Lavoonus
Lavoonus
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- Lavoonus
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Comments
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@AlphaYandere said:
I love pretty much all of this esspecially the Artist one, i mean its pretty easyto dodge the crows anyways so that you no longer could hop in a locker would actually reward cross map plays i would love it
Yeah, like I know she's not really that weak balance wise, but I feel a change that encourages Artist players to go for riskier, high skill plays is better for everyone.
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I'm not fully opposed to upping the older range killers to 115%, but I do want to dispel the notion that 110% killers are meaningfully worse than 115%'s at map traversal. It takes a 115% killer about 22 seconds to walk 100 meters (about the length of Coal Tower), while it takes a 110% killer 23 seconds. This change would have little to no effect on their traversal, it's more about making them more versatile in chase around structures their powers don't work well on.
I also disagree with making Springtrap and Jason fully 115%. Their speed mechanics are designed to add to their skill cap and play style, removing that would just make them blander without meaningfully affecting their strength. Springtrap's the only one of the two that could use buffs anyways, and I'd rather that focus on a 1v4 mechanic with the cameras so that they'd feel more integral to matches with him.
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Obviously its rework was super unhealthy for the game, but it's funny that Fast Track might be worse now than it was originally.
Like it might be better in super ideal conditions, but otherwise I'd rather take 27 passive charges over 5 permanent ones per unhook I do. Even with a build for it, getting more than 3 or 4 unhooks seems unrealistic in solo queue.
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I mean you can argue the benefits of the change, but it was a bug so it's definitely for the best it got fixed. I think the game has enough bugs already without leaving new ones untouched, potentially causing more problems.
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It's kind of the definition of a SWF perk, a lot of the factors required to make it effective rely on coordination with teammates. Someone taking chase early, no one taking the early unhook from you, everyone staying on gens once you can proc it so you can maximize its value.
It is incredibly strong in those conditions, and there's not really a reason to reward SWFs so heavily exclusively, so I personally wouldn't have much of a problem with giving it a rework to make it more coordination agnostic.
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Its an interesting idea, and the game desperately needs some more perk types. However as you described it, the ability to cleanse the perk seems kinda pointless, since the effect of a dwelling perk would need to be incredibly oppressive to make doing the equivalent of a 6th gen in the basement worthwhile. And at that point, it's just a regular perk with some extra flair.
What if working on cleansing it progressively reduced the power of the perk? With Dwelling: Ruin for example, survivors getting halfway through the cleanse would reduce the regression bonus by half. Of course the endgame bonus would still exist to punish survivors for not completely cleansing the perk.
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@SkeletalElite said:
Freddy and Clown should have their powers be a technically different status effect (that does the same thing) rather than changing vigil. Ie. Clown bottle should inflict "intoxicated" which slows you down just like hinder, but is technically a different status effect than hinder. Vigil affecting the likes of knock out is fine IMO.
Doing it just like Ghostface does would be perfect, giving you a killer specific status that hinders you while you have it.
That way it's still hinder, but it's length can't be affected directly by anything else.
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@DroppedTheSoap said:
How about basekit mobility for killers who utterly struggle in the first place instead of bandaid patches?
That would be the ideal scenario, but not only would that require much more work, it would also contribute to a sense of fatigue people have with similar mechanics showing up on most new killers. As necessary as map mobility is in modern DBD, every killer having it can make them potentially feel homogeneous.
Not to mention there's some killers that need map mobility, but there's no great way to make it basekit in a way that feels fitting. How would you make Bubba teleporting feel in line with his character? Or original killers who are presented as normal humans, like trapper and skull merchant?
Since perks are accepted as a more 'gamey' mechanic inherently, they can provide a loophole to these problems.
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I think it's current state is okay, but it really feels like missed potential as a slowdown option for killers with poor map control.
If they reduced how much it regressed, I think they could drop the LOS requirement and extend the range to 32 meters to make it pretty much a 'remote kick' perk.
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I would be fine with double turret setups being removed, just because its a big pain point for xeno players, but basekit nerfs to single turrets on top of this would make them utterly pointless.
Turrets are part of what makes Xeno's kit unique, and I think reducing them to a non factor would just make them a more boring killer overall.
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As someone who just recently managed to p100 my Houndmaster, I love these suggestions and really hope BHVR gives her some love.
My only nitpick is that the Sticky Pitch rework is probably too strong, at a loop a couple seconds of 150% speed with no movement restrictions would be stronger than her normal chase power.
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The effect being 4.4 has on map traversal is rather overstated in the community. For every 100 meters traveled (about the length of Coal Tower), it takes a 4.4 killer 1 additional second longer than it takes a 4.6 killer.
The main problem is just that a lot of older 4.4 killers lack any kind of traversal power in their kit, since they're very focused on chasing. That can only really be addressed with reworks to their kit, or potentially introducing some killer perks to give map mobility options (Although that would probably be a headache to balance.)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078104#Comment_4078104
Nah what's soft is all these babies that cry daily about tbagging without shame and have actually admitted altering their gameplay and their view of the playerbase because of it. The whole "mechanic" is a response to and in favor of how fragile this game's community is.
This feels very extreme and misguided. Since this a killer specific mechanic instead of a game wide change, I think this is much more a response to those who wanted the "survivors gain sin from specific actions" idea to remain part of the judgement's kit than any thing else. I really don't think what's ultimately some light flavoring calls for this kind of admonishment.
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Aren't they already attempting to reincorperate most of Wesker's techs? Feels like this question is flawed at its core.
Also heal tech isn't even a real tech, it's just a mechanic, so it doesn't really make sense to bring up in this way. Point tech going wouldn't be too bad, but if anything shift tech is what should be addressed the most.
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I feel like your detailing of Legion's history is a great argument for why it shouldn't come back. It was a horrible mechanic that made Legion one of the most hated killers ever released and had to be completely excised from their kit through multiple reworks.
I feel like you can do anything else, even go the extremely lazy route of tacking on a dash to them to down survivors, and it would be more appreciated than bringing back the mess that was old legion.
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I'm pretty sure the aura read going on cooldown was the entire point of why the perk was made. It seems to be a compromise solution to complaints that windows should have a cooldown, by giving survivors the option to take the nerf in exchange for gaining a niche yet useful secondary effect.
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Isn't locking off your item the point though? Especially with Sadako, it seems like an intentional decision to make you have to choose when it's worth it's worth losing out on your item to counter the killer.
Flashbang seems like the main exception to that of course, so maybe survivor perk items could be given that feature?
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A mobility tool for Ghostie is sorely needed, it's mainly a question of how to do it in a way that feels fitting for his character.
I'm a fan of more of an invisible phase type of mobility like Spirit or Knight. Feels more like he's just being ultra stealthy, sneaking across the map undetected. It also lets him be more unpredictable, being able to choose spots out of LOS to ambush from.
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Making her 4.6 is an obvious one, but I think removing her range restriction would be a good change as well. Her nature as a trap killer already pressures her to lock down an area of the map, I think encouraging her to spread out her traps more would make her a bit more dynamic for both sides.
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I think they need to make the 1v4 mechanic of her infection a more prominent part of her kit. Removing Leeched when hooked was an important change to rein in her tunneling potential, but it also made it barely relevant outside of the 1v1. This made her entire kit revolve around her head form, which while I find fun on occasion, just isn't that special.
I think a way to make managing the infection a more important part of her gameplay without bringing back the incentive to tunnel would be to take notes from Plague: When a Leeched survivor is hooked, the Leeched is transferred to the unhooker instead. They start at 1% progress, and takes 20 seconds to build until they reach Leeched 1.
I doubt she'll ever be a super popular killer, but emphasizing her combining of 1v1 and 1v4 gameplay can help bring in her own playerbase of passionate mains, like there is for Singularity or Unknown. As of now, she's too outshone by other options for the average dash killer lover, yet too simple and streamlined for the more niche playerbases.
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When the Hellraiser chapter got pulled I remember there being some time before the perks were rereleased as generic perks, it'll probably come with the Stranger Things update or one soon after
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I get that you want to make the game more newcomer friendly, but I feel like you're missing why healing other survivors is a mechanic to begin with.
For killers, it not only slows the game down by encouraging survivors to spend time off gens, but also group up with other survivors to get healed. This grouping up is important, as it gives killers a chance to interrupt multiple survivors at once and potentially snowball, which is an important part of the killer macro game.
For survivors, healing breaks up the time spent repairing generators, which helps make them feel a bit less monotonous. It also encourages team play and altruism, which is the main thing that defines survivor as a role. Otherwise the only time you'd interact with the rest of your team would be a quick unhook before heading back to grinding through gens.
Healing is an important part of DBD's gameplay loop, and even discarding any balance worries, removing it would just make the game feel more barebones and samey.
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I still think about when Lara Croft released and people were freaking out about Specialist. The idea of people seriously running technician is about as realistic as the idea of people dedicating half their builds to chest perks.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042564#Comment_4042564
i only want it nerfed because i hate slugging on both sides in the game. on killer, you’re at a lose/lose if someone else is nearby and on surv it doesn’t feel good being on the ground for extended periods of time cheesing the fact that the killer can’t pick you up. same with sabotaging. the only counter to sabo is slugging and it’s boring on both sides to be in a slugfest game.
They just need to completely rework Flip Flop, it's a consistent problem with turning niche perks into "bleed me out or else" builds. It's the worst kind of perk, because it's not even great for winning games, just for stalling out the game unnecessarily.
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Killer: No Quarter
This perk is trying to tie the ideas of constant bombardment and anti-self healing in a way that just doesn't work, so I think it'd be better to rework it to focus on the first part and leave room for a better anti heal perk down the line:
When you're carrying a survivor this perk activates.
All survivors receive continuous skill checks while repairing and suffer a 12% repair speed penalty.
Survivor: Flip Flop
This perk manages to both be useless on its own and yet problematically good at bringing games to a crawl with the right combos.
When you escape the killer's grasp, you gain 7% haste for 10 seconds.
This perk then goes on cool down for 40 seconds.
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Make sure the killer is always played by a bot as well, as a cool reference to them firing their workers and replacing them with AI
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Might I ask what addons you were using? He does have an addon called Bonnie's Guitar Strings which removes this undetectable, so that could possibly be responsible.
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I don't think SWF specific nerfs are really the way to go, mainly due to the fact that SWF penalties need to be balanced around the most competitive (Coordinated squads with synergistic builds) and the most casual (Occasional players that only get on to play together).
However, there was a variant I saw suggested at some point that could work at least a bit better for this: Instead of strict perk limits, have the tier of a perk decreased each time it's stacked in a 3 or 4 man SWF.
So for example, if 2 people in a 4 man have DS, both have their perk become the tier 2 version once they're in the game. If 3 or 4 of them have background player, it becomes tier 1 during the game.
From there you could rebalance perk tiers around that concept. Lower tiers of Deliverance could increase the safe unhooks needed, or tier 1 Sprint Burst could give you a slightly shorter sprint duration.
Do I think it's a good idea to put into the game? ...not wholeheartedly. But it's at least a concept I found interesting to consider.
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@grumpelfox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035722#Comment_4035722
there are perks that exist that revolve around flashlights .. champion of light comes to mind if you want a token system for lightborn then i think its only fair that survivors have a token system for all exhaustion perks . they can only be used once . and maybe dead hard wasnt the best example but let me tell you this.. 3 sprint bursts in a row in one chase is FAR more powerful then not being able to blind the killer . or do you just wanna make it easier to be toxic
I truly don't care either way, I just find this train of logic a little silly and unproductive. It'd be like saying Conviction can't be changed to be made healthier, unless you nerf every slowdown perk to 'make it fair'.
Ultimately it's a matter of game health, and I can at least understand why people take issue with a perk that just automatically makes an item useless, regardless of strength. It's just very boring perk design, but with how contentious it is within the community I doubt they'll ever actually touch it.
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@grumpelfox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035687#Comment_4035687
because it would be fair. let me run you by a scenario that CAN happen in the game now and i want you to tell me if this is fair
a survivor gets get hit 1 time . gets injured . uses dead heard gets hit again endurance saves him. thats hit number 2 . uses the syringe and dead hards again . thats hit number 3 . uses the perk blood rush to get endurance again . thats hit number 4 . finally goes down .. thats hit number 5.
5 hits to get 1 down . now i want you to find a way to justify that .I think your point here is kinda hurt by the fact that's just not how DH works. It deactivates after you use it, and the only way to reactivate it is to get hooked again. Not to mention you can't use a medkit while deep wounded, so even if you could you would have to be able to mend mid chase first to even attempt it. So it is actually balanced the way you would want.
I think following your argument, that would mean lightborn having tokens would actually be fine right? -
I'm not sure you really understand what an m1 killer is.