NMCKE
NMCKE
About
- Username
- NMCKE
- Joined
- Visits
- 8,638
- Last Active
Comments
-
@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1947083#Comment_1947083
Killers jobs are so easy all they have to do is run to the doors and protect them they don't have to worry about being seen and chased off
Here's a tutorial on how to play against the killer during the EGC, enjoy! π
@NMCKE said:
Prologue: The EGC Concerns & Overview
The EGC is an event where the survivor is on a 2 minute clock to escape or die trying. While the timer is ticking, you will have to open one of the two Exit Gates or attempt to find the Hatch if you have a key that can open it.
In most circumstances, you will have to open the Exit Gates and escape, but it's easily said than done.
Most player think the EGC is a free sacrifice to the killer, but that's not always the case if you're somewhat lucky! To escape, follow these tactics in order to have the greatest chance of success! π
Tactics
Scouting: Exit Gate Spawns
As the Trial plays out, look at the Exit Gate spawns. This can help you plan ahead in the event your team fails to complete their objective.
Rush Method:
Exit Gates spawned too close? Try opening the Exit Gate furthest from the killer to give yourself great chance to escape!
Keep in mind this is incredibly risky, but it's your only shot when the Exit Gates spawn too close!
This works because the killer has to walk from the hatch to one of the Exit Gates, and if the killer picks incorrectly, that's more than enough time to escape. π
Stealth Method:
This one is quite complicated, but for starters, don't attempt the Rush Method if the Exit Gates are far apart from each other because the Stealth Method gives you a better chance to escape. π
1.) You want to position yourself just within 8 to 16 meters to the Exit Gate. Make sure you accomplish this before 50% of the EGC expires.
2.) When the killer leaves your Exit Gate, begin to open the Exit Gate but make sure you stop the progress meter when it's underneath the "E" in "Open Escape". Then go back to your hiding position and wait for the killer to repeat their patrol cycle. This prevents the Exit Gate from flashing a red warning light and giving away your position!
3.) Once the killer leaves your Exit Gate, begin to open the Exit Gate and attempt your escape! If the EGC timer is flashing before you started opening the Exit Gate, you wasted to much time, you're good as dead! π
If you done all of these steps correctly, you show have a high escape chance. Remember that your escape chance is dependent on your execution.
Here's a video on proper execution:
https://xboxclips.com/NMCKE/a71fe479-39a5-4622-995b-72b1f1f69d00
EGC Balance
Counterplay doesn't mean it's balanced, the EGC is severely in the killer's favor. Don't get me wrong, the killer should have the advantage, but the survivors odds should never be impossible because at that point, why add the EGC? You minus well at that point just have the Enitity sacrifice you as soon as the killer closes the Hatch. π
Here's my suggestions to make the EGC more fair to the survivor:
- Add more LoS blockers around the Exit Gates, this prevents killers from standing at a vantage point and keeping both Exit Gates under surveillance.
- Have a maximum and minimum Exit Gate spawn distance that's dependent on the killer's mobility. Distance should be enough for the survivor to get the Exit Gate to around 75% if the killer leaves their Exit Gate then comes back.
- Hatch should always spawn away from the Exit Gates to make both the Rush Method and Stealth Method viable.
- Defensive killers that prevent the survivor from opening the Exit Gates without being detected shouldn't be allowed to place their traps near the Exit Gate switch. These killers are: Trapper and Demogorgon. The other defensive killers have enough counterplay to avoid getting detected by their traps.
Epilogue: Final Thoughts
That's basically it for my EGC suggestions β just make it more fair to the survivor while the killer still has the advantage. Hopefully, you will agree with me and understand how to escape when the situation looks dire! ππ€
-
@ClownIsUnderrated said:
For Trapper it's not to hard to give him Trapper Bag as basekit, which he should have had at the start since the game first came out. And Wraith could have at least Yellow Windstorm basekit, with the recent buffs they've given him adding that would undoubtedly put the icing on the cake of Wraith not being bad anymore. I know what you're probably thinking, they probably haven't done it yet because they want to see what their statistics will be like for about a year and then do it once they have enough data. Because according to the STATISTICS Billy was overperforming, so that's why he needed a massive rework even though his add ons were always the problem not the killer itself. We probably aren't gonna be getting anymore buffs for Trapper or Wraith anytime soon, since the devs basically have their roadmap planned out.
Demogorgon needs a whole lot of his add ons touched upon for how incredibly bad they are, and hopefully Rat Liver and Rat Tail basekit. I'm expecting the Freddy nerf to make him balanced and no longer boring, hopefully they bring back the dream beam mechanic. A lot of people want him to be slowed down after placing snares, and I wouldn't be surprised if his slowdown add ons get permanently gutted for good. Huntress will hopefully not get nerfed in some way, because once again Iridescent Head is the most problematic add on for her and still hasn't been changed for a good three years. And with what they did to Clown, she definitely won't have exhaustion add ons anymore but killers don't need them in order to be good. As to what we can expect after killers reworks for Myers, Pig, and Legion are most definitely wanted by a large vocal part of the community, and can only be hopeful that Plague gets some quality of life improvements at some point or a potential rework if that's not enough. Trapper and Wraith being the first two original killers, will once again have to be sitting in the basement only wondering when they get their proper buffs.
Oinkers main here, I want to add on to the list of things that should be base kit on killers! π
Amanda Young, AKA The Pig, should have Rules Set NO.2 basekit. Yes, survivors will focus more on generators, but they will be put on a 2 minute and 30 second timer without any progress on the Jigsaw Boxes. If multiple survivors refused to do Jigsaw Boxes while their timer wasn't activated, that's game ending for the survivors, especially when she could use add-ons to make RBTs more lethal. π€·ββοΈ
If they complete the last generator and everyone has a RBT, I'll just open the gates and get free sacrifices at that point. π
-
@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1946869#Comment_1946869
Sooo you want to basically remove my last hope of a door patrolling killer when I have a key by letting him have a notification that I am working at the hatch no thanks until door spawns are sorted I along with others will not find this balanced
If you're the last survivor in the EGC, it's not going to be easy β what do you expect when you're going against the power role when you're the minor role? You're not going to have a cake walk, the killer will have the advantage. A key shouldn't be your solution to escape, that should be working as a team to get the gates open and getting out of there.
I tried offering a solution to door spawns, but it wasn't popular and was disregarded by most of the community.
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1946869#Comment_1946869
Similarly, if the killer finds it first the survivor won't know where it is. And killers move faster than survivors and don't have to worry about being seen when looking for it.
I honestly don't understand what point you're trying to make here...
You use the key when the killer is occupied and that should force the killer into a dilemma: Drop whatever they are doing or let the survivor open the hatch. Either way, you're getting value from the key. If you're the last survivor during the EGC, then you failed as a team and shouldn't be giving an easy solution out. Like I said about, I offered a door solution so that killers can't keep both of them in line of sight, but it was disregarded by the community. π€·ββοΈπ
-
@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1836864#Comment_1836864
What so the killer has a warning that I am about to use the hatch no way that removes the whoever finds it first wins mechanic I find hatch begin opening it you come up stop me last second that's basically worse than the exit gates why should I the person who found hatch have to worry about you knowing I know where it is. I found it fare and square however I'd be happy to add a loading bar.
It's doesn't matter if you found it fair and square, it's about who found it first. If the killer finds it first, they can memorize the hatch location and stop future survivors from escaping with a key. If the survivor finds it first, then the killer won't know where the hatch is at to prevent an escape from happening.
Keys can allow multiple escapes in their current form and without any counterplay from the killer β you can literally open it in their face. That's the problem with Keys and to add on, their aura reading is super underpowered and should be buffed or reworked completely. π€·ββοΈπ
-
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/1943860#Comment_1943860
After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so.
A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor is without feeling pressure to go get them off the generator.
What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.
Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.
After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so.
That seems more balanced to me and would be very cool to see the killer chasing you from their perspective! π
A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor isΒ withoutΒ feeling pressure to go get them off the generator.
It doesn't exactly stop generator progression, it just prevents all generators from going past 70% progression for 40/50/60 seconds. π
If someone destroys Hex: Light's Bane, the timer starts ticking down based on the perk tier. To keep it simple, let's just say it's tier 3. If you repair a generator from 50% to 70%, the generator gets blocked for the remainder of the timer (44 seconds). If you repair a generator from 0% to 70%, the generator will get blocked for the remainder of the timer (4 seconds). This is assuming someone destroyed the totem as you begin repairing the generator. You might not get your generator blocked because you was doing something else while the effect was wearing off! π
What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.
All you have to do is cleanse it before the Exit Gates are powered to stop it, just one totem within a span of 5 generators. That seems doable right? I don't see the problem here, you have ample time to cleanse it and if you don't, then you had your chance β now you have to worry about the EGC killing you. Heck, the EGC might not kill you if someone distracts the killer, you do have two minutes after all. π€·ββοΈ
Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.
It's pretty nice, people have mixed feelings on this perk. π
-
@Exerath1992 said:
So the base ability is awesome, I love it. The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase. Maybe it could work if the power deactivated upon losing LOS for 2 seconds? Still though, controlling the survivor would be super hard. I think its best to drop the power or make it something else entirely (maybe something that lets you interact with 2 lockers to turn them into connecting portals. If you look at my chapter idea "the nameless" you can steal my portkey power idea)
Ill take a look at perks next
The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase.
One of my previous iterations was that the survivor could see their aura during Mind's Eye, but I wasn't sure if it was be broken or not. What's your thoughts? π
@Exerath1992 said:
Minus touch is okay, maybe a bit weak
Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game
Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate
Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game
Hex: Light's Bane doesn't block generators during kicks, it just makes generators that are being repaired explode. The only time that it blocks generators is when a survivor attempts to repair past 70% or there's a generator past 70% after the Hex has been cleansed within the last 40/50/60 seconds. If there's a generator at 25% and someone cleanses this perk, it won't get blocked until you repair to 70%, but at that point, it won't be blocked for long because again, this effect only applies for 40/50/60 seconds.
If that's powerful, then that's completely fine because Hex Perks are supposed to be OP when left alone! π
Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate.
I believe the Collapse starting immediately when the Hex Perk reaches 5 tokens is balanced because remember, this perk only gains tokens from completed generators, so survivors will have to go 5 generators without finding the Hex Perk to activate the EGC after the completion of the 5th generator. Repeat, the only time you'll see the EGC activate is if this perk survives until the endgame.
I believe that's completely fair for a Hex Perk.
Minus touch is okay, maybe a bit weak
How so? π
@Clueless said:
I'll ask you the same Mori? I really like the idea of a Magician Killer also!
She will pick the survivor up with her dark magic, cast a spell by saying a few phrases to transform them into a bunny, then summon crows to devour them alive until they are dead. π
This kill animation will take around 10 seconds.
If in the future the killer can pick between a fast, boring mori or an unique, slow mori then the fast one would be this: The killer pierces the survivor on the ground then overloads them with dark magic until they literally explode, leaving behind a purple residue. This kill animations will take 2 seconds, comparable to The Executioner's final judgment kill animation. π
-
@AiresBattleblade said:
Holy overpowered powers and perks Batman!
The transform ability makes a survivor basically downed for 90 seconds, and you can one shot them, and they reveal survivors they are near? Mind's eye is nice though.
Minus touch is nice, remove the activation delay to make it more balanced though, now you always get maximum value from it which is unfair.
lights bane is a more powerful Oppression.
As for Sinister Equilibrium, why can't they remove the hex via cleaning it? This makes it both have a souped up Devour Hope and I think it's named Undying.
The transform ability makes a survivor basically downed for 90 seconds, and you can one shot them, and they reveal survivors they are near? Mind's eye is nice though.
It can take up to 90 seconds if you isolate yourself from your teammates, but if you stay within a close proximity to them β you'll only spend 30 seconds doing nothing but playing hide and seek.
Minus touch is nice, remove the activation delay to make it more balanced though, now you always get maximum value from it which is unfair.
I decided to keep it because the perk requires you to find the obsession, attack them with your basic attack, and lose them so that they can find other survivors for you. In other words, you're spending a lot of time just to get the perk to activate, so I feel like it's fair to make the perk above average compared to the other ones.
Lights bane is a more powerful Oppression.
That's because it's a Hex Perk, they are supposed to be OP if left alone.
As for Sinister Equilibrium, why can't they remove the hex via cleaning it? This makes it both have a souped up Devour Hope and I think it's named Undying
Cleansing the Hex Perk prevents it from gaining tokens from completing generators. You can complete three generators without suffering from any major effects from this perk, which is a lot of time to search for it and take it out before more generators are completed.
-
@Critical_Fish said:
This is a really unique, weird and amazing concept. I have no complaints in the slightest.
The power is strong but has counterplay. It'd be disorientating but give a benefit to the Survivor being affected as well, too.
The perks are nothing short of amazing. All of them are great, unique and powerful in entirely different ways. The ways the Hexes react to being destroyed is very interesting, as well!
Overall, this is an amazing Killer, probably among the best I've seen.
I appreciate it! π
What's your thoughts on the transformation part of the killer?
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1939014#Comment_1939014
hmmm let me see at one point I was playing a lot, and Lately i've had no REASON to play a lot. in 2.5 or so years you'd expect that people will play more at times and less at times.... wow do you only play 1 or 2 matches a day? with that how do you know what is good or not? lol.... you keep trying to poke holes in what I said. and i'd love to hear from you how many hours per day you play, and how many days a week you play.... just because at one time I played a lot, or I streamed for 6 hours playing a game is a lot then i'm curious what you have . you are the one on the limb here. agree to disagree? that would imply I even respect you, and with your attacks and continued attacks on me I can not respect you. You yourself have cherry picked things and are trying to make things look worse because you feel it makes you look better, but you honestly need to move on. What I have said is TRUE, and what I have said has happened. what you imply is not true and what you imply has not happened. you want to agree to disagree? lol gain someone's respect first then as equals you can agree to disagree with out that I would never have a reason to step back from your base accusations.
I haven't in no way attacked you, I just don't believe the new HUD causes massive amounts of damage to your eyes. I'm sorry if you felt that I was attacking you, I have no intentions of doing so and I do apologize for the misinterpretation of our discussion!
I play around 3 times a day, depending on what day it is, but on a good day, I spend around 8 hours of gaming with 2-4 on DBD. I do take big breaks when I feel like it's needed. π
-
@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1937952#Comment_1937952
https://forum.deadbydaylight.com/en/discussion/comment/1937266#Comment_1937266
What do you guys think of the perks? Sounds fun or too op?
These are some interesting ideas, well done for the chapter and the killer is really dope! How would the Mori look like? π
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1937215#Comment_1937215
you obviously don't understand how things work. the old ui had all the information at the lower left hand corner and perks at the lower right. so I could easily GLANCE down to the bottom left which is within FOV of the floor of the map AND the walls that you are moving around. instead now it's upper left, upper center, upper right (lots of extra movement with more than three scoring events). I guess you play this on a 10 inch screen? I mean that's the only place this UI WORKS well for. when I play an MMO I have everything I need at the bottom of the screen instead of all aorund it. I move the UI components around to make it eaiser on my eyes to take in the whole of the screen.
as a killer I am looking more center screen than anything else, yet i'm being dragged upper left, upper center and upper right and then have to come back down to see where I am going. so before you tell me what I contradicted myself on, ASK ME WHY. ASK ME TO CLARIFY WHAT I MEAN. you can stuff your arrogant crap and stop attacking me or at least say, "hey it seems like you contradicted yourself here..." but no it's you're wrong, you contradicted yourself.... just go brown nose even more... I did not have eye strain before playing this game and I've played the game for 10 hours straight (with minor breaks), 6 hours on stream (recorded) and 2 killer matches bout 30 minutes to an hour caused me more pain than I've ever had in any game what so ever.
so here is a screen shot of my FF14 UI, you will notice the majority of it is in the bottom of the screen the parts that are not are not as important to look at unless i need to.
https://us.v-cdn.net/6030815/uploads/ZUICJZROK6PQ/ffxiv-12292020-204726-515.png
Now the old DBD UI was in the bottom left where all the information I needed was, and maybe if i use a perk like whsipers would i need to look to the lower right. so please tell me how the new UI/HUD does not require you to continually look ALL AROUND your screen!!!!! yea right.
It's probably best we agree to disagree, but I do appreciate the friendly discussion β wait a second, hold the phone... "I've played the game for 10 hours straight (with minor breaks), 6 hours on stream (recorded) and 2 killer matches bout 30 minutes to an hour caused me more pain than I've ever had in any game what so ever"
One of your previous comments:
You just contradicted yourself again because you implied in a previous comment that you didn't play DBD that much. π
That might be why you're having eye strain, you're playing DBD for half a day with minor breaks. I'm just saying, it might not be the HUD at all, but hey, everyone is different. All in all, I have my opinion and you have yours, I'm glad we could debate this in a civilized manner.
I do agree it's convenient to have everything in a corner, that's one of my complaints, but I love the redesign and hook counters for both sides! π
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1936423#Comment_1936423
I think you are the one to talk to a doctor, continued EYE STRAIN can weaken the muscles around the eye and cause all sorts of issues, and YES it CAN lead to loss of sight OR (key word there) WORSENING of sight. It's not just the HUD itself that is the issue but it is the amount of movement you have to make with your eyes and when you see movement invariably your eyes will snap to that location as it is natural to do so. While playing with just the hud will not cause loss of eyesight immediately it can severly contribute to that if done continually.
If you'd like to speak to an eye doctor about the effects of prolonged eye strain please enjoy their description. oh btw you might not completely loose eyesight to prolonged eye strain but if you become medically blind and can not get glasses to cope it's the same thing.
And you say I play the game too much? just how much is too much then? is 3 hours one day after 4 days of not playing too much? is another hour or two the next day too much? and there was no pain, no issues what so ever and have not been since October 2018, 2 matches causing severe eye strain (talking 2 killer matches within 1 hour) and the only thing to change is the HUD what then is the cause of this sudden eye strain???? is there something you know that we don't know?
I will like to know your medical degree for your diagnosis of a health condition that was existing before this rework. You are trying to tell me that it is me and not the game. WOW thanks for your transferance since you know exactly what is going on please DOCTOR KNOW-IT-ALL TELL me the root and solution of my problem. oh yea you are making assumptions from evidence that is not present, you didn't even ASK has this been an issue before? no? ok when was the time before this that you played for more time than when this occured? is there a change? oh yea there is..... the mid-chapter patch applied a HUD that changed how one interacts with the game. Do not diagnose me over the internet, I know what is going on with my own body, I understand how things work and I listen to doctors and I don't wait for things to get so bad I can barely move to get seen by a doctor but you don't care at all, you only wish to defend those that have caused many people discomfort at minimum and out right PAIN and debilitating pain at that!
The problem is that the previous HUD STILL required you to move your eyes around the screen, so I don't see the difference in either HUDs. I'm no doctor, but common sense tells me that this whole eye health situation is a bit exaggerated, that's what I'm getting at. If you want to make the HUD rework a bigger problem than it already is, go for it, but it's not exactly accurate and doesn't point to the cause of the problem.
You even contradicted yourself by saying, "It's not the HUD itself that's the issue but the amount of movement you make with your eyes". All in all, it's not the HUD, the game just requires you to be active and aware with your eyes, killer especially. I just don't like how people are acting like this HUD rework is literally killing them and giving them health problems, it's so ridiculous.
To be clear, I have my fair share of complaints with the HUD system as well and I hope they do get addressed, BUT my complaints doesn't come with eye health problems, you're literally the first I've seen say this HUD gives you eye health problems. Please, be realistic here. I know you want the game to be in a better state, but exaggerating the situation doesn't help the developers at all.
However, hey, I guess people will say anything to make a problem from bad to worse and worse to terrible. π€·ββοΈ
-
@Freki said:
so we can't let them know it causes PHYSICAL discomfort and pain that could after long periods of exposure cause eye issues, including loss of sight or worsening of sight? i'm sorry you think that they should not hear that.
I'm going to say this because I see this a lot in popular discussions.
There's no way a HUD rework does massive amounts of damage to your eyes to a point where you lose eye sight; "loss of eye sight" is so over-dramatic, seriously β that's ridiculous and doesn't add much to the discussion. I believe you just play the game too much and are just using the HUD rework as your scapegoat for the cause of your eye strain. Again, over reacting doesn't help nor is it constructive.
Being uncomfortable is fine, that would make more sense, but acting like your dying is unnecessary. You should consult a doctor if looking at a HUD does that much damage to your eyes. Playing video games for awhile should cause eye strain and some discomfort, but if a HUD is infinitely more worse than that for you, I believe you might have a health condition that was existing before the rework.
-
@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1932947#Comment_1932947
It's not unanimous? Don't make me laugh. 9/10 people are very disappointed. All the streamers are sad, OG players, fog whisperers called out the devs.
It's heavily unanimous. Seriously, on this forum, only you and 2 people more liked these atrocious changes.
I hope they keep the idea, but make it more enjoyable for everyone. π
-
@Katie_met said:
https://forum.deadbydaylight.com/en/discussion/comment/1933008#Comment_1933008
I never had an issue with the old HUD- it never got in the way and I'd see who each person was playing before we went into a game so I knew who was injured. I like the tally counter for killer and I like the tally counter for survivors, but nothing else needed changing.
I can agree with it wasn't all necessary, but the developers are trying to modernized the game and make it look more appealing. If they didn't break the game with the new HUD, what's the big deal?
I like the new HUD feature for the most part. Do I have my compliants? Yes, there are some things I dislike about it, but I like how they are trying to make the game look better and I can't be the only one who's in favor of the new HUD. π
-
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1932947#Comment_1932947
"others also like it" is just a fox news tactic, just speak for yourself.
and honestly, give some arguments as to why the new HUD is better then the old HUD.
For starters, you can tell what survivor each player is playing. To add on, you have a tally counter for each survivor and a total hook counter for the killer.
More of the screen is freed up as well, so all in all, it's not all bad. Not to say improvements can't be made, but it's not as bad as the community makes it to be. π
-
@ManyAchievables said:
Just fix some of her garbage addons, I guess? She doesn't need a whole lot of changes in my opinion, she'd be fine if it weren't for the garbage addons (especially those atrocious UR addons) and bugs.
It's mainly just dead zones and bugs, then some of her add-ons could use some love.
Might be fun to give her a single blink and make her 110%, then make addons give her some effects with her blinks! π
-
@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1928084#Comment_1928084
Oh okay, you didn't say that before so I was just confused.
You're fine, I didn't say before but if that could be added to work with other anti-tunnel perks such as BT. π
-
@TAG said:
I would only be okay with this if DS was permanently deactivated once the Exit Gates are powered.
You got yourself a deal! π
-
@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1927508#Comment_1927508
Making it take 16 seconds at T3 makes the Deep Wounds situation even worse than before. You'd get 4 seconds between the hit from BT and needing to heal. Pretty much impossible to not waste the perk.
That's why you change the perk to no longer heal you by a single health state, but instead heal you to full health. π
-
@ManyAchievables said:
First off, I want to say that I think the sole fact that they're looking at these less used perks is great. Most of the changes that have been added with this 4.5.0 patch are great, especially with small but smart buffs like with Fixated or Open Handed.
Except for the Second Wind change.
Second Wind being 20 seconds to heal yourself compared to 34 is secretly a very big nerf in a fairly common situation. Second Wind can often be considered an anti-tunnel perk. However, there are many issues with the current Second Wind that could have been buffed instead of what we got.
1) It's very specific to activate. You need to heal an entire health state and then get unhooked. First off, if the Killer is tunnelling, which is what Second Wind tries to combat, there's not going to be a ton of situations where you can actually get off that full heal. Secondly, there have been so many times where I use this perk, unhook a Survivor (probably showing them that I've brought We'll Make It, which is very good with Second Wind) and then they self care for a split second and make me essentially need to heal two health states just to activate this perk.
2) It's not amazing at being an anti-tunnel perk. The fact that Second Wind is broadcasted to everyone in the match due to the Broken status effect can cause the Killer to just chase you relentlessly and down you before it can activate.
Even with BT granted to you from a different Survivor, if they're chasing you so much that you can't even mend, even if you still manage to waste enough time, Second Wind fails in its purpose to waste more time when they tunnel you because it only heals the Deep Wound and not the injured status. And considering Deep Wounds isn't very lethal on its own, Second Wind essentially wastes the perk slot.
3) If you happen to be the first found, the perk is greatly weakened. Similarly to Deliverance, this perk requires you to do something and then get hooked to use it. This makes it generally very situational and could cause you to just end up not being able to use the perk at all.
4) Compared to other "anti-tunnel" perks, Second Wind is outclassed completely.
Borrowed Time is immediately going to effectively give the unhooked Survivor an extra health state and doesn't need to be set up. The only thing that you could argue Second Wind does better is that it still activates when the Killer is not nearby.
Decisive Strike is also going to pretty much instantly give the unhooked Survivor an extra health state and doesn't need to be set up. The only thing Second Wind does better is that it will be able to be active while repairing a generator, but there's still a few months to go before Second Wind gets that upside over Decisive Strike.
Now let's go over why this change makes the perk even worse.
Borrowed Time is very common between a lot of Survivors, and as it stands, Deep Wounds takes 12 seconds to mend yourself. With 30 seconds, which is what the current length of Second Wind's self heal is at T3, you get about 18 seconds between getting Deep Wounds from BT and the wasted heal. That's probably enough time to get out of the chase if possible and then mend.
With the new change it'll be getting, that becomes a mere 8 seconds between getting Deep Wounds to having your Second Wind heal wasted. This might be enough to get off the mend before you waste the perk in some occurrences, but if the Killer persists for just a few seconds after the initial hit, you probably won't be able to get it done.
While the change does benefit situations where you're not getting Deep Wounds from Borrowed Time (or Legion in specific moments), situations where there are BT users are much more common than ones without the perk.
And this buff still doesn't fix the other issues with this perk either.
So how would I have buffed Second Wind? There's two ideas I have that I'll share now.
- To remedy the frustration of needing a full heal, change it to just having the requirement of joining in at the end of a healing action. The only situation I'd find this somewhat overpowered in is when you're picking someone up off the ground after they've already recovered as much as possible. But I doubt that there's a situation where people are getting slugged and you're going to still be able to do something with Second Wind.
- Make it always heal to the healthy state, no matter what other conditions you have. Makes the 20 seconds over 30 seconds a complete buff instead of a double-edged change. This also gives it more use over something like Adrenaline which only heals one state.
I really love using the perk, and I'm glad that it at the very least got attention, but I need to point out that you've changed this perk in a less than great way. There are other ways to make it a better perk, but I think doing these two buffs will make the perk much stronger while still being fair.
The problem with Second Wind is that it requires a full heal, which means you can be 0.01% away from activating the perk because someone self cared for 0.01%. π
It should be changed to COMPLETE A HEALING ACTION instead of heal a survivor the equivalent of a health state. π
To add on, make the perk take 16 seconds at tier 3 because it would line up with the base healing speed! π
-
@SaintDorks said:
https://forum.deadbydaylight.com/en/discussion/comment/1927385#Comment_1927385
Actually this perk has help me win a lot matches and a little bit of time is a contrast between life and death..However,I also do not a run with a SWF group who can escape the killer by teleporting thou them via deadhard.
Maybe, but the effect it gives you compared to other endgame perks is underwhelming. π¬
-
@Chanita said:
What about a perk that cures exhaustion from other players?, but as exchange the player using this perk receives double exhaustion timer when using it? and it can only be used when not exhausted.
Subtle Recovery(or could be reworked Vigil)While affected by a negative status effect, cleansing a totem will remove the negative status effect. If it's a permanent status effect, become immune to it for 40/50/60 seconds.
For every totem destroyed in the map, recover from all status effects 10% faster than normal.
-
@Lexilogo said:
I think maybe we need a PSA for Survivors on the loading screen reminding them that Quentin's perks exist. (Wake Up is already the "open exit gates faster" perk, and I don't see room for another)
I don't blame them for not using it when you're sacrificing a perk slot just to get a small bonus during the endgame. Wowzers, exit gate aura reading and a 15% boost towards Exit Gates, so impactful and not at all situational! π¬
If you want me to make Wake Up! better, I'd try giving a 10%/15%/20% exit gate opening speed for every survivor that's alive! To add on, you see the exit gate auras and the killer's aura when they are within 16 meters to the exit gate area.
-
@REL1_C said:
After a survivor is hooked gain a token, each token will increase the exit gate opening speed by 1/2/3% (Max 11/22/33%). If you don't open the exit gate then it'll start to progress by half the speed.
(11/22/33% of 20 seconds is 2.2/4.4/6.6).
(17.8/15.6/13.4 exit game timer).
Actually, the math is wrong because you're not reducing the Exit Gate opening time by a % value, you're increasing the speed at which you open Exit Gates.
All survivors, at base, can perform all actions at a rate of 1 charge per second. The Exit Gate requires 20 charges to be opened, so therefore you divide 20 by the survivors current base speed, which is 1 charge per second. The charges cancel out and you're left with 20 seconds.
Now, with the bonuses, sorted by tiers: 11%/22%/33% at most for each perk tier. You increase the survivor's base speed for Exit Gates to: 1.11/1.22/1.33 at most per perk tier.
Again, doing the same math but with our new values, we get the new opening times of: 18.01/16.39/15.03 seconds at most per perk tier. π
-
I really like Object of Obsession, the new version of it allows for some cool mechanics.
Not only do you get aura reading on the killer, but it's not as obnoxious as the previous version. You can get free aura reading if it trigger while the killer isn't looking in your direction and you can scout the any aura reading the killer has. π
-
@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/1926813#Comment_1926813
I'm satisfied with the skill checks in this perk offering a counterplay to survivors, the problem is successfully skillcheck is easy and should be very difficult but now the cooldown is the biggest problem.
That's why I don't like skill checks tied to perks because ideally anyone who's decent with them can make the perk underwhelming due to the fact there's no threat repairing a generator while this perk is in the game.
-
@pandorayr said:
https://us.v-cdn.net/6030815/uploads/Y3SHN04KW7DR/fbd2d174dc7a08321a8553e1251bcf82.png
honestly I believe not a perk should with a cooldown greater than 60 seconds because 80 seconds makes this perk very useless.
What do u think about reduce the cooldown to 60 seconds?
I wanna read different opinions.
Personally, they should replace the skill check with an explosion if it activates on the generator the survivor is working on. This would force the survivors to keep track of the perk CD in order to avoid it or they can take the gamble on RNG not picking their generator. π
-
Myers changes
Survivors who haven't been stalked within the last minute start to regenerate their lost stalk, slowly.
You can stalk survivors who are drained of stalk, but it charges your EW at half the normal speed.
Once reaching 100% EW2, press the active ability button to transition to EW3.
Review add-ons and remove the penalties from them.
Tombstone: While in EW3, can kill survivors on the spot via mori when they are lower than 50% on stalk. Removes stalking penalties.
Tombstone Piece: While in EW3, can grab survivors on the spot and put them on your shoulder. Survivors take longer to struggle free when grabbed this way. Removes stalking penalties.
-
@ASpazNamedSteve said:
Eh, it's a tricky one.
An infinite (or much longer) DS definitely allows for some serious shenanigans end-game.
How exactly? Anything and everything you do deactivates the timer.
-
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1924179#Comment_1924179
That would be way too strong. Also, being slugged doesnΒ΄t cost you a hook state. You can either pick yourself up with SB or UB or be picked up by a teammate.
I was thinking the activation timer would be paused while in a chase or dying to avoid loopholes. This would make DS perfect because the perk wouldn't be abused and when it does come in handy, it can't be counterplayed unless the killer drops you and goes after someone else.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1922283#Comment_1922283
How would the new version help solo queue? You are better off using Alert. Alert is a better perk because the killer can't see you. If I played this game, I would never ever touch this OoO, I would use Alert instead because it is better. However, I don't care where the killer is at. Most decent survivors would have a little sense of where the killer is located.
You proved with your sole survivor example that survivor perks are always a huge detriment to use, in this case everyone else has to die. Just like Power Struggle, the stars have to align perfectly to use it. Killers don't need stars to align perfectly, they can play normally and get value.
It only solves LITERALLY EVERYTHING for killers. And on this forum, that is all that matters.
It helps solo queue because you can control the perk, unlike before where you're forced to look away from the killer and limit your sightlines. In SWF, the negatives is completely overthrown by the fact your entire team can track the killer. The entire team knowing where the killer is at all times is ridiculous. All by equipping the perk and having decent comms with your premade, the stars are always aligned for you to have powerful information.
You will have a timer that warns you when the perk will activate, you can use this during chases to avoid mind games. Sure the killer can see you too, but it benefits the survivor more because the killer has to use movement speed instead of relying on mindgames to catch up / cut you off. The added benefit is that you don't have to worry about accidentally giving away your position.
Sole Survivor is a terrible perk, I agree, but there aren't many bad survivor perks left since more of the more weaker ones have been buffed or reworked to be more powerful than its original version.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1922194#Comment_1922194
They are good at helping killers. It's only balanced when killers approve of it.
Not exactly, Object was pretty terrible in solo queue because it often just gave you away without any compensation besides knowing the killer is coming after you. To add on, the perk is really hard to use tactically because you could accidentally activate it by not looking at a wall. It was such a hassle to pick when you want object to activate without limiting your view point; it was so annoying and unfun to use alone. The perk would be at least mediocre paired with Sole Survivor, but that's two perk slots for a build that requires your entire team to die for it to be most effective.
The opposite is also true because the moment you have a premade with you, suddenly the perk becomes the best of the best due to how one survivor can track the killer for the entire team. It's just awful to play against, especially against defensive killers.
The rework solves LITERALLY EVERTHING, it's not annoying to use alone nor is it OP in a SWF. The developers actually did a 180Β° on the perk and more because the perk has a unique mechanic that allows for some dynamic gameplay. The perk can be used alone, it's pretty cool that Sole Survivor isn't required to make the perk somewhat decent in solo queue.
All in all, the developers made a perfect rework for the perk, at least in my eyes. π
-
@golubushka08 said:
Please decrease the speed of the killer at least. Make him walk at his normal speed. The perk is too OP.
The perk is relatively fine, I can see it being problematic in solo queue due to the lack of communication but it's far from being OP.
-
@Rivyn said:
It's the sudden surge in survivors who run it, from now till the actual change, god knows when that is. Happens every time something comes up to the chopping block. Mori, toolboxes, insta heals, etc. The problem in this case, though, is that we don't know when the OoO change will come.
Today alone, I've run into three OoO matches, one with TWO OoO players, just when I'm trying to do my Trapper daily. Going to be a painful time till the change, I imagine.
I actually believe this is the best rework the developers have ever made, it really solved a lot of problems the perk had in SWF and solo queue!
Huge props to the developers, they made OoO a balanced perk
andfun to use! -
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1851281#Comment_1851281
Git Gud is the usual response whenever a killer complains about something.
But no, i havenΒ΄t seen a good Huntress in ages. Especially no Iri Huntress. The last one was 3 months ago. Maybe iΒ΄m lucky.
There's issues with both sides, I definitely agree, but that's not the subject of this thread. I don't want to start a measuring contest against both sides.
Iridescent Hatchet is broken because it effectively cuts down the chase time by 50% against a mediocre killer, let alone a decent or experienced killer. Rarity of the add-on and the rank of the player, this will never change. At high level gameplay, a Iridescent Huntress will usually always 4K, even a SWF might not be enough to win and we all know they are also broken due to communications.
-
@Tsulan said:
Just git gud and don't get hit.
Killers that use iri heads aren't that good at aiming anyway.
And I don't even start on how often you'll see a iri huntress...
Like once per month.
No one is going to take you seriously if you're telling people to "Don't get hit" (especially when you're one of the people who says "Git Gud") because a good Huntress will just wait until you're forced to throw down the pallet or vault, then that's when you're going down. If you fake it, she will just catch up and shotgun a hatchet into you. It's not hard.
As for the other parts, you're assuming Iridescent Hatchets are balanced out by the player being bad. Yeah, you definitely haven't seen a good Huntress in your games if you were able to get two escapes. Just being honest here.
-
@TheClownIsKing said:
So what if Haemorrhage caused healing progress regression whilst not actively healing, such as interrupting a heal, or countering those sneaky survivors that like to heal to 99% to keep using their resilience or dead hard until theyβre about to be hit.
This still wouldnβt make Haemorrhage amazing, but itβs something better than how it is now.
I was thinking Hemorrhage had a "Blood Hound" effect where not only do they leave more blood trails behind, but it's more visible and easier to follow!
This would make Hemorrhage do what it's supposed to do, help the killer track the survivor with ease. π
We can add your idea as well, it will help! π
Blood Hound should be reworked to reveal the auras of all injured survivors when you successfully land a successful attack. Gain a 5%/6%/7% haste effect when successfully putting a survivor into the dying state for 15 seconds.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1850207#Comment_1850207
I never said that. I said it used to be OP in its original state. It was borderline game breaking in fact, I stopped playing because of it and had to wait until the nerf to start playing killer again.
I have no problem with your first and third changes; but reducing the protection hits required I feel would be too much on top of them. So long as that part of it remains the same, I don't see any problem with improving the perk.
The third idea: where a successful Endurance activation leads to Deep Wounds β would ideally balance out two protection hits since the survivors would need to waste 12 seconds Mending afterwards.
I believe this wouldn't be powerful at all, in fact, a previous comment of yours even said: "I've only ever had mettle of man work against me like....one time....ever....as killer."
I know Mettle of Man has a powerful effect and that we need to be careful, but I hate to see the developers not taking any risks in making it more usable because of that. If the worst happens, it's on the PTB and that's where it's going to end at β that's the purpose of a PTB. π
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1848708#Comment_1848708
It takes all those perks, an item, coordination AND some downtime to pull off ONE time and then have your aura revealed.
https://forum.deadbydaylight.com/en/discussion/comment/1848712#Comment_1848712
I mean it used to be OP as hell and all it did is promote and reward the annoying "Hook swarming" that the killer had to deal with. It was obnoxious and awful, I would rather the perk remain useless than ever become like that again.
However yeah, toning down the after effect honestly might not be that bad of an idea.
It's great when it works but I've only ever had mettle of man work against me like....one time....ever....as killer.
Edit: I want to be clear about the fact that I think the current requirement to activate it is fair; as it's basically a get out of jail free card you get to hold onto until you or a teammate needs it. I just am unsure if the aura reveal is really required; I feel if it was treated as endurance like everything else in the game it would be fine, then they would at least have to go and mend.
I mean it used to be OP as hell and all it did is promote and reward the annoying "Hook swarming" that the killer had to deal with. It was obnoxious and awful, I would rather the perk remain useless than ever become like that again.
Making the perk better wouldn't make it OP, if the developers make their moves correctly! Actually, there's a lot of safe moves you can do with the perk: Don't be afraid of taking risks, the developers have a PTB for a reason β Nothing OP will make it past the PTB.
- Completely remove the aura reading penalty after a successful activation
- Reducing the protection hits down to two
- Making the Endurance effect apply Deep Wounds after a successful activation
I don't want to go crazy here, but making the perk less dependent on an entire build, item, add-ons, and SWF would see it get more use. You even said you seen it trigger once out of all your killer games! π
Edit: Added your idea βΆοΈ
-
@[Deleted User] said:
Yeah but every time you take a protection hit to build up the stacks to use it, that's another heal you have to go through as well; that's less time doing anything else.
It can be done, and it can be strong when it works out well, but the coordination and everything required makes it ONLY useable in a SWF; and even then it's often better to take so many other things.
That is still leaving alone all the after it procs effects too.
Not sure if it's just me, but I feel like Mettle of Man shouldn't have the penalty that reveals your aura afterwards β it's just unnecessary.
Perhaps Mettle of Man can be reworked into something that promotes healthy gameplay? It just doesn't seem like something you'd want to use because the requirement is very demanding.
It would be nice if the perk was reworked to discourage tunneling / camping, like DS but done better.
-
@trick said:
its not hard to kill them before they can use they key so why make it worse
It's easier said than done when facing a group of survivors who know what they are doing! π
https://youtu.be/7WG0qJut0oQ -
@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1843516#Comment_1843516
How does a perk that doesn't work or appear until after all generators are done apply generator pressure?
No One Escapes Death requires the survivors to stop whatever they are doing and do ALL bones before the last generator is completed or face massive consequences. The killer doesn't have to equip this perk, the threat of them potentially having it will have the same effect (exactly like Decisive Strike).
The main problem I have with this perk is that killers will usually destroy solo queue players because they have no means of keeping track of the bones (unless they run a perk). Since solo queue players cannot keep track of bones, they usually just ignore them entirely and complete generators because against a decent killer, we can't have all survivors checking the map and find every single destroyed totem β that's just too much time you're giving the killer.
Therefore, that's why I believe we should remove it from the game, it's unhealthy for the game because it's a perk designed to destroy groups who can't communicate. The killer doesn't even have to equip it, survivors have to treat all killers like they have it equipped. It's just a mess for solo queue, but if you're in a premade group, you have no excuse at that point to deactivate No One Escapes Death.
-
@Hex_UrbanEvasion said:
Okay that video was insanely helpful. I know one of my friends likes to keep track of the gen:surv ratio, but I guess I forget the hatch spawn rules.
Now that I understand better, I like it even more. I've just been basing all of my thoughts on keys around a different tier of play.
They are pretty insane when used correctly, and to be quite honest, that's what they are mainly used for.
That's why I toned down how powerful it is and revamped / added other mechanics to compensate. π
-
Survivor: Borrowed Time
Promotes rushing hooks, farming survivors.
Killer: NOED
Free generator pressure, often encourages camping.
-
@Hex_UrbanEvasion said:
I'm probably one of the only dweebs who brings broken keys into matches to read auras. But you can make it work at a greater range than Bond, even, and it's not just limited to when someone is hooked, like Kindred. I like the idea of the aura concealment the most out of this, I think. I assume keys would cover one second of aura read per charge? That might need balance,, though. Perhaps the add-on reduces total charges. Obviously, there's already an add-on for reading the killer's aura, would a revamped key add-on also consume more than the usual charges?
Perhaps I'm missing something, but I don't quite see what is unhealthy about keys. I hear it a lot, but people never explain. The few times I've seen someone use one have been in odd circumstances, usually selfish, and occasionally, I've been forced to try it for a challenge. The reason for the rarity might be because every match I'm in, if a survivor has a key, the killer goes out of their way to remove it from play using Franklin's Demise, tunneling, camping, formerly Ebony Moris, whatever means they deem necessary. It all seems a bit excessive for something that requires at least four generators done or three survivors dead to use.
I like the concept of unlocking using charges, but I think the purple tier key would need to have at least enough to open a hatch fully. Also, probably would need to reduce the number it takes to open the hatch. Twenty seconds is a long time to be stuck in place, oblivious, and unable to stop lest you "break" your key. In the times I've used one, I had about three seconds before the killer would have cut me down mid-unlock. I think requiring that others be present to distract the killer would make keys virtually useless at all levels of play except the very top.
The pallet and door repair sounds a bit more... complex. I think that might be better handled by something else, or perhaps, not included at all. Pallets are, currently, a non-renewable resource that requires survivors to use them with purpose to prevent their waste.
One more thing. Would this make keys usable more than once, without add-ons that prevent their consumption? More like other items, they just sort of grey out, but if you live, you keep them?
I appreciate the open response and not jumping to conclusions, these discussion are the ones worth doing! π
I'm probably one of the only dweebs who brings broken keys into matches to read auras. But you can make it work at a greater range than Bond, even, and it's not just limited to when someone is hooked, like Kindred.
Broken Keys are pretty useless, not only do they have a measly five charges, but they can't even open the hatch.
On subject through, you must've used a duration add-on and an aura reading add-on to make it useful for at most, twenty seconds. On the other hand, most items can be used without add-ons, such as Med-Kits and Toolboxes.
Assuming the player had a choice, they would more likely pick a item that's useful just by itself than an item that's add-on dependant. This is why I gave keys base aura reading, freeing up an add-on slot for extra duration or something else, but most importantly, keys with this change, are no longer useless by themselves! π
I like the idea of the aura concealment the most out of this, I think. I assume keys would cover one second of aura read per charge? That might need balance,, though. Perhaps the add-on reduces total charges.
Correct, if your aura was revealed by BBQ (4 seconds), you'd lose 4 charges from your key as a result if you're using the add-on.
It could be changed if proven OP, such as taking more charges.
Obviously, there's already an add-on for reading the killer's aura, would a revamped key add-on also consume more than the usual charges?
Yes, but I thought I'd include that to let people know I didn't get rid of the idea of an add-on reading the killer's aura.
Perhaps I'm missing something, but I don't quite see what is unhealthy about keys. I hear it a lot, but people never explain. The few times I've seen someone use one have been in odd circumstances, usually selfish, and occasionally, I've been forced to try it for a challenge. The reason for the rarity might be because every match I'm in, if a survivor has a key, the killer goes out of their way to remove it from play using Franklin's Demise, tunneling, camping, formerly Ebony Moris, whatever means they deem necessary. It all seems a bit excessive for something that requires at least four generators done or three survivors dead to use.
Basically, an experienced group of survivors can use the key as a backup plan and completely recover from a lost game.
Here's a video, the commentator explains why keys are unhealthy for the game:
https://youtu.be/7WG0qJut0oQI like the concept of unlocking using charges, but I think the purple tier key would need to have at least enough to open a hatch fully. Also, probably would need to reduce the number it takes to open the hatch. Twenty seconds is a long time to be stuck in place, oblivious, and unable to stop lest you "break" your key.
Unlocking the hatch is something that pulls the killer's attention away from whatever they are doing and to you. This is something you can use to force the killer into a dilemma and effectively sway the game into your favor.
You don't lose the key if you're unsuccessful, you just lose the ability to unlock the hatch, but you can still use other aspects of the key.
You only get one attempt because having multiple attempts would allow one survivor to camp the hatch and keep forcing the killer to the hatch. This would waste so much of their time that the game would be difficult to play.
In the times I've used one, I had about three seconds before the killer would have cut me down mid-unlock. I think requiring that others be present to distract the killer would make keys virtually useless at all levels of play except the very top.
Your goal shouldn't be to unlock the hatch, it's just there as a consequence to force the killer to take action against you.
The goal is to waste the killer's time by forcing them to stop whatever they are doing and come to the hatch. If you're clever, you can try unlocking the hatch when the killer can't afford dropping what they are doing without suffering great loss!
For example, the killer knocks a survivor who's on death hook to the ground, but you begin to unlock the hatch elsewhere.
The killer has two options:
- Forfeit their catch
OR- Let you and potentially more survivors escape
This is where you gain value because the killer has to pick their poison. π
The pallet and door repair sounds a bit more... complex. I think that might be better handled by something else, or perhaps, not included at all. Pallets are, currently, a non-renewable resource that requires survivors to use them with purpose to prevent their waste.
That's what makes keys pretty special, they are the only thing that can bring back pallets and breakable walls, but it takes 16 charges (16 seconds).
It's a gamble in my eyes because you're wasting time (not doing generators) to bring back a single resource. That pallet might get value or it might not do anything, but since there are strong pallets in every map, that's why pallets are so taxing on keys. I might have to increase charge consumption to be safe, but this is something I really want to keep as this would separate keys from any other item.
Would this make keys usable more than once, without add-ons that prevent their consumption? More like other items, they just sort of grey out, but if you live, you keep them?
Yes, keys won't be consumed if they open the hatch.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1842097#Comment_1842097
But why does it stay red even if i use prove thyself?
@Mandy said:
@OniWantsYourMacaroni because it's still not 100% even with Prove Thyself
Each survivor other than yourself that's on the same generator gives everyone a personal 15% repair speed penalty!
Here's a chart on the penalties:
- Survivor: 0% Penalty : 1.00 c/s
- Survivors: 15% Penalty : 0.85 c/s
- Survivors: 30% Penalty : 0.70 c/s
- Survivors: 45% Penalty : 0.55 c/s
Prove Themself removes 15% of the repair penalties for co-op actions:
- Survivor: 0% Penalty : 1.00 c/s
- Survivors: 0% Penalty : 1.00 c/s
- Survivors: 15% Penalty : 0.85 c/s
- Survivors: 30% Penalty : 0.70 c/s
While Prove Thyself doesn't get rid of the penalty with more than 2 survivors on the same generator, the penalty is not as severe! π
-
@Squirrel_Thicc said:
People make such a huge deal out of lobby dodging but I really don't think it's an issue.
Before, when a killer dodges, it kicked all survivors from the lobby and back to the queues! This often wasted their time because they had to wait for another lobby and depending on the queue times, that could take a while! People who don't have a lot of time to play DBD really feel this and are the most affected by dodging!
However, currently, if the killer leaves the lobby (from what I've seen, don't quote me), all survivors remain in the lobby and wait for a different killer to join! It still wastes the survivors' time, but not as bad as before because they weren't kicked from the lobby!
I guess what I'm getting at here is that lobby dodging punishes survivors with extra wait time because they are playing the game. Often times killers don't even give it a chance or use their items to balance the odds, they just automatically give up (which prevents them from getting better because they don't challenge themselves)!
Just being honest, nothing against either side! π
-
They don't want players to see it and negativity manipulate their MMR to get easier matches (and potentially ruin the fun of beginners who are just picking up the game)!
As good as it would be to see where I stand, giving players that information can hurt DBD'a playerbase! It's a real sad we can't have good things because of others! π
-
@ReverseVelocity said:
I'm not sure if the colours actually mixed. I just rewatched the clip and as you can see, when the bottle is thrown it has a white trail.
https://us.v-cdn.net/6030815/uploads/MUV563R77NJ3/image.png
However, in the bottom left corner, the smoke colour shown was orange, not white.
https://us.v-cdn.net/6030815/uploads/VOM1BSCMJ2PA/image.png
I'm willing to bet that the white gas won't do too much, only used as a warning to the survivor for the stronger effect that the orange smoke will give. Could it be direct damage? Deep wound maybe? Severe hindered? The change of colour could indicate some kind of scaling in effect over time.
We already have a potential name for one of the bottles: The Afterpiece Antidote. This was shown when the devs included the description from one of the reworked addons in the live build of the game:
https://us.v-cdn.net/6030815/uploads/LCXGL7Y2T8WM/image.png
Now the name "Afterpiece Antidote" is confusing. It suggests a positive effect for those affected. Perhaps it could be an ironic name, being a poison instead of an Antidote. Perhaps it could give a new status effect that slowly ramps up with exposure to the antidote, kind of like Doctor's Madness with his shocks.
The other interpretation would be direct, suggesting an actual antidote. This would most likely be a positive effect for the clown, not the survivors. If it were to be a buff to the killer, it'd probably be Haste.
This addon also suggests that the Clown might be getting addons that replace the effects of one of the bottles. It seems unlikely that they'd go through the trouble of coding a system to change out the second bottle just for a meme addon. However, I might be wrong.
I hope we hear something about the rework soon, I'm really looking forward to what it might contain.
Where did y'all find this information at? I searched the forums but everything is so unorganized, I couldn't find the thread community managers usually make when they share game news! π
Edit: I think I found it, it's not a thread it's a QA stream!
