Lliart
Lliart
About
- Username
- Lliart
- Joined
- Visits
- 549
- Last Active
Comments
-
Ok so for everything that I've ready, I'm lovin' the idea of realizing Victor's true potential. Starting things off though, I'll give my thoughts with how you labeled them all! :)
1.) I like this idea a lot, but I feel it should be tempered somewhat. Refined even. Giving a Nurse's Calling or I'm All Ears I feel would more suit addons than perks. Even then, I can picture only adding one perk slot to him as he is smol and giving too many slots would make The Twins insane.
2.) This I wholeheartedly agree with, except for making Victor take longer to throw off. With how detrimental these changes are, I feel it would stack overwhelmingly with perks like Thana or Sloppy, making healing an absolute grind and detriment to gameplay. Keep all of the rest of the idea, but no extra base throwing time lol.
3.) Again, another big winner in terms of ideas. Just walking around and plopping Victor casually without transferring to him feels like a good way to apply some really good pressure. There could even be addons that whenever Charlotte drops Victor or when the player transfers to Charlotte from Victor, Victor's cries are not heard. This could also help apply pressure mid chase where you can scare a survivor off a generator, drop Victor, chase for a bit as Charlotte, then swap to Victor because you know another teammate is near Victor!
4.) Again, wholeheartedly agree... That is unless we are keeping the Charlotte dropping Victor deal and bodyblocking. That I feel would destroy chases and make them completely unfun to play against. That being said, I do think the time should be reduced to 15 or 10 seconds of walking through Victor instead of the 30 that the shadow nerf has it at. That way it keeps a survivor from just looping the pallet forever, and gives time for others to kick Victor.
Also PLEASE BHVR, take the 5 seconds back to 3 for a successful down and make the 5 seconds for a missed lunge.
-
This. Absolutely this. Many times I feel robbed out of a good stealth grab due to the server ping and it honestly hurts to see.
-
@bm33 said:
NOED change I want is survivors that cleanse atleast one totem before gens were finished don't suffer from exposed effect, only those that did not cleanse totems are exposed.
If there is a remaining dull totem it is now lit and exits are blocked until it is cleansed. - no one escapes death until totem is cleansed.
That actually sounds really interesting. I mean I know that we already have the Trickster perk that does something similar, but that feels like it would be a more punishing version of it if survivors continue to refuse to cleanse totems.
For example: Hex: No one escapes Death activates at the end of the match if at least one totem is active.
For every dull totem that remains uncleansed, the exit gates remain locked for 3/5/7 seconds. (Adjust for balancing, I was thinking of 1/3/5 but I'm not sure lol)
While the exit gates remain blocked, the killer still retains the one shot down, but that's where the token changes suggested previously come in. For every dull totem active, the killer gets 1/2/3 charges of instant down basic attacks.
This way the threat of a Hex is still real, but can be prevented with proper measures! Thoughts? Adjustments? opinions?
-
@Boss said:
Firstly, i actually don't want current H: NOED changed.
This is just making an idea for the heck of it.
Secondly, i know that it says "Feedback and SUGGESTIONS", but there's nowhere more fitting to put simple ideas than here, so whatever.
That said, here it is...
no one escapes death
Once the Exit Gates are powered, No One Escapes Death activates.
Every Totem that still stands grants No One Escapes Death 1 Token.
- The Killer's movement speed is increased by 3/4/5% as long as No One Escapes Death has 1 or more Token(s).
- Survivors suffer from the Exposed Status Effect as long as No One Escapes Death has 1 or more Token(s).
- Performing a Basic- or Special Attack consumes 1 Token.
And yes: Me not writing it as "Hex: No One Escapes Death" is intended.
Honestly I'm not too much of a fan of tokens being consumed for this idea. I feel that the point of No One Escapes Death is that it punishes survivors who force the game to be over with too quickly. This usually entails that all four, or at least 3, survivors are alive and well. Don't forget that the reason Noed is as powerful when used as it is is because many survivors do not commit to doing dull totems.
Now don't get me wrong, I ain't sayin' that NOED is just in it's existence. I'm simply saying that making Noed consume tokens feels like it's giving survivors too much leeway for divebombing the hook at the end of the game instead of punishing it.
-
TF2 would like to have a word with you.
-
@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2068645#Comment_2068645
Well first I don’t understand why you are sad about losing while doing perk roulette. Two I don’t understand why you would be upset about losing with trapper.
He’s actually terrible in every way. Sometimes the stars align and survivors step in every trap and other times you load into “the game” and don’t get a single trap because there is literally no place to hide them.
Once MMR is implemented I will never play him again; even with his best addons. I don’t care if streamers tout him as “big brain” because the reality is you set the traps in the exact same places each time and pray they work; no thought required.
Oh no I meant my bloodweb is garbage, my bad for the bad wording.
-
@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2068581#Comment_2068581
There is not much to learn with trapper.
Did you get a map where you can actually use his traps, did you get a solo Q team, are you running good addons?
If yes to all those you have a slight chance to win. Other than that why waste your time? Hag is better in every way, although if you play this game for any length of time you will find that the trap killers are resident sleeper.
I got shelter woods with a bunch of solos. Popped into the streamer's chat on twitch and he was real sweet in offering advice, but I wanna play trapper because I love the boy. I mean I like hag, but I can't get the hang of really good instant teleports. Still though I wanna get good as him. Like I said, I mostly hang with Wraith and Pyramid head lol, figured I might as well try to expand my horizons, yeah?
-
@SilentPill said:
I would stop playing monstrous shrine trapper to start
Hey, I would if I could :P But yeah, I am most assuredly trying to get up to corrupt and other perks that would meld well with Trapper. I've been watching a lot of Otz since his original dbd compilation with the Bayonetta Hag and I've really learned a lot.... It's just the perk roulette ain't kind XD
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2068509#Comment_2068509
No problem! I remembered it being helpful for me when I first saw it. Killer can definitely be demoralizing, especially against those super aggressive, teabaggy, flashlight clicky squads :)
That's the thing, it wasn't even a squad. It was moreso a REALLY good looper who kept following me and disarming my traps. I mean I don't blame them, that's a really good strategy for going against trapper when you have a lot of skill, it's just really frustrating and disheartening to have nearly all your power taken away.
-
Thanks Star, I honestly forgot Otz made this vid lol.
-
@ALostPuppy said:
I stopped caring about losses a long time ago, which is why it's not so bad playing Trickster right now lmao. I still kind of try to win, but right now I'm more focusing on how to use killer powers correctly and having fun that way, and getting used to Tall Blight again after many months of not playing him. I suppose that's the only bit of advice I can give: stop caring about losses. It's only a videogame, the outcomes of your matches in the game have no kind of impact whatsoever on your real life.
I really appreciate that thought, thank you Pup :)
-
@DeathByGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/2059439#Comment_2059439
I was just about to reply to this post, no worries @Lliart ! 😊
I totally see where you're coming from. Sometimes discussions around changes, and especially implementing them, take longer than players anticipate. I wish we could make changes overnight, but it's definitely not always possible. ❤️ There are a million factors that can play into these timelines, both internal and external, so I'm sure you can see how it may take longer to implement seemingly quick changes!
That said, changes for the future are never ruled out. The best way for us to see your feedback is to leave it for us to read here, and then we can bring that back to the team to get the ball rolling. 😊
With that, I did want to say thanks for taking the time to let us know what your thoughts were! It's really important for us to see everything - the good and the bad - so that we can keep improving. 😊
P.S. I am a woman - I should have clarified that earlier! 😁
One last thing I feel I have to ask;
Are any one of these changes suggested by the community being considered? By this I mean the 3 most popular that I've seen suggested being base kit bounce, laceration not going down either at all or in a chase, or bumping him up to 115% movement?
Of course I don't think ALL would make it (As nice as that would be lol ;P), but are any of those three being at least considered? I ask mostly for peace of mind rather than anything else.
-
@DeathByGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/2059412#Comment_2059412
No offense taken! I can see where you're coming from. When we have something more concrete to share, we'll definitely keep you all updated. ❤️
That said, figured it would be better to let you all know that we have been listening to feedback than to leave you all completely hanging with no reply!
We know that many of you have been requesting buffs for The Trickster (like richochets added to the basekit), and that's still an option for the future, but we don't have anything specific to announce at this time while we look at all the options. ❤️
I'm just gonna ask you this here cause I'm not sure if you saw it, but what do you think of what I said
Also you seem pretty nice and I wish you well in your work 🤗
-
@DeathByGiggles said:
Hi there - your friendly neighborhood Community Manager here! Thanks for leaving your feedback. ❤️
As with all of our killers, we have been and will continue to closely monitor feedback about The Trickster. Changes can always happen down the road! Keep leaving your feedback here for us to bring back to the team. 😊
Thanks and have a great day ahead!
I mean that's all fine and dandy, but BHVR, you guys, have set the precedent before that changes similar in magnitude to ricochet for the base power or keeping laceration from decreasing during a chase before a single ptb ended.
My first and best example is for the ghostface chapter. In the ptb he used to be able to stalk while someone was exposed, and that isn't even mentioning how easy it was to knock him out of stealth. I guess my point is that, with the given feedback from the ptb, SOMETHING should have changed along those lines before release.
-
@Peanits said:
I believe they do, barring when a survivor breaks free. As far as I'm aware, your actual attack is a basic attack, your power is just pulling them towards you.
Thanks for the clarification! :D I can't WAIT to combo Remember Me with Dead Man's Switch!!
-
@Cheers said:
This would be great, as Amanda is not a killer I see much anymore, however I believe maybe survivors shouldn’t be able to see them up until they’re within 32 meters or maybe even 48 meters, even if the trap is activated, considering Amanda is low tier.
I feel 32 or 48 is too large a radius.
-
@Fibijean said:
This one is easier than the one in the last Tome. It's not a master challenge, which means it's effectively just "sacrifice one survivor during the EGC, twice".
Oooooooh that makes a lot more sense lol. Guess my reading comprehension skills need a bit of work, eh? :y
-
@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/974903#Comment_974903
Yes, but how many tpolboxes were used and which perks did the survivors use? Its lretty important.
Very true very true. Though I do feel this also amplifies the point that tool boxes with this change would be devastating.
-
Also allow me to clarify on something. The new ruin changes SEEM fun on their own, they feel like a fun Hex perk. Just that it doesn't feel like it should be ruin per se. It's like how Banjo Kazooie: Nuts and Bolts is a fun kart building and racing game, but it's a bad Banjo Kazooie game. If this makes sense.
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/974889#Comment_974889
80s to repair a generator.
1 min = 60s
0.5 min = 30s
60s + 30s = 90s
Yeah, turns out OP is wrong.
Lol yes, technically so. Although the point still remains true, wouldn't you agree?
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/118198/the-reason-for-ruin
Dont forget about killers like Trapper or Hag that need time to prepare traps at the beginning of the game and ruin was great for that. The problew with ruin was that it was good not only for killers with low early game pressure/needing time for setup, but for all killers. Ruin nerf should nerf ruin for those killers that cam be good without it, not those that the ruin was created for
This actually brings up a point that I feel would be better in another discussion, but I fully love this point. There should be perks that are specific to each killer. Not the teachables being exclusive to their native killer no, but rather ruin to not exist on killers with exquisite map pressure like Nurse, Billy, and Spirit.
-
@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/118198/the-reason-for-ruin
I'd actually like to see the evidence of 1.5 minutes.
Now while I know many despise Tru and this IS from last year, generator speeds haven't exactly been touched since that time. https://www.youtube.com/watch?v=UfRH5VzNOhI