KingFrost
KingFrost
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- KingFrost
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Oni and Legion would be a pretty strong combo, too.. You heal? Too bad! Legion's back to injure you again. You don't heal? Oni's got lots of blood orbs.
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All DS needs is to deactivate when you save someone. Also slow down the gen repair speed of all unhooked survivors. Just for one minute. This would also help reduce gen-rush. Then give survivors a roughly 7% haste during that time to escape tunneling. Also gives killers some indication that DS is still active.
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How to rework the Pig in a fair manner:
First, we need to give her the ability to teleport around the map. No cooldown on this, because that's no fun. Next, she should be able to turn invisible. Also, in addition to her RBT's, she should be able to place traps around the map that people could... maybe step on? Yeah, that makes sense. And it's thematic. As for teleporting, it makes sense when you watch the Saw movies. But I digress. She should also be able to stalk survivors, and as she stalks more -- she ranks up and can get up to tier 3 (everything's tier 3 with this game) where everyone is exposed. Also, give her a chainsaw. Actually, give her two chainsaws. One will be great for downing multiple survivors, the other for traversing the map. Both being insta-downs of course. Also when she stalks survivors maybe she could also mark them. Like they've not enjoyed life enough, so they're marked exposed. This is in addition to her tier 3, of course. Also, she should have another kind of trap. Maybe one where she could teleport to if people stepped on them. Of course, it's only fair if survivors have counterplay to that, so they can crouch to avoid those traps. Then we give her the ability to 'ping' survivors so they can't hide and she can drive them mad. It's all part of her game afterall. Oh, and she should be able toa ctually turn invisible. That's a lot scarier. Let's also give her some throwing weapon, maybe a hatchet! Yeah, that sounds good. She should also be able to put survivors to sleep -- I mean that just makes sense. And while they're asleep, they hear no terror radius, and she could put down traps that slow people down. SPeaking of slowing people down... let's also give her some bottles she can throw at people and slow them down that way too. I think it's only fair we also let her travel at really fast speeds, so let's give her the ability to... let's call it Phase Walk. And during this time, survivors can't see her. Man, can you imagine going invisible to phase walk, to downing a survivor? Spooky! She should also be able to run really fast normally though, so we'll give her an ability to go into something I like to call 'Frenzy' where she can hit survivors and make them mend, but not actually down them (she has enough powers that do that already). I also think, because she's a drug addict, she should be able to puke on people and make them sick. Survivors can cleanse, of course. But if they do, she gets super powered vomit that can hit at a long distance. Then we should also give her portals to make traversal just a little easier. I mean teleporting is good, but horror killers like Pig should have multiple options open. Also, when she injures survivors, let her get another insta-down ability with a lot of speed. But she has to get enough blood before she can do that, otherwise its not unfair. And she should get a harpoon gun to reel survivors in. And an ability to hit people from behind walls.
Of course, with all of this we'll also have to make her a 114 killer. Yes, a new speed. Not quite 110, because that's a little too slow and her crouch speed is almost that fast and you'd make it pretty much worthless to run normally. So instead she gets 114.
That way surivors won't have to worry about things like those nasty Reverse Bear Traps.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1446470#Comment_1446470
You're welcome.
Now, I don't mean to discount your idea. However, when there's a better perk than the idea you propose, it won't fly.
I've had my own ideas for NOED before. Such as turning it into a token based Hex. For every hook you manage during the match, you gain a token. When the Hex is activated at end game, you can one shot potential for every token, or every other token, you have stacked, up to four. Similar to BBQ. In this manner, you can't simply sit around waiting for NOED to activate and expect to carry. On the other, it rewards actually putting effort into the match.
I thought about something like this, only a bit stronger. But then it's unfair to killers with need who struggled all game or who got gen rusher to hell and 5 gens pop in 3 minutes. Those killers should not be punished with a token system. After all, survivors - good or not, get their second chance perks.
Maybe something like this could work:
Start the trial with 4 tokens. Each survivor killed loses a token.
At 4 tokens, survivors are exposed, killer gets a 3/4/5% speed boost. At 3 tokens, the killer loses the speed boost. At 2 token the killer loses the exposed status, but can mori a survivor. At 1 token, the killer loses the mori but gets a 8/9/10% speed boost.
This way if the killer struggles, they have a comeback perk that works as intended until they get their first kill. Then it gets progressively weaker. This also encourages killers to go after the other survivors rather than just camp with need, but without removing the option.
Just an idea, though. Not perfect by any means, but still a strong perk imo.
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@Venoxxie said:
I would just rather totem spots and sounds be fixed. Make the sound more noticeable when you're near a hex (even dulls should get at least a small sound emanating from them) and don't hide them in such ridiculous spots. My issue is more with the totems than the perk itself, especially when a killer hooks someone right next to NoEd... They pretty much get a free kill because of it. It's also a perk that takes no skill. You can get 0 hooks all match and still probably get a 1k or 2k with it which makes you such a boosted killer and causes you to cry when you actually rank up from it because you vs people who actually have skill...
Your fix sounds too close to rancor for that to be a legit change. Might as well buff rancor a bit and rid of noed.
Depends on the killer, really. And I don't mean the character, but the player. I've had really fair players with NoED hook me next to NoED, and then NOT camp me. I managed to cleanse it as soon as I was down. They were busy chasing other players to get them down, presumably to earn more points.
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I think there should be a way to regain tokens. But it has to be more limited than safe unhooks or even totems. Maybe regain a token when you've been unhooked. That way you get a maximum of 5.
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The only real problem with NoED is that it's incredibly easy on some maps to miss a couple. Even with Detective's Hunch and Small Game. I once did four totems on a map, never got hooked the whole game, last gen popped -- I ran all over the map to see if another totem popped up on Detective's Hunch. I assumed--wrongly--that my teammates had done a SINGLE totem. And of course i get downed by NoED. And despite having cleansed 4 totems, did at least 2.5 generators, and unhooked two survivors... my team abandons me. Part of me doesn't blame them, because NoED. But geez. They could've done a SINGLE totem.
Also, when the killer camps its a real issue. They shouldn't be rewarded for camping. But I don't have any idea how they could fix that, without making the perk worthless to someone who actually struggles in a game and doesn't camp.
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Doctor and Myers. Myers can stalk you while you're in tier 3 madness and get his tier 3. Then Doc can find everyone.
Pig would be nerfed again indirectly, because she'd still only have four RBT's for 8 survivors.
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@Veen said:
-Well many acessibility tools who's already on the mobile version, They have a visual cue for terror radius, certain perks like premonition.
-Increased rewards for daily rituals (maybe the ability to choose between a survivor & killer one).
-Purpose to ranks.
-Purpose for devotion.
-Perks tweak to mix the "meta" a bit.
My idea to a purpose for ranks:
At Rank Reset, you get a BP Bonus based on what rank you were.
Red Rank = 50,000 BP Bonus
Purple Rank = 40,000 BP Bonus
Green Rank = 30,000 BP Bonus
Yellow Rank = 20,000 BP Bonus
Brown Rank = 10,000 BP Bonus
Rank 20 = NO BP Bonus
Meaning if you're red rank on both sides, you could get a 100k bonus BP every month!
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I usually don't. I mean a 4k Is icing on the cake for me. A cool little bonus I can live with or without. Sometimes I'll give survivors the hatch or even the exit gate when I feel like it. I even gave a Claudette who DS'ed me the hatch the other night. Personally I just don't care enough about 4King. Maybe I'm too nice to be a killer player. Or maybe too nice for DBD overall. But in the end, honestly I don't remember most of my kills. Two months down the road, I won't even remember that Claudette.
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I think the Devs wanted a silly useless addon that only works like 1% of the time for every killer. Like most of Pig's add-ons!
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Depends a lot on the survivors. Usually get 0 from RBT's. When I do it's either because the survivors didn't realize walking through the exit gates with one on your head while active is a bad idea to say the least, or because they decided to work on a generator instead of getting the trap off their head. So usually it's the survivors fault unless I'm running Tampered Timer.
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It's insane how hard some people are to please. They're roughly cutting his overheat mechanic in half, while nearly doubling his cooldown. PTB Billy was a Low B Tier Killer, with these changes he probably goes back up to A. Especially in the right hands. He'll be much more fun to play as a result. And they may tweak the numbers more later. Most people probably know the overheat mechanic wasn't going anywhere. To reduce the overheat, and increase the cooldown, is excellent progress.
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@ClickyClicky said:
Ideally they would address the reason why people disconnect, but no its easier to just slap on a penalty.
I find that a lot of Survivors DC because they get hit. That can't really be addressed by the Devs, without killing the game balance. And before I'm called a killer main, I'm a Red Rank Survivor who has every perk on both Meg and P3 Cheryl.
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#1. Practice Mode
It is PAINFUL playing a killer you've never played before in Red Ranks. I'm a decent Pig and a decent Doctor. Legion I'm mixed with. I have my good days, and my bad days. But I like to switch it up sometimes, and want to add Ghostface, Myers, Demogorgon, and Spirit to my repertoire. But they play VERY differently. Spirit and Demogorgon definitely. I can do OKAY as Ghostface and Myers sometimes, probably because Myers is one of the first killers I really started playing after I got done with M1 Billy. Spirit is a 110 killer, which I forget 90% of the time.
#2. Cross-Progression.
Let people have one account across consoles/pc if they want. I kind of want to move to PS4, but it's daunting to think about having to get EVERY PERK back.
#3. Quick Play
Let people join a neutral queue, and then get placed into whichever queue time is shorter. While I realize this is basically another way of "Play Killer", it'd still be nice to have. Maybe give a 10,000 BP Bonus to people who pick this option.
#4. Make a perk store instead of random perks appearing in the blood web. Replace the perks with Perk Points.
#5. Sort Perks. Including a custom order.
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Kindred easily. Detective's Hunch is a superior version of Deja Vu if you need it.
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When people say Sleepy Hollow my first thought isn't Johnny Depp. It's Tom Mison tbh.
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*Equips Diversion*
*Killer is 100% wraith, ghostface, myers or Deathslinger*
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1441263#Comment_1441263
I personally would advice you to jump directly to pc if you have the oppurtiny
I can't play with a mouse and keyboard, and my PC is garbage.
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No, but all I seem to get as survivor are Insta-Saw Billy's.
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Yep. I want to move to PS4 since crossplay is coming, but I also don't want to have to buy everything again or get all the perks for everyone again. I P3'ed Cheryl dammit! And have every available perk on Pig.
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My list:
Spirit
Deathslinger
Legion
Clown
Nurse
Doctor
I can't speak for Freddy since I've never been able to face him.
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Actually, I find that despite not running decisive strike that I'm the obsession like half the time. My teammates have Decisive Strike. I don't even have unbreakable! Or Soul Guard.
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With a key:
Survivors have to complete 100% of their objective if a Killer completes 0% of theirs
Survivors have to complete 80% of their objective if a killer completes 25% of theirs
Survivors have to complete 60% of their objective if a killer completes 50% of theirs
With a Mori:
Killers only have to complete 33% of their objective to use it, with no requirement on survivors completing any percent of theirs.
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Remove the penalty for Killer Malicious Emblem when survivors heal. (Oh, you couldn't stop that survivor healing on the other side of the map while in a chase with another survivor? Time to lose malicious points!)
Remove the Bloodpoint Cap
Remove Iri Head Hatchets.
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The overheat mechanic is a good idea, I think. But they were overzealous with how much heat is gained. It should go much slower, allowing Billy to get good use out of his power. Also, it shouldn't gain heat when you're not holding the button.
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I think what they should do instead is this:
When survivors are rescued off the hook, they are affected by the FEAR status for 60 seconds.
Survivors affected by the FEAR status repair gens at 50% speed. They also get a 7% haste status effect.
This encourages killers not to tunnel (The survivor coming off the hook isn't as efficient working on generators as the survivor who did the unhooking, and is faster too), as well as doesn't reward survivors as much working on gens coming straight off the hook with DS. (If they work 60 seconds on a gen, it's more like they worked 30 seconds on a generator, thereby killers lose less time. So instead of completing 75% of a generator, they complete only 37.5% of a generator.
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Looks like Lag. Happens to me sometimes.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1438849#Comment_1438849
I agree Dead Hard is unhealthy for the game, or at least in an unlimited version.
I disagree with Iron Grasp though. There should be some killer perks that negate some survivor perks. After all, it's their 4 perks vs 16 survivor perks. It'd be busted if survivor perks always override killer perks and nullify the already small amount they can bring in.
There should be, but it's not like Flip-Flop and Boil Over are game-changing perks. They're weak perks that are countered, to make even weaker. It'd be like if there were a perk that countered... Red Herring and Diversion called No Distractions. Two pretty useless perks that are more fun to run than actually beneficial.
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Survivor Perk: Dead Hard. I don't think its healthy for the game.
Killer Perk: Iron Grasp. Makes Boil Over and Flip Flop totally 100% useless.
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Tip for Killers: Losing three gens, isn't losing the game. Losing 5 gens isn't even losing the game. It's not over until the survivors escape.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1437603#Comment_1437603
I see it all the time, and they certainly played like noobs 🤷♂️ hes even running the basic ######### jake build
Doesn't really mean anything. I've played games where I'm like "No way are these guys Red Rank. This is probably bad matchmaking. Time to play nice with the noobs" only to discover... yep, they're all rank 1.
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Killer: Zerstorer
Survivor: Nick Burkhardt
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Should you really get a pip if you camp and tunnel and mori people, ending the game prematurely? Personally, I don't think so.
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NoED only really sucks when the killer camps. Also when you get a map where totems are really hard to find. Yeah, you can run Detective's Hunch. But even with that I've missed ONE totem before. And of course got downed by NoED. (I still managed to escape, but that's not really the point.)
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Like... a Nerf Gun? I mean making her a ranged killer sounds cool. But is a nerf gun even really lethal?
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They thought it wouldn't be fair if RBT's were activated in end game and survivors had to run around jigsaw boxes to take traps off their head with the EGC going.
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I only get mad when people have styptics. You use a styptic, I will camp you.
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Increase her speed while crouched to 100% (Spine Chill counters it anyway, and she doesn't have an insta-down from it. So I think it's fair. Debatable if it needs to be 100%, but it definitely needs an increase)
Each RBT has two keys, placed randomly in boxes around the map. Both keys are needed to open the RBT.
Re-work her addons so that they don't just provide more skill checks. And maybe one that makes the person broken.
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Link the video?
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Parasite Eve
Resident Evil
Friday the 13th
Lolipop Chainsaw
Hellraiser
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Billy needed a nerf. People won't admit it, but he had both map mobility AND an insta-down. Let's compare to a killer who has similar abilities: Oni. Oni's got a lot of potential. He can move across the map at incredible speeds when his ability is available (7.82 m/s), and can insta-down survivors. But he has to earn his ability first, and doesn't have unlimited uses of his ability. Contrast to current Hillbilly who can, from the word go, traverse the map at speeds of 9.2 m/s with no cooldown, and then instadown a survivor, again with no cooldown. So not only was he faster than Oni, and is able to use his ability more frequently than Oni, but he also never had to earn his ability in the first place. Billy can chainsaw from generator to generator, one-shotting survivors with almost no downside.
Now, before you call me a dirty survivor main (I"m not. I main Pig, Doc, Pyramid Head, and Legion. I hope to add Spirit to my arsenal in time), I do think the devs went too far with their nerf. His cooldown is too slow, and he gains heat too fast. But the concept itself is fine, and probably healthy for the game. Especially with the coming changes of a pre-trial warmup. The numbers definitely need to be tweaked. And hopefully, they'll see that and make him gain less heat (Maybe no heat at all when not holding M2. Or very little heat). I think Billy can still be a fun, strong killer with the overheat mechanic, as long as the numbers are adjusted.
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Copy/paste from the other topic:
Here's why this isn't unbalanced:
The survivors sacrificed efficiency to get ONE gen done really fast. They used their BNP's to get a gen done in roughly 17 seconds. And yeah, that sounds crazy fast. And it is. But it's also one generator out of five. The first gen is the easiest to complete. If they save their BNP's until later in the game, they risk being killed before it gets down to 1 generator. After that one gen is done, they aren't able to complete other gens at the same rate, or similar rates. They've used up their BNP.
Yes, Otz is crazy good at the game. I wouldn't want to take anything away from him. But if you're a red rank PC killer you could probably get a 3K-4K in the same scenario as long as you don't give up and act like you're defeated because one gen popped really fast. Not as fast as Otz, but you'd still probably get there.
That's not to say there don't need to be some tweaks to gen speeds. But this video doesn't illustrate the problem with them. It's not a problem when one gen pops REALLY FAST. It's when FOUR gens pop really fast because the killer can't exert pressure on enough survivors at the same time due to a bad start. But -- rather than making gen times longer, devs are looking into a "Trial Warmup" which could help killers get off to a better start, and therefore make gen times more bearable and allow killers to have more natural early game pressure, which is precisely what's needed.
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The killer needs a way to end the match after a certain time. Some way to power the gates, and force the survivors out if no gens have been finished for... 7 minutes say. Fair all around IMO.
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Devs not doing what you say =/= Devs not listening.
The overheat mechanic probably isn't going anywhere. But it might receive some tweaks based on feedback.
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Still think we should get a blood bank where we can store as much BP as we want, but can only withdraw 1 million bloodpoints each day.
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Playing as Pig, having a rough game. 4 gens done, but I put RBT's on two survivors, and finally get my first kill. Last gen pops... and out the exit gates the survivors go. Two of them with active RBT's. All I could think was 'You really don't know how this works, do you?"
Either that or the Steve who leapt into my arms while injured off the pier. Oh to be a fly on the wall in that players room at that moment.
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Switch players will probably be at some disadvantage (Personally if we get crossplay and crossprogression, I may switch to PS4. Only reason I didn't get it for PS4 before is because nobody I know has the game on PS4, but they do have it on Switch and XBOX One, but I don't have an XBOX One), but over time I think we'll adjust. The only trouble I run into seems to be from lag due to my terrible internet connection. Teleporting backwards is never fun.
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To be honest, the percentages always confused me as a beginner.
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I play fairly nice. I won't kill someone too soon, even though sometimes I probably should -- IF there's extra bloodpoints involved. On the other hand, on my honor as a Pig main if you boop the snoot after I've hung you and had an otherwise good game, you will be free to go.