NoShinyPony
NoShinyPony
About
- Username
- NoShinyPony
- Joined
- Visits
- 4,646
- Last Active
Comments
-
@HatCreature said:
@NoShinyPony said:
@HatCreature said:
@NoShinyPony said:
I don't have anything against perks that help solo survivors, but the fan made survivor perks in that video are neither balanced nor a good idea, I'm afraid.Ironically, the two gen speed perks would benefit a coordinated SWF and worsen gen rush.
You mean the last perk? That makes sense actually but they don't have to be SWF for it to be powerful, it can be the new 9% if you're working alone instead of together.
I mean the 2nd and the last perk. Both perks would work great for a coordinated SWF group that wants to rush gens.
In general: The gens in this game are done too fast. We don't need any perks that help survivors with repairing even faster. There is a reason why Leader will get changed so that it won't affect gens anymore.
Well my post isn't necessarily about the perks in the video, I used this fan-made chapter as an example of Solo Survivor perks.
I thought you also wanted to talk about these specific perks since you mentioned them.
Ok. I wrote in my first post that I don't have anything against perks that help players who play solo. If anyone comes up with a good perk idea, I'm all for it.
-
@HatCreature said:
@NoShinyPony said:
I don't have anything against perks that help solo survivors, but the fan made survivor perks in that video are neither balanced nor a good idea, I'm afraid.Ironically, the two gen speed perks would benefit a coordinated SWF and worsen gen rush.
You mean the last perk? That makes sense actually but they don't have to be SWF for it to be powerful, it can be the new 9% if you're working alone instead of together.
I mean the 2nd and the last perk. Both perks would work great for a coordinated SWF group that wants to rush gens.
In general: The gens in this game are done too fast. We don't need any perks that help survivors with repairing even faster. There is a reason why Leader will get changed so that it won't affect gens anymore.
-
I like this idea as well.
-
@Entità said:
@NoShinyPony The fact is no one uses it, like the old Surveillance.Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.
I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?
-
@HURRI_KAIN said:
I think No Mither does need a rework, I would make it so the killer doesn't see who has No Mither, and I would make it so the player using No Mither starts the match with full health. These two simple changes would make No Mither a viable perk.No Mither is hard mode, it is not supposed to be a useful perk. If players don't like the disadvantages of No Mither (in other words: they don't want to play hard mode), they can simply stay in hurt mode and use Unbreakable.
-
@borna_lk said:
This is to allow people to play SWF, and killers to grow a pair and not dc the lobby everytime they see 3-4 survivors join at once (even tho sometimes it’s by coincidence and they aren’t even in SWF).Out of curiosity: Which and how many items do you bring, which skins are you wearing and which rank are you playing on?
-
I don't have anything against perks that help solo survivors, but the fan made survivor perks in that video are neither balanced nor a good idea, I'm afraid.
Ironically, the two gen speed perks would benefit a coordinated SWF and worsen gen rush.
-
Players not making their own skins but buying the designed skins is a source of income for BHVR. And I like it that it is that way: Since they sell skins, they are able to offer new killers/survivors for free.
-
@Jake5926 said:
Special power: Gold coin placed on generator that jams survivors hands into the generator, notifies the killer, but after one hit the survivor can run she can hold 3 at a time and cool down is 50 secondsYou want a killer with free hits? And up to 3 free hits in a super short amount of time, on top of that?
Or did you mean the power to work differently? -
@TigerKirby215 said:
@White_Owl said:
You don't need to rush to the hook though, you can slug until the perk icon lights up literally telling you you can use the perk.And any smart Survivor will just heal the Survivor back up and then open the gate and escape.
Why would you leave the surv on the ground unsupervised? You just stay close and wait for a gate to open so that you can hook the guy.
But I know you can't apply that tactic in 100% of the cases. If you play Freddy or the survs bring an instaheal then slugging won't work. -
Freddy: Nancy's Sketch or Nancy's Masterpiece. He is already weak, he should at least have a bigger power range. (I know, there will be a Freddy rework.)
-
If the Spirit could see auras with Nurse's Calling while using Yamaoka's Hunting, that would simply be completely unbalanced and way too strong. You are basically asking for free hits.
-
Some of her add-ons would need a nerf but not the nurse herself.
-
@BACKSTABBER said:
@DwightsLifeMatters said:
I never do more than one gen. It's boring. I do one gen at best and try to get chased, the chase is the most fun in DbD and not holding M1 for minutes.
(that's also the reason why Legion is so hated, unfun chase mechanic therefore worst DLC in a lot of eyes)THIS.
Gameplay becomes boring so survs go take risk, save hooked, be chased rather than doing gens
Yup.
But there are also a lot of survs who spend their time hiding on the map, doing nothing. Don't ask me why. -
@ToppingPanic said:
@Bongbingbing said:
Don't know if anyone has posted this before but here goes.
SWF Ranking is kind of messed up, I see it all the time on streams where they are playing SWF and are matched with a killer who gets destroyed because they're going against red ranks.My Suggestion is, instead of an overall average of ranks which i think is the case now, have the group match to a killer of the highest rank in the group?
That might seem a bit harsh but to be fair, SWF are already unbalanced.
_ (Knowing where the killer is all the time, Knowing when to hide, what gens have been kicked/ are being worked on, Where the totems are if one survivor has seen, who's going to save from hooks, when to distract the killer, Where traps are placed, what pallets have been used... ect..)_You're probably a killer main, play enough survivor you'll realize unless you get one hell of a squad 8 games out of 10 it is just a dysfunctional mess. Survivors are self-centered and pretty stupid, SWF communication between at least 2 people helps keep each other in check.
Out of curiosity, are you a solo survivor main in the green ranks if you say that 8/10 of your games are a dysfunctional mess? Also please keep in mind that 2/3 games are SWF games.
-
Usually, I don't really care whether I get the 4th surv or not. Slugging or hatch game is not exciting and takes so much time that could be put to better use by just playing the next match.
-
@Vietfox said:
Maybe at rank 15? Havent seen anyone doing that at rank 1Sadly, I have a similar type of games on a regular basis on rank 1. Only one more gen to do until the exit gates would be powered. I get chased long enough that meanwhile the last gen could be done. Instead the other one or two survivors are just camping the hatch.
Solo survivor games. -
@Gonzalo said:
Is the event gonna be same as survivors doing another collecting something objective?
And killers hooking survivors on event hooks?It seems there won't be any event hooks. The devs made a post here in the forum:
https://forum.deadbydaylight.com/en/discussion/40632/moonrise-lunar-new-year-event-announcement#latest -
Yup, I have encountered the same bug as well. It isn't the only sound bug at the moment.
-
Bottom line: You should only prestige a character if you want to have their bloody outfits.
-
@PBlackII said:
Entertaining separate builds is an entirely different matter than flat out saying it works towards the killer's disadvantage, which is a pretty unreasonable thing to assume considering there has been zero testing or discussion upon various builds. Allow such conclusions to come after data or fleshing out of rationale.So which do you prefer?
1) Stop discussing for now, try the 6-perk-system in a PTB (or something similar) and continue the discussion afterwards.
or
2) Continue to discuss perk builds to get a better feeling for whether the 6-perk-system is balanced.
-
@PBlackII said:
@NoShinyPony said:
@PBlackII said:
It could, but if it's applied to both teams is too hard to really tell, hence why I said opening the floodgates.Why do you believe it's too hard to tell? When you suggested bringing 6 perks, did you think about which perks were most likely to be equipped?
Considering that it would be 6 perks against 6 perks at varying tier choices, to have any sort of definitive answer would be dishonest. Of course certain perks would be chosen over others.
When we talk about balance, we have to talk about bringing a strong perk build. Let's start with this: You want to have the best chances to win as a survivor. Which 3 other perks would you take along with SC, DS and an exhaustion perk of your choice?
-
@PBlackII said:
It could, but if it's applied to both teams is too hard to really tell, hence why I said opening the floodgates.Why do you believe it's too hard to tell? When you suggested bringing 6 perks, did you think about which perks were most likely to be equipped?
-
@Zavri said:
should be no reward until rank 10. and the amounts have to be drastically lower.Would have to start around 25k or 50k and the absolute max should be somewhere between 500k and 1mill.
The problem is that a lower amount of BP would not be an incentive. One gets 50k in 1 killer game. People that play a lot make 1 million in 1-2 days.
What I'd prefer is a matchmaking where you don't have to wait so long for lobbies. If there is nobody on your rank right now, let's get matched with someone a few ranks lower. The devs already announced that there will be a new matchmaking system so I'm hoping it will decrease waiting times.
When there aren't long lobby queues anymore, a lot of people would not have a reason for deranking.
-
O.k., then I have another question: The amount of perks is set to 4 since this number probably makes for the best balance.
(Yes, this game is not perfectly balanced now, but that's another topic.) Don't you think it would have an negative impact on balance, most likely to the killer's disadvantage? -
What should you do when the character is max'ed and you only got perks on tier 3?
-
@Master said:
There is an easy way to combat deranking.You give an actual reason to rank up.
Yup. And make ranking up harder.
-
@Bongbingbing said:
Don't know if anyone has posted this before but here goes.
SWF Ranking is kind of messed up, I see it all the time on streams where they are playing SWF and are matched with a killer who gets destroyed because they're going against red ranks.If you bring up this example, please also keep in mind: There are also unexperienced players at rank 17 who just want to play with "their" streamer and get downed very quickly.
I'd prefer to nerf SWF in general. I made a post with a suggestion how that could be done here, if you are interested and want to take a look:
https://forum.deadbydaylight.com/en/discussion/36246/balancing-swf-via-gen-time/p1 -
Imho NOED is fine just the way it is now.
What I would change about the endgame is the spawn rules of the exit gates. Sometimes they are ridiculously close to each other and at other times they are so far away from each other. -
@PBlackII said:
I have 2.7k hours in the game over the span of many months, getting high rank quickly; but I've already went over this point. I understand this game better than the majority of people. Saying "just no" is not any sort of reasonable counter and provides zero constructive discussion which signals that you're only interested in derailing conversation. Saying hillbilly is loopable is a red herring at best—absolutely nobody here would deny that so it's childish to think that's a reasonable counterargument.Concerning the 2.7k hours, I just have to take your word for it. I explained several times why I wrote "just no" and Hillbilly being loopable is a very valid point if you say that his current chainsaw power is too strong. I was giving you good advice and you reply with insults. That tells me all I have to know.
-
@Demoth said:
The problem with this statement is there are a lot of ways to create a massive game delay when you camp someone, such as the survivors not knowing you're being camped until they come and check. This is countered by SWF, but a lot of killers that I've seen camping lately are Wraiths, and they go invisible and walk away from the hook just enough so it looks like they left, but they're really watching from a distance, and you can't tell until a friend comes for the unhook and they suddenly pop out of nowhere and smack you back down because Borrowed Time didn't proc since there was no terror radius.That is a mix of camping and tunneling and a popular Wraith tactic. As with any other killer that doesn't camp close enough to the hook so that an unhook takes place: The healthy teammate has to take a hit for the unhooked surv. That often buys enough time so they can reach the next pallet or window.
-
No Mither is hard mode, it's not meant to be useful. The perk doesn't need to be made more attractive. The attractiveness itself lies in the disadvantages you have to deal with.
If you want to kind of play No Mither but don't like that it isn't hidden to the killer, simply stay hurted the entire game after the killer hit you the first time.
-
@PBlackII said:
Saying "just no" isn't a sincere counter argument to the points I've previously laid out.I only wrote 1,5 lines concerning Hillbilly and you still overread my point why I wrote "just no". So I'll just write it again: Hillbilly is loopable.
@PBlackII said:
As a rank 1 survivor I already know how to generally deal with Hillbilly. Yes, there is a factor of luck involved—what were the pallet spawns, which ones were used, etc.; but this is significantly different than just running up and using an instant down since there's little to no thought process behind that.New players can reach rank 1 in their first season, it doesn't tell us anything about your skill and experience level. From your opinion on Hillbilly I'd say this might not be your first month but you're still relatively new to the game. So don't take it wrong, it is meant as a serious, friendly advice: Learn to play Hillbilly yourself. You will then know in which situations he can use the chainsaw and when not. As you climb the killer ranks, you will meet players that know how to loop the Hillbilly. That will benefit you greatly when you play surv.

-
@inkedsoulz said:
Then just do the generator number 6 to unlock the possibility to open the second gate.There is a reason why this game is 4 survs/5 gens and not 4 survs/6 gens. It doesn't work if the killer is decent.
As I wrote above: Yes, the game is not balanced. But what should be changed is not the endgame but that what happens before all the (5) gens are done.
-
@jackmadrox said:
@NoShinyPony said:
@jackmadrox said:
@Delfador said:
@jackmadrox said:
In my opinion, there should be one gate, one hatch. Or, if there's 2 gates, there should be no hatch.Uhm why?
You can't escape through the hatch unless you have a key and keys are rare.
Lets say there is one gate and the killer blocks the thingy that opens the gate. Then what?
Then go for the hatch.
Usually no survivor in a match has a key so the hatch isn't an option. That brings us back to the one exit gate which the killer is camping. That simply doesn't work.
Yeah you're right. Perhaps the hatch is just a terrible thing all around. But you talk like getting past the killer is such a huge problem for survivors. Use your juking skills. Blind them with your flashlights. I still think 3 ways to escape is too much. It's obvious more pressure needs to be applied to survivors for this to be more balanced.
When the gens are done and there is only one exit gate to escape through: Which killer would let themselves get lured away from the gate to get juked in some jungle gym?
Yes, the game is not balanced. But what should be changed is not the endgame but that what happens before all the gens are done.
-
@Kaelum said:
@NoShinyPony I’m on PS4, and that does not happen. In fact, it is a requirement imposed by Sony that all games must adhere to. It can take up to an hour for the game to get the block, so it is possible to get matches with a blocked player up to an hour after you block them, but you should never be matched with them after that. You can contact Sony, if you need more information.I'm on PS4, too. And I can assure you that I got paired up with my players in my lobby that I blocked not hours, but weeks ago and that on a regular basis. If it got changed in the last time, then fine. But I had this occuring for months.
-
@Milo said:
Or just buff it so you still give your aura to your teammates while being inside the exit gates?That is a nice suggestion and it would fit the idea of the perk!
-
@Tzeentchling9 said:
I prefer to know wether or not I can hang out around another injured Survivor when the killer is close by. Thanks.If the killer finds the injured survivor you could be a nice teammate and take a hit for them.

-
@jackmadrox said:
@Delfador said:
@jackmadrox said:
In my opinion, there should be one gate, one hatch. Or, if there's 2 gates, there should be no hatch.Uhm why?
You can't escape through the hatch unless you have a key and keys are rare.
Lets say there is one gate and the killer blocks the thingy that opens the gate. Then what?
Then go for the hatch.
Usually no survivor in a match has a key so the hatch isn't an option. That brings us back to the one exit gate which the killer is camping. That simply doesn't work.
-
@PBlackII said:
Hillbilly: require a minimum distance of at least 12 metres to instadown.Just no. Hillbilly is fine as he is. You can still loop him. Take your time and learn which routes you need to run.
@PBlackII said:
Nurse: have blinks based on tokens so that she has to manage her ability better to be successful.She already has to manage her ability. She has to charge and she has a fatigue time.
@PBlackII said:
We’re all tired of these two being the only killers at high rank, and these are pretty simple fixes.The solution to that problem is to buff the other killers, not the other way around.
-
When it comes to perk reworks, I ask myself: "Is this so good that I would use it?" I'm afraid Bond, Empathy and Aftercare are stronger than what you are suggesting.
The current version of Wake Up combined with the new Leader (that will come in 2 weeks) could be good.
-
@Kaelum said:
On console, we can block anyone, which means they can’t message, invite, or play with whomever blocked them.I don't know how it is on Xbox, but if you block someone on PS4, you will still get that person in your lobbies.
-
@Wraff said:
Just give us the full Perk and let us move on.Or let the players unlock 2-3 perks per bloodweb.
-
@shyguyy said:
And DS doesn't? You can dribble, you can slug, you can drop people off of ledges with it so they get momentarily stunned, you can run enduring, they could simply miss the skill check... ... The only time it is an issue is when more than one person runs it.You make it sound like that was a rare thing but you get 2-3 D-Strikes per game a lot, at least in high ranks.
-
@Timo425 said:
Imho, what we need instead is a way to balance SWF. I posted a suggestion what could be done here, if you'd like to take a look:
https://forum.deadbydaylight.com/en/discussion/36246/balancing-swf-via-gen-time/p1I don't know.. a lot of swf groups are just having fun and not playing like tryhards, that would punish them a lot. There are also a lot of swf who are not good players but are playing together anyway.
You can't balance a game around average players, a game needs to be balanced around its top players. That's just how balance works.
If you'd like to discuss this more, we could go to the other thread since it would fit better there.
-
The majority of players don't like camping but we would need other mechanics to make camping redundant. Your suggestion isn't a solution, sorry. That doesn't mean that you should stop making suggestions if you can come up with good ideas.

-
@Poweas said:
@NoShinyPony said:
It's a good change that Leader doesn't help with gen repair anymore.And while Prove Thyself gives you 10 % speed bonus for each other surv working on the same gen, the despription also says: "Only one Prove Thyself effect at a time." Also keep in mind that this is only a counter to the standard efficiency penalty when several survs are working at the same gen at the same time.
What standard efficiency penalty?
When several survivors work at the same gen at the same time, they don't repair with the normal 100% speed but a -10% debuff penalty. That is one of the reasons why survivors should work alone on separate gens in order to be efficient.
-
If killers could filter out SWF groups, then most of them would do so. That would lead to SWF groups not getting any games anymore and ultimately the game would lose a huge part of the player base and simply die.
Imho, what we need instead is a way to balance SWF. I posted a suggestion what could be done here, if you'd like to take a look:
https://forum.deadbydaylight.com/en/discussion/36246/balancing-swf-via-gen-time/p1 -
It's a good change that Leader doesn't help with gen repair anymore.
And while Prove Thyself gives you 10 % speed bonus for each other surv working on the same gen, the despription also says: "Only one Prove Thyself effect at a time." Also keep in mind that this is only a counter to the standard efficiency penalty when several survs are working at the same gen at the same time.
-
@Entità said:
@NoShinyPony Every player has their own priorities: some people look for a thrilling adventure, other people desire only points. If it's true that a vast majority of survivors play in SWF mode, then it's not probable someone will abandon their friends.I'm more concerned that the game experience could be worsened for solo survivors. Remember what happened at the Halloween Petula Harvesting Event.