NuclearBurrito
NuclearBurrito
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/comment/827407#Comment_827407
Jesus Christ, imagine being this #########.
Excuse me?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/829598#Comment_829598
It's just a target. It gives us something to aim for when designing new killers. It would be very easy to make each new killer the next best thing, but that's not the goal. The goal is to make something that is more or less in line with what we hope the game to be (average of two kills and two escapes).
While the kill rates aren't everything, they can be a red flag if something is way above or way under what is expected. Say if one killer is averaging one kill per game, that's bad. That means that they're struggling. We'd look into it and see why people are having such a hard time with them. Likewise, if a killer is doing too well and getting three or more kills per game on average, that's also bad, so we'd look into it and see why they're getting so many kills.
I never got why 2k is the target. It doesn't seem to lead to the optimal results when properly balanced. Personally I think somewhere between 2k and 3k average (like 2.5k) would be better.
Obviously an above 3k average is still bad but like, why 2k?
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@Blueberry said:
I really hate that you had to put those two together as I like Hawkins but don't like Lery's.
I find it pretty crazy how many people are saying Autohaven, Red Forest, Haddonfield, or Ormand. Other than the corn maps those are some of THE worst designed and unbalanced maps.
Again sorry. Technical limitations meant I HAD to put some of them together.
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Try using Infectious fright and slugging.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/827211#Comment_827211
If a 2k is the target then you shouldn't black pip like everytime when killing 2 Survivor's. That would destroy the purpose of this "target".
And regarding black pips, most of the time you even black pip with 3 kills and derank with 2 kills. Not a good target.
Actually black pipping with a 2k makes sense assuming we want most games to be a 2k (which is incompatible with wanting the average game to be a 2k funnily enough) because it means you are at the correct rank.
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@Strancol said:
https://forum.deadbydaylight.com/en/discussion/comment/827211#Comment_827211
"2k is the target"
So why are there 4 survivors if the killer can only kill 2 of them? And why can't a killer kill 4 survivors? 4k = OP or what?
2k average is not 2k per game.
Given the game being perfectly balanced around a 2k average (right now it's not) you should expect 50% of games to be 0ks and 50% of games to be 4ks.
Ironically a 2k average means 0 2ks.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/825899#Comment_825899
I completely agree. Unless the save can get me 5000+ BP, there's no point.
Even if it can still no. I'm getting out alive even if it kills everyone else.
Usually it doesn't of course since more people alive = better escape odds in most cases (I even run a medic build) but when push comes to shove I'm saving myself
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I optimize for winning. If saving others means I die then I simply won't do it.
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@Mandy said:
The difficulty for me in this post is that two maps are together - Haddonfield & Springwood, Springwood is now a very well designed map (with the exception of one window which I am not keen on), it has a great amount of pallets but not every single pallet is safe, so there's mindgames to be had. Haddonfield on the other hand, I would say that map needs work.
Same with Hawkins Lab & Hospital, although I don't feel as strongly about Hospital as I do about Haddonfield...but i do think it needs some attention. I love Hawkins Lab, although it's tough on a survivor I do like that there is a decent amount of pallets and there is some outplay from that point of view.
Yeah sorry about that. It would only let me use up to 10 options so I had no choice but to group some.
I chose haddonfield and springwood because they are both the houses maps and I chose the indoor maps for a similar reason to group.
Ideally I wouldn't have to group any of them but eh technical limitations I guess
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@arslaN said:
I choose this for springwood, not haddonfield
Ok then. Why? What makes Springwood the best map?
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@FireHazard said:
It doesn't say anywhere in the description that it increases "Action Speed."
Yet, below that on DBD Wiki it says it increases that entire list of Action Speed categories... So the perk should display that in the description that it increases "Action Speeds" as well...
It wasn't really possible for me to answer this question correctly than... if I wasn't aware of those "hidden features" that're not listed...
So, @ArcticRage apparently it does increase vaulting speed.
Yeah the description is bad. But for example the exit gate opening speed is particularly important and has came clutch for me in 1v1 EGC scenarios where I'm 1 second from death (SC saves 1.2 seconds on the exit gate).
The in game action speed indicator is not messed up so you can see for yourself that it will turn yellow when the Killer looks at you. This is how I know it works on Mending which isn't even listed on the wiki.
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@FireHazard said:
The perk doesn't say anywhere that it increases vaulting speed when active.
So no, it doesn't.
It actually does improve vaulting.
It doesn't list it but it is a general action speed increase.
The effect is minimal due to it being only a 6% increase to a very fast action, so it only saves you about 2 frames on a fast vault and 4 frames on a medium vault.
Other things Spine Chill effects (despite being unlisted):
- Mending
- Snapping out of Madness Tier 3
- Cleansing
- Hook rescues (including self rescues)
- Bear trap escapes (including self escapes)
- Searching chests
- Searching jigsaw boxes
- Opening the exit gate (particularly notable)
The only applicable action that Spine Chill does not effect is recovering from the dying state. Even then it works when healing someone ELSE in the dying state.
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Note that the options that were put together were done so because I can only have 10 options. This unfortunately meant that I could not fit in an "other" option as well.
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@SeducedByDaemonette said:
https://forum.deadbydaylight.com/en/discussion/comment/822412#Comment_822412
Main complain about Nurse ever since her release was ignoring survivors means of defends (i.e. windows and pallets) , sure she requires different approach (hiding , breaking LoS) but on some maps (blood lodge , wretched shop etc) it's either extremely hard or just impossible to pull . Not to mention her extreme slug potential . Those nerfs were justified , only closeminded Nurse mains with idea of 'winning = 4k' have problems about that .
Since when was being factually correct considered close minded?
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/822411#Comment_822411
The problem is that you can't do both at the same time. If there is urgency, the killer can take advantage of it. If there's not, we basically have current Legion. It can't be both, at least not when it comes to DW.
It's a tricky problem I think the devs did the best they could in the time they could. But they said Legion is getting looked at in the future so hopefully they come up with a better solution.
My personal solution is to embrace the lethality potential as is thus avoiding the balancing act entirely.
If your power is expected to down then it won't be a problem when it does.
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@twistedmonkey said:
This is just showing the changes one dislikes. What about all the good changes which were done?
Freddy rework
End game collapse
Insta heal change
DS change
This is naming but a few.
Basically people who complain always shout loudest about the things they personally dislike and very rarely speak up about the good changes. It's true in all aspects of life. Doing 1000 good things will always be overshadowed by one they deem as bad as that's all some people will remember.
This is why despite all of the bad changes being made the game is still improving.
From what I've seen BHVR is better at buffing things than nerfing it.
In that most nerfs/sidegrades end up harming the game or at least trashing the thing nerfed:
- Legion (not that much worse in terms of balance but far less fun)
- Nurse
- MoM
- Old Freddy
- Shred (compared to pre-PTB)
- ect
DS and Instant heals are good counter examples.
However the buffs they make tend to be healthy and fun (not to be confused with brand new additions)
- Dark Sense
- Undetectable
- New Freddy
- Base Killer action speed changes
- Detectives Hunch
- EGC
- ect
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/823612#Comment_823612
You will not chase the people crouched tho. It is enough to know where they are, uncrouch and get them. Sneaking up with 0 TR is not that hard on Maps like Lerys.
That's still worse than Mirror Myers.
With him you can patrol while stealthed on the smaller maps. This means you can simply not chase at all. You will just down them with no chase period.
Pig is too slow to preform this. It's not mechanically difficult, but you will just be genrushed on even a small map if you are always crouched. Since you need to patrol while uncrouched that means you will have a TR and thus Survivor can simply run away and while yes you have 115% MS it won't make up for the fact that you are chasing Survivors.
Ghostface is the only Killer that can pull off the strategy on larger maps due to having stealth AND 115% MS at the same time. Myer's 105% MS is only fast enough on indoor maps due to their small size.
Wraith's bell prevents the hit and run tactics from being reliable. The ultra rare fixes that weakness.
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@Aven_Fallen said:
I guess you mean Amandas Letter, because while Amandas Secret has Aura Read, it is nowhere compareable to Scratched Mirror.
Personally, I dont think that this would be a good idea. While the Aura Read is only active while The Pig is crouched, she is a 115% MS-Killer, after all. Myers with Scratched Mirror has 105% MS, which is a huge disadvantage. So giving her such a strong Aura Read would be too much.
She also only has 0 TR while crouched. And thus will be even slower than Myers is while getting the benefit and has no power the rest of the time
Scratched Mirror Myers has 0 TR always
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@Trwth said:
I think this does indeed have mind-game potential. It needs a bit more flavor though unless it is going to become a general Survivor perk.
If fixated didn't already exist I'd have given it the seeing scratchmarks effect.
But since it does it would make more sense to have it just be a general Survivor perk.
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While I'm not against the EGC starting immediately after the last gen (assuming that it also lasts longer than it does now during that time), the Killer can open the door himself if and when this is an issue, and having it regress would cause more problems than it solves.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/820607#Comment_820607
Well that may be true for CI and Ruin combo, but I don't see it for totems in general. When survivors see CI they tend to want to rush the first open gen they find and are less concerned with totems, so if you have Devour there is less of a chance they will be looking for it or stumbling across it too early.
Not really.
If you don't have CI or Ruin the Survivors will see a gen and immediately hop on the gen, thus spending almost no time searching for a totem.
If there is ruin they obviously might look for it.
If there is CI then at the very least some of them won't be able to hop on that closest generator.
They will either:
A - Look for an unblocked generator, thus increasing their odds of finding a totem while they are looking around
Or
B - Decide to wait out CI and thus probably look for totems because they have nothing better to do
In both cases but especially case B Survivors are far more likely to find your totems sooner than otherwise.
This is only good if you are running Haunted Grounds
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/819783#Comment_819783
That makes sense, but you are limiting the gens they can do under the influence of Ruin with CI. So if you get a group that chooses to do gens through Ruin you still have fewer gens to patrol, and if you use a different totem, like I said, it can benefit you if the totem spawned near a blocked gen as it won't be found as quickly.
The point isn't that CI with a totem can't work.
Just that the power of CI plus a totem is less than the sum of the perks.
In otherwords for example, the stall from ruin and CI is less than the stall from ruin plus the stall from CI.
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@OldManGloom said:
https://forum.deadbydaylight.com/en/discussion/comment/820454#Comment_820454
It does say kill by any means, yes. Tbf, quite often kill and the way the verb is used frequently in this game equates to Mori, Rancor, Devour Hope or some such that allows the killer to, you know - kill, as opposed to sacrifice. I'm not the only person who read that and thought along the lines of "it's Mori time."
I think the only suggestion I could offerto make it clearer would be to phrase it as "sacrifice or kill by any means". Might be redundant in context, sure - but it ain't exactly like you're striving for a Stoker Award with your writing anyways.
The wording used is consistent.
Mori's, Rancor ect all say that they kill. But so do reverse bear traps.
Mori's, Rancor, DH, Tombstone ect all count towards Mori challenges, while hook sacrafices, bleedouts, RBT's, EGC sacrafices and DCs do not. Such challanges are worded as "by your own hand" and count things that put you into the mori animation.
This says by any means necessary instead, so everything I listed would work instead of just 4 of them.
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Ok. I'll name them George. Isn't George so cute?
Please remove George.
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Trapper is weird.
Other weak Killers are weak because their powers have lame effects.
Pig can stealth but really really slowly
Wraith can "stealth"
Legion can injure you but can't down
Doctor can make you really loud
ect
But trapper's traps ARE strong. Instead his issue is that they have so many drawbacks that none of it matters. Such as needing to find them himself and being trapped by his own traps.
This makes him low tier despite being theoretically super strong.
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@DaRealxFactor said:
IMO, It totally depends on the PLAYER'S play style and not the specific killer. I use CI when I want to maximize chase & hooks (not set up) very early in the game. I am on the hunt to make the best out of those 2 minutes.
In a "successful" trial by the time CI is done with, I already had at least 2 survivors on hook. This cuts down the "pressure" of chase and down or slug for later.
I will admit though, I specifically use it on Clown and Plague. I find to be very successful with these two specific killer specifically for "hunt and hook" early on play.
Some Killers have synergy and others don't. You as a person may be able to make more use out of one perk over the other given the rest of your build, but that doesn't change that a Killer that Synergises with one of these perks will get a bigger benefit from using it.
Playstyle matters, but objectively speaking it's the Killer that decides the potential strength of the perk. The playstyle just influences how much of that potential is brought out.
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@OmegaXII said:
I would rather use whispers or discordance than these 2 perks. At least whispers lasts the whole game
Those perks don't slow the game down so they aren't comparable.
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@TheRoyalOwl said:
I like ruin much better, because whenever I use corrupt people just hide for most of the perks duration. With ruin people usually start doing gens or look for the hex totem.
Which is both the core upside and core downside to the perk.
If they hide and you find them anyways you can easily hit them. But if you don't find them then the perk is wasted unless you are a setup Killer.
My recommendation on when to run the perk is already geared accordingly.
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@Wahara said:
I don't get the fuss about about corrupt intervention on hag. It can gaurantee you set up time but during those two minutes, people are likely to spy on you and figure out how you prefer to construct your web. Or you can get some dickhead with object who sabotages your set up while everyone else hides. I can only see it working well with whispers, otherwise I'll just stick with the rng ruin gives me. Sure, it can be destroyed in the first 30 seconds but that's like, 1 in 6 games on average for me. It usually lasts long enough for a hook.
I currently run dying light, thana, ruin, and some form of tracking perk on hag. It's performed pretty consistently so far.
Doesn't matter. Having your traps down is always better than not and if they are spying on you then they aren't doing generators so you're just getting free chase potential.
And if an OoO user is trying to remove your traps then you can just teleport over and hook them.
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@thesuicidefox said:
CI and Ruin/totems can be used together, I kind of disagree with you there. If you have both then you just slow them down even more on the few gens they can do. I imagine it would go like; survivor spawns near blocked gen, spends time searching for open gen, starts repairs on open gen, gets Ruin skill check, goes looking for Ruin. Where without CI you just skip the first 2 steps there.
And if you have say Devour Hope, if you get some good RNG and your totem is near a blocked gen that means it won't get found so quickly, so it can benefit you there.
Though I do see your logic in thinking this, I wouldn't say it's really that bad to run CI with totems. It might not be optimal, but it's definitely not detrimental, and if you get lucky it could be very beneficial, more so than just one or the other by themselves.
Good analysis though. I personally have moved away from Ruin on my killers because at red ranks on Xbox most survivors just plow through gens anyway, or find the totem in 30 seconds. I find the Sloppy/Thana/Dying Light combo to be significantly more effective at slowing the game, even though it takes more effort on your part and a bit of time to get rolling. But once you get 4 tokens on DL and at least 3 injured, the game just STOPS for survivors. And for killers like GF or Spirit the fact they are always injured too makes it just that much better.
If people are looking for totems then they are waiting out Corrupt Intervention at the same time, thus if they counter Ruin by going over and cleansing the totem then they are also countering corrupt Intervention at the same time by waiting it out. And by making them run around at the start of the game a Survivor will see more of the map and is more likely to find a totem before any generators have popped or any Survivors have been downed.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/819298#Comment_819298
only really works if they have prayer beads and you arent in her terror radius/in chase since the music is super loud.
It always works.
It's not EASY and I certainly wouldn't rely purely on that, but the sound is there regardless.
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while in phase she is invisible, undetectibe and doesn't move physics objects.
Any other method of tracking the Killer still works including:
- Non-aura perks (spine chill/premo)
- Breathing
- Footsteps
- Crows
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@[Deleted User] said:
I'd like the survivor to hear the spirit's footsteps as that glass breaking sound, so both survivor and spirit doing the same thing: trying to mindgame in the dark. You hear them, but can't see them. They're each invisible to each other.
You can already hear her footsteps and her breathing
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Ghostface's stalk already resets if you run out the timer.
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/819034#Comment_819034
I feel you picked it as a joke, or was you an actual no, fair enough if you don't, it was an idea to make perks from the original character be more, them, survivors are basically meat skins, but to not give killers the same boost wouldn't be fair
take my answer as "no thank you but good idea except I saw a shiny button that let me yell at you and clicked it"
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I hate being nice >:(
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/818534#Comment_818534
Check out Otzdarva. He hardly uses ruin and mains Trapper, stays in red ranks.
Makes sense. On a Killer like Trapper Corrupt Intervention works better and someone who mains trapper will have learned how to cover for his weaknesses as best as possible.
Trapper is very unique in terms of balance. Most weaker Killers are weak because they don't have enough tools or their power isn't impactful enough. Trapper's power is impactful and covers all the bases you want in a power, he's just weak anyways because the power has an entire list of drawbacks too it. This makes it tricky to compare him to other low tiers despite him clearly not being a high tier.
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@Marcus said:
I think Corrupt Intervention is overrated because survivors can just go and work on the other 4 gens without any penalty, plus, depending on what gens are blocked, it can literally help survivors to avoid a 3 gen situation and I say no to a perk that has the potential to help survivors.
2 things.
1 - If they work on gens with CI up the Killers shorter patrol times means they will be interrupted much faster, which is a bigger deal than the stall you get from even Ruin. Saving time for yourself is the equivalent of removing that time from the Survivors due to it improving your tempo, so it's kinda like Whispers in that sense, except it stacks with Whispers really well too.
2 - CI insures that there are 3 gens that are close together that won't be worked on at first. That means they are MORE likely to 3 gen themselves because there are literally 3 gens blocked off close by at the start. You can start a 3 gen without even having to guard the 3 gens at first.
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@DocOnLoose said:
I prefer Corrupt to Ruin on Clown. Having only 4 gens to patrol with beast in chases has much better outcome. Even if survivors hide for 2 minutes, I build enough points towards Gatekeeper emblem which is Clown's weakest point.
Oh yeah.
If your going primarily for emblems rather than Kills then Corrupt is just better nearly every time.
The OP is geared towards maximizing your Kill rate so the suggestions are made accordingly.
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@YaiPa said:
Corrupt is good only on setup killers, so hag and trapper. If survivor really wanted to win they could just legit wait, doing nothing for 2 minutes, then start working on gens. As killer you need somehow to capitalize on this time.
Correct in terms of reasoning but not quite in terms of conclusion.
Hag and trapper work with it.
Freddy and Demogorgon also place traps and thus work for the same reason.
Stealth Killers are extremely hard to hide against making the odds of finding a Survivor that does not want to be found much higher.
Doctor hard counters stealth
Whispers also makes finding immersed Survivors much more plausible.
Otherwise it's why I had the line about Ruin being better when there are no Synergies in play. Spirit for example will struggle to capitalize
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Though you should be able to get results with Myers at least. He's no top tier so I'm not expecting you to get 4k's with any real consistency or anything like that. But with the right build you should be able to at least get 2k's most of the time.
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@Xerge said:
I personally think they are both trash at red ranks if you aren't playing as top tier killers or as killers with high mobility. I usually play m1 killers because most killers are just m1 killers (I don't have a killer main, I like to play with every killer available) and I'm still trying to find a way to make them more viable at red ranks. Ruin and corrupt do not seem to be good enough in my opinion, specially when you get to play in maps that are too big.
Don't get me wrong, sometimes I manage to get a 2k, 3k or even a 4k, but I also get stomped more frequently with killers like Trapper, Clown and Michael.
I mean these ARE low tier Killers we are talking about.
A single perk can only do so much to help, no matter how much synergy they may have with it.
It's not that the perks are bad, just that low tier Killers are low tier for a reason and as good as these perks can be it just isn't enough to make up for the difference.
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no
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/817531#Comment_817531
Do you always have to say "this also exists" on every topic?
Yes, everyone gets it. Both sides have problems. With your mentality we won't fix anything. Lets not change spirit because swf exists but let's also not change swf because spirit exists.
Given the nature of how SWF works and why it's a problem. Unironically yes.
You can't solve SWF by directly nerfing it no matter how much you might want to. Thus the solution is to buff solo's and Killers up to their level. Thus not changing Killers like Spirit who can already deal with SWF.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/817530#Comment_817530
If you didnt collide with them, you wouldnt be able to appear and swing before they reach the pallet, if you did you get slammed as I've had happen alot, without collision you would be able to run through them and reappear just before the pallet. I would love this,not because it's betterfor survivors though.
Yes you can. If you are colliding with them then pressing M1 will hit them. You don't need to reach the pallet since you've already reached the Survivor. You're done, just push M1 and get the damn hit.
Going through them just means you're taking a split second longer to go forwards a meter or 2 and THEN pressing M1. And they might just throw down the pallet anyway and avoid the hit because you took longer.
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Sometimes they aren't actually afk. I've had so many games where a Survivor was taking forever to ready up but then once we got to the actual game they played just fine.
This is far more common than an afk Survivor.
Also edit your poll to not insult people who disagree with you. It's poisoning the well and it's very disingenuous.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/817513#Comment_817513
Collision is actually good for survivors, imagine your about to make a pallet but she goes through you and appears, you die when before you could have thrown it and it removes body blocking for team mates. I've had so many survivors use it to find me at pallets and slam them. For 1 bs hit collision gives survivors theres 3 survivors that live because of it.
That scenario isn't livable even with collision. They haven't reached the pallet by the time you would collide with them if you are able to reach the pallet first without it. So you can hit them before they can throw the pallet with Collision.
Body blocking is the only possible obstacle that collision prevents you from dealing with.
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2 whole minutes? It should have popped in 1 minute and 20 seconds.
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I'd say Strong. I haven't had any problems with inconsistent Shreads and his portals are excellent for starting chases.
Yes his stomping is loud, but you shouldn't really play him like a stealth Killer anyways so if you're already not planning on getting the jump on them then when you don't it isn't an issue. And during a loop your Shread more than makes up for loud feet.
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@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/815871#Comment_815871
I like this perk idea. Good job. I'd change the bloodpoint boost though to this effect persists for 1/2/3 seconds after the injured survivor stops working on a generator. That would be more beneficial.
It would be more beneficial, the only reason that's not already in there is that it might be TOO beneficial.
Still, if enough people feel it's too weak I'll do just that.