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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • Is the OP trying to summon a "camper" by repeating "camp..." in the title three times?

  • @Kind_Lemon said:

    Saboteur:

    Allows you to sabotage at 60/70/80% speed without a toolbox. Increases toolbox efficiency when sabotaging by 70/75/80%.

    Comes hand-in-hand with:

    Sabotage

    • 18 seconds
    • hooks stay permanently sabotaged until a survivor wiggles free
    • if no hooks within 32 meters of the incident, all hooks within 64 meters respawn after ten seconds.
    • For each time a hook is sabotaged, sabotage speed for that hook is decreased by 15%.

    And the sabotage mechanic is fixed.

    I originally supported killers having to interact with hooks to force them to respawn, but I think the above idea is simpler.

  • I have fun as certain red ranked killers (Huntress) without slowdown perks that I can't have with lower ranked survivors (they tend to dc and get incredibly salty). It does mean I go for long, ineffective chases and then get everybody down all at once, so if that's not fun for you, I understand your position.

  • ...then Laurie wouldn't have three teachables, if this was the only change.

  • ooh! ooh! me!

    @Exerlin said:

    Yeah, the whole thing was just really weird and uncalled for. I expected some nerfs definitely, like making the charge speed addons also decrease the billy's chainsaw movement speed, but I expected for his basekit to be relatively the same, maybe with some QOL changes. Instead, we got an uncalled for nerf to his basekit, an obnoxious scream every time he starts a dash, and a complete addon rework. Way too much effort put into a nerf that didn't need to happen. I really wish the devs would just bite the bullet and revert the scream and overheat mechanic, the two things almost everyone can agree is uncalled for.

    that roar made me drop Billy faster than a hot iron. Last time I played him (because of the rift...) I ended up just playing without headphones on and basically just fooling around with the survivors in the hopes that they'd let me get the chainsaws so I could go back to playing something I enjoyed.

    I mean, it's not only that, but the animations, the camera position so incredibly far forward, the camera lock after finishing a chainsaw, the effectiveness of the overheat mechanic to minimize fun in playstyles that were not efficient while not doing anything to address the issues the devs said it was implemented to address, and everything else that makes him an unenjoyable experience.

    I was a big fan of the double chainsaw quiet add-ons until the devs broke them in the half a year before his rework. Now, I'm being told I have one, predesigned option for a quiet chainsaw build and get no say in the degree of which I want his chainsaw quieted? The whole limitation of emergent gameplay the add-ons have is disheartening.

  • good point.

  • ?

    Is saying I disagree with the decisions made by the group of people at BHVR responsible for the money part of DbD bad? I'm pretty sure MCote is something like a lead game designer (or am I thinking of McLean's role...), and I was never under the impression he was the heart of the push toward the kind of style of microtransactions free-to-play games often have.

  • healing used to be faster, and that allowed for the survivors to make both the unhooked survivor and the unhooker equally appealing targets.

    @Generic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744035#Comment_1744035

    This. Perks must NEVER be used to fix game balance because all perks exist in a constant state of flux. Their power varies according to the current meta the type of killers available and even the good graces of the Developers themselves. Whatever change or fix is implemented it MUST become a core mechanic the same way Emblems killed Campers out of the game.

    and wait...campers haven't just disappeared because of emblems, or have they and I've not been playing the same game y'all have been?

  • I'm commenting this here because I don't want to make a new thread, but does anyone know if the term "developers" can be used as a catch all for both coders and management (wherein the source of the problems (i.e. overarching decision making) you speak of appear to lie)?

  • head on hitboxes infuriate me. Survivors have said multiple times, "I have no idea how that hit you tbh".

    Also, there's no reason Enduring shouldn't be "pallet and locker stuns..."

  • @SnakeSound222 said:

    Can't you just yeet Victor and open the gate he's blocking? Charlotte doesn't have any movement speed abilities so it's not like she can rush over there after Victor gets yeeted. Even if she keeps using him and the EGC is not active, you'll still make progress on the door and other Survivors can body block him.

    you can leave Charlotte at one gate and be Victor at the second.

  • nah fam, I can't support anything that doesn't give me back the Jenner's Last Breath and Anxious Gasp combo.

    but yes to Campbell's, or at least the idea behind it. No clue why extra blinks weren't dealt with through using more finesse.

  • uhh...I don't hate the memento mori. So, am I not a part of your "all", or what?

  • And umm, why is it not the other way around? You're piggybacking on the Obsession mechanic to create a special survivor-survivor interaction, and I'm wholeheartedly against that.

  • @Crawler24 said:

    I am a rank 1 Doc.

    If i play against Doc it usually takes 3-4 gens before he even shocks me for the first time. The trick is A: Stay out of his terror radius and B: Have a feeling for timing and when he is about to shock in a moment just go into a locker.

    Doc has "impossible skill checks" builds, but i have zero issues hitting his skill checks and i know from my own matches that other more experienced survivors also don't have the slightest problems with that.

    When the skill checks are too much for you just bring him to get you into madness 3 so you can snap out of it. This takes nothing but a few seconds and is very easy to do...

    Also don't stand still at unsafe pallets. This is a good tip against any killer. Quick vaulting only buys you a few seconds but nothing more. Drop and run on unsafe pallets and Doc can not use his ability.

    Skill check builds disproportionately affect people with lower fps, and that's something to which the OP could be alluding.

    I used to be a red rank Doctor until he got reworked, and now I hate everything about him. When that happened, it was a sad day.

  • @SkeletalElite said:

    The train has already departed and nothing the devs do will change it.

    They have a damn baby bottle add-on. If they didn't want people calling it a baby they shouldn't have so clearly themed the killer like a baby.

    They made their own bed with this

    He is most definitely a baby. He is also a brother. Are babies and brothers mutually exclusive? No. Could Charlotte still have a twin brother younger than her by a significant amount due to Entity involvement? Absolutely yes.

    Blaming others for their interpretation of your presentation is not cool, BHVR.

  • oh, tinkerer. explains why they were reluctant to touch gens.

    Also, Mother's Dwelling is the largest flat map.

  • I don't mind playing against Spirit, but your post has done nothing to convince me that other survivors' feelings are misguided.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1736626#Comment_1736626

    https://forum.deadbydaylight.com/en/discussion/comment/1738805#Comment_1738805

    I thought BHVR said that they did not have to worry about any legal tape surrounding balance changes to a guest IP?

    oh? perhaps they did? I don't remember the events super clearly, but that's what I took away. I could be wrong.

    1. legal issues
    2. Badham frequency was too low compared to other realms that had multiple maps?
    3. wanted to give more fodder for their first "graphics" update?


  • no; I give 0 cares about what Charms survivors or killers have (unless I think some killers are terrible and then I look and see what they've got on their hooks).

  • It should activate upon a survivor entering within 16 meters of a powered gate and stay active from then on.

  • @animalmak said:

    For me, it's less Hag herself and more how some Hag players play combined with how dumb solo q'rs are against her. Played a game against her yesterday where she set up her traps around me on my first hook but proceeded to stay in the area despite people not being directly there, which meant no one came and got me, which meant I stayed on that hook for 2 minutes before I died on first hook. And this isn't exactly an anomaly situation.

    I've played against a VERY GOOD Hag before and it was one of the most fun games my friends and I had. Her traps were so well-placed and she was so good at constantly spreading damage and wasting our time, and the whole game was just exciting moment after exciting moment. Unfortunately, this is not how most Hag players play.

    So TL;DR - I think you're just getting flack from how a good number of Hag players play (especially lower-rank Hag players), and people just not wanting to go against that. Because I don't think there's anything wrong with Hag as a killer because she's counterable but still very strong with the right player.

    yeah; often safe gameplay for The Hag is unfun for survivors. Gameplay where a Hag can go out on a limb and risk her neck while still being effective is the most fun way to play her and to play against her imo, but if survivors are too threatening or if generator placement and survivor pathing just don't work out, then it can lead to a lot of Hag hate.

  • if you're about to hit struggle otherwise and the killer doesn't have an insta-down, I'm popping you off. Don't sandbag me later for doing something that I really didn't have to do (there are overall efficiency reasons for doing it too, though).

  • @OniWantsYourMacaroni said:

    Disagree,you shouldn't tie a game mechanic to a perk.

    Saboteur is giving you a big raised eyebrow rn. Toolboxes can do triple duty and include AMN if that's best.

    Generally I agree with your position. I assumed the OP had an implied, "and include X item to do the same thing".

    But also, breakable walls as a functionality of the game can go be buried in a hole somewhere never to emerge again.

  • had that recently happen; if server-validation is being tested occasionally, I would definitely attribute it to that. I was doing something where a survivor should have gone from healthy to dying and made the "being downed" sound but just went into the injured state. Then the servers lagged, and we both teleported back into each other, and I hit her down again, effectively getting the insta-down I would have gotten if the game registered things properly.

  • I never run Franklin's as killer because I'm morally opposed to it as a survivor.

    Like, if I want to hide in a corner and let everyone die so I can get my item back, let me do it and don't give me that timer with the ****ty lore explanation.

  • It appears to be about the same slightly green as Macmillan's slightly blue i.e. almost negligible

    However, I say almost because it may be technically more green than Macmillan is blue from a pixel perspective.

    I'm still sad to these those breakable walls and to see that the fog still doesn't take on the Realm's color in any significant (or even minor) way.

    Edit: it's looking a lot like a modified Swamp now, and I'm not sure I'm keen on that...but Blood lodge looks cool with that Swamp-vibe.

  • DS:

    Increased odds of being obsession. Succeed a skill check 3 seconds upon being picked up at any point during the match to stun the killer for 5/5/6 seconds. Lose 80/70/70 seconds off of your next hook phase. Failing the skill check adds 7% wiggle to your wiggle bar and does not apply any penalties. Not attempting the skill check preserves the perk.

    If not the Obsession: the skill check only appears when the killer attacks while carrying you. Succeed the skill check to stun the killer for 3 seconds and lose 70/60/50 seconds off of your next hook phase. Failing the skill check does not give any benefit or added detriment. Not attempting the skill check preserves the perk.


    Failing or succeeding the skill check disables the perk.


    Make off the record the anti-tunnel perk.

    i.e. survivors get a 75% speed boost for 3 seconds after being unhooked. All sounds and loud noise notifications from the survivor are dampened by 70/80/90% and all scratch marks remain for 4/6/6 seconds less. Time between leaving blood pools is increased by 2/2/3 seconds.

    These effects last until you perform any interaction not geared toward your immediate evasion of the killer.

  • I said it was an issue from Day 1 of the PTB, because that's what I thought was making the gen yellow. Going off of what the devs said was the purpose of the gen turning yellow, this clash between the two perks is not in line with their statement.

  • rly? I've been burning these offerings (and Crotus Prenn) almost every game on every killer I play just to avoid the bad maps such as Macmillan, Yamaoka, Badham, and the other bad maps such as Ormond and Saloon.

    I haven't seen a naturally occurring Game, Haddonfield, Red Forest, or Asylum in ages. It's all just low fps maps or the most poorly balanced maps one after the other (especially for killers who don't use slow down perks). Keep the ****** Macmillan realm away from me plz.

  • ehhh...

    not really a fan of something that strong being active from the start of the match and having no downside if the match goes quickly.

    It's precisely why Ruin was changed, according to the devs, and they're unlikely to go back to that.


    I'm much more of a fan for what I advocate:

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    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)

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), 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 #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/203999/i-never-fully-understood-the-concept-of-obsession

    It was introduced into the game with the Halloween chapter because thematically Myers IS in fact obsessed with Laurie.

    It was meant to borne a greater dynamic between killer and survivor, with a weird symbiotic yet also risky/dangerous relationship.

    However since then it was noticed how some of the original Obsession mechanics could be highly abused or just plain un-fun for survivor, mostly by killer when THEY were running certain Obsession perks. So it’s since evolved to be a bit more murky, and gives the killer far less power and information than it previously did.

    I remember the abuseable ones as 2/3 of the cast: DS, (OoO can still be a problem in many scenarios), Dying Light (would be cool if it was a speed reduction for survivors not near the Obsession, encouraging the killer to chase the Obsession away from objectives repeatedly), and STBFL (because of the Unrelenting combination with it).

    I enjoyed the mechanic more when it wasn't nearly as muddled and somewhat meaningless as it is now, and I wish the devs would work on finding ways to give that uniqueness back.

  • don't really know. I'm probably a bad survivor, but it often depends on how badly I lag when I get hit.

    I'm a better killer when I have a bigger mouse space.

  • I hate Oni (dislike the rigging and the hit detection) but used to love Nurse before she had her fun levels decreased, so they're different enough that you might try Nurse again in the future. I don't suggest playing her now tho.

    Just try whatever you think is fun, and I realize this isn't much help.

  • Really want to make a "stop playing him" joke, but ehhh...

    I wanted to share that I wanted to, though.

  • just keep chucking hatchets. And burn a lot of good, open map offerings.

  • @Shenanigan What the Obsession mechanic is:

    A special interaction between one survivor and the killer. Being the Obsession always means you should have heightened awareness when near the killer and might mean that when given the choice between you and another survivor, the killer will attack the other survivor. If you're the Obsession, you should always expect the killer to think of you differently. As an Obsession, you should be more powerful while potentially having a greater weakness.


    Note: this has been muddled by the devs for the worse imo (For The People, Nemesis, Rancor, Blood Pact etc.). Note also that survivor-survivor perks shouldn't piggyback on the Obsession mechanic and weigh it down.

    Bloodpoints were an afterthought and so was everyone knowing who the Obsession is (still not entirely (i.e. 95%) sold on this decision).

  • @Hex_Stalk said:

    I've had a match where I spawn in, head to a gen cross map (It's the first gen I go to given it's the furthest and most likely to have survivors) and it was around 75% to 90% done by the time I got there.

    So given your reasons as to why a gen would be going fast tell me, where in my example do I "Stay in chases too long." Because it's the start of the match and it's the first gen I go to.

    If you don't see an issue with this, then there is a problem.

    idk about that. Thinking you have control over every single gen on the map is bad mindset to have since it's the same situation when survivors spawn near killers and the killer gets a near instant down, and that doesn't seem to be a problem.

  • 100% depends on what else the survivors decide to do and what kind of threat you've shown yourself to be to survivors that don't play safely.

    That's why I hate slowdown perks. Most of the fun games happen when the gens are either close to done or all done.

  • @Manky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729111#Comment_1729111

    I think you are right to a degree. Dying on first hook happens a lot, and so does dying on second. The main thing though is the chances you get with it. Yeah, an ideal game is 12 hooks for a survivor but its rare in decent ranks and hard to manage for the killer against good survivors. However, picking up a survivor is a risk. Flashlights and DS, potentially unbreakable too. Carrying a survivor is a risk. Breakout, body blocking, finding a hook in the first place, sabotage. Making sure that the survivor dies on that second hook is also a risk. Putting enough pressure on other survivors while still guarding the person on hook, ensuring that you aren't just camping so that you don't see 3 gens pop in the distance. All of these things are what make the game interesting. For killer, its managing the survivors and playing tactically to ensure an early kill. For survivors, its playing tactifully or just ballsy to save your team, successfully or not. For the person on the hook, its the knowledge that the game isnt over until its over. Moris remove all of that. When you are saved from the hook against a mori, you cant play ballsy. Your only tactical move is to stay the ######### away from the killer. The killer no longer has to demonstrate skill to secure an early kill, they just have to hook you once and thats it.

    I 100% agree that my problem with them is the fact that survivors expect more gameplay. Survivors shouldn't expect long games if they don't deserve them. But moris shouldnt take that away. If I die on second hook or even first but with the knowledge that my team was compitent but the killer was just outright better than them and me, I wont have a problem. But if I lose the game because the killer clicked on a pink box in the lobby, its tilting.

    hmm, I do see more of the nuance of your stance. I often forget about some of those aspects because I use very passive, sometimes weak builds as survivor, and killers often see me as an easy target to pick off regardless of a mori or not, and having a Trapper find you, down you, and hook you three times in a row without really feeling like you were able to enjoy the experience / play the game is just as unsatisfying as a mori (doesn't help that the way the devs prevented mori spam made being a victim of a memento mori more annoying imo).

    I also tend to gamble with my chances, utilize a lot of slugging, and take no slow down perks in my killer games, so occasionally they can be some of the most hectic games I've seen when comparing to YouTubers or streamers I watch. What that means is that I hate to use a memento mori on the first survivor I saw mainly because I enjoy the ride too much, and having an extremely vulnerable, slugged survivor that I could mori is one of the best ways to get free bait for the rest of them.

    In short; as killer, I do mostly enjoy the way the memento mori functions right now because I don't use them as a power item but as a fun/vanity item (which, as a fun fact, I think is how they were intended to be?), and whether or not that means I can impact the game because I mori a survivor with DS in the exit gate or whether or not I can mori a survivor I've just dropped because I've decided I've had enough of the hook bodyblocking, only the experience matters to me.

    I'm here because I don't want the balance changes to reduce the fun aspect (as many balance changes the devs do cough tier one Devour Hope cough).

  • Thought this was going to be something in the same vein as eating human children. I was surprised to find it wasn't.

  • @SquillDBD said:

    #buffbilly

    #buffoni

    I mean, we don't need a "buff" for billy considering it wasn't a nerf to anything but his enjoyability, but a change to revert that would be much appreciated.

  • It makes sense because balance. You have been trained to have a weird perception on how perk tiers should change due to the developers' recent inclusions and changes to the perk roster. Perk tiers should go: least impactful on the game -> most impactful on the game

    all while still being balanced in relation to other perks. There's no reason for you and others who share your views to have such a limited view on how perks tier up if only because it results in poor balance decisions (eg. how powerful Pop is at tier one compared to other (formerly rare) tier one perks

  • Pop, Current Ruin, or Infectious Fright.

    Horrible design.

  • @Zeus said:

    ######### ormond

    yes.

  • feel you. I enjoy watching videos of survivors playing against him when he first came out. Had some clunky aspects, but had great potential.

    Then the devs went and changed him to the smelly pile of horse dookie we have today. Unpleasant, easy to reproduce, and not at all reflective of the creature from whence it originated.

  • There's an angle where you can lunge and bounce off the little nub off the entrance to the harvester to land a hit on a survivor sitting at the window in the same swing.

    Various killer powers also allow for no preliminary lunging to be necessary.

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