Kyxlect
Kyxlect
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- Kyxlect
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Same issue here.
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I escaped twice as well. Thought it was because the event started while I was playing but I tried restarting the game, getting the pop ups and free currency, escaped again but no dice.
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I think it's more likely to be rejected. Because you talk about just being able to avoid toxic Killers but there's one Killer for every four Survivors. So the chances of you running into the same Killer should be fairly low unless there's just not a lot of Killers queuing up. On the other hand, this isn't just going to help with avoiding toxic Killers.
Some people list their Killer main in their Steam Profile description and of course there's streamers which you do acknowledge but I don't know, it seems like you're trying to brush it off or something. If you look at a Killers stream you know what Killer they're playing which is precisely what a ton of people don't want because you can use specific builds to fight Killers and you have an even bigger advantage than SWF's with their comms because you know exactly where the Killer is and what they're doing.
So, do I think Behavior's going to implement a controversial change like this into the game thereby harming streamers who are actively promoting the game for free? Not a chance. Let me repeat that. Not.A.Chance.
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Make it so that whenever a Survivor goes up to the hatch and attempts to open it they hear a key breaking sound then instantly get sacrificed to the Entity.
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I agree. I hate all the farm maps as both Survivor and Killer mainly due to the corn. If the Killer brings a Hex good luck finding it because it's gonna be the one that spawns in the corn making it damn near invisible and as Killer it's just straight up impossible to see due to the corn. Survivor's probably running right past you and you wouldn't know.
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Knock Out
When putting a Survivor into the Dying State with your Basic Attack:
Their Aura is not revealed to any Survivor farther away from them than 32/24/16 metres.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2297702#Comment_2297702
He's 110 Movement speed. Being m1 is suicide
Well, as I said, I'm not very experienced as Trickster but I did just play a game as him using the methods I suggested. First time playing Killer today so I'm not warmed up and made some mistakes but in the end, I still got 2/4 Survivors versing a two to three man SWF group with minimal Perks (Level 12 Trickster) and I would suggest playing from Level 1 myself anyway, more challenging that way, gain more experience using a Killer and their power rather than relying so heavily on Perks. So if OP is looking for a starting point he can start there and work out a better method, at the very least, he'll get profit while doing it. Feel free to offer your own suggestions if you like though.
The video below is of that game. You can analyze what both I and the Survivors are doing throughout. I know I definitely didn't pressure gens but that's currently what it feels like playing Trickster. It requires so much time and focus with his ability that you just don't have much time for anything else. That's why I suggested lowering the blade hit amount.
https://youtu.be/90O_G9IqwgU -
I'm not a Trickster main but I do tend to play Killers when I want their teachables. I played Trickster up to Level 12. Right now, I think the strategy is mainly being an M1 Killer because his knives are crap. It takes too long to injure someone when you could've just done it with your main weapon faster. Rapid Fire Knife throwing is only really beneficial if the Survivor is close because the accuracy on that crap is horrendous at range but again, why use that instead of your main weapon..?
With my current experience, which isn't much, I'd say the strategy is to only throw a single knife at a distance whenever possible as it's accurate. Just build up the meter. If a Survivor is at a loop you can quickly pull out the blades and throw a single one at them as soon as they're visible then put them away and start chasing again going for the M1. If the Survivor is going to vault a window or sitting at a pallet use the Rapid Fire.
You need to choose the proper times to use those blades. You could imagine him as being a worse Huntress, which he is, but take what you know about Huntress, if you hit someone with a hatchet you can put it away and reactivate the chase faster. Same with Trickster, knife injure someone, put the knives away and give chase.
I feel like a good buff for Trickster would be to lower the amount of knife hits he needs to injure someone. It's a grueling eight hits right now. Maybe lower it down to five or six and see if that's better. Shouldn't take so long to down a Survivor when it's supposed to be his main power in my opinion and in comparison to other ranged Killer's.
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@Mazoobi said:
Well there's no incentive in playing solo que unless you want relatively frustrating games which is a good to high chance.
I'd say the incentive is you get better at the game faster. It'll also feel like you deserved it if you manage to escape because you didn't need an overpowered cheat like comms just to win. Solo Survivor is only frustrating when the Killer tunnels you or if your teammates do something stupid like bringing the Killer to you or unhooking you near the Killer without BT. It's also very frustrating when your crappy SWF teammates talk crap about you (as a solo) in the end chat saying you're trash or whatever when most of the time you know it's their fault, because they're bad at the game. So basically, SWF's bully both sides.
Honestly, I'd really like to have that filter the devs talked about at one point. I'd filter out SWF's as both Survivor and Killer.
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@ModernFable said:
I'll keep this as short:
Certain perks push Killers and Survivors towards unfun or ill advised play styles, I intend to rework them to be more fun or reward players for not playing ineffectively for Bloodpoints. Additionally, I'll be buffing perks that lean towards a play style which interacts with every player.
We're Gonna Live Forever
- When healing another Survivor in the dying state, your healing speed is increased by 100%. Gain a token for completing any of these actions for the first time, max 2/3/4 tokens:
- Heal other Survivors the equivalent of 1 health state
- Heal another Survivor from the dying state to the injured state
- Safely unhook a Survivor
- Repair the equivalent of 1 Generator
- Cleanse a Hex Totem
- Escape a chase
- Each token provides a 25% post-trial Bloodpoint bonus.
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Beast of Prey
- Upon entering a chase, gain the Undetectable status effect for 10 seconds
- Beast of Prey has a cool-down of 60/50/40 seconds
- Beast of Prey grants a 50% Bloodpoint bonus to the Hunter category post-trial
Dead Man's Switch
- After hooking a Survivor who had not immediately hooked prior, Dead Man's Switch activates for the next 60 seconds
- While activated, any Generator that stops being repaired will be blocked by the Entity for 35/40/45 seconds
- Affected Generators are highlighted by a white aura
Dying Light
- After hooking a Survivor for the first time, gain a token
- Each token gives all Survivors a 3/3.5/4% penalty to repairing, healing, and cleansing speeds
- After getting all 4 tokens, give all Survivors a 20% penalty to gate opening speeds
Insidious
- After standing still for 4/3/2 seconds, you are granted the Undetectable status effect for 15 seconds
- Insidious has a cool-down of 30 seconds
No Way Out
- After hooking a Survivor for the first time, gain a token
- When a Survivor comes within 8m of a powered exit gate the Entity blocks them for a period of time if you have tokens
- Each token is worth 8/9/10 seconds, up to a combined maximum of 32/36/40 seconds
Remember Me
- After hitting a Survivor for the first time with your basic attack, gain a token
- Each token increases the opening time of the exit gates by 5 seconds.
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If for whatever reason these perks must remain Obsession, then giving them effects to switch the Obsession around could achieve a similar result.
Example: Remember Me could gain tokens on Survivors who are not the Obsession, and then hitting someone for the first time could turn them into the Obsession.
However, I don't see any real benefit to keeping them as Obsession perks, so I didn't.
Mainly just looking at Beast of Prey at the moment. So you basically want to nerf a perk that's never used in the first place? 10 Seconds of Undetectable status as soon as you enter a chase is nothing. In it's current state, it may have some effectiveness versus more skilled Survivor's since they're constantly looking for the red stain but it's also very useless because Bloodlust is not very useful and you lose it after you miss an attack, get pallet stunned, break a pallet or if you can't lock onto a Survivor fast enough.
I kind of thought of another idea for reworking this perk. So instead of gaining the Undetectable status, how about significant buffs as soon as you obtain Bloodlust? +X% Window Vaulting Speed and a unique one, if you're hit with a Pallet while Bloodlust is Active you immediately slam it back up against the wall. (removing the stun as well or significantly reducing the stun duration? The aim here is to shorten chases and retain Bloodlust)
"Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable."
This would also help M1 Killers end chases quicker.
- When healing another Survivor in the dying state, your healing speed is increased by 100%. Gain a token for completing any of these actions for the first time, max 2/3/4 tokens:
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I agree that it should be nerfed/altered because I myself use it as often as possible. Why? It counters all Killers. I know they're coming a mile away and so does everyone else using it or if it's a member of an SWF group then everyone knows while they gen rush. Gives me time to walk away leaving the Killer confused and wasting time looking for me. It also gives me a bonus to other actions like vaulting.
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https://youtu.be/5hfYJsQAhl0@fogdonkey said:
Idea:
Make the perks from the base game, the perks from purchased DLCs and the perks bought from the shrine immediately available to all characters. I.e. it is not needed to buy the perks from bloodweb, the perks are immediately available and on max tier.
Benefits for players:
- Removes a lot of grind for players who would like to play various characters and perks but don't have a lot of time to grind for getting all the perks from the bloodweb.
- Prestige will still require grind, so only dedicated players investing a lot of time will be able to get the exclusive prestige skins.
- Prestige will be more accessible for players who already managed to get a lot of perks for a character and don't want prestige, because they would lose perks.
- Players still need to buy items, offerings, add-ons from bloodweb, so the current balance is not really going to be affected.
Benefits for BHVR:
- People will be more likely to get into the game and buy DLCs. More money for BHVR! (Currently buying a new DLC is a bit discouraging, because players won't be able to fully use/enjoy it until they manage to get most of the perks, which takes a lot of time.)
- People will be more likely to buy skins, especially survivor skins. More money for BHVR! (Currently why would someone buy a skin for a survivor that they don't play, because has only a few perks unlocked?)
Other important reasons:
- Perks differ a lot from items, add-ons and offerings. Once a perk is bought in bloodweb, it can be used forever. However add-ons, offerings and possibly items get lost after the match. So balancing wise (in the long run) it doesn't make sense to sell the perks for bloodpoints (it slows down a bit buying other stuff from bloodweb only until all the perks are unlocked).
- I guess the grind was not so noticeable earlier when there were less characters and perks. But after 5 years there are a lot of characters and perks, and more will come. With the current system the amount of grind is increasing a lot as new characters and perks are added: the grind is increasing quadratically for new players and increasing linearly for old players. This makes it very hard for new players to get into the game and hard for old players to stay in it. (This means that it is roughly 4 times harder for new players currently compared to what it was when there were half as many characters).
Further work:
My suggestion fixes the grind issue but there are still various other improvements that could be done. Let's don't discuss them too much in this topic, because it is not the main message of my post.
Some ideas for further improvements:
- Adding more ways for hardcore gamers to show off their dedication (more special exclusive skins, badges that show up next to their name, toplists, etc.).
- Possibly making prestige harder since my suggestion makes it a bit more accessible.
- Balancing the prices in bloodweb, possibly making the nodes more expensive so that players can't use the best add-ons, items, offerings in the matches all the time. Possibly removing the bloodpoint effect from BBQ or WGLF as part of this balancing.
You've gotta be a troll, right? I don't think it's even worth a serious response from me or anyone. Never gonna happen lol.
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Don't think I've ever had a Killer bad mouth Survivor's after getting a 4k and if I have it's such a rare occurrence that I don't even think it warrants discussion. It's always the Survivor's that start something. Like insulting the Killer because of how they played or a perk they used.
OP, if you're trying to suggest that Killer's are not allowed to defend themselves when Survivor's insult them because they're salty then that's the kind of one sided, close minded thinking and toxicity I'm talking about. Because I've seen plenty of that and even do it myself when I'm Killer.
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@Humanarian said:
And don't forget about the match-making system! It's actually possible for a GREEN-ranked Killer to be matched against FULL RED RANKS 4SWF!!! That makes the experience terrible for everybody.
The Survivors players have no fan because with their effeciency and skill gap because there's practically no Killer on the map.
The Killer player has no fan because they stand absolutely zero chance against such skillful and gen-effecient Survivors who have the "legal cheat" of being on comms.
THIS IS NOT OKAY!
I'm a Purple Rank Killer at the moment and I'd say roughly 95% of my lobbies include toxic SWF's with cancerous perks. No, it doesn't make the experience worse for everybody. The SWF's will thoroughly enjoy your suffering and make sure you know you suck from their point of view too even though they're totally cheating with the comms.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2280632#Comment_2280632
I personally wouldn't want to go against the programmers or the design artists too much, as the main people I harbor my disagreements with is those making the decisions for the game itself. The higher ups need to get it in their heads that the direction they're taking the game is not a good one.
No one is going to enjoy those fancy graphical updates, those new animations, those new legendary cosmetics, those new chapters and maps...
IF EVERYTHING IS BROKEN ALL THE DAMN TIME!
This, this is why I want someone, whether it be a programmer, graphics designer, or preferably one of the head developers of the game, to at least come out and communicate with us, the community, more often. They could even appoint a few people to be the bridge between them and us, it's not that hard to do that and it'd probably make things a whole lot smoother for everyone.
This would start solving so many issues outright instead of having the devs ignore them because it's possibly not worth their time. And no, McLean isn't enough to get us through; there should be at least one dedicated dev in every facet of the community; forums, Twitter, Twitch, etc.
Maybe there was a day where the developers of this game actually gave a damn about the community, and I envy anyone who had communications with the devs back in those days. If only the developers could just step up.
Or maybe they won't, and maybe there'll come a time where one game comes out and makes them change their attitude quick. Who knows?
Haha, that's exactly what I was thinking about while reading what you were saying. The possibility of another game to give Dead by Daylight some competition. The fact of the matter here though is there have been games that were meant to give Dead by Daylight some competition...but I believe they're all dead. Developers just abandoned them. Every single one. BHVR has listened every once in an Iridescent Moon. Like how they nerfed gen speed.
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Well, Behavior has said in the past that the graphical and programming teams are separate to make it seem like graphical changes aren't the issue but I think one thing is that the programming team does have to stop what they're doing to implement these graphical changes. So in that sense I do agree, they need to stop bogging down the programmers with graphical updates and other unnecessary things and fix issues in the game. Even something as minor as the ready up bug that's existed for at least a year if not longer where if you're searching for a match and cancel the search it's still searching for a match and will put you in a match even though you're likely AFK.
Another bug that's existed for over a year has to the grabbing one, where you're grabbing a Survivor off a gen or if they're unhooking someone then the game just says "Nope, that didn't happen.". On another unrelated note, I want this filter feature I hear was discussed among them about being able to decide if you, as a Killer, want to play against SWF's.
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@Hex_Ignored said:
I am not saying that I support the idea of separate queues, but the fact that basically no killer would willingly play against swf speaks for itself...
I'm not so sure about that. There are some highly skilled Killers out there that tend to use those red/purple add-ons. I'm sure some of them would be up for the challenge.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2241454#Comment_2241454
You can still play the game you played for even if not all your matches are fun. DBD is a pvp game and sometimes you'll just have bad games.
You want to implement a feature that many people will opt out of and that will negatively impact people trying to play with friends.
Yes, you're never guaranteed to have good matches every time but for me, with this, it'll at least feel fair. In SWF games, the vast majority of them are bad regardless of the outcome. It's just too stressful.
Well, I mean it's still not preventing anyone *from* playing with their friends and it will likely make a large portion of the Killer community happy and perhaps bring in more Killer's? Makes playing Killer more enticing.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2241454#Comment_2241454
This is exactly why it will never happen. SWFs will be the ones to suffer the longer queues - perhaps to never be matched with a single killer.
"perhaps to never be matched with a single killer" - Hmm...I wonder why that would be.
In any case, those that want to play in a group will still have the option to.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2241432#Comment_2241432
Because you want to implement an option where people can choose to not queue against SWF groups.
Yes, because not all Killer's want to play against SWF groups and I'm one of them. I really want to play Killer but I don't enjoy it and I blame that mainly on SWF's. Are you saying I'm not allowed to enjoy the game I payed for?
As I said in the original post, this in no way affects SWF's gameplay wise. It's a search filter. It doesn't prevent anyone from playing.
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@Crowman said:
Considering that 2 or 3 man SWFs are more common than full 4 man SWFs. You'll basically have longer queue times than survivors do right now.
Plus there's no reason to implement this feature. SWFs deserve to play the game they paid for as well.
I'd be willing to wait and though the queue's will be longer at first I think people will start to understand what's going on and just queue as solo. For the Killer, I believe the experience will be well worth the wait.
When did I say SWF's aren't allowed to play the game?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1679525#Comment_1679525
It's still based on luck, so you could get it's benefits really early, or just be stuck with the negative effect for the duration of the match.
Also it's just an idea, I wasn't going for balance.
You say that like getting skill checks is some kind of rare occurrence. If you combine it with Spine Chill and/or the Killer brings Unnerving Presence you'll get it pretty quickly. More often than not I maxed out Autodidact (without the aforementioned perks) with the exceptions being of course that I didn't heal as much, the Killer tunneled me to death, etc.
Well, you should keep it in mind if you're suggesting changes. You saw what BHVR did to We're Gonna Live Forever right? One does not simply make a suggestion without considering balance otherwise ######### like this happens:
"We're Gonna Live Forever now increases healing speed by 100% when healing a Survivor in the dying state"
That's gonna be the end of slugging when it gets implemented.
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I start from scratch and work my way up to level 40 for each Survivor, when I played as Adam I always used Autodidact because of how useful it is. In my opinion, the perk is fine. It doesn't need any buffs, it's capable of being very powerful as it is. +20% healing progression on Tier 1 and +50% on Tier 3 at max and it makes every skill check a great skillcheck and you think it's a bad perk? No.
@AhoyWolf said:
Maybe instead of instant heal progress when hitting a Skillcheck, it could make you heal 25% slower, and with every skill check your healing speed increases by 15%, up to 50%.
and what? Keep it at +50% forever? That combined with Botany Knowledge makes it +83% healing efficiency. So basically, you'll have the power of We'll Make It enabled at all time? No MedKit required? Please, explain to me how you think that's balanced.
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@Kyxlect said:
I think they broke Blood Pact. Killer's, prepare to see SWF's zipping across the map INDEFINITELY now.
Cruel Limits, agreed. Still not appealing.
Mindbreaker, indeed. It really doesn't take long to get 50% of the gen repaired.
Slippery Meat, ehh...I kind of feel like they should increase the base chance of escaping Trapper's Bear Traps if they're gonna make this change because as it stands it's usually impossible to ever escape them. I oftentimes find myself attempting 5 or more times with no success.
Thanataphobia, Yeah, I guess that might be an interesting change to see. I don't know about it being a meta perk for Plague though since everyone knows you just cleanse and insta-heal back to 100%.
We're gonna live forever, I don't understand this change..David's a meathead, why would he be able to heal people faster? Doesn't really feel right with the character or in general what with all the other healing perks but I guess at the same time it still isn't all that appealing either. Hopefully BHVR wont screw it up and give him +100% healing on dying Survivor's though..
"Hopefully BHVR wont screw it up and give him +100% healing on dying Survivor's though.."
[BAD WORD]..called it..healing is such a big deal in this game and BHVR's just giving it out left and right. They just buffed We're Gonna Live Forever to Cancerous Tier and killed slugging.
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I enjoy playing Killer more but I play both sides a lot. For me, I just want something to be done about SWF's. Their comms are the issue. In some games I can't tell if the map size is still an issue or if gen speeds are still an issue..nerf SWF's first then we'll talk about it. That's by far the biggest issue in this game, in my opinion. Nothing else can be accurately balanced until the biggest, unbalanced thing in the game is resolved.
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I know how you feel and BHVR is even making changes to Mori's which lets face it, it's gonna be a nerf and have they addressed a single question regarding the idea of nerfing or changing SWF's? Nope. Not a one. Ever. So Mori's are yet another powerful thing they're taking away from Killer's.
Today, for example. I was put up against a 3-Man SWF group as a low level Pig. I had 1 Ebony Mori on her and I used it. You know what these SWF's were gonna do? They all brought Head-On, typical scum perks, flashlights and a key. I killed two of them and the last one escaped via hatch. They were about to screw with me using that bull. Then the one that rage quit as they were being Mori'd had the nerve to complain calling me bad even though they were the one that brought a key, head on, scum perks, rage quit and are in a [BAD WORD] swf group. These are the kind of people BHVR supports with their decision making??
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I think they broke Blood Pact. Killer's, prepare to see SWF's zipping across the map INDEFINITELY now.
Cruel Limits, agreed. Still not appealing.
Mindbreaker, indeed. It really doesn't take long to get 50% of the gen repaired.
Slippery Meat, ehh...I kind of feel like they should increase the base chance of escaping Trapper's Bear Traps if they're gonna make this change because as it stands it's usually impossible to ever escape them. I oftentimes find myself attempting 5 or more times with no success.
Thanataphobia, Yeah, I guess that might be an interesting change to see. I don't know about it being a meta perk for Plague though since everyone knows you just cleanse and insta-heal back to 100%.
We're gonna live forever, I don't understand this change..David's a meathead, why would he be able to heal people faster? Doesn't really feel right with the character or in general what with all the other healing perks but I guess at the same time it still isn't all that appealing either. Hopefully BHVR wont screw it up and give him +100% healing on dying Survivor's though..
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Yes, I feel like they should devote all of their manpower into fixing the issues and re-balancing the game for now. I'd rather have fun with the game now than have a new Killer and Survivor, etc. with a bunch of issues adding onto the already massive pile.
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I disagree...playing Killer in the low Ranks is the most stressful thing in Dead by Daylight. In my opinion.
Hmm...here recently I've been dealing with a LOT of crybaby Survivors that instantly kill themselves on hook. Otherwise...I'd say they're a least somewhat competent. Gens get done, Survivor's are unhooked properly, still get the dimwits that don't heal every now and then. I have yet to meet another Survivor that can lead the Killer on a lengthy chase. Not to suggest that EVERY game is like that but meh, roughly 85% of my recent games.
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It's not a permanent nerf, it's a bug. So I will not rest easy and I will not stop complaining about it. I may throughout the period that it's bugged but afterwards it back to business as usual.
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Everything went to ######### after they released this Chapter.
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I disagree. If you want to see the most toxic communities of the gaming world, go play a MOBA. Except League of Legends because Riot Games threatened toxicity with punishment.
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Zero. Though I haven't been playing Killer all that much recently but when I have I haven't really experienced this bug.
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SWF's
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I recently ran into what I believe was a hacking Trapper. I had jumped on an alt to try playing with a Steam Controller and in like my second game I come across this guy that keeps finding injured Survivor's and downing them. Myself included at the very end. At first I thought "Okay, just a smurf or rank reset Killer with BBQ and/or Nurse's so gg" but nope! Didn't have either. Just some other level 1 perks.
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Man..these perks are bad. If ever I needed a Vote Down or Dislike option it would be now...
...and there's 9 perks here. I don't really want to go in depth saying why nearly each and every one of them are bad. Feels easier to just say that most are.
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You say that knowing full well that they added these Blueprint offerings here recently? You don't think the Killer would like to know if Survivor's used a Shroud?
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https://youtu.be/5hfYJsQAhl0@Tactless_Ninja said:
Here's a thought. What if players killed by a mori could be revived?
Here's how I picture it: 1, 2, 3 hooks, dead. That's base ruleset. But Mori's pretty much can skip 2 and 3. And Mori's are getting some sort of change amirite? So here's some bullet points on how it would go:
- Already mori'd survivors cannot be mori'd again in the same match.
- If the player is on death hook they cannot be revived. This is intended as a second chance mechanic for players taken out too early.
- Reviving disabled during EGC. Any survivor in the process of being revived is killed. This puts power in both killer and survivor hands.
- Medic perks work on reviving players but only in same fashion as gens for parity. So it would cap at 10% increased revive speed with most healing perks, 15% with specialized ones.
- Revive speed is base 70 seconds (ballparking here). And only one player can revive at a time (maybe).
- Bleedout timer effects how long before permadeath. So if they're left alone too long, they die.
So, how about it?
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No, I don't do this.
You frustrate me so much, OP.
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@Avarice10 said:
No, this idea was mentioned back in 2017 and the Devs decided against it, but they did introduce totems and hex perks as a secondary objective, survivors don't need a third one.
Secondary? You mean optional objective?
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I would think that the Consoler's would have a crappy laptop or something
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@Elcopollo said:
Hex: Decay feels too unfair and unfun for the survivor side (e.g. you won't be able to use addonless Brown/Green Medkit to restore your health even once). I don't like perks which are very unfair for the opposite side. Same reason why I never use Object of Obsession (except one time when I had to do Laurie's adept achievement). I try to stick to the rule of "if I would hated such thing done to me, I wouldn't do it to others". At least for Franklin's you have to hit them, while with this perk it's just perma-effect unless they find the totem (which usually, despite the memes, takes 1-2 minutes, during which your item will be almost completely consumed with killer making no effort whatsoever for it to be done).
Deadly Precision seems like a buffed version of Sloppy Butcher. It's mkay.
Well, there are lesser used perks that specifically increase the life and usability of those Medkits. You got Self-Care, Botany Knowledge, Streetwise, Solidarity, Leader, Spine Chill, Desperate Measures, Built to Last and probably some other ones. That's a lot of perks that help with that, so I'm gonna have to respectfully disagree that it's overpowered for that reason. Also, since it's a Hex it's value is based on where it spawns. So it could either be very useful at slowing the game down or very useless if it spawns right next to the Survivor's at the beginning of the trial.
Hmm..."With the Killer making no effort whatsoever for it to be done". But aren't Survivor's just getting a quick health state without doing anything special other than using even the most common of Medkits? Gaining back a health state is a pretty big deal in my opinion considering that the Killer has to strike them twice before they can be hooked.
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@Awkward_Fiend said:
Neither are good ideas, Hex: Decay isn't a hex that'd be enjoyable for either side since the killer doesn't get any visual examples of it working out (and it's numbers are wayyyy too high and would make medkits useless instantly), and Deadly Precision is just a luck based Sloppy.
Did you happen to see my rework for Hex: Decay? Hmm...and because of that, Deadly Precision isn't appealing to you and you don't believe it'd be useful? Alright, thank you for your feedback. Might try to come up with a rework.
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@Rubyinsomniac said:
I like the Hex as a killer that loves Hex's and hates flashlights but even though this would be perfect in the game it would be incredibly annoying for the survivors because it would literally just waste the item. 3% a second? That means in 33 seconds after the game starts their item is just straight up gone. I think a idea is that it gets used faster or it gets used when you hit them or something like that. I love the idea but I think it's too powerful.
Ah yes, I see what you mean. I've been working on a nerf, how about this?:
Tier 1: 0.238% consumption per second (7 minutes)
Tier 2: 0.33% consumption per second (5 minutes)
Tier 3: 0.55% consumption per second (3 minutes)
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Well, that's life. It's not your place to tell others what Perks they're allowed to use. I can't even believe you left out the fact that in some games you get total idiots that never heal themselves or anyone else. "HEAL STUPIDS! HEALLLLLLLL!". Also, I disagree. Buffing Survivor's by adding in-game comms will NOT automatically fix all of these issues and will instead bring about numerous other issues such as Mic Spam. This is an issue that should supposedly be resolved once BHVR re-releases the new matchmaking system so it pairs you with other Survivor's of similar skill. My only suggestion is to stop whining and deal with it. For now.
Also, here's this, you're required to listen to this for one hour before you come back and try to defend adding in-game comms:
https://youtu.be/IJ4z2llLfKU?t=12 -
Meh, I feel like they should change Pig's gameplay mechanics to make her more interesting. BHVR should really do an overhaul on Pig.
@IIITweedleIII said:
It IS disappointing that it's a rarity than anything that the RBTs are only looked at as stalling the game. Wish they were more than such. And her Mori is so boring
Agreed. She can stealth but I feel like her ability is just meant for stalling the game. To be honest I don't think I've ever even seen Pig's Mori and I've been playing for over 500 hours, people really don't use her mori much if I had to search for it on YouTube. It's like she stabs him in the hand, then he goes "I can't believe you've done this", slash, dead.
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I've been looking at the forums like every day for the past few days. I've mainly seen whiny Survivor's complaining about Spirit. Even from the random threads I looked at, none of them had to do with Killer's whining about perk availability. Can you show at least 3-5 example threads from recent times?
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For me on the US servers it's mainly the Red Ranks that seem to have these issues. Three gen'ning doesn't seem to happen all that often. I sometimes get a Survivor that doesn't heal others. Bum rushing hooks is probably the most common sight for me. It goes hand in hand with the thought of "######### are my teammates even doing??" because in some games no one else seems to be working on gens. Teammates are too busy hook trading/farming each other. It was such a common sight that I just started bringing Left Behind and try to get out through the hatch.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1603048#Comment_1603048
Funny how Spirit's basically been the same way for a long time and only now people are non-stop whining about her. Despite how "OP" she isThat's half true. After her release she was considered another Nurse, hard to learn, high reward for doing so. However after a while people noticed it was ... kinda easy to get value out of her.
So then Cursed Legacy came around too see a bunch of Spirit's nerfs to remove her advantage in mind games - No collision, vaulting animation and prayer beads.
However, However Stridor Spirit still CAN be strong (even no stridor spirit is good if they don't run Iron Will). You still need some gamesense obviously but she still has huge advantages. Just letting you know, I don't think she should be nerfed (or literally like a petty nerf) because we need strong killers. Unless they buff the other "bad" killers they shouldn't nerf "good" killers.
The first thing that came to mind when I read that was Nelson saying Ha-Ha!Why exactly?
Because it's a counter to Decisive Strike and instead of this second chance perk actually working the Survivor instead gets thrown in a cage aptly named the "cage of atonement" or smashed by a big ass cleaver. Ha-Ha!
@hazzzard said:
https://forum.deadbydaylight.com/en/discussion/comment/1603048#Comment_1603048
I don't want to argue with you. Clearly you're a killer main that can't acknowledge facts. There's no cooldown between M1 and digging trenches. Survivor is forced to take a hit with M1 or ROJ since they will be stuck in animation. That's more of an exploit than a mindgame. That's anti-loop mechanic. What do you mean you don't see Spirit often? In red ranks there's almost no variety. It's gonna be one of these two killers in 5 games out of 10. Rest are lower ranks playing mid-tier killers. I don't blame people at all. Gen speed and SWF is usually toxic and hard to go against but that's no excuse to ignore broken mechanics.
It's true that I do prefer playing Killer more than Survivor but I'll have you know I'm a Rank 3 Survivor that clawed their way to that Rank solo and while playing multiple Survivor's starting at Level 1 each (while maxing out at 40 for teachables) just for the challenge and the teachables. I stand firm on what I said about Pyramid Head. I am a Red Rank Survivor and I'll say it again, I don't see Spirit very often. My last game was against Legion, then Pyramid Head, then Doctor. The entire day yesterday I played against like two Spirits, the first was so outclassed that the only reason they got any kills was because of NoEd and camping and the other resulted in all of my crybaby teammates rage dying or rage quitting. *Edit: Though I think they also brought a Red Mori too*
Also, just so you know, the Pyramid Head I played against had just as much trouble against me as everyone else. The only reason the guy even got two kills was because I had a team that wasn't good at chases so they kept getting downed fairly quickly. Once he came after me I lead him on a minute plus long chase. So you know what I call those teammates that had trouble against Pyramid Head? Inexperienced.
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Funny how Spirit's basically been the same way for a long time and only now people are non-stop whining about her. Despite how "OP" she is, I still don't even play against her that often. You would think that if a Killer's broken, everyone would be playing as them because that's what people do, they abuse the crap out of broken or overpowered mechanics. That's why every SWF Survivor runs Dead Hard, Unbreakable or Borrowed Time, Decisive Strike and some kind of sprint perk.
As far as Pyramid Head goes, I don't know who you're playing but it can't be Pyramid Head. Because he DOES have a delay to activate his power and a delay afterwards that prevent him from using M1. How is he an anti-loop Killer? Torment does nothing to you and Punishment of the Damned is avoidable. Maybe you should do more than just reading about his ability and playing him one game.
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1601463#Comment_1601463
Not even.
He can hook into Cage or straight to Final Judgement. Which completely removes DS in that scenario. This one is the playstyle that most use.
The first thing that came to mind when I read that was Nelson saying Ha-Ha!