Maelstrom10
Maelstrom10
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@RaSavage42 said:
I want to see updated text on Discordance and Surveillance
Updated text?
@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1648685#Comment_1648685
First off as someone who likes to reply to every comment on my discussions I give you respect for that lol
Secondly Breakout is definitely niche. Just thought if I'm giving auras for stopping a hook I should include Breakout.
Haha mad respect to you too then, as it can be majorly difficult replying to everyone!
And on the breakout thing, perhaps being within 6m of a survivor being carried as they wiggle free could do it?
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@humanbeing1704 said:
I wish diversion had a lower cooldown or allowed it to be gained mid chase
I wish it locked to the closest "loud noise notifcation emitter" ie vaults, gens or lockers, and was strictly a cooldown much like red herring
Also for everyone else i've added all the perk's people have stated to the main post!
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This isn't a bad idea, but i can see how the devs would be apprehensive about adding it! could make small game way better for totems, and overshadow perks like detectives hunch, or maps even. but it is a really great idea and feel it fits the perk nicely.
@[Deleted User] said:
Now that WGLF is getting buffed, I think the next one I'd really like to see buffed is Premonition. It's amazing that it's stayed in its current state for so long given how strong Spine Chill is.
BTW I think Deja Vu is actually pretty good right now! It's nice not having to worry about getting three-genned at the ends of matches, and the auras are sometimes nice too on maps like Hawkins or Lerys. I recommend giving it another shot and seeing how you like it :)
Premonition is deffinately one that fits! :D if im being honest, premonition slips from my mind so often i forget its an alternate form of spinechill, but thats exactly the kind of perk that deserves a buff. I might try deja vu again, but seeing as i know all maps basically like the back of my hand, i wouldn't mind a small buff like allowing your teamates to see the generator auras that you do, in order to allow them not to 3 gen everyone. would make it less viable to run more then 1, but would also be a kindred style situation where people get huge benefit for the whole team by running 1 perk, without it just giving too much info or being overpowered.
@Deadeye said:
Surge. Unlcear why they go over Demos perks and ignore it. There weas another thread showing that it is overkill to have 4 conditions
Surge could deffinately use a buff! its not a bad perk, but its requriement for only base attacks gives it such a major drawback ontop of its already long cooldown. when compared to perks like ruin, or pop it becomes a question of, well why would i use this over that? I feel the perfect change would be making this work everytime a survivor was downed, and increasing the generator regression to 16% with that 16% spread over every generator effected (so if one generator is effected, its 16%, if two its 8%, if 3 its 5.3, 4 is 4% etc etc.)
@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647644#Comment_1647644
I would love for Blood Warden to regress the exit gate instead making it harder to 99% it. Then survivors understand they need to open it and either leave fast or hide when killer downs someone.
Honestly kind of feel like that should be a basekit thing these days though, rather then tied to a perk. bloodwarden could make it go faster but i don't feel it would be a good change for only a perk. it would also signify if someone has bloodwarden, and also counter its use of blocking exits if the exits can't be opened to begin with. having it regress at 0.5 charges a second, would make exit gates go to zero in 40s, and bloodwarden could increase this to 1 charge a second (making it go to zero in about the same time it takes to actually do the exit gate.)
@Dreadnight said:
No mither, Monstrous Shrine, Insidious, Up the Ante (generally luck mechanic need rework).
Deffinately agree with insidous, and up the ante/monstorus shrine. i think no mither could use a buff, but at the same time i like the idea of challenge perks and wish there were more for both sides (that gave more rewards and more negatives if that makes sense.) all these perks need some good changes though!. Up the ante could cause you instead, to ignore a killer effect one time every time you become unhooked and at the start of the match, (excluding exposed) as if you've gotten "lucky". hag trap doesn't activate and instead it gives you a noise saying up the ante has activated, trapper trap snaps, and the noise plays. p-heads trails don't give you the tormented status one time, etc etc. Could be very strong, expecially against trapper, but it deffinately plays into Ace's "lucky style" whilst giving actual use, and causing a "misplay" to instead not harm you.
Insidious i feel could grant the undetectable effect permantently once all generators are done, post hooking a survivor/having a survivor be unhooked, or at the start of the match with a speed boost until your first hook/chase/down.
@CashelP14 said:
Aftercare
I'd like aftercare to give more ways of earning it. Getting flashlight, pallet, head on or breakout saves should give aftercare value. Maybe even add protection hits to this.
Honestly not a bad idea at all! i already view aftercare as the stronger variant of bond, but giving it the ability to match auras from all kinds of save's would allow it to more easily gain its benefit more quickly. breakout i feel is a bit niche of a combo for it but still!.
@OniKobayashi said:
There's a lot of perks that need buffs. Others are fine as is but aren't ever going to be used because of how high level meta games go. I want to see an Overcharge buff. It would be a fun perk to use but the skill check it too easy.
Honestly i've always felt overcharge should allow you to "hit a gen with your base attack" to start regression on it, as the cooldown is far less and doesn't constrain your view, whilst retaining its original effect, but making any generator kicked with overcharge, have random skillchecks a le doctor. This way, that generator is now permanently effected with slightly harder skillchecks if you take the time to kick it, but you can also just hit gens the same way a survivor might tap them, in order to quickly start regression.
@MadLordJack said:
Wouldn't mind for No Mither to be actually good. Remove the huge "I HAVE NO MITHER!" notification and buff it's muffle effect and you have a decent perk.
Pretty much! or at the very least, grant a health state at the start of the trial, and remove the "broken status" visual cue for killers, but then that could make it incredibly strong and allow you to be slugged far more often. it needs some form of tell the survivor has it, but not one as obvious as what it has now.
@TAG said:
For me, it's Diversion. Should just be a straight cooldown.
Absolutely agree. i also feel an amazing buff to this would be to lock its throw to anything that can have a noise notification, in the spot that you've thrown it. ie you throw it towards a pallet loop, near a locker. the noise notifcation and scratch marks spawn around the locker/vault location making it far more convincing. sort of like a red herring, but for vaults and lockers from a distance.
@Kind_Lemon said:
Hope still hasn't been changed to last permanently since EGC was introduced. This change is just waiting to happen imo. The issue with Hope being abused because trials could last indefinitely has been removed.
Very true, though haste is deffinately a powerful status effect and i can understand the devs being apprehensive about adding no timer to hope!. that being said i feel that this is exactly the change it needs.
@whammigobambam said:
Instead of spine chill giving off a bright perk light when the killer is looking your way how about your character gets brighter when your aura is being read and/or you are being directly watched?
Could be a nice buff, but without it being an instant visual change, it would just be a nerf to spinechill, and i think spinechill is possibly in the perfect place right now, being strong, but not overpowered. (though spinechill is still super horrendous to go against as stealth killers like ghostface.)
@EvilJoshy said:
I kinda want Furtive Chase to be reversed. Smaller TR when NOT in a chase.
Id also like Huntress Lullaby to remove the notification and require 3 stacks to remove audio que. 4-5 just increase the frequency of skill checks. As it is, it's just too much work for too little pay off. Devour Hope can pay off at 3 stacks and they don't know it's on the field until then.
I.... i want this too, but i remember posting in a thread about this to peanits, and the way they basically explained it, is they don't really want to give a method of making terror radius constantly incredibly tiny, for all killers, as you could just pair it with monitor and abuse and have an 8m terror radius on someone. i think furtive chase deffinately needs some adjustment, and i would like for it to lower terror radius at all times, but idk if this is it. Absolutely agree with it needing some love though!
And i completely agree with huntress lullaby. as a even bigger buff to it though, getting to 5 stacks, could instead remove its effect from the totem, and make it permanent. in return though, to make this less easy to get, it could also work like devour in that tokens are only granted, from "Unhooks" further then x amount away, making sure you can't camp players out, to further disincetivize camping.
@Trial_By_Scythe said:
Deliverance, your aura is white to all other survivors so they know you're able to get off yourself so they don't have to stop what they're doing to come save you.
I feel Deliverance is already incredibly strong on its own, but at the same time i can't exactly not see this being something that should be in the game. swf already has this information, making solo que not have this information, just debuffs players playing solo making them play in a fashion less optimal.
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Killer
Malicious shroud : at the start of the match for 80s or until your first chase/hit/down, gain the undetectable status effect. Upon hooking a survivor gain the undetectable status effect for 16s.
Hex : From the shadows : as long as this hex is standing, you have the undetectable status effect.
Survivor
Alluring cry : when outside of 16m of other survivors gain the ability to scream using the action key. Screaming reveals your location and grants the oblivious status effect, but boosts action speeds by 15% for 10s. This effect goes on cool down for 60s
Camouflage : your aura is hidden when crouching. When crouching completely still, emit no sound.
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@Stains said:
Unbreakable already has that bro, if you stacked that with what you are saying it would be total bs
Not really. Unbreakable is single use, and a majority of its strength comes from Its pickup speed. This is just it's pickup speed (lower infact) and works on other players (who've likely already been slugged for a while.) If anything it only becomes strong when paired in a build, but the more perks your revolving around this is the less exhaustion and second chance perks, less slots for adrenaline, bt, deliverance, Ds, etc.
@Aven_Fallen said:
You already have Unbreakable for Recovery Speedup. Lets say WGLF is 25%, this stacked with Unbreakable would be too much.
Also, WGLF is an altrustic Perk, so it should not benefit that much for yourself (except for the Double BPs of course).
That's two perks out of a build though. That's one less slot for adrenaline or bt, Ds or deliverance etc etc.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1646279#Comment_1646279
Have you ever chased someone with the perk Hope? Or as one of the mirror Myers? Haste is one of the strongest effects in the game - it makes survivors almost as fast as killers while looping. As in, instead of 3 loops around a junk tile, they'll get 8-9, if not more.
I have, and mirror Myers is a very very niche situation to run against a hope player, but like it's not really overpowered as Its at the end of the game and by that point you've already lost as mirror myers. I've played as Huntress against a hope player, and with my power I've deffinately not allowed them to get 8-9 loops around a tile. I've played against many hope players on 115% speed killers and it's really really not bad, except when you don't have access to your power.
That being said, mirror Myers against the new blood pact would be rough, but like I'd say buff mirror Myers, not nerf the perk.
Same with buffing Myers in general tbh he struggles a ton against good players. Leatherface is basically an infinite T3 Myers with a charge up, but far far faster.
Huntress should tbh have 1% speed for every missing hatchet below 5. Hag and like deathslinger are pretty much acceptable always at 110%.
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@MadLordJack said:
I'm still terrified of Blood Pact. That's going to get nerfed, I see it coming even now. Indefinite haste effect so long as your buddy is within 16m? Who cares if the killer has 2 people occupied if they literally cannot catch them
Haste isn't that strong an effect, plus having two people off generators is already enough slowdown. 7% in 16m after which is lost is not bad. Expecially when you consider that hope, which is basically this perk, is not that used, only really useful against solo chases of 110% speed killers of whom have no power (hag with no traps up, Huntress with no hatchets etc)
Super hyped for the wglf buff though.
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This is going to be a serious buff. Expecially with sloppy, coulrophobia, dying light and every other perk that effects healing.
Keep in mind thana effects - gens, exit gates, and pretty much every other action besides vaulting atm. This incentivize's healing to get rid of the Thana debuff. Pop on sloppy, and whilst their healing speed isn't quite as reduced, you've essentially put on two perks that immediately slows the game down. 16-20s off a gen is nothing to Scoff at, this perk now can be buffed up.
With it buffed up (let's say by 1-2%-) ya get about 36 extra seconds per generator, just by having everyone injured. Half that if they heal, but then as they have to heal safely away from gens, and travel back to them it pretty much equates to around 36 extra seconds everytime you injure everyone, expecially when considering healing builds, other methods of healing and resetting.
This perk is the new pop goes the weasel, and you don't even have to go out of your way. Just make sure to spread the damage, and all of the survivors will suffer.
I kid you not, choulrophobiaor however you spell it, ruin, undying and Thana are going to be an amazing combo on a lot of killers. They can't heal near the generator your patrolling/protecting, and they have to go reset elsewhere which allows generators to regress with ruin/undying.
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Decrease killer terror radius out of chase by 4m
Make all killers also have a lower terror radius before their first hit/first chase.
ambient noise
Ambient footsteps for killers lowered (Expecially demogorgon)
red light out of chase disabled. only when the killer and you are in chase.
enviroment changing based on killer preformance. lights going out when killers are near (non stealth), blood beginning to drip from hooks when people are being sacraficed. more frantic looking survivor animations for things such as exit gates.
reverse of the new survivor bloodied outfits, where they're bloody when injured. killer becomes more and more bloody, the more they butcher the survivors during the round.
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@[Deleted User] said:
No, because that means if you're running, the timer will go down faster and that's bs if the Pig just wants to chase you all game.
Thats.. thats not at all what i said. i said whilst doing gens/healing. ie when not doing your primary objective (Surviving) they will put you at a higher risk of death.
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1637640#Comment_1637640
Bias as a pig main aside I don't see this being completely destructive.
As you said most people will work on a generator whilst the Trap is inactive and will immediately prioritising when it is active if there are some people who think they have the time to do gens then I see this is an interesting punishment.
A choice if you would you advance the team's progression but you put yourself at severe risk because you speed up your timer
Exactly. Plus the pigs traps, atleast imho are meant to be gameplay stall, and less a kill switch for survivors. making them more lethal isin't the play, but for large maps where the gens are spread out, it would make it easier to go search boxes (Wasting more time for the survivors) and if they wanted to prioritize their gens, they would have to be amazingly lucky. In addition to this change a bunch of other changes to pig would have to be made obviously, and i feel that the traps should only be lethal if you ignore them, or if you are pressured. The killer shouldn't be delegated as much to random chance, but it should be that its more game delay. This would just be in place, to effectively halt 25% of the teams generator speed at one time essentially.
in addition to this i'd love to see other changes made, like obilvious status effects, trick traps/traps that are fakes (ie a trap that when it goes off does nothing, or just injures you but you have infinite traps, or a trap that when you attempt to be altruistic will beep and take time off the timer.) or work in situations they aren't meant to usually. traps that start beeping when you go to do a certain thing (ie if your in 2-3m range of a totem, it will beep, and if you do the totem for long enough it will be set off, things such as this.)
Her dash should also be easier to enter and exit, being more akin to ghostfaces crouch, though the charge up should probably stay about the same, though perhaps longer. basically i feel her lethality should be within her crouch and basekit, whereas her traps should be not so much lethal but incredible game slowdown, stall, and gen prevention.
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@SweatyTBagger said:
https://forum.deadbydaylight.com/en/discussion/comment/1635342#Comment_1635342
Youre showing that you only play killer my man haha. You keep calling hatch a "free win" when you have to kill 3 people first. Its balanced because all 4 survivors need to work together to the last minute to make an escape on a decent killer. If two or even one of them is a complete potato, it doesnt matter if youre a good player. Does that mean I have to carry 3 bad console players, do all the gens and saves and then make it out the exit gate???
You bring up the medals but there are no medals for preventing hatch and no consequences to points or pips for someone making it out through hatch, there is only the missed hook. If a game is taken hostage by survivors its cuz you already won its literally a white flag. There comes a point when two survivors left cant do the last gen unless one runs the killer for 80 seconds. I think dcing for hatch is a coward thing to do but to act like its free and easy to get hatch when it randomly spawns and killer is faster and doesnt have to worry about being seen.. When I play killer and I have a nice gen setup and theres two people left and they have stopped working on gens completely I start looking for hatch. These survivors arent finding it with a map theyre looking while you are patrolling gens that havent been started.
If we took out everything that denied fun for the other side then killers would lose half their addons and lose moris, wouldnt be able to hook someone they just knocked, etc. But the problem with people who only play killer is because they arent looking at balance or fun for both sides, theyre looking only at killer side always. Its consistent with this forum. Survivors have the fun taken away from them ALL the time. In 3 games I get one more per usual. Which is way more often than I can say about dcing for hatch, or good swfs that bop you. Killers will take a problem they endure once per day and make it something that NEEDS to be changed rn cuz it annoyed you in the moment. While you might be a fair killer (most of the killers on the forums claim they play fair), your comrades give survivors a boring unfun experience all the time. Any one of us could be gone before 3 gens get finished and that isnt fun. Should hooks be taken out of the game LOL.
Hatch is super balanced. 2 survivors left for killer is super manageable and hard to lose even vs good survivors. While dcing on purpose for hatch is grimy and an exploit, it has to be that way in case someone actually dcs on accident. Is the hatch not supposed to open because yall fight two toxic teams a 3 hour killer session??? Dont let them get under your skin if they have to resort to that its cuz they lost so hold that W. You dont have to worry about fighting them again either they have the penalty lmaooo
Disagree with this to an extent but only because keys exist. outside of what everything you just said, hatch is completely fair. and i agree its the last possible escape for a survivor. but keys are an old mechanic, that allow for multiple survivor escapes within 30s of the guy opening hatch, allowing people who simply bring, or loot an item to escape, even after the hatch is closed. idm one person using a key, or one person looting a key and escaping legitamately. but, when 3 survivors before the final gen is done can jump into a hatch it feels a bit bs, the same way mori's feel like robbing people completely of playing the game for me (outside of devour hope/rancor.)
The game in its base state is balanced. the game when people dc to rob people of hook states, and when people use very overpowered items, addons, offerings etc becomes unbalanced but thats an entirely different discussion and i do see your point.
@Xayrlen said:
So you are forcing people to stay in your game, to bleed out and then complain as soon as they get fed up with that? Play survivor for a change and when you will be forced to afk for 5 mins tell us about it, because I would do the same, unless killer simply hooks me. Don't waste people's time.
i play a majority of my games as survivor in swf/solo. i don't dc after 10s of being left on the ground, nor dc at all. because im not a salty player. Your weaponising DCing by giving players the win, and its just as ######### when a killer dc's 2 seconds into a match, or a survivor dc's early which dooms everyone else. in this case however, the guy dc'ed literally to give the other survivor who was standing on hatch, hatch.
@Kira15233 said:
You could technically report for exploits because, it is in some way, that's an exploit in itself
i did
@Rattman said:
Have my hug, bro
thanks rattman i appreicate it <3
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@BioX said:
How would it ever not be?
Just wait for the dc penalties to return.
Also while possible I doubt you would have gotten adept if they didn't dc if that helps
I thought they were re-enabled?
@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1634725#Comment_1634725
If the killer has to slug to prevent the last person from getting the hatch they weren't paying attention to where the hatch was during the game. If im on the ground for 60 seconds i DC, not wasting three minutes more enabling a bad killer because the killer wasn't paying attention. I'm sorry you have to generalize so much though to make yourself feel better, can tell this has happened to you enough so I hope you learn to pay attention to the hatch in the future, might help reduce some of your salt.
Yeah this person wasn't on ground for more then 10s. this person instantly dc'ed after i got them off a gate and downed them, with the other person instantly jumping into hatch nearby. I'm not a bad killer, im rank 1, and i slug for pressure, something you don't seem to understand. if someone is able to be downed within 20s of someone else being downed, why wouldn't i go for it. why would i risk hooking someone, when the other would net a free escape, when i can get both in under 30s. thats just dumb play.
@BadDocter said:
https://forum.deadbydaylight.com/en/discussion/comment/1635246#Comment_1635246
I can't speak for everyone but one of the reasons is the devout challenge
i care about the 4k, specifically for the fact of my adept achievement. along with this fact, due to the guy dcing, and one getting hatch, i didn't get it.
@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1635262#Comment_1635262
Most killers consider a hatch escape an oppressive win
That's where you're wrong. Most killers consider a hatch escape as having the win taken from them (because it is). The Dev's try to push that getting two sacrifices should feel like a win, but the game itself and the community all will tear a killer apart for even considering it. The point system itself tells you "Entity Displeased", and the embless will barely get golds. Same with only 3 sacrifices in many situations. It's the most detrimental aspect of the game. There should not be a mechanic in any game that is simply a free win mechanic, especially that is against the side that has less players. It's like ltierally telling your player base that the singled out player doesn't matter in every match, and the dev's only care about the fun of the 4 people pitted against them.
Playing Killer is stressful, it's hard, and most times not even fun to play when you get into higher tier play. All of that and then to put the icing on top that survivors are just going to abuse a free win mechanic. Talk about dumb. What if there was a mechanic in the game where a secret button spawned on the map when there 2 or less gens left, and if the Killer finds it first - all survivors get claimed by the entity and the game ends giving the Killer "Entity pleased". I'm sure the survivors would love that. I'm sure no one would complain. I'm absolutely certain that the survivors would just go "it is what it is, but at least we got 3 gens". /s
- The hatch was introduced to give players that were taking the game hostage a free win mechanic to deter them from taking the game hostage.
- It deny's the killers of point and gratification for their skill, and takes away the fun from the game.
- Survivors delibertally focus around the hatch in dire situations refusing to do objectives
- Survivors will DC to give hatch, denying killer not only of another hook/sacrifice, but giving another survivor a free win.
- Survivors will take the game hostage to hide out for hatch against other survivors.
Is the fact that it ruins the games for Killer's in every unfair aspect possible not good enough for you?
- The existence of the hatch encourages other survivors to sabotage other players to force the hatch to spawn and open
- The exitence of the hatch encourages survivors to take the game hostage to get the free win mechanic than finishing the objective.
- The hatch is easier to use to win the game than the actual objective of the game.
There's nothing wrong with a 2k. but when i EARNED my 4k, and i have it robbed through people exploiting game mechanics in order to specifically deprive me of an adept achievement (quite easy to tell that i was adept, seeing as i was running only the 3 hag perks all of which are obvious etc) i feel #########. if i had of lost fair and square, thats algoods in my books, im not the best hag. but i fought for that win, and the games telling me. No. because one player dc'ed with another on hatch. thats bs to me. if the guy legitamately found hatch, or brought a key? fair game i feel. its in the game, i can't argue with it, i can be mad, but i can't argue with it.
Dcing for the hatch is an objectively scummy tactic.
@BaldursGate2 said:
Adept are a joke anyway. You can get that at any rank. So if you play against brown / yellow survivors you should do it with ease, you just have to drop back that far and do it with every killer then.
Why would i want to derank to play against players lower then my skill level though? i bullied enough players during the mmr period of time, along with i feel bad if im not clearly vsing an equal match to myself. im just trying to farm out all the achievements, and people like this who aren't actually playing the game deprive me of that, because even when i play well i still lose which is grossly unfair. i would of had that adept.
@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1635241#Comment_1635241
Ok... so what do you think should happen after the third survivor is sacrificed? Should a beam of light illuminate the last survivor and give them the hindered status?
This game isn't a competitive game. You can get the extra points you missed out on the next game and it's not that big of a deal. Most killers consider a hatch escape an oppressive win, even though they technically didn't kill the last survivor. And the survivor who escaped through the hatch can feel happy about escaping. When I play killer I don't play "dirty" about the hatch unless I hated every single survivor on the team and wanted them DEAD. Otherwise I'm more than fine risking the last person escaping through hatch because I at least understand how nice it feels to find it, especially if you've been dying all night and haven't had an escape in ages.
And thats fair enough. thing is though, this wasn't a legitamate hatch escape. one guy camped hatch, next to the other guy. guy on door dc'ed as soon as i found him/got to him, making sure the other guy could get hatch as i slugged him for 10s. i saw the guy going into the hatch. If their wasn't a DC i would of won fair and square and got my achievement. because their was a DC, the hatch as it had spawned, opened up, instead of waiting for me to kill the other player, and instead i didn't get the achivement. I'm not a good hag player. i admit that. but when i do genuinely well, and then get robbed of an achievement i've been trying repeatedly for, because someone just decides that they can do that on a whim (Which they could tell i was an adept hag as only hag perks.) thats quite unfair is it not?
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@Xbob42 said:
Same thing happened to me with Demo the other day. Took me another entire day to actually get Adept because of it. Meanwhile, each survivor is just 'lol just escape bro'
its so aggravating
@ZCerebrate said:
One of the many issues that DCs cause - having a husk of a survivor sitting there when they dc so they can be hooked, mori'd etc would solve many of the issues and has been suggested repeatedly before. Never addressed as far as I know
exactly. really wish it was in the game. was apparently in development so so long ago.
@Heartbound said:
Outplayed
Dcing isin't outplaying me. its taking a loss, so that another can succeed giving a ban timer. Dcing is legit a bannable offence
@catnip18 said:
Sounds like you got outplayed because you tried to slug. I DC if there's one survivor up and im slugged, not going to bleed out for 4 minutes because the killer is bad. Play stupid games win stupid prizes
I know where the guy was slugged though. he was on the ground for less then 10s. this isin't outplay, and its rather ######### behaviour to endorse dcing just to survive. i hope to god your a troll.
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i just got a 4k on the swamp map and actually prefer it as blight, due to the hex locations being so hard to find.
rushing into walls is weird tho i'll give you that
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@CheeseAnton said:
Every time I use Fixated I go against Plague or Legion, I just want the faster walk to work while injured. That's literally all I want.
Same here. i just like power walking. its nice.
@Milanceee said:
https://forum.deadbydaylight.com/discussion/comment/1626617#Comment_1626617
They said in some QnA in febuary or march that they will update sometime in the future:
Curuel limits
Slypery meat
Fengs green perk for gens(idk what its called)
Pallet reset perk.
Vigil
And some other I cant remember.
@Milanceee said:
Here,I found all the perks from qna from january 23rd
- Small Game
- Cruel Limits
- Any Means Necessary
- Slippery Meat
- Vigil
- This Is Not Happening
- Technician
Be nice to see some buffs to these! though hopefully even more on top of them!
@humanbeing1704 said:
Hopefully vigil actually gets a good buff it's pretty trash with its % right now
yeah it doesn't really do enough, except when its stacking, and when its stacked even then, you still have to regain exhaustion out of chase.
@oh_0k said:
They are gonna nerf Fire up and Knock out again and change Slippery meat by giving it a cool down
Knock out wasn't really a nerf, more a sidegrade. shame it only works on basic attacks, should be a global perk, then it would of been a straight 100% buff.
fire up i don't believe they've ever nerfed tho, and if they gave slippery meat a cooldown i think the entire killer base would riot due to like, it basically just being the opposite of botany knowledge. i understand your likely joking but still haha
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@DarkMagik said:
https://forum.deadbydaylight.com/discussion/comment/1626629#Comment_1626629
Clown is unfit & his gas isn't very lethal lore wise,& you forgetting about baterangs & grappling hook.
Pig in the movies those things have a timer.Heres how i see it.If pigs is just fighting batman without using stealth bat will beat her in less than a minute & then take out the trap.Or if pig just stalks him & whenever he tries to do a box she just interupts him causing the timer to go down.
Spirit:She can be injured or stunned,remember spirit makes a noise while phasing so hes alerted when shea about to attack & since there in the yamaoka estate he could see if the grass moves to know where shes coming from & prepare.
Hillbilly/Leatherface: Though billy is fast doesn't change the fact that a normal survivor could juke him & that in close quarters bat would definitive apprehend his chainsaw because hillbilly/leatherface isn't a master with a chainsaw.
For hag i might change her.
Doctor:His lighting doesn't injure survivors so all he could do is make him go insane. As well batman can out range him.
Nurse:Has to catch her breath after every blink so he could attack right there.
lore wise clowns gas is based on an anesthetic that knocks people out. gameplay wise its different, but its basically a functional knockout gas that he's immune to, he may be unfit, but that doesn't matter if he can just stand in a cloud that batman can't see through, enter or attack.
Even if were going off of a timer, pigs traps only last two minutes. she wouldn't leave a key for batman, that would be stupid. shes also known for rigging her traps.
Hillbilly can run faster then usain bolt, and broke through a brickwall with only his body. he may struggle to turn at high speeds, but if were talking realism, whilst a man can't turn on a dime, why would he need to run that fast in close quarters? just close the distance that batman can't run, and use his chainsaw. he's bane levels of strength, whilst being incredibly fast. batman just has to keep out of range, and outlast him. though the hill billy is also super durable, so im not sure anything but a precise battarang to the throat would do much and even then. gameplay is entirely different from the killers lore, their powers in the real world, and what they could actually do or have the potential to do.
leatherface is just a pudgy bane/batman. he's incredibly strong. and he has a chainsaw to make up for all the difference that combat experience and range would do. batman couldn't ever get close to him or bye bye head. he doesn't also react much to pain, so like...?
doctor... lightning doesn't work like that, and even if it did, madness does effect batman, as even seen in one of the latest issues against punchline using some scarecrow fear toxin with joker toxin stuff, which took him out for a while. being able to shock at a considerable range of up to 32 m or higher, make him see things that aren't there, and stop his movement. And the doctor clearly has the ability to kill with his shocks if he wants to, seeing as thats what his mori is, him burning them alive with a high amperage. i see the doctor as someone, who if out for the kill could absolutely kill any normal person, but is more interested in madness, and chaos, manipulating their minds, over actually killing them (Which is why he's useful to the entity, as that feeds of fear and hope, rather then death.) He's a master at unintentional but direct torture (Though he does it for study) but is one of the most cold, and efficent killers out there as he's not actually lost his mind. if he's going for the kill he'll get it, but he'd probably play it more like joker and attempt to toy with batman, which is the only reason he might lose.
Nurse may have to catch her breath due to pain after every blink, but shes also not really.. killable? she can be delayed, but isin't she technically dead/a spirit - going through the same realm as wraith? even so, the nurse would be far more accurate then she's shown in the game, as human accuracy over in game accuracy, so like... i think your overestimating batmans abilitys against a mostly undead or atleast spiritual corpse woman, who see's without eyes, and can teleport faster then people can move.
also forgot to add the trapper. he's a rough one, a batman even with no prep might be able to see his traps, might not, and in a one on one fight would be able to go toe to toe with him (though trapper likely wouldn't fall, due to the fact that he's very much like jason, powered up through the entity..) i equate him much to again bane, but with a machete. in a one on one, batman might be able to beat him senseless and would be a pretty even fight, but if batman steps in a trap (you stated that their all in their realms with perfect setup favoured for killer) his entire leg comes off. A bear trap in the game is nothing like a bear trap in real life. a bear trap will forceably amputate a human leg, instantly. do remember this is the guy that ended the entire macmillan estate mines, through trapping them both with explosives and other traps. higher kill count then anyone else in the cast actually. really just depends on it being a 1v1 (in which case really its 50/50, expecially since the trapper doesn't really respond to pain, having multiple metal rods sticking out of him) or if he's chasing batman into traps.
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i mean, clown doesn't deserve to get clapped, since batman fights a clown every second issue and that clown is apparently always "one step ahead.." unless batman has a gas mask, clown is putting his booty down and taking a bat finger. anesthesing someone through a bottle throw that your immune to basically just means the clown needs to throw bottles at his feet and he eventually wins.
if pig has a bear trap on batmans head, she can simply activate it, as im pretty sure they were remote activated in the films at one point? thats instant death. besides even if it wasn't the pig doesn't play fair, and would be likely to just set it off for poops n giggles.
spirits literally an undead unbeatable sword weilding gal, who can teleport with minimal tracking. she'd just destroy bats bat booty.
hillbilly is stronger, and faster then bats and weilds a chainsaw, but bats is more mobile. honestly 50/50 with no prep, but only because bats can dodge.
leatherface... feel he'd also be the same as hillbilly even if he isn't quite as fast, he is still very very strong. be a bit of a bane situation
hag would destroy him with hexes n curses no question. being able to teleport faster then he can blink, and curse him to be destroyed much like her archive story.. yeah he's dead no question.
doctor has the ability to shock from a distance with "entiy magic", if bats suit isin't like, resistent to electricity, he's dead before he gets in 5 feet of doctor.
nurse is a psychotic teleporting demon spirit lady. she'd carve him up from behind before he can even react.
pretty much any killer with a supernatural or physical ability would win. clown would only win because he's pretty much a joker alternative for batman, but with added gas action. everyone else like ghostface or legion, there people he fights on the daily.
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@Ryan489x said:
getting an add on pass for killers, okay I guess. I think it's a bad idea. there is already a free to play economy in this not free to play game. and it's bad enough.
What... What do you mean free to play economy? Are you talking about dbd mobile? I'm talking about a pass-over, as in a overhaul/rework.
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@NursesBootie said:
I would love it. Way more fun than the current versions.
@GoodBoyKaru said:
As someone who plays one blink nurse with matchbox currently let me say I'd love these.
glad to hear you lads enjoy it!
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@Superyoshiegg said:
No thank you, I don't feel like having to hold up my SWF after every match to dump points into my Killers because you can hit the cap after one or two good games.
One million is fine.
500,000 bp, even with streamers/cakes/puddings would still be reached in about 3-4 matches. If not using bp offerings/perks it would be reached in double that to a bit under half depending on how well you do.
It's also why I proposed the 750,000 limit as well.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1607669#Comment_1607669
Do you mean my personal ranking or that it is a bit too strong? It's actually gameplay changing at anywhere with high walls and all 3 indoor maps it shines just like any other perk like that (especially since you will be rushing while patrolling naturally). Plenty of times where you get hits or downs because having auras around a high wall basically forces a mistake from the survivor - approximate locations (these addons) even combined with moonwalking with do the same thing.
i think he means its too strong and deserves a valid nerf (upon playing seeing it used more i agree.) that being said i don't think its actually "too much" i just think its bugged along with the range is too high.
its meant to only give you aura reading on slams. except that aura reading is further then the rare variant that works at all times, and lasts quite a while. plus its score event works on survivors you haven't seen yet either in your field of vision, or IN A LOCKER
Thats very unfair and not worthy of a common at all. like. you basically have a whisper/bbq on crack with that addon. on its own its fine, but god it needs to be adjusted/fixed with the bug.
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@[Deleted User] said:
Or just give him this:
- Reduce fatigue by 1 second
OR
- Reducing your fatigue based on the numbers of survivors hit by your FF by 0.3 / 0.5 seconds.
Or perhaps both? You are punished for missing your power heavily and heavily rewarded if you get it right, if the second suggestion would be a thing.
You could also 5+ seconds if he hits anyone with his power, so you don't need to heavily rely on his addons that increase his duration. Plenty of ideas. Now if that 5 seconds is stackable... that might be a nightmare.
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Besides, if Legion should earn his power. He is NO Blight or Oni. Especially Oni.
I would rework his addons, why run anything else when you can run a brown addon that increases Feral Frenzy? Addons that increase Feral Frenzy are god-like.
I don't think anyone wants a LETHAL killer that can VAULT pallets and windows. Myself included, and he's one my most played killers...
i mean if were going that route, and purely keeping him the same killer but buffing him, an even better thing would just be to make him lose power upon missing a hit. that way he isin't outright punished completely for missing an attack, much like an oni would be for downing a survivor. - However, i do believe, that exiting feral frenzy manually this way, and allowing him to Down survivors, who have already been impacted by feral frenzy, with feral frenzy would be a good tweak. He loses his power upon exiting it, and is faster exiting it if he hits all survivors. but he can now down within it if he manages to regain it in the 20s of chase. downing a survivor with frenzy (Who is deep wounded) would take him out of his ability with regular attack cooldown, basically allowing him to capitalize on a deep wounded survivor, if a chase goes on for a while.
gives him lethality, whilst playing into his original playstyle and rewarding it more, with punishing it less (and in different ways)
@ad19970 said:
While I understand that some people don't like Legion, I still think Legion should kind of keep the design he has now. Being able to injure mutliple survivors very fast is what makes him unique, changing him to work more like Oni or Blight would perhaps result in him being less unique.
and thats fair enough. but at the same time without any kind of increased lethality, were going to see a lot of legion changes like the previous ones. where he becomes either really incredibly unfun to play against, and will down you no matter what even if it takes him an incredibly long time, or with absolutely no real lethality besides keeping people injured, which a plague can already do consistently (he acts as a worse plague rn, as healing against him doesn't have a double sided penalty, other then the fact that he can injure you quickly again.) where he's basically a reverse clown with a good start of chase, and a hard end of chase. clown and blight are actually quite similar in the chase regard, where going away from a loop gets you killed, or at the very least a hit on you.
Honestly if they keep his original kit/the way he is now, they need to give him some form of increased lethality (nothing major) in his power, or some flipside to healing from deepwounds to healthy against him. hell even if survivors screamed upon healing from deep wounds, or to healthy (deep wounds might be a bit much) it would be a huge benefit to him, alerting him to where survivors healed, and allowing him to have constant consistent awareness like a doctor, whereas staying injured would allow people to keep stealthy, but remain vunerable. That or tying effects on top of the feral frenzy at base, like a oblivious status effect etc.
@IIITweedleIII said:
I'm possibly the very few in regards of using Legion with Feral Frenzy. I rarely use it. Only minor use just to close a gap. Only to cringe out of it for a solid hit. A takedown hit.
The only addon I use really is the Iri Pin. Just so Legion has their TR through the Entirety of the map.
And honestly without that pin, his ability doesn't honestly do too much in a match unless your incredibly incredibly good with him, or survivors mess up. thats the problem. doing really really well with blight, with oni, with nurse, spirit or hell even trapper will likely win you the match. doing really well with legion, with clown, or with old leatherface is likely to net you a 1 or 2k. and whilst thats what the game is aimed around balance wise (as it should be) Messing up as legion is where the coin falls flat out of his favour. if you mess up even a single time, you get no kills, or if you are even average as legion, or even pretty good, it feels like survivors are always able to be one step ahead. hell even the deep wounds status effect if he leaves you isin't that impactful since you can still pump a gen (As i often have as survivor) as it ticks down to its last seconds, before finally recovering from it. at the very least deep wounds should act like doctor madness 3 in that regard, where you can't do anything except loop. forcing you to recover first.
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Honestly i completely agree with your views on all addons ZCerebrate Except for perhaps adrenaline vial. i don't know what adrenaline vial you were using, but mine locked me in a direction until i slammed, even with more rushes to make room for error i couldn't get much use out of it outside of map pressure through zooming across the map.
Completely agree that the speed addons are going to be a sleeper hit. used them almost exclusively today. however they're balanced around the fact that his rushes are incredibly hard to land expecially at higher speeds. Honestly a 10/10 from me because i like to go as fast as possible, even if it might be to my own detriment!
turning appears to be the rate at which you can turn your camera during a dash and "pre line up your rushes". its not a curving addon like billys, with the adrenaline vial actually being a reverse version of billys curve addons. it takes away your ability to curve during a dash, but unlocks your camera to preline up shots. you can actually spin around whilst rushing in one direction and hit behind you however useful that may be.
turning addons (my text is stuck in italics help) appear to help you be able to prelign up your shot, rather then to be able to curve around a corner easier.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1607580#Comment_1607580
For some weird reason I've been having collision with them. Had a Jake standing at a pallet, and I bounced off him and he dropped the pallet on me. So either survivors now have collision, or I just somehow hit the pallet weirdly
i've noticed on live, that they do have collison though very small. you can't bonk off them unless theres an object next to them though.
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i could, but i don't want to get used to it and then have a new keyboard next week and have to get used to normal :/
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1595995#Comment_1595995
It still serves a purpose in a way, reducing the chance for survivors to get keys. Like I said, I don't mind people getting keys like that as long as they're bringing in a looting build for it.
Same here, i just think that unless their bringing a loot build for it they shouldn't find them outside of the endgame, ie early.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607528#Comment_1607528
Sorry, but if I don't see a big bright light beam shining on my screen when I get blinded, I didn't see a big bright light beam shining on my screen when I get blinded and it shouldn't have blinded me.
Also, it's not hard to time a blind. Like, at all. It takes basic timing.
"if anything flashlights need a solid buff."
Dear God no. The only thing that should happen to flashlights is their deletion. If I wanted other players to freely have the ability to take away my ability to see I'd go play Counter Strike.
Bro how many times do you even get blinded outside of a pallet stun. if its above once per match i think your doing something wrong and i feel obligated to teach/help you out.
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@twistedmonkey said:
It would defeat the purpose of having to bounce of something first before being able to hit.
Take the most recent video. You can bounce off the edge of a wall and move slightly to one side keeping better forward momentum soin the open it would always mean a guaranteed hit while being able to close a large distance due to his speed even with a slight stun and burst of speed.
Then you have the fact you can bounce off survivors by mistake so at some spots it means they will always get to the pallet or window.
But on rotten fields for example. he's pretty much without a power. lerys has the opposite problem of where its a struggle to pinball, but you can do it.
What im saying, is he can take a slam stun by bonking off a survivor, giving them time to dodge, but whilst also allowing him to use his ability outside of anything. sort of like a nurse that fatigues upon her first blink, but then can catch up on the second if that makes sense. would require essentially hitting a survivor twice.
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Honestly give it time. I've picked him up quick enough. he has an incredibly high skill cap, and is much like a nurse thats map dependant if that makes any sense whatsoever. use his aim addons/tracking addons if your struggling at first. they help tons to learn him. then try double speed addons/the faster recovery and 4 charges addon. makes it very easy to play.
im hoping he gets some tweaks, but honestly, over tweaking him could make him the next spirit tbh
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604354#Comment_1604354
- That just lets me get blinded from a wider angle, including even more areas outside of my new wider FoV.
- Just admit that it makes no logical sense that you can get blinded by a light you cannot see.
but.. you can see it, on a majority of killers. i can clearly see it playing trapper which is why i've learned like with and against any swf team, to bait locker grabs on occasion.
its also far harder then a regular blind to pull off. requires coordination for the most part. its just like any other pick up blind imo.
besides if their doing it, it means they 1 - have a flashlight meaning no toolbox or medkit/key 2 - have likely got head on and quick and quiet meaning less looping perks/gen rushing and saving perks. 3 - are going to be spending more time messing around attempting to go for these saves then doing gens. 4 - it means garunteeing a ds, which you can either bait out, tank at the start of a match, or slug to make them lose when they attempt to jump out of a locker.
flashlights are detrimental to survivors unless in the hands of someone in a tournament level skill set. they encourage you to go for saves (easily baited or countered by running lightborn when you see them in the lobby) and encourage not running away immediately when a killer kicks a pallet. The only real use flashlights have is against wratihs and hags. otherwise most people just use them wrong imo. I'm far more afraid of a 3-4 medkit squad, or key/toolbox squad then i am of flashlights when there are so many active counters.
if anything flashlights need a solid buff. not instant blinds, or like, longer blind time because that could get way out of hand too quickly, but just more use cases then "blinding at pallets" and encouraging "blind saves", which are occasionally useful, but more often then not cause survivors to messup incredibly quickly.
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Honestly i've just been stacking speed addons for the last 4 hrs. its not op by any means but i absolutely love running at billy speeds.
won around 80% of my games. was some of the most fun i've had since oni since he has counterplay, but is outright amazing at shutting down inbetween loops and even in buildings if you have god tier aim.
double speed addons leaves little recovery time, amazing map control and easy catch ups.
double recovery allows for builds around make your choice where you transport yourself to a hook save, and just down the saviour instantly. also less punishing.
aiming addons allow for compensation when your not perfect at his aim, or aren't on a great map for him.
his ultra rare instant down addon, with the 4 rush addon can be neat although not op expecially on tight maps.
his basekit is honestly perfect outside a lil wonkiness. i kinda wish his break addon was basekit/that he could attack out of a slam (ie he slams and can instantly m1.)
his aura addons are actually great for awareness and anti stealth. let alone the fact that their basically free im all ears constantly.
i also wouldn't mind the ability to slam off of survivors with an extra, slight stun. ie if theres absolutely nothing in the open, you can slam off a survivor, and get pushed back further giving them time to dodge, but still giving you an opportunity to attack.
Vigos notebook is incredibly fun with the speed addon. losing terror radius and being halfway across the map, can lead to fun suprises for survivors. let alone using tinkerer on him my lord.
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Honestly... With his new collision detection, extra speed, and all his addon changes I'd wait to see for a bit. But I'm not against this as a buff in a few weeks if he ends up feeling a bit underpowered. If anything I'm expecting him to be oni levels of strength as of current when people get good if not stronger
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Oh 100%. My spacebar and shift keys both broke recently and im unable to go out to the store to get a new one until Tuesday next week, when I'm paid, and even then it's likely to be a shoddy replacement of what I've already got. Can hardly sprint reliably, let alone throw a pallet or vault. Playing killers a bit easier tho, as I can just hop on doc/trapper/oni and mash spacebar when I needa pick up or hook.
Might have to swap to my old xbox controller for now.
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@Huff said:
Just significantly decrease the chance of a key, to barely nothing, and let luck affect those odds. I don't care if somebody gets a key as long as they're building specifically for it with chest looting builds since there's only so many chests.
theres only 3 chests in match typically if you don't bring offerings, and theres offerings by the killer to lessen that (which i think tbh shouldn't exist anyways as it like, causes survivors to waste less time)
Honestly feel that there should be more chests by default tbh. make keys only lootable during the endgame with a higher chance, so it serves as an alternate means of escape for the last person or few people (against say a bloodwarden play) wastes time, keeps people off gates etc when the match is close to over.
@Dreamnomad said:
The idea has been brought up before. A number of times. It really is something that should get changed. Doesn't seem like it would take very much work on BHVR's part either.
the key part might take a lil work as theres no particular value to just tweak to change item raritys when something happens in the match. but even without that, more chests should be in the match (even just as a special event) and everything should be mixed rarity to incentivze them. its even useful on the killer side as it wastes time off of gens, even if they do get a heal off or a neat item. Keys 100% shouldn't be lootable base game without plunderers though or outside of the endgame as it can allow just any 3-4 squad to easily escape through hatch.
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@Pior_Morte said:
Another great idea that behaviour will ignore
i don't think they'd ignore it so much as they have so many people granting good ideas/other alternative ideas that its hard to keep up let alone add anything that everyone can want.
@MadLordJack said:
Luck effects Ace In The Hole: The higher the luck, the more of a chance you will get a second add-on. Other than that, it's as you say.
Does it actually? i never realized that interaction with that specific perk. i thought it was just simple chance based
@TKTK said:
I'd rather the luck mechanic go away entirely, keys showing up in chest was a terrible idea, it's the equivalent to killers finding a mori randomly through the match.
If keys didn't exist i would be for it but luck effecting nothing but the 4% chance of unhooking yourself is enough to me, it should just not exist imo.
Rng is useful when applied in a right sense. which is why im suggesting readjusting weight values for luck, with keys not findable in chests excluding the endgame. Which before the collapse was added the endgame was as soon as all gens were done/1 survivor was left. keys were balanced upon their release (though balanced is not really a fair word, more so balanced within their enviroment ie moris and hatch being open and not closeable etc) but now days keys have gained more and more strength.
Keys are a valid method of escape situationally. its only BS pre endgame collapse or when it allows other survivors to escape for free. having them only gainable when theres no one left, or by bringing them in would balance them a ton more. since finding a random key is just... BS. it would also decrease the key economy making them rarer. Keys are about as fair as mori's and until they rework mori offerings (Which also let you end the game prematurely) keys outside of the situations i've listed are pretty fair. except when you close the hatch in their face. that seems a bit unfair. should have a cooldown period of 10s to allow you to down and pick them up.
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@C3Tooth said:
STBLF in my oppinion is already strong, at least vs SWF because they tend to have BT & do bodyblock, feed up the stack really fast.
This perk may destroy many SWF team.
Its pretty much the exact thing i was going for. the more hits you get (and swf like to take hits and be left alone) the more powerful you get
and getting tokens is hard since you can't just farm them off of one survivor. you just get progressively more powerful the more you leave people to heal. at half/under half tokens you already get status effect afflictions that slow the game down, and when the game should be at its peak, you get instant downs.
@OllieHellhunter said:
It feels like a perk that would be made into a hex and not used much, on it's own it seems strong but not overpowered.
Pairing this to a hex takes its power away completely. the aim of this is to be decently useful (like an alternative sloppy much like bitter murmur is to bbq) in the midgame, but have incredible power in the late game (if survivors take hits vs you, or heal incredibly quickly and escape you a ton) (much like rancor is to bitter murmur despite doing a similar thing.)
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For reference - the numbers of this perk take into account if every survivor is healed post hook, you'd have it if you didn't down anyone early, after hitting the final survivor for the last time. This encourages leaving survivors, and hunting them down again, and attacking people with the endurance status effect. It only effects basic attacks and is a endgame back up with it's instant down effect. It's primary use comes from the deep wounds/broken status effects it gives which could be swapped out with mangled, or have that added with a lower requirement.
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Agony unto endurance - upon being hit gain a sprintburst that lasts 3s (on hit plus sprintburst effect) this perk causes the exhaustion status effect for 60/50/40s. this perk ignores its own exhaustion, but not that of other perks (basically a longer on hit sprintburst that can be paired with deep wounds status effects/endurace status effects in order to allow you to gain distance taking multiple hits.
Echoes of passage - see scratch marks from other survivors and the killer. Killer scratch marks are half as long as survivor scratch marks. tracing along scratch marks gives the haste (7%) status effect for 1s. (if paired with fixated, allows you to trace your own scratch marks, basically so long as you can see scratch marks you can run 7% faster around a loop, but not initially.)
Overwhelming brutality - upon being stunned, break pallets, vault faster, and endure stuns 20/30/40% easier, for 15s. this perk once used, or run out goes on cooldown for 30s. Basically brutal strength, bamboozle and enduring in a singular perk, on a cooldown/timelimit. would allow for catching people off guard and forcing people to be efficent with items in a chase, lest you catch them off guard with a very fast pallet break, or a stun (that can be even shorter with enduring.) Wouldn't be op as still requires being stunned and has a single use within
Shadowborn buff - see auras 15% longer alongside current effect
Predator buff - see scratch marks through walls within 16ms and for longer ((3s) old effect tied with new) (Due to delay on leaving scratch marks this wouldn't give exact locational awareness, but would allow the tracking behind objects)
Bloodhound buff - See blood through walls within 16ms alongside current effect (Due to delay on leaving blood this wouldn't give exact locational awareness, but would allow the tracking behind objects)
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1588284#Comment_1588284
No, vault grabs are just inconsistent. They can happen, latency just doesn't allow for it to happen nearly often enough.
What im saying though is despite that, if you could just instantly down with every killer by grabbing a survivor at a vault why would you not do that? would encourage people to just run in a straight line and throw pallets and never vault lol
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Because survivor vaulting a window or pallet in a chase is inevitible. it will happen, and doing so whilst being aware of the killer has no counterplay.
grabbing someone off a gen is a way to promote pressure, along with making the objective risky. the chase shouldn't be any more risky than it is, and grabbing injured survivors off a window or a pallet is made difficult by them being aware. if you could just grab people vaulting why would they vault when they would drop and run around every pallet, and only ever EVER vault when your out of range for a grab.
the way this is implemented actually promotes taking risky vaults, and making risky hits (and misses as killer)
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Honestly the way i see it, is that if you put enough time (4 hrs a day on average, though technically less considering daily xp bonus for both sides and archives allieviating this) you can get the entire rift pass again
If you don't the more progress you do, gives you a cheaper rift pass next time (from like 15$ nzd to 5$ nzd)
Theres also free tiers avalible to everyone. No progress is locked behind pay walls (unless you consider challenges with perks or killers, but at the same time, perks are avalible in shrine, and charecters come for the most part in copies of the game for switch/console, and pc players likely have them after the game being out for 4 years so like idk i don't see that as too to big an issue)
I've purchased every rift pass with the previous rifts earnings, because i play a decent amount, weekly, however for people who don't i can understand it being a bit more of an issue. the reason i don't like battlepasses collectively is because it forces you to stress over multiple games, and gives you fomo if you can't say play 4 games at once. but for people who love the game, 4 hrs a day, to maybe 20hrs a week isin't to hard an ask. expecially when there getting free content, free story, free pass if they complete it, and free etc etc.
I'd prefer it being easier to earn rift shards via more challenges though. Ie the rift isin't so much "easier" as theres tougher challenges in it that give more points, like say a "level 4-5" style challenge or two, in the first level of the archives, that is uber hard to complete, but gives ease for the down time between levels, and gives like 100,000 bp and a whole rift tier.
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@Ghoste said:
I agree, and yet I just can't quit ol' Bing-Bong Boi. Something about playing him is just so satisfying to me.
Oh 100% he's satisfying! Just incredibly like, unfun to play at the same time due to his opressive amount of counterplay and things that are detrimental to him :(
@BaldursGate2 said:
Wraith should just have a permanent windstorm bonus cloaked and not from the addon. He is not much of a d-tier killer at the moment. He has the same problem all killers have that can not end chases quickly, the time runs out and they do the objective and you are allready losing the game.
i don't even think adding windstorm would completely fix him though. even getting across the map at a higher speed still forces you to go across the map at a high speed meaning travel time, unlike some killers (hag, freddy, nurse to a degree, demo etc) and be forced to go through a 3s uncloak on top of that. ie he has the demo teleport enter/exit time of 3s - but he STILL has to cross the map. He's also not even garunteed a hit after this period as windows/pallets exist to stop him.
On top of this, lightburn exists, which punishes uncloaking wraiths furtther, similar to old trapper sabotaging.
he also has nothing to end chases quickly, if i were to compare him to trapper or even ghostface. ghostface can effectively halve or instantly win a chase with his insta downs and stealth. even trapper can win a chase effectively instantly, and have map pressure through his traps, by forcing someone into them and using strategy. Wraith only has his sneak up, is punished if he sneaks up wrong, then chases normally. he has some neat things you can do like body blocking people in/pallets, but thats not really a chase power, thats people just abusing going zoomy speeds with addons to try and get free hits, of which if you see coming mean nothing because of uncloak speeds.
If i were to change wraith, i'd make yellow (or green, and nerf windstorm addons) windstorm base, give him silent uncloaking outside of addons, a much shorter out of stealth lunge (still slightly better then standard killer lunge), change his uncloak to 1.5s and his cloak to 3s or even 4s, and make him instantly down out of his uncloak. This way he plays like an alternate ghostface with map pressure. he can instant down if he catches you unaware. I'd also make him be completely invisible outside of 32m, meaning people can't just see your shimmer across the map, and make lightburn instead of stunning you out of your power, instead, reveal you and stop you from uncloaking. that way flashlights retain their counterplay and buy time, instead of forcing the killer into a stun and giving distance. His cloaking would be like ghostfaces power recovery, and his uncloaking would be the equivalent of him coming in for an instant down etc. Having an instant down on him, would also make him far more effective, but by making his cloaking far slower, it would stop him from using it much in a chase, giving him easy instant down potential on people Outside of a chase, and making him far less succeptible to weaknesses outside of a chase as well.
@DurkaDurka said:
Definitely a lower tier ghostface. Wraith is the weakest killer imo against strong survivors. He is the sole killer that has absolutely nothing in his power to help with looping once a chase has begun. First hits are easy, second hits are harder than anyone else.
I'd even say that first hits aren't as easy as you think. expecially since their against solo survivors. even legion (whom i consider bottom of the bag like clown and wraith) can get easier first hits and against multiple people.
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@Mandy said:
It can be pretty much anything that's in the game as @GoodBoyKaru said, Cosmetics, Cells, Shards etc.
It basically allows us to do these things for all Platforms now whereas before we could only really do it for Steam (Steam codes basically).
Fog Whisperers could giveaway Auric Cells for example when the Rift became available which is something they've never been able to do before.
Oh wow thats so cool! thanks for the reply, and can't wait to see what else is coming to the fog!
So fog whisperers can give away codes too? thats neat!
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@Velarica said:
Keep in mind After game bonuses dont stack multiplicatively, IE BBQ +BPS + Event Cake is only 300% this would work the same way.
For a Killer it would be 100% +75% for three empty perk slots. The bonus shouldnt be affected by addons or offerings. The same applies to survivor items/addons and offerings. It should be straight for perks. This bonus would also help new killers get out of that BP generation rut where they have 1 perk and cant do anything ingame as well as being a challenge for more experienced players who want to farm BP.
Exactly. 175% only counting perk slots at 25% or if at 50% would be 250%. I honestly don't think thats too nuts of an addition for killer or survivor (seeing as survivors can run wglf, which is harder to proc off, but still)
it would either be as if you ran a cake offering with no perks, or two cake offerings with no perks. Thats a valid detriment your putting yourself at, considering a majority of people just run the strongest things for their killer or survivor
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@Waffleyumboy said:
Continuous surveillance? I don't get it.
From sides of the gen* remember aura reading blends the further the distance, along with it would have a paired cooldown/range requirement/timer upon sight balancing it's power out.
@handfulofrain said:
People do complain about BBQ. A lot.
But otherwise, yes, I would love to see Gearhead buffed.
I mean. Anyone above rank 10 doesn't really complain about BBQ, least not to my knowledge.
@MadLordJack said:
Gearhead shouldn't revolve around skillchecks, it should be ALL attacks, and it should stop when someone leaves a generator. That would make it a genuinely decent perk, not quite on par with Discordance, but at least the (current) Surveillance.
Also, RIP Surveillance. You were a decent perk, but if the Devs get their way you shall suck once more.
I mean gearhead being on a timer and revolving around stacks within a chase draws it back. If it was a simple downed survivor requirement with nothing else that would at the very least be a strong effect being very similar to thrilling or BBQ in its requirement/time placement in a chase.
@Kind_Lemon said:
I complain about Discordance. No way in hell should it be a Rare perk instead of Very Rare.
I'm not sure I completely understand your suggestion, but I don't think I'm completely against it?
Perk rarity doesn't really matter in the grand scheme of things though yes I agree. Should be a rare tier. Also should work better tier 3 then tier 1.
My suggestion was that it showed survivors auras on a generator (like bbq, the ones that blend in) but have a range/time/secondary requirement or some very simple drawback. Think nurses calling or surveillance/thrilling tremors. This way the awareness it gives would be noticeable, but occasionally missable (if their hiding on the opposite side of a gen, expecially far away) but could possibly give survivor auras away at a further distance then generator sounds (would also play nicely into deathslingers adept kit, giving the killer a nice target to hit from medium range on a generator) a range requirement of 20m seems fair, or a downing requirement or perhaps even if the survivor has worked on a generator for more then ex amount of seconds the aura fades, so it shows survivors hoping onto a gen initially (without a sound notification) but not when they hop off, or if they continue on the generator.
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@Popcornchicken11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1550375#Comment_1550375
I don't actually care much for viability (if on launch he isn't viable) as long as he's fun to play. And as it stands, with it little bit of refining, I feel like he is gonna be really fun to play and ping pong surviors. He has a lot of build potential and his perks seem fun, so I can wait for him to be released. Looking forward to seeing the p3 and other skins they come up with for him as well
oh viability is like meh to me. sure its good to be able to play a good killer, but fun is so much more worth it (ie why i enjoy oni, trapper and deathslinger so much.) fact is with his clunkyness within his dash atm, he doesn't feel very rewarding or fun, so once thats ironed out he's going to be one of the most fun killers to play ngl.
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@Popcornchicken11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549865#Comment_1549865
What About the vultures :c
oh shoot you right you right!!!
@Popcornchicken11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1550114#Comment_1550114
that's fair, he is a bit clunk,but I feel like that may be fixed after ptb (similar to pyramid head). Plus, even if he is a bit clunky on release, he has addons that increase how controllable the rush is, so I feel like it might just take some getting use to. But yeah, he definitely isn't for everyone but I feel like he has potential
Yeah deffinately feel this clunk is going to be fixed post ptb/mid ptb, much like p head/ghostface or hillbilly. either way though he seems fun, and honestly its very much like the killer idea i had for reworking bubba (though i much prefer reworked bubba to what my idea was in that his tantrum made him a ping pong ball of spinning death.) he's fun, just requires a lot of getting used to and feels quite clunky atm due to hitbox finickyness and lack of turning ability in his base kit.
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@croquetas said:
I'm really happy about the graphics update, especially with the generators, sounds stupid but I'm so hyped for the fact that you kind of repair the gen instead of move your hands around it, and the new gen design looks really neat, good job on this one
im honestly incredibly in love with the ptb. the killer can use some work, at base rather, (which they've shown incredibly recently there very willing to do by touching up hillbilly after the ptb for him @Zaitsev . they've even shown their ability to work within a ptb and directly after a ptb a la ghostface (for those who weren't around at such a point, ghostface used to have noises in his power that revealed his presence immediately, along with even more finicky revealing that would either reveal you when you just looked in the killers general direction vs at them, or not revealing them at all).
his hitbox in his run needs to be tweaked to be a V shape, or a smaller box, or he needs the ability to be able to bonk at the press of a button so that he doesn't accidentally bonk into collision, along with slightly increased turning at base, and a slightly increased bonk backwards to prevent immediately running into the same object in small corridors.
With turning addons he turns into rather a monster. just hope his bonk and turning at base are tweaked.
the maps are absolutely stunning. breakable walls now on badham (and i believe yamaoka too?!) The gens are incredibly beautiful, along with the animations going alongside them. So much love has been put into this graphical update, along with the blight himself. the perks are amazing, and not broken contrary to popular belief (only one i would buff is Visionary, and thats by giving its effect to deja vu, and giving it another more powerful effect such as granting aura reading on the killer for 6s upon a down, or 4s upon a hit, sort of like alert but to combat slugging.)
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@Pricefield said:
The Blight uses samples from The Plague HERSELF, Pustula Petals and VIGOS JOURNAL as actual addons! All of these addons tie right back into the game!
These show all sorts of new possibilities and lore reasons for so many things, massive props to the designers of these (the addons too are also damn good!)
Honestly im in absolute love with his addon design. love the aspect of him taking from other killers, and also the two animals "rat and crow" come from the fact that those are the only two living things besides survivors/killers in the entitys realm!
also the sample tag? comes from all the blight skins! if you look on the injection needle, it has his tag!
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@Yung_Slug said:
The lore, sure. Not a huge fan of how they are still trying to make add-ons that mimic the killer's perks though.
In his case though it works. getting a dash hit and blocking pallets works for him. something like the original mothers helpers does not.