NuclearBurrito
NuclearBurrito
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/851375#Comment_851375
Thank you for the details this will help me make it better.thumbs up for that
No problem.
Btw from a purely gameplay perspective what exactly is the point of this change? Genuine question and I have a followup depending on the answer.
I already know you're inspired by lore but it would be simple to have it be identical mechanically and yet this clearly isn't so you must have SOME reason for that.
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Current Ghostfaces stalking:
- Takes 5 seconds normally
- Takes 2.5 seconds if you are leaning
- Makes no noise and produces no motion (moving objects are easier to notice)
- Stalking progress lasts forever
- Can be 99%ed
And remember that the stalking portion of Ghostface is far from the strongest aspect of his ability.
Your suggested Ghostface stalking:
- Takes 6 seconds normally
- Still takes 6 seconds while leaning
- Has an animation
- Stalking progress drains overtime
- You must enter a 3 second animation to finish off an expose, thus preventing an instant followup.
This is a straight nerf.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/851122#Comment_851122
Well, I still think that the buffs to mobility outweigh the nerf to mend times. When you can run and vault faster, it allows you to be much more efficient with your time. Small things add up quickly in a chase.
Using my example with Fast Vaults: The killer is lunging toward you as you approach a window. If you fast vault, you get through the window safely. If you medium vault, you get hit and go down. So if you successfully perform a fast vault, you not only gain the extra time from the fast vault (0.4 seconds), you also gain additional time that the Killer has to spend getting past the window, and making up for the lost distance as they run after you. What would have been a 10 second chase is increased to a 20 or 30 second chase, or possibly even more if the survivor finds another good loop.
So, this tiny fraction of a second extended the chase time from 10 seconds to 20+ seconds. I think the buffs to Feral Frenzy will have a similar effect. Because you can end loops significantly faster, you end up gaining 5-10 seconds due to the shortened vault animation and increased movement speed. You can now get a hit in situations where the survivor would have otherwise gotten another loop out of you, or forced you to go on cooldown.
Which is why I think the buffs to Legion's mobility will buy more time overall than the 3 seconds of mending from Deep Wounds would. Being able to end loops faster makes it less necessary to have a long mending time.
And again, considering that Plague, Ghostface and Myers can all hold their own in the red ranks, I don't think it's absolutely necessary for killers to have powers that can end loops faster. If their power gives them a quick, reliable way to get first hits, that seems to be enough for them to win against high-ranking survivors.
Keep in mind that, according to BHVR's statistics, every killer in the game (Including Legion) gets more than 2 kills on average, even in the red ranks. Even the worst killers in the game can do well in high-ranking competitive play. So I'm always skeptical when people say that X Killer is "useless" or "overkill nerfed" just because they received a tiny change. And in this case, Legion was buffed in many ways, so I'm even more skeptical when people immediately jump to saying "RIP Legion".
Myers has Stealth, faster vault speeds and a longer lunge in tier 3. Pretty simple why he's relatively good there.
Plague is much closer to Legion but is less unwieldy. To list everything out:
- Plagues injury is permanent, against Legion a Survivor with medkits or healing perks can force you to keep using your power where otherwise you could have immediately downed them, this also means someone who's not confident in looping can give themselves a failsafe if needed. Plague offers none of this.
- As a consequence of the previous statement Plague is better at defending objectives and capitalizing on basement hooks. Against a Legion you can heal up before taking a risky play and the Legion will have to take a stun at one point or another to down you in response. Plague shuts this down entirely with the broken status.
- Plagues tracking effects are also permanent. Legion needs to keep using his power to regain his tracking abilities and until a Survivor mends they can't be tracked nor can they be used to initiate tracking. Broken Survivors will leave their trail of sickness no matter what and will be loud and glowing even with iron will.
- Plague has superior addons, specifically her apple addons and both her UR addons. Apples grant her guaranteed access to corrupt, which is both good in it's own right and also forces Survivors to cleanse to Survive it thus granting you even more corrupt. Black incense is by far the best tracking method in the game once set up, which is extremely easy to do and can easily force Survivors to cleanse, but since they don't know if the addon is in play that means they are always pressured to cleanse just by it's existence.
- The Plague (as a result of the latest changes) has better perk synergies. Specifically with thanatophobia (where she is the only Killer that can meaningfully make use out of it), dying light, the new bloody echos ect. Legion does have a synergy with these perks, however if needed the Survivor can just heal anyways to deal with the perk in the event it becomes a problem and then not heal otherwise. Plague presents no such option and thus is more consistent.
And even after ALL of this Plague is still only just decent and not actually fully Viable (which I define more loosely than some people like Tru3 do)
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@HatCreature said:
The Mend time on Borrowed Time is 15...why is Legion's 12? It makes no sense for a Killer ability to help Survivors and get them out of danger faster.
Demogorgon's Shred cooldown is 2 seconds when he hits a pallet, no one complains, Hillbilly doesn't even get 3 seconds, Legion is the only Killer with 4 and yet he's weaker than those other two Killers. His cooldown needs to be 3 again, it's ok BHVR, it was a mistake just undo it.
Mend time in general was reduced to 12.
Borrowed time was therefor buffed.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/850358#Comment_850358
Honestly, having done the math, I don't know if you gain distance or not if you use FF to traverse the map, because I can't find any sources on how fast Legion moves during his fatigue animation. It's noticeably faster than the Nurse's movespeed during her fatigue and the Hillbilly's movespeed during his chainsaw cooldown, but I can't find a single source for the actual hard number.
That being said, you're really overreacting if you honestly believe that FF will be useless, just because it doesn't interact with a handful of perks anymore. It's not like you can't use other perks to replace them. Might I suggest Monitor and Abuse? It makes it easier to get first hits on survivors, and it increases the range of your Killer Instinct detection once you get the first hit in FF.
You can score a lot of hits and get a lot of chains now with FF that you previously couldn't, either because your vault speed was too slow or your movement speed was too slow.
https://forum.deadbydaylight.com/en/discussion/comment/850425#Comment_850425
Again, compared to most other M1 killers, Legion doesn't benefit that much from the effect of STBFL, because survivors often won't heal against him. It's the same reason you don't see many Plagues running STBFL, even though they usually rely on M1 to get downs. The reduced attack cooldown only helps you if you need to get multiple M1 hits in a very short time frame.
If you're up against survivors who don't heal, Thanatophobia slows them down and they're vulnerable to getting hooked if you find them. If you're up against survivors who do heal, then they waste a lot of time healing instead of doing gens, buying more time for you to chain hits with FF, or just get hooks. Either way, you win.
If the killer is following you and waiting for you to drop dead instead of just hitting you and getting it over with, then they're throwing the game. If you're upset by the fact that the killer is dicking around and wasting time with you instead of putting you on the hook, then that's on you.
And again, Beast of Prey only works when you're in a chase. The moment you break the chase, you lose the benefit of BoP. And last time I checked, Deep Wounds won't tick down if you're in a chase, even if the Killer has no Terror Radius.
Fatigue MS is 2.7 M/S and is identical to the Nurse's fatigue during that time. It likely feels faster because you are shorter.
DW will go down in a chase so long as you are outside of the TR.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/851181#Comment_851181
You are the one who does not understand. I know how the game processes this already, but I'm saying that it is illogical.
Iron will (at level 3) ENTIRELY removes the injured sounds from a survivor (according to the perk description on Iron Will. The percentages being additive don't make any sense in either context.
Iron will reduces the sound by 100% relative to the base sound.
Stridor increases the sound by 50% relative to the base sound.
Thus the total is 50% of the base sound.
The increase/decrease is absolute but being represented relative to a fixed base volume for ease of understanding.
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You can block Legions vault because ######### Legion
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@CookieBaws said:
- Balanced Landing is still not nerfed;
- Strong loops are still exist;
- Majority of the maps are "kryptonite" for a lot m1 killers;
Once the these points are fixed, sure.
The first point on that list is now false.
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Depends on how big a change it is.
It's important to note that Myers is balanced around having a finite amount of EW3 time total while the Oni is not, so that may be a big part of why.
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@ChrisDeSilva said:
Killers automatically get a balanced landing stagger reduction, survivors should be able to have 1 perk to counter that. Balanced landing was the only perk that gave survivors a chance on maps with drops, and even then it's is extremely situational and only good on certain maps. Killers still have the advantage with the stagger reduction and increased speed so how is the perk OP? No good killer main should have that much trouble catching a survivor with balanced landing in place with all of the advantages they have built in.
Loops with a drop are balanced with those drops in mind.
Balanced landing throws a wrench in that balance creating infinites or psuedo-infinites where previously the drop was keeping it in check.
This fixes that
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You're missing the "Buff Legion and Nerf Borrowed Time" option.
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I mean like seriously Akito. Just git gud already. Didn't Kazan teach you anything!?
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@Karltastisk said:
I feel you. The demogorgon was so fluid to play for me during the ptb, but they did "Slight" changes to his lounge distance and stun time that made him not fun and fluid to play anymore for me. So if they do these things to the oni i will be greatly dissapointed.
Demogorgon's lunge distance was unchanged.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/849722#Comment_849722
It still is 16 when you mend alone, it just changed healing others
No. It's 12 seconds now. Healing others is now 8 seconds.
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@Peanits said:
He is. I'm not 100% sure if he's the tallest (the Demogorgon is pretty big, but it's slouched over), but he's definitely girthy. Solid contender for heftiest chonk.
Certainly gives clown a run for his money.
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@Jimsalabim said:
https://forum.deadbydaylight.com/en/discussion/comment/849847#Comment_849847
ok that was my bad. but still it stands for that perk. nemisis is also conditionated the survivor must stun or blind you first to become the obsession. dark deviotion needs a basic hit to work so thats also not working
Being stunned in a chase isn't exactly niche. And you can use Furtive Chase to force the proc if needed.
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His power can be used at loops. Billies usually cannot.
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@Jimsalabim said:
guys chill tf down. i have tried this build and it's not even as strong as you think it is. let alone that is it as abusive as the old legion. not even close guys. You have to purposely not break any pallets or hit the survivor normally to enable the bloodlust first. so you already wasted a lot of time. then you are undetectable for the remaining of the bloodlust. but you can't again break any pallets or being stunned or even hit someone because u will lose the effect ... and that for all the perseved affect of a bleeding out survivor..
let me tell you: ITS NOT WORHT IT!!!!
That's Beast of Pray. Nemesis is an entirely different perk and is FAR easier to use for this function
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@Nobsyde said:
I don't understand why Nemesis should proc with Furtive Chase, don't you still need to be stunned somehow?
The proc is whenever the Obsession changes.
Nemesis also changes the Obsession if you are stunned or blinded.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/849709#Comment_849709
Only when 2 people mend each other
no in general. It was 15 seconds, now it's 12.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/849566#Comment_849566
Yes I think it is fair that Legion doesnt get stacks on Frenzy. He should be buffed with things like speed, duration, mend time or detection
His mend time was nerfed.
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@StarMoral said:
What's funny is that I dont think BT will trigger if the new obsession unhooks (woth BT respectively)
I wouldn't count on it. The Obsession switch happens AFTER the unhook so it might resolve as still being in the TR.
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@Depressioned said:
Legion can also benefit from Blood Echo, since optimal survivors will be rushing gens instead of healing, they will be exhausted which can really help.
True, might be a good 4th perk if you are confident you don't need the slowdown.
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@Jimsalabim said:
as always the devs are afraid to make a potential useful perk to a useless perk. it's alrady very weak and then also a 160 sec cooldown? lmfao. worthless perks as usual
The cooldown will probably be lower at higher tiers. Even if it wasn't I doubt the cooldown will be the limiting factor.
I'd say it's best on normally Killer sided/balanced maps where you have a lot of unsafe pallets. Hawkins Lab comes to mind. Because those pallets are valued for their stun only and Killers usually avoid breaking them since once dropped they can ignore them anyways.
So this perk can either force them to go back and break the pallet wasting their time, or let you get multiple stuns with the pallet if they don't.
Safe pallets will obviously be broken instantly or almost instantly of course.
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I wouldn't read into it too much, but I guess it must be exciting for you at the very least.
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He's listed as "tall" so yeah.
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Already exists. It's called a medkit.
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Oh boy do we have news for you
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@Metamatmem said:
I'm going to put some hard facts here.
The game is very very well balanced in my opinion. But it's not perfect. Hence my suggestion for 5% to literally just wiggle and totem cleansing. Like what lol.
And I get trolling instead of valid points. Sorry but no one here actually gave any valid point as to how a 5% increase would make the survivors suddenly over powered lol. I suggested that due to the extra blood points and especially for players who simply are not as adept at the game.
5% wiggle really ? it's purpose is just make it so that the killer cant go from half way across the map and hook survivors in the basement - and this suggestion is for the camping killers. As you know some killers do this and then camp the basement ? Maybe some of you here in forums don't do such toxic things... but trust me, there are those killers who are that toxic.
Also if Ultra rare maps can track HEX totems, than I have been very very unlucky... as I have never tracked one using Ulrta rare map. And As far as I know they don't track HEX Totems.
Like guys ? hello ? These are very valid suggestions. BTW killers are very OP - say what you want. But if I can win a game with only 1 perk.. will then yeah they OP. Also when a killer has HEX RUIN.. we all know if you miss those great skill checks just how bad it is. Like HEX RUIN = 7 - 8 gens is how powerful it is. It takes much much longer to do a gen.. and that's how I work it out. Infact go and do the test yourselves.
Not asking for any hardcore nerfs at all. Is that the troll this community is about ?
I mean lol
Your first line says you are about to "put some hard facts here"
But the rest of your post contains 0 hard facts.
The only fact claim is with pink maps not tracking hex totems. But since it's false it's not a fact.
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Short answer: It depends
Long answer:
@NuclearBurrito said:
Both
Pros
- Works immediately to stall the game
- Forces Survivors to move around more often early on
Cons
- Gets removed by late game
- Has anti-synergy with each other
ruin
Pros:
- Has more total stall
- Requires active effort from Survivors to remove
- Survivors looking for Ruin are easier to find due to them running around
- Better on small maps
Cons:
- Duration is inconsistent
- If they can hit greats consistently its effectiveness is reduced
- Can increase your patrol times if you defend it
Corrupt intervention
Pros:
- Has a consistent duration
- Synergies with Setup Killers and powers or perks with tracking effects
- Reduces patrol times if Survivors work on generators
- Better on large maps
Cons:
- Immersion hard counters the effect if you aren't a setup Killer and you don't have tracking abilities
- Anti-synergy with totems
- Doesn't require active effort to remove
Conclusion
Ruin is better if:
- Your Killer has no tracking tools or short patrol times
- The rest of your build is chase focused
- The rest of your build contains other totems
Corrupt Intervention is better if:
- Your Killer is either a Stealth Killer, a setup Killer or has built in tracking
- The rest of you build includes early game tracking
- Your Killer has large patrol times
Thus:
- Ruin is generally better on high tier Killers such as Nurse, Spirit, Hillbilly due to their usually high speeds. Since tracking is a limiting factor moreso than patrol times Ruin works better with their kits
- Corrupt Intervention is better on low tier Killers such as Trapper or Wraith due to having more utility focused kits. Meaning that tracking is less of an issue and pure consistent stall is much more important
- Corrupt intervention can also be used on any Killer to it's full effect with the use of Whispers
- Ruin tends to work better on Killers that it does not synergize with compared to CI on Killers it doesn't synergize with
To be more specific on which Killers are best with which perk (before taking into account other perk combos):
Ruin:
- Nurse
- Spirit
- Huntress
- Billy
- Leatherface
- Clown
Corrupt Intervention:
- Hag
- Ghostface
- Myers
- Doctor
- Pig
- Wraith
- Trapper
- Demogorgon
Preference (Works well with both perks):
- Legion (Has Tracking, but needs to find someone first. Can go either way)
- Plague (Uses setup, but requires finding someone to make use of it. No tracking abilities until set up.)
- Freddy (High mobility for patrol times, but also traps to make use of setup time)
You CAN use either perk on any Killer and get results. But some Killers make better use of one perk over the other, and that's what this list is trying to sort by.
Neither perk is objectively better overall. Ruin has the best stall potential and is easier to capitalize on usually, but CI's is more consistent and works really well with utility powers.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/847104#Comment_847104
Freddy put them to sleep so they are now oblivious until one of the playerbase wakes them up with the good ole, snap snap clap clap
One problem. The rest of the playerbase is trying to close BHVR's butthole. So they are oblivious too
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/846423#Comment_846423
I'd be willing to start an experiment about this because sometimes Hatch will also literally spawn at the feet of someone on hook. You're right in didn't happen 4 times in a row, but in the 10 games I've played today I noticed this 4 times, the other times I died and escaped so no way of knowing that.
It just seems too convenient that hatch spawns are very precisely placed right next to someone who just got hooked is all I'm saying. I'm not really arguing the frequency but more the distance between the hooked survivor, which simply makes it very killer sided in an already killer sided situation with EGC. That's all.
Feel free to preform the experiment.
Just remember to preform it with proper methodology if you want anyone else to take it seriously.
Specifically define an easily testable range where you qualify the hatch as being near the hook (nearby doesn't cut it, you need a defined range which can be objectively verified). I'd suggest having it be such that you can hear the hatch opening if you are standing right next to the hooked Survivor.
Then test it at least 100 times and record your result every single time.
And finally post all attempts, results and any notes if something interesting happens. The more attempts the better of course.
Of course if you aren't interested in convincing others then you can do what you want, but if you want to actually get proof then this is what it would take.
Alternatively just data-mine the game, talk to someone who has, or talk to a dev.
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@Johnny_XMan said:
How is it random when it happens 4 times in a row?
Killer kills last person , 2 seconds later killer closes the hatch.
I'd like some proof of this if we're gonna say it's "random"
Kind of like the way the game is now 99% of the time spawning survivors together (For No Reason).
Because statistically speaking it will happen 4 times in a row to someone over enough games.
You wouldn't be here if it didn't happen and I'm sure you've played many many more games prior to those 4 where the hatch spawned somewhere else and you never even noticed or remembered because it was completely unremarkable.
I'd be far more suspicious of it being random if it happening 4 mines in a row NEVER happened.
In any case like @Mr_K said the rules of the game ensure that this sort of thing cannot happen except by luck
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/846126#Comment_846126
If 3 Gens get effected by 8% that's not 24$, that's 8%. You're adding up 8% 3 times to validate your opinion, the gens are all 8% which is bad. The perk clearly says ''Putting a Survivor into the Dying State
with a Basic Attack causes all Generators
within a radius of 32 metres to instantly explode and regress.
Surge applies an additional regression of 8 %.
Surge can only be triggered once every 60/50/40 seconds.''
All gens within 32 meters explode, applies additional 8% regression. So according to your words, the perk is meant to say ''when a Survivor is downed within 32 meters a nearby Gen will explode and will also apply an 8% regression to every additional Gen''. So according to that 1 Gen will be kicked and the other 2 will have an 8% regression. That is not what the perk does, all Gens regress by 8% so the additional is not referring to additional Gens. Also, trying to humiliate someone by insulting them for their supposed lack of comprehension is disgusting, just because someone is having a hard time ''understanding'' English does not make them less than you.
The additional means it's in addition to the regression over time.
The alternative would be that it only regresses 8% and no further.
This perk does have potential but the conditions and low numbers hold it back.
If it was map wide then it'd be good for getting information much like with thrilling tremors, and this is currently it's best use anyways, since explosions make a noise notification.
If it had no cooldown or basic attack requirement it'd be great for slug builds, since you'd be able to chain together usages to regress multiple gens multiple times back to back without losing momentum.
PGTW would require you to stop and hook them by comparison.
And finally if it had bigger numbers (like the announcement numbers) then it would be a gimmicky general purpose PGTW substitute.
Personally I'd prefer the 2nd solution since it's a niche not already covered by existing perks unlike the other 2 solutions.
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It's random
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@cetruzzo said:
Where are the patch notes?
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/843449#Comment_843449
That's not a mindgame. Mindgame is when a survivor blinds you or t-bag you so you start chasing him/her because him/ her makes you angry. Mindgame is playing a trick with your mind, manipulating it.
Actually there are not much mind games in-game.
Nurse's the same. Where the survivor go, some players will say "mindgame" but it's just a guess or an assumption if you want.
At that point we're debating semantics. Would it help if we call it a prediction game instead?
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Not that I'd rely on it. But it's objectively true that her shards are a consistent tell, even if they aren't a practical tell.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/844025#Comment_844025
At least you wouldnt run into cases where someone with an active DS is rescuing someone off the hook. It sucks getting hit with a DS for going after the unhooker...
Like I said, you could make it work.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/843970#Comment_843970
Using psychology and pattern recognition -- assuming there even is one, is still not a mind game. You're just making a prediction that gives you the best chance through stereotyping at best, without even the knowledge of how I chose where the ball to go in the first place or why.
When it comes to not being blindfolded, this is like saying no other killer in DBD is capable of mind gaming without going invisible like the Spirit does.
Mindgaming doesn't come purely from giving the opponent lack of information; it comes from attempting to give the opponent false information.
For example, when a Wraith uses M2 instead of using M1 to make a survivor use deadhard. This is giving the survivor false information. They use the M2, to make the survivor think they're about to M1.
The point of showing you the ball isn't to make you not see the ball at all. The point is to show you the ball and making you think it goes somewhere else than it actually did. To trick you. Therefore, a mind game.
Here's another example: I flip a coin, and grabbed it with my left hand, but made it look like I grabbed it with my right hand instead. Would that not be me trying to mind game you? As opposed if I just hid both the coin and my hands behind my back, gave you no feedback whatsoever, than asked you to just pick a hand.
In the end, putting a blindfold over someone and asking them to pick a cup is infinitely less interactive than watching someone try to trick you on where the ball actually goes. If successful, I can be proud that I tricked you, as opposed to the latter -- yay, you guessed wrong. Whoopee.
If the information could be false then it was never information to begin with.
And even if it wasn't the Spirits stand still mindgame would qualify anyways.
Regardless though when you break it down information just narrows down which options could possibly work. When that information is enough to narrow it down to at least 1 action that is guaranteed to succeed and then you act on this it's called a reaction.
When it fails to produce a guaranteed success option for both players a mindgame is what comes next.
When it comes to a red glow mindgame the setup of either 360ing or doubling back creates such a scenario, since the Survivor lacks the usual mechanical information to guarantee an escape he must instead use psychological information to predict which action the Killer has actually taken and then can act based off that.
Meanwhile the Killer obviously can't know for sure which action the Survivor will predict (since he hasn't predicted it yet) and thus also must use psychological information to make a prediction.
This is why you can't use a red glow mindgame at every wall, since some walls are long enough that you can react without first seeing the red glow.
The point is that when broken down false information is the same as the information it's pretending to be, since ultimately they narrow down the same thing due to the possibility of the other.
In otherwords a Wraith M1 can be just as much of a mindgame as usual Wraith M2 since if you can make someone think and M2 is an M1 then you can make them think an M1 is an M2.
To go back to your coin analogy:
* If the way you grabbed it is such that my senses alone is enough to determine what hand it's in then it's still a reaction. No amount of attempted trickery will help if I still see the coin.
* If however the way you grabbed the coin is such that my senses cannot determine where the coin is then it's the same thing as blindfolding me. Either way I must use what I know of you and humans in general in order to determine where the coin
This is why for example you can win with greater than random chance in rock paper scissors when playing against people. You can increase your odds further if you play multiple rounds and the more rounds you play the better you can get your odds with diminishing returns. Since rock paper scissors meets the minimum requirements for a mindgame you can use psychology to win.
In Dead by daylight specifically the only real difference from a red glow mindgame and a Spirit mindgame is that the Spirit can initiate a mindgame almost anywhere while red glow mindgames are limited to short walls most of the time.
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I'd find it more likely that Eleven straight up wouldn't find the Entity.
Would be a cool fanfic if you wrote it out all the way anyways tho.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/843703#Comment_843703
Maybe not tunneling, but there is quite a good amount of killers with a hardfocus. Using BBQ specifically to check which and where the recently unhooked survivor and going after them. We cvan argue how much that is strategy or not. But in a situation where the same gets downed within 60 sec. Even after an unhook is quite close on the unhook issue.
That's why I would prefer it, that DS should rather be stopped by an "back-in-action" event, triggered by survivor actions like touching a totem, gen, unhooking etc. to solve those typical issue, when survivor take their "immunity" too far and force the grab.
That approach could work in theory but would be much harder to balance since that means they could just not do any of those things in order to keep the perk.
While that would mean not doing gens it still leads to problematic scenarios.
That problem isn't impossible to solve or anything, I just figured having a simpler solution where it's the desired Killer reaction actually happening that triggers the deactivation to be a better solution.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/843703#Comment_843703
Had a team DC on me earlier after i slugged someone who was unhooked, chased after 2 other survivors in the area and then interrupted a heal. Apparently that was tunneling...really wishing I had added that post game chat to my "salty endgame chats" folder. Still didnt even pick up the guy before the whole team just DCed.
Who knew that completely ignoring someone and going after everyone else was tunneling? The more you know.
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@[Deleted User] said:
No, that's not what a mind game is.
This is like if I blindfolded you, put a ball under one of three cups, moved the cups around, let you see again and then demanded from you to find the ball. Are you guessing in this instance, or am I "mind gaming" you?
This is what Spirit does whenever she stops moving at a loop. Is she faking you? Is she phasing? There is no way to tell just like you have no way to tell which cup holds the ball.
A mind game would be if I let you see where I put the ball under a cup and then quickly moved the cups around in rapid succession in attempt to trick you into selecting the wrong cup.
Spirit does not do this. She essentially just blindfolds the survivor, meanwhile, when she's in phasing form, it's the survivor who has to juggle the cups around to try and trick her.
Actually the 2nd example is not a mindgame.
If I can see you moving the ball then I can pretend you don't exist and just follow the ball. No need to get into your head and try and predict your next move and psychology won't help me.
To contrast if you blindfold me and put the ball under a cup then the only information I have is statistics on what most people do when placing a ball under cups. From there if we play this multiple times I can use this to determine what cup you in particular place the ball under and use that to determine where the ball is next in the sequence.
If I'm blindfolded I have insufficient information to deduce an answer, so I must use psychology and pattern recognition to make up for the difference. Thus it's a mindgame.
If I can see you then I have sufficient information to deduce an answer, thus I have no need to continue gathering information outside of the mechanical information I already have. Thus it is not a mindgame.
A key thing to note is that you cannot preform a mindgame with a computer
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Definitely clown.
He's far from the best but people are putting him in F tier where he doesn't belong.
At least his power drastically shortens chases even if it doesn't help with patrolling.
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@AxeL11011 said:
https://forum.deadbydaylight.com/en/discussion/comment/843874#Comment_843874
Queing up in a survive with friends group would automatically put the survivors in it. It would not be optional for survive with friends groups.
You can't force them to use it.
I don't mean you shouldn't, I mean you CAN'T.
It's not hard to have your input audio not go to a specific game. And even if it wasn't I could just grab my phone, and even if I couldn't I'm often right next to my friends when I'm playing.
You also can't simply have the game not work unless it's getting input audio. Some people don't have any mic period, and even if all of them did they could have 2 different audio inputs and use one of them to connect to DBD and the other to actually talk with their friends.
And even if none of this worked I could simply use lobby dodging to get with my friends in solo que or just send discord invites to strangers and talk to whoever I happened to que up with.
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The only games that have any real success with these sorts of communication manipulation mechanics are social deduction games. And they can only do so because those people in your discord call aren't necessarily your allies.
Dead by daylight has no such mechanics, so they have no incentive to use the mechanic.
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Why would I ever use this proximity chat when I could just use discord instead?
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Use the "hook someone else to deactivate" INSTEAD of the 60 second timer and then remove it procing off self unhooks to avoid edge case problematic scenarios.
No timer means you get the full benefit of the perk even if you are a god at looping.
Always deactivating on a hook means that the Killer can simply go for someone else to avoid the perk.
No timer also means that while slugging sort of counters it you still need to go out and do something so camping the body is futile.
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@justarandy said:
DS has simply 2 sides. One side is the anti tunnel, the other side is what you described. Removing it's anti tunnel ability just for scenarios you described doesn't make sense to me. If you are dominating a group of survivors so much that you still get DSed even after downing and hooking someone else.. Theeeen, why complaining? you are clearly outskilling them, you should be fine winning the match even when you get DSed multiple times.
This isn't removing it's anti-tunnel ability, since it's deactivation requirement IS going after someone else, which is the definition of not tunneling.