doc's shock and Clown's bottle again AFTER they had specifically removed those actions from the list that consumes tokens from PWYF.
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@ABannedCat said:
Please just fix her bugs, and make her charge better for dedicated servers :(
I am not okay with just fixing bugs. The devs made her significantly less enjoyable to play for the majority of Nurses, but she is still just as deadly as before, so they solved nothing when it came to balance changes.
ugh
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1666777#Comment_1666777
Well, she is the strongest killer for the fact that survivors have no defense against a good nurse. Her ability has the highest skill cap out of any other killer. The reason people don't play her is because she is very difficult to play. I don't understand why you think she is a worthless killer. Also doctor is good, but not the best.
No.
The reason people don't play her is because she's just not as fun compared to other killers or her previous self. She's not rewarding enough in terms of entertainment for most players. (i.e. her "nerf" was a nerf to enjoyment and did diddly squat to solve the balance problems with her). The fact that she's hard to learn contributes to new player aversion, but you obviously have not given significant thought to the reason why suddenly all the Nurses disappeared after her most recent changes. I've had only five games against her for almost a year. A YEAR. And I've been playing DbD during that time.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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I mean, this is what you're looking for, no?:
@Kind_Lemon said:
(for bloodweb and perk leveling, skip past the spoiler/italics)
First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.
About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.
Perks and Bloodweb leveling
As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.
The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.
How it functions:
- The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
- In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
- Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.
I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.
https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png
https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png
(ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)
(P.S. This also brings back Ultra Rare and Common perks)
Direct leveling of perks provides a path to solve soooo many problems with the game around add-on balancing, "the grind", mori frequency, key frequency--everything.
--
Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1678638#Comment_1678638
Hex Perks are always in the hard to find locations. This eliminates the chance of a survivor happening to find it by accident.
My argument is a time issue. From what it sounds like you want the killer to spawn in with no Hex Perks active and physically go around and place them, that takes time and would be quite annoying honestly. It's a game play issue. On top of that the killer could keep the totems in his pocket until there's only 1 or 2 gens left. Which honestly is pretty op in some cases (disadvantage in others). And I wasn't looking to balance totems, I was looking for a way for the system to work better than it does now (which is a pretty low bar).
my issue with your post is that "hard to find" is extremely subjective because of how A. tiles rotate and (to a lesser extent) how B. different human brains function when searching for an object.
Sure, there are "generally harder" spots, but that's made irrelevant by what you yourself suggest as you note that more knowledgeable players will be able to know exactly (down to the pixel) where hex totems spawn as soon as the match loads, and that to me seems like poor game design. A survivor can easily deduce most of the meta perks' existences as soon as their effects become apparent, and that knowledge allows survivors to quickly calculate which totem locations in which they should be looking (the "easier spots" already known to not contain a hex totem). Players shouldn't be able to disable perks that easily simply by nature of chance of player and tile spawn (the whole issue of hex perks in the first place). After all, the hatch locations were changed from being static to being procedural for that very reason, and that's one of the few decisions I can think of that have an intent I can 100% support.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1677469#Comment_1677469
This doesn't look overpowered. It just looks super out of place and incredibly unbalanced. And by unbalanced, I mean weak. You're better off just taking a hook state over running this perk. You could even just die on the spot if your teammates uses For The People or the Killer has Nemesis.
DS is just... ugh, I wanna stop thinking about it. It's cool in concept, but in execution (at least in the game's current state) it's just such a pain.
yeah, it's clearly not overpowered (why should it be?). It's designed to not be, and it's (perhaps) weaker than it is now because it is solely designed around giving survivors that liked to be chased more of that and in a more concentrated fashion. Additionally, it helps them leave the match sooner if they want once they've been downed. It's not a flat out boost to survivor power; it's a way for survivors to reallot the power they have into different departments.
And for the latter part...what? Are you saying that if you're using DS, you're not the Obsession, you've already used DS, you're on second hook, and the Obsession changes, then you'll instantly die on hook? Wouldn't you die after being hooked a second time even if the Obsession didn't change? If you're already on the hook when the change happens, then nothing happens because the perk specifies the activation conditions, the activation conditions have already been met, the effects applied, and the game isn't going to go back and say, "now this survivor should just instantly die because the Obsession changed" because that's not how this game's coding works (as far as I know from all the evidence presented on the wiki and other sources). Everything I say should be taken within the mechanics we have and not applied arbitrarily to unintuitive hypotheticals that don't align with the code.
Regardless, I'm much more in favor of what FoodForThought suggested in reply to my comment than what I originally suggested.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1678355#Comment_1678355
I just disagree. But thats my opinion, youre welcome to yours. I like the rng aspect, but it needs serious refinement compared to what they have now, thats why i gave the solution i did
lol, disagreeing is fine.
When I look at your paragraph on totems, I see: the killer still has no say which perks use which totems, and survivors now have an easier time finding totems (the latter of which I think is part of your goal) once survivors know the game. But the biggest issue remains that "difficult" is extremely subjective and the difficulty of any singular spot on the map is also based off of rotation of map tiles, location of generators, and spawn points of survivors, all of which change from trial to trial.
i.e. a 90 degree turn in a tile might result in no LOS unless the survivor is pressed up against the outside wall or LOS from across the entire map. One totem is harder to detect than the other. Furthermore, while I support the general idea of totem regions (you bring up regions in different paragraphs) because giving more advanced survivors more ways of being better is almost always a super cool idea, but I don't support static spawns because of how easy it is for a survivor to beeline for a potential hex totem at the beginning of the match without any thought whatsoever. On maps like Disturbed Ward (my favorite map for all roles except when the exit gates are powered), totems could start being reliably broken within the first 40 seconds of every match if a killer decides to just bring a hex totem and no hex-support perks. Additionally, your solution still requires the devs to hand place all totem spawns, and even if a killer thought, "It would be so much better if my totem was X place instead", the killer can do nothing about it. My solution aims to remove the need for developer fabricated gameplay and instead give more agency to players much like The Trapper's traps.
Having a totem break because the killer placed it in a bad spot or around a hiding survivor is a much better feeling than the sort of helplessness that comes from seeing a randomly placed totem from across the map break just because a survivor spawned near the tile and thought to check it. This last point about how it feels to have totems break is the driving force behind why I decided to even consider reworking totems in the first place. Your argument seems to be much more about having the devs balance totems themselves while mine focuses on making players feel like they have more impact on their matches. A conversation about, "wow, we couldn't find it even though we were trying to watch and see if you stopped to place a totem somewhere. Nice job hiding it!" sounds so much more interesting than "We couldn't find it anywhere and there was no input we could have gleaned at all from where you went. What totem spawn spot don't I know? I'm asking because that was really annoying."
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in reply to your YT post, easier has always seemed to be the motto the devs live by when balancing, and that's gotten us where we are now. Place-able totems is by far not the easiest solution, but as far as I'm concerned, it's the right solution for the long-term future.
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@FoodforThought said:
https://forum.deadbydaylight.com/en/discussion/comment/1677469#Comment_1677469
Instead of outright dying on your first hook, what if you immediately went to second phase, or instead of 60 second phase one and 60 second phase two you only have a 70/80/90 second tier 2?
So more like?:
DS: Active from the beginning of the match. Succeed a tremendously difficult skill check to stun the killer in place for 4/5/6 seconds after being picked up.
If you are the Obsession: When hooked for the first time, you are instantly sent into the second phase lasting 70 seconds.
When not the Obsession, stun the killer for 4/4/4 seconds instead, and you are instantly sent into the second phase upon first hook, lasting 60/75/90 seconds.
Part of the reason I suggest DS to behave like this is because I'm not sold on the benefits of having Obsessions switch mid-match. I think it's far from what the spirit of an Obsession means: a special interaction between one survivor and the killer that powers each side up respectively.
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@nursewannabe said:
What? Lmfao
Nurse is still the strongest killer in the game, the addition of the cd to her blinks only skimmed off bad nurses and arguably made her a bit tedious to play.
Looking behind, old nurse required almost no skill compared to new one, having both blink immediately up was incredibly forgiving.
The only problem with nurse, that you failed to mention (so I guess you're just complaining about something you weren't as good as you think you were playing), are her multiple bugs that the devs keep failing to address. Some of those bugs actually give her an advantage too, others completely break the game for her.
by "skimmed off bad nurses", you mean:
"addressed none of the issues that make The Nurse a problem while removing any of the fun players who were more casual at the game had when playing the killer and still performing poorly, and since The Nurse is now unpopular enough that survivors don't see her anymore, the complaints have stopped coming in so the devs don't have to worry about actually addressing her problems, and that's a job well done!"
I hate that kind of design. This isn't even mentioning the huge, completely unnecessary buff she got when The Pig rolled around. I'm sure there were better ways to let the Nurse blink easily between floors without letting her control the distance of her blinks compared to charge time so much. That single patch was what brought Omega Blink into the main stream. Before, it was FAR less of any kind of issue (because the accuracy stat actually mattered).
What are the devs doing?! They made her more deadly, more effective, and more un-counterable at the highest levels of play while making her less enjoyable for people who just liked blinking around the map because it felt a little bit like being on a roller coaster.
Edit: AAAAAAAAAAAAAAAAAHHHHHHHHHHHH
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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Dedicated servers ****ed anything interesting with flashlights. And no, don't make full blinds any faster than they are now. That is a terrible idea specifically because dedicated servers exist, and blinds (as far as I can tell) are survivor-sided.
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Should be easy to implement for Deathslinger. He already treats the players he faces like AI.
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much like many things in this game, revealing ghost face is a detriment for survivors who are playing outside of the meta (stealth, evasion, what have you) and a huge boon for survivors playing inside the meta.
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There is no redeeming feature of Yamaoka maps before the update. Now they have a singular redeeming feature, and that is that playing survivor in an open area is really painful. They still look butt-ugly tho. AA is not helping that in the slightest. I honestly feel bad for the artists who worked on the map. I'm sure it looked nice to them (and some of the details were nice when AA was disabled), but it sure looks like vomit in-game.
Yamaoka used to be at the bottom of my master tier list of hated realms and maps, but now it's second to last and has swapped places with Ormond. Dead Dawg (ugh) Saloon is fourth from the bottom of the barrel beaten out only by how bad Badham looks and feels (at third). After that, there's a bunch of space and then the other realms start appearing.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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The game does want you to move while the killer is right there and still not be noticed. That would demonstrate your skill far more than would the killer's inability to see you.
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I've fancied this same one myself, and I think it would be pretty terrifying. You could force survivors to be deaf* and blind*, which are the only two sensory interactions for this game, so that would be pretty terrifying.
I was kind of thinking that it would stack on each survivor kind of like a combination of Remember Me and Third seal. Every survivor must be hit once before the effect tiers up, and then every survivor has to be hit a second time, etc.
i.e.
- the first hit applied to a survivor would make survivors unable to hear sounds in the highest wavelengths
- the second hit would cut off the lower wavelengths sounds
- the third hit would cut off the terror radius, which is separate from both previous hits (yes, ik, but PTBs exist for a reason)
*not completely ofc because reasons
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Killers that made the community go "WOAH, CRAZY!"
Trapper, Wraith, Hillbilly, Nurse, Myers, Hag (?), Doctor (I think to some degree?), Huntress, Pig bc of alternate way to die, not really anyone else except Spirit and maybe Oni....and Blight.
Killer powers yet to be seen:
- flying
- multiple killer killers (i.e. the killer can be in two places at the same time somehow through use of possess-able statues, projections, idk)
- attacking only from underground
- a killer that can move props such as hooks, gens, pallets, etc. around
- a killer that can take over a survivor's controls, either through body swapping or through possession of some sort
- killers that rely only on sound (Minecraft Warden, anyone?)
- killers that make survivors need to be the only ones left alive at the end of a trial (idk how this would be implemented well considering this design team).
Some of the powers in this list could be pretty cool and others I would definitely not want to see in-game.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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Survivors should need to set up pallets before use. Additionally, there have been no more survivor chase mechanics since the game's launch, so some new things to interact with in chase would be cool.
I like being stealthy more than being chased, personally, so please don't force chases onto all survivors in every game. That's not cool.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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DESTRUCTION TO SOUL GUARD!!!!!
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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Decisive:
Active from the beginning of the match. Succeed a tremendously difficult skill check to stun the killer in place for 4/5/6 seconds after being picked up.
If you are the Obsession: When hooked for the first time, you are instantly sent into the second phase.
When not the Obsession, you instantly die on your first hook.
This is what I think DS should be. Incredibly high risk and downside with a potentially incredible payoff for those who just want to be chased.
This is how all Obsession perks should work. Off the Record should be the anti-tunnel perk.
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@Mikeasaurus said:
Didn't they get removed because they were glitched or something? I used to love them because back then, I didn't have a ton of DLC so it let me test out those DLC killers and see if I wanted to buy them or not. It was a shame they removed them because it was a fantastic way to 'trial' a paid killer before you outright buy it.
They had their fair share of glitches just like every other part of this game.
I think the devs retired them because they now expect players to go watch YouTube videos and they don't want people trying out the licensed killers for free when they can get free publicity otherwise. But the real reason probably has something more to do with how the devs didn't feel like doing the work for each map and its interaction with moonlight offerings (which I thought were super cool).
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/197272/please-devs-fix-billy-bringbackbilly
Yeah i mostly agree with everything that was said, unfortunately you did not mention sounds and the sounds are the cherry on top of a poop cocktail. I can not stand his roar, it sounds awful.
also my main killer has already her little adjustments, devs don't care at all for killers and the bugs they create with reworks. see survivors are just skins and for killers it is just about the latest creation which lots of people play. so you play something that is old like billy? well play oni, anyway do not hold your breath, i am waiting for over a year for them to fix bugs of nurse. hf but do not hold your breath
Billy was the only one of his kind for me. I don't like Oni because I don't like how the newest killer rigging feels (or looks from both survivor and killer sides), so my killers have been narrowed down to: Hag, Huntress, Trapper, Wraith, Bubba, and Myers (+Pig while I could still burn her shards occasionally. They almost made me buy her, but then they removed the shards and I wanted to keep the achievement for her traps being set 200(?) times without having bought her :D).
I would love to play killers like Nurse and Billy, who I'd poured a significant amount of bps into and played extensively alongside the other killers, but the devs decided to cut the life support on that enjoyment, and now they're both dead to me. Also, Billy sucks to play against now and still has the problems I had with him before. RIP.
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Alternative answer: if a killer stays by a hook too long, the survivor instantly dies so that there's no more reason to camp the hook and the survivor can't complain about the killer spending the entire match in his/her face.
It's also a bad solution.
I'm of the opinion that there doesn't have to be a "solution" and that instead, the game should be made to have everything feel better. Changing all of these specific mechanics without addressing underlying problems has been the strategy of the devs ever since perks like Ruin were introduced and kept as meta. And now, we're in a place where none of that feels any less frustrating.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave