NuclearBurrito
NuclearBurrito
About
- Username
- NuclearBurrito
- Joined
- Visits
- 5,343
- Last Active
Comments
-
@emptyCups said:
so hag wraith ?
With hag strong for her teleports
And wrath strong for his stealth approach
I see you've taken the worst of each to use them for both
110 for a killer with no mobility is gonna be rough rough rough ur looking at 3E every game
Neat perks tho I'd use them in builds and stuff
Obliv doesn't work for against SWF
They aren't the only 110% with no mobility, so it works at least in principle even if I do need to buff it.
I'll increase the numbers then.
-
@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/1294652#Comment_1294652
Add-ons:
"If you down a Survivor while in darkness form you will have no basic attack cooldown" isn't this one very situational?
Perks:
Peer into History - If you down or injure a Survivor within 15 seconds of them working on a generator, that generator will explode instantly regressing by 10%/15%/20%. (note: does not trigger regression over time)
I think this perk is just way too overpowered. It has no cooldown and no power/basic attack restriction (ex: 2 feral frenzy hits would be overwhelming), no cooldown and most importantly the values are a little high imo.
A little side note for the perk - The devs like slowdown perks not to have value with each other so the perk should actually start the regress of the generator it doesn't have sinergy with pop goes the weasel or surge, for example.
Kk. Fixed. Now requires a basic attack and triggers regression.
And the perk means if you ambush someone that is exposed or injured you can keep your momentum to go after anyone else there.
-
@Dead_by_Gadfly said:
Interesting, but what about like a corn map, what if theres nothing for the survivor to collide with.
Also, if the survivor gets knocked into another survivor do they both lose a health state? Cause that would be dope af
On a Corn map you still get some use out of it. You cover the initial distance of the lunge for free if you hit them which combined with the speedboost and forced stagger means you can still close the distance faster in a straightaway. Plus if they are really out in the open then you are a 115% Killer and can just run them down, no power needed.
Basekit Survivors will simply pass through each other if launched. I'm 100% making that an addon now that you've mentioned it because yeah that would be awesome.
-
@BattleCast said:
This must have taken ages to do. Mad respect for the effort 👍️
It did. This is my longest post considering it took 3 posts just to fit the OP in.
-
The counter to camping cannot be something that stops it entirely. It has to be something that makes unnecessary camping worse.
Remember that necessary camping exists and NEEDS to work or else the game straight up breaks on a fundamental level.
-
If I was to increase the stealth it would be with the undetectable timer. That way the balance is less volatile.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1294864#Comment_1294864
Maybe the stealth could be increased slightly. 2/3 seconds would probably be better since this killer has nothing outside of a small TR, and on maps like Hawkins they'll stand out like a sore thumb.
Or have a thing similar to Freddy how he is not visible at certain ranges.
The 1 second invisibility isn't the primary stealth tool. It's the ambush mechanic similar to the pig's lunge.
Remember that at some point prior to this the Killer is given 6 seconds of undetectable and aura reading, ideally you would use this to sneek up on someone in transit and then once you get somewhat close you use your stealth as you round the corner and go in for the hit.
-
Has now been updated with the toolbox rework and doctor rework in mind
-
According to the Q&A WGLF is going to be buffed with an actual effect eventually.
Personally I support the option of increasing Survivor bloodpoints.
However, moreso than that I find the entire idea of items and addons being consumables to be bad for balance.
Here is a thread detailing how we could change everything to rebalance the games items and addons to be permanents rather than consumables:
-
@PigMainClaudette said:
16m TR base does seem kinda rough. Especially since Monitor is a thing. But they do also have zero chase potential. Can they attack in the short window that they are invisible? Asking because I can see huge potential in that and some survivors might be a bit annoyed about getting hit out of nowhere.
Yes they can. Do remember that 1 second isn't very long, and unless the Survivor procced a trap within a short period of time the sudden loss of a terror radius is a givaway of it's use outside of a chase.
Do remember though that a lunge is 0.6 seconds. So if they can hit you from invisibility then they were almost in normal lunge range anyways.
The 16 meter TR is because this Killer is fundumentally being balanced as a Stealth Killer. I am completely expecting them to be running M&A much like myers already does and to the same effect. The difference being that Myers eventually powers up and gets genuinely good chase potential. While this Killer just doubles down on the ambush playstyle, relying on them for hits even while in a chase.
Besides even if they couldn't what would the Survivor do anyways? There isn't a slowdown at the end so it would be like reacting to a Spirit when she exits her phase.
-
@NullSp3c said:
I like the killer but i feel like it is a little underwhelming. Althought i also feel like there's some "hidden" potential in that killer.
Added the Perks and addons. Any of that potential now less hidden?
Feedback wanted as always of course
-
of course not. It's outclassed by Kindred nowadays.
-
You keep saying that this isn't supposed to be a gameplay effecting thing and is just a QoL thing to make drops make more sense.
So how about instead of having an actual speed difference that would cause unwanted gameplay problems you could instead:
- Create a visual stagger when the Killer lands with no effect on speed ect
or
- Increase EVERYONE'S stagger by the exact same amount (has gameplay ramifications if the Killer and Survivor take different routes)
Having a Killer stagger with a speed reduction is by definition a gameplay altering change. And if we are making it so small that it doesn't really matter then why would they bother when they could instead put that effort into fixing real problems like buffing underpowered perks?
-
Autodidact because one day it will work and be cool... eventually... please rngsus.
-
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1287887#Comment_1287887
I bet you'll love her lol, she's just as fun as Spirit.
I know I will. I only didn't get her before because I liked Plagues perks better besides ruin which I got from the shrine.
-
I'm sorry I still don't have enough shards for her 😭. She's 100% going to be the next killer I get
-
@Dead_by_Gadfly said:
Im in general against 110% movement speed, but the power seems pretty cool 😊
That's funny. Meanwhile I've made a post detailing exactly why I find 110% Killers to be fundamentally better than 115% Killers.
The reasoning being that by being 110% they can afford to lean into their power more for chases and general mobility, which allows them to break up the usual chase dynamics for something more interesting.
-
@SaltyBigBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1158450#Comment_1158450
Ye but does Mr Myers have a gun? No Michael goes stabby stabby only
Yes but much like stealth Killers that can attack from stealth, he needs LoS in order to use his power. Meaning you can see him even if you can't hear him. So in practice he's not exactly amazing at stealth even WITH M&A.
Plus his power isn't an instant down, so once he gets that first hit in it's chasing as normal, and he's not even close to having the best chase potential.
Also. M&A on 32 meter TR = 1407.4 Meter^2 removed from TR
But M&A on 24 meter TR = 1005.3 Meter ^2 removed from TR
So the impact in absolute terms is higher on high TR killers due to the exponential nature of circles.
-
@pizzamess11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1268320#Comment_1268320
That's kind of debatable tbh if I were to use dbd's FOV in other fps I'd be constantly getting shot from outside of my view, take siege for example you pretty often have to watch multiple angles which would be impossible to do in some scenarios without having a higher FOV. However some people who like to go for distance shots will have lower FOV cause it makes spawnpeaking at certain maps a little easier. Options are nice.
The point is that hiding from the Killer in DBD is a core part of the game.
While hiding from other operators in siege just isn't.
Having a consistent FoV for the guards in a stealth game is a prerequisite for allowing proper stealth outside of solely LoS blockers. The guard in this case is of course the Killer. So ensuring that what the Killer can see is consistent is important since Survivors are expected to strategise around that limitation, while in siege you are NOT expected to strategise around a particular operators ability to see to their left.
-
@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1268321#Comment_1268321
I'll admit I may be incorrect about this but when Oni first came out I know you never left blood orbs when running No Mither.
As I never really use the perk my testing/knowledge is very outdated.
Nope. They specifically didn't make it like that. It was one of the first things I checked on the PTB
-
@MegaWaffle said:
Well you got the answer to why this perk mentions bear traps specifically but you do have perks that pretty much negate/reduce a killers power.
Calm spirit vs Clown/Doctor
Iron will vs Spirit
No Mither vs Oni - although this is a double edge sword
While these perks were not designed specifically to negate a killer power they work exceptionally well vs specific killers regardless. I'm sure there are more examples, though I feel they may be more "niche".
No mither does not help against the oni
-
The advantage you get from more FoV in DBD is significantly greater than the advantage you get from more FoV in a traditional FPS.
Thus in an FPS the benefits are small enough that no one cares.
Whereas in DBD it means the difference between sneaking past the Killer no problem and being spotted and killed. The simple fact that it's a stealth game makes the FoV an important mechanic where it would otherwise be trivial.
-
@evilwithinIII said:
I think all older perks need to get reworked. How many dlc are we in and the meta for Both killer and survivor hasnt changed? All the new perks has conditions before they can be used unlike the older ones that are straight forward but they are still as or even more effective.
This should not be the case, i prefer that all the perks have high conditions like the newer perks.
Note: this doesnt only included the meta perks but also the perks that are bad like monstreous shrine.
I disagree.
The newer perks have more conditions than early perks because the effects that can be balanced as unconditional boosts are also the perks that are easiest to implement and thus get implemented first.
Having those perks acts as a useful baseline for balancing other perks as well, for example Botany Knowledge essentially provides a conversion rate between heal speed and a perk slot, so when you go to look at a perk like We'll Make it you can judge how useful it is by comparing it to Botany and ask how often the limitations of Well Make it come into play depending on your playstyle.
So it's just nice for perks like that to exist.
Additionally, since they fill the low side of the Risk vs Reward spectrum, those perks are often perfect for newer players who are still learning the core mechanics and would struggle to also incorporate perk conditions on top of that.
Plus perks like Bond and Botany aren't the problematic perks anyways. So it'd be a waste of time to rework them.
-
@Raptorrotas said:
Identity V features such a mode, but i never seem to find a link with the exact rule changes. For that duo killer mode, the rules include:
- No double killers
- 2 killers v 8 survivors
- Killers gain access to a quick message system the survivors have in this game by default.
- Only the biggest two maps are in the rotation for that mode
- 7 of (10 or 11) generators to power the gates
- Survivors need 3 hits to get downed, instant down abilities deal 2 states worth of damage. Sadly i dont know how healing speed is affected by the additional healthstate.(This game doesnt feature grabs but double damage during survivor actions, getting hit while vaulting etc is like being exposed). Everthing below max health obviously counts as 'injured'.
- Survivors suffer a repair speed penalty. Mightve been an all action speed penalty. It's been a while since i had the game installed, and the wording in the ruleset wasnt clear if its a 30% rpair speed or 30% penalty.
- Survivors can carry 2 items and switch them on the press of a button. (There are lots more items in that game than in dbd)
- Upon being hooked for the first time , a survivor doesnt get sacrificed for 30 seconds but also cannot be rescued during that duration.
- Everytime you'd gain BP, youd get the same amount of "money" to spend on special shops that spaewn in multiple locaqtions on the map. Survivors can purchase items while killers purchase upgrades to attack recovery, movement speed, ability cooldown etc.
It kinda works in IdV, and with similiar rules it might work in dbd too.maybe not the shop tho. Might also forgotten a rule or two.
And just before the usual "One camps, one hunts" or "killers hunt together" complains get started. From experience of playing this gamemode: these strategies suck. 1 focused survivor leaves 7 survivors free reign to dominate the match. There also is an camping discouragement in the rules, even if only on the first hook, for each survivor.
Considering how most of these changes are a Survivor buff, it pretty much confirms my expectations regarding such a mode in terms of balance.
Having a 3rd health state would indeed make 2v1ing Survivors disproportionately less effective, so the strategy not working makes sense given that rule set.
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1231000#Comment_1231000
That's if both Killers are chasing individual Survivors and not splitting up the task overall. I agree that it would be more Killer sided since Killers can easily corner a Survivor at a small loop and insta-down them with two basic M1 hits.
But if both killers are on one Survivor, even if it's for a really short time, it still gives the other 7 Survivors enough time to pump out 2 or even 3 Gens if they're coordinated. If they're not than it's more like 1 or 2 Generators. I don't personally agree that this could be balanced unless major changes were made, but I do agree that the idea is fun.
I also agree that synergized Killers would probably be a head-ache for a lot of Survivors in the grand scheme of things. Doctor with Spirit, Hag with Trapper, Myers with Ghostface, etc. The concept is definitely cool though, but it's no more than a novelty game-mode at the end of the day.
I will say this though, it's definitely worth looking into for the fun of it. Will it ever be something more than a novelty idea? We'll have to see. The Community has said that they like the idea, but I don't personally see it being more than a KYFs style game-mode at it's core. And for the obvious, it would never be ranked, that probably shouldn't need to be mentioned though.
I'd argue that changes to gen ratios would qualify as a major change.
However balance isn't everything, so there would still be problems with the mode beyond that.
-
In theory it can be balanced.
However, if you simply doubled everything (2v8 with 14 gens, 10 of which are required ect) it would be Killer sided, or at least moreso than the existing mode.
The reason for this is simple:
Chase times with more than 1 Killer involved is easily brought down to less than half of the original time. In other words, 2 Killers chasing 1 Survivor can catch the Survivor in less than half of the time as a single Killer.
However, Survivors won't be able to get more than double their original gen-rush speed (still takes 2 waves of repairs to power the gates). So the Killer would have the same time to accomplish everything, but would be accomplishing stuff much faster.
Not to mention the existence of synergizing in other ways, for example a doctor paired up with a Spirit.
Doc makes people scream while the Spirit goes and "deals with them" while they are screaming and thus vulnerable.
If I'm being honest, the whole idea does sound cool. It's not like there aren't plenty of numbers to adjust in order to restore balance in a 2v8 mode. Repair speed, number of gens, number of REQUIRED gens ect.
Just a thought but I would try 8 required gens, 10 total gens and 3 gates. The number of required gens being reduced by 2 makes it possible to complete them all in a single wave, which is an important threshhold. However this is obviously counterbalanced by the above, and further counterbalanced by disproportionately less total gens and 1 less gate (using doubled existing numbers as a baseline).
Is that balanced? Probably not, but it's worth looking into.
-
impossible.
The issue isn't the SWF button, but comms. And it is possible to get comms without SWF and to not have comms with SWF.
The only reason you don't see people trying to set up comms in solo que, is because SWF exists and it's easier to just use that so there is no point. However, once there is an objective advantage to using solo que, people will go there to set up comms with no penalty.
We know this is the case because people actually did it prior to SWF being an option in the first place.
-
@FlintBeastgood said:
https://forum.deadbydaylight.com/en/discussion/comment/1209866#Comment_1209866
That's not too bad, considering you probably wouldn't touch them again when running that strategy, unlike having to reset traps with Trapper and Hag.
True. I just don't consider it to be a powerful enough strategy to be worth trying to prevent.
-
@FlintBeastgood said:
Good point about the difference between how it looks on paper and how it plays in game.
As for the 12m (I mistakenly put 14m when adding the +6m add-on), the max is actually 18m x9 (8 base + 2 extra poles, but it's distance between poles so the last doesn't come into equation), so a wall of 162m. How would the time to place them be high if they take 1sec to place? The way I read it he doesn't go and pick up inactive poles (like Trapper) but starts with them all (like Hag), so it'd be the time it takes to cross the map + 9secs. That doesn't sound like a long time to get all traps placed. Is that comparable to Hag? I have no idea, especially since killer walk speed would have to be taken into account.
You could do 5x 2-pole traps (with +2 add-on), but becuse a pole can connect to two others you can have an unbroken chain of 10 (with +2 add-on), which sounds a lot better to my ears, but again, I'm no expert.
As for map size, I had no idea about the smallest or largest diameters in the game, but a quick check on the site reveals 188 tiles to be one of the larger maps, meaning the diameter could be 13 tiles (given the shape of the map), or about 109m (given the stated 12,032m²).
Anyway, with the appropriate numbers decided by devs and tested in PTB I think it would by a good addition.
PS. Forgive (and please correct) any mistakes - I'm always high.
The time it takes would be the time to walk the distance plus 1 second every 12 meters you have to travel.
That could easily end up taking a good 20-30 seconds.
-
@FlintBeastgood said:
I see why Exemplar *discourages tunneling/camping, but those types of players wouldn't run it.
It's an interesting killer. Kind of a passive Doctor (or a Trapper-Doctor) with the ability. I'm not sure about the number of *poles though. Seems excessive and you could probably create a side-to-side division across the whole of some maps (10x14m). I'm not knowledgable enough about DBD to say for sure but some of it is seeming OP. It is 1am here though. I'll check back and see what others think tomorrow.
To be honest, I think the community have been coming up with better ideas for original killers than the devs.
Keep in mind with the poll numbers that 1 poll by itself does nothing. So it's closer to effectively 4 traps at once, not quite since 1 poll can be linked with 2 other polls depending on the setup, but still.
Also maps are bigger than you are implying. 12 meters would be a bit larger than a single tile (depending on the tile of course). You couldn't divide the map in 2 without using your entire supply of polls. And even if you did the time it would take to set up would justify the payoff.
Anyways, from my experience, Killers tend to be weaker in practice than on paper. Which is why the genuinely great killers sound completely busted on paper.
Like Billy for example
No cooldown instant down with no prerequisites and an short charge time, and also can break pallets and walls and sends him going super fast. All with no strings attached and very little fatigue after a use.
That SOUNDS like a completely busted killer, but isn't.
Same for Nurse, Spirit, Freddy, ect. They aren't ACTUALLY OP. But they have a lot going for them when broken down.
Thus it makes sense to design Killers to be on the strong side, since it's surprisingly hard to go overboard so long as you are realistic about it.
-
Touched up some wording and added the perks. All 3 of the perks listed here should have their place in the current meta of the game.
Bugged levers punishes 99%ing the gates.
Warden of the Darkness encourages target switching.
Exemplar simultaneously encourages not tunneling or camping, and discourages hook bombing. You don't want to camp because you have a limited time frame to utilize the perks expose effect, you don't want to tunnel because it only works if the Survivor hasn't already been hooked before, and you don't want to hook bomb because you'll be exposed and he can just down you all immediately if you try.
-
110% is something you give to Killers that bypass traditional loop mechanics.
Not just having some anti-loop, but bypassing looping entirely.
Like, Huntress and Deathslinger both care about line of sight rather than distance, Nurse can bypass walls, Spirit can cut off predictable looping at will and Hag can hit you from halfway across the map without line of sight via-teleportation traps.
Billy has insanely good patrol times sure, but his chase is still fundumentally like with other 115% Killers. So if you make him 110% then he's #########, because while he can reach you quickly he can't do ######### once he's there.
-
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1207235#Comment_1207235
The timer stops when you mend or run.
So no you won't go down unless you stand still doing nothing like a potato.
The shortened timer means you have to immediately mend when you stop running rather than working on gens for 27 seconds then mending at the last possible moment
The proposition being responded to is that mending wouldn't stop the timer.
With mending stopping the timer like now 15 seconds is fine. Borrowed time is proof of that.
However if mending did NOT stop the timer then 15 seconds would make FF effectively an instant down.
-
Hopefully about to go down with the map changes.
-
5 seconds makes a difference. In that time the Killer can walk 23 meters or about 1/4th the length of the map.
-
@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1198392#Comment_1198392
Without a doubt, Lithe would still be good. It's just the typical, here is what the new set of frequently used perks are. Instead of making it that all perks are viable for a particular play style, half the roster just isnt used. Whens the last time someone ran Sole Survivor, Buckle Up, Streetwise or whatever. Sure with new rework, the odd Streetwise but should people have to use a perk to make something reliable? Now what 'God loops' are now is probably two uses if lucky and that's fine, forces variation and effort but other spots will just have really sketchy placements. We will have to see in the PTB just how viable these new designs are and if they are unbalanced for either side. Honestly, I feel like it's going to turn from a survivor biased game to killer biased which isnt going to be good either. 🤔
If it DOES turn from Survivor Sided to Killer Sided then that's excellent news.
Not because being Killer sided is somehow inherently better. But because it implies that perfect balance would lie between this patch and the PTB, which is a relatively small margin.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1197699#Comment_1197699
That just means that you cannot stand next to a repairing survivor, that is working alone on a gen, boosting him to 110% repair speed. Prove Thyself will not increase repair speed above 100%
no. Standing next to a Survivor solo-repairing a gen will still boost their repair speed.
It's just that the %increase is multaplicitive with the decrease
-
@Peanits said:
I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:
80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator
So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:
80 / (1 - 0.15) / 2 = 47.05 seconds
Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:
80 / (1 - 0.3) / 4 = 28.57 seconds
Compared to the current:
80 / (1 - 0.2) / 4 = 25 seconds
TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.
Idk if the patch will change this.
But currently prove thyself doesn't quite negate a single Survivor's inefficiency penalty. Specifically it goes from 1 charge per second to 0.99 charges per second. This is because the 10% is increased from the reduced speed and not the base speed. Small difference but still.
-
@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196668#Comment_1196668
I can see how killer sided you are. So its ok to remove god loops and shrink maps but not ok to remove something that is only made for potato killers? Makes no sense but ok
I didn't say we can't remove bloodlust. Just that we need to make SURE that the original problem it was acting as a bandaid for is fixed first.
If the map changes turn out to be a huge success and the all the loops become fair and balanced (the screenshots we've seen so far look great) then I wouldn't be surprised if bloodlust is removed/nerfed.
If however those changes are for whatever reason insufficient, then having bloodlust removed anyways would be terrible.
Ideally everything would be perfect and it would be time to finally remove the bandaid. But it makes sense to make the map changes first to verify that it is actually time, instead of trying to predict it in advance.
Bloodlust being removed in 3.8 wouldn't be that surprising to me.
-
regarding bloodlust.
The consequences of having bloodlust when it's not necessary are not as severe as the consequences of not having bloodlust when it IS necessary.
In other words we should air on the side of having it until we are 100% sure we don't need it.
Thus it makes sense to go through all of the maps first and THEN look into removing/nerfing/whatevering bloodlust. Rather than removing bloodlust first or even at the same time as the map reworks.
-
Considering that 5 perk slots are needed to make this work, it BETTER be effective.
-
@AvisDeene said:
the forums should have my little pony artwork as the background, all killer models should be replaced with a unique my little pony and survivors should be replaced with carebears.
Somehow this would be far more terrifying than the real models.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1185429#Comment_1185429
Lol yeah I could see that..bubba needs a full rework..clown..hard to say
If you could rework Leatherface, what would the reworked version look like?
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1179978#Comment_1179978
I'm illiterate. Care to share the jist?
Matchmaking is being replaced with an MMR system with rank being a fancy number for your own ammusement
-
Clearly you guys haven't been paying attention to the news.
-
@tippy2k2 said:
What it takes for me to DC: "The game broke and I have literally no choice but to leave"
There you go, the only list you'll ever need!
Technically there is also stuff along the lines of "oh ######### my house is on fire". Basically IRL #########. But at that point a DC penalty doesn't really matter.
-
None of those conditions make much sense.
- Seriously? Corrupt Intervention of all perks? Go to another gen or wait it out, it's not rocket science.
- And how would you know she has self care? For all you know she ALSO has inner strength. Also also she can only cleanse 1 totem at a time, you can find another while she is doing that. And if she is a specific player you have seen several times just preemptively dodge, problem solved.
- Really? Just beat him.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1176421#Comment_1176421
But why do you feel the need to do it anyway, when I haven't done anything to warrant it? I don't abuse BT, DS, Flashlights or anything like that, but somehow just because they can or because I play a basic Claudette or P3 Yui, I'm fair game.
bHVR have proven one thing before: They'll change something when one side is getting their way too much according to statistics. If survivors escape too easily more often, then bHVR will actually do something about it, but when killers are actively boosting the statistics with false data, by tunnelling, camping and using Mori's then nothing will be done. Same as the Pig buffs that a lot of people have asked for, but Almo has stated that according to the statistics, she's "in a good place".
Who's to say they didn't just pick a target at random? They could be going after you because they found you first and afterwards you are now the most vulnerable target.
-
@Semimatic said:
Wow, that helps a TON! I will work on that ASAP!
Now, is there anything you particularly like with this kit? Such as a perk, backstory, or anything? It would help to know if I accomplished anything good as well @NuclearBurrito.
Oh yeah, one thing regarding addons.
Keep the numbers fairly low if possible. Most of the power should be in the base kit. The addons enhance a playstyle, not enable it.
Ultra rares are an exception but should still not be super powerful, just impactful. Think hags UR's, completely changes how you play her rather than just being a straight buff.
For example here is a possible ultra rare for your Killer:
- Hours now last 60 seconds, but end instantly without requiring you to down a Survivor.
- Successful basic attacks reduce the timer by 10 seconds.
Isn't quite as fundumental a shift as the hags of course, but it's still a pretty big change. The important thing here it note is that UR's should be focused on changing a Killer rather than just buffing them.
Purples can do this too if you want more than 2 addons like this.
Remember its:
4 brown
5 yellow
5 green
4 purple
2 red
-
@Semimatic said:
Wow, that helps a TON! I will work on that ASAP!
Now, is there anything you particularly like with this kit? Such as a perk, backstory, or anything? It would help to know if I accomplished anything good as well @NuclearBurrito.
I don't care about backstory, didn't read this one and didn't read the existing Killer's either, it's just not something I consider. The fundamental hours system is a pretty unique system. Lets you drip feed power to keep him relevent for a big lategame powerspike, I like it. It also encourages target switching when you are doing really good, injure survivors while the hours are charging and then down them at the end of the hour. Hour 3's effect helps emphasize that here.
The Killer perks are pretty good (although sacrificial calling should use flat numbers for clarity), however I'm not as happy about the Survivor perks. SWF shenanigins and stuff.