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Leon_Loves_Cheryl

Leon_Loves_Cheryl

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Leon_Loves_Cheryl
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  • @Rogue11 said:

    I'd like to mention Kate's rework as well. Her expression changed so much from her original. It doesn't fit her backstory or the devs stated goal to keep the reworks as close as possible to the originals.

    Original:

    https://us.v-cdn.net/6030815/uploads/MCI1XBZKIDJ3/image.png

    Live:

    https://us.v-cdn.net/6030815/uploads/3GBACKRRBTSQ/image.png

    Why are her nostrils flared, eyes narrowed, and eyebrows angled down. It changes her expression from her calm, slightly smiling demeanor, to various degrees of annoyed/angry.

    Wow, the top right is a massive objective downgrade, the makeup was so much better in the original


    The default appearance as shown in Rogue's post above looks better, definite improvement, but so many of her cosmetics have been downgraded

  • I think what they did this patch was actually good. Like, it solves the biggest problem with Trickster which was his lack of lethality.

    However, it didn't do anything about the fact that he is just a weaker version of Plague and Huntress. They just made him kill harder, not more unique.


    My idea to make him more unique: Bouncing Blades is now basekit, but Main Event blades bounce FOUR times instead of two.

  • Here's my thoughts about the DC penalty.


    As survivor:

    ___

    DC with 4 survivors still alive = 5 min timer

    DC with 3 survivors or less = 3 min timer

    If two survivors DC'd, then the other two survivors will not suffer a DC penalty.


    As killer, you will never suffer a DC timer but will still receive the pip penalty and the MMR penalty when it is implemented.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378628#Comment_2378628

    The problem is that killer perks are on average much stronger and more effective than survivor perks. It's already 4 versus 16.

    Perks like Kindred are already shared amongst survivors when used as it is, similar to Prove thyself, etc. So it's really only freeing up one perk slot for the whole team.

    So no, giving survivors extra information isn't a fair enough trade to give killers 3 extra perks, which could easily be OP things like NOED, Undying, Ruin, Blood Warden, No Way Out, Devour, Make Your Choice, etc.

    Killers could stack 3 slowdown perks, 3 exposure perks, and still have room for one more.

    What happens if a killer brings more than 5 Hex perks? or more than 4 including Haunted Ground?

    Personally I wouldn't give Kindred as basekit, instead I'd give the ability to track survivors locations via an effect similar to Killer Instinct. A heartbeat and a pulsing, directional indicator, but not an aura. this is less informative than Kindred so the perk itself still has use, but still provides the same sort of info that voice comms would.

    Borrowed Time would be too OP basekit. Instead I'd change it so that any unhooked survivor has no collision for 5 seconds. This prevent them being instantly downed, and also prevents them from bodyblocking the unhooker. BT can then continue to work as it does now for 10 seconds following that initial 5 seconds, bringing it back up to 15 seconds total.

    Decisive Strike as basekit is also too strong, and, similarly to BT being basekit, would be a monumental buff to SWF groups, while being slightly less of a buff to solo players, which just further widens the gap between SWF and solo.

    So you're saying that my changes would make killer too OP, but then you say that the survivor changes are also OP.

    That's the point. Buff survivor to buff killer. You're approaching my argument backwards so of course it will appear that things don't make sense. Killer won't be op with these buffs if survivors are buffed to the extent that I outlined. The early game slowdown is already an ambivalent "implement if needed" thing. If these changes end up happening and killer is still underwhelming even with three additional perks, early game slowdown will likely fix that.

    >The problem is that killer perks are on average much stronger and more effective than survivor perks. It's already 4 versus 16.

    Yes, this is true, though that doesn't make it a problem to give them 3 more perk slots when the other side is potentially gaining 12 due to three perks becoming built into basekit. The killer isn't getting that. The majority of perks on both sides are also garbage, there is a very small minority of usable perks for both teams.

    >Perks like Kindred are already shared amongst survivors when used as it is,

    This doesn't strengthen your argument, it strengthens mine. It's shared among all of them so make it built in for all of them, plus it's an information perk so the gap between solo and SWF thins out, which is what this game desperately needs to become balanced.

    >So it's really only freeing up one perk slot for the whole team.

    No it isn't, it's freeing up three because I'm making BT, DS, and Kindred basekit. You're viewing this from the perspective of a SWF player. Yes, that's exactly the point, *of course* SWF isn't going to benefit much from these changes, that's the entire purpose.

    >So no, giving survivors extra information isn't a fair enough trade to give killers 3 extra perks

    Once again, I'm not just giving survivors information. They're getting THREE basekit perks. You're viewing this from a SWF perspective and arguing that "it's not gonna do enough", but that's the whole point, we don't want to buff SWF we want to buff the survivor role as a whole to SWF's level without buffing SWF.

    >What happens if a killer brings more than 5 Hex perks? or more than 4 including Haunted Ground?

    Make more totems spawn.

    >Borrowed Time would be too OP basekit.

    That's the point. That's the entire purpose. Because if it's OP, then killer can be buffed to the same level to achieve balance.

    >Decisive Strike as basekit is also too strong, and, similarly to BT being basekit, would be a monumental buff to SWF groups,

    No it wouldn't. If some dude in a SWF is bodyblocking you with DS just knock him back down to the ground and continue doing what you were doing. I don't know when the last time you played is, but it seems like it was a while ago. DS was recently changed to no longer be such a problematic and annoying harassment tool.

  • @CheeseAnton said:

    Gonna be honest, I was a bit disappointed because I thought you were going to request a visual novel dating sim (like Lovers of Aether). But I do think a Valentine's day event could be good, but I don't think that's the way it should go.

    Imagine if during EGC a new event item which can't be taken out of a trial, called "Cupid's Arrow", would spawn around the map. You can't use it on yourself, but you can use it on another survivor (doesn't give them the charm), and if that survivor also uses a Cupid's Arrow on you as well both of you get the charm (looks kinda like this ๐Ÿ’—) (Survivor doesn't need to escape to get charm, they just need to be in love with another survivors who also loves them)

    Meanwhile, if the Killer kills someone in love they get a charm as well (looks kinda like this ๐Ÿ’”)

    Despite charms only being obtainable through one side, the charms are universal so both sides can use the charms

    My suggestion was for DBD because this is a DBD forum, if this was a forum about BHVR products in general then I can see why you would have assumed that it was an idea for a visual novel. The Cupid's Arrow suggestion is cute, although the Killer shouldn't be rewarded for killing the Arrow'd or Valentine'd survivor. It's an event about togetherness and closeness. The killer should be rewarded for killing everyone except the survivor they love.

  • @Anniehere said:

    I'm going to do anything to be with Leon...

    Honestly, i love Valentine's Day events and i wish to see something cute like that.

    Anything? ๐Ÿ˜ณB-but I love Cheryl, not Claire ๐Ÿ˜ณ

  • @Seraphor said:

    Scott stop stealing my idea's, I know you use these forums. /jk

    I don't know if these two changes in particular would be balanced together, but Solo Survivors do need communication tools such as the ping system, that are superfluous to SWF groups. Then yes, killers can likely be buffed a little, but these killer buffs sound a bit much, maybe just the slowdown part.

    I'd be fore a 5th killer perk slot IF it was dedicated to just Hex perks. Along with an overall Hex perk rework so that they're all viable as solo Hex perks, and ideally so that they all scale with the number of totems instead of being reliant on one single totem.

    Keep in mind that many survivors would essentially be gaining three perk slots since I'm making Kindred, BT, and DS built-in to the survivor as a whole. One may argue that killer should have even more than three more perk slots although personally I think three is fine. If killer ends up being sufficiently strong in the face of the Survivor buffs, then we don't need to keep the early game slowdown mechanic. I'd rather sacrifice that aspect than the 3 additional perk slots.

  • @McFALLENONE said:

    If you want more r34 of Cheryl and Frank you can just say so.

    Is it that easy? ๐Ÿ˜

  • When I was initially starting out, it felt like "Time is on my side" as the killer. It just makes sense that way. But due to the fact that EGC only starts when the exit gates are opened, as well as the fact that exit gates can be 99'd, it feels far more Survivor favored. Agreed on EGC beginning when the final gen is done.

    It would also fit a lot better with intuition. Intuitively, it feels like time should be on the Killer's side, not the survivors'.

  • Not enough people play the game to split the primary mode.

    What would be better, is replacing the main mode with temporary event modes for a couple of days. Only for a few days because people will obviously miss playing the regular game, but a switch-up every now and then would be welcome, especially for Halloween.


    The current primary game mode is perfect, because it is both ranked AND casual. Splitting it doesn't actually do anything. People at low ranks play casually whereas people at high ranks play competitively. If you want to have more enjoyable games, just lose intentionally until the competition becomes more enjoyable to play with. In my experience, the less people take the game seriously, the more fun I've had with it and the more memories I've created with it.

    DBD is absolutely a good game, you just need the right rank.

    The current system is fine, just go to low ranks if you want more goofy fun or go to high ranks if you want competition. If you want unique event-based game modes, replace the entire primary mode for a couple of days. We don't need any splits

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