ModernFable
ModernFable
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- ModernFable
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@BabyOniMain said:
Or remove DS when you hook another survivor making it an actual Anti tunnel perk and maybe if the survivor gets put back to healthy state.
Nothing more frustrating as an Oni player when you let the hooked person go, He heals somewhere but because he's as dumb as a rock he gets Insta down again you didn't mean to tunnel this dummy but he still has his DS.
I definitely think there’s room for both.
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Borrowed Time, Decisive Strike, Unbreakable, and Adrenaline are some of the first things that come to mind.
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I wouldn’t directly opposed to something like Decisive Strike causing exhaustion so it couldn’t be used with Dead Hard, and things of that nature.
But I feel there’s a lot more they could do to reduce time the killer has to waste on miscellaneous things. I just made a post on that actually.
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Well that little number is about to become even more worthless, so don’t worry about it.
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I don’t understand how they plan to quantify skill. I’d rather them just focus on queue times and connection quality entirely at this point.
Also, I purchased this game with the intent to play with friends. Most of my time is with killer, but most of my matches are with survivor.
This game is maddeningly frustrating with its gameplay, community, and developers. If I can’t even play with my friends anymore, then I’m probably out.
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@Gh0stDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1036388#Comment_1036388
For the actual state of the gens speed a perk like that would be completely fair
Which one are you referring to?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1037548#Comment_1037548
If you're still talking about the ruin change, it would've sucked no matter who you played against. It's important to stress: The higher mobility killer thing is not the main reason it didn't happen. It's because nobody wants perma regression in the game with no counter.
Ruin, Third Seal, any perk really.
And I’m fairly confident that more than nobody would want it.
I don’t like hate fighting stealth killers and flashlights, but I’m sure there are those who enjoy that type of gameplay.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026494#Comment_1026494
Dark devotion is great, no buffs nedeed
This is why I didn’t list everything I wanted to, because it’s all very subjective after a point.
I don’t think Dark Devotion is great, because it’s niche.
If a perk is not useful in most builds, on most characters, and in most situations; then to me it’s not good.
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The Pip, as it is how the game ranks you up, determines how good you are, and who you should fight.
Everything else is subjective.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034367#Comment_1034367
People used Pop/Ruin/Thanataphobia/Dying Light all together. They removed it's synergy with things like Pop and Surge and other such perks. Pairing it with Surveillance doesn't increase slowdown just by brute forcing the game to slow down, it gives you a chance to slow down the game by chasing a survivor off with Surveillance, but it doesn't just make the game slower just to make it slower like something like Pop+Ruin would do.
They’ll probably go after anti-heal perks after the anti-Gen ones.
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@CrispyChestnuts said:
https://forum.deadbydaylight.com/en/discussion/124437/thematics-should-never-affect-dbd-balance
Dbd is a narrative driven experience. That's why killer always wins regardless of how the match goes, and survivors always lose even if they survive.
I think you should read up on the lore a bit more, as the killers are suffering as much as the survivors by the Entity’s hand.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036621#Comment_1036621
It's not that bad of a perk. lol
And actually, perks should EXACTLY not be abusable by just a few killers in the roster. BT was changed because of the Legion-nemesis combo that was going to become meta and boring. Another healthy change for the game.
I agree they shouldn’t be abusable, but I’m saying they shouldn’t not buff a perk because it might be.
If it gets abused by such a small portion of the roster, then those killers should be adjusted.
Why should more than 80% of the killers get a gimped perk, instead of 2 or 3 others getting adjusted?
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@Mercury said:
They could just give Hexes themsevles lingering effects. Like once ruin is broken the Killer at least can kick gens worth of that 200% faster regression. He'd still have to haul over to the gen and can't keep doing it to call gens at once...
I’ve always liked this idea, because it adds a level of risk to both the killer and survivor. Instead of all the risk being put on the killer.
But Behavior has shown less than zero interest in doing so.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1036664#Comment_1036664
You said and I quote
"thought that Pallet/Vault vacuums and Insta blinds were fine to ship with"
I understand the frustration behind Pallet vaccum and insta blinds but the vault "vaccum" is still a thing and is just there to align the survivor to the window.
Unless you mean the time when survivors would get sucked at massive speed towards the window
I said in that quote “...were fine to ship with” as in fine to ship the game with when it launched.
So yes, I mean the time where they got sucked in at super speed, and while they were behind the Pallet not in front of it like now.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1036376#Comment_1036376
Vault vacuums are still a thing.
Vacuums are what helps the survivor/killer align with the animation.
This goes for survivor vaulting, killer vaulting, Survivor repairing, killer destroying, survivor chest searches, killer hooking and survivor sabotaging.
Either you’re not familiar with DBD history or you’re misunderstanding.
I’m specifically talking about the previous implementation of vacuums.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1035481#Comment_1035481
What exactly don’t you like?
And why?
I’m just gonna quote my replies in another post:
“Okay, I want to preface this by saying for the survivor side, Doctor is definitely more fun to play against, and that I fully understand the direction Behavior took with him.
That being said, and I’m gonna do my best to summarize this; the specific play style that I employed with Doctor is significantly less effective now.
My outlook on killers is that you must be able to apply pressure globally. So with Doctor I utilized his gigantic Static Field terror radius with Calm and Order.
The build: BBQ, Distressing, Overcharge, and Unnerving Presence.
The aim: Make late game 3 Gens near unbeatable.
Doctor isn’t Billy, Nurse, or Spirit. He can’t zip around the map, or ignore pallets freely. So chases tend to last longer and Gens pop against Doctor very quickly in the early game. But so long as you protected the 3 closes Gens, then that’s all you needed.
With a 3 Gen combined with Doctor’s enormous terror radius, madness is always being affecting every single survivor. Which applies pressure in the eventual tier 3, but more importantly a constant tier 2 combined with the aforementioned perks made Gen progression near impossible.
I was able to circumvent Doctor’s weaknesses by supercharging his strength. I consistently double pipped every other game, kept rank 1, and got lots of Blood Points.
If you have anymore questions then I’d be happy to answer. But yeah, I hate the Doctor now.”
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“You're welcome.
Although it’s not just the Static Field.
It’s in combination with the major nerfs to Snap Out of It, Madness, and because of how Static Blast interacts with Calm and Order:
Before Static Field was a constant large terror radius whenever you wanted with Calm:
Now whenever you use Static Blast (your only global presence) it considerably lowers your terror radius. Plus, before Order essentially reduced the time in between madness tiers. But now you’re locked in on a 60 second cool down for global tiers no matter what.
On top of the multiple Snap Out of It nerfs, like that you can get out of tier 2 now, so all your afflictions won’t work constantly.
I completely understand how people really like Doctor now, because he fits the mold right for most people now. But I can’t possibly understand how people think he’s a better killer now, much less top tier.”
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036376#Comment_1036376
And they grew from that experience and made the changes, as it didn't feel good to Killers.
In what universe is uncounterable auto gen regression fair or fun to play against? Will just make the high mobility killers even better than they already are since the regression cannot be stopped via a totem and games would last forever. No thank you
Bad perks should not stay bad because 2 or 3 out of the 18 killers can severely abuse it.
The game should not be balanced around less than 20% of the killer roster.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/124437/thematics-should-never-affect-dbd-balance
You're looking too much into the Hag thing. They tested it as a non-hex and didn't like it because it didn't feel good to just have uncounterable auto gen regression 24/7. It being a hex is a good thing.
Maybe I am looking into it too much, maybe I’m not. It’s impossible to tell since I can’t read the developers’ minds.
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However on your second point.
These are the same devs that after spending years developing and testing DBD; thought that Pallet/Vault vacuums and Insta blinds were fine to ship with.
Because apparently those “felt good.”
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@Swiftblade131 said:
"Concerned that it may be cleansed?"
I know for fact it will, why waste space on a dead perk?
Also, less effective when combined with other perks?
Ruin was kind of alone
Now it can be paired with Surveillance.
So much for that plan huh?
Ruin was a separate issue all together for them.
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Went from my favorite killer, to one I’m not gonna play anymore, unfortunately.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1031119#Comment_1031119
The devs have said that they don't want to do this, as it would cause confusion about why perks suddenly stop working. Personally, I feel that they could just put in a check to display a warning if your perks would end up stacking above the limit, and just inform the player explicitly that the limit is, say, 10% slowdown on an action, and the equipped perks will have a max above that amount, so any effect beyond that cap won't happen.
I understand that the devs don't want to give people explicit numbers to preserve the mystery of their game, but since there's a wiki that gives out all of those numbers almost immediately, I think that might be a lost cause.
A simple warning would be a nice solution, but I think you’re right. They seem very adamant about giving as little information as they can in game.
Using words like slightly, moderately, and considering—instead of 10%, 15%, and 20%, which are far more useful metrics.
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@ProfessorDunwich said:
How could the new Ruin possibly be considered better on its own than old Ruin? The logic defies comprehension.
I could think of a few ways that it is, but for the most part it’s much less effective, especially on its own.
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/1034229#Comment_1034229
Either you are missing my point or you disagree with it on a more fundamental level.
If someone invests time into something they enjoy, they don't think of it as memories and experiences. That is making it look like something someone has already parted with and passed on. It is something you actively enjoy. It's a hobby that you could perhaps put a ton of effort and love into. You tell someone to leave because they don't like something, you're ignoring all those hours they've spent playing, learning, getting involved with the community.
So they're gonna just drop it at the hat like that? No! What about children? You nurture them without any real incentive or promise of incentive (of course we're talking about a game, but there are parallels that are undeniable). Can you ask a parent to just give up their baby for adoption because they don't like how (insert annoying baby trait)? No. They've invested too much already.
Time is something you don't get back. I don't know how many hours you have in game, but if I told you to just stop playing if you don't like something, that wouldn't be proper logic. You have your personal investment, as do I. From what I'm reading, you're response is only about moving on.
Games give experiences, games create memories. But why are you looking at it from an angle of someone who's already moved on and not at all attached to the game currently?
First off, I’d like to note that I’m not telling anyone to quit if something upsets them.
And I can see now that upon re-reading, I misread and misunderstood your point.
I thought you meant that people shouldn’t allowed to tell others to not pick up DBD, as in like an anti-recommendation.
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I can perfectly understand why someone wouldn’t want to lose their hobby.
I have about 900 hours on the game, so I get why someone would want to improve the game when it’s going down hill, rather than just jump ship. That’s the entire reason I even have a forum account.
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So I’m sorry @Financial_Stability, that’s entirely my bad and on me.
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Edit: [I misread the post, and misunderstood. That was my mistake, and I’m sorry. I’m gonna leave my comment here, because I don’t plan on pretending I never said anything wrong]
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Save for the tiny minority of people that built their careers around this game, no.
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People devote thousands of hours to many things: sports, tv shows, comics, and of course games.
But games aren’t some kind of stock that gains value just because you’ve played it a lot.
Nor is it something that just because you stop “investing” in it, suddenly becomes worthless.
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Games are experiences.
Generally used for casual fun and memories with friends. Those are irreplaceable, and not something that will be lost just because you don’t like the game anymore or don’t recommend it.
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I doubt a single purchase would ever sway them but:
Support what you want to.
Protest what you want to.
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I originally played just survivor for the two months or so, simply because me and my friends all bought this to play together. Barely got the purple ranks but started struggling.
So I decided to play killer to get a better feel for what they’re thinking and get better at survivor. But I discovered that I was significantly more talented at killer.
Ascended the ranks and got to rank 1 in less than a month.
I can’t give exact numbers because there’s no stats. But I have more hours as killer, but more matches as survivor.
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And after all this time I have to say, the only thing this community can possible agree upon, between survivors and killers.
Is that one:
The grind is horrendous.
And two:
That Behavior is incompetent.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032922#Comment_1032922
This is why perks should have synergies with multiple perks, so that there are multiple possibilities of synergizing them. If there is a combo that is too strong, then it should be balanced, not removed completly. And most perks that are stuck in 1 type of build are perks that are just WEAK, that one synergy is the only reason that perk is ever used, instead of removing the synergy, perk itself should be improved to work with more, different perks.
I addressed in my other reply to you.
When there are blatant numerical synergies: like with DL and Thana, where they’re only really good when used together, then they can’t be buffed.
That’s the whole point of my post. That I hope Behavior buffs those perks right when they remove their ability to synergize.
So that they can be used as a solo perk and still be great.
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Behavior wants your perks to compliment each other like NOED/Bitter Murmur, or Inner Strength/Detective’s Hunch. Where it’s an indirect interaction, but they’re clearly still assisting each other.
But they don’t want blatant numerical synergies: where they only increase a number value.
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Simply put, I get what you’re saying, I know what kind of synergy you want.
Behavior wants a different kind of synergy, that’s that.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032519#Comment_1032519
The problem is that Devs want to deliberately disable synergies between slowdown perks, like New Ruin with PGTW or Surge, forcing them to be used separately. I understand that devs dont want too much slowdown, but forcing it like this will just decrease build variety. Mentioned Thanatophobia and Dying Light are not strong perks, using them together is the only way to get any decent slowdown.
I understand what you’re saying, I don’t completely disagree with you, but the devs are just looking at it from a different perspective.
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You're saying this will limit perk diversity because you wouldn’t be able to use something like Dying Light and Thanatophobia together.
You’re correct.
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The devs are saying by limiting their synergy and forcing you to use only one, then you’ll use other perks, thus increasing diversity.
They’re correct.
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You and the developers are just approaching it from different angles.
The reason why they’re coming at it from their angle is to break the 4 slow down perk meta, that’s all.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/123874/please-exercise-some-foresight-for-once
I really don't like this...
Perks are all about synergies and cleverly combining them together, "solo" perks like Adrenaline are either OP or useless, if a perk has synergies, IT WILL NEVER BE USELESS, no matter how bad, as long as there exists a perk that works together with it, there will be people using it.
This is going in a VERY bad direction.
If a perk has blatant synergies then it ultimately holds back it’s full potential.
When something like Dying Light and Thanatophobia stack, then neither’s numbers can be high enough to be very effective on their own.
Because then they’d be too oppressing together.
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They don’t blatant synergies to synergize. Perks like NOED and Bitter Murmur work well together because they activate at the same time and help each other naturally.
Sloppy Butcher and A Nurse’s Calling compliment each other well by giving you more time to get in range.
There will always be perks that synergize. Strictly numerical synergies just hold perks back.
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For all the time up to this point, I would’ve said no. There are much better perks, and getting Gatekeeper required heavy Gen defense if you wanted to pip.
Now the situation has changed, perks and perk combos have been nerfed, the game is heading into a more late game focused direction. And Gatekeeper gives pretty good points if you end the game with the Gates closed.
So if you’d like to, sure. There are other late game options too such as Remember Me if you’re having trouble with the Gates opening too fast.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1030940#Comment_1030940
No, but ive heard of it. I dont wanna buy abunch of games atm though, otherwise i'll just end up having abunch of half finished games again... I bought witcher 3 GOTY edition last night, so I have quite abit to play there with the DLC and all.
Oh okay, then you’re set. Enjoy yourself.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1032197#Comment_1032197
you arnt obligated, you arnt obligated to help an old person across the street either but its still the right thing to do.
If you like this game, im sure you want other people to play it as well so it does not die, this could be your part in preventing that from happening.... just saying.
I’m fully aware. Perhaps I should of clarified I don’t stomp on the throats of new people.
I generally slow down in chases, let them do a 3 or 4 gens, slug to get them used to what to do in that situation. Never let them win though, that’s not gonna teach them anything by handing out participation trophies.
On the survivor side it’s pretty much the same thing. Lose a chase or two, don’t just blast through gens, and generally just extend the game.
And on your other point, I don’t know if I entirely do. The game is more so a cycle of stress and relief on the killer side. And on the survivor side, it’s dull and frustrating, so me and my friends just talk.
I’d never call DBD an unmissable experience, and considering the time sink and great games out there, I’d argue for the opposite. If DBD died, at the very least my friends would have to find another game drag me into.
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It is not any player’s job to teach other players. That is the job of the developers. Through things such as a tutorial, or more subtle methods.
Just because Behavior royally screwed their game in terms of rankings, matchmaking, and so on.
Does not suddenly mean that the community is obligated to pick up their slack.
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@BabyOniMain said:
Considering Ruin is garbage right now yeah I'm not too excited with their intent to change perks. It's like they're going from strongest things killers have and going down from there.
Here’s to hoping.
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@PokemonGOPlayer said:
I mean, the easy way to reach said goal is to put a limit so that a given action cannot take more than X seconds; for example Sloppy and Thana may be affected by this so that the 3rd stack of Thana does not slow down healing since that lower cap has already been reached.
But that's madness as is a way to brute force "variety" in Killer builds while the other side only has Ex. Perks to keep in mind, right? :)
Right?
If they were to use a “brute force” method.
I’d rather just classify them as “slow down” perks, then just restrict the number to 1 per category; e.g. anti-heal, anti-gen, etc..
That way, they can give the perks substantial buffs without worry.
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The issue with Decisive Strike is when it’s not being used as an anti-tunnel perk.
When the survivor is abusing the 60 second window to body block or actively work on objectives in the killer’s face; instead of running away and healing.
Decisive Strike should receive small rework. Like being deactivating when someone else gets downed.
It could even receive a duration buff, but currently it’s being abused for non-tunneling scenarios.
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Blood Points I would assume.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1030845#Comment_1030845
I always try to look for sales, because 60 bucks for a game is expensive when your on a budget. One reason why I tend to stick with these "games as a service" games for so long is because typically you pay once, then get a years worth of enjoyment out of them.
Ever play Hollow Knight?
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@thrawn3054 said:
Thank you for all the responses and ideas guys. I'll have to try out different things but the new Doctor is alot better for me.
I hope you enjoy yourself. From what I can tell Stealth Doc seems better than ever.
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@Samwise444 said:
@ModernFable I can agree with that. Though to be honest, though I played him before the change I didn't think he was a top tier killer. While this comment might be against new players, given enough games against doctor, he is counterable.
I’ve never thought Doctor was top tier, and he’s definitely been counterable, although not necessarily fun to do so.
I’m saying I don’t understand how people think he’s top tier “now.”
Also I don’t know what kind of survivors you play with. But in Red Ranks for both killer and survivor games, the majority seem pretty inept at skill checks.
Great at chases and stealth, but my opponents/teammates appear really incapable when it comes to skill checks.
There’s been an outlier game here and there, but for the mass majority, this has been my experience.
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@Samwise444 said:
@ModernFable I completely understand since I use the same build with Doctor. I agree that the build is not as strong anymore since the field is not constantly emitting static. The doctor definitely does suffer from looping due to the concentration needed on his power and base move speed. Thanks for the input.
You're welcome.
Although it’s not just the Static Field.
It’s in combination with the major nerfs to Snap Out of It, Madness, and because of how Static Blast interacts with Calm and Order:
Before Static Field was a constant large terror radius whenever you wanted with Calm:
Now whenever you use Static Blast (your only global presence) it considerably lowers your terror radius. Plus, before Order essentially reduced the time in between madness tiers. But now you’re locked in on a 60 second cool down for global tiers no matter what.
On top of the multiple Snap Out of It nerfs, like that you can get out of tier 2 now, so all your afflictions won’t work constantly.
I completely understand how people really like Doctor now, because he fits the mold right for most people now. But I can’t possibly understand how people think he’s a better killer now, much less top tier.
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@Samwise444 said:
@ModernFable Was wondering what your concerns were? Open to different perspectives and actively curious.
Okay, I want to preface this by saying for the survivor side, Doctor is definitely more fun to play against, and that I fully understand the direction Behavior took with him.
That being said, and I’m gonna do my best to summarize this; the specific play style that I employed with Doctor is significantly less effective now.
My outlook on killers is that you must be able to apply pressure globally. So with Doctor I utilized his gigantic Static Field terror radius with Calm and Order.
The build: BBQ, Distressing, Overcharge, and Unnerving Presence.
The aim: Make late game 3 Gens near unbeatable.
Doctor isn’t Billy, Nurse, or Spirit. He can’t zip around the map, or ignore pallets freely. So chases tend to last longer and Gens pop against Doctor very quickly in the early game. But so long as you protected the 3 closes Gens, then that’s all you needed.
With a 3 Gen combined with Doctor’s enormous terror radius, madness is always being affecting every single survivor. Which applies pressure in the eventual tier 3, but more importantly a constant tier 2 combined with the aforementioned perks made Gen progression near impossible.
I was able to circumvent Doctor’s weaknesses by supercharging his strength. I consistently double pipped every other game, kept rank 1, and got lots of Blood Points.
If you have anymore questions then I’d be happy to answer. But yeah, I hate the Doctor now.
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I suppose I’m in the minority who strongly dislike the rework. Doctor went from my favorite killer, to one I’m not gonna even bother playing.
Not saying he’s bad, but I can’t play him the same way at all.
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It would certainly be a lot more interesting than what it is right now.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1028793#Comment_1028793
No need to quote and @ me
If I only quote you, most of the time it won’t show up in your notifications.
If I just @you, then other people reading the conversation will have to bounce around just to get context.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028039#Comment_1028039
Doesnt that at least give you addons on searched items? Lol
You’re thinking of Ace in the Hole.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028790#Comment_1028790
I understand that in this case but there are a lot of post on this forum where people are demanding keys and moris get reworked even though keys are nowhere near the power of moris and I've never gotten anyone to explain to me why they feel that way.
I talk about Keys in the comments, but here’s something I wrote before:
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1028770#Comment_1028770
It makes killers feel bad so it's op
That’s not why they were being compared.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026711#Comment_1026711
Can someone please explain to me how and when keys apparently became really strong To the point that they can be compared to ebony moris? They are a lot harder to use and rely on your teammates dying to be any different than opening the gate.
Just because two mechanics are being compared, doesn’t mean they were insinuating that they had similar power.
In this case they were being compared because they’re both problematic for keeping escapes and escape times consistent.
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@Adriang14 said:
Sorry I should have clarified, I meant more of when I’m in a chase with him
When he starts charging up a shock on a pallet you’re going for, turn around and run the other way.
The shock is a skinny cone, so move like you’re trying to dodge a falling tree.