LordGlint
LordGlint
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@Almo said:
We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.
How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)
Do you feel like new ruin would be at all the same power lvl as Devour hope one ramped up? One thing that helps DH is the fact that the perk goes under the radar until the 1 shots start happening. Will new ruin still announce its existence to survivors when they first hop on gens, or do they gotta figure it out when the gen they had at 80% is at 40% after they get off the hook. If its still announcing its existence...I feel like comparing it to Huntress Lullaby would be a more reasonable comparison.
Also...
@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
My poor ears, why you cursing so much...jk
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@Peanits said:
The cooldown is only on the Static Blast, which covers your entire terror radius and gives any survivor hit by it a full madness tier (guaranteed scream). The normal shocks do not have a cooldown.
If it didn't have a cooldown, it would quite literally break the game. Find three generators within 32m of each other (or further with Distressing), stand in the center, Static Blast forever and nobody can possibly finish them and the game never ends.
The announcement on it states theres a "brief pause" after using shock therapy (the normal shock) before you can hit somebody with your weapon. Do you know how much this pause is?
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/969618#Comment_969618
Ruin can stay up alot some games aswell and it makes alot bigger impact on the whole game,you didn't mention that :F I agree with you for the most part
It CAN, but CI is consistent and plays alot better into the territorial nature of those 2 killers. You will ALWAYS have that 2 minute time using it to setup traps, where as ruin can break in 15 seconds. Im not saying CI is ALWAYS better than ruin, but that CI synergizes well with trap killers and fills a similar role as ruin in early game slowdown.
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@PyroGL said:
https://forum.deadbydaylight.com/en/discussion/comment/969543#Comment_969543
Probably closer to the Clown's bottle throw -> swing delay.
We can make guesses, but point being...its PROBABLY not gonna be a huge delay that would make the power worthless.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/969429#Comment_969429
True,true.I still believe it won't be as effective as ruin tho
For those 2, its probably more effective than current ruin since the gens outside of your territory arnt being worked on at all, while the gens INSIDE your territory are being heavily guarded and trapped up. Survivors dont have the option to power through corrupt intervention. Trapper and Hags biggest weakness is that setup time at the beginning of the match. With CI acting to cover that up...they're golden for the part after.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/969234#Comment_969234
I play at red/purple ranks and have never used Ruin so. I don't want to sound rude to anyone, but being a good killer is more about relying on your own skills than perks. So if you truly cannot contend at higher ranks without ruin, maybe you don't belong there, I don't know.
I got to rank 1 originally using OG Freddy and no ruin. Im not trying to have a dick measuring contest, just saying its likely to turn away a large percentage of the current killer population. Like the announcement said, 80% of red rank matches has ruin. If those ppl feel like they cant play the game anymore, that'll turn into a huge blow for matchmaking.
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Feel like the cooldown period mentioned would be similar to the timelapse between a Huntress throwing a hatchet and being able to M1. Youd still have a nice net gain if you can shock someone before a pallet or window to be able to follow up with an M1. Also feel like this would be something theyd want to assign addons to, similar to Huntress's Oak haft addon.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/969356#Comment_969356
What about low tier killers,like clown?What should he do lmao.And killers that need to setup aswell will be alot weaker
Fortunately for Hag and Trapper, Corrupt intervention is a really good alternative. It blocks the gens far away from the killer, while allowing the killer to trap up the side of the map that they spawned on.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/969180#Comment_969180
so all survs have to do is sit on a gen for 80 seconds..... right?
almost..... almost like.... almost like it rewards just gen rushing....
Feel like theres afew killers that could benifit from this effect. The change to legion for example makes it so survivors realisticly have to mend before they can work on gens again. If you go around and FF everyone...they're gens are regressing during the periods that theyre running from you, and while they're mending.
Freddy also might be able to gain some decent use out of this for afew reasons... Pairing ruin with survalence would tell you whenever a survivor hops on a gen. If you fake teleport and scare the survivor OFF a gen, youd know they left it and the gen would immediately start regressing again while your across the map. If they choose to NOT run away while your teleporting, youd ALSO know allowing you to just ACTUALLY go there and smack someone. The down side is Ruin and Pop will be at odds, so youd want to use one or the other.
Feel like any killer with good mobility would be able to make use of the ruin+survalence combo to keep pushing survivors off gens and force survivors to do what ruin ACTUALLY slows the game down for...actively look for the totem instead of touching a gen. If everytime you touch a gen,, Billy or Spirit zooms over...your not gonna wanna touch the gen.
Overall, the idea is...rough. Hexes generally dont last long, which is why Lullaby for example, which does decent after its been allowed to be up for awhile, but tells survivors its in play at the very beginning is already in a rough spot. The only reason devour hope is abit better is because its effect typically goes under the radar until someone gets blindsided by a 1 shot.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/969162#Comment_969162
So, if you kick a gen, does it still apply Ruin?
Thats just it, you wouldnt possibly be able to ever kick a gen. Every gen that doesnt have a survivor working on it would already be regressing at twice the normal rate as soon as the survivor hops off it.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/969162#Comment_969162
I can see it also being paired well with Thana as long as you're putting on good map pressure and keeping survivors injured.
But I'll be honest, I don't really care at all about ruin, I don't ever use it in my killer builds, I would rather rely on my skills with map pressure than one silly perk that can be destroyed in the first 30 seconds of the game. I also prefer perks that make chases more in favor of myself, such as Enduring.
Ive got mixed feelings. On one end, its good to not rely on something that is a gamble. On another end... Seeing perks get completely buried by a nerf only serves to minimize build choices as well as alienate killer players that currently DO use it. Its unlikely that alot of people are gonna wanna queue up anymore when theyre currently stuck at red ranks and new rank reset would make it several months before they can get to a comfortable "non-ruin" lvl so they can get use to playing without it.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/969109#Comment_969109
Yep, good luck defending your totems on opposite sides of the map with trees, buildings and jungle gyms in your way with your magic teleporting hatchets of death /s
With the ######### hatchets can do... Next update that introduces new ruin will probably ACTUALLY introduce teleporting hatchets to defend ruin with, even if its on the other side of Lery's, lol.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/969017#Comment_969017
The devs have responded saying you WON'T need to kick the gens, they will automatically regress themselves once a survivor stops working on it.
I actually missed that part myself when I first read it. Peanits gave a decent idea with using it with survallence. You could do a lap around the map with Billy to scare survivors off the gens, then know which ones theyre on. Would be similar to discordance, but youd know which gens have even 1 person on them. Big downside is Pop would probably be useless until Ruin is broken.
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@Peanits said:
I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
I actually missed the AUTOMATIC regression part, thought it just made the effect of kicking the thing more potent. Wouldnt this mean a killer couldnt ever make use of Pop, Overcharge and Surge if the gens are always in the regression state (maybe surge would be useful is someone is working on it at that very moment...)?
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Honestly, if the change they suggested goes through...I feel like ruin SHOULDNT be a hex anymore. The idea to have gens regress faster after being kicked doesnt seem strong enough to have ruin's hex status.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968728#Comment_968728
Have you tried it a KYF lobby? Thing is almost instant, it's non-reactable in the situation the game. I saw Billy's slamming the hammer immediatly after they pulled out the chainsaw. I'm asking myself if that is even possible or is just but another consequence of dedicated servers.
https://forum.deadbydaylight.com/en/discussion/comment/968713#Comment_968713
I can see his mouth close at least and prepare myself for the m1. Something you cannot apparently do with Billy since *read above*
https://forum.deadbydaylight.com/en/discussion/comment/968711#Comment_968711
Wait, I don't want an animation to see how much chainsaw is charged. I WISH however to see one for when he puts away the chainsaw IF he stops charging it like most killers already do. Because like someone said already Billy will hit you in a loop regardless of a non-existent mindgame
The problem with that request is that since theres no cooldown between the saw being at 1% revved and Billy being able to swing at 0%... Youd need to add a cooldown in order to have an animation present. You cant have an animation for something that is immediate. It would be similar to being in the locker against Demo and trying to tell the exact moment when the killer isnt holding the button for Shred anymore. Demo goes from posed for shred to immediately NOT posed with no time inbetween. Adding a cooldown phase to Billy would infact be an actual nerf, and not JUST an animation anymore.
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When I did mine, I found that infectous fright was the MVP perk. If ya get afew slugs around the basement, the rest of the team will inevitably be drawn towards it. It also doesnt do ya much good to be hooking ppl in the basement if theyre not gonna DIE down there, so if you can just go ahead and hook your slugs after youve finished up...no one will be left to UNHOOK them. Just make sure you hook them in order of how far away theyve crawled, which infectous fright should let ya know that order.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968685#Comment_968685
I don't get your point this time I'm sorry... most killers already deal with this so I don't get why Billy shouldn't be affected if this is what you meant.
The effect jumping in a locker has to get away from a killers power would be noticably stronger against Billy. If you jump in a locker to avoid a Huntress hatchet for example, they could just quickly put the thing away to M1 you when you jump out and do the same exact amount of dmg, while saving the hatchet. If a survivor is in a locker against a Billy and can see how far Billys saw is charged...theyd know when its safe to jump out. Billy havin the saw at 40% doesnt have it charged enough to saw you, and doesnt have it put away enough to M1 you (which he doesnt wanna be doing anyway).
Can you think of any OTHER killers that youd like a better explanation on how theyd handle lockers better than Billy if he had a tell like that? Im not trying to be condescending or anything, tone can just be hard to convey through text.
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@Peanits said:
A rework doesn't mean a buff or a nerf, we aim to make it more fair for both sides. We are not picking favourites, that would be silly.
THIS RIGHT HERE, lol. Wish ppl would see what happens before grabbing the pitchforks.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968563#Comment_968563
I thought you were talking about live-Billy, apologies. In that case it would be safe I suppose... ?
https://forum.deadbydaylight.com/en/discussion/comment/968572#Comment_968572
Who's discussing bans omegalul. I saw the prison bars and I was just wondering how he was writing stuff if the prison bars mean that someone is banned. And don't worry about it, the thread is already under control and I'm sure I didn't break any rule... otherwise I would have received a notification.
https://forum.deadbydaylight.com/en/discussion/comment/968577#Comment_968577
Once again. I'm not asking for nerfs, just consistency.
That would be a huge downside to Billy is what HellDescent was getting at. Currently is a guess on both sides. Billy doesnt know if your about to jump out to have the saw rdy, and the survivor doesnt know if the saw is revving down to know if its safe to run out. Had a game earlier where the survivor won that particular guessing game by running out while the saw was at around 20% and dropping, so I didnt have enough time to get it charged back up.
Although LF has a cooldown when the chainsaw is put down, if he simply swings at the locker and bump it...he can often times get a survivor during the tangent or grab them immediately after. Cooldown on Billy would rob him of even THAT making lockers complete safe haven from a Billy
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@MasterTater said:
My favorite Red Add-On is Billy and Leatherface's honestyl they are kinda OP and deserve a nerf
Dont say that. Those addons should REALLY be allowed to be OP considering how rare they are. I have every perk on Bubba unlocked, and STILL havent gotten a single UR addon, lol.
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@NurseMainBTW said:
I... suppose this is now a thread on FPS games animation canceling? :'D
You know it. What's Dbd?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/967332#Comment_967332
I agree with this. I think a positive-only rating system would actually be good for the game and for the community, and we basically already have one in place (the "give props" feature). The only problem is, props don't seem to do anything currently, but I think it has a lot of potential to be expanded into something that incentivises positive behaviour. The more props you get, the more your reputation increases, and perhaps you could earn cosmetic rewards, like charms or iridescent shards, if your reputation is good enough.
The League of Legends Honour system is a good example of the kind of thing I'm envisioning: https://leagueoflegends.fandom.com/wiki/Honor
Sounds like a good alternative.
Sidenote...
Filthy survivor main...
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/968227#Comment_968227
You don't mind if I add onto this?
CoD has a tactic for canceling a reload animation extremely fast by double pressing the weapon swap, this can also be used on some guns to reload even quicker, you can fire quickly after the swap ends
Overwatch has similar reload canceling if you melee. The bullets get registered that theyve been reloaded before the animation itself finishes, which makes this possible.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/968024#Comment_968024
For some reason i thought that mori animations might be expensive to create, but you're probably right in that they're probably no more difficult than cosmetics. No idea.
I'm starting to dream now though.
Imagine having this within the rift - for example, in this one trapper gets 1 animation on the free track and 1 animation on the premium track. To make it even, survivors can get unique taunts, e.g. Claud picks up a flower from the ground and tosses it at the killer.
More animations might incentivise killers to bring mories more frequently, which survivors probably won't enjoy, but making cypress base kit could alleviate that.
The animations just kinda remind me of some of the stuff Overwatch adds for mid match animations, as well as the video that plays for each character for "Play of the game". Overwatch has alot of pumpkin themed animations and such for Halloween for example.
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/968157#Comment_968157
Billy is fast and less noise means less reaction time for the survivor. Im pretty sure you had enough moments chainsawing ppl on a gnerator or next to it because they began to run to late. I don't say that you run into a tree on purpose but if it happens accidentally you get the benefit from tuning guide and you can get faster back into the chase. Btw the spirits Yakuyoke Amulet was also improving overall stats and isn't anymore and that addon is purple. So yeah we will see what the devs decide.
Kinda interested to see what the devs have in mind with Billys addons. Hes one of the few killers that still need UR addons put in. I doubt they'll really screw with tuning guide in any real way though.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968231#Comment_968231
Jeez. Still trying to get a toxic response out of me after I tried to discuss politely? Who's the bad apple here?
https://forum.deadbydaylight.com/en/discussion/comment/968227#Comment_968227
I'll admit I don't know anything about SF, I play SCVI where animation cancel is very limited or even non-existent. Once you go with something it's all or nothing.
Im pretty sure SF2 pioneered animation canceling. It started off as a sort of glitch that caught traction, so they decided to keep it. Many fighting games have adopted it, but its best known in SF. Thats why I kinda chuckled when you brought up fighting games NOT using it.
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Theoretically, yes. She has the tools to down survivors quickly in theory. With the changes, its much harder to actually put theory into practice.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968202#Comment_968202
What games are we talking about tho? I come from a community built on a fighting game where whenever you make a decision your opponent has to guess while having the tool do it. I'll explain it further:
Am I going to do a low? If you crouch, you block the low and punish me accordingly. If you don't, you get hit.
Now, the animations are there and are difficult to react to but they're still very clear. Imagine now that the low attack can instantly be canceled into a mid attack without any clear sign of it... that'd be incredibly frustrating, no?
Fighting games in particular use animation canceling ALOT, lol.Heres an example for street fighter.
Canceling is a gameplay mechanic common in fighting games, including the Street Fighter series. A cancel is the act of interrupting (or canceling) the animation of an attack. Cancels are mostly used to set up combos; usually, a normal or special attack is canceled into another special attack. Cancels can often open up opportunities for combos that would normally be impossible otherwise. -
@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968183#Comment_968183
I see your point. I do still think however that the animation cancel is a flaw that must be dealt with, most games take an immediate stance on this type of stuff.
@yeet @Tisfine Maybe you can learn from this guy on how to explain yourself. We could have been discussing like this from the very beginning.
The only issue is I dont know how youd add an animation to something so instant beyond what he already has. If you do something along the lines of having him hold his saw higher based off how much charge it has, it would SIGNIFICANTLY hurt him in other areas such as when survivors jump into lockers to avoid the saw. If they could see your at 99%, theyd stay in the locker until they could see your at 20%, whereas now...both players have to guess.
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You could try using something like Monitor. I remember having PLENTY of teams using OoO to be able to screw me when I played Myers, only for the perk to be rendered useless due to Monitor increasing your TR while in chase. Increasing Huntress's TR might help alleviate abit of your pain from OoO. They're still gonna be able to see ya from far away, but it wont be nearly as useful mid-chase.
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@feechima said:
Doctor makes sense because his power makes a stealth build useless. Lockers are the logical choice for hiding. Against a Huntress unless I want to avoid BBQ from across the map I wouldn't dare.
Pretty much this, Its funny avoiding a Doc blindly scanning an area with static field by making use of a locker. I remember facing a Doc who shocked the living hell out of the jungle gym I was working at, only to miss out on the locker I jumped in right after he checked it.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968150#Comment_968150
Are you daft? I read your post and answered accordingly. What is that you want? Your way of discussing stuff is so aggressive smh. Have you even tried and read what I was writing to other people?
https://forum.deadbydaylight.com/en/discussion/comment/968153#Comment_968153
You're attitude is honestly so outrageous it's insane. What I'm asking for ARE NOT Billy nerfs but just some consistency with the mechanics that were intended for killers. If I do any mistake with the ability of killers I play that are Nurse, Plague, Pig and Hag I get punished for it with survivors gaining distance or lose LoS.
This isn't the case with billy where at loops you can press m2 for a microsecond to bait you're going for the chainsaw and get a hit out of it because of lack of animation on the ability cancel.
Judging by the changes the devs have in store with Doc and removing his need to shift stances to shock ppl, I think the devs are actually planning on adding MORE power feigning in the game rather than doing someone like giving billy a cooldown when he feathers his saw. Currently with Doc, the only reason him canceling his shock and hitting you isnt more of a thing is because of the stance change. With the changes the devs have discusses...you'll be seeing alot more this power feigning from Doc, just like Demo already does as well as Billy is doing.
The big difference between Billy being allowed to do this and Huntress or Plague is Huntress and Plague would be able to hit you if you throw the pallet, while Billy cant. The downside behind throwing a pallet at the wrong time against Billy or Demo vs doing so against a Plague or Huntress is pretty big.
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/968101#Comment_968101
I don't understand why you say noise and bumping is as unreal as charisma since we all know sound and time is important. For me it would be perfectly fine if they remove these 2. Also there are ppl who try to make certain builds or combinations which may not be as powerfull as others. If i follow your logic, then we can remove everything that you consider useless if ppl only play the strongest addons. In the end its just mine and your oppinion and we'll have to wait and see what the devs decide to do with billy.
https://forum.deadbydaylight.com/en/discussion/comment/968031#Comment_968031
I really like the idea.
The sound of the chainsaw is irrelavent when you can still hear the TR, and since the chainsaw only MAKES a sound when hes actively using it. As far as the bump benifit goes...the goal is to not bump into things to begin with. This is why you dont see perks like unrelenting every refered to as "good". The effect has no actual benifit other than to minimize a screw up. Unlike cooldown addons on Billy, which can not only allow you to recover from a missed saw faster but also just be better at continuing a chase if you use the saw for movement, the bump addons are JUST for the mess up aspect. I can take advantage of the cooldown addons when I use the saw to cut someone off. Im never going to PURPOSEFULLY run into a tree, lol.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/968060#Comment_968060
I've seen that video aswell. Like, I understand Survivors need loops to survive, otherwise they're just running around like idiots. I dont agree on some loops having to render you useless without bloodlust. Nobody should need bloodlust. Combined with the broken glitchy system with hit boxes hitting where it shouldn't and not hitting where it's meant to. Its severely frustrating. To add survivors bagging, thinking they owned you is just miserable. I stay around rank ten-twelve and I still get 16 and 17 smurfs and de-rankers that punish so hard.
I feel like his examples in that video where hes talking about the corn maps having tiles linking into each other is the big thing HERE with this thread. Being able to go from a longwall jungle gym, strait to shack window and back just makes each tile MUCH stronger than if theyre used independently. Add in braindead loops that have clear visibility over acting as filler inbetween each tile...
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@ruler33 said:
https://forum.deadbydaylight.com/en/discussion/comment/968060#Comment_968060
yeah ive seen that video and i think it is a really good fix to map designs and im also a big fan of Scott and his ideas though i thought of something similar to that idea before but i feel like his number system was really good
Im not really a Scott Jund fan as a whole, but I can realize a good point when I see it. His views awhile back on "if ppl arnt having fun, they should be allowed to DC", "Deranking is ok because rank doesnt matter anyway" and "Surely DCing would be a thing of the past if Overpowered stuff is removed" kinda took me for a loop. This though...hes got a point.
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/967992#Comment_967992
Yeah i get your point, but for other killers the effect you call meh is an addon on their own. If i want to play quiet billy, i have the benefit from tuning guide for the other effects too. On hag for example, i have to stack the 2 range addons if i want to have a max range build. I know the effects you call meh aren' the reason why you picked tuning guide but they are still there and help you passively, even when you may say they weren't the reason helping you in a specific game or scenario but may helped you without even noticing. Having an addon that overall improves your ability shouldn't be just rare.
If they completely took away those 2 effects...I wouldnt care in the least. Range addons on hag are actually VERY useful, whereas trying to make a killer more stealthy without affecting their 32 meter TR is kinda pointless. Removing those 2 effects I feel would be handy in quieting people who are claiming it does too much for a green addon. The perk is the combined effect of 1 yellow and 3 browns, with 2 of those browns being hot garbage.
Once again though, with this logic... We could claim that the 10+ Charisma bonus mightve also helped my chances, and no one really noticed the affect it was SECRETLY having, lol.
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The Oni's addon is significantly weaker than most in that Oni ends up having significantly less orbs to use for activating his power. If we're talking about combos like your iri head combo...Mint rag+rusty shackles would probably take the cake. Throw make your choice on this and you'll never be able to manage a rescue off hook without just trading places.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968053#Comment_968053
https://forum.deadbydaylight.com/en/discussion/comment/968055#Comment_968055
Then i'm sure adding an animation for the moment Billy cancels his chainsaw wouldn't be a problem, then? As it is now, he immediatly transition into lunge if he cancels it fast enough and I'd rather have this to have even the most little chance to react.
What would the animation even look like though if its an instant shift? Theres not a cooldown period between the 2 phases. If your JUST suggesting an animation and not an added cooldown phase...what would that resemble?
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@ruler33 said:
map design has been the main problem for the game for like the longest time but behavior instead like's to change perks and killers to compromise for the bad maps but in my opinion it doesn't work. In my opinion what they should do is rate each tile on a number scale like jungle Jim being highest number and t and l's being lowest and then they should fill the map up to a certain number based on how large the map. They should also have a system that checks to make sure that tiles aren't chained together so we don't have stuff like a 4 wall chained into jungle Jim into shack/ main building cause that's just ridiculously broken.
This video came to mind when I read this... thought Id share.
https://www.youtube.com/watch?v=B17QdQ2db1wHe specifically talks about how easily loops and such can chain together to be pretty broken.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968031#Comment_968031
Glad someone else finally got the message. I'm sure people wouldn't be this defensive if a survivor was capable of canceling it's vault action
Even this person though isnt fully agreeing with you, just saying an animation would be helpful while the mechanical aspect stay the same. This would be more akin to comparing it to the recent Spirit change where she was given a vault animation, as opposed to giving survivors new vaulting mechanics
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/967926#Comment_967926
Yeah, I'd love that. The only thing is, I don't know how hard these animations are to make. They might end up pretty expensive
Im guessing no more expensive than any 1 piece of a character's cosmetic. You might have cheap "common" ones as well as more expensive "very rare" ones. Maybe we can even get holiday inspired moris later down the line, like having Trapper smash a pumpkin on someones head instead of a beartrap.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/967992#Comment_967992
TBF even spark plug is ridiculously strong with the one effect it has. Best common add-on in the game by far.
Look at Billy's charge add-ons and maybe Spirit Fury, not his basekit. Base Billy should be the gold standard of killer balance.
Spark plug is nice in that its not completely useless like so many other brown addons. Personally I feel like "insta-saw" is kinda overrated. The effect of stacking the best charge speed addons he has is a reduction of 32%. While this may feel nice, his other addons arnt overshadowed by this. Been running cooldown addons lately and been feeling pretty nice, while using spiked boots is another nice option for making it easier to snipe ppl with that saw.
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@PlantCollector said:
I think this is definitly a thing if billy runs the insta saw build. Therefore i'd say his addons need an improvement, on which they will take a look at soon™.
Tuning guide definitly has to go up in rarity at least to very rare, if not even ultra rare, since it has no downside and improves everything.
Tuning guide looks impressive if you dont actually read what its doing. The charge speed is nice, although of equal value of its yellow counterpart, and the cooldown is nice...although of equal value of its brown counterpart. The other 2 effects are pretty meh. We could (joking) give it 5 other useless effects and make it an ultrarare with this logic, like it gives Billy a +10 boost to Charisma. If they removed the 2 useless effects altogether, the addon wouldnt suffer at all and would still be very similar in power to Thompson's mix even though atm it doesnt LOOK like it is.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/967774#Comment_967774
Wow, that's a bunch of rude assumptions since I wrote guides and opened many threads to improve some killers and survivors alike. I know what I'm talking about and sure don't deserve this kind of responses.
Thing is that most of you are missing the point: I don't want decision making to be deleted from the game, all I said was that hillbilly shouldn't be punished so little when all other killers do instead. Huntress gets such a huge punishment when she cancel her power so why Hillbilly shouldn't when both powers are deadly in their own ways?
In all fairness, the end results between the huntress and the billy at a pallet is pretty different. If a Huntress DIDNT lose speed by pulling out the hatchet, shes simply do it everytime the pallet comes around and hit you when you throw it down, or M1 you if you dont. With Billy... worst case scenerio of throwing that pallet is it gets broken.
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Had a game recently against a Bubba on "the game". While on the hook, my 2 remaining teammates 99% each door. One of em got me off the hook, but I found myself chased by the Bubba immediately after and looping him right infront of the doors. Neither teammate showed up to actually help me and instead went out the OTHER door when I was finally caught.
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@Accullla said:
@kreeper124 are these ideas inspired by mortal kombat by any chance? 😀
On topic. I've heard an idea being tossed around a while ago that I really liked - design 1 or 2 new mories for each killers and allow players to buy them through the store - same as cosmetics. I would actually love it if this were a thing.
They could have moris be released pretty often like they do with various other cosmetics. Why stop at 2? I dont think this idea is too far off either with them now giving us the option to decorate the hooks using charms. They said they're adding charms to the store...so maybe moris can be in the future.
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I find the title to be pretty funny.
You know what else no one EVER talks about as far as nerfing goes. Keys, moris, ruin, NOED... I can't find a SINGLE THREAD where someone mentions they are anything but completely satisfied with the current strength of these.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/967865#Comment_967865
As someone who plays both sides roughly 50:50 I wish something could be done to address Ruin. I don’t have the right numbers or best answer but if they changed Ruij completely and changed Gen speed just a bit would that be the fix?
Or maybe making Pop goes the weasel baseline, but instead of 25% it automatically regresses 10% and then starts ticking backward?
I don’t like worrying about where my Ruin is as killer, and don’t like worrying about my teammates being useless due to Ruin as survivor.
Ad killer I also don’t like feeling like I really only have two perk slots to choose because BBQ and ruin are basically givens for me.
Feel like SOME kind of instant regression would be nice as basekit. If they made it so the gen regressed by 5% (roughly 20 seconds worth of regression) when kicked, but didnt regress further until after 20 seconds have passed... That would at least make it feel more worth the time to kick a gen, even if someone taps it immediately after I leave.
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@anarchy753 said:
The only thing I really despise about Adrenaline is that it heals people after the fact when they come off a hook.
If you are incapacitated and cannot be healed when the trigger for the perk occurs, you should not get your perk delayed until it's convenient to you.
Also it's dumb that it just randomly affects the Dream World. Like if you're going to say that it works on that, it should be either a heal or wake up, not both, sleep should be used up as it's health state.
There's also no reason for it. It logically makes sense that adrenaline wakes you up, but if we're going for logic in this game then there's about 50 other perks that don't make much sense (Like Jeff running Lightweight.) Also, you think the characters in ANOES didn't have an adrenaline rush while they were being murdered? It didn't help.
Jeff is just full of helium, thats all.
If we're going off realism though about adrenaline's affect on the body...I dont think it'll put ya to being healthy and able to sprint around after youve had a meathook through your lungs, lol.