Onyx_Blue
Onyx_Blue
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@galanonim25 said:
Two perspectives got me interesting, so I have to ask how exactly would it look? When you would attack would you perform a hit at the same time behind you?
Exactly like that, yeah. Necro's face is on one side, Thorn's face is the other. Performing an attack makes both of them swing their weapon. You can essentially moonwalk lunge at someone in a chase, hit body blockers before they even block you etc. But, whichever soul is in control of the body, only their weapon applies the additional effect of the power in use. So if Necro is in control and Dead Behind The Eyes is active, hitting someone with Thorn's weapon wouldn't trigger the effect.
Also, when using the Secondary Ability to shift perspectives, there would be an audio cue within 32m of the killer and the killer players camera would do an instant 180 flip.
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/292796/laws-of-the-underworld-chapter-idea
Such a cool concept :O
Thank you :) i'm glad you enjoyed it :D
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@WTBacon said:
The Twins in general just feels clunky. It's like they didn't even test them.
Which is a shame because I really enjoy their power concept and mechanics
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@Toybasher said:
Same with achievements such as Evil Incarnate. (Tombstone all 4 survivors as Myers)
Honestly, I think the best solution is to have a DC'd survivor replaced by either a bot or a husk (AI-less bot.)
This would prevent stuff like DCing on third hook to deny a BBQ or Pop activation, dcing to open the hatch, etc.
Yeah, bots need to be introduced into dbd for dc'd teammates.
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I haven't played for about 2 months now. The Resi chapter broke the game for console in a way I thought we'd long forgotten. And Hellraiser will be the first chapter I don't purchase. The game is in such a terrible state that they drove me away from a game I played very regularly since 2017. That says it all right there. I'm done waiting for the devs to pull their finger out and at the very least tell us the proper state of ongoing repairs etc, so for as long as they stay quiet, and for as long as the game is just a BHVR cash cow instead of a playable funfest, like it used to be, it will be left gathering dust.
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@ITSCJ46 said:
As if console performance wasn't bad already, the past few updates have literally made it unplayable and I don't say that lightly, hitting a survivor as killer, the game freezes for a second or so and drops to like 5 fps for a couple of seconds and goes back to normal, using dead hard, getting hit by the killer, sometimes vaulting all does the same [BAD WORD]. Can the devs of this game please actually fix the [BAD WORD] gameplay instead of worrying about new characters, gameplay is the most important part in any fun game, I own this game on PC and PS4 Pro, I prefer the controls on pc and the smooth 144hz but all my dlc's, rank, levels, items, etc are on ps4 but I literally can't play on PS4.
Yep. It is actually making me hate playing. I can only play for like 4 matches before I get triggered. It is so hard uo enjoy a game that dicks you over simply by core actions being performed.
@Zozzy said:
Shame sony refuses to do crossplay :(
What? I play on PS4 and crossplay is fine
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@Campivallensien said:
https://forum.deadbydaylight.com/en/discussion/comment/2328382#Comment_2328382
I'm on XBox one... Playing surviver is not so bad...
Really? I play on PS4. Killer and Survivor are atrocious. Every action causes a frame drop. A gen repair, a skill-check, unhook, hook, cleanse a Hex, open a chest, hit a survivor, lunge at a survivor, activate power, drop a pallet, break the pallet, a notification of a perk triggering...you name it, it drops frames.
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Are you on Console?
Coz it isn't just Nemesis thay causes the lag and frame drops. This is an issue console players dealt with for 4 years before it got patched. Whatever they did with the chapter release reverted athe fizlxes they made. It honsetly feels so ######### playing dbd now. I am actually hating this experience,but hey-ho, pc gets priority...
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If we are to expect loads more legendary skins (one would hope), most likely, and maybe, be the cosmetic combinations of (Jill Valentine - Leon S Kennedy):
> Rebecca Chambers - Barry Burton
> Ada Wong - Carlos Oliveira
> Sherry Birkin - Jake Muller
> Sheva Alomar - Chris Redfield (5 attire)
> Helena Harper - Leon S Kennedy (6 attire)
> Moira Burton - Ethan Winters
Nemesis skins:
> Original 1999
> Remake intro with addition of the flamethrower cannister on his back.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2285907#Comment_2285907
The Blight keeps injecting himself after using his power. He is literally using drugs already.
@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2285907#Comment_2285907
Weird since Blight has an injection animation with a syringe, the game is Rated M so use of drugs is rated in M with the ERSB.
GTA and Cyberpunk shows a lot of drug abuse/use so I'm not sure if I accept your argue... 🤨
The difference in that is Blight is a mutated monster.
And in a game like GTA, those games aim to be as 'realistic' as possible; there is a warning before playing it and the amount of outcry those games have received is insanely high; I doubt BHVR would want to bring that sort of negative attention to the game.
@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/2285907#Comment_2285907
So, can this game show hooking and killing people? Also, there is blight as well.
What are you talking about?
Hooking and Killing in a fantasy-like world of horror. It's a lot different than killing showcased in life-simulator-esque games.
And to all of you, the animation for injecting would be pretty bad, if it were sticking yourself, since it takes 4ish seconds to actually perform the action. This animation is honestly fine as is. No one has an issue with Deep Wound being the same animation.
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Games tend not to show injections, since they can mistakenly be seen as drug use.
So, as disapointed as you are, gotta get used to it really.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2238368#Comment_2238368
Again, just "Sephiroth", in my honest opinion.
It'd make the character feel more unique and in line with the teensy tidbit of lore upon him.
Well, every killer is called 'The ..."
I don't think the devs would alter that key aspect of the game features for one killer/license. 'The Sephiroth' isn't so bad sounding lol
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2236309#Comment_2236309
I'll be taking this all into consideration and editing some of the things. There are some points you made that are indeed correct; he does need to have more versatility in his kit and I'll see what I can do about "Brutality" and "Scintilla".
Reading other people's comments, I would also add to mine by saying Jake is a great choice for Cloud. But Tifa would make more sense on Feng imo.
His killer name would make sense to be 'The Sephiroth'; but it could also make sense to call him 'The One-Winged Angel'.
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This is an incredibley innovative chapter!
The only criticism I have was with the add-ons. There were too many duplicates, not much variation to give Sephiroth versatility.
His power and perks are great. I think Scintilla would make more sense as a Hex though and the cooldown be shorter, something like 35/30/25 seconds. Since it is a brutal perk, but can be easily made less useful vs good survivors that force the stun at very weak/unsafe pallets and are good at utilising vaults chained together. And Brutality could have a different name, since the term 'Brutality' is already in use in the main Scoring System. Also, perks typically only have one function that is related to the tier it is, 1/1/1 for example. My suggestion would be a set max amount of 8 tokens with 4/3/2 tokens being consumed as the aspect assigned to each tier of the perk.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2218868#Comment_2218868
40 meters with no line of sight blockers are not generally where survivors will be positioned for most of the match. Most generators have enough LOS blockers such as rocks and trees that Myers will not often be stalking survivors for long in these areas-- and again, attentive survivors will not let him gain much use from this method. Ghostie, for example can stalk from 40 meters at 100% speed. This does not make him less interactive as the ability to do this does not happen often, but it being there is still useful for when the situation occasionally arises.
This grab thing is semantics. Not being able to swing the knife doesn't take away your ability to grab. The command will just say "grab" instead of "attack" or whatever. Again, Doctor did the same thing, and he couldn't attack. Logically, if no other function is bound to that command, grabs would still be possible.
What exactly constitutes as "attacks related to powers?" AFAIK, Save doesn't gain or lose tokens for any special attack. I think it's pretty clear how it works. As for the Obsession interaction point, I think that it's a fair trade off. You are literally Saving the Best for Last. Being stronger against all other survivors in exchange for gaining no effect on your Obsession in this instance is nice design, and it's a viable playstyle. Same reason why Rancor is pretty nice if you avoid your Obsession. That's one less person you have to frequently pressure.
On a side-note, what do you think of Myers having the ability to 'insta-break' breakable walls while in EWIII?
While in EWIII, press the action button (as usual) to perform a much faster break with a different animation - he breaks the wall with his face as he literally steps through it with force.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2215950#Comment_2215950
Um... you do know he can already stalk from 40 meters, right? The only change I made was increasing the rate to 50% from 10%.
Oni definitely has a better early game, as at least you can chase people like a normal killer. In any map that doesn’t have huge LOS blockers (which is most maps), survivors can usually see a Myers coming unless he takes a long time going in a specific route to avoid sight, which just uses up more time. Being slower and not being able to attack for your power is pretty bad. With Oni, though he has no power in the beginning, he has a normal speed and can encourage survivors to use more of their resources earlier in the game. Not to mention his early game could potentially be much much shorter and his power is much much stronger than Myers’.
Your problem with my Tombstone idea seems less of the idea’s fault and more of the design of Tombstones in general. Also this should not ever be a problem for attentive survivors and if the Myers chases one person the entire time until they’re fully stalked, Myers loses if the survivor knows what they’re doing. I will say, maybe that the stalk rate with this addon version could be slightly decreased and survivors can be warned, but again, Tombstones in general are not going to be fun for someone. In fact, one of the big problems with Tombstones are that survivors who played pretty much perfectly can be instakilled with pretty much no warning. Barely stalked, escaped many chases, then just killed by Tombstone. At least with this, it feels more fair and predictable.
Not sure what you mean by grabs being impossible because you can’t attack... Doctor had this same mechanic with Treatment Mode pre-rework. And uh... the ability to gain Evil from hits and grabs would make him much MUCH more capable than before, as you can actually pressure survivors and gain your power at the same time.
With that all addressed, the point of me even plugging my thread in the first place wasn’t to say “this idea is better than yours,” but rather to more effectively explain and give examples of what’s wrong with Myers currently (without having to type it all over again). Having to spend a majority of the time as a worse or slightly better than normal killer (BTW, having a smaller terror radius does nothing for you in a chase, see Furtive Chase) to get an above average power is... not good. Having to stare at survivors for like 15 seconds to gain your power while losing distance is not good.
Myers needs a bit of work.
Also still don’t get the point of your Save changes. It’s a good perk that doesn’t need changing, but okay...
The point I was making about your 40m stalking should be self explanitory, you stalk fast (in comparison) from further away, meaning you are not actually interacting with survivors, thus feedig into my argument about your JT add-on, survivors do not know how much they have been stalked, due to the fact Myers can be subtle about it, my problem is not with the tombstone concept, it is with your idea which allows and encourages survivors to be eliminated before even being hooked - which is ironic due to the nature of the current Tombston Piece.
I would say Oni and Myers are on par for early game. Oni can chase but has a 32m unique sounding terror radius, Myers has no stain or heartbeat, meaning Myers can achieve what Oni can in roughly the same time; Oni gives them a heads up allowing them to reposition to a loop, Myers gives no warning and can get very close allowing the early Tier-up or a very quick hit/grab.
Doc -- The main point there is that he still had the 'attack' action, you had to press the button to begin the shock therapy attack, this allowed the insta-grab mechanic. Myers in your EWII cannot attack, meaning the 'attack' button will not be available to the player, thus making grabs impossible.
I have no issues with Myers, like your previous argument, attentive and intelligent survivors will know to predict your rotation of stalking into EWIII, right now Myers is best played stalking unaware and grouped up survivors, and also minising solo-stalk on survivors that have been drained of a lot of evil already. He is a very intimidating killer, but is only high-mid tier, this shows me that he is a very balanced killer as is.
My point with STBFL is that it currently has a selective discriminatory nature, members of the killer roster that should fall under the effects of the perk do not, and others do. You either make it so that all hits related to powers do not gain or lose tokens, or you rework it completely to have a detrimental effect on the whole team while not discouraging frequent interaction with the Obsession. That feels like a far more healthy perk for the game. Also, I feel like my idea for it's rework still allows killers to feel stronger in chase, and in having pressure on the map outside of their current focus.
I did enjoy reading your rework idea, it is very creative, however my main opinion is Myers is not requiring that much done to him to fix his issues. Hence why mine was so minimalistic and focused primarily on the add-ons becoming something new or buffed in some examples.
I have a feeling that if we are to see any Myers changes/reworks it'll be this year near to October. I'm still hoping for the Halloween 2018 mask accompanied by the body cosmetic where Myers is missing a couple fingers and blood slattered :D
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@thefallenloser said:
TBH these are kinda some pretty bad changes lol.
Replacing Save, an actually good perk, for what?
Making Tombstone even more broken by adding infinite Tier III??
Fragrant Tuft of Hair now being useless, because Myers already has an insanely small TR in Tier II, making Undetectable in Tier III temporarily basically useless???
Making the Mirrors one add-on and Myers always undetectable with perma aura reading is OP as #########.
I don’t understand the point of these changes at all, they don’t fix any of Myers’ actual issues.
His Tier I and II are not very powerful, even if he has a reduced Terror Radius, he’s stuck in that form for most of the game, and has to slow himself down and not attack survivors in order to gain his power.
Judith’s Tombstone needs a big nerf if anything. Infinite Tier III AND instakills on everyone should not be one addon for Myers.
Fragrant Tuft of Hair should stay how it is, but require fully stalking all survivors.
Tombstone Piece needs to be removed.
Tier up system needs changing, probably flip Tier I and Tier II but Myers becomes way faster in Tier II.
Not trying to plug, but I go more in depth here:
The ability to stalk up to 40m away is incredibely bad. This would make Myers feel incredibely uninteractive for a good portion of the game.
Honestly, Myers is a brilliant killer and does not need a drastic overhaul to his power. He really isn't weak, and this mentality that he is is a very bizzare one. His early game is probably on par with Oni's. Each, on comparison, trading speed and a lunge for stealth. Myers simply needs an increase to speed in EWI and what with making changes to that and the Mirror add-ons, the removal of increased lunge in EWI (bf's memo). The unification is purely to make it so the add-on is no longer reliant on the player choosing a specific map. 20m is probably too large upon thinking of it.
The Tombstones are a very unique concept on dbd, making Judith's into the way I have allows players attempting to trophey hunt have a more pleasant time of doing so, while also making it feel more earned. The survivors also can still counter it for lack of a better word. Your Judith's Tombstone idea makes it so one survivor can be made dead much like the current Tombstone Piece almost instantly from the trial simply by being hard focused - stalk the targeted survivor from an unnoticable distance/angle and then 1 grab or 1 hit on that survivor later, that survivor is now drained completely of stalk and now available to be unavoidabely killed. This is not a good direction to go in.
I do like the creativity of your rework, however, your idea still maintains the same restrictions as the current Myers does - to extents; in EWII you cannot attack which makes it impossible to get grabs (a fundamental mechanic of your Myers which limits the negatives of EWII expiring) and you reenter EWI upon every use of EWII&III (if i'm reading that right). Which then brings Myers back to needing evil, gained from hits, grabs and stalk, in essence he is equally as capable as the current one but just jumbled up a lot.
I'll restate it, Myers is brilliant as he is. A small tweak to EWI, a couple touch-ups to his stalk mechanic and his add-ons reworked is all he needs to be modernised.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2207338#Comment_2207338
Actually in old DbD, it was broken good. It was called the machine gun build and it was something. Currently, everyone can agree that STBFL is one of Myer's best perks since it works well for a good portion of the roster
Old dbd was a broken mess. As the game has changed, the mess has since been morphed into something actually really good, but there are still things that need changing, and STBFL is due yet another change. Started off as a cooldown perk for successful and whiff attacks; it then changed to become linked to bloodlust with only the successful attack cooldown applied; it now links to a token system. In each of these variants they all represented the state of the game in that era. DBD is getting to the point where perks that impact successful attacks cannot stay the way they are. Maps are introducing dead zones to be common place, and sporadic rng cripples a lot of original and reworked maps into making pallets and usable tiles too far spread out. If it stays the way it is, a lot of maps become oppressed by this perk, especially on a lot of maps.
Also, calling a perk 'perfect' is different from saying it is 'strong'. Perfect implies it is in the best state it is in. Maybe the game does need STBFL to still tie to successful basic attacks, but maybe what constitutes a basic attack needs readjusting. It probably should only apply to attacks where the use of the M2/L2/LT button has to be delayed between the M1/R2/RT button so that you do not get bonus attack points in the scoring category in order to gain or lose a token, and hits where M2/L2/LT has been used to secure the hit grants no token gains or losses, for example: Nurse blink attacking successfully does not grant tokens nor remove them, Myers successfully hitting within 2 seconds of stalking and during EWIII does not grant or lose tokens, Trapper hitting someone who is trapped does not grant or lose tokens, Doctor hitting someone still affected by the shock therapy does not grant or lose tokens, Plague hitting a max infected survivor does not grant or lose tokens etc etc
STBFL either gets taken in that ^ direction or becomes something completely different altogether.
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@Babawizwiz said:
Stbfl is perfect and does not need a rework
STBFL is far from perfect. In old dbd it had a place for its function, now it needs changing completely.
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@Dr_Loomis said:
One thing that needs to be done: allow tier 3 Michael, with an active tombstone add-on, to kill annoying survivors who dive in to lockers.
Said this several times. Let Myers pin these swines up with his knife like he did in the original film.
In my rework of Judith's Tombstone it doesn't have a speed decrease and allows for a 2nd add-on to be used with it. So the locker 'issue' should be avoidable in most cases, you need to be able to avoid being insta-killed somehow. Since windows can only be vaulted three times before blocking and pallets can be broken, to have that mechanic where he can kill even in lockers, that is busted.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2201737#Comment_2201737
Oh sorry, I must've not read it fully.
Anyway, the problem with Dying Light is that you're essentially forced to let a buffed survivor live for long periods of time for a measly benefit. Reducing the buff isn't gonna help and it's only gonna be useful on Plague or Legion which is better since this the perk was never really useful on anyone.
I mean, you're right that Dying Light is a weak perk. But at least buffing it makes it so that by itself it isn't as bad and comboing it becomes stronger and actually useful lol.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2204608#Comment_2204608
My best advice is to run blood echo and thana. That gives me much more cleanses
And maybe couple those two with the Iridescent Seal and Tinkerer so that you gain Corrupt Purge and have something of a stealth function while in Corrupt.
Or use Insideous and hook camp? Scummy, but at least it gets the challenge done. Or hit sirvivors with Corrupt Purge at the Exit while they grief you ??
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If you're that frustrated playing killer, either play Survivor to give yourself a refresh from the killer type of bad experiences or just take a break from dbd in general, for a week or three, to relax your mind from it. Maybe come back with a fresh perspective on things. I don't use meta builds on my killers or survivors and I have really fun matches. I also have very boring matches where the killer camps/tunnels, or the survivors I vs are hell bent on soley doing gens and being immersed in bushes etc. But I absoultely love this game; i've had my fair share of burntout moments, and I did the very things I suggested to you and it really helped me refresh and enjoy the game again.
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@Saltjar34 said:
Why nerf Fragrant Tuft of Hair? I think it's not really that problematic, in fact the only nerf I'd give to it is an extra 5 seconds of extra stalking required. But I do have an idea for your concept of that Fragrant Tuft of Hair
Fragrant Tuft of Hair
Myers is Undetectable in Evil Within 1 and 2
Terror Radius in Evil Within 3 is reduced (24 m)
Now it can be paired with Dr. Loomis' car keys which is supposed to be the Vanity Mirror
I added the function of Fragrant Tuft Of Hair to Judith's Tombstone.
Also, Myers is Undetectable in Evil Within I at base kit. And the add-on 'Dr Loomis' Keys' already grants Undetectable to Evil Within II.
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@Tatt3dWon said:
Make wraiths that are invisible walk through. And maybe give us a better indicator on spirit. But this wraith block with 1000% speed is dumb.
You do realise that you can block Wraith too, right?
The bodyblock strategy isn't even that strong of an outplay, especially if there is multiple paths the survivors can take to get to a vault or pallet. On top of that, back to my initial statement, you can block the Wraith as he is trying to overtake you and stop him from even pulling off the body block tech in the first place. It really isn't a valid complaint topic.
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@DwightFairfield said:
Add all killers and survivors unlocked too, if someone wants to buy someone they should at least know what they're getting into
Yeah that's a good idea too :)
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@Phasmamain said:
Good concept! But if I was to go with a KI character I’d go with spinal
Thanks :)
I mean, ideally Fulgore would be the one I want in DBD, but I felt like having a dinosaur killer would be incredible, and since Riptor has access to to fire breath that made me swing towards him lol
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Incredible changes! These should all be implemented - but instead of the add-on inflicting Blindness, it should be the same effect as Bubba's add-on (hides the downed survivor's aura if downed by Victor with no teammates within so-and-so meters). Thoughts?
But I think in order to discourage slugging, Twins should have a function that restricts Victor's active time after successfully downing a survivor. Maybe make it so he has a 10ish second window to get another hit, something like:
If Victor has not been crushed after performing a successful Pounce, Victor becomes Hyper. While Hyper, scratch marks are revealed to Victor and he has a 75% increased recovery from missed Pounce attacks. Successful Pounce attacks during this time cause Victor to attach to a survivor regardless of their health state. Victor cannot be recalled by Charlotte after a successful Hyper Pounce, however, Victor will immediately return to Charlotte if the downed survivor is recovered/healed to injured or picked up by Charlotte. Victor does not experience any recharge delays if crushed while Hyper. Victor can be made Idle while Hyper. If Victor is crushed within 7 seconds of downing a survivor he does not suffer the recharge delay when returned to Charlotte.
This way the Twins player has the option to get at least two survivors off of objectives quickly, isn't punished for successfully using their power and is discouraged from slugging due to the restrictions on chain downs, the minimising of consequences of being crushed and still being able to make the most of the Incapacitated effect on survivors, while allowing intel and tracking post hooking, which allows the Twins player to swiftly transition into her next target and rotate smoothly.
What do you think of that idea?
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The introduction of Antitode bottles was lazy, yes. But, it was actually a very effective buff to his power for it's simplicity.
It allows Clown to counter the 'shift-w' style people often use. It also allows Clown to not be too hurt by instant pallet drops too. (Which by the way is not Clown counter-play, that is a lazy play that can be used against all killers which do not have insta-breaks and Nurse). Clowns counter-play consists of forcing bottles to be used in areas you have no intention of going to or looping, good positioning, reactionary & manipulative movement in loop tiles.
The lack of map pressure is just something that majority of killers suffer with. That's a core mechanic issue and not something killers should be buffed or have reworks to deal with. The core gameplay needs adjusting to fix issues like that
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Honestly, it's just something to deal with. Making him break pallets with Shred faster at base-kit is not a good direction to take him in.
His chase is ridiculously good at high level. When you get to a pallet that has multiple peel aways, getting the break is all that matters, since it restricts peel aways later on. You gotta remember his power is a very good reactionary zoning tool, misjudged slightly by a survivor will always guarantee a hit. So having that with quick breaks just wouldn't fun to go against.
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You should try pallet break teching in tiles with broken LOS, L-walls for example. Force the survivor to go to the side of the tile with their optimal escape route, attack the pallet with your basic attack, they hear this and assume the break is happening so peel away, you then catch up to the survivor hitting them with a Shred.
But as for breaking pallets with Shred, I do feel like, since his power is somewhat of a ranged attack, making it so his Shred breaks are quicker would make him too obnoxious at high level. I disagree that his break and catch up play is bad. You can easily position yourself so that you Shred break when you've put the survivor in the least optimal position for them in most tiles.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2179229#Comment_2179229
I'd be for the audio cue when phasing if there was an add-on (even Very Rare, but not Ultra) that disabled it. Otherwise, those mind-games are precisely what Spirit is about, and is what gives her anti-loop potential. Without it, she has little anti-loop, and if she can't tell where the survivor is, none at all.
By all means make it harder to discern a survivors exact location, but don't just totally give away the mind game potential.
Survivors knowing that she is phasing while in a loop with her doesn't mean they instantly win that chase.
The Spirit can still manipulate her power to catch survivors out and win the tile/score the hit - she can enter Phase, survivor hears the audio cue and decides to walk away from the tile instantly avoiding grass to give no visual sign of movement, the Spirit pops out of Phase a second after entering Phase and sees them walking away, gets the hit. She can then use this to condition and mindgame & manipulate to win subsequent tiles and chases (as one example). This way the Phase gameplay while inside a chase is an actual interaction between both roles; rather than being a guessing game for survivors majority of the time. Everything with her gameplay should be mindgames and manipulation.
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The three changes I think would make Spirit 'fair' and still 2nd stongest killer are:
1) There is a clear audio cue when Spirit enters Phase when a Survivor is within 12m of her.
2) She can no longer hear survivors groans of pain while in Phase (but can still hear footsteps and breathing).
3) A lot of her duplicate add-ons (movement speed, duration, charge time, recovery speed) should be altered to make them aid her in mindgames and adjust her power slightly to allow a variety of different gameplay.
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@DbD_Enjoyer said:
Nah, The Hag is fine.
Nope, she really isn't.
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@Phasmamain said:
Hag’s playstyle is very defensive and territorial hence why nobody plays her
Her ability to trap hooks should be reduced a bit imo. This would encourage newer hags to use their power more actively
Her add ons are okay besides both Rusty shackles and mint rag. These both need a nerf imo
You should watch Space Coconut's most recent Hag related video talking about the misconceptions of Hag and how to properly utilize her power.
From watching his videos it's in my opinion that Hag is a stale killer in dbd. Her power can be used in the offensive manor he touches on, but the fact is, she is a very uninteractive killer. I would love for her Traps to do more to a survivor than just allow easy relocation, they could use the whole Curse and Charm idea of Hags lore to make her have multiple patterns she can draw, each one having different effects on survivor gameplay. It would most likely drastically increase interaction and make her a far more interesting killer to the majority of the player base.
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Maybe hit the skill-check then glance around putting your camera into the position that gives you the best look at the map and player locations, then focus on the subsequent skill-checks, and readjusting your camera during the windows between them if need be. It really isn't a valid complaint in all honesty
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@POJOHN said:
I can't see almost half of the screen because his weapon occupies almost 1/4 of the screen, and to top it off obviously being a skin set I can't change it...
And I guess I won't be able to refund, my goodness every time I think that these dbd devs do something right I take every disappointment.
https://us.v-cdn.net/6030815/uploads/DXM6I2ABKG1E/sin-t-c3-adtulo.png
Does Shadowborn do anything to rectify the blocked fov?
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You could always get the gen to high %, 85-90, and miss a skill-check in the hopes it draws the killer to you. You could also do that by climbing into a locker and rushing out of it, fast vaulting etc to draw the killer near you and then popping the gen when you hear the terror radius.
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@lunaticlifter said:
https://forum.deadbydaylight.com/en/discussion/comment/2102358#Comment_2102358
he doesn't need it for the majority of the games true.. the thing is when you find those games against good survivors, those are the game when it makes a difference.. i don't care abour shredding baby or average survivors, we should have a killer that is viable against people who know how to play.. rat liver decrease his skillcap for sure, but it's a quality of life wich makes him much more smoother to play and it doesn't break him at all.. it's annoying that killer always need to have this kinda of limitation..
You're right with this statement too. But that's why add-ons exist, is it not? To boost power/potential.
The reason why I think his Shred is fine as is, is due to the fact that playing against really good survivors, means you need to know Demo inside and out to land solid hits. It takes a lot of skill and tile knowledge and mindgame manipulation to Shred in strong tiles, having an add-on which lowers skill-cap to allow lazy play to get hits vs good players is not a good thing for the game imo.
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@Bwsted said:
It doesn't need it anyway.
Completely true!
The amount of people who think he needs Rat Liver basekit is ridiculous. It should be much higher rarity than it is and potentially be attached to another add-on effect eg increased Shred range. But i'm so glad to see that they didn't cave into 'popular/sheeped demands'.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084641#Comment_2084641
he is currently not dangerous because he is badly balanced. increases his movement speed from 4.4 to 4.6 is dodging the problem which is that his power is under-performing. The power should be strengthened until it is dangerous enough to warrant 110% just like other 2 ranged killers.
True, good point. However, if you make his power do something more lethal, eg less blades to get injuries/downs, you end up making his power too boring to vs as survivor. There needs to be a fine-tuning between both roles consideration. Making him 4.6 with the other additional changes I suggested is thinking of that fine tuning between both roles. It would not only make him less frustrating and not a push over, while also keeping survivors interested in vsing him. I would hate for him to be another Plague/Myers type style where his power is dull to vs most of the time.
He needs to be interactive, at least semi-threatening, and fun to play as and vs. I'm bias to my ideas, but I feel the suggestions I made would achieve that
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082194#Comment_2082194
He is meant to balanced as 4.4. All ranged killers that have reliable ranged attacks are 4.4. 4.6 is lazy fix to a bad power. my responce to recoil is get better at aiming. Iri photocard nerf is strange. throwing speed mode for trickster is 92%. you can't be 4.0 (100%) from throwing knives. that is faster than being initial throwing mode movement speed. Maybe you mean increase base throwing mode movement speed to 100%?
Just because there's a mold that is used for a select grouping of attributes, doesn't mean it should apply to every killer of that power style. Huntress and Deathslinger are 4.4 because their powers are lethal from long range, Trickster doesn't have that level of threat with his power, therefore he shouldn't be grouped to their attributes.
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@wisdomwielder said:
Dunno if a simple speed boost is the solution. I really think Ricochet should be base kit. Other than that, he doesn't do anything special that no other killer can do. Every time I get a hit with a couple of knives at a pallet or loop or something and they don't go down I always wonder why I'm not playing Huntress or plague.
I'd only make Ricochet base-kit if he stays 4.4m/s.
You have to realise though, Injuring a survivor with your blades grants zero cooldown in regaining the ground on the survivor. No other killer can do that. So to make him quicker alone would be miles better and he'd at least feel somewhat more enjoyable because survivors wouldn't be able to loop the shortest object 3 times before you even gain ground on them lol
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@[Deleted User] said:
I just don't get it legions a pretty plane M1 killer injures easy but forces an actual M1 chase for a down while not being overpowered and not underpowered either. Very few people have complaints about how they are to play against because they needs to actually outplay for a down unless the survivor has a terrible positioning and they have a average playrate because he can be enjoyable. Honestly some of their addons need changing but that's about it. I feel like they have this stigma because of what people expected when they launched but their past that now and he's just an average member of the killer cast without any real outstanding flaws except maybe being a bit generic but sometimes that can be a good thing.
Well, they're great at gaining bloodpoints. But their power could be so much more. Atm they excel at the first hit but suck at chasing the down.
Here is what they could be:
Each member of the Legion can be controlled and has a Unique Skill.
Press and hold the Power button to switch between members.
(Left and Right on the D-Pad scrolls the list of members, release the Power button to select the new member to switch to.)
The Legion is shrouded in a black cloud (from a Survivor's perspective) when switching members and suffers a moderate decrease in movement speed.
When switching members, the member that got switched out enters a cooldown for 90 seconds.
Frank always starts the Trial.
Frank - Relentless Assault, after performing a full Lunge attack you instantly perform a short Stab attack right away.
Julie - Feral Frenzy, after successfully hitting a Healthy Survivor the location of all Injured Survivors within 36m of your location are revealed to you via Killer Instinct for 8 seconds.
Joey - Drive By, Press the Secondary Ability button to begin Sprinting at 5.2m/s for 15 seconds. While Sprinting your attacks become ruthless, the first Survivor hit suffers with Deep Wound, the next successful attack during the Sprint places any Survivor into the Dying State, regardless of Health State (does not ignore the Endurance effect). Your FOV while sprinting is reduced by 15 degrees. The power gauge takes 15 seconds to recharge.
Susie - Copycat, you can perform Running Vaults at pallets and windows. Performing a Successful Attack after Vaulting gains you a token. Each token gained decreases the cooldown for each member of the Legion by 25%. Up to 4 tokens can be gained at one time. Lose a token each time you switch members.
Iridescent Button - slightly increases the Stab attack range; the duration of Killer Instinct is increased by 4 extra seconds; Drive By FOV is increased by 5 degrees; Vaulting a pallet causes it to break instantly.
Fuming Mix Tape - considerably decreases the cooldown of all switched out members.
Cold Dirt - is now Rare the black cloud remains for 3 seconds after switching members.
Filthy Blade - is now Rare Survivors in the the Injured State suffer a 2% decrease to Vault speed.
Frank's Mix Tape - moderately increases recovery speed of a missed Stab attck; slightly decreases Frank's switch out cooldown.
Stab Wounds Study - is now Rare Survivors hit by a special attack suffer from the Mangled status effect for 60 seconds.
Joey's Mix Tape - is now Very Rare slightly decreases the cooldown of Drive By; slightly decreases Joey's switch out cooldown.
Nasty Blade - is now Uncommon Injured Survivors suffer a 1% decrease to Vault speed.
Stolen Sketch Book - Survivors inside your terror radius when a Healthy Survivor is Injured suffer with the Oblivious status effect for 10 seconds
Susie's Mix Tape - is now Very Rare increases Running Vault speed by 10%.
The Legion Pin - moderately decreases all members switch out cooldown.
Defaced Smiley - Survivors afflicted with Deep Wound have their location revealed to you via Killer Instinct if they perform a repair, cleanse, open or heal action. Etched Ruler - Survivors performing co-op reairs have their location revealed via Killer Instinct.
Julie's Mix Tape - is now Very Rare when Injuring a Healthy Survivor reveal Healthy Survivors location via Killer Instinct within your terror radius for 4 seconds; slightly decreases Julie's switch out cooldown.
Mural Sketch - Survivors outside your terror radius when a Survivor is placed into the Dying State suffer with Oblivious for 15 seconds.
Never-Sleep Pills - is now Rare slightly increases movement speed while switching members.
Friendship Bracelet - slightly decreases all members switch out cooldown.
Mischieft List - gain 100% bloodpoints when switching members; gain 200 more bloodpoints for successful attacks; slightly increases cooldown of all switched out members.
Scratched Ruler - Survivors that exit a locker within 16m of your location scream revealing their location.
Smiley Face Pin - slightly increases the duration of the black cloud upon switching members.
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@GoobyNugget said:
Yes, another one of these but for the killer side. This time it's Star-Struck, a teachable perk for The Trickster. Again, if you haven't seen it yet, go look it up or something idk.
https://us.v-cdn.net/6030815/uploads/WPCN4H62EY5D/starstruck.gif
Now, this perk, unlike Smash Hit is very very VERY situational. For Smash Hit, you gotta stun a killer, which if you're like me you're probably gonna get in a chase the first 10 seconds of the match...
However for Star-Struck you gotta first DOWN someone, then hope that someone is either trying to bodyblock, sabo, or just trying to rush the unhook. Personally, this is not gonna be a problem since I myself don't go for bodyblocks or saboes. And you better believe that if I see the exposed status on my screen, i'm getting the hell outta there.
But, of course, my opinion is about as good as spoiled milk in a broken refridgerator. So uh, whaddya think? Problem? Or not?
A perk designed to satiate the rage of inexperienced players complaining about body blocking. Also another example of the Devs removing interaction between the two roles. Survivors can't block the hook or take hits so just sit on gens I guess. It is a cool concept, but it shouldn't exist.
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@TheChosen0N3 said:
https://forum.deadbydaylight.com/en/discussion/84035/idea-for-new-exhaustion-perk
Little did you know...
I actually got so excited when I saw Smash Hit's description XD lol
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I'd say if you're gonna swap rarities around you need to make it clear which ones are being swapped over.
Also, an Ultra Rare for a status effect add-on that isn't Exposed seems really weak for what an Ultra Rare could be imo
And Iri Head shouldn't cause Exposed anymore - it should be completely altered.
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I actually counted 11 god pallets at least, on every variation of the map.
Plus, you're not wrong in saying it's busted for both sides, what with the breakable walls/closed doors spawning on either side of a generator powered door and some rooms being in a corner and closed off. Those can make a survivors attempt at evading the killer crazy frustrating and impossible if you do not know what the variation is pre-chase. And all the god pallets can make basic movement/attack killers just want to give up or play ultra mean, since every chase will take ages to get a pallet dropped and then onto the next one - with rotation being harder due to the upstairs being pretty much completely open LOS. Only a few killer characters can play this map and feel no or minimal struggle. Looks incredible, plays like garbage
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Should've screenshotted the layout. Typically there is loads of drop down spots in the building
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I mean, it's a real person playing killer. They will learn to look away from the light even during the blind state