Nos37
Nos37
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- Nos37
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Idea sounds solid. Three questions, though:
Would you rather have the sabotage effect be an all or nothing affair (the hook time is not doubled unless the hook has been completely sabo'd), or have the sabotage effect be based on how much sabo' progress has been made (a hook that was ~halfway sabo'd adds ~1 minute of sacrifice time)?
Would the above effect be something provided by Saboteur (Survivors without Saboteur have to fully sabo' a hook to get any benefit, while Survivors with Saboteur can add time based on sabo' progress)?
If so, what would be the scaling factor (for each tier) of Saboteur? Speed? Bonus Bloodpoints in the Boldness category since this would be a secondary objective, and stealthy Survivors who would prefer to avoid the Killer would now have a way to rack up Boldness without having to interact with the Killer, yet still contribute to the team?
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Oh, that makes complete sense. I should have known better; it was an oversight. Apologies.
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Then it must have been a bug, because the Hag hit me and it said "Hex: The Third Seal" next to the matching icon, and my Bond had stopped working (can't tell in the clip, though).
That said, the Hag did have two other hex perks: Ruin and something else (her 4th perk was Overcharge). I wasn't affected by Ruin at that point, and I hadn't starting cleansing any totems for it to be Hex: Thrill of the Hunt (if that was her other hex). The hex appeared as I was hit.
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I started DBD on PC and got the Lecgacy Skins. I had to give those up when starting over on Xbox. No Legacy SKins, no Left 4 Dead T-Shirts, no Bill, no perks or teachables, no Bloodpoints.
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I got bored last night and decided to run the weakest Killer (Freddy) with the worst perks for him, thinking I would only end up de-pip'ing, but I was surprised when I kept getting 4K's (Rank1).
Nightmare
Unnerving Presence
Distressing
Overcharge
Brutal Strength (to kick gens mid-chase and give Survivors Overcharge to wake up)I also try out different themed builds from time to time like the Wraith's "Disappearing Act:"
Franklin's Demise
Knockout
Beast of Prey
Hex: The Third SealThe "Anti-Troll" Nurse:
Lightborn (to counter blinds)
Shadowborn (to counter jukes)
Agitation (to help counter body-blocking, and get free hits on flashlight heroes)
Unnerving Presence (to help counter Decisive Strike, and pairs well with Agitation's terror radius increase) -
Even if he isn't buffed until way later, quality-of-life changes for him now (or very Soon™) would be much appreciated:
- Lunge attacks do not connect with (lock-on to) Survivors who are awake
- Being able to vault a window while an awake/transitioning Survivor is also vaulting the same window
- Dying Survivors can be put back to sleep (after being woken up by a failed recover from another Survivor)
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@Incarnate said:
Furthermore, when it comes to SWF, it doesn't outright negate the game mechanical effects and their consequencesThe game mechanic for totems is that they are supposed to be hard to find. If I play Survivor solo and another Survivor finds a hex totem, I don't know where it's at. If SWF finds a hex totem, everyone in that SWF group know its location.
The game mechanic for Knock Out is supposed to make downed Survivors harder to find. If I play solo and another Survivor goes down, I don't know where they are. If a member of a SWF group is downed, everyone in that SWF group knows their location.
These examples are far more imbalanced than a Survivor cutting their Action Speed in half just to stay hidden from the Killer.
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Played Freddy at Rank 1 with the worst possible perks, no add-ons, and still got 4K's... Freddy is OP.

- Unnerving Presence
- Distressing
- Overcharge
- Brutal Strength
Ironically enough, even though Survivors found out I was running Overcharge, I would stop mid-chase to break a gen; they would loop back to it to wake up; I would put them back to sleep and kick the gen again; they would loop back to it to wake up; and next thing they knew, the gen went from 50% to 0% progress, lol...
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I tried playing as Survivor (solo) on Hard Mode just for fun:
- No Mither
- Object of Obsession
- Resilience
- Stake Out
I was actually surprised to find out how effective I was still able to be (escaped 3 matches in a row).
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[Moved]
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@Incarnate said:
Furthermore, when you can just tap to avoid the skill checks with detrimental effects, it renders certain perks useless.Survive With Friends renders way more Killer perks uselss and it creates a lot of imbalance issues, yet SWF isn't going anywhere... Which is unfortunate because I would love a deceptive Killer who can pretend to be a Survivor, but that won't happen because the devs know that SWF would use voice comms to shut that Killer down.
My point is: yeah, sure, there's spilt milk that you're trying to make everyone aware of, but there's toxic waste being dumped into the river that's more detrimental and even that's not going to be cleaned up.
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@ModernFable said:
Why don't they stack? Did Behavior deem it too strong?I thought the reason was either performance/graphics issues or it gave the Killer an unfair/imbalanced advantage (can't remember which).
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@popoles said:
Or make it so when the game starts, when you hit the leave button as a killer (only until 1 minute has passed), you'll get no penalty for DC'ing.Killers would abuse this to dodge certain maps they don't like.
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@darktrix said:
Agree. I suspect that EAC is blame for a significant number. It takes a good 15-20 seconds to validate, so don't be so quick to hit ready when the lobby fills.I have noticed that if I ready up as soon as I join a lobby, those matches are more likely to start with less than 4 Survivors...
but I've had this happen on PC and on console, and there's no EAC on console, right? -
I do feel the duration is too short. The auras are overwhelming, so I have to stand still and try to take it all in. I generally ignore the generator auras, as those are easy to find (unless it's The Game or Treatment Theatre), and focus on chests and totems. If I also have Dark Sense equipped then I only have enough time to see what the Killer's doing or see where the chests and totems are, but not both.
Dark Sense
Deja Vu
Detective's Hunch
Wake Up! -
@Incarnate said:
Seriously, how can you not see this is an actual issue?If I find a dollar on the street, pick it up, and keep it, I am stealing.
If it costs the city (and therefore taxpayers) hundreds of dollars for me to be arrested, booked, and brought before a judge, is stealing that dollar an actual issue? What about $5? $20? The crime is arbitrary.
If the dollar was in a sewer drain among filth and trash, and I had to get on my stomach to squeeze into the sewer and ruin my clothes just to get it, was it worth it if I have to spend money on the water bill for cleaning my clothes? The cost outweighs the benefit.
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@Incarnate said:
Seriously, how can you not see this is an actual issue? There are so many game mechanical and gameplay aspects that are directly avoided through just tapping to avoid skill checks.I see it, but I also see that the cost outweighs the benefit, and the devs can always steepen that cost.
The Killer will patrol gens if not in a chase so it's only a matter of time before every gen is checked. A Survivor can choose to repair at 50% the normal speed to bypass skill checks that could potentially reveal their location to the Killer, but it's not worth it because the Killer will check that gen eventually anyway; especially if it takes the Survivor twice as long to repair (Killers don't patrol completed gens).
As Survivor, would you equip this perk (I wouldn't; it's trash):
"Exploitative: You know how to navigate your way around intended game mechanics. Chances for skill checks are reduced by 100%. You receive penalties to healing, repairing, sabotaging, and opening exit gates. Action speed reduced by 50%."By removing gen-tapping from the whitelist it puts more strain on the enforcement team. It's not as simple as "okay, you did a thing, now you are punished." As stated earlier, it's arbitrary.
- This Survivor spent 160 seconds repairing a gen (instead of 80 seconds) without the possibility of the Killer ever knowing his/her location (unless the Killer patrolled their gen, which is the equivelant of that Survivor having passed every skill check). Ban?
- This Survivor worked on a gen for a split second before being pulled off by an Evil Within 1 Shape. Ban?
The team would have to watch through hours of footage to make sure they don't accidentally, or needlessly, punish players (on top of the hours of footage for worse things that are bannable exploits).
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@Incarnate said:
Still, the main point here is that they're completely ignoring any detrimental effect other than it takes longer.
The only detrimental effect of Ruin is that it takes longer.
Also, there are things that will make skill checks happen more regularly, plus it's not just Hex: Ruin, it's litterally anything that would impose a more difficult skill check, that they're avoiding - which means that they avoiding potentially failing the check - which would direcly alert the killer (unless technician triggers), but otherwise it would alert the killer where the survivor would have to consider continueing or leaving the gen. So it's most certainly not just about it taking a longer, but by tapping you're avoiding a lot potential consequences which is directly for benefit of the killer - where tapping to avoid those basically means it's not just the addons or perks involved but a lot of game mechanics that are being bypassed this way.
Like I said, it's not just gen-tapping thats an issue, but the very fact that you can just tap to avoid skill checks, which have possible detrimental effects and game mechanical consequences linked to them... how is that not an issue?
As Survivor, I can choose not to work on a gen and I'm avoiding any detrimental effects that failing a skill check would have, but the gens don't get done as fast, giving the Killer more precious time to find and sacrifice Survivors. Interaction-tapping does the same thing: gives the Killer more precious time...
The only way for the devs to fix this entirely is by having a constant skill check for every Survivor regardless of whether they are interacting with something or not, otherwise the Survivors can always just stop interacting briefly after progress has been made.
Or, the devs can better thwart this by increasing the time between the moment the button is pressed to the moment the progress is made, so that interaction-tapping would be more penalizing in the long-run.
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Here's a breakdown:
- A Good skill check with Ruin is 5% regression, or 4 charges = 4 seconds of Survivor repair lost
- Survivors can tap a gen twice per second, at best, and that tap only adds 0.25 charges = 1 charge every 2 seconds
- Alternatively, Survivors can tap and hold for half-a-second, once per second at best, and that tap only adds 0.5 charges = 1 charge every 2 seconds
- This means that the Survivor would have to get a Good skill check every four seconds to lose as much progress as they would by gen-tapping!
I can tell you that I don't get skill checks that often as Survivor. Gen-tapping is in the Killer's favor.
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@Incarnate said:
Who's talking about babysitting the gens while they regress? I weren't, and I don't see why it's even being brought up, as I've made no mentions in regards to this.
Earlier you mentioned the killer's regression mechanic being made useless by gen-tapping. I'm stating that it was near-useless from the start, before gen-tapping comes into play. I was addressing Killers in general (not just you) on the subject of generator regression's value.
The point was that the Killer is already at a disadvantage from the Repair vs Regress standpoint, and that Killers shouldn't see value in regression as a means of stopping the exits from being powered.
Does regressiom help find Survivors? Yes.
Does it help slow the game down? Meh. -
@DemonDaddy
I agree with that part throughout all the post that mention it in this thread.Either let Killers put gens into regression from a simple weapon swing (Alert still procs), or do not progress gens until after the Survivor(s) have been working on it for the same duration it takes the Killer to kick the gen (regression stays until progress is made; tapping no longer removes regression).
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You do realize that failing the Overcharge skill check regresses the generator by 10%?
That's 8 charges removed in 1 second, whereas it would take 32 seconds to regress that much from only having kicked the generator. It is in the Killer's favor to have the skill check from Overcharge failed, even if you have to spend 20 seconds walking back to the generator and kicking it again.
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@Incarnate said:
To give an example: Overcharge; a Survivor can tap the generator, run, and accept the failed skill check without a big disadvantage beyond a loud noise notification (which doesn't bother the Survivor who is already running away). However, it affects game balance, as regressing the generators is a beneficial mechanic for the Killer, yet failing Overcharge can easily render this near-useless. Add the time wasted for each time the Killer goes back to re-apply the effect and it's worse, giving an additional advantage to Survivors.The benefit of Overcharge is the regression penalty (hence, the difficult skill check making it harder for the Survivor to pass). If the Survivor is failing that skill check, after tapping and running, then the perk is still doing its job correctly. Where does the perk say "Survivors who fail the skill check are trapped in place for 10 seconds?"
On a larger scale, Killers should really reevaluate the benefits of generator regression. Is it handy to kick a generator, patrol elsewhere, and come back to see if the generator is still regressing? Yes, it tells you a Survivor has been there. Is it worth babysitting a generator to keep it regressing and undo Survivor progress? Well, let's see:
- It takes 80 charges for a generator to be repaired
- Survivors apply 1 charge per second (additional Survivors add diminishing returns; it's not 2 Survivors = 2 charges per second, 3:3, or 4:4)
- This means it takes 1 Survivor 40 seconds to repair a generator by 50%
- The Killer can kick generators to regress them at 1 charge every 4 seconds
- This means it takes the Killer 160 seconds (almost 3 minutes) to regress a generator by 50%
To me, it doesn't feel worth the effort to make sure every generator is regressing all the time, or to try and undo all of the Survivors' progress; I would rather focus on the chases and the hooking. Then, once I'm down to 2 Survivors, I can kick generators to better track them. Plus, I don't have to expose my location to the Survivors running Alert everytime I kick a generator.
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Too bad I don't play Nuse more often... -
@Skarkio said:
If you are on a gen, put yourself on the side nearest to a pallet or window so that, if you hear his bell or see his uncloaking shimmer, you can reach them quickly and avoid his speed burst.Careful with this; as Wraith, if I can sneak up on a Survivor working the side of a gen, I can usually pin them in and bodyblock for a free hit.
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The devs can fix the game by balancing it, which is what Killers want; the devs can't fix the Survivors' attitudes however.
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The better question is why do you care if Survivors get salty?
No matter how you play, they'll find some salt to throw.
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@Mister_xD said:
To be honest, I thought [the lore hinted at a new Killer with a mechanical jaw] at first, but, and this is the part of the story that changed my mind, the storyteller admitted that he had beaten the "monster" and chained it up on a wall before running tests on it. The next day, a trailer showed the Trapper chained up to a wall and injected with nectar, before breaking free. After that, the storyteller told us that "he" had escaped, so I am pretty certain he is talking about the Trapper.The last entry say's "The Entity is here. It has Found me."
I hope this is hinting at a new Killer who looks like, or used to be, a potential Survivor.
I've read through several different suggestions from users in another thread about how the devs could pull this kind of Killer off without SWF spooping all over it.
As a solo Survivor, this will make DbD scary again... Can't wait!
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Even with Empathy 3 I have to wait for them to escape the Killer and I have to get to them, without being found by the Killer, before they heal themselves with that perk every Survivor has equipped... Self Carry.
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Tunneling before the healing changes was worse because Killers had less time between losing a Survivor after a chase and finding them before they heal.
Now, as Killer, I feel like I can injure a Survivor and let them go without having to tunnel, knowing that they will be using up a fair chunk of time to recover (hopefully; it's possible they have Resilience and I'm just helping rush gens).
I can finally run Thanatophobia without feeling like I'm wasting a perk slot.
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Plus, it would allow the Killer to identify which building has the basement in it sooner, which is fitting seeing as how (with this perk equipped) the Killer's imperative is to defend its territory.
Otherwise it would be like a territorial bear that doesn't know which of the two big rocks has its den inside; it can't properly defend it.
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@AntiJelly said:
I'm pretty sure BHVR had some sort of company/financial problem all throughout late 2017 and early 2018.
Not a lot happened that was major in any way.They probably had their hands full working on licensed Killers: Leatherface, Freddy, Jigsaw/Amanda
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@ad19970 said:
I would love a gen rush nerf as well but sadly simply nerfing gen rush by let's say adding a second objective doesn't work that easily. You also need to take into consideration the top tier killers and certain killer add ons that would become overpowered, as well as camping and tunneling being too effective strategies. If we nerf what is most frustrating for killers, we also need to nerf what is most frustrating for survivors, camping and tunneling.
And solo survivors would finally need to be buffed to the level of swf survivors, or they'll just get hit by this nerf more than swf survivors would.
So nerfing gen rush substantially will entail lots of work, since there are other changes this game would need in addition to a gen rush nerf.There's a way to tie the secondary objective to the main objective, slow the main objective down, aid Survivors, and give Survivors a choice of playstyles / methods of completing the main objective.
Have the secondary objective be a Fog Vent that Survivors have to close.
- The trial starts extra foggy
The fog chokes the gens, slowing how fast they can be repaired, but better obscures Survivor movement
- Also lets Survivors sneak up to the hooks being camped
- And aids Survivors trying to break tunneling chases
The Survivors can find and close Fog Vents to lessen the fog and speed up gen repair
- Offerings that affect the fog would instead affect the number of Fog Vents
This way the Survivors still have a choice: slowly grind out the main objective with lots of cover from the fog, or use the secondary objective to speed up the main objective at the cost of less cover from the fog.
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Maybe a vignette effect that darkens the outer edges of the Survivors' view so they have less peripherals to work with?
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Play Killer exclusively.
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Could it be the upcoming holiday?
I've seen the Shape in 40% of my matches as Survivor.
I'm sure it's related to the new movie, but I can't wait for Halloween to pass so I can get back to playing against a good mix of Killers (or the same three top-tier Killers for those of us at Rank 1).
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I notice that the spam is all from the same user. Then it stops. Then there's more spam from a single user, but with a slightly different jumble of letters in their username.
This leads me to believe that they've had their IP banned, but just use a VPN or something to register a new account and spam.
Also, why bookmark the spam? Misclick?
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@purebalance said:
The emblem penalty isn't even bad. I facecamped a dying light and only lost 3% on chaser emblem.It depends on how many Survivors moved within 16 meters of the hook to see if you would leave. Happens with solo Survivors all the time, which is where Kindred shines.
As far as camping being the best tactic, as shown by said tournament, it would require messaging the 4 Survivors in your Killer lobby and asking them not to bring any perks or add-ons. Otherwise, Borrowed Time, Kindred, et cetra come into the mix to really punish, or counter, camping.
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As Killer, I would slug the 3rd Survivor while I went and searched for the last.
If I couldn't find the last Survivor after 4 mins, and the slugged Survivor is about to bleed out, I'll just hook them so I have more time to look for the last Survivor (easier if I have BBQ, as I haven't unhooked them yet so BBQ's aura-read still procs).
If I don't see their aura, I can spend some more time looking for the last Survivor, before coming back to the hook, unhooking the Survivor, and then re-hooking the Survivor to reset the sacrifice progress. Now I have more time to look for the last Survivor.
It gives the Killer too much ability to take the match hostage and deny hatch.
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I kept getting notifications of people @'ing me and laughing at "Boil Over," so I felt like clarifying why it was annoying as Killer.
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What if the secondary objective was to seal a fog vent?
- The trial starts extra foggy.
- The fog chokes the gens, slowing how fast they can be repaired, but better obscures Survivor movement.
- The Survivors can find and close Fog Vents to lessen the fog and return the generator repair speed back to normal.
This way the secondary objective is tied to the main objective, yet the Survivors still have a choice: slowly grind out the main objective with lots of cover from the fog, or use the secondary objective to speed up the main objective at the cost of less cover from the fog.
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You mean so the Bloodpoint farmers can stay with the Bloodpoint farmers?
Edit: Nevermind. Thought you meant a "Rematch" option for Survivors and and the Killer post-trial.
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@Radiant said:
Killer side of this game is so easy that it's unchallenging and useless to play; find, hook, repeat, 4k.That's why I stopped some time ago and only use Killer for dailies now, with embarassing, easy matches, and without perks or add-ons.
If you're only playing Killer for dailies then you're not ranking up, meaning you're only facing amateur Survivors; of course it's easy.
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I was done with the event and was no longer using Iron Grasp. Boil Over allows for Survivors to weasel in front of me to body block.
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Insidious on Nurse with NOED; Blink through the exit gate; wait until you hear the exit gate being powered.
Maybe use Insidous with the Pig and stand near a gen; she looks the closest to being a Survivor.
OR: stop caring about what's discouraged and use the tools provided to you as a Killer.
Gen rushing is discouraged by Killers, yet Leader, Prove Thyself, Resilience, Spine Chill, and Stake Out are still in the game just as much as Insidious is. -
Ah, I see that Chasing falls under Hunter.
I saw 4 Killer perks that give bonus Bloodpoints and knew there were 4 Killer scoring categories. Thought that maybe they could each align.
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@Markness said:
The best course of action for the nurse is to be deleted from the game so the devs can balance the game properly.Right, but I'm talking about the Nurse, not SWF
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@TerminalEntropy said:
I'll throw in Wraith's Blind Warrior - Mud. 60 seconds of Blindness for the one that was hit means simply nothing.This is why I think that Blindness should also hinder the Survovr's ability to differentiate between hex and dull totems.
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If I have to leave, I'll just put myself in a locker and go AFK.
I did suicide on hook a bunch during the event to get into the next match quicker, but that was after the Killer had chased and downed me normally.
If a Survivor tries to give me a free sacrifice after I've had tough match, I'll just slug them and look for other Survivors. I don't need sympathy when I'm down; it just makes me feel weaker, strange as that sounds.
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I'm not trying to re-work the add-on into a teaching tool; that's just a bonus.
The Trapper now has a common add-on that makes his traps weaker than vanilla traps and grants bonus BP for scoring-events related to his power.
The Wraith now has a common add-on that makes his terror radius heard even while cloaked and grants bonus BP for scoring-events related to his power.Tecnhically, the add-on should only nerf the Nurse's power while giving the bonus BP.
The destination marker would simply help with learning the basic blink mechanic.