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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I’m more interested in seeing it work like leader as well:

    Thanatophobia: In the presence of injured allies or manifestations of death, your prey find it harder to push on. For every injured ally or killer’s belonging within a 10/12/14 meter radius of a survivor or in that survivor’s line of sight, that survivor receives a 6/9/12% penalty to all actions.


    Note that this would apply to hooks, traps, and totems. It wouldn’t be the same perk we have today, which is in a strange too weak but could be too strong position, but it sure would be a lot more interesting. :D

  • @Shad03 said:

    Imagine this. You are on the shoulder of someone and your stomach is directly on their shoulder blade.

    Then they fall from a decently high spot onto the ground below.

    Your stomach would then be slammed into the blade of the shoulder, knocking the wind out your lungs, especially when you aren't prepared.

    Why would you then have the strength to continue wiggling after that? Even if the killer was staggered the most it would do realistically is to pause the wiggle timer since the survivor needs to get air back to wiggle again.

    @Drowsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/362971#Comment_362971

    Even with the Balanced Landing perk, it doesn't stop the stagger completely (not asking for that to be the case here).The difference between the vaulting speed and falling from a place like the top floor of the Asylum doesn't match up. Killers still catch up because of no stagger at all.

    https://forum.deadbydaylight.com/en/discussion/comment/362981#Comment_362981

    They can easily be stopped by a pallet but not a fall from a significant distance.

    I just wanted to add with the Survivor being on a Killer's shoulder, struggling on your the Killer's shoulder and fall from a reasonable height, the survivor should receive a small percentage to wiggling out.


    @Drowsy , what @Shad03 brings up is what would happen in an actual situation. A survivor, if we’re being realistic, should have wiggle time regressed when they are slammed by the killer’s shoulder during a fall.

    The inverse (for heights while not being carried) is also true if killers didn’t have superhuman strength: A heavier being would have a longer stagger when dropping the same height as a lighter being. Ants can safely fall tremendous heights that would kill a rat because of how light ants are.

    You would expect a survivor to land in a roll and not lose speed when transitioning from falling to running from DbD’s heights.

    If anything at all is done in relation to heights, I primarily want the killer attack animations to connect properly when hitting a survivor below him/her.

  • Or have the two wrench addons lessen the probability of skill checks.

  • If your previous killers were things like The Spirit, The Huntress, The Hag, or The Legion, then almost any other killer is going to make you feel slower in comparison.

  • Hide; use her large, directional humming to avoid her. This won’t really work if you plan on doing objectives on:

    1) Shelter Woods

    2) Mother’s Dwelling

    3) Skii Resort

  • Perk tiers should be obtained separately from the bloodweb; the first tier of every perk is found in the bloodweb, and there is an external system for using bp to upgrade perks. Imo, players can speed through bloodwebs too quickly, reducing the fun of reaching a new bloodweb level, and this system would help stop that.

  • @PureHostility said:

    But Billy and Nurse cannot be in the same match, thus your argument of placing 4 man SWF against 2 "busted" killers at the same time is ... awkward at best.

    +1 lol

    dang lol button being gone

  • I just want offerings to not get the farm

  • It’s because the animation doesn’t care about hitboxes of the environment; the chainsaw’s code hits the survivor, but the two hitboxes separate after they hit, so the animation can be strange sometimes (it’s why a Memento Mori animation can clip through walls. No one complains about that because those circumstances appear to be different than the chainsaw’s, but they are one and the same).

  • I like the idea of incorporating no aura into Shadowborn, which is a The Wraith teachable and would synergize well with him.

  • I once was working on a gen with a Jake, a Hag approached, and then I teleported to the top of the Blood Lodge. I was very confused.
  • NOED is really only balanced in a match if survivors were able to use stealth to buy time and look/not look for totems. It becomes unbalanced in the kind of scenario the OP describes where the survivors are barely surviving and finished the last gen knowing that probably only one survivor is escaping anyway, and that’s all before a survivor is expecting NOED 
  • Therapy is a scam
    Even more if you don’t pay for it, surely. :P 
  • Honestly, just don't play him. He can't be played "correctly" because he is a killer for people who don't want to be playing a multiplayer game.

  • Bloodpoint based ranking and then Victory Cube.

    Sabotage vacuum.

    lumpy ground and grass that actually benefited stealth.

    Better lunge animations.
  • I dislike the Phantasm trap thing; a range reduction should be applied to Lightweight instead.

    Removing a bear trap doesn’t work with the same RNG as you think it does. Rather, Slippery Meat should decrease the time to search a box.
  • Bravo0413 said:

    @Bravo0413 said:
    The_Crusader said:

    The thing is though...if they made killers abilities "good" at base, then add ons would make it OP. So you need a weakish power at base and then scale it with add ons.

    It is a strange design choice but I can kinda see what they're doing.

    I think more so what hes referring to is that addons that effect charge times and such should be more common or uncommon status and then most addons should be like the muffler addon for Billy's chainsaw, or the prayer beeds, or the addon that takes away the heartbeat when wraith comes uncloaked... addons should more so change more then just charge times and cooldowns and killers shouldnt be as addon dependent..

    so first of all prayer beads are completely broken lol, secondly I'm saying add-ons should change playstyle rather than "fix" a weak power or obvious weakness in a power.

    No prayer beeds are not broken... survivors have multiple counters to the addon... simple perks that benefit the survivor throughout the match/any match, against any killer counter the addons....

    Ya have OoO which hardcounters spirit.... period!
    Ya have premonition and spine chill which again counter spirit (the only reason these perks are not used often is because survivors find them boring or SWF which gives survivors no reason to run them) 
    Those 3 perks alone counter her and can be run every game and give benefit to the survivor 
    Then you have IW for when being chased by her

    Just remember when you get gen grabbed by her you were grabbed by a killer that cant see you while using her power..... maybe thatll make ya feel better... 

    Also in my comment I stated that you want exactly that... less buffing the power more changing the power and listed examples...
    OoO is terrible against Spirit. You can only see what you are able to see with your eyes. That is—her husk. Additionally, the passive phasing is super trippy to watch AND in those small instances, she can see you when you can’t see her, similar to Michael or Freddy. 
    Spine Chill I believe only works on the husk and the same goes for Premonition. 
  • @Kind_Lemon said:
    That would be terrible — you could completely negate the point of the heartbeat, which is already in dire straits. Ignoring a mechanic with no downsides is never a good idea for game balance. The only reason The Nurse is still as she is is because of the tremendous skill ceiling.

    Wot. Only Myers can completely remove their TR with this perk even WITH M&A stacked onto it.

    Both M&A and this insidious perk combined is -23 meters terror radius outside of a chase. The smallest non-Myers terror radius is 24 on the nightmare, legion and sprite which I am now realising is smaller than I remember it being.

    1 sec I thought they were 28, which they aren't

    Point is it doesn't REMOVE the terror radius (or isn't intended to anyways), it just lessons it for stealth play

    M&A wasn’t in the game when the devs were balancing The Shape, and his 8 meter terror radius is only justified because of his slow speed and tremendously shortened lunge. 
    Dead Rabbit is only really acceptable because of how it increases the terror radius of tier 3. 

    Terror radius should be based on how quickly a killer can approach a survivor and how easily said killer can hit the survivor. Having a Hillbilly with a terror radius unconditionally slightly bigger than that of a tier one Myers would be awful. 
  • That would be terrible — you could completely negate the point of the heartbeat, which is already in dire straits. Ignoring a mechanic with no downsides is never a good idea for game balance. The only reason The Nurse is still as she is is because of the tremendous skill ceiling.
  • Reiterating what many have already said: Killers shouldn't depend on addons, and addons shouldn't be so overbearing.

    Adding something new: All addons should realistically have upsides and downsides. If the addon changes the killer is such a way to make them stronger if that killer is weak, then why not remove the addon and make it a part of base kit if it doesn't have any drawbacks? The developers would benefit from going back to their previous game design choice of treating addons as something that merely sweetens the cream or shocks and wows both sides in an interesting deviation from the norm. I think Myers is the best example currently of the types of addons that every killer should have.

  • Saying something has a counter doesn't mean that the issue at hand isn't bad game design.

    And anyway, people should be arguing for harder-to-find totem spots and not ones where it's just Monkey see, monkey cleanse.

  • @Ihatelife said:
    Personally I feel like a lot of maps such as disturbed ward etc.. feels so empty now. And I'm not talking about pallets or something... but crows, trees, objects etc. Or maybe it's just me XD

    The reason you feel this way is because things did change at one point. I think it was during the engine changing that the little pits and holes in the ground (i.e. all the texture to the ground) was removed. Additionally, this made survivors crouching in grass poke up, making that kind of hiding stealth much more difficult. I was at one point shocked that the developer team hadn't done anything to remedy the issue, but that was before I knew how big they had gotten.

  • I have a very similar idea typed out in my computer’s documents. I’m so glad I’m not the only one who thinks that survivors’ bodies should stay put after being put to sleep.

    One of the things I’ve spent a considerable time thinking about was the way survivors interact with hooked survivors. I didn’t think it was very fair if a survivor could be woken up while on Freddy’s shoulder, and I’m sure being woken up into the real world while on a hook is going to make a mess of the coding. If what is suggested happens in some sense or another, my best guess for balance is for a survivor to be sent back to their body, awake after being hooked, completely skipping the first phase of the hook. It’s far more akin to having a scary nightmare than the current system. Additionally, this feature makes up for the fact that Freddy could lose a survivor at any moment while chasing them if someone finds their body. This only causes problems in the altruistic points section of the game, but I’m sure that can be fixed.

  • It’s too difficult for players to depip in normal gameplay, so the devs have implemented rank reset as a bandaid to the solution.
  • Hatch is like Rancor, not NOED.
  • Eveline said:
    Nerf Boil over? U guys are joking right?
    Yes
  • I want more insane achievements. The other ones are so boring and clutter up the achievement tab with trivial text.
  • @Milo said:
    I mean 3 seconds of a gate is a lot of precious time. And infinite aura reading if you're opening a gate? That's just too good for any SWF group!
    We need to remove this asap or nerf it super hard.

    @George_Soros I'd say i do it

    Finally, someone can identify the real problems of DBD, and not afraid to speak up against it either.
    Honestly, this super overpowered perk has already made me take a break from the game. Along with other crutch perks like Boil Over and Slippery Meat, survivors clearly have the upper hand. It's beyond unfair.

    Okay, to be fair, if a survivor goes down in that little room off the back of the Strode house and they have Boil Over, it’s hard to get them out of there.
  • I’m in favor of having a perk that lets a survivor bring two items with them when they escape. Bringing multiple items into a trial per survivor would be broken.
  • Someone should probably let you know that while your idea is not necessarily terrible, the perk's name is Sole Survivor. That's as in, the perk is protecting only one survivor and not anyone or anything else. Though, it should be protecting that one survivor a little better than it is now...

  • Well, this post could have been about how the hatch should be an interaction to open, perhaps with a loud squealing noise like that of a rusty safe. Or maybe this post could have been about how exit gate opening and key-hatch interacting should be similar in length. Or maybe the post could have detailed a realistic way of adding secondary objectives to get the hatch to spawn rather than share the same objective the exit gates require. None of this was discussed. I feel like this was a missed opportunity to talk about more than just frustration.

  • Or the developers could just remove the wall separating the chest from the rest of the upstairs, thereby shortening the way down from that spot to a hook.

  • This is totally a The Legion rant post, and I'm all for trashing The Legion's mechanics.

  • I'm in favor of seeing some mechanic that would allow for the tier one and tier two perks be used even if the player has the tier three version available. I disagree with your idea solely because I do not want the developers being the ones to make the decision about what perks cost what and etc. Same as @DocOctober —no offense, devs.

  • I would agree except that The Spirit is already very powerful and somewhat easy to use.

  • @tt_ivi_99 Counter suggestion, go!

    Dying Light
    You become obsessed with one Survivor.
    Your Obsession's altruistic action speed is increased by 38/44/50 %.

    For every additional 15 meters away a Survivor is from the Obsession, that Survivor gets a stack-able penalty of 6/7/8 % to Repair, Healing, and Sabotage speed.

    It promotes no tunneling, it brings survivors together so that a killer can interrupt more than one, and it works from the beginning of the game. What more could you ask for?

  • Why are there two values? Aren't they both affecting how well a killer sees through mist? And secondly, why not just suggest this as an additional modifier to Shadowborn, which lost its brightness modifier?

  • @Entità said:
    Kind_Lemon said:


    Entità said:

    @Kind_Lemon said:

    I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.

    Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.

    Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.

    For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately. :(

    Aura perks to be countered by immunity from 3 stacks on Sole Survivor are as follows:

    • Bitter Murmur
    • OoO (with open handed)
    • Blood warden
      -Territorial Imperative

    Killer Addons affected are as follows:

    • Willow things x2 (Hag)
    • Glowing Concoction (Huntess) ; not really that important
    • numerous mirror addons (Michael)

    Killer Powers:

    • Freddy 

    ...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.

    Your list is great and I thank you for that detailed work. :)

    Many people complain Freddy is too weak: I don't think the Devs will nerf him again by buffing Sole Survivor in the way you suggest.

    Territorial Imperative? Who uses it? It's an extinct perk, like the dinosaurs.

    Blood Warden... yeah, maybe in that case an infinite immunity could save your life until the gate unlocks, but what a situational perk it should be!

    I gave you my opinion about Bitter Murmur.

    OoO with Open Handed and Sole Survivor? Yeah, it could be useful, but it's almost rarer than gold.

    Do not Myers' mirrors and Wraith's all-seeing operate on short distances?

    I don't remember those Hag's add-ons: she is not a common killer to find.

    Wouldn't you prefer the rework or buff I suggested or something else not too situational? :)

    I don't agree with the part of your complicated rework that removes the synergy between Sole Survivor and OoO simply because I believe Sole Survivor was made to be run with OoO. Still, your rework relies on others being fully dead, and often the most useful time for a Sole Survivor user to have it active would be when another survivor is slugged on the ground on their last hook or if a survivor is being chased and you are sure they will go down. It doesn't even matter with your rework or the version we have currently if everyone is on death hook with 5 gens left. Sole Survivor won't do a thing.
    The rework I'm looking for must include Immunity if all other survivors are dead and preferably give Sole Survivor some power when other survivors are slugged or have been hooked. It could even be something like gaining a stack (eg. 6 meters) per hook the killer gets, although the numbers would need to be tweaked.

    I should have been clearer when giving my perk, addon, and power list. I only listed things that were not entirely blocked if Sole Survivor had less than 3 stacks. Yes, the Mirror addons and the All-Seeing addons do reveal survivors, but that's only if not a single survivor is dead yet. I mentioned the Hag addons because I used to play just Hag (before the game became too easy at times for me and my skill was not as great on the other killers I was forced to play in red ranks cough baby nurse cough). On the whole, Sole Survivor is a situational perk and doesn't make that large of a difference if OoO is not in play, so due to it's underpowered nature, Sole Survivor should have immunity at tier three. This is also considering all the other ways of finding survivors in a game such as Crows, Madness bubbles, Stridor, Whispers, Skill Check failures, the audio of Territorial, etc.

    In other words, I think your solution is too complicated for the simple change it makes and doesn't have enough consideration for the reasons behind Sole Survivor's failings.

  • @powerbats said:
    Tapps perk does the same thing but I can't remember which way it goes but when they're not all the same it's confusing.

    Indeed, this would be the kind of qol update that would make understanding the game easier.

  • It hasn't actually bothered me. I use the hook offerings as killer if I'm worried about that, and that's what they are there for—wasting less time when carrying a survivor.

    Anyway, to your point, wiggling off shouldn't really be a thing unless the killer's carrying the survivor all the way across the map or to the basement.

  • The only issue with insta-heals is that they are used during chase. If there were a condition saying that pressing the secondary action button while healing does not apply in chase, the insta-heals would be fine.

  • Welcome to today's episode of our weekly DBD show: Remove *insert random perk here* !
    Featuring today: Insidious. Watch how our players fight over the completely unlikely and unnecessary removal of a perk that occasionally may or may not lead to a sense of frustration of an undefined number of our players. Flames! Salt! Lols! Arguments! (Nah, I'm just screwing with you with this last one.)
    Stay tuned next week too, when our hot topic is: Wake Up OP, REMOVE!
    I wish the Lol button was here for this...
    +1 weak lol
  • Welcome to today's episode of our weekly DBD show: Remove *insert random perk here* !
    Featuring today: Insidious. Watch how our players fight over the completely unlikely and unnecessary removal of a perk that occasionally may or may not lead to a sense of frustration of an undefined number of our players. Flames! Salt! Lols! Arguments! (Nah, I'm just screwing with you with this last one.)
    Stay tuned next week too, when our hot topic is: Wake Up OP, REMOVE!
    I wish the Lol button was here for this...
    +1 weak lol
  • I would be more in favor of adding more requirements for teachables before they appear in the bloodweb so that it’s not just the situation you describe: wait three months, spend bloodpoints, and repeat.

    i.e. Leapfrog achievement must be learned before Lithe appears in Feng’s bloodweb as a teachable
    or
    Nea must crouch for 1.5k meters before the teachable can spawn
    or
    As the Hillbilly, get stunned 100 times before Enduring can spawn as a teachable
    or
    Use Spirit Fury in 50 games before it can spawn in the bloodweb.
  • I wish Insidious would tell you how many survivors have you in their FOV. That way I would know if I was being silly by standing still in a chase or a building or if I was being super sneaky. Then I would use Insidious more.
    This actually has more to do with wishing the camera on survivors was positioned back slightly so that survivors have to put more of themselves around corners to see what’s on the other side. 
  • I wish Insidious would tell you how many survivors have you in their FOV. That way I would know if I was being silly by standing still in a chase or a building or if I was being super sneaky. Then I would use Insidious more.
  • A shopping mall is a great idea for a new map and Behaviour should really consider it, or actually making a shopping mall map. It would definitely need to have 2 floors in a balanced way.
    I would be hoping for some experimentation with echoes if we had a mall.
  • @Goldengeartwo said:
    Survivors are completely busted. Gens can be popped so fast, Hex: Ruin or no, that The Killer barely has time to get more than a couple hooks. No matter what map presence or perks you have to counteract it, Survivors had the swift ability to completely thwart it. 

    In fact, unless you're a Nurse, the most you'll end up hoping for against an optimal team is a black pip. 

    And what do you define as optimal? Survivors having the most fun? Survivors getting all they want out of a trial i.e. an item for each, max bps, etc.? Escaping? I'm thinking you mean escaping, but that's not all the game is about, but unfortunately the developers have made it such.

  • I wish it was just the 1 second any-direction hold. Shifting wastes sprint bursts and leaves scratch marks.

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