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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • The issue will always be between SWF and solo.

    I have some crazy fun games against SWF players where I feel like a whirlwind going from one place to another and trying to manage 80 different things at once. Then the next game I stomp the survivors while employing the exact same tactic with the only difference being that they are not SWF.

    I also hate SWF because I love using perks like Third Seal and Insidious and taking my time to isolate survivors from one another and delight in the deprivation of information. SWF ruins that just by the fact that they can communicate to one another where I am and where all of them are.

    The most recent changes done to Nurse and Billy make the third kind of fun I have in the game (trying again and again crazy things to down solo survivors and catch them off guard) basically impossible. I have no fun when playing either of those two killers when I used to enjoy both of them supremely.


    All of this feedback amounts to:

    yeah, there's a big issue, and I don't know how to solve it other than maybe deny a large group of SWF one perk per player. I don't support adding comms into the game because of the paragraph about why I hate SWF, but I recognize that the comms aspect is what would make solo survivors equivalently powerful.

    These reasons are why the developers haven't done anything significant to compensate for the power of SWF yet other than minor changes to aura reading perks.

  • @arcnkd said:

    The new graphics don't look bad - they just don't blend into the environment's coloring anymore. They stand out more and are a move in the direction of more 'realism' in map design instead of the art style that had been used in the past to give maps an individual 'flavor'. Maps will look more and more similar because that's how they realistically would, and the result is that some of the textures from before will stand out more. They're moving to a more ambient, white-lighted sort of lighting system instead of this blue-tinted that has been everywhere for years now.

    mmm, no. I disagree. This is LESS realistic in terms of art style. The kinds of graphics present in the "updated" maps are the same kind used in Fortnite and Grounded, both of which take a cartoony/fantasy spin on realism. What DbD had before was most certainly more realistic (as close to the game engine switch as possible because the most recent patches in UE4 have had really ugly graphics for the "not updated" maps), or at the very least more realistic in a different sense. There are a number of different reasons a place might look excessively blue, and that might have to do with how the light reflects off of the objects there or how the sky (after all, this is not the "real" world) affects the light.

    I'm very against the graphics change because in addition to it just not looking significantly better than DbD in 2016 (see picture below), it causes me to severely lose frames. The changes add nothing beneficial to the game (other than new marketing opportunities, and that's for BHVR's moneymaking department) and only (poorly imo) remedy what was falling into disrepair for several years now.


    Untitled Image Untitled Image Untitled Image

    I would be ecstatic to see these visuals in the game. Particularly in the last shot, note how the car doesn't reflect light like some kind of toy abomination freshly painted and minted out of the factory (unlike the cars on Badham). It even looks like it has experienced some wear and tear and was actually made from the memory of someone (which according to the lore, it was).

    And look at the grass! It's not a scratch mark abomination since its so thin (and is certainly more realistic than the grass we have going on now).

  • I know for a lot of people Nurse tends to nauseate them and for many others, teleporting is just not cool.

    To your point about being frustrating. Yeah. She is. And the devs made her worse with her fun-nerf and didn't actually address any of the problems with her on the survivor side.

    I learned Nurse before her turn for the worse, and I love the disorienting, teleporting effect. It's like being on a roller coaster but without all the bad parts (imo). I used to play her just for that. Now I don't touch her. She's become significantly less popular, so I guess the devs have accomplished their goals by making her less fun to play.

  • Completely. I know only a little about psychology, but from what I do know, your statement is entirely correct. Something to note is that several of the people making decisions about the game are also aware of what psychological tricks they can pull to be addictive and breed an unhealthy mental state while getting your involvement (and hopefully money). Such things include the rift pop ups, the banners for cosmetics, and all the other visual and textual updates players constantly get when not being actively in a match.

    It honestly lowers my opinion of the moral integrity of those aforementioned decision-makers regardless of whether that opinion is accurate or not.

  • @Pawcelot said:

    I am in the camp that they should just remove perk tiers all together. It causes such unnecessary grind.

    Yes, it does, but perk tiers serve a function. They exist to bridge the gap between no perk and perk (something which the game has lost along the way with all of the new patches). They also provide a short term goal for players that gives them a reason beyond entertainment in the trials to keep playing.

    What my suggestion does is keep all of that but remove the grindy-aspect of it. It should be a win-win suggestion with the added bonus of returning ultra rare and common perks (also note that ultra rare perks are further from base game than are common perks, and while strength does play a role in the term "further from base game" , the terms are not identical).

  • why is that broken? Your character will just move forward and drop the pallet. Additionally, this is only an option when standing still. God forbid you should try to run to a pallet and drop it because you can't until you stand still. That's extraordinarily frustrating given how easy it is to drop a pallet when running through it.

  • @Axe said:

    While I dislike the overheat his not dead, I perform as good as I did with pre rework Billy.

    I am sad people quit playing him cause they heard "nerfed" and "dead"

    His still an amazing killer. He was A tier back then and his still A tier right now. People just need to learn and adapt like Nurse mains did with Nurse

    This comment below is why people stopped playing him. And Nurse mains didn't "adapt" (wut), they just either used the add-ons to make her as close as she was before, played around with her only for memes, or just stopped playing her (I am of the latter since I used to play a lot of Nurse back when she was significantly more entertaining to play).

    @OBX said:

    I personally can’t stand the POV change and then staring at the ground after a chainsaw. Don’t get me started on the annoying as all hell growl.

    I feel you 100%. As soon as that happened in the PTB, I let other people deal with the overheat mechanic, and I immediately began advocating for the removal of that....thing. Didn't happen because the devs didn't care.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659528#Comment_1659528

    I don't know how to quote just a part of a post.

    Idea 1 is just a bad design.

    Idea 2 doesn't really do much, since OoO doesn't really work in chase and outside of chase they're most likely to sit still on a gen.

    Idea 3 isn't an awful idea, but it's a downside that can be bypassed easily enough that it doesn't fix anything (just use OoO a second at a time to keep tabs on the killer).

    "All at once" is right out.

    "Idea 2 doesn't really do much, since OoO doesn't really work in chase and outside of chase they're most likely to sit still on a gen.

    Idea 3 isn't an awful idea, but it's a downside that can be bypassed easily enough that it doesn't fix anything (just use OoO a second at a time to keep tabs on the killer)."

    Yeah, they were just ideas. There's still some work to be done, but there's not much reason for them not to be a thing except that they would do not enough.

    And by combination, I was mostly talking about the second and third in combo (all three wouldn't do much good and would probably make the game worse)

  • @jisp3r said:

    Wanna know what happened?

    I bet some people said he was nerfed and everyone stopped playing him just because the word "nerf" was spoken.

    He is still strong. Never overheated his chainsaw and now he got some fun add-ons to play with.

    people stopped playing him because of the roar (note that I put this first because I know it is very true for me and is true for a number of other players. The second part of this sentence is more broadly true and more accurately reflects the cause of people's decision to not play him) and how he is just generally less fun to play. dead doesn't mean not effective. death is the result of dislike and abandonment for whatever cause that may be.

    Attributing it to people saying "nerf" is falsely attributing it (and also probably implies something false about the depth of thought and independence of most players who enjoyed Billy).

  • @bm33 said:

    I see Billy about the same as I did before the change. 🤷‍♀️

    I have seen Billy once. And it was a rank 10 (I was red ranks at the time). I couldn't stop laughing at how stupid he sounded and looked.

    I miss actually being threatened/scared when facing a good Billy (and Nurse for that matter).

    Billy is dead to me as killer because of the roar. That is the worst change they made. He is in the trash chute because of that. The other changes I disliked was the sound and look of the overheating tank and the tinny sound of the chainsaw. Additionally, I hate the sound of him colliding into obstacles now because of how it sounds like he both chainsaws into it and hits it with his mallet (the devs overlapped the two sounds). Furthermore, the devs didn't address the issue of how big his hit detection range is and how that still often leads to survivors saying, "How the **** did that hit me?"

    So, they did nothing but make him less fun to play (probably also tried by publicizing a known character of the game to bring back customers who left). Thx for that, devs. Hate every bit of it.

  • I've always wanted Haemorrhaged to apply the ruin effect to healing skill checks.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659507#Comment_1659507

    Because a survivor perk that gives the killer movement speed (and a hefty boost too, 7%) would be on par with a perk that forces No Mither onto your teammates.

    A survivor perk that not only applies a buff to the killer, but does so by buffing the single most important stat in the game is absurd.

    Object of Obsession should be a perk that gives you valuable information at the cost of vulnerability. I don't want to be matched with a sandbagging ######### who gives the killer a .28 m/s bonus (almost 1.5x the difference between Huntress and Trapper)

    Ah, yeah, I thought the same thing about the first suggestion of mine (it's the most abuseable), but the post was made with the full intention of all three options being equal in brainstorming, and order from top to bottom had no influence on which was most important / most feasible. I'm personally a fan of the third choice (but wouldn't mind the second in substitution or addition).

    Since your comment quoted my whole post, I assumed that that was your attitude toward everything I said. It appears that was not the case.

  • @then4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657993#Comment_1657993

    Yeah, that is definitely you lagging out. I live near servers and pay for good internet, so I never have the problems you're getting. the only problem I have are with players that have crap internet, don't live near servers and/or use a VPN... this server hit validation fixed nearly everything.

    sorry to hear about your troubles, maybe Behavior will dish out a few more bucks and buy servers in more areas (wink wink) 💜

    The last server hit test didn't do this to me though.

    Additionally, with that Kate, she had to have gone through me to be able to drop the pallet, so she was obviously in my active lunge range regardless of whether I hit her at the location I saw or not.

    How, then, does she not get hit?!

  • @gatsby said:

    I have zero issues with it. I'm the designated totem cleanser in my SWF and the hexes rarely last more then 3-4 minutes into the match.

    My build has Inner Strength and Detective's Hunch. I don't think a Ruin/Undying user has 4k'd against us yet

    Great, thanks for that. Showing off how SWF can just break the balance of the game by being able to tell other survivors where there are totems. Of course you're able to use totem perks knowing they'll be useful without going through the tedious process of checking in the pre-game lobby with the other survivors who half of the time don't even answer because most just go afk until they hear the sound of the match starting.

    Why didn't I think of just using comms in my solo queues?! /s

    ...

    hahhhhhhhh

  • As I said to the other person who responded to my comment, I thought that it was evident that like Spine Chill, all effects suggested are only present when OoO is active.

    Why is my suggestion therefore a bad thing? The major issues with OoO come as a result of the survivor using it getting a big head start when the killer starts to come after him/her. The changes aim to either minimize that or make using OoO in situations that would be useful to have a great head start (i.e. working on generators across the map) less useful.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657984#Comment_1657984

    Thats going too far tho, hinderance is already much stronger than people realize and its only 3% for 30 seconds. Having a permanent 5% debuff is insane. Same for having a killer with a permanent 7% speedbuff(especially since it would negatively apply to all survivors, rather than just the user).

    Hope, for example, is a 7% buff in speed for survivors, and can extend the average chase by 6 seconds against a 115 killer, and by up to 8 seconds for a 110 killer, and that only applies for 2 minutes after the final generator is popped. Imagine a 5% debuff for the entire match just for running 1 perk, its just too much. You might aswell delete the perk. OoO needs a debuff where it matters: after being hit. The whole skit of OoO is showing the killer where you are and then trying your best to avoid the killer. So being hit means you didnt properly avoid the killer, and thus you would recieve a debuff. Much more fair, right?

    So, I stated this was the assumption that everyone knew all the effects are only active when OoO is active (the trigger condition being looking at the killer outside of terror radius). A survivor could theoretically never be affected by the hindered status effect if he/she only looked at the killer when on gens and when in chase (i.e. inside the terror radius or in a place where movement speed doesn't matter).

    I guess I should have made that more clear.

    And I would argue that yes, a large amount of skill comes into play when showing yourself to the killer and avoiding being downed, but for stealthier users, the major aspect that takes skill is learning how to know when to safely look at a killer and when not to.

  • BT is often used really aggressively in my games. I'm wandering around, someone gets unhooked, I'm chasing an injured survivor, another survivor comes out of nowhere (injured), I hit survivor. Survivor doesn't go down and can just go mend, allowing the perk to be used in situations where I'm not tunneling or camping to trade mending time (or not if I choose to chase that survivor) for a down.

    I am not a fan of that, but I am a fan of letting BT be a perk that prevents recently unhooked survivors from being downed by a killer that focuses them.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657966#Comment_1657966

    nah, spreading out the hooks will create dead zones that survivors will run to every time. Swf will also abuse this by body blocking the hook.

    SWF has no place in talking about base game balance (because different rules should apply to SWF, but what or when or if is in extreme question).

    I'm speaking from experience and examples (because empiricism rules) when I was a killer and did not have survivors wiggle out even though I spent the full sixteen or so seconds it takes to carry a survivor to a hook almost every time I had to hook one.

    This was a game on Rancid Abbatoir with only seven hooks on the map, spread as far apart as possible. I was Hillbilly (back when he was fun to play for me, and seriously, the changes can go disappear in a hole somewhere. The sounds and visuals are a huge destroyer of enjoyment), and no one had burned any hook offerings.

    It was tense, and required a lot more thought than I usually give to hooking survivors. i.e. I had to choose one of two destinations and stick with it.

    Also, I hate the reworked sabo mechanics. All that work for something so lacking in planning and forethought.

    Edit: I'd be happy to give my experience in that one game in full detail if so desired.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657975#Comment_1657975

    So what facts do you have to support this. A 15 second nerf to a still strong perk?

    I'm sorry, what? Which perk are we talking about? Pop?

    or, did you respond to my post in error?

    If you haven't, my evidence is the trend of chapter releases, what each contains, and how we're clearly barreling past the 18 killers or so for which the devs originally stated they were aiming. Other evidence includes the decisions made around publicity for changes, the constant shifting of perks for killers to compensate for the issues of the core game so that the devs never have to actually fix the issues, the statements about not needing a health chapter because the devs can work on both new content and health at the same time (and the devs are probably conflating balance and health in this statement more than they should), the careless attitude the balance team head has toward the community and criticism, and the way that the PTB has become a worthless thing for testing features and only serves as a marketing stunt.

    This list is neither exhaustive nor exclusive.

  • @TheRockstarKnight said:

    Yea, Ghostfaces, Wraiths, Myers, and Pigs shouldn't be crazy better at camping and tunnelling just because they're stealth Killers.

    -

    As a counter nerf so that we're not just buffing one of the most used Survivor perks, Borrowed Time should take a lot longer to Mend from and it should deactivate when the End Game Collapse is active.

    No more freshly unhooked Survivors body blocking for their fully healed teammates because they have BT and DS - you wanna save a teammate at the end of the game; you'll need your other teammates' help. Not just outplay the Killer with your perk.

    BT shouldn't be a mending action. It should be a healing one. i.e. if you can't find another survivor to heal you or heal yourself, you go down. As in, old borrowed time but only applied to the survivor just freshly unhooked.

  • Well good for you. My experience has been terrible, especially since the game lies to me through auditory and visual feedback when the server denies a hit.

    https://youtu.be/CWDV3MOMcdk?t=444

    No one complained in post game chat about hits in my game before this went live, so I've always understood my hits to be in the realm of possibility. This....this is just nuts.

  • Spoiler Spoiler Warning ▲▼

    I mean, OoO could just make the killer faster when it activates. eg. 7% (Edit: this is in spoiler text because people focused on it too much, and, yes, I am aware of the significant downfalls of this option).

    Alternatively, OoO could make the survivor slower (-5%)

    A third option could be to decrease all action speeds (-9%) when OoO is active (like an inverse Spine Chill).

    Or, a combination of all of these is possible.

  • The devs (management and the balance team specifically) are sticking to one side.


    They follow the money...

  • @TheClownIsKing said:

    My eyes are bleeding from seeing all the “tHaNa WaS nErFeD!!” claims.

    Has everybody forgotten that Thana is DESIGNED around encouraging/tricking survivors into healing more frequently?!

    We need to go back to understand Nurse, and all 3 of her perks. As absurdly powerful as Blinks are, its indisputable that Nurse will have a much easier time hitting stationary targets with Blinks rather than moving targets. 

    Enter Stridor & A Nurses Calling. Stridor to better triangulate where a survivor is hiding behind obstructions, and A Nurses Calling for a ridiculously easy Blink target. And now for a way to greatly incentivise survivors to actually prioritise healing so that Nurse can set up those easier Blink targets. Thanatophobia. The global debuff was never meant to be oppressive enough that it’s purpose was to directly slow down gens. It was just meant to be enough of a nuisance to survivors that they heal to get rid of it. It’s through more regular healing that game stall for the killer is achieved through this perk, and shorter chases when used in conjunction with A Nurses Calling. 

    The problem with the devs having stubbornly stuck with this idea of Thana have a global debuff is that it backed them into a corner by having to be very conservative with the percentages. The higher that number gets, the less likely Thana is going to achieve its intended outcome: getting survivors healing, and the killer more frequently catching survivors out in a compromised position. Killers, you can’t have one perk have increased percentages to slow gens down longer AND keep survivors injured longer at no additional compromise, other than simply equipping this ONE perk and doing something you’re already going to be doing anyway: injuring survivors. That just goes to show you don’t care about balance at all. If you want to commit your strategy to keeping survivors injured in conjunction with Thana’s other debuffs, you need to compromise more perk slots to that with either Coulrophobia, Sloppy, or Forced Penance. Deal with it!

    This recent change to Thana in regards to gen slow down is redundant. It doesn’t matter if it’s 5% per survivor, 10%, or 15%. Survivors are not meant to just be putting up with the debuff, except where they simply have no choice to because they’re not near teammates and cannot heal themselves. What DOES matter is that healing (where immediately available to injured survivors) will be way more attractive now that they’re aware Thana has no direct healing debuff. It’s your job as killer to CAPITALISE on this behaviour, and adjust your load out and strategy accordingly. 

    If your using Thana as a gen slow down perk, you’re playing the game wrong.

    I mean, it's more like you're using the alternate effect of the perk and stretching it out as much as possible to cover an aspect of the game that needs work done on its core rather than constantly being dealt with by perks than "playing the game wrong", but sure. I guess that's similar enough.

  • Wiggling is a timer for the killer. The killer only has so long to hook you and can't bring you into the basement for every down.

    I agree hooks should be further apart, but only to maximize the distances killers have to walk to hook survivors. I do not support more wiggle outs.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/195617/so-umm-what-is-this-pile-of-horse-dookie

    I think you suffered from a really really bad connection there, check out at 7:15 you get teleported back the teleporting happens at 7:18 but still oof.

    But the connection icon hasn't appeared in the top left of the screen, and I don't believe my ping was in the red.

  • Everything but remove all of the ones not the original +Michael. And add Oni (and PTB Pyramid Head).

    The rest can go in the chute. I really don't see how they fit at all into the atmosphere already established for the game.

  • @MusicNerd_TC said:

    Dat mic doe 👌.

    Anyways, I expect this to be fixed before it goes live, but this is behavior so who knows?

    it's the xbox gaming overlay for windows 10. idk why it recorded (there are definitely reasons) it like that since the audio in-game was fine.

  • @Kees_T said:

    I have some pretty COOL idea, and thinking about the algorithm of it would be easy to implement. When a Killer would get stunned by a Pallet but he managed to hit a survivor within 0.X seconds, instead of pushing the Killer all the way back, make some special animation like:

    While the pallet is getting throwned and it reachs where the Killer is, the Killer will kinda cover his side where the pallet is coming from to defend themselves and then break it somehow(with a punch, their weapon, maybe thrown the pallet on the ground and smash it, but it needes to cover the stun duration). So instead of just stunning the Killer and teleporting him behind, you will suffer the hit from where the Killer hit you, and he will just break the pallet in the time he would have been stunned.

    this is what I would love (I doubt it'll ever get implemented), but mainly, it was to try and figure out why I would feel better about getting hit like that than I do now.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650273#Comment_1650273

    Well, for the locker grabs I can see what you mean, but the hag actually injures the survivors when she grabs them from a locker (she bites them in the animation) so maybe all killers should have their animations tweaked so that they actually hit the survivor instead of the locker since that is probably what the devs intended. This way it would actually make sense as to why survivors are injured after being grabbed from lockers. Then maybe the survivors could be affected by deep wound. But if you feel like this wouldn't work I can understand that. However, they should tweak the locker pickup animation as I said before, it is a bit annoying to see the killers hit the locker instead of the survivor.

    Hag doesn't actually bite. She just gets very close with an open mouth. She has to save that tender flesh for the Entity and restrain herself.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652876#Comment_1652876

    they have been on both sides of the pendulum but hopefully they will start making good changes as they get more experience in it

    I would be inclined to agree...but there have been stagnant problems in the game since its launch and even more since then (gen speeds, survivor efficiency vs deaths, killer-survivor collision difference, "camping", you name it; it's all been there for a very long time.

  • lol wut. Your logic is like a colander. I pour big-picture sensibility and balance in, and they both just go on right through, leaving behind your noodles.


    But, if Undying only made the hex totem rejuvenate itself after being broken and not moved around, then it might be a slightly different story, and that slight difference could change everything about what I said.

  • I'm waiting for someone to use it with Hope on a map such as Midwich against a 110% killer such as Huntress so that the survivors are flat out faster than the killer and can run around things indefinitely until Hope runs out.

  • @bjorksnas said:

    Game balance is a subtle art, the problem was people are both expecting them to have a gentle touch but also immediately fix everything by making it how they want it, its a start

    Game balance is certainly a subtle art, but I don't think the balance team fully understands it, and even when they do, they end up being limited by the non-existence of mechanics (eg. no way to add a flat value to an action without going through percentages first. That's why Thanatophobia has to stack with other healing perks if applied to healing at all; the game can't handle prioritization of percentages like that (unlike with status effect durations).

    As you can see, I understand that there are probably dozens of problems standing in the way of balance, but I am still not happy with the choices the balance team has made given the tools they have.

  • I don't like the egc kill animation. So, no.

    Edit: Have you watched the video that inspired some of the design of The Entity? I've linked it below.

    https://youtu.be/8aJw4chksqM

    This is the reason why the Entity looks like it does (other than the newer stuff which is...ehh......), and I quite like the appearance.

  • Since the first moment the devs showed off anything regarding "new graphics", which really don't look all that hot (i.e. worse than what we had several patches ago for the base game) on low settings and with AA forcibly enabled, that the devs are chucking their art style right out the window and abandoning the color schemes and aesthetics that brought the game into the hands of so many people in the years after the release.

  • @NuclearBurrito said:

    Note that there are some changes in the PTB that weren't documented

    Specifically, Mindbreaker no longer has the 50% gen requirement, and thanataphobia now effects totem cleansing. That 2nd one is the reason I'm not calling the change a nerf inspite of what would otherwise be an insufficient numbers buff.

    As for some of the other things you said.

    Forced Penance is a very underrated perk, in particular it's a perk that's great for stealth Killers as an answer to hyper altruism (aka: the counter to stealth Killers). This is because Stealth Killers can easily both proc the perk (by ambushing unhookers and healers) and make use of the perk's effect(by ambushing broken Survivors on gens). So I would not agree to a rework or whatever.

    As for blood pact, you can't remove the healing requirement, you'd be left with an effect that is never triggered.

    Healing isn't a prerequisite, it's a trigger.

    For example, with the second wind perk, Healing a Survivor is a condition, while being unhooked is the perks trigger.

    For lithe, vaulting a window is the trigger, while not being exhausted is a condition.

    ect ect ect

    Blood pact's condition is having the Survivor you are interacting with be the obsession, healing or being healed is a trigger, not a condition. As such removing it is the same as removing the effect entirely unless it's replaced with something else.

    There have been too many occasions (when Forced Penance was being used, which is next to 0) where I'm plenty far away from an injured survivor I passed unintentionally and then been hit and made broken. I'm being afflicted with a status effect I had no business getting, and that's frustrating.

    I can't be happy with the perk for as long as it works like that.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/126370/on-lucky-break

    I think it should be % based (similar to iron will), that way you would be able to keep the no bleed effect without that worthless timer. It'd be something like 50%/75%/100% less bleeding.

    I think that's kind of how Sloppy Butcher works; it decreases both the max and min times, which in turn affects the "chance" for blood to spawn at any given moment, resulting in a percentage of increased bleeding.

    But yeah, your explanation is what I was trying to get across in the OP (I think).

    I'll edit the post to reflect that.

  • Make Iron Grasp reduce drop bonus! The perk needs love.


    Also, it's like 4.33 drops. I usually let the survivor wiggle for two or three seconds before beginning the drop process, and on the fourth the survivor usually pops right off.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648326#Comment_1648326

    Huntress has full control of her movement and a charged hatchet is almost impossible to react to.

    PH can only walk forward as strafing and reversing are turned off when using ROJ as well as mouse sensitivity being messed with and turn speed limited.

    His power is literal trash and i am shocked konami are allowing them to make PH a joke.

    A fully charged hatchet is sometimes almost impossible to dodge. However, Huntress is making a clear decision to pull up a hatchet in that scenario, and while she can cancel, there's a detriment to pulling one out too early or too late. The whole interaction requires a lot more input from both sides about who's going to do what next. Additionally, either side can say, "Ahh, damn. I should have done X instead. What I did was stupid" or "That would have been my key to victory, if I'd only read the killer/survivor better". With Pyramid Head, no one (neither survivor nor killer) really thinks that.

  • If Lucky Break worked like it did in this post, then what's going on with it rn wouldn't even be an issue.

  • Also, can we have a different sound for gaining Fire Up tokens (eg someone throwing wood on a fire or something, idk).

  • so, umm, update: You can continue stalking in tier three if you hold it over from tier two. So, the mechanic is half-bugged because the killer can force it to work by doing something really ineffective and unintuitive.

  • I know that this should probably be a bug report, but I don't feel like making one.

    Sole Survivor's still bugged fyi, devs. Got a stack around 20 seconds after two survivors left through the exit gate for no apparent reason. No one died. This was the case a few patches ago (last patch also?), too.

  • Huh. So, Pop's getting nerfed. I understand the idea behind the nerf, but A. I disagree with how you're going about it (I still think the perk is the epitome of bad design, but less so in the PTB, and DS or Deliverance will probably replace it imo) and B. Why wasn't this done sooner? This reasoning could have been given months ago.

    TL;DR. The devs are nerfing it without looking at how badly it is designed. Great.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/176744/killer-instinct-on-pyramid-head-should-be-an-aura-and-be-only-available-through-add-ons

    I gotta disagree, I think the Trails of Torment are great as is- if anything, as someone else said, they should get better buffs with add-ons into auras over killer instinct.

    Also, I don't think you have great comparisons... Hag can know where a Survivor ran after triggering a trap without teleporting if she was close enough, because the Trap will turn to face whatever direction the Survivor went- besides, as a Hag, you don't chase. You push people into your web, and you slowly kill them. Unlike PH, you have no range. It's traps or nothing.

    Trapper also can get valuable information from trap disarms depending on his add-ons- correct me if I'm wrong, but with Honing Stone putting survivors into the Injured status, they're easier to track and down. (Yes, I know it's not the same as an aura, but I think everyone can agree that Trapper needs some hard buffs and a look back over his add-ons.)

    PH needs something more to his Trails because currently, all they give is Killer Instinct and Torment. (Which, Torment isn't always the best thing to use anyway.) And considering how fast Trails disappear (which, is sort of the other reason why I don't agree with your argument- Trails disappear really fast. Trapper's traps don't when they're disarmed. Hags traps do, but she can reset them and they have a limited range without certain add-ons, and can only be disarmed by either flashlights, or risking a hit if she isn't carrying someone.)

    TL;DR: Trails are fine as is. Just don't walk straight into them and this won't really be a problem, as Killer Instinct isn't a game changer.

    hmm...this is generally all true. I'm not a fan of the "it's not powerful enough, and sometimes you can avoid it, so keep it" argument, mainly because if something is that way, it should be looked over and its purpose analyzed. Can it be made better? What is it doing now? Atmosphere? Something else? Is it just a filler effect so that the devs feel the need to look at that aspect in terms of effects and gameplay less?

    It should be changed, and preferably to an aura read only useable with add-ons. For alternative passives, I think I offered some in the above comments.

  • @ClickyClicky said:

    I forsee it getting nerfed to when the survivor taps the gen or when you hit a survivor, rather than the dying state.

    probably

  • @CalamityJane said:

    I dislike your suggestion around add on retention. Survival keeps add ons but the killer only keeps add ons if they get a 4k.

    That is very skewed, a survival is a win for a survivor, but a 4k is above and beyond a win for a killer. Losing a survivor to the hatch because you didn't go full tryhard and slug everyone until you found it isn't a loss, it's still a win.

    It would also cause an even greater divide between add ons. If you base retention on kills, then 'good' add ons help you get a lot of kills so you keep them. Iridescent Heads and Infantry Belt would be very difficult to lose, meaning their ultra and very rare status are both redundant because as long as you don't suck, you never run out.

    The acquisition and retention of add-ons such as iri head is in and of itself an issue with the bloodweb. It would make a lot of sense (imo) to have add-ons stick around after the match for killer if killers weren't getting good add-ons as much. That is, if it took a killer seven bloodwebs to get one iridescent add-on (eg. iri head) and spent 700k or more to obtain it but gets to use it for only two (chooses to play one round in between without it), that would be just as frequent if not less for a killer getting add-ons from the bloodweb currently.

    These two ideas were included in the same post because increasing the bloodweb's cost to adjust for deflation to prevent add-ons from just stacking up, unused -- a deflation of currency which is directly caused by the need to allow players to acquire perks in a reasonable amount of time spent leveling -- means that both the method of obtaining perks and the price of add-ons are related and need to be addressed together.

  • @BigTimeGamer said:

    here are two doodles depicting a good map and midwich. I seriously don't get how my 2min sketch conveys the biggest issue on that map faster than their design team noticed. the dash represents Object.

    https://i.gyazo.com/4feb94161f437d183b32d8061ce4e958.png

    https://i.gyazo.com/a237c4f7c3f6df7c8a4eebe4bad304a1.png

    the dash honestly represents any kind of LOS or information on the other player, including heartbeat radius and scratch mark trails.

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