Maelstrom10
Maelstrom10
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@PapaPizzeriaErotica said:
Honestly, there should be many many add-ons reworked. URs especially. Examples:
• Iridescent Coin, Hellshire Iron
• Iridescent Family Crest
• Fuming Mixtape
• Leprose Lichen
• Obsidian Goblet, Seal of Metatron
• Too many Very Rare Add-ons to list.
Agreed. If these even had lessened downsides they'd atleast be somewhat worth running. But you don't exactly see people running some of the more alteration ultra rares either purely because they make the killer worse then just a different playstyle. Nurses three blink, makes her arguably worse then standard nurse, and hags waterlogged shoe honestly just nerfs her.
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Fight to win. But one that feels fair. I also love a good stomp as it's funny, but prefer difficulty. I want it to feel deserved but at the same time, having to overly sweat and play in a mean fashion isn't as fun to me as I like others to have a fun game too
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@Pennosuke said:
https://www.youtube.com/watch?v=IaWu7tHsMqo
you can see base time to blind & blindness duration in this video(even this video is outdated because the Lightborn rework but flashlight and their add-ons are still the same).
Moreover from the wiki's data, it said the add-ons that can slightly/moderately/considerably/tremendously increase blindness duration will increase for 10/15/20/25%.
thank you!
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@Dpooly said:
https://forum.deadbydaylight.com/en/discussion/comment/1544205#Comment_1544205
What if you missed Demon Strike, Fury would end immediately? That way you're punished if you miss or a Survivor pulls a good juke. Todgeweiht's idea sounds good too!
Good onis don't really miss demon strikes. plus you could just not dash strike, and instead just exit dash then strike which is really incredibly hard to miss.
@MadLordJack said:
I don't think that it's ever going to get reworked. There's the cheap-out excuses of "it's good against stealthy players" (no, it's not, because you're brain-dead if you go I to your power without seeing a survivor) and "it's negative information", which, once again, you aren't going to go into your power just to slam the ground and narrow down the area the survivors could be in. This add-on could literally be base kit and I still would never get a use out of it.
we can hope though? i mean, they've done some post killer adjustment outside of reworks in the past. hag n trapper namely.
@HollowsGrief said:
Tbh I don't want them to touch it, not because it doesn't need love because it absolutely does, it's because if they do they will likely butcher his other add ons and give him some kind of power nerf on top of it most likely giving him some kind of overheat mechanic while dashing during his power.
why would they touch his other addons when he himself doesn't need a rework, nor anybody think that? this is just another singular addon that needs a touch up. much like one could say about iri head, or demos moss addon.
@Todgeweiht said:
I was thinking something like
- Tremendously reduces blood fury duration (20 seconds down from 45.5 seconds)
- Blood fury completely recharges after downing a survivor.
that would be amazing. and make it rather unique yet not overpowered. it would take away from his slugging potential (if were only talking blood fury outside of his ability), yet grant him his ability much more often. if were talking in power as well, that would also be great, and lead much into the slugging playstyle, but giving him 20s every down would be a bit much. an extra 10s would be pretty balanced within power. outside of it yeah, full power, but in it there should be some form of limit. it would also technically allow for infinite oni if 4 survivors stood in a line and we'll make it with green medkits/purple medkits and botany/dying lights altruisim bonus
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@Dpooly said:
Maybe make it refill 50% of your Fury bar after successfully downing a Survivor with Demon Strike and slightly decrease Demon Dash activation time? Sounds fun to me!
That would be 20s extra in fury, and make it beyond ultra rare levels of strong, since it literally takes away one of the biggest weaknesses of fury and buffs him instead.
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@Drywatr said:
The survivor chest offerings should stay, and the wards I've always said should be secret offerings but i agree with everything else you said.
Id also like to see am offering to change the totem amount. Like a add 5 more totems, or remove 2 totems type of offering. (Yes it could be a buff to noed but it should also make survivors want to cleanse more bones.
Never said survivor chest offerings should go. only killer ones that take chests away.
i'd love an extra totem offering, even for survivor. only thing it can really effect is noed, by giving it more spawn locations. but thats a trade off i'd be willing to take. could also make it spawn in less hidden locations.
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I think all of these changes are great. really like the final combined change. having no risk to being injured, and a slight buff, with buffed skillchecks would actually make this a decent pick for low ranks, whilst also making the game more chill. Would love to see a perk that completely takes out the need to do skillchecks (ie technician etc)
but still would love to see this in game
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@clem1710 said:
Just play bubba a lot and you'll eventually get the masks...
Eventually. thats the thing. but what if no one plays say dwight for my next few hundred killer games that i "select" to play with bubba.
its too random. expecially now, where even if i get into a match with original survivors, im not garunteed to be playing bubba.
@kaeru said:
Jakes and Dwights are rare but still around. And there should not be problem with Meg and Claudette.
but theres no garunteed way to verse them. not even if im in a lobby with them anymore, as i play all killers in the game fairly equally. hell even before if i swapped to bubba in the lobby, there was no garuntee that player was going to swap off of their dwight or claudette. and with more and more and even more survivors being added to the game, the chances of versing 25 of each of the four original survivors becomes abysmal for bubba, expecially new bubba players.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1514583#Comment_1514583
No killer should be forced to rely on sounds, considering how sounds keep breaking each update.
Nurse is already pretty reliant on sounds anyways in her fatigue...? I'm just saying instead of a camera tilt which can be a bit icky, make it a different visual effect.
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i think the most disorienting aspect is the forced camera perspective ie taking control away. i hate this with hag too, but with that it has gameplay benefits, and is kinda neccessary for her to be good on both sides
if they did a sidegrade change that did the exact same thing ie like with the flashlights, where instead of being blinded with a white screen, it blurs and colorgrades it in order to not like completely blind an actual player, i think that would be an amazing change.
ie they could give you full camera control, but change the visual effect to that of the spirit in phase ie no survivors, no scratch marks and no like tracking during her fatigue/even less so then now, just without the massive camera lock, and allowing one to rely on audio instead, as the world fades back into existence.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1504605#Comment_1504605
I don't think it punishes survivors for anything, as I said, I think it rewards bad play. This is ok for learning, but just in a very small timeframe. I'm not a fan of it. In the match itself it might seem useful, but I think it affects your gameplay negatively, the more often you use it.
But I also prefer new playstyle addons, like Scratched Mirror, Body Blocker Hag and stuff
yeah i also prefer them too. hell, scratched mirror was actually what got me to play killer initially in dbd when i was first playing the game (all the way back just before pig.)
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@bjorksnas said:
Also how is this an unpopular opinion, of course the good thing is good ???
Most people seem to think that his chilli addons/ultra rares, along with his depth gauge are his best addons. im just saying that although this one doesn't really compete with them, it is so beneficial in so many situations, without being stupid op.
@seki23 said:
or you could use chili and not miss to begin with.
i mean here's the thing. sometimes you don't always have a choice in "missing" ie a survivor has an unexpected dead hard, or juuuuust makes it to a window in time. plenty of situations where it can like, help you get easy hits in a chase/recover from his slowdown in order to use his chainsaw again. when your genuinely out played, this makes his chainsaw more useful. when you genuinely screw up, it also makes it more useful.
@Deadeye said:
Sure, it is a noticeable effect. But that is a bit like promoting Relentless. maybe it helps in the beginning so you don't mess up too many games and get frustrated, until you learned about the distance, speed, timing and when to use the charges etc. You could say the same about reduced Tantrum. Until you learn the hitbox dimensions, reduced Tantrum can assist you quite good, but once you mastered it, you should barely hit obstacles.
But I think these addons are bad on the long run, like old 3-4 blink nurse addons. You get used to it, faster than you might expect. You tend to just go for it because ######### not, penalty is not that bad. And when this adds up to unexpected downs as the survivors made a mistake, so you get rewarded for bad power usage, then you start to get worse. You would wonder how bad you rely on this addon already after maybe 10-15 games in a row.
"Reduced penalty" addons are in my opinion always the worse choice compared to "increased power" addons. Both can make you rely on it when you overuse them, but reduced penalty promotes/rewards bad play.
and to an extent i agree with you. overusing any addon will give you a reliance on them however, anything that changes the killers power considerably/messes with timings even more speciifcally. like wind up addons/recovery on huntress, or old charge time on billy/lf. however i'd equate it to rat liver in what it does/its strength, even if its subjectively lower then that. expecially since it punishes survivors believing they can make extra distance/allows you to catch up quicker and use your power more in chase.
personally i prefer things that open up new playstyles entirely - like carberator tuning guide/new apex muffler. things like that offer alternative ways to play without just straight up buffing a charecter, or for nurse bad mans last breath. but at the same time, straight up buffs are nice, and very fun to play around with. i've been trying a ridiculous amount of combinations of addons on bubba, and haven't really found any truly bad addons besides the tantrum ones (as they don't buff him in any way, just take away some of his downsides, unlike this which can punish a survivor for using a window rather then a pallet.) though i have to say using like depth gauge i think it is, and engravings feels terrible with the charge speed time.
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@Todgeweiht said:
I have to disagree, charge time is way too strong. Playing billy I noticed how just the spark plug could make a massive difference. the 4.4 movement is perfectly justified IMO.
But they could nerf the charge time to compensate for the different sidegrades? 18% is big, not too big, but big obviously, but i'd disagree to say that its incredibly strong on its own. the reason it was strong before, was the pairing of it with thompsons mix, engravings and primer bulb.
without these to go along with it, along with all of its secondary effects removed, 18% for a single addon of very rare rarity, with a considerable downside is something to consider adjusting even just slightly.
like as an example of the numbers alone, as i don't know if you know so don't take this as condecending - carborator tuning guide was 18% charge speed, and primer bulb was also. - the stacked speeds together made it 36% faster. this is no longer possible, being half that. Along with this, both engravings increase the charge time by 12%, a considerable downside that almost completely negates the positive bonus gained by using the new carborator.
doom engravings was also nerfed to 7% from 20% whilst retaining the charge same charge time decrease. you can also no longer pair it with the thompsons mix nor anything like it as the cooldown addon is completely absent. There is no combo that allows for the tuned carborator to even pair with that makes it worth running. unless you just want to run say a completely different addon series like the stealth series, which is fine in and of itself but has completely different benefits that are subject to survivor awareness, or the overheat series, which just takes hillbillys nerfs and brings him back to basekit billy.
and the old spark plug was the same buff as the charge time is debuff wise from the engravings. reason it made such an impact before was because pretty much everything also included that +12% charge time bonus, from thompsons mix, etc. and pairing it with engravings made your chainsaw 20% faster, but retaining the same charge speed which was also broken.
So to round it off. if you want to do the old billy wombo combo with engravings? you only get 7% faster, with 6% faster charge speed, at the bonus of having your movement speed reduced to 4.4! all the other combos don't even exist anymore! your also spending more bp to farm these addons, and with them holding back from catching up around tight loops that are already hard enough as is.
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The only positive, im going to say is that, mixed with the curving addons, speciifcally spiked boots, its not that bad. you get a pretty good curve billy, and you get good charge speed that isn't bonkers. however, this is equivalent to oni without topknot in terms of how it feels to play on loops. it doesn't always catch you up, even allow you any benefit. It's good don't get me wrong, but some loops survivors can just... run around, like a huntress, unable to give you a chance to catch them with it.
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thats why i suggested making its debuff, instead of 4.4 speed.. 2x-3x overheat. you'd have limited uses of it in a chase, and it would reduce your ability to feather, but at the same time, you'd essentially be old billy for very short periods (outside of running in a straight line.) think ptb billy and how hard it was to use his chainsaw multiple times during chase. thats what the carborator should do. Imo.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1493400#Comment_1493400
Hence why I suggested this would make more sense when based on health state changes. Killers lose Malicious points any time that the survivor heals a full health state; they only really keep the point from downing an injured survivor (provided they hook them afterward). Because of this, killers don't actually lose on points if the survivors aren't able to fully heal before being chased, downed, and hooked again.
It's also worth remembering that hooks actually count for Malicious points in addition to Devout.
(A) So a normal M1 chase for Malicious would look kind of like this:
- Killer downs a survivor (Healthy -> Injured -> Dying): +2 points
- Killer hooks a survivor (moving them forward one hook state): +2 points
- Hooked survivor is rescued (returning to injured): No Change
- Hooked survivor is healed to healthy: -1 point
Net Change in Malicious: +3 points
(B) And say the survivor wasn't able to heal before you chased them again:
- Killer downs the survivor from Injured: +1 point
- Killer hooks the survivor: +2 points
- Hooked survivor is rescued: No Change
- Unhooked survivor is healed to healthy: -1 point
- BUT, unhooked survivor was not fully healed from their previous down & hook: +1 point
Net Change in Malicious: +3 points
You would lose out on a point from only needing to move the survivor from Injured back to Dying, but you would also get to negate the point which would have been lost if this survivor had healed. So ultimately, this awards the same amount of Malicious points. Same deal for killers that survivors tend to purposefully not heal against like Plague and Legion (though Legion can technically hit one survivor in chase an infinite amount if they really want to, fun fact).
(C) A normal chase for Plague's Malicious Emblem:
- Plague makes a survivor fully sick (breaking them): No Change, not considered an attack
- Plague downs the sick survivor: +1 point
- Plague hooks this survivor: +2 points
- Hooked survivor is rescued: No Change
- Unhooked survivor cleanses back to healthy: -1 point
Net Change in Malicious: +2 points
(D) *For Plague after adjusting points to be rewarded from Health States instead of Attacks:
- Plague makes a survivor fully sick: +1 point
- Plague downs the sick survivor: +1 point
- Plague hooks this survivor: +2 points
- Hooked survivor is rescued: No Change
- Unhooked survivor cleanses back to healthy: -1 point
Net Change in Malicious: +3 points
This is all kind of in a vacuum, assuming that the killer will immediately hook everyone that they down and that survivors will not escape the killer's shoulder before being hooked (or use things that cause Endurance). Slugged survivors who get picked up and fully healed currently lead to killer getting no Malicious points from those attacks, and actually cost a point to any killer who downs a survivor with a single attack (whether from insta-down, sickness, or bear traps). Using Health States to give/take points, "one-shot" killers would not be able to lose Malicious points like this, plus they would gain back the point they normally forfeit in standard chases. These examples are pretty basic, but hopefully they illustrate the point.
Your average insta-down killer (and Trapper) will likely earn points similar to Plague's normal result with the current system for this emblem (since they tend to "skip" a necessary attack like she does). Changing this over to be based on State changes would bring them more in-line with other killers for Malicious.
Would it give these killers a slight Malicious Emblem advantage by awarding the same amount of points for potentially half the hits? Yep. Am I okay with that? Also yep.
This is it pretty much in a nutshell ngl.
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@anarchy753 said:
I agree with this in terms of powers. If you use a power effectively, then you get severely punished in rank. You're a great player at Hillbilly, Leatherface, Michael, Ghostface or Plague? You just don't pip anywhere near as well as say, a half-decent Spirit or Nurse.
They should receive something like 1.5x points for chaser and malicious with one hit downs from their power, or for survivors who remain broken by infection for like 60s after being unhooked, long enough that it's a choice not a tunnel.
I disagree on it affecting perks though. One-hit-down perks make the game incredibly easy when they're active and take very little skill from the killer's side, so I don't think they should be rewarded as highly as skill using the powers. That said, second chance perks effectively give survivors additional chaser emblems so I guess the case could be made.
https://forum.deadbydaylight.com/en/discussion/comment/1493362#Comment_1493362
That's just completely nonsensical to me. Most of these cases are punishing people who have higher skill with the killer, and you're saying "players who negelect the power entirely and play like a rank 20 M1ing everything are the ones who deserve the pips."
A Billy who wins every single chase with a chainsaw doesn't belong in the mid ranks any more than one who gets every hit as an M1 deserves to be in red ranks. It's even more of an issue with adepts where you're essentially forced to play powerless which shows nothing about how adept you are with the killer.
"Half of the killers who have instant-downs can have one easy change done to their standard gameplay on the player's side and it would stop just about all of the pipping problems. Plague especially."
Yeah, just never infect anyone ever. Great Plague strategy right there.
Exactly. if your playing effectively within your means, and utilizing the killers power well, then you get punished in emblems for it. it makes doing adepts a lot harder then it needs to be on these killers, and also punishes using their powers effectively. your going to get far less emblem points as a hillbilly, a leatherface or a ghostface, then say a legion who gets an overabundance of points due to quick hits/short chases due to his tendancy to leave players and get everyone injured quickly.
@PigMainClaudette said:
I actually like the idea of them giving you less reward. You are in essence doing HALF the work of a killer who doesn't use instant-downs and therefore should be given HALF the reward. The Chaser emblem also rewards shorter chases for killers, with under 8 seconds for a hit being considered "perfect", and longer ones for survivors.
The Benevolence emblem is also a communal emblem that covers unhooking and healing for all survivors. Survival is literally lasting as long as you can. What would be nice for it is for escaping to give a guaranteed gold, as it already does, but there is also the possibility of getting gold if you last a long time, or until EGC starts. Not that survivor needs an easier time getting emblems as it is, though.
I get what you're saying, but I also completely disagree. Half of the killers who have instant-downs can have one easy change done to their standard gameplay on the player's side and it would stop just about all of the pipping problems. Plague especially.
thing is though, it's removing the ability to even get a higher score in these emblems due to the charecters ability. for perks i can agree that there should be a smaller multiplier, as it is effectively shortening a chase etc etc yada yada. But as a ghostface, if im somehow managing to instant down everyone? i should be rewarded in terms of chaser/malicious emblems for this.
and the thing with the survival emblem for survivor is im not trying to outright make it easier, im trying to make it easier on the people *playing the match* and WAY harder on the people who are just... hiding in a locker all game? like, a claudette who hides in bushes, does a gen, and hides in a locker all game at the moment is going to get iridicent survival for walking out the exit gate, despite not really participating in the game. sure they survived, but they didn't do it in any fashion that truly.. interacted with the killer? they just held m1, pressed spacebar once or twice and left. and they got to pip. its like in the old bloodpoint to rank system, how i could literally rank up by just bringing the biggest charge toolbox/sabotuer and saboing all hooks, then doing a gen. i'd pip, but i didn't do anything at all really, and died. i just gained enough bp to rank up through that system.
a player who actively participates in the match, who was hooked and actually had to loop/do gens/be altruistic and still escaped should be a higher rank then a player who just left out the exit gate. A player who survived uninjured the longest, and was active in the match, should also be rewarded for their good play, and denying the malicious category for killers (i believe thats the category?) This does beg the problem of well what if the survivors verse a plague or legion? to which i say they should only be rewarded small amounts of points for being uninjured/healing, and more for remaing alive during a chase or action. higher priority on being active and surviving in the match over being inactive and surviving in the match.
@APoipleTurtle said:
So I think you're actually thinking of the Malicious Emblem.
Chaser awards points for getting a hit in chase and that's about it. There is no bonus benefit to leading longer chases as killer. Mainly because you want to end chases quickly to pressure the survivor team. Both long and short chases that ultimately end in a down should award the same amount of Chaser points. Though longer ones might give you more Hunting Bloodpoints.
Malicious awards points per hit, meaning an insta-down (or one of Myer's insta-kill abilities) miss out on points in this category. Downing a survivor with basic attacks will ultimately yield 2 points (Healthy -> Injured + Injured -> Dying). Using something like a Chainsaw or Evil Within III only nets 1 (Healthy -> Dying).
Best fix would probably be to adjust this category to reward/penalize killers for survivor health state changes. Ie, any time a survivor went from Healthy to Dying state, the killer would be rewarded with 2 points regardless of how the survivor reached that state. This would ideally help killers like Plague, Leatherface, and Trapper who tend to put survivors into situations where they can be downed in one hit (or grabbed out of a trap), while also slightly toning down Legion's ridiculous potential in this category.
i think in my head i combined both the Chaser and malicious emblems. because they for the most part deal with the same things. but yeah your right. using a power to gain a down, should count all health states removed ie ghostfaces instant down should count all health states when taking into account the chaser and malicious emblems, but so should a trapper trap/a honing stone trap/a padded jaws trap. all of those things count for removing different levels of health states, and the emblem system should reflect that.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1490829#Comment_1490829
I agree. Do you also think that traps that survivors can use and interact with in mid-chase can be a good idea?
Only if they were balanced around areas of the map with little else to work with. things that would slow the killer rather then outright stun them too, ie tiles that shift based on a survivors positon, forcing the killer to play around them and mindgame to catch the survivor. things like glass that makes a notification noise when walked over, but has a notification when you break it ie alerting the killer when you set the trap/alterting you whenever the killer walks over it would be nice too. or auto pulldown pallets through a perk possibly, that allows you to set up "string" between a pallet and the wall/ground, where the killer walks through and its pulled on them idk, kinda spitballing ideas.
What i don't want to see is things like a settable bear trap on the survivors end. thats aggressive planning ahead and would be much to like trapper whom is a killer, survivors are meant to be surviving/running away. more dynamic tiles that change up as you play/can be affected by being on the map however do make sense.
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i do nothing, as im not a child who has a bad game from one side and feels the need to bring everything possible in order to make the other side have a bad game, of which are usually completely different people?
eye for an eye makes the whole world blind or whatever
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@Peanits said:
I don't know about more, but if there were more options and fewer pallets and windows to compensate, I wouldn't mind so much.
That said, though, I never really felt like I needed more things to mix up my chases. I sorta' like the simplicity of it; you have pallets and windows. How well you do is less about how many options you have and more about how well you use what you've got. To give an example:
- A bad player will run from pallet to pallet and drop them the second the killer gets close.
- An alright player will run to a pallet and loop it before dropping it.
- A good player will loop that pallet and use a nearby window to save it as long as possible.
- A great player will link together multiple tiles to create even stronger loops and rarely use pallets.
Four completely different playstyles, all with the same two tools. Beyond that, I use perks like Head On or Lithe + Dance With Me to mix things up.
That said though, what sort of things did you have in mind?
I think things like breakable walls are within the same vein. things like that or "prethrown" pallets at the start of the match (ie breakable windows if im being honest) are things that open new styles of gameplay whilst not changing the old. or having stronger stylized pallets on very weak loops that can easily be mindgamed etc. for example, the loop at the top of hawkins with the window/pallet in the very very small room. the pallet isn't strong at all due to the very very small distance around the loop to the window, and when thrown isin't incredibly strong either. if that pallet had a different design, (say was just a more sturdy looking industrial pallet) and caused a slightly greater stun, it would make that loop more of a useable place if caught out of position. things like that.
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@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/1489186#Comment_1489186
I can admit i'm slightly more biased towards survivor for certain things such as hard tunneling, but just because I don't think either side is hard at all, doesn't mean balancing wise i'm biased, also i don't recall ever asking to only play against 1-2 killers, literally any killer can be good if someone has actually put time into practicing them
this is just a bait and echo chamber mate. no matter how well spoken your opinion to these kinds of people its either you agree with them or you don't. you don't have to prove anything.
killers and survivors both have problems. killers and survivors have also had things buffed and nerfed to compensate. if you think the devs are onesided then your ignorant and clearly haven't seen the game in the state it was in back in 2016 with the amount of broken things both sides could preform. todays dbd is genuinely very very balanced with the odd very annoying issue on both sides. least we don't have instant gens and insta heals. with insta moris that made games go by in literally less then 2 minutes.
nurse needed tweaking. insta heals needed tweaking. billy deserved an overhaul and the devs have listened to community feedback and made him balanced. spirit isn't as bs anymore. DS no longer grants the no hook escapes it once did, even if it still has a few issues from people who know how to abuse it. infinite looping for the most part has been removed. all killers are almost viable, if you have the skill to back them up.
right now i'd say the biggest problems are large maps, lower tier killer buffs needed, and a few killers need tightning up. on the other side theres also deadzones on maps and camping/tunneling that are way to easy to do as killer (but are slowly being more and more phased out, i mean you can't face camp as easily as bubba or billy now!!! no one talks about that?!?!?) perk changes need to be made for a lot of survivor perks feeling too weak or too abusable. same goes for a few killer perks. keys and hatch games need some touching up and so does last survivor scenarios. the gap between swf and solo needs some work, and survivors need more info, and a higher skill ceiling.
both sides have issues. everyone needs to stop gaslighting each others issues as something less then valid. who cares what side someone plays, their opinion and feedback is still valid, expecially if their an avid player.
what we need to do as a community is communicate all of our valid concerns to the devs in a healthy way instead of creating screaming threads at them or each other. or getting so incredibly expressive at each other over a game.
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i deffinately feel this to a degree. maps need more alternatives to pallets and windows in loops. not things that automatically extend chase mind you but make loops/maps more dynamic
breakable walls were a great step in this direction and made a lot of sense. i'd absolutely love to see all old maps reworked to have them in them in few select places.
other things could slow survivors down or alert the killer, like puddles or water. there could even be treacherous things such as "broken windows" which injure/cause broken on a survivor when lept through, but are the same for killer, allowing killers to create dynamic pathing, thats risky for survivors to use.
or perhaps things like weaker or stronger pallets. having pallets that are prethrown at the start of the match even (basically a breakable window rather then a wall) or pallets that stun the killer for longer but are on weaker loops ie tractor pallets/ a lot of the pallets on hawkins lab. pallets that can be kicked faster if there in a safer place.
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1484031#Comment_1484031
All of those still use the Killer's power, one way or another. Mother's Helpers and Black Grease don't. Even Leatherface's new budget Franklin's Demise / Knockout add-ons both require chainsaw hits to work.
i mean both effect the killers powers now anyways. so the arguement is invalid hahahaha
@CrowFoxy they have been changed both of them
mothers helpers decreases chainsaw charge time after being stunned by a pallet for 30s
black grease decreases rate of cooling when a flashlight is shon on you.
(black grease is still to situational, but is a lot better) (mothers helpers is now basically old sparkplug or whatnot, good for countering pallet drops with enduring, to increase charge speed during a chase, by intentionally tanking a stun and auto breaking with enduring (you keep your charge when stunned) and faster charge speed, then catching up and using faster charge speed.)
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@[Deleted User] said:
They're all bugged. Their descriptions say one thing but they all act as they did on the PTB.
Well, I'm unsure if Lopro is "bugged", but it does still act as a speed limiter regardless of conditions like before.
i haven't had the opportunity to test lopro yet. but there seems to be a few changes from ptb from what i gather.
iri deffinately is 2 down from 5 on ptb. text has changed on lopro from ptb, expressly stating after hitting a wall or pallet *within 5s* whereas before it just had the speed limiter downside text. you might have just been hitting them within the 5s period of breaking a pallet or wall typically? or it might be bugged.
they removed heavy clutches downside 100%
Mothers helpers instead of increasing speed upon having a flashlight shon on him, decreases charge time when hit with a pallet for 30s (actually a reasonably balanced addon by its text description, haven't had the opportunity to test, but it greatly boosts people being hit mid charge with enduring, allowing them greater charge speed to break the pallet quicker, and quicker charge speeds for the rest of the chase)
black grease now increases cooldown speed when affected by a flashlight instead of acting as a psuedo lightborn. would of preffered it acting when getting a down or being stunned but hey it is infinitely better of an effect tbh.
All round quite a good few changes. i've been using the punctured muffler and honestly haven't been noticing a difference in my billy gameplay, and haven't been punished or having to cooldown at all. without it on, i think it'd be a bit more punishing, but honestly with the buffs from ptb he seems good so far ngl. really love that stealth builds are now a thing on him.
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Honestly thats triple tracking. not a bad build for an advanced nurse, but if your struggling early game, i'd consider popping on corrupt intervention instead of nurses calling if you have it, and then pop goes the weasel instead of possibly whispers.
that or tinkerer now. it may not be expressely useful on nurse but its gen notification is wonderful to help pressure gens, even if you notify everyone with your scream. can even catch people off guard and occasionally counter borrowed time!
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1482588#Comment_1482588
Do name a few, cause I don't recall an add-on that does literally nothing to the Power itself.
there are quite a few with bare minimum connections, and i will agree thsoe do absolutely nothing to do with his power. but things like the terror radius addons for doctor/deathslinger don't have anything to do with their power (though they do directly benefit from the changes.)
there are also some like wraiths addons which alter his break speed/movement speed in power, or freddys addons which are literally just free slowdown and have nothing do to with his traps. i was thinking of those though i guess they all atleast tie into the killer in some way, or have some downside/upside tied to them and the killers power.
Edit: also any addon that gives mangled status effect on hit. thats just a replacement for sloppy butcher through the power, and like yeah i guess.
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Absolutely love it. Can't wait to play nothing but Minotaur Oni for a month.
I don't think legendary skins kill creativity or disallow it. If the devs truly wanted to add a killer idea into the game, they wouldn't make it a legendary skins. Simple. At the same time it gives them more leeway to play around with skins, and make even more developed ones.
Honestly super keen on all the latest skins, my wallet is going to be in shreds after this...
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1482460#Comment_1482460
It still literally has nothing to do with his power.
quite a few addons don't.
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I used to play old freddy.
No way in hell do i want him back replacing the one we have now. not because he's stronger or better. but because old freddy was such a cluster truck to play against and to play. Waiting 7s to hit someone? gen speeds regressed by 50%? aura reading on all survivors 99% of the time? horendous. no thanks.
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Cruel limits - i like this effect.... except it has one flaw with what you propose. stealth killers would gain no or very little benefit. Make it 32m around the killer instead and its honestly perfectly reasonable. could also make it auto destroy any thrown pallets.
Furtive chase - once upon a time i would of agreed with you, but it needs a secondary change on top of this/this to not be its main effect. it should make the survivor hooked, automatically the obsession, but only that hooking survivors and downing the obsession would decrease the terror radius. that way your always effectively able to get it to work off of your first chase, and can go after the unhooker as normal. lessen the numbers a bit to balance out the global decrease in terror radius and boom really good perk.
Boil over - this won['t really make it useful, expecially after its first use as the killer can scope out hooks before picking you up. What i'd like to see is a small increase to wiggle speed for every survivor around the killer, like a reverse break out, but with the clause on those perks being that wiggle speed is capped at a speed slightly above breakouts, in order to prevent abusal. this will make it a great all round perk, buffed by cooperating with friends taking hits etc. 3% for every survvivor in a 8m radius of the killer sounds fair to me.
technicican - i don't think this would be broken as people say. if theres line of sight blockers on a gen, sure it can be very strong, but a majority of line of sight blockers are around multi person gens, of which someone would want to check around anyways. you don't see people running the silent gen tool box addon with technician and calling it broken. i think it would be a very good change for solo gens though. that and as its penalty/benefit/tradeoff just preventing skillchecks from appearing. expecially since the instructions addon for toolboxes is actually considered a down side by a lot of people, but for technician would allow you to chill out on a generator alone.
Thrilling Tremors - absolutely broken idea. no thanks. paired with ruin, that would make it 8s off a gen for every down. with surge on top of that to shock people off gens that would be even more oprsessive. then survillence on top of that? ugh. plus its not very fun to have progress just wasted that you have no real control over, ie you get off the gen and then progress goes down if the killer has ruin/has kicked it with you being unable to stop it. and if you don't get off the gen the killer knows where you are making it a doomed if i do doomed if i don't scenario.
thrilling tremors would just be so much better with a reduced time or zero cooldown, or a longer period of generators blocked.
i'll also add into the mix my fav perk buffs
Fixated - Now has its walk speed bonus work whilst injured
were going to live forever - shows the killers aura to the survivor unhooked and you for 4s.
Beast of prey - Gain the undetectable status effect immediately in chase. makes it so you can potentially be chasing one person and come across an unaware survivor during it, without relying on waiting 30s without kicking a pallet. also will make mindgames easier as it will always remove your redstain, but it would decrease synergy with infectious fright so you can't steam roll.
trial of torment - shorter cooldown.
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@gunslingers_potatoe said:
That is my prediction for the close future. With all the maps being reworked and having breakable walls, I think Alert will become an incredible perk, because it's already a good one. I think it will become meta for survivors. The info this perk gives is insane and totally worth running. Am I the only one that thinks like this?
Idk if it will be "meta" but it will likely become off meta, as it is very much almost at the peak of being. Ie like for example prove thyself, or soul guard/for the people.
Its never going to be taking the place of unbreakable/decisive strike for a lot of people as an example (purely because people both love those perks, and unless they were nerfed into the basement and back i don't know if people would even want to stop using them then because of what they do)
But what it does do is hugely beneficial. its to the same degree as spine chill, which you see every 4-5 builds. the more pallets/walls/gens there are to break the more info it gives. and its incredibly good at giving info even in a chase, as it stops the killer from fake breaking a pallet.
The one bad thing with alert though no matter how good it is, is that i always tend to just... forget about it for some reason? like its an amazing perk even now, and i accidentally ran it again during the event whilst crown collecting due to having it on other survivors and like god was it good? but i forget about it in tandem for my other preferred builds which are uber-over heal, hook bomb and survive for bp, and ultimate slug build etc. Even when i typically use killer detection perks i'll pop in OoO or spinechill instead, because alerts never at the forefront of my mind which is ironic considering its name. Its an amazing perk, and i love it a lot more then i give it credit for, but god do i forget it exists?
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@GoodBoyKaru said:
Thing is too this wouldn't even be that helpful for better players because they want skillchecks to hit greats so I'd be very happy with this change.
Exactly! seeing as i hit my great skillchecks 99% of the time, it would for me personally just make the game a lot more chill on the survivor side whenever i don't feel like focusing on a gen in a match.
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Otz by far as favourite, though I enjoy demi as well. Also rhy's content and umbras. Ardethas pretty great too, and so is tofu. Usslysis/noob3 are pretty good, when there not being toxic, which overtime they've attempted to be a lot less, despite their overall persona being as such. Also cowsiam generator Jake and farmer john are great. Scott Jund is also great, I just wish he could get the physical treatment he needs.
Ochido would be my least favorite though I don't think he counts as even a part of the community considering who he is and what he's done. Monto would be another least favourite due to the attitude, where I feel if he toned himself back and tried toning down the YouTuber syndrome/just being a lot more chill he'd be so much better. Used to love truetalent, but his ego/pride really gets old over time. Same with noob 3 and usslyis, but there a lot more chill these days tbh.
Edit : forgot about painreliever! Amazing guy, super soothing and informative.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1445795#Comment_1445795
I second this. If they wanna buff up his perks and rework his addons...that would be sweet. I know currently there is barely any addons that affect his Shred and the ones that do are fairly minimal. Would be cool to see some addons give extra shred range or something.
Extra range, missed shred cooldown and an extra "half charge shred" similar to nurses addon would all make him feel wildly different to play and not be out right buffs in the slightest to his abilites, and more so give him more ways to play with shred, turning it into a form of movement. i mean rat liver personally should be base just due to how stinking useful it is to be able to precharge shots, with portals being destroyable (not recycled like hag, just stand on them and rid yourself of them if you pass by a useless one in the middle of a match.)
his addons could also silence his roar/footsteps when he comes out of his portals, and make them more useful and instantaneous. also adding an opacity sub - filter that draws from the enviroment so that his portals can semi blend with it outside of tall grass would make him so much better imo (ie the wider ring around the portal would draw upwards from the ground, with the tentacles/portal itself being the true revealing factor rather then a gigantic red ring)
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None of them are strong in the aspect of being broken or like too powerful
but she does have addons that modify her kit, and can make her situationally stronger or better
her fatigue/cooldown reducing addons are by far her strongest in the right hands, her longer blink addons are quite strong, however they make it slower to charge her blinks so it can throw off muscle memory a bit, yet they can be strong if you double stack them
her addon badmans last breath i believe, reduces terror radius to 0 (undetectable status effect) which is considerably stronger then people give her credit for, with it you are situationally able to counter out borrowed time every 60s and occasionaly get the jump on survivors who rely too heavily on terror radiuses. all round fun addon
also the addon that reverses your blink is actually very very good. if people double back on themselves you can easily utelize it to double back on them incredibly quickly to get a hit. also its just fun!
her addon that gives her a second half charged blink instantly after fully charging and releasing her first blink is also decently ok if you get good at using it, allows for slightly faster map traversal, and people don't usually expect an instant second blink, so you can catch up on people a lot faster even if your not always outright hitting them. paired with her recharge/fatigue addons this addon can become decently good, as you can double speed blink to catch up or catch someone out, and normal blink (just under fully charge the 1st blink) during chase.
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@NursesBootie said:
Would be cool to still gain the benefits that's true.
v much so, expecially for addons that don't have a huge effect such as these. could also work passively for medkit addons that increase skill checks for heals, and make them work outside of using the medkit (so long as your still holding it) making autodidact builds somewhat viable?
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I'd say the most balanced (though arguably subject to map dependancy) is...
trapper/huntress, ironically enough.
On a suitible map (and ignoring the fact that iridecent head exists) i'd say that consistently, if say a macmillan map was to always spawn, these killers would be completely balanced.
with all the other maps in the game, and things that are so much better, they get arguably shifted so much lower then they'd be, and there very much far from perfect. huntress has tree-phobia, and trapper if he's spotted early or doesn't get to set up is severely cucked late game.
but that being said, i don't think anybodys ever felt any real.... lack of counterplay on either side. each side feels skillfull, to avoid traps/hatchets and to throw/set them.
with so many perks and killers though. it becomes almost ridiculus to select someone as the middle ground balance king. with no criteria restrictions i'd say ghostface is complete middle of the road at this point, or possibly doctor.
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I mean i deffinately feel there are some things that could be done in the future to increase the horror factor without taking away from gameplay.
despite having 1500 hrs in the game almost, i still feel a sense of dread when my timers about to run out on a reverse bear trap, when a myers gets t3 and then suddenly a player dissapears from the game (mori'ed) whilst im on the other side of the map, showing me.. oh its instant death. or a stealth killer on a good map/or when a killer slow walks past your locker and then looks directly at you before either moving on or pulling you out.
things can be done to increase the sense of dread without making the game seem bs. simply giving killers tools to do so in a fair way is key.
Ironically enough one of the biggest and most impactful changes is the endgame collapse, whilst people have learned to play around it and optomise their time by keeping the exit gates closed until last second, i've still had some last second escapes here or there due to an early opening that have that sense of dread that impact of oh ######### if i don't outplay him here, im going to die. on the other hand i've also had killers constantly bloodlust me around a pallet to prevent me escaping and just to run out the timer which is the complete opposite feeling.
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@HermanTheDoctor said:
When it comes to Crossplay, do you think the Switch players will have a disadvantage to other Platforms? Because of the weaker perfomance on the console itself and they never faced Freddy?
I have the switch version by myself and played quite a lot after the release. And even at this time i stream from time to time the switch version of DBD. But i think the Switch users arent playing that Competitive like on high Rank Xbox or High Rank PC.
So i open this discussion. But please be respectful to eachother :)
The game as far as i've seen (i don't own it yet on switch, and will not until crossplay/crossprogression is added) runs at 30fps. thats the same framerate as the other console editions to my knowledge (unless their running at 60fps now?)
even still outside of trying to use maybe huntress, deathslinger and nurse on the switch i'd say its practically the same game in terms of difficulty (i played very briefly on the ps4 edition through ps plus, and semi frequently use a controller in bed to play on pc).
Freddy might be a bit of a shock/learning curve at first, but its not as if all other console editions/pc hasn't gotten used to versing him/playing as him!
Tldr : preformance is negligble if its running at 30fps, except for incredibly high skilled high accuracy players on charecters that require it, and even then it doesn't entirely matter. Freddy is just a different killer no real difference. i wouldn't worry too to much. survivor plays identically, and killer only has a very slight downgrade when it comes to precision vs pc.
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@LordGlint said:
I feel like they should just have all perks unlocked on the PTB rather than mirroring your progress on the live version. Makes it really hard to test new content when you first have to start from scratch with perk builds. The only downside of this is you wouldnt be able to test lower versions of perks for bugs that could occur with the lvl 1 or 2 versions rather than lvl 3.
Yeah i feel the same way.
@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426781#Comment_1426781
Makes sense. Kinda makes everything I wrote a complete waste given the context of what you actually meant but yeah, makes sense.
My point still stands though. Players should be compensated for playing on the PTB, there should be some kind of incentive. Not that it matters, because, it's not what your thread is about.
Ah well. Missed opportunity.
i mean i think the direct incentive is testing things, and the ability to form an opinion for the devs to balance around, but i would like to see a genuine incentive, even if its just a small bp bonus or tag that says playtester or something
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@Seiko300 said:
This is actually the exact reason I no longer play test on the PTB. As much as I may be excited for the release of an upcoming chapter or the new mechanics and features about to be implemented in a mid-chapter patch, I realized a long time ago it's generally not worth the sacrifice for Bloodpoints, and more importantly far more recently: The Rift.
While a Rift is active there is absolutely NO reason for me to participate in any PTB. The game itself is already grindy enough as it is without the Rift but with it even more so, it's going to take me forever to get Rift done if I even do (I've successfully completed all three rifts thus far but only because I was dumb enough to panic-buy the last few tiers on the third rift with actual money because I was busy recently and couldn't get on as frequently as I used to) so why hop on the PTB if I can just watch others do it?
From watching enough content from people covering the PTB I can gain a well enough understanding and form a reasonable opinion about the upcoming features without actually wasting any of my own time. This way I still get all the bloodpoints and iridescent shards and rift fragments (if a rift is active) that I normally get while still satiating my curiosity for what's going on on the PTB and it's new features.
Sounds kinda scummy when I actually say it out loud (figuratively speaking) but it's just true facts. There's no incentive or reason to play test on the PTB beyond the "experience" which I can get off watching youtube videos and streamers cover it (though I don't watch streamers too often). As long as I'm patient enough to wait for whatever new content is coming to hit the live servers there's no upside to playing on the PTB.
If I got something out of it like 2x iridescent shards, or like a couple million BP then maybe I'd do it. Because again, you have to factor in how much time people play on the PTB if they're spending hours a day and days in a week until the PTB's gone in 2 weeks, some 500,000 BP isn't gonna cut it, with BP offerings I could get that in maybe two hours or less. It should probably scale depending on how much time / how many days you spent in the PTB I don't know if they have access to that information though, since they can't even track player stats.
That's another reason not to go on the PTB! There's an event live right now, how the hell am I going to recoup my loss of Gateau's that I could collect and reap the benefits of if I'm on the PTB? Answer currently: I can't.
Im not asking to get things for playing the ptb
im asking for things to be able to test things during the ptb
obviously the game has its own grind and event going on now, so theres far less incentive, but at the same time how is one to test everything they can (outside of a swf) if they don't have the abilities/charecters/perks unlocked yet? we have new chapter charecters auto unlocked during a ptb, why not the perks themselves?/ addons etc
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@Madjura said:
Firecrackers have no perks either.
ok true forgot about that too.
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1423244#Comment_1423244
Sometimes I really wish they were normal items and not event exclusive *sigh I can dream*
same, i mean they already have base ones in the game (to use as base values to base the event ones off of) so adding them isin't too difficult a task
@ZerLukas said:
I don't mind a perk like Pharmacy that would give you a guaranteed flashlight on the first opened chest but no "lightbeams from your arms" bs please.
Same here, like i wouldn't miiiiiiiind it to some extent but would prefer it to not be that, but at the same time really would like an easy flashlight or light perk
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Bloodpoint cap is an old (and rather outdated) mechanic that was implemented so that players, when a new chapter came out would never have too much of a headstart on others.
however, with the implementation of the archives and iri-shards to bp through perks purchased in the shrine, players can very quickly amass and hold on standby, bloodpoints upwards of the 1mil cap. Otzdarva did this on stream before the release of pyramid head and was able to very quickly get p head to level 50, and would of been able to get cheryl likely to level 50 too had he used them all at once (however he waited to use his bp offerings on p head, to prestige him and get him to p3 in under a day or something along those lines.)
Old rather outdated mechanic. don't see a point to it personally, expecially since if a player wants/wishes to continously save up their points, their putting themselves at a detriment due to a higher likelehood of running out of specific items, addons and offerings. unless you already have a giant amount stockpiled up that is.
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@Dustin said:
The change is good because it's going to discourage tunneling. For example if a killer knows you have a key they're going to make sure you die so you can't pick it up. If they know the item is gone that's one less incentive to tunnel. Overall a good change and the perk will still be a gimmick perk.
And yet it also encourages tunneling, whilst also being a big ol buff to trapper and hag of all things.
you get the item on the ground. you chase the survivor. you can see the item, the survivor cannot. go back as hag or trapper, place a darkened trap as trapper, or a normal trap as hag. they go back to pickup the item? dead/can't due to the trap.
if you see the items aura dissapear? you know where the survivor has gone to, and there also likely injured in order to attempt to pick up their item in time - tunnel and hook again/slug out ds then hook again.
I'm not saying its a bad perk rework, but from the description with only the killer seeing the aura of the item? (without plunderers?) its very very strong and actually gives awareness to the killer. also discourages completely the bringing in of rarer items like event flashlights etc as you could lose them forever even with a white ward.
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@Pennywise said:
You sound like a naive person to think that in any multiplayer game there will be no balance made to characters that you personally invest money into.
It is a major nerf but let's be honest here who wasn't expecting this? Why are hillbilly players acting surprised?
Look at every other killer, how they are designed, how their abilities will come with a cooldown or some other kind of penalty or limitation and then look at the hillbilly as he is now and ask yourself what is wrong with that picture? Can you honestly say that hillbilly is fine as he is compared to every other killer?
I for one I'm sick of starting games with hillbilly, hearing him run around with his chainsaw throughout the entire game with no penalty at all. I welcome these changes because it finally brings a hillbilly down to the level of all the other killers and as a hillbilly player you should be welcoming more complexity to what is probably the easiest killer in the game.
tbh i feel hillbillys not unbalanced, but that doesn't mean he shouldn't be balanced though
also something a lot of people don't seem to realise is that theres also been side grades to his kit namely :
If you don't overheat during a sprint you don't get the chainsaw cooldown (think using double bumper billy/double cooldown billy on steroids)
overheat only stops your chainsaw if you peak it - you can still feather and play billy as normal, you just can't default to "playing poorly" ie insta saw and constant feathering around pallets in order to force pallet breaks
his addons have been adjusted and buffed, along with the addition of ultra rare addons etc. his curvivng addons are now brown tier, likely paving the way for a lot of his addons to be a lot more impactful.
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He needed a lot of touching up, and im all for these changes. he's like ghostface is currently, only ghostface is punished too highly, whereas billy not enough. they both need addon and basekit adjustment with gf in the opposite direction (less restrictions/more impactful/creative addons)
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the sheer entitlement in this post.
lmao.
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@MongolPSR said:
So after thinking a bit about how much I have been advocating for killer support and buffs, I felt like I needed to give survivors a fair shake in return. Tis only fair as I think there is definetley stuff that is unfair for survivors and their fun shouldnt be ignored in favor of the other side. So with that in mind lets talk about slugging :D
It has become very clear in that the devs are trying to minimize ways for people to camp and tunnel. loss of emblem points for hook proximity. The creation of DS, Borrowed Time, MoM even if it does suck, and maybe a few other Im failing of thinking of right now all combat a ultimatley lame way of playing that purposley ruins the fun of others just to win.
This also applies with slugging, a lot of perks have been made to combat slugging. Unbreakable, No Mither, that new cheryl perk. All of these perks make you be able to pick yourself up off the ground if you fully recover. However, these were bandaid solutions for wounds that have been prevalent since DBD started. We see it with the new chainsaw changes that they are trying to hurt those who camp.
With this in mind I think it would be a decent quality of life change for survivors if base kit for survivors allowed them to res themselves once per match. you could make it take longer and have that final little bit that you ussually need others to heal you for take twice as long to get through or whatever to balance it a bit better. However I just think that survivors do need a bit of power to stop themselves from laying on the floor for most of the match, it's not fair to them. This really is a second chance that they deserve. Can this be abused of course, but im not thinkiing about the 4 man monster bully squads im thinking about the average solo player.
I feel like if a survivor was left on the ground for half+/ of their wiggle timer, it would be fair. also would stop people being slugged to death for not bringing unbreakable. you could recover up until the same point as now, but that can overflow if your left on the ground for way too long in a match (ie upwards of 1:30) because at that point its not really pressure for the killer, as either survivors aren't coming to save you, or you can no longer be saved on the ground
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@Peanits said:
I'd actually be against that, as someone who doesn't want to tunnel people out of the cage. One of the neat things you can do is cage someone and send them across the map when you know survivors are close to you, that way they're forced to go across the map and waste a lot of time to save each other. If it sent them somewhere randomly, you take that bit of strategy away and make it entirely based on luck.
What if (and please hear me out here peanits) facing a direction whilst sending a survivor to a cage, sent them to the furthest location within a 45 degree angle for themselves (outside of a 32-40m range?)
this would give a degree of control to the killer in a survivors transportation to a cage and would allow manuvering survivors to portions of the map that aren't active (ie have another survivor in it) giving value to perks such as bitter murmur, etc by allowing you if you have general knowledge of where survivors are, to send a survivor to one side of a map over another, rather then completely randomly selected? That being said you still wouldn't see the cage, simply its direction relative to you (unless it can't meet conditions and must spawn randomly behind you.) it could slightly buff the tunnel aspect of him, but at the same time it would do the exact opposite. having limited control over where you can send them, allows you the choice of sending them to their friends immediately and going for multiple hook stages to speed through game progress, or you could send them off to god knows where and force survivors to slow down the game by going for saves.
this would give a lot more value to the cages in mid to late game, as a survivor could potentially be teleported right next to an exit gate currently (had this happen to me and a friend as a survivor) whereas teleporting a survivor across the map but in an impactful way would be a very nice change.
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@Boss said:
Seems like they're working towards that, yes.
n i c e
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@Blueberry said:
I don't have an issue with what survivors do (rules). What I do have an issue with is what the devs allow the survivors to do.
One example is gen rush. I expect the survivors to do the gens as fast as they can, that's what they're supposed to do. The issue is with how fast they are able to complete the gens.
I think this is the most well spoken variant of this i've seen
been seeing a lot less "gen rush" lately (both before and during the current event), however when it happens as killer it is and always will be painful
tbh as soon as the devs implement the early game reverse endgame collapse thing they mentioned, that it will fix a majority of issues i have as killer with this game. - just granting the killer a speed boost at the start of the match prior to their first chase or interaction with a survivor/limiting gen speeds before a players first killer interaction (ie before the first chase has been initiated) would help IMMENSELY in terms of pressure and gameplay. the amount of times as survivor i've done a gen before a killer has even found another survivor (with prove thyself, toolboxes or even just alone on some maps) is a lil sad.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1407844#Comment_1407844
Okay so will you be fixing his false hits that you guys claimed are fixed odd i got two in a row also why not just give him his flick back at this point curving is limited 100% there were tiles billy was forced to hold his saw at to get at the right distance to curve now that is completely handicapped and even if he can do a lap you are still heavily limiting his potential in that case.
Correct me if im wrong so you saying i can still chainsaw during overheat i just cant sprint? If thats what you are saying thats good.
All and all im against killing backrevving im also against killing curves around trucks etc where billy had to hold saw to hit.
He basically said the opposite actually. if you overheat during a sprint, you don't stop sprinting.
that means you can sprint infinitely as normal.
Effectively all this change is (which is why i really don't get the hate on it) is nerfing your ability to pull out the chainsaw too early. you can still flick-curve around things, etc.
pulling it out to early, and trying to immediately use your saw after going around the map are the only two things this effects. ie if you chainsaw sprint around the map and find a survivor but don't hit them, coming out of your sprint will give the survivor a very small window to find a loop etc on which your on cooldown, which then comes to the point of just m1ing, the overheat also degrades more quickly after its fully overheated, so if you overheat whilst sprinting around the map, the cooldown should be similar if not identical to the cooldown you'd get for just stopping chainsawing. its only there to prevent people being instantly sawed upon being found after a sprint, and to punish players pulling it out too early/back revving it only behind survivors till they can get a perfect inescapable hit.
Good billys won't be effected by this "nerf" except for the "out of sprint phase" of which just balances him out very slightly, and that only depends on how long the overheat cooldown lasts when fully overheated during a sprint. otherwise its legit just normal billy, but with cooler addons.
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@NuclearBurrito said:
For some ideas. Here are all of the perk idea's I've posted that have a speed boost component. Each dot is a completely separate perk idea:
- Start the trial with 3 tokens. Consume a token every time you strike a healthy Survivor. At exactly 3 tokens: Instantly down the Survivor. At exactly 2 tokens: You suffer no successful attack cooldown. At exactly 1 token: You receive a 5% movement speed bonus for 20/25/30 seconds.
- Gain bloodlust 50/75/100% faster. Gain an additional 2% extra movement speed per tier of bloodlust.
- Each time a Survivor is injured gain a token. When you down a Survivor lose all tokens and for each token you will move 1% faster for 20/30/40 seconds
- For every Survivor not within 32 meters of another Survivor gain 1 charge per second. At 80 charges gain 3/4/5% increased movement speed. Downing a Survivor will reset your charges.
- Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken (this one's a hex perk)
- For each totem remaining gain a 1% increase in movement speed up to a maximum bonus of 3/4/5%
- Move 1% faster per injured survivor up to a maximum of 2/3/4% faster
- Each time you injure a survivor gain a token up to a maximum of 4. Each time you down a survivor lose a token. Whenever you start a chase gain a 3% movement speed boost for 1 second per token up to a maximum of 4 seconds. Afterwards this perk goes on a 40/30/20 second cooldown.
All very good perk ideas. still kinda wanna see just like a base speed increase perk. doesn't mean it should be in the game by any means at all. just that i would love to see it and how it would effect 110% speed killers/115% speed killers.
though if i were to add onto your ideas, a perk that increased movement speed by 20% until your first chase/hit on a survivor in a match and then by 5% after a hook until you start a chase/get a hit would probably not be amiss (Except perhaps on stealth killers using it to bypass.) Extra map traversal speed and quicker first chases by allowing slower killers to patrol the map at the very beggining easier.