NuclearBurrito
NuclearBurrito
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/500972#Comment_500972
If Freddy keeps his aura reading he could use the TR perk make him a 12m TR killer from there throw up the paintbrush and you have a 0m killer with 0 chance of dropping a chase.
Even with no addon you could get it down to 0 with just 6 hooks
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I'd say the gen blocker one is going to be meta depending on the cooldown (I mean it's almost on par with BBQ) the Obsession perk is going to be usable in specific builds but not otherwise and his new perk is only going to be useful if you are using the obsession perk and even then only kinda.
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I'd just remove one of the requirements. Either the cooldown or the outside TR part.
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Specifically for legion I've been pushing for him to down survivors who don't have DW on them with FF.
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@VexTheHex yes but legion sucks. So having a power kit be way better than his is a good thing.
In general most killers are worse than they should be. It's only when you get to the high tier killers that they become viable. I'd say clown is the worst viable Killer.
Killers like Legion, Wraith, Leatherface ect really just need some love.
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Sidegraded not nerfed. I'm for it
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Think doctor. How often do you win a chase because of a fake pallet? Sometimes? Sure. Often against high level survivors? No.
Yes in practice it's not useless. But it's not strong enough on it's own, hence the snare.
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@VexTheHex said:
Sorry I struggle to see why he deserves three powers when most Killers have 1 (a few have 2) and some aren't even super lethal like Legion's.
He may not be over powered (time will tell) but he certainly sounds over loaded. Though I'm happy it sounds the whole slows down progress thing is done and gone. Making tedious tasks last longer is never the best route.
@VexTheHex considering one of his powers does literally nothing in theory (since a sufficiently observant survivors can literally pretend the pallet placing power doesn't exist) I'd say he needs it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/500747#Comment_500747
I just think it looks too gimmicky and not practical. The traps would have to be extreme to counter looping effectively.
I also dislike that his invisibility is basically gone. He's only really getting it from far away which is pretty irrelevant. If he had the stuttering in and out at close range now that might be a loooping counter, but alas it doesn't.
Traps counter looping aka: Hag/Clown
The question is how practical they are. If it's too limiting we might have a Trapper scenario.
Regardless I like that we are getting more stealth and zoning Killers.
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@VexTheHex Furtive chase will synergize very well with I'm all ears and with PWYF.
Also on it's own it gives you free red stain removal. Which is nice for mind gaming loops. It also completely negates BT if they try and unhook in front of your face.
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Also ghostface DID Kill the guy before he could be taken sooo...
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Also it has synergy with his other perk if you lose LoS with the survivor you are chasing.
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@BBQnDemogorgon said:
What does furtive chase do? Just switch obsession?
Swtich's the obsession around and makes it so that being in a chase has a lower terror radius depending on how many times you have hooked the Obsession.
I actually predict that it will be underrated due to a specific interaction that I don't think people will realize. Specifically the fact that your red stain is dependent on your terror radius, so having no terror radius (which this perk will likely allow you to do after a few tokens) will make it so that the survivor cannot see which path you take in advance when doubling back for mindgames. Yes you can do redstain manipulation to the same effect, however this way you can do it more reliably in case it fails.
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Actually while it's not an exact date, It DOES mean it's no more than 3 months after the ghostface patch. Since there is 3 months between chapters and freddy is between the next chapter and the one after
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His stealth is not strictly on a timer. The 5 seconds is only when a survivor can see you. So if you activate stealth then start walking it's like the pig.
Unlike the pig however you have an actually fast movement speed in crouch, and can instadown.
Not bad at all.
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@ReikoMori the bloodwarden thing is the only change in this thread. The 128 meters is just what it is now, and was replacing the line of text that used to say infinite.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/498260#Comment_498260
I like your idea, but I worry that extra information can ruin the atmosphere of the game. I mean, Dead by Daylight is all about the unknown and how to make a good situation out of a bad one. With your changes, despite closing the gap as much as possible, it won't save the core mechanics of the game. Sure mine doesn't either, but you can still play the old game mode and have that experience (just without your friends, like it's supposed to be).
Well obviously it doesn't solve the core mechanics of the game. That's not what these suggestions are setting out to do in the first place. And I highly doubt they will ruin the atmosphere as much as you think they would simply because of how out of the way it all is. Does the obsession icon mess with the atmosphere? What about the perk bond or kindred? What I described may sound like a lot, and mechanically it is, but in terms of the atmosphere it's impact really comes down to representation more than anything.
Fundamentally though, your answer is to the problem is a non-answer, since the issue is VC in general, which is not actually limited to just people who click the SWF button.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/498160#Comment_498160
So, if my idea won't work, how else would you completely solve the SWF problem?
Completely? Giving solo's VC of course.
Obviously that's a non-answer given the devs stance on the matter. And just saying "more information for solo's" is too vague to address.
So first things first. We aren't really trying to address VC itself, but rather the mechanical advantage it gives players causing them to be boosted. However, the coordination factor through communicating plans directly is NOT problematic. That isn't to say that plans aren't useful, just that you can have a balanced game where only a subset of the population is properly coordinating like that.
However this isn't nearly as true for the raw data aspect.
Anyways I propose 3 changes (I have proposed them before btw):
1: Survivors will have an icon somewhere stating what action they are doing at the moment. This can show: Nothing, rescuing, healing, being healed, repairing, sabotaging, cleansing a totem or opening a chest. When the action ends it will flash if the action was fully completed and will simply change back to the nothing state without flashing otherwise. So for example you could know if a hook has been 99%ed vs fully sabotaged.
2: Survivors will know if another survivor is in the Killers terror radius or in a chase with the Killer. The chase thing is just like for the obsession, so this has been proven the be doable without ruining the atmosphere.
3: Survivors within 24 meters of a hooked survivor will have their aura revealed to the other survivors
Important things to note about this is that:
A: All of these pieces of information are things that are extremely easy to communicate quickly. This is unlike exact location which will often be hard to describe in a pinch.
B: These are the most immediately relevant pieces of information for preforming you own action. This lets you know if you are safe to do your objective. Do you know where the Killer is? Doesn't matter, he's busy so wherever he is you're safe to do what you're doing, and if he's not busy then you'll know to be on your guard
C: None of this information would be unknown to everyone otherwise. You already know if you are in the Killer's terror radius, you already know if you are near a hooked survivor and you already know what you are currently doing. So none of this provides an advantage of SWF players.
D: This is enough information to make informed cooperative plays even without VC assistance. You want to distract the Killer so someone else can make a hook save? You'll know that they are in position to make the save and they will know you are in a chase distracting the Killer. Will they know it's your plan? Who know's who cares, it's enough information to capitalize on.
E: It pushes players to do the right thing. You are far more likely to start doing gens if you see that no one else is. And you will know if the Killer is camping a hooked survivor in order to punish it, or that he isn't and you should rescue them. You even get told if there is no one in position for the save pushing you to be that person. Kindred does it better of course, but it still counts for something
Does this perfectly solve everything? Obviously not. But it's far better than just trying to push them out of the game. And it minimizes the use of things aura to solve problems, so even if it is a lot of information it likely wouldn't feel that way in practice.
If all of these changes were implemented it would be very hard to tell the difference between a SWF group and Solo's. And at that point we've done enough.
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@knell said:
First of all, please stop using commas in place of periods. Use capitalization when starting a new thought process. Have you never been taught these basic concepts? Or are you doing this purposely to obscure the discussion? Look at your very first sentence. Does it even make sense to you?
Just in case you are actually being sincere and they are honest mistakes, here's a link to learn more about run-on sentences. It should provide you with enough tools to help me decipher what you are trying to say.
https://grammarist.com/grammar/run-on-sentences/
Now, back to the topic.
So it seems you changed the wording to suit your narative as mode and lobby are entirely two different things, why not simply quote McLean and say lobby?
Because the actual word in McLean's quote was "Mode" and "Modes." It was never "Lobby." I inserted the word "lobby" in place of "mode" to show you how ridiculous it sounded. Because YOU stated, "mode in this instance could easily just be refering to how you join the game." Do you remember saying that? Ok, now, explain to me in short, concise sentences what you meant by that.
of course they bought it to play the hide and seek, the thrill of the chase etc etc but they also bought it to play with friends
Good news! Even with this new mode, they can still play with their friends! For some reason, you seem to keep thinking they can't. Provide me with a specific example of when you and your friend can't play with each other on this mode.
Did I ever say I had a better idea? You obviously dont understand that its not nitpicking to bring up a counter argument, you know this is what is used when someone doesn't agree with someone idea, many ideas have been stated over the years and all of them so far have had a counter argument as to why it wouldnt work or is not fair on the player
So you spend your time just attempting to poke holes in other people's ideas and solutions to problems, and yet don't contribute anything to the solution yourself. Gotcha. Moving on.
Again another silly argument, that analogy is not comparable to this situation and if you can't see why then I dont really know what to say.
Heeey, right back at ya!
it's simple, a really good coordinated SWF will always be better than solos but as peanits said that is not the majority of cases and why they don't want to nerf swf as casuals do play the game for fun and not to tryhard
Are you saying that because majority of the SWF players are casuals, the game should be balanced around them? Then let me quote you what I have said to Peanits in a previous conversation:
I hear this ("friends that are just having fun") argument often, and it never sits well with me. For any other game, if I am playing against an opponent of equal skill and he/she is trying their best to beat me with their focus 100% on the game, and I am on my phone casually talking with a friend about things that are completely unrelated to the game "for fun", my expectation would be for my opponent to beat me every time. If people are purposely playing in a way that distracts them from the core basis of the game, why should they have a chance of winning against opponents who are putting in their all? Why should any game be balanced for the players who don't appreciate the game mechanics enough to put all of their effort into their gameplay, but instead are making their "own fun?"
"Good news! Even with this new mode, they can still play with their friends! For some reason, you seem to keep thinking they can't. Provide me with a specific example of when you and your friend can't play with each other on this mode."
When you both want to play regular DBD without this 5v5 crap.
Also you keep bringing up this mode thing. But you seem to forget that SWF is referred to as a mode in the same way that KYF is. However the actual gameplay of KYF is identical to just normal, so clearly it isn't the gameplay that makes them a mode.
It's more like how other games have a ranked mode and casual mode. They don't have mechanical differences, and so you would never say that you should change one without doing the same change to the other. However they are both considered different modes despite that.
KYF and SWF are like that. Different modes despite having identical mechanics.
So no. You can't fully solve the SWF issue. This game type just makes SWF much more tedious to do for anyone impatient. Not something that actually solves the issue. People don't need the SWF button to get access to a group chat. Even if you instabanned everyone who dodges players have a pregame chat where a discord link could be sent. And even if you removed that players can send it directly through steam. If someone is determined enough then they WILL get access to VC.
The only games I know of that successfully prevent 3rd party comms among teammates are games with hidden alignments, since trying to get an advantage that way could easily backfire.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/497906#Comment_497906
I mean 99% of it has been leaked. If they announce new unleaked stuff that are actual good things then ill gladly delete this post
If the freddy rework manages to only be 1% of the content announced then that would be quite the large amount of content.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/497853#Comment_497853
But we have their developer build everything they have we have.
At the very least we don't have the Freddy rework nor do we have the roadmap. Not everything they announce here is guaranteed to be stuff in the dev build. For example there maybe be more details on things like mettle of man changes, and map changes, and new cosmetics, and changes to ghostfaces power since the dev build we saw (thought I hope they don't change him too much since his power looked awesome) ect ect ect.
We know for a fact that there is at least 1 thing that they will announce that wasn't leaked (freddy). So what's to say there isn't a 2nd thing? Or a 3rd thing? And so on.
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That feng must have had sprint burst or lithe active there. She was totally running faster than the Killers were
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That last guy was totally just ghostface without the costume
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@MasonMyers69 said:
https://forum.deadbydaylight.com/en/discussion/comment/494993#Comment_494993
How can a dev stream be 3 inches long, please use the brain
@MasonMyers69 simple. Original image size
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@TatsuiChiyo said:
I once got a Smoking Splinter on my Freddy Bloodweb. I found it hilarious.
@TatsuiChiyo "Oh boy! Instead of just playing Freddy... I can play PERKLESS Freddy!"
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This kind of change is doomed to fail. Mostly because if a group is seriously determined to optimize their chances of winning, then they will use the random ques at the same time as their friends and dodge until they are in a lobby together. It's what they used to do before SWF was added in the first place. Not to mention even randoms can get comms by posting a discord link in the pre-game chat. No one does this now because it's pointless, but if it gives an objective advantage to do so then people will do it.
Any solution to the SWF imbalance NEEDS to take into account the fact that just because they went from the random que doesn't necessarily mean they aren't on comms.
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@Chad_Kensington said:
If you’re able to give up two perk slots for two more add ons you can get insta sleep Freddy. “Welcome to prime time, #########!”
@Chad_Kensington combine that with M&A for one of your 2 perks. Literally no way to know you are coming before you've already hit them. Stack it with Sloppy butcher, then let them go around and wake up after getting a free hit, before hitting them again using sloppy to prevent heals, and you win.
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Actually Spirit isn't hurt that badly by dead hard. MoM is a different story of course, but if you are hitting them out of phase then they won't be able to react to your attack.
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@LastShoe hold on now. By your own admission, both protecting gens and chasing survivors gives the Survivors control of the game.
But besides those 2 actions what else can a Killer even do? If you aren't patrolling a gen and you aren't chasing a survivor then what ARE you doing? And how exactly is whatever this hypothetical action is going to put pressure on the survivors?
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If you are using other people to heal then you have lost the same amount of time in order to heal, if not more.
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You shouldn't really need it. If you can go without it then that's +1 perk slot with no mechanical disadvantage
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@KaoMinerva said:
To compensate, bring back OG NOED, Deerstalker, TINKERER, UNRELENTING, & PWYF!
@KaoMinerva also OG nurse
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Do gens when the Killer is camping.
Any solution that makes it so a Survivor being camped is unlikely to actually be sacraficed is guaranteed to be exploitable in some way by survivors. The best that can be done (even given hypothetical deliberate mechanical countermeasures against camping) is making it so that camping will lead to a 1k against competent survivors.
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@anarchy753 said:
The only situation this would affect is when 1 survivor is left, and the hatch is shut.
In that case it doesn't really matter at all if the killer can one hit down them or not, as they're INCREDIBLY unlikely to open an exit gate and escape in the time between hits 1 and 2. The killer has NOTHING left to do but chase you so they aren't going to stop and let you heal or open a gate or anything.
All this change would do is let you mori them for a bit more of a cinematic end.
@anarchy753 don't forget the tracking aspect of the perk
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That's a balance change. Not a QoL change
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@HURRI_KAIN Agreed. No mither needs some love for sure
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If the counter reset on hook or down you would be right. But it doesn't, so you're not.
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@SlinkyJinky said:
This thread again? just another tunnel vision Killer crutchlord who cant play Survivor because /hard mode so /cries fo Survivor nerfs and Killer buffs
@OP "Changes for MoM We all know that MoM does not require skill to activate" - lol
- Get hit once, escape and mend
- Get hit a second time, escape, and mend
- Get hit a third time , escape and mend
- (by this time the Killer has had 3 chances to hook you and failed, allowing you to EARN your 1 extra hit)
- Next time, the Killer will have to hit you three times before your downed.
Pretty sure juking the killer and earning your pip by escaping = SKILL! lmao
@SlinkyJinky if the Killer successfully downs you the first time and then later finds and hooks you again then MoM will still activates and gives the same benefit compared to if they had healed at some point. Escaping does not assist you in getting the most out of MoM.
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I would like to point out that the thing where survivors would go immersed forever was ALSO not banable
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More importantly. The Killer instadowns either A: Work only in very specific situations (NOED, Haunted grounds, MYC ect) or B: Are the Killer's power. And thus come at the cost of not having a power with other kinds of advantages.
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Honestly I'm not concerned about the perk being OP (even though it totally is against Killers like Freddy, or Clown). What I am more concerned about is that it is the only perk that makes failure preferable to success.
Every other perk at the very most mitigates failure or even reverses it. Mettle of Man however gives you a reward that is better than the health states lost to "earn" it.
What I mean by that is compare being healthy to having MoM active or almost active.
Healthy = 2 hits to down
MoM active an injured = 2 hits to down. Immune to instadowns
MoM almost active and healthy = 3 hits to down
Note how healthy is the worst of those. That means that you would rather fail a few times (by getting hit) than not, since having MoM active is better than having never been hit in the first place.
THAT'S the issue. Not that it's OP. But that it encourages failure rather than mitigating it or rewarding success (like Adrenaline does).
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Technically the counter to Haunted Grounds is:
Don't cleanse the totem.
Practically that counter doesn't matter, but eh it's a thing.
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Personally I prefer winks
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Instaheals: They create so many broken combos and unlike most examples of hit absorption methods it doesn't have conditions or any real counterplay.
Ebony mori: Increases your kill potential by 33% with no real mechanical downside. Doesn't even take a slot (the other Mori methods are fine)
Keys: Not as bad as the other things on this list. But now that hatch grabs are removed there is really no way to stop a hatch escape through a key.
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I think this version of the perk has problems going the other way. Too weak is better than too strong I guess. But I'm curious if there is something they are testing which falls in the middle ground
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@FTSA you can get away from a pallet when they have enduring because of the pallet. The stun isn't giving you much value, so you don't lose much by dropping it early in order to avoid spirit furry. They still have to deal with the pallet, the difference is you aren't wasting your time going for a stun that won't do anything
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Disagree. If the Killer, Survivor and Hatch are all in the same place then that should mean a dead survivor.
The Survivor can still win if the hatch is closed. The Killer however can't if the Survivor jumps in.
And since the Killer had to put in the effort in order to lead to an open hatch in the first place we should tend towards a Survivor loss.
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@Peanits would that specific situation or other situations like it be bannable if done for strategic purposes?
For example unhooking someone to use them as bait in order to escape a chase on death hook
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/472555#Comment_472555
Come on,if you have a obsession perk that is not dying light and you tunneling the obsession so hard... then why are you running this perk? It is kinda dump
Remember me also makes you want to tunnel the obsession. And rancor has strategies that go either way.
Only save the best for last actively discourages it