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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/582849#Comment_582849

    @NuclearBurrito I think it could be I would have to test it to see if I feel it is fair. Simple ones like Huntress Lullaby or This is Not Happening are reasonable changes. Some of the harder ones I don't want to make it so standing by a hooked survivor is gonna be a haha screw you die.

    Ok then. What about spine chill?

  • Is this effected by madness?

  • The name is a bit nonsense but it is trying to describe something genuine.

  • M1 means standard chase mechanics and loops apply.

    Chases with any M1 Killers play out in a similar way. Yes their power maters but it's only about the details rather than your fundamental approach.

    M2 Killers are fundamentally different in how you approach a chase against them in one way or another. How depends on the Killer.

    Hillbilly is the strongest M1 Killer. And yes he's an M1 Killer, he has to deal with all of the standard chase mechanics/

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/582684#Comment_582684

    Ah, so killers like Nurse and Spirit who also don't directly deal damage with their powers would count too. Which is why I don't understand why M1 is typically synonyms with weak.

    M1 isn't synonyms with weak. Myers is one of the stronger Killers despite being M1.

  • if we instead started at 32 meters at 115% it would be 53 seconds

    With 24 meters at 115% it would be 40 seconds

    with 16 meters it would be 26 seconds.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/582117#Comment_582117

    I think the best comparison to make for this is to compare a standard 115% M1 killer using this theoretical perk at full tokens to a Tier 2 Myers using M&A. How does a Tier 2 Myers with M&A normally fare, and how much worse does he get if his speed gets reduced to 109%?

    Ok so assuming the Survivors start running the second they hit the terror radius (not a consistent assumption but whatever)

    It will take the Killer 22ish seconds to catch up. The Killer can hit the survivor after a bit less than that because lunge and in more time because Survivors don't just run in a straight line

  • @yobuddd said:

    I like this idea! I see it as strengthening the perk because it makes it mobile and therefore usable by non-campers.  I’d like to suggest some edits that might win over a few of the holdouts.

    • For each second that you remain motionless further than 24 meters from a hooked survivor, gain a token up to a max of 10. You MUST be at zero tokens to start gaining more. 
    • Each token reduces your terror radius by 4 meters, reduces movement speed by 1%, and increases FOV by 1%. (Yes, this means zero terror radius, sometimes well before the 10th token is earned.)
    • 10/15/20 seconds after you begin moving, start consuming tokens at a rate of 1 every 4 seconds. 
    • If you achieve 10 tokens, you can perform a grab action with a lunge attack until all the tokens expire. Successfully attacking or grabbing a survivor ends this ability. 

    Analysis - I believe that this will make Insidous a strong, but not overpowered perk that will require skill to use effectively. I find the lunge-grab to be a nice prize that helps offset the loss of movement speed. 

    The required distance from active hooks means that it is no longer a crutch for campers (especially basement campers!)  Beyond this, it actively encourages movement and hunting after the tokens are earned. 

    It won’t be overpowered in conjunction with BBQ, because after hooking a survivor you have to first move out of hook range, then wait 10 seconds (an eternity for a killer!), and then sluggishly make your way to where you think other survivors are. 

    Zero TR is possible, so you don’t have to use up perk slots on others that affect terror radius, though you could still strategize with them. The downside is that the effect is not permanent. The perk will have intermediate uses as well, such as just reducing the terror radius some while keeping most of your speed.  This is where other perks could be handy. You need to know your killer to know how long to wait for zero TR, but EVERYONE must invest the full 10 seconds if they want the lunge-grab. 

    Survivors can interrupt a killer who is charging up tokens. If they can tempt him to move, he must wait until the tokens all expire before starting to charge them up again. This could be a couple minutes all in all. 

    The changing field of view concerns me because I’m not sure if this is possible from a programming standpoint, changing the view after the game has rendered. If not, I suppose we could do without or put some other small buff in. If it IS possible, it’ll certainly help to find unaware victims with a slow killer. A side benefit of this is it will help players to better estimate what it is exactly that other FOV perks can do for them. (Seeing it change before your eyes gives a nice before and after comparison).

    All numbers are adjustable for balance of course.

    @yobuddd I like it!

    Btw you can definitely alter FoV mid match. Since M&A does that

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/581993#Comment_581993

    I could be mistaken, but I'm pretty sure reducing the movement speed destroys any other use it could have.

    Sure if it was a flat and constant reduction, but it's not since you get the speed back after you've successfully gotten the jump on them and hit them

    And unless you're myers you still outrun survivors even with max stacks.

    And a 1% MS lose for 4 meter TR loss means that if they run after hearing the TR then you should expect chases to be shorter for each stack you have.

    Normally 8 meters of terror radius would be at the cost of 5% MS reduction

    If actually hitting them isn't good enough then having it be whenever a chase starts could work too.

  • The issue with this perk was it's only use being to camp.

    This gives it other uses while nerfing its use in camping.

    You can't stop it's use in camping without ruining the premise of the perk, at which point why call it insidious?

  • @Mat_Sella said:

    Why would any facecamper be bothered by a slightly reduced movement speed debuff? this doesn't fix any issues with the perk.

    8 meter terror radius if they don't run a second perk.

    Only 2 perks to chase with if they do.

  • I would like to remind you that wake up was fixed almost immediately.

  • If you've ever heard of Poe's Law you should know to never treat anything as bait.

  • First of all you missed cannibal

    Second of all those Killers have limitations of their own, just not in the same way that other Killers do.

  • I've always thought it looked cool. But not scary

  • Window is blocked after 3 vaults because otherwise you could vault them indefinitely in order to stall the Killer forever with no real counterplay baring specific Killers. Bloodlust exists for the same reason

    Ghostface and Freddie are not OP I can assure you, both of them even have built in counters for their ability's

    Killers move faster than Survivors because that's how the chase mechanics work. If the Killers didn't move faster than Survivors then escaping a chase would be as simple as running away from the Killer in a circle around literally any object until the Killer leaves since he will never make progress on you.

    For the Legion specifically, sprinting is literally his entire gimmick and he can't even down you with it. He will have to get a hit off of you normally eventually unless you ignore deep wounds.

    Killer's lunging around corners is no different from Killers lunging in general and except for Myers the Killer's lunge range isn't all that long. Simply don't wait at a corner and you'll be fine

    The reason why Killers have been getting a lot more buffs than Survivors and the other way around for nerfs is because the Survivors are coming from being the stronger team by far. While right now things are relatively close, these changes you have been mentioning were made in response to broken aspects of Survivor gameplay that made Killer unwinnable if the Survivors bothered to try. Some aspects of this still exist hence the term "gen rush", but the mechanics you mentioned were at least able to remove infinite and minimize psudo-infinites. There are other psudo-infinite loops which will continue to be looked at from the PoV of map design.

    Bad teammates isn't something that can be solved through mechanics, but yeah the ranking system is kinda BS.

    Pallets not working would be a bug and should be reported as such.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/580637#Comment_580637

    @NuclearBurrito

    Keep in mind that 8 meters can only affect one survivor per Trial since you need 3 survivors eliminated to get it. My Sole Survivor change should be helpful during the EGC, but not overwhelming since you can see the Exit Gate progress.

    Also, if you really want, we could even get rid of the aura-reading effect as a trade off.

    Sure but that's too much.

    Also the tier 1 of that perk is invisable unless your only 2 meters away for some reason.

  • Also, 8 meters is far too close to need to be. Don't buff it like that, 16 meters is the absolute closest you can be hidden like that and it still being fine.

    Even with no one dead you already are preventing BBQ a lot of the time.

  • 18/17/16 Doesn't this make T1 even better?

  • Hex: [GOOD WORD] you

    When cleansed #########/BHVR staff/Everyone. Yes this kills the Killer too.

  • Mori's are BS and should be treated accordingly.

  • @MrDardon said:

    Ebony Moris, Keys and Instaheals are the most bullshit things which exist in this game.

    Cypress Moris should be basekit, Ivory Moris should have it's rarity increased and Ebony Moris should make it where you have to hook everybody once to kill one person. (Like BBQ, hook all 4 Survivors once, you can choose which Survivor you wanna kill, hook all 4 Survivors another time, you can chose one more Survivor which will let you kill a total of 2 Survivors)

    Keys: Basically make it an channel action which takes 5 seconds and if the Killer interrupts you, the channel action gets cancelled. Because the insta-escape is pretty pretty bullshit in my opinion.

    Instaheals: Nerf them to make them have the second BNP mechanic. The purple one will face you wiht 3 difficult skillchecks (first skill check will heal 33 % of the bar, second will heal another 33 % and the third will heal 34 % to make it 100 %)

    Syringe will work the same as the purple instaheal when you use it to yourself but instead when you use it on a downed Survivors it will make you face 6 skill checks (you heal the Survivor up 2 health states)

    Remove the -25 % and - 50 % charge debuff of the Instaheal addons

    You could also make it a heal over time that is canceled if you are hit or picked up.

  • I'd swap out M&A

    Thanataphobia isn't optimal but it's not bad either so run it if you want.

    Ruin is great

    Sloppy is great on spirit

    M&A can be counterproductive. When you are phasing anyone not in your terror radius is given a que, so having a larger TR means you can get the jump on people from further away. Only use it if you are running prayer beads (in which case you want surveillance and discordance instead of sloppy and thana)

  • I feel like that list should be inverted.

  • considering the rest of what he said I'ma say that was sarcasm

  • Can we turn people into blocks then?

  • I want to make a joke about this, but I can't. They are just being ######### and you should take satisfaction in pissing them off that badly. It means you did so well that they couldn't even properly justify hating you (and thus use improper justification instead).

  • @Spicybarbecue said:

    thinks clown is fine, yikes.

    *litterally the weakest killer in the game

    Na. Clown is more towards the middle.

    He's not great but there are multiple Killers that are even worse.

  • And that he had agitation to speed up hooking

  • Or maybe he was cannibal and downed all 4 of them with a chainsaw while they were clumped together at the start somehow right next to him.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/578862#Comment_578862

    Every hit has a 3-second cooldown. It takes 2 hits per survivor, 4 survivors per game, so 24 seconds total. Hooking takes 1,5 seconds per survivor, 4 survivors per game, so that's 6 seconds total. 30 seconds so far, and that's just counting animations.

    Since you can only chase one survivor at a time, this means you had to win four chases in 30 seconds, or one chase ever 7,5 seconds.

    Since you say you won inside 60 seconds, you would not have time to use any powers that would compensate for a 110% speed. So, using a 115% killer as a basis, this means that the survivors could not be more than 12,5 meters away from you. Given that the on-hint sprint burst allows them to move 12 meters in 2 seconds, it means they just ran for exactly 2,125 seconds and then stopped dead in their tracks.

    Now, I'm not saying that's impossible, but it does mean one of two things:

    • The survivors all died at their keyboards shortly after the on-hit sprint burst.
    • The survivors all gave up and disconnected simultaneously.

    I suppose there's a third possibility, which is that you're making it up, but you wouldn't do that, would you?

    My guess is that all 4 Survivors were running no mither

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/578862#Comment_578862

    Every hit has a 3-second cooldown. It takes 2 hits per survivor, 4 survivors per game, so 24 seconds total. Hooking takes 1,5 seconds per survivor, 4 survivors per game, so that's 6 seconds total. 30 seconds so far, and that's just counting animations.

    Since you can only chase one survivor at a time, this means you had to win four chases in 30 seconds, or one chase ever 7,5 seconds.

    Since you say you won inside 60 seconds, you would not have time to use any powers that would compensate for a 110% speed. So, using a 115% killer as a basis, this means that the survivors could not be more than 12,5 meters away from you. Given that the on-hint sprint burst allows them to move 12 meters in 2 seconds, it means they just ran for exactly 2,125 seconds and then stopped dead in their tracks.

    Now, I'm not saying that's impossible, but it does mean one of two things:

    • The survivors all died at their keyboards shortly after the on-hit sprint burst.
    • The survivors all gave up and disconnected simultaneously.

    I suppose there's a third possibility, which is that you're making it up, but you wouldn't do that, would you?

    Actually the first one is impossible too because of travel time to the Survivors.

  • Like seriously. You are trying to reduce the TRAPPERS movement speed.

    The trapper for crying out loud! That's like, one of the weakest Killers.

    And seriously, have you ever actually played as the Hag? She has an addon that provides the effect you stated and it honestly sucks except under very specific circumstances and even then only if you combine it with an ultra rare addon that increases your MS and also gives you a MS increase.

    Heck you're even trying to nerf the cannibal who is a candidate for worst killer after freddy. (trapper and wraith also being candidates)

  • This literally just sounds like the kinds of suggestions Killer mains say that Survivor mains want as a joke which Survivors then (correctly) play off as a strawman.

  • I also like the doctor.

    They hired him to do bad things, he did bad things and ######### went wrong.

  • PGTW and either SB or NC depending on your Killer.

    Stealth Killers prefer SB

  • Eh. Adrenaline is fine compared to the other second chance perks we had. Sprint burst used to break the game and other second chance perks rewarded failure. Adrenaline however rewards success instead since the trigger is the gens being done.

    The way to balance adrenaline is to balance the game as a whole. Good play in general is the counter to Adrenaline for the Killer (plus the broken status when applicable)

  • @AhoyWolf said:

    Why? This doesn't solve the issues with her power.

    Actually it totally does.

    Think about it, a 24 meter TR 115% is a death sentence if you are broken. Thus in order to stop yourself from being screwed over like that you need to cleanse thus giving her access to corrupt which everyone agrees is the more interesting power.

  • I'd suggest migrating to deathgarden.

  • @FeelsVeryBadMan said:

    "Power Role" is usually associated with Killers... by Killers. So, because of this, they think that they should be able to stomp every survivor within a few seconds.

    Listen, if you get run around by 1 Survivor for a long time, you are just bad and your "I'm power role i should win every chase ez lol nerf survivors" isn't valid here.

    Agreed. Power role does not mean you are stronger that the other team. Just that you are stronger than the individual members.

    That just means that a Survivor can't take you on in a direct confrontation and win given equally skilled players.

    All that means is that given at there is exactly 1 Survivor the Killer will nearly always win. And he does, notice all of the people complaining about Survivor being too hard during the hatch close situation. That's exactly what you would expect if the Killer is the power role.

    When a Survivor is chasing the Killer for awhile he isn't actually 1v1ing the Killer. The other 3 Survivors doing gens is critical to the success of the Survivor in a chase. A bit like how the assault class in evolve can tank the Monsters attacks but still relies on his team to actually get the Monster under control.

    Also. Killers do win nearly every chase. It can just take them forever to do so to the point of not being worth it. I consider this a flaw with the game since it leads to skewed priorities. Compare that with Deathgarden where the scavanger are escaping all the time in a chase, the entire strategy in that game is about how to lose the Hunter as a result. However that does not make the Hunter not a power role.

    Note how the tactic in a "1v1" is essentially "stop being in a 1v1" or "stall until my team has everything under control" depending on the game. Both strategies are exactly what you would expect when someone encounters a power role as opposed to beating them directly.

  • The other way around happens too. It's really inconsistent.

  • My god. It's the legendary....

    ....RAvioli code

  • Btw. Just because the Killers in DBD are objectively (given my definition, under different definitions you can argue otherwise) the power role, doesn't mean they FEEL like the power role.

    I would also point out that even though this can be caused by a balance issue. The issue itself isn't a balance issue. You can feel like a power role even if you're weaker than the other team overall and you can not feel like the power role even if you are given the tools to dominate the other team effortlessly.

    If people don't feel like the power role as the Killer then that's a problem even if the Killer's are appropriately balanced (which is not something most people would say is true) for the same reason that having the Medium vault feel slower than it should be is a problem (where the solution was an animation change). Pretty much every QoL change or sidegrade is designed to address something like this with a few exceptions.

  • @LordGlint said:

    @Visionmaker Ok, so are bots allowed to be the power role? Think outside the box here. What about even outside videogames. Is the dungeon master in a game of DnD allowed to be the power role?

    @LordGlint at least under my definition it's possible to have a power role other than the PC in a single player game.

    Some stealth games do this, where the enemies can all Kill you and you can't easily fight back or can't fight back at all. This would be a situation where the power role is also the role with more numbers. Each individual unit is stronger than you and outnumber you so the only thing you can do is out think your enemy.

    The dungeon master in DnD wouldn't be a power role simply because he isn't on a side. As far as the games mechanics are concerned the dungieon master doesn't exist (not implying that DnD doesn't need a dungeon master, just that the DM isn't a player in the traditional sense).

    And in symmetrical games there is obviously no power role unless you are talking about specific individual players.

  • OH MY GOD THAT'S HILARIOUS! I'M DYING OF LAUGHTER!

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