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NuclearBurrito

NuclearBurrito

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  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/686955#Comment_686955

    Ok. I assume his bugs would also be fixed, right? His shock stun not always applying can be a really damaging bug. One time I had a Survivor drop a pallet on the wrong side and still managed to vault back over it. I shocked her right before she dropped the pallet. The game acted like I hadn't done anything.

    I don't like to make suggestions on bugs.

    They didn't add them so simply saying that my suggestion is to remove it is kinda captain obvious.

    Presumably they will remove any and all bugs eventually, they don't need me to tell them that.

  • @SnakeSound222 said:

    This sounds pretty good, except for the last part. The 3-gen strat is a valid strategy and we shouldn't punish the players who are not trying to take the game hostage and actually want to get kills. I'd lower it to at least 10 or 15 seconds without tier 3. 30 seconds can be long time in DbD.

    Alright then. Lowered to 15 seconds.

    It's not that the strategy is invalid, moreso that the strategy is potentially overpowered with the kit if not given limits.

  • @SquidFacedMan said:

    Making survivors run to specific stations(up to 4 times) to then complete a timer with 3 skill checks, all under the pressure of a timer is already powerful enough. Buff Pig but don't make this gimmick any more lame to play against than it is.

    Yup. Now instead of up to 4 it's exactly 2.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/686583#Comment_686583

    Since I wrote the Wiki articles in question, I have to disagree again. Could you point out where you read that? The only 2.5 seconds I could find was the cool-down applied to Survivor interactions after they are hit by the attack.

    Maybe I misread it?

    Whatever I removed the change.

  • @DocOctober said:

    @NuclearBurrito I have to disagree, it's a big nerf.

    Current Shock Therapy Attack takes just 1 second to charge, you'd nerf it to double that.

    The Wiki says it's 2.5 seconds.

    But whatever I guess the wiki is just wrong or something so I'll remove it.

  • @TAG said:

    Roar during attack - Yes

    Crouch taking 1 second - Sure?

    Crouch speed up to 4 m/s - Not sure about this one; seems like it would make crouch tunneling easier

    Searching boxes takes 20 seconds - That seems like it would make Survivors too open to being attacked by the Pig, but idk

    Search any two boxes to open the Trap - My main issue with this is not a mechanical one but a flavorful one. By making this change, you are basically reducing the odds of an RBT kill to zero. The goal of an RBT is to kill, yes, but there needs to be some hope of a Trap kill (the timer reduction change does not cut it due to 99ing gens). There is nothing wrong with it being hard to kill with a Trap, but when it reaches a point where it will never happen, what is the point of there being a SAW character to begin with?

    Doing gens reduce the timer by 30 seconds - 99ing gens is a thing, so that doesn't really accomplish much. Worst-case scenario, they're still better off doing gens anyways.

    Killer sees death timers - I am on board with it for the same reason you have stated, but I know there are people who allege that it would promote tunneling.

    Add-ons:

    Combat Straps - I feel if you are making the base time to crouch 1 second, Straps as a whole kinda becomes unnecessary.

    Razor Wire - I don't think that would change much except for bad players. Good players still beat it with little effort. Personally, I think Skill Check add-ons should go.

    Annotated Plan- I already explained my issue with the multiple key thing, but mechanically I have no issue with this.

    Sketch - See above

    Amanda's Secret - Not a good enough trade-off IMO.

    Amanda's Letter - This is no better than the current Letter. In fact, this is probably identical to the current Letter in practice (assuming you keep the aura reading).

    Bag/Crate of Gears - With the change to base searching time, these add-ons become too much IMO. Even with the reduced percentages, using both means the Survivor takes 26 seconds to search one Box. That doesn't seem like much since it only takes a little more time than the time it would take to open a Gate, but remember that if you stop searching a Box, you need to start over. And with your change to guarantee two box searches, that gives the Killer a sizeable amount of give to balance gen defending and Box search interrupting. Maybe at higher levels this wouldn't matter aaaas much, but I think more often than not, this would just make things supremely frustrating if the Pig had even the slightest intention to disrupt Box searching.

    Remember that the timer still goes down during Box searches. So if you've only searched 1 box and there is 30 seconds left on the timer and you haven't found a box yet then you are probably dead.

    And being interrupted is now way more problematic making it less a question of "will this box have a key" and more a question of "can I search this box in time before the Killer can reach me?"

    The 2nd question is part of the games mechanics and can be answered with varying degrees of certainty and promotes interactivity.

    The 1st is just RNG and when you die from not finding the Key it's the game screwing you over rather than the Killer outplaying you.

  • Ok I'll have a basekit size increase

  • While 15% is possibly too much, I'd like to remind you that most people agree that the Clown is bad due to being over specialized for chases and only kinda good even then.

    Trying to further emphasize his chase potential exclusively means he'd need to be insanely good in a chase, and I mean better than Nurse good because Nurse level is great chases AND great map pressure.

    Considering that doing so would require making the chases basically impossible for Survivors this doesn't seem like the best option. Hence improving his mobility instead. Now he can get around must easier when patrolling. And yes this also improves his chase a lot, but not to the insane degree that would be required to compete with the top tiers at just that alone.

  • @Raven014 said:

    When he's standing still, he already nas no shimmer. Are you planning to add the shimmer to a still wraith then?

    Yes. Saw an opportunity to reduce camping effectiveness and took it.

  • @Boss said:

    No longer a HEAVY incentive to running "more BT" Add-ons & Corrupt Intervetion. Good.

    Faster arming, sure.

    Huh, interesting.

    I'm not against it, but I'm not sure if he should be immune to his own traps.

    In short: I'd be fine with it being either way.

    Be Trapper? Instant escapes.

    Face Trapper? Grabbed, grabbed, grabbed.

    So yes, screw Luck, and we'll just have to buff/change Slippery Meat.

    Ahh, the QoL pretty much every Trapper wants.

    It'd take a new animation btw, since you're re-arming, but should be worth it.

    Hah, I see you don't like Haemorrhage either.

    Nothing else really to point out, it all just sounds neat.

    Well okay, the Wax Brick.

    To be fair, I can't picture in my head how much bigger it is then.

    And this is a long stretch, but bear with me.

    So they removed trapping under Hooks.

    Now imagine placing this bigger BT at a main-building basement entrance like Ironworks or Thompson's.

    Won't that be a huge blocker?

    A lil reminder: I read these as neutral as possible, no bias here, just curiosity.

    Anyway, it's getting late for me, so I'll continue with the others another time.

    You're doing great work btw, regardless of if they're good suggestions or not. 🙌

    Just to clarify, the bigger size also means you can sabo from further out, so while it can cover a larger area it won't stop Survivors from sabotaging it.

  • @Chocolate_Cosmos said:

    This sounds like a nerf for me.

    If your timing with Shock Attacks are very good, this longer charging time is Nerf as hell.

    Increased range is meh when you are aiming for "stunning" Survivors pallets and Windows.

    Good Docs would be nerfed.

    Charge time is reduced.

    It's 2.5 right now and this is 2. That's 0.5 seconds faster.

  • @Groxiverde said:

    This is one of the most detailed suggestions about bubbaboi I've ever seen, and I love it. Really, good job! I enjoyed the time I spent reading it.

    But I would add 2 more changes:

    1. Remove the massive slowdown LF gets after cancelling the rampage.

    2. Fix the 7th swing of the rampage. It's currently bugged and it doesn't have hitbox (it doesn't do any damage to survivors).

    Glad you like it <3

    1. Do you mean canceling the charge? Or the slowdown at the end of the power?
    2. Technically this just removes the 7th swing entirely by shortening the duration. So problem solved?
  • @Boss said:

    No roar before the charge, good.

    The numbers for crouch stuff don't mean anything to me, sorry.

    So let me get this straight:

    You search the first box, using up 20 seconds, you get one key.

    You find another box, use up 20 seconds, get a second key and then take off the RBT.

    Sound right?

    Idk, but isn't that a tad too generous to the Survivor?

    Lol, anti-genrush.

    Also, it might just make POP!s more frequent, which is pretty neat.

    More importantly of course, is it forces them to be busy with her Power, which is the main goal anyway.

    Seeing the timer seems more QoL than anything, just neat to have.

    I mean I'm sure it can be used in some way, but still.

    Razor Wires: Ahh, they're actually good now, about time!

    Rest just seems good, though I'm not an expert with numbers on other Killers' Add-ons.

    Except Combat Straps, like I said before, idk about numbers on crouch stuff.

    that's 40 seconds of searching boxes flat plus travel time

    Right now it's random between 12 and 48 seconds of searching plus travel time.

    From the Survivor PoV it's much more consistent but also more time consuming.

    From the Pig PoV traps aren't taken off quite as fast and camping a Box is guaranteed to ultimately be pointless.

  • @GrootDude said:

    I like your ideas, I’m curious as to what the chili add ons do though, unless I’m just reading it wrong it seems like all they do is punish you, I could’ve just read it wrong though.

    Your thinking tantrum.

    The time your power is in use for goes up with the addons. So it's normally 3 seconds but with Chili its 3.3 seconds.

    That means you go further after each use of the power.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/685974#Comment_685974

    Well this guy's my main, and I'm a very pure main.

    I'm not unfamiliar with other Killers, but most hours go in this guy, Hillbilly and the old Nightmare.

    I'll review them anyway, especially Clown.

    Just saying that weird opinions might come from a lack of training/skill. 😅

    Fair enough XD

    I'm a Spirit main myself. I only feel confident in my suggestions either because they have math backing them up or because I have talked to a bunch of people that play the Killer much more than me.

    For example my leatherface solution involved making Beast Marks base kit because inspite of my intuition being that instasaw is best the leatherface mains have repeatedly said that Beast Marks is the addon you want.

  • @GrootDude I have a feeling you would take interest in this post if you haven't seen it already.

  • @Boss said:

    Understood.

    Cool!

    Plz review my other fix posts too. They need people to evaluate them and if they are good to make sure they get attention from devs and stuff!

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/685950#Comment_685950

    I believe it's a minute.

    But its problem isn't the duration or how many Aura Perks it removes.

    Its problem is what Blindness is.

    Say what you want on how to make it a good Status Effect, and I'll believe you, but it's, as of right now, a very unpopular SE.

    Putting a timer on the Add-on makes sense: You don't want an Add-on that disables Perks for the entire match from one slap.

    Blindness just needs to blind in some more ways, like the Red Stain, the flames on Hex Totems to view them as Dull Totems, stuff like that.

    ...That actually had little to do with Wraith I guess. 😆

    So, since getting stunned isn't the same as being burned, yes, it'd make sense to not make it a longer duration.

    No one likes being stunned, so you shorten the duration, yet still punish for going straight for Survivors instead of using cover to surprise attack from, very good.

    More map pressure, an absolute vital buff for any Killer, I dig it.

    I'm not certain on the extra speed for interactions while cloaked.

    I mean I love it: Less time spent on chores.

    But I'm just wondering if that's needed, especially a meager 15%.

    I'd still take it, of course.

    I think I'd at most double the numbers on total invisibility.

    But I also think I can't truly judge this mechanic without actually testing it.

    The concept itself would help him tremendously though.

    NOT warning Survivors way ahead of time you're there?

    Uhmm, yes please.

    What do you think of his sounds btw, the footsteps and grunts?

    I don't have numbers to work with on the sounds. But so long as they aren't too loud it shouldn't be much of a problem.

    Like if you can easily hear him behind a wall then that's bad, but if you can hear him from a few feet away in the open then that's no problem. I simply don't have enough data on how sounds work (specifically the details behind how walls effect them) to change it or how the wraiths grunts/footsteps in particular work to determine if it needs fixing.

  • Fair enough. Wiki doesn't specify a duration tho so I can't properly evaluate how useful it is.

    Other than the addon thing you like the suggestion?

  • @not_Queen said:

    Personal experience: Without the community members I met on the game when I started playing in 2016… I wouldn't be here today. These people helped me out and took the time to teach me tricks and tactics, they made my first moments on the game a positive experience, making me come back and making me more resilient to toxicity, because I've seen that people could also be nice and inviting.

    I truly think that offering help, tips or a positive end game chat is the best way for a passionate community member to impact the future of this game.

    Positivity drives more positivity and invites more members to our community, these new members all bring their brand new views on our favorite game. Maybe they can remind us that we are here because we love this game.

    Reinforcing good behaviour is our CM team's goal this year. This community can do such great thing when they come together. Let's not forget that.

    Hard agree.

    I won't hold back against my opponent. But advising them on how to not mess up in the future and going over why they lost is far more productive than just yelling at them for being bad.

    Example during the demogorgon PTB:

    Toxic Survivor: "Haha you were so easy to loop noob"

    Productive Survivor: "You were being predicable with shread. Try baiting out the juke when using it in the open and cancel it for an M1 attack. You can just stop pressing M2 to cancel it at anytime"

    The person who sees the second one now feels good in spite of the loss, and is probably excited to try out the tips in the next round, while I get to face a more competent opponent next time I see them.

  • @Peanits said:

    There are no plans to change the base kit for the Clown in the immediate future. It's definitely possible down the line, but I don't want to get your hopes up just yet.

    The killer's we'll be taking a look at in the near (or at least near in terms of the roadmap) future can be found here: https://forum.deadbydaylight.com/en/discussion/77678/

    Q: Could you talk about who you're planning on reworking/updating next?

    A: We cannot give dates on when these changes will happen, but we can share some information on which killers we are looking to update. We will be taking a look at the Nurse and her add-ons (primarily her add-ons) and the Doctor. We would also like to review the chainsaw killers, the Shape, and the Pig, and more. Some may receive smaller changes or add-on passes while other may see more significant changes.

    And more?

    What are these "more" Killers?

    Obviously Legion and not Clown, but who else? Is there an exhaustive list of the Killers you are willing to share regarding that?

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/685931#Comment_685931

    From a purely neutral standpoint, i ask:

    You'd be okay with equipping the 2 best Windstorms, which add the same total % as before, but result in more movement speed than before due to the higher base movement speed you suggest?

    Because as we all know: The slightest improvements can make all the difference in this type of game.

    Preferably it would be the same in terms of absolute speed increase rather than %.

    The description of the addon doesn't say the value so it doesn't need to be changed. And since the value isn't changing I don't feel the need to write an entire section in the OP just to specify that.

    Same goes for the clown fix I made and the relevant addons for him.

  • @Boss said:

    Considering your other discussions, you're either satisfied with Wraith's Add-ons, or you're writing in Add-on changes at the time i post this comment, in which case: Awkward. 😅

    Satisfied. Wraith has good but not OP addons.

    If I'd change any of them it would be all seeing, but even then it's fine.

    I'm ok with Windstorm stacking ontop of the increased base MS, and none of the fundamental mechanics were removed which is what caused a lot of the addon changes on my other fix threads.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685913#Comment_685913

    Well yes but I wouldn't be able to increase the range of it.

    Fixed. Now you don't need to.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685913#Comment_685913

    Well yes but I wouldn't be able to increase the range of it.

    ah. That has a fairly easy fix.

  • @Yung_Slug said:

    But... but my sniper doc...

    Is still there. Scratched tape is the weird circle one. Interview tape is the sniper addon.

  • @DemonDaddy said:

    If survivors have a set time for escape, would traps be capable of downing them again? 6 sec in most cases means your not making it to the survivor unless you were already there or after them.

    6 seconds is more than what you would expect them to be in there just by chance right now.

    The escape odds is 25% every 1.5 seconds. So after 6 seconds you would have had 4 attempts. However statistically they be more likely to escape by the 2nd or 3rd attempt rather than making it to the 4th. So this makes the time more consistent and usually longer.

  • I had a game where previously I took advantage of a trapper going for unhooked Survivors to save myself when I was on dead hook.

    Another Survivor was hooked and he had found me so I ran to do it again so I'd be able to at least have a chance of finding the hatch without being chased the entire time.

    *SNAP*

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685599#Comment_685599

    According to the wiki, the windstorm addons add 20% and 16% speed. Assuming this is additive, 5.04*1.36 = about 6.8. Though taking another look at the wiki, it says wraith's cloaked speed is 5.06 at base, which would make the windstorm speed almost 6.9.

    Ok I checked the wiki and it's 6.88 or 172%

    By comparison this is 135% which is a bit less than yellow windstorm.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/685588#Comment_685588

    The bell has use in chase with the two addons I suggested. Wraith is already great at getting first hits. If you give him map pressure and a tool to catch up to survivors with, he will be a good killer in the right hands. I just feel like you're giving him too many buffs at once. He is very good already with Windstorm and SwiftHunt. Make it baseline and he's a very good killer. The bell would have plenty of use with just these 2 additions.

    Like I said. Making the Bell primarily a chase tool wasn't my goal here in the first place. Making Uncloak speed much faster certainly is a POSSIBLE fix. I'm just not convinced it's the BEST fix, considering that it leads to the Wraith trying to be something he's not, rather than properly excelling at what he's supposed to be.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/685589#Comment_685589

    Wraith the weakest killer in the game? At least Wraith has a very niche chase tool and a power that allows for some map transportation and stealth. His power has some use. Bubbas power has literally no use against survivors who have more than 5 brain cells. He's literally just an M1 killer. There's no way Bubba is better than Wraith.

    I agree. Which is why I did a leatherface Fix awhile back:

    @NuclearBurrito said:

    No not a full on rework. As fun as that sounds, it's not the best idea considering that he's always going to have a chainsaw.

    These changes all go together:

    • Change Bubba's MS to 92% up from 87.5% while charging his chainsaw. This is the same as Billy
    • Bubba no longer gets stunned when hitting a non-survivor object, he just keeps going anyways. This will go through pallets but he can still be stunned if it's dropped directly on top of him.
    • Movement speed during his rampage is increased to 125%
    • Charge time is increased to 2.35 seconds (up from 2.1 seconds) for reference Billy's is 2.5 seconds. Basically beasts marks is now basekit.
    • His rampage is changed to 3 seconds flat down from 3.26. This is a mostly side grade as it means if they jump through a window you aren't punished for as long. The distance he travels is the same as now with the speed increase

    Addon changes:

    • Chili/Award winning Chili - Moderately/Considerably (10/15%) increase the rampage duration. No longer effects object penalty because that's not a thing. (because these add-ons do nothing now)
    • Carburettor Tuning Guide - Now ultra rare. Values increased to match new rarity: Decreases the charge time by 20%, Decreases the cool-down by 20%, Reduces the sound range by 40% (because it's the wrong rarity now and he needs ultra rares)
    • Light chassis - Now ultra rare. Slightly increase your movement speed while charging your chainsaw (up to 95%) and you may now cancel the rampage at any time. (Object penalty no longer exists and he needs a 2nd ultra rare)
    • Depth Gauge Rake - Now very rare. Decrease the rampage duration by 10%. Each time you hit a survivor with your chainsaw extend the duration by 1 second. (Same as Light chassis minus the ultra rare part)

    @Yamaoka

    I'm doing a fix for every Killer worse than Clown, including Clown himself.

    That's:

    Clown, Pig, Legion, Doctor, Leatherface Trapper, Wraith

    I've already done Leatherface, Trapper, Wraith and Legion

    So next on my list is Doctor and then Pig and then Clown.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685569#Comment_685569

    impossible to escape if he knows where you are

    You do know this is Wraith we're talking about, right? As in, the worst killer in the game?

    His windstorm addons currently make his speed MUCH faster than 5.4 (about 6.8 from my calculations), and you don't see him getting that many kills as it is.

    Even with Coxcombed Clapper and Ghost addons, he's not even close to OP. You'd still see him walking up if you're paying attention, and you'll most definitely see him uncloaking without the help of the bell.

    Can I see those calculations? The math for MS is weird sometimes and 6.8 doesn't sound quite right.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/87211/wraith-fix

    The break and vault actions are a little too strong. All he needs is built in green Windstorm and Swifthunt and he's actually a pretty decent killer.

    My goal was to improve his strengths enough that he could be viable by using his stealth to get hits on unsuspecting Survivors.

    Hence not affecting the Uncloak speed, you shouldn't generally be using the cloak mid chase in most cases. While I COULD have changed him to be able to do so, that simply wasn't my goal here.

    The first 2 changes were removing weird weaknesses he didn't need.

    Increased MS is doing exactly what you said and making Windstorm basekit.

    And then the 15% thing is making Shadow Dance base kit in order to give the bell more utility.

    While Swift Hunt certainly is a possible buff, I'm not sure if it would be the most interesting buff compared to giving him all the utility he needs in his base kit in order to fulfill his intended function.

    The 2 second thing isn't as big a buff as it sounds. He currently rings the bell about 1-1.5 seconds into the uncloak, so if LoS is broken you only get an extra 0.5-1 second head start on them.

    More importantly though I don't feel it's the best idea to give him both super fast uncloaks AND super fast cloak speed in his basekit. Remember I didn't decrease uncloak MS like the actual windstorm addon did.

    Anyways that's my reasoning.

  • @Yung_Slug said:

    Feels like the first perk should have hex status, not the second perk. Unless the first perk unmarks the survivor when it activates. From the wording, I can't tell.

    The second perk doesn't seem strong enough to be a hex, and the concept doesn't feel like a hex to me either. If you get a survivor to vault a pallet multiple times, you probably either already have them trapped in a loop where you can hit them or you have looped around a safe pallet long enough to where breaking it normally would have been faster.

    For the first perk you do have to re-mark Survivors after it procs.

    It's the NEXT time they do an action, not EACH time they do an action.

    And I'd like to point out that the Hex perk effectively makes all Pallets besides a select few like the God pallet unsafe, and trivializes mind-gamable Pallets.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/685270#Comment_685270

    It's possible, but there's two problems:

    • There's no good way to show it. If there's two people on the hook, how do you know which person has it?
    • It doesn't actually take effect until someone enters the range anyway. You don't just get more time, you need to enter that range to trigger it. Typically someone will go for the save at some point anyway before realizing the killer is camping.

    If it appears when they go into struggle then it will always be clear which Survivor has it.

    2 people can't be hooked at the same time (in that the Killer can only carry one person at any given moment in order to put them on the hook), so the timing will always uniquely signify a specific Survivor.

    The only time there is ambiguity is when both Survivors have the perk.

    And I know how the perk works, but it is effectively just more time to go for the save in practice. You can spend that extra 5 seconds on a gen because the perk will stall when you go for the last second save.

    Otherwise you might go early and miss the perk, or worse, not go at all because you don't think you would make it in time anyways and thus fail to save him when the perk would have meant you could.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/684845#Comment_684845

    Once someone enter the range, their sacrifice meter on the HUD will flash to let you know that their timer is paused.

    I'm talking before you walk into the range.

    Kinda like how Well Make It shows an icon to the unhooked Survivor so they know not to immediately leave.

    So the second someone with the perk is hooked in 2nd stage, all survivors are shown the perk icon to indicate that they can pause the timer by getting close.

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/684845#Comment_684845

    If you look at their bar it will flash and that means it stopped so if the killer has you on their shoulder the bar will shine indicating your death meter has stopped

    Yes but you don't know that they have the perk until you enter the radius. Thus you can't attempt to make use of the extra time because you don't know you have it until you've already planned around not needing it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/684781#Comment_684781

    Removing the range requirement would give you more time to finish a generator before saving regardless of if the killer is camping or not, which is not something you'd want to do. You don't want to make saving the other survivors a leisurely thing that you do whenever you feel like it, that would take all pressure away from a killer.

    With the range requirement, you need to go for the save. If the killer's camping, the perk activates, you gain way more time, you go back to doing generators. If they're not, you save, it's like nothing changed. This way it only affects people who are camping.

    Can you at least have an icon that shows other scavs that they can wait a bit longer so longer to save if needed?

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/684373#Comment_684373

    The devs said that's how it's going to be in multiple streams. And once You've got the servers fully established adjusting those parameters is somewhat easy.

    Then just say that instead of "Reality". Why dance around the evidence if you actually have it?

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/684362#Comment_684362

    That's because the lobby search, and load parameters weren't changed at all.

    they where only testing performance.

    And without evidence it is invalid to assume that they are planning on changing those things at all.

  • I'm here too and in reality that didn't happen when dedicated servers were activated.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/86698/killer-idea-the-wolf

    Why even play in your base form? From what you said a tainted survivor needs to purify so why taint them in the first place. You spawn in, go wolf boi, now you are 120% and there is no way for survivors to do ######### to you because you are 20% faster. In a different perspective, you are always in bloodlust 1. If you can switch between modes with no time limit i feel you need more ways of being kicked out of the mode. Getting stunned by pallets could be a good way to boop you out. Maybe breaking pallets too but that just seems overkill. I agree with an earlier idea of slower vault speeds but i dont think disabling his vault is where its at. If you cant vault while in beast mode then now you are forced to play shacks with bloodlust.

    But back to my main point. Base form is actualy useless because it gives survivors the ability to kick you out of your power for what? 3 maybe 4 seconds. Thats really not worth it, maybe if there were a cooldown placed after being forced out than it'll be more worth it. Cool concept but there are a ton of unnecessary things. The howl for transforming sounds cool but it can also be used to spam it so it can be annoying. Same for that clown effect you wanna add onto survivors.

    If you say being tethered is the benefit to being tainted, even that isnt worth it. It'll just make chases even more brain dead. You move at 120 while the poor Dwight you are chasing is now moving at 95 because you managed a cheap early hit with your 12 meter tr, which was reduced to 4 meters due to m&a. At that point it's bloodlust 2. His chases are very boring and unfun. Might as well face old legion with franks and deep wounds study.

    Also, the way you have it worded means you can only cleanse while tainted but being tainted and tethered are two different things. So you cant even cleanse inside his tr, which can be increased by 25% with distressing and by another 8 while in chase with m&a. You effectively have a dumber tr than impossible skill check doc.

    Being tainted is a death sentence but at the same its stupidly easy to get tainted again after the first cleanse.

    I'm not trying to be disrespectful but i wanted to give you my critical feed back on your killer idea. I do hope you'll respond because I'm open to a discussion and helping to flesh out this idea

    Tethered is not mutually exclusive with tainted, one is a subcategory of the other. I only even defined the term so that I didn't have to say "Tainted Survivor(s) in your terror radius" every time I wanted to reference it.

    Why would giving a cooldown after a Survivor forces you out of wolf form make base form better? Wouldn't that be a nerf to base form since it makes tainting Survivors less beneficial?

    In any case it would actually be entirely possible to properly test how impactful being a 120% Killer would be. Simply play as any 115% Killer in KYF, run distressing and PWYF and then get a single stack. Then chase a different non-obsession Survivor until you get a hit.

    Compare this to without the PWYF stack for a point of comparison.

    I obviously will expect the 120% Killer to do better than the 115%, but it's hard to say for sure by how much.

    Windows and Pallets would still buy just as much of a head start in terms of distance so a 120% Killer would still need to play the normal Pallet game, but they would obviously be at least a bit better at getting through many loops faster.

    That was the reasoning behind not giving Beast form an explicit downside other than the TR increase. Since a 120% Killer with no power while good is not broken, and as you yourself pointed out the power he does have isn't super strong, which is deliberate because you can't have a 120% Killer with a super strong power.

    In any case I really do want to avoid FORCING you to stay out of Beast mode when possible. The teathered cleansing and forcing you out that way doesn't put any cooldown on you so it's not a problem, and destroying Prayer Statues is something optional that you actively chose to do knowing the cost.

    But as I said earlier having a drawback to Beast form is fine. If we are agreeing that a slower vault is a decent solution then it should just come down to the numbers.

    To be more specific I'd slow it down to 2.1 seconds to vault. For reference all Killers besides Myers vault in 1.7 seconds right now.

    If that is still insufficient I don't want to continue to decrease vault speed further so I'd instead increase pallet stun duration, similar to the Wraith, specifically I'd do 3 seconds.

    This has obvious counter play but could be enough to keep things interesting.

  • @Chickenchaser said:

    Everybody will load in at the same time when dedicated servers go live.

    Also it's the killers prerogative to avoid unfair, or toxic situations.

    Actually on the PTB they didn't load in all at once all the time.

    Sometimes they did but it wasn't consistent. So I wouldn't say this is a given when it goes live.

  • @End_of_Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/589940#Comment_589940

    That is true that the Entity is made up of the Auric Cells, but is it just that? The Auric Cells shouldn’t be intelligent enough to be able to form this twisted game. (Meanwhile the jokes were fantastic, this is a lore discussion)

    Why not? A single cell isn't what causes intelligence, it's the full collection. They are cells that make up an entire being, that being is referred to as the entity.

  • Actually you can't.

    It went from a 4.63 M/S average to a 4.39 M/S average. Actually using it to get a hit is identical math to live so the standard use case is unchanged.

  • Note that if you wanted to you could go into beast form and stay there to be a 120% Killer with no power and a larger than normal terror radius.

  • I hope so. My most recent Killer suggestion is a 120% while in Beast form.

    @NuclearBurrito said:

    THE WOLF

    Terror Radius: 12 Meters

    Movement Speed: 4.4 M/S

    Height: Tall

    Power: Call of the moon - Start the trial in your base form.

    While in Base form (human form)

    • Move at a reduced movement speed (4.4 M/S)
    • You have a reduced Terror Radius (12 Meters)
    • You lose your Red Stain
    • You may desecrate Prayer sites

    Injuring Survivors while in base form causes them to become Tainted until Hooked or Purified. While Tainted a viable dark mist surrounds them and their portrait.

    While in Beast form

    • Move at an increased movement speed (4.8 M/S)
    • You have an increased terror radius (40 meters)
    • Tainted Survivors in your terror radius become "tethered" to you

    Taint

    For every Tainted Survivor teathered to you, all Survivors inside your terror radius move 5% slower.

    6 Prayer Statues spawn around the map, you do NOT see their aura's. While in base form you may interact with them to destroy them. This locks you out of wolf form for 45 seconds but renders the statue unusable for the rest of the trial.

    Destroying a Prayer statue takes 2 seconds and is effected by Brutal Strength and Fire up.

    A Tainted Survivor may interact with a Prayer Statue for 10 seconds to purify themselves of taint. If they are tethered with you when this happens you will be kicked out of wolf form instantly. This also reveals the aura of that Prayer Statue to the other Survivors.

    Tainted Survivors do not see the Aura of the Prayer Statues.

    Transforming

    Holding M2 will cause you to slow down and transform and switch forms. This has no cooldown by default.

    While transforming into Beast form you will howl, producing a map wide non-directional noise and disorienting any Survivors in your (new) terror radius (Makes their screen blurry like with Clown).

    Transforming into Beast form takes 2.5 seconds

    Transforming into Base form takes 1.5 seconds

    While transforming you move at 3.68 M/S

    Addons

    Brown:

    • Move faster while transforming (0.1 M/S)
    • Decrease how long you are locked in base form after destroying a Prayer Statue (by 10 seconds)
    • Decrease time to transform into Base form (by 0.5 seconds)
    • Tainted Survivors glow white

    Yellow:

    • Move faster while transforming (0.2 M/S)
    • Decrease how long you are locked in base form after destroying a Prayer Statue (by 15 seconds)
    • 1 less Prayer Statue spawns
    • Decrease time to transform into Beast form (by 0.3 seconds)
    • For every Tethered Survivor decrease the Action speed of Survivors in your terror radius by 5%

    Green:

    • Decrease time to transform into Beast form (by 0.5 seconds)
    • For every Tethered Survivor decrease the Action speed of Survivors in your terror radius by 8%
    • 1 less Prayer Statue spawns. You Destroy Prayer Statues 50% faster
    • Increase slow down from each tethered Survivor in your terror radius while in Beast form (by an additional 2%)
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 3 seconds)

    Purple:

    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 5 seconds)
    • Increase your movement Speed while in Beast form (by 0.1 M/S)
    • When a Survivor becomes tethered their Aura is revealed for 3 seconds
    • While in base form tainted Survivors are oblivious

    Red:

    • Hooked Survivors stay tainted
    • You are not locked out of Beast form when breaking Prayer Statues

    Perks

    Mark of the Beast - Mark a Survivor when you hit them. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook reveal their location for 3 seconds. Can be applied to up to 2/3/4 Survivors at once.

    Hex: Decay - After a Survivor has vaulted over a pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed.

    Growing Rage - Any time you are stunned gain a token. After preforming a break action move 2.5% faster for 1 second per token. Lose 3/2/1 tokens after hooking a Survivor.


  • @Decarcassor said:

    I dont think there is such a thing as THE worst killer. But Clown certainly is among the weaker killers in his current state.

    The reason is that his kit is very limited and underwhelming. He is good at catching survivors in the open and herding them where he wants to, but thats about it. And the way the game is now, its not enough.

    You still have to break safe pallets just like any other M1 killer. You power only help you catch survivors before they reach a safe loop. But some maps are nothing but safe loops extremely close to each other.

    And if you can't end a chase before you run out of bottles, reloading will forfeit all the momentum you had gained.

    The most baffling thing about the Clown his that his gas does absolutly nothing to survivor actions aside from vaulting. They scream once, and I'm not even sure it interupt their progress. You can heal, work on generators, or do anything you bloody want while huffing the afterpiece tonic. There is no action speed penalty or any effect on skillchecks. Why ?

    The well ordered principle guarantees that there must be a worst Killer.

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