Onyx_Blue
Onyx_Blue
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877121#Comment_1877121
This problem you mentioned shows that the only change you need to DS is the timer. I can almost assure you that if the timer was 30 seconds by the time the killer chase, down and hook another survivor the timer is up. It doesn't need any other thing like deactivating when in a locker.
30 seconds is not enough time to say "I didn't tunnel them". And merely pausing it in chase is not enough either. Nothing is stopping a killer from hooking the rescuer, moonwalking you and downing you at the end of it's expiration. It would literally be the issue old Legion had all over again.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1877070#Comment_1877070
I don't understand this gripe with DS in a locker. If your tunneling the person and they go into a locker and they DS you, you still technically tunneled the person meaning the stun was justified. Its not different then downing the person and picking them up after they got off the hook.
As it is, they can repair a gen in your face and jump in a locker to force the use. Meaning that's a potential 7+ seconds (not to mention the time they have on it while you're playing the loop game with them and the DS invincible survivor too) a teammate has pressure free on that particular gen that you physically cannot defend due to them abusing the current state of it's gameplay. That's why it should have the changes I suggested.
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Look, something should be done about DS, but your complaints are self-inflicted in this example. You're playing Clown and moaning about DS, he's probably the only killer that can slow their escape after the stun - just gas them before pick-up.
But honestly:
- The DS skill-check should be disabled whilst inside a locker for longer than 2 seconds. Reactivates after exiting.
- The timer should accelerate when performing interactions such as healing others, repairing, opening, seaching, cleansing.
- The timer should decelerate whilst in a chase.
If the devs do these changes @MandyTalk then DS would be in the perfect state.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/1872234#Comment_1872234
If you consider Wraith oppressive and too strong with a Windstorm add-on, and everyone under the sun uses Windstorm add-ons, do you unironically think Wraith is an overpowered killer? Have you snorted too much afterpiece tonic or something?
@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1872234#Comment_1872234
My guy this version of Wraith already exists; try running purple windstorm + green windstorm or just purple windstorm.
Nobody is out here complaining that the killer with no power besides running faster outside of chase and being not-actually-invisible is oppressive. It's ridiculous that this is what you choose to complain about when killers like Freddy have everything Wraith does as a small sub-part of their power.
You two really just jump on one word and think that sums up the point and then go from there. I already said to the other dippo that the potential to be oppressive would be incredibly insane, due to the non-requirement of a loadout slot (or two). Combined with perks it would become a very stale opponent very quickly.
And as for you, @VLight
@VLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1872234#Comment_1872234
So, essentially what you're saying is that Survivors should have complete control in the chase, and that the Killer should be heavily punished if the Survivor outplays them. That's not how the game should be balanced.
To put this into perspective, consider the fact that the game is a 1v4. The Killer must have enough power to go against 4 different brains, and for that reason, the playing field shouldn't be equal. However, this doesn't mean the Survivor shouldn't have any say in the chase. The ability to outplay one another SHOULD be equal, but the effects should NOT. The reason is because the game is a 1v4. If the outcome of a misplay is equal for both sides, the Survivors would always be the victors in that scenario, since there are four Survivors and only one Killer; the Killer is then outnumbered, while all of them being just as strong.
So now, let's compare to Wraith: Wraith should be able to come back from a misplay and not be heavily punished, since he should be capable of going against four different people. He still gets punished, but just not as much if he has built in speed, since he can make up the lost distance pretty easy. Time as Killer is incredibly valuable; if the Survivor drops a pallet on you and you have to break it, giving them free distance, the ability to not catch up with them in a decent manner is very detrimental to the Killer's viability. The Survivors should NOT get that much power for one misplay on the Killer's part, unless you want a complete bad Killer. This can be compensated with mobility, which is EXACTLY what Wraith needs; giving him mobility gives him much needed match pressure, and instantly boosting his viability, while also giving him an ability to make up that lost distance quicker.
The Survivor STILL gets distance, because their speed isn't decreasing, but instead YOUR speed is being increased. You're basically accelerating the chase, but not in a anti-loop Killer way; you're accelerating the downtime between pallet loops, not at the actual pallet loop, in which you don't have to hold W for like 15-20 seconds just to get to a loop. Also, consider that even when you catch up to a Survivor when they hold W, you still have to down them, and depending on how safe the next pallet is, the chase will take even longer. Holding W is so strong, and good looping is also strong. If you keep the ability to loop a Killer, while also making Survivor's tactic of holding W less strong (because remember, Wraith with speed DOESN'T eliminate holding W, he just makes it less detrimental), the Killer STILL won't be oppressive. If anything, that's MORE fun, since you can continuously loop the Killer and not just have to wait for the Killer to catch up, but I digress.
He also needs the speed for map mobility outside of chase, which is ironic since you talked about me needing to "look at the big picture" when you're clearly not. That's a completely separate argument, so if you're willing to still debate, I'm all for it.
The moment you start over comminting to the 4v1 aspect in balancing, is the moment you make a killer ridiculous at some other mechanic. I don't wanna be in a world where pallets are forced to be used just because no other form of counter gameplay exists. I don't wanna loop one pallet/tile until it's spanked, I want to interact and actually have potential to legitimately outplay the killer, and vice-versa. Once Wraith gets the speed increase at base-kit, that's when the pallet resource gets boring and the outplays and, so too, punishments for killer mistakes get reduced. It is hand-holding at it's finest and that is a dbd a lot of players would leave due to. The other arguments I haven't read and have no intention to since you clearly just look at the key words on my comments lol
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@VLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1869504#Comment_1869504
I can't believe I'm arguing with someone who thinks Wraith is oppressive. You also have no idea what you're talking about since you think Wraith's long lunge counters loops, or something along those lines. Against Survivors who don't just camp every single pallet like a Rank 15 default Meg, his lunge doesn't help much at all in loops. He doesn't have any anti-loop against any average player, meaning you can still loop him and you can still get to pallets whether he has Windstorm or not. If you can't, then either you brainlessly camped and threw down every pallet, creating a deadzones, or you just got bad map RNG. The cooldown animation of hitting a Survivor, the cloaking animation, and the uncloaking animation all add up. It's like you think Wraith is some sort of omega Nurse with no fatigue cooldown, 8 stacks of STBFL at all times, with a lunge longer than every single loop in the game. You are overestimating Wraith so much.
You'd rather make it where Windstorm is a required add-on for Wraith players, making things boring for both sides since every player runs the same add-ons, or you'd want him to be as slow as a slug, which makes him one of the worst Killers in the game. Sounds like you really don't know what you're talking about.
Moral of the story, get good, and learn how to counter Wraith. He's not oppressive and he's not even remotely strong against really good teams.
You clearly don't know what 'juking' and 'breaking away' means since you've just ignored the point of my entire comment lol
Wraith is a hit and run killer, meaning he shouldn't have any buffs to his chase gameplay. If you juke and break away from a tile and gain loads of distance, the Wraith should not be given a free catch up due to a speed increase at base-kit. If he successfully hits you, it's up to the player to judge if he should commit or rotate, buffing his speed makes this less of a judgement and more of a free choice, due to the fact he'd be able to catch up and reapply pressure to the chase or rotate very swiftly with ease. That is what would be oppressive, since he'd have free movement plus speed. Like I said, look at the big picture, not just what would feel like a great buff in basic theory.
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@VLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1867893#Comment_1867893
No it wouldn't, what are you talking about? His Windstorm speed acts as much needed map pressure for his kit, and it stops Survivors from brainlessly holding W. Should Survivors just not have any sort of challenge?
So successfully juking a killer and gaining solid distance on them is braindead? The Wraith being able to instantly gain that ground back and then follow up with an massive lunge would be oppressive. You need to look at the big picture with these types of mechanics. Combine that with some of the sweatier perks and playstyles you can do with Wraith and voila, oppresive
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Windstorm speed at base-kit would make him ridiculously oppressive. He's not a chase killer, so giving him a default means to stick to people that succesfully break away is insane. Yeah he sucks in most loops, but giving him speed at base-kit would also increase the speed of his Surprise Attack lunge.
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It's insanely pointless. You'll just get Clowns using it to get distance on the map out of chase, off hook, while carrying etc. It will offer very minimal chase value. Since good survivors will be given easy loops and tile rotation/break aways. It is actually pointless in the big picture. Only reason why it's being introduced is because bad players that suck at Clown complain he has no map pressure.
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Call him whatever you want. It's a damn video game character for crying out loud! People take this PC culture wayyy too seriously, it's ridiculous.
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The cooldown is fine, it's a perk that gives a killer borderline-passive gen pressure and the potential of intel along side it. Imagine kicking gens as and when, then on top of that, every 60 seconds being able to regress 4 while locating survivors too. Seems lazy to me.
Random is fine by me too, to have it work on the main focused gens all the time will further add to making it lazy. You have an area you're defending, the survivors are good enough to keep bulling those gens to keep you on your toes and juggling, every time it activated all of those gens regress with the potential of bonus regression from a skill-check miss.
Yeah, I agree it shouldn't activate if no other gen has progress when a gen is kicked.
The score event would be nice too, yeah, I agree there as well.
Oppression is a staple of my loadout now. So I would like to see it stay as is, but with the two additions I agreed with you on. That would be the sweet spot for the perks balance imo.
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There is no way it's back on. I have versed way too many killers that hit from the moon. If it is back on, then the devs have once again royally messed up!
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@[Deleted User] said:
I have a feeling actually there are going to be some changes around those specific issues; but you'll probably have to wait a while.
We know they need some QoL changes; but BHVR is still in the "well we have to watch and analyze" phase and probably will be for a couple months still. Eventually I imagine they will come around to the same conclusion though.
There are also a lot of frustrating things with the killer from the survivor's pov too; like if a viktor is on stairs or has objects around them they are unkickable because their hitbox physically shoves you away: https://www.youtube.com/watch?v=oWXStQqGKV0
I was with you completely on this, right up until how I saw people play as the Twins upon live release. The fact that slugging is the playstyle of choice makes it so Crushing after a successful hit is a completely necessary function.
Now, if they were to make it so Victor can only put 2 survivors into Dying per Unbinding before returning to Charlotte, then yeah, they shouldn't be able to Crush him on a successful Pounce. But there are a lot of changes that the Twins need done to them. I made a post talking about what changes I would make to Twins, you may agree with it.
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@Crowman said:
But it's on right now. It got re-enabled with the hotfix.
Where's the announcement? I never saw anything anywhere.
And even so, if it is on, it's doing F all
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What about gens that only have one side available that it can be repaired from?
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@Avilgus said:
-Survivors can put Viktor in a chest: Then he should be rescued by Charlotte or he die permanently after 60s
Lol that would be hilarious XD
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1807737#Comment_1807737
Hoarder does not reduce the Rarity of Items found in chests anymore. (I dont know why, if I would have to guess, it was not an intended change but maybe something which was not able to be fixed...I would not think of any reason why they should intended that)
@Topic:
I doubt that Franklins is worth the Perk Slot. I have never used it, I rather use a Perk which helps me to win. Franklins is just annoying, nothing more. I also doubt that anyone will really run Appraisal, Plunderers Instinct is better IMO and this is also not run very often.
Well that sucks. So, Hoarder now just increases chest spawns and notifies you of a survivor opening/looting them? That's pretty much Iron Maiden level of usefullness. Nice intel if you can capitalize on it, but veryyyyy niche.
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Why run Franklin's when Hoarder now exists? If no one brings a key in, and you're the kind of player to despise that item, use Hoarder and pretty much guarentee no key will be found at all. Besides, most of the time Appraisal just recycles you with brown and yellow stuff lol
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I'd say don't block them in right away, make sure Charlotte is close by and then control Victor to block them in if they do keep hiding in there. If they aren't a threat to objectives, leave them be and get them eslewhere. I do have a feeling that they will increase the length of time Victor can block them in though.
Also, vs a team of coordinated players, don't ever use Victor on Healthy survivors. They can easily stall you out, and even without their individual presence on gens, the others can easily stick to theirs while keeping you as an M1 killer with only the ability to chase powerless. Save Victor for Injured survivors and arena intel.
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@cannonballB said:
https://forum.deadbydaylight.com/en/discussion/comment/1802297#Comment_1802297
I'd argue that anyone who responds with this is attention-seeking, especially that now the majority of the US accepts and embraces the LGBT community.
Representation is extremely important. You don't get to say otherwise just because you don't like it.
Representation does not matter. This era/generation is literaly full of people demanding equality and recognition. Equinimity is what we should strive for. Representation and celebration of 'difference' or 'same' has no place in the world. It merely sparks people to feel entitled to attention and drama when they don't get spotlighted. It's the generation of PC and hypersensitive hypocrits.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802296#Comment_1802296
No, "whatever" because the particular laws aren't relevant when there's a bigger point: we don't want DbD getting political. And no, I don't think it's OK to put politics in DbD because political affiliation is the result of a person's personality, not something that influences it.
https://forum.deadbydaylight.com/en/discussion/comment/1802297#Comment_1802297
I'm sorry you feel that way.
PS: It's not a choice any more than liking pineapple is a choice.
It is a choice. Growing to understand attraction, growing as an individual, growing to desire to want to be a different gender is all choice. Just like choosing to be labelled as something that makes zero sense is a choice. This is why it is an agenda, because the community swarms together to push it on people, to 'raise awareness' to something that honestly doesn't even concern the majority. What someone does with their own life is their business. Unfortunatly, in the age of social media, everyone wants to be involved in everything and everyone. It is delusional to think representation matters, purely because it, honest to god, does not concern anyone elses business but the individual. I may want a character that looks like my body type, or my skin type, but it isn't important, and it is in exactly the same vein as this topic. Sexuality of characters does not matter in a game where that particular aspect is never gonna be explored or expanded on.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802205#Comment_1802205
It is quite unfortunate that you can't have a good faith discussion without people coming here to shove their agenda down our throats.
'Representation' is not important. Acting like sexuality is something that should be embraced and celebrated is a delusion. Just because people have the same life choice, doesn't make it special. Being Black, White, Asian, Latin, Gay, Straight, Religious etc does not require any form of celebration or representation anywhere. Therefore, DBD does not need to endulge this agenda. It is attention seeking, largely, plain and simple.
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You can't go anywhere without this agenda slapping you in the face.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1800523#Comment_1800523
Freddy - That is simply not enough. His power is worthless when it comes to downing people. You know who else has a power that makes hiding hard and can't down people with it? Legion, and he's widely regarded as one of the weakest killers in the game. While we're at it, that playstyle is basically Old Freddy—the killer who was completely reworked because he was so weak.
Spirit - Wrong. I encourage you watch ScottJund's video on it. He explains why it's good for both sides far better than I can.
Deathslinger - Um... are we talking about the same killer? Literally his number one weakness is his lack of map pressure due to his low DPS and slow movement.
Demo - I mean, Demo is a beast at certain tiles because of his zoning potential, but you're acting as if it's without counter. He has to fully charge it, lets out a loud hiss, and then both Demo and the survivor have to make a read. If the survivor makes a correct one, Demo will just shred a wall, and vice versa.
Oni - This... makes literally no sense. Not having his power cancel on pick up will encourage slugging behavior. If you down a survivor, hear nothing on infectious, why pick him up if you can't cancel? You might as well slug and use the extra mobility. And seriously, how prevalent do you think stealthing is? Its usefulness steadily declines the better the killer you're facing. Furthermore, slugging is a virtual necessity at higher ranks—there is overdoing it, of course, but it's an important part of the game. Besides, there are a plethora of anti-slugging perks out there (unbreakable, Flip Flop, Tenacity, WGLF)
Doctor - H-His power's entire purpose is literally finding people. Changing that means literally changing the entire killer. In which case, good luck with that mess considering the massive amount of add-on changes needed.
Pig - So... the pig is supposed to just predict which box the survivor is going to go and believe it's the correct one that survivor needs? Her power is too RNG to make that a viable tactic. Especially since it takes 2 minutes at least to kill someone like that, which is basically throwing the game with the amount of babysitting you need to do.
Cannibal - The punishment is worthless... Like, will not change anything. You are aware Bubba already faces 1.5 - 3.5 sec cooldown for missing, right? (depending on the number of charges used)
Clown - pointless to discuss since he's getting a rework soon.
Freddy, just because the beam is the same, the idea is nothing like old Freddy. He can attack awake survivors, and does not have aura reading built in, therefore it would not be weak. Freddy is way too abusable in his current state.
Spirit, watch that guy? no thanks! In what world is hearing where Spirit is while phasing good for both sides. During that bug I never got caught by a Spirit using Phase, whilst utilizing a tile/loop. Whereas currently, Spirit can easily get hits during tile/loop utilization, about 75% of the time she hits me, even if I make the right guess in my head, the reaction time is lacking due to no telltale and due to her being able to hear survivors quite bloody clearly.
Deathslinger, why do you think he has no map pressure? "4.4m/s"? - that's a false reason. I have zero struggles having a presence and nuisance in multiple survivors business as DS. People are under the illusion that killers should be able to defend all 7 gens on the map, and if theh struggle to be in an area to stop one or two popping early on, suddenly no map pressure XD it's so delusional.
Demo, you DO NOT need to fully charge Of The Abyss to Shred. That is why there should be a delay between closing his mouth and swinging a Basic Attack. Most Demo's power bait/fake all the time, and that's their style and how they get hits. It is lazyyyyy and should not be encouraged.
Oni, ok, as soon as you said specifically 'Infectious Fright' makes me see that you potentially rely on perks for the killers power usage. Kinda not a good thing to be stuck on. Plus, you said if you hear nothin on it, why not slug and look for someone? That is literally the opposite of it's play. Being able to keep your power and still get a hook is far more enoyable as killer, because you get the confirmed hook AND potentially chain it into anoher one. Whereas slugging is unreliable but also boring af to go against constantly.
Doctor, they'd still scream in Tier3 and he would still be told someone is in his radius due to the giggle and the score event.
Pig, the boxes are a DELAY TACTIC with fatal consequences for failing to get it off. It is not Pig's design to defend them and go off catching people trying to get it off. Why would you do that over say, rescue blocking hook swappers, and gen protection? Lol it is absurd how many Pigs rely on Boxes to have kill pressure. Pig's chase and map rotation is so good and FUN, yet, defending boxes is the go to...yawn. I t needs to change.
Cannibal, I'm talking about making camping and tile abuse less of a function in Bubba. Atm he is dull af and predictable to go against. Get right up your butt if possible and rev without much consequence if he doesn't bump. That leads to, again, really lazy defence play as well as braindead looping.
Clown, yeah true.
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@GrimReaperJr1232 said:
Okay, I'll be 100% honest.
Freddy: As much as I think this SoB needs nerfs, this isn't the way. It would completely kill his chasing power, which is just not the way. Also, increasing the passive Sleep to 90 secs would make using an alarm clock would increase that to a brutal 120 secs. Furthermore, without snares/pallets... literally what is the point of putting survivors asleep?
Hag: Almost all of them are unnecessary. I'd decrease the "placing a trap at a hook" range to more like 8 meters, but this one is alright. I don't agree with the rest though.
Spirit: I don't agree with survivors hearing the phasing audio. Make no mistake, they should have some sort of info—I don't agree with Spirit being completely opaque. I think it would be better to have them hear her breathing, similar to the bug we had before. This would provide survivors with some information, remove the ridiculous "stand still" tactic, and keep her gimmick of being all about mind games.
Deathslinger: Here's the problem. you gave a nerf without anything to compensate. Slinger is infamously a weak killer in almost every aspect... except his chase. His oppressive chase is literally all he has and is the single thing that keeps him a decent killer. Remove that, and he's literally a worse Huntress. You need to give him something in return.
Demo: This is pretty much just a nerf... Demopuppy doesn't need a nerf.
Oni: Literally all of that is a nerf... and why? Oni is fine as he is. Well, topknot could be looked into but otherwise, he's fine. Leave his basekit alone.
Plague: Unnecessary change that doesn't really help in any way.
Doctor: You pretty much just removed the killer's power by stopping survivors from screaming. Then shortened the radius. This is a nerf to a killer who doesn't need one.
Trapper: Decent changes. Not amazing and I think he needs more, but not terrible
Wraith: Base windstorm is great although the blind resistance is unneeded since he'll still be burned.
Pig: .... I don't think Pig needs anymore nerfs. Please, leave Piggy alone :(
Cannibal: more unneeded changes for no real reason.
Clown: Again, unneeded since Incapacitated doesn't help in a chase. Wider gas is fine although not very helpful.
PH: I mean... not bad. Doesn't really mean much, but i guess a nice QoL thing for survivors.
Freddy, increasing the sleep timer is compensating for the new power accelerating it. And the point of the dream world is to make survivors have a harder time determining your location, which can really be crucial in a strong tile or survivor sided-map. Also, you can see their glow, which makes hiding harder.
Hag, the hook one definitely is needed, ths others ar just to give her power less spamability and a refreshing feel.
Spirit, hearing exactly where she is is busted on the survivor side though.
Deathslinger, he doesn't struggle with pressure. His chase wouldn't suffer from making him actually fairer in chase, since it isn't hard to land the shots at all.
Demo, he actually does need this change. His zoning ability is way too strong to not have a punishment for spamming. (I actually main him, so I know full well how busted this particular capability is)
Oni, losing his power on pick-up should never have been how his power worked in the first place. It encourages slugging, which is never healthy for the gameplay. And the fact that a strong momentum killer is given easy tracking throughout ths match is also ridiculous imo.
Plague, it makes it so that solid emblem scores are actually more likely to be attainable for her.
Doctor, he still has add-ons which are braindead and make finding people way too effortless. Plus he's great in a chase.
Trapper, anything more and he becomes oppressive with arena control.
The blind resistance is there to make it easier to keep track of a survivor trying to burn you without running the risk of mothing. Since certain tiles you cannot afford to look down/away/up as well as move out of LOS.
Pig, oh she really does need this nerf. It is a really obnoxious mechanic allowing her to troll and bully people into an easy death.
Cannibal, his power is so uninteractive. Making him have punishments for mistakes is definitely needed.
Clown, it is seriously the only thing that makes sense. Making direct bottle tosses do something that isn't chase related feels great for him. And wider gas at base definitely would be value.
Pyramid Head, i've said this should be a thing since PTB.
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@Eralo said:
Ummmh wow, I think you just destroyed the Oni
I explain: first if you can't see orbs you won't get your power as much. A lot of the time you will find a place where a poor claudette auto-heal. I know that's a problem for her teammates, so here's my idea: why don't put a cap of blood orbs in every area of the map? So ou can't charge your whole power on it.
The second is clearly not a buff but an enormous nerf. A lot of his gameplay is about the economy of blood orbs, and you don't want to carry a survivor while it. So either you lost a half of your time, either you slug. Soooo that wouldn't be good for the game health, as no one like that
Spirit is still reallly frustrationg to play against, there's still some coin flip sometimes, i think that instead of a rebalance she needs a total rework. And i don't get why you make hearing survivor harder and hearing the grass easier ? Doesn't make a lot of sense. However i really like the changes on her post-phase, it wouldn't be so punishing to fail it and lost the survivor, when it happens.
The static blast of the doctor would be useless if it doesn't make anyone scream.
Even if i like the idea of a DS that can't insta-shoot, it's really hard to hit with it (I invite you to try him if you didn't), and it would destroy the character in my opinion.
For freddy i would like to add that without traps the character is just a M1 with a TP, not interesting at all, and no one would ever play him again. As I HATE freddy that would be awesome
So, oni would be fine with these changes. You would still be able to see Orbs, but only while holding the button to absorb (L2/LT/M2). This makes it so it isn't free tracking, due to the fact your movement is slower while using Yamaoka's Wrath, and it takes more effort to keep track of the Orbs path. People slug with him now as it is. The change to make it still active while carrying is to discourage that. You cam still keep momentum in your power and get a hook at the same time; as oppossed to now, having to slug or lose your power.
The idea behind making environmental noises louder and survivors quieter during Phase is to make it more skill based for both roles. A survivor not payinb attention to their surroundings may rustle a bush or grass patch when walking away, the louder audio will tip the Spirit off. The quieter survivor meana the Spirit will need to use her power more unpredictabley, more tactically and also pay attention to the environment more in order to track and get hits. That seems far more fun and interactive than she currently is now. Both sides enjoying balanced mindgames and fair chases.
Tier3 would still cause survivors to scream, and he'd still be a strong anti-looper. It just removes the braindead tracking he currently has.
Currently Deathslinger's chase is one-sided from a power perspective. The injured survivor is forced to predict when he will shoot, wiggling side to side, ducking etc to avoid the possible incoming shot. Whereas te Deathslinger cam just walk towards them, never losing ground on them with possibly no intention of shooting at all. The Redeemer is not hard to land shots with at all! So the change to him would actually make his chases feel fair from a survivors end.
Without Snares or Pallets, Freddy would still have a teleport and a beam which allows him to locate survivors hidden in his LOS. His lullaby makes him harder to detect too. So the fact that he would be an M1 killer isn't crippling to him.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1799327#Comment_1799327
It's obvious.
You're trying to change every killer to help the survivor side.
You don't like mind games, camping or tunneling, or shutting down loops.
Maybe all killers should just have their weapons and abilities removed entirely, the killer can go around and tickle survivors.
The majority of changes are buffs here...so again, get out. Your argument is lazy and has no leg to stand on
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@keygun said:
Survivor main?
Get out
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1799024#Comment_1799024
Okay then.
Freddy: Why? He's fine fine the way he is, reverting him back to a slightly better version of his old form would suck.
Hag: It's fine I guess, aside from making it harder for her to camp I don't think this would change much.
Spirit: Unneeded. This removes a lot of her mindgames. Also what's the point of making survivors quiet but making their actions louder? It wouldn't change much.
Deathslinger: As much as I hate him he's a pretty bad killer so this seems unneeded.
Demi: Why? Again Demi isn't even that good, faking his shred is like his main strength why make it harder?
Oni: Might make him too strong, I would have to see how it people would play him.
Plague: A buff, but one that likely wouldn't change much.
Doctor: Same with Freddy he's not as good as people say he is. He doesn't need any nerfs, especially not to his static blast.
Trapper: Genuinely a good buff.
Wraith: A small but welcome QOL change.
Pig: Why are we nerfing Pig? The Pig player can make informed decisions during the match about weather to protect box's or pressure gens. This nerf gets rid of so much forethought which is makes her fun to play. The undetectable buff doesn't do anything because it already takes a second for her terror radius to go back to normal when she stands up.
Bubba: Again what is with making killers powers harder to fake? Unneeded.
Clown: A fine change, like Wraith it's a small but nice QOL buff.
Pyramid Head: Whatever, some extra bp for survivors would be nice.
Freddy, is not fine the way he is. Nowhere near fine. It actually wouldn't, old Freddy was way more fun, and this revamped version, would be way more interactive and refreshing; while still keeping Freddy strong.
Hag, kinda the only thing needed really. Otherwise it means changing her entire power lol.
Spirit, her 'mindgames' are one-sided. Definitely in need of changing.
Deathslinger, definitley in need of this change. Much like Spirit his gameplay consists of one-sided mindgames.
Demogorgon, this is needed because atm, he is insanely strong at zoning and chasing, simultaneously. If you commit to using your power, you should be committed into it or suffer a small delay between the two, due to the fact there needs to be a fair window for survivors in chase to react.
Oni, encourages players not to slug.
Plague, more to do with fixing her emblems.
Doctor, a lazy tracker with good anti-loop/zoning. Definitely needed in order to restrict the abusability. Especially when you look at how braindead his add-ons are.
Trapper, thanks.
Wraith, thanks again lol.
Pig, she should never be able to defend boxes, they are a delay tactic with lethal effects. Her fun comes from the ambush and grabs, not running around making survivors frustrated that the player is holding them hostage to boxes. The extra second makes it so the Pig can stand earlier and make it harder for a survivor to hear the blade audio.
Bubba, he is extremely braindead when it come to his power. Making it so he is commited to it and giving survivors needed room to breathe in certain scenarios is definitely needed. If you mess up your power, especially one with immense camping potential like his, you should be punished for it.
Clown, thanks.
Pyramid Head, yeah, the necessary changes were already implemented, this is just something else that would be nice.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/1799015#Comment_1799015
That would make him one of the weakest killers in the game.
When you aim you're incredibly slow and survivors will make a lot of distance. Plus to this slow movement speed, any survivor with more than 10 iq points will juke the shot, it's surprisingly easy to do so.
Removing his quickscope mechanic will make him a ######### version of huntress.
As a deathslinger main, I can tell you the things that hurt me the most while playing him:
- Breaking LoS.
- Taking distance while reloading.
- Purposedly breaking the chain while being far (getting stuck in an object).
Also, when he m1's you use the speedbost to break LoS, otherwise it's pretty easy to land a 2nd hit with the gun.
Being able to have a 'mindgame' by just walking towards a survivor is broken. It's like Spirit being able to stand still and fake survivors out.
Broken LOS is something that doesn't always hurt Deathslinger, especially since you can do prediction shots and a survivor will eventually have to move into the open. So that argument is pretty much void.
Base reload speed is pretty quick, so not much distance is gained often. Only in certain situations, those being a shot in the open and you missed somehow.
Good luck with breaking LOS on the new reworked maps lol!
The quickscope aspect is busted as it is. Maybe my numbers are too punishing, but they are required. Maybe 0.25 ads shooting and 0.75 delay after lowering the Redeemer
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@QwQw said:
Imma be straight, a lot of these just seem like unneeded nerfs to me.
Could you be more specific, please. Since a good amount of these are buffs.
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This is all they need to do to Deathslinger:
- Must wait 0.5 seconds to shoot after ADSing.
- Experience a 1 second delay between lowering the Redeemer and performing a Basic Attack.
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Make it the same across all ranks:
A 4k with at least Gold in all categories.
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What perks do you have access to?
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@coley_219 said:
I'm not sure why mine worked and others' didn't..I'm on PS4 and I was able to earn the adept trophy for the twins with Merciless. I don't have the clip but if you guys need the screenshot for data, I can attach it.
Yeah it is possible to get it, but it seems like a very small chance lol took me about 10ish tries to stop getting silver and actually get a gold or iri
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I honestly think that a change to slugging could be:
Survivors in the Dying state recover faster the more generators there are remaining in the trial. Eg 5 gens left to repair equals 200% recovery speed; 4 gent left equals 150% revovery speed; 3-0 remaining equals the current normal base recovery speed. This at least makes it easier for survivors to reset and tip the momentum scales vs 4-man slug players...the 3rd nipples on the body of DBD.
And for camping:
The killer loses at least 50% of bp gained in all categories from that hook (eg 600bp for the 2 hits on that survivor are halved etc etc) when they remain in at least 32m of a hooked survivor while no other survivor is also in that range. The points are still lost if they keep exiting and reentering the range for longer than 10 seconds. The bp deduction timer does not start until 5 seconds after the hook animation has finished.
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@Sacha418 said:
Same issue here on Steam, even made a post cus didn't knew if this was something only happening to me (Like that Unknown Error code no one ever helped me to fix)
https://forum.deadbydaylight.com/en/discussion/210703/devout-emblem-bugged-not-working-properly
It is bugged, however it is not a consistsent one. I managed to get my adept yesterday afternoon. The first 2 times it gave me silver, but the 4th time I managed to get iri and the adept. So keep going for it and you'll get it, just expect to have a lot of bugged silver matches along the way.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/210310/tiny-change-to-corrupt-viability
no one uses it that way the use it to gain early pressure while stopping survivor from working on gens for a bit
If what you said is true, then the killers wouldn't go straight to that side and hover there on and off for most of the game lol
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1787387#Comment_1787387
No. I didn't even realize there were issues going on until I saw forum posts about it. Everything went as you'd expect, but I got 95% of my downs with Charlotte and 90% of my hits with Charlotte. I did have a problem with the chaser emblem on the first game. Between downing people with Charlotte and Victor my chases weren't lasting long enough to iri it, and it needs to be iri since I'm imprisoned in red ranks.
Game one was iri iri iri gold, second game I got pretty poor results since it was Dead Dawg Saloon and I just always perform terribly on it, and third game was full iri.
I'm happy with my Victor as a scout strat, but I'm really solid at cutting chases short with an M1 killer. I have faith in everyone. It is possible.
Another way to use Victor is to take him to an area where you suspect a survivor is and then switch back to Charlotte, if you see a pulse from Killer Instinct, you can then switch back to Victor and get a Jockey or Down. This also works if they ghost you as Victor too, switch back to Charlotte to see of they're still in the tile/loop.
Victor is strong in chase too, his Pounce height and distance are both brilliant. High risk, high reward for prediction shots.
Plus, Charlotte feels faster than 4.6m/115% movement speed lol
Oh yeah, definitely, outside of the emblem bug, Twins Adept is a very easy one to get. Twins are an amazingly fun and strong killer.
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Did you experience any emblem bugs when going for this Adept? The Devout emblem bugs out and only awards silver, even though the criteria for Iridescent/Gold (depending on rank) is met.
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Visual evidence is always nice help :)
However, I have no idea what the evidence would show other than confirming that all of us aren't lying lol
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@Atomask @DaKnight @PotatoLegion
This is sounding more and more like a bug then :/ remember to upvote my initial report to get it noticed by mods and any other dev.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1775513#Comment_1775513
Well the cloaking was super short just so that if a survivor sees you use it, tget won't know. If they see you split in 2 they will know and will always be able to tell which one is the clone based on movement. I guess the main thing is to do something to make the clones movement less obvious, like, may be you could do something like mirage and make it where clicking the alt power button makes the clone mimic your actions. Just thoughts though, its a very good power already.
Glad I could help with some insight!
Ah I see, yeah that actually makes it better. Almost like a passive phas and then the split happens when both are out of phase and they come back simultaneously but moving in different directions, that sounds great. I also considered the mirrored movement too, I just struggled to see how it would look in-game lol
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@Exerath1992 said:
Really interesting power. So it kinda works like mirage from apex where you send a clone running forward but you can then teleport to it. It seems like it would be easy to spot though. A few things you could do to give the power some more value:
-Make it where if you're looking at a survivor, it will pursue that survivor until it hits an object
-add like 5-10 seconds of cloak when you make the clone but it would need a drawback. A cooldown before creating another clone will allow you to cloak, you can't attack while cloaked, or you have to hold the power button for several seconds to activate the clone (which would also give you mindgame options. 99% the cloaning action, start walking in a straight line, survivor thinks the clone is less of a threat and doesn't realize you faked the power)
-make it where your TR and red stain are transferred onto the clone. That may be too strong, so you could also split the TR with the clone, each having 12 meter TR.
Perks are pretty cool, doppelganger is really interesting and trial and error seems like a good "reward for not tunneling" perk. Lab rat seems a bit underwhelming. I would give it an additional small malice like mangled for the injured obsession.
Over the top seems awesome and balanced, im down. Commando seems a bit underwhelming, maybe it lets the survivor delay the dying state for 2/4/6 seconds instead of being able to crawl a bit sooner? Not sure about in the face of danger, i don't play survivor enough to know how handy that would be.
Fun chapter though man! Let me know if you want a link to some of my chapter or game mode ideas, I can't get people to comment to save my life
Yeah, I had the Hologram ability from Halo and Mirage from Apex in mind as I was thinking of it.
Those are some interesting tweaks there:
- I did contemplate a track mechanic, but ultimately felt it would be too easy to get a down or hit if the hologram did all the chasing for you as well as being able to chase a seperate survivor with her true form.
- a cloak feels like it would defeat the purpose of a clone. The idea being that there are two 'active' killers in the map when triggered.
- The TR idea would be cool, splitting it into 12 each may be too strong though, 16m may be good for the Clone and 24m still on the real one. Because that way it would give the survivors some small tip off that Clone is the one gunning straight toward their gen, hook etc if they ate smart enough to determine the TR distance.
- Lab Rat, maybe instead of crippling the heal time, the bonus effect could be to afflict Hindered for 25 seconds-ish onto the Injured Obsessionrvivor that fully heals via a Self-Heal action?
- Commando having the function to crawl as soon as you are hit into Dying is designed with the intention of allowing survivors to gain more ground towards and Exit Gate or Pallet. With the bonus function of making them silent on the floor to give it more worth.
- In The Face Of Danger is sort of a situational perk designed to give the survivors a boosted chase tool when the killer gets momentum off a kill. Making it a little harder to chain immense pressure, while also being not overly strong of a tool, but useful and situationally clutch too.
- Yeah definitely link your ideas! Always fun reading them.
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@Mazoobi said:
Woah this was really fleshed out. Good job
Thanks :) it's really nice to get such positive feedback :)
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@dspaceman20 said:
I love your chapter idea. Everything from the story down to the perks. Great job.
Thanks :) that's really nice to hear :)
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@TAG said:
I do not support making PGTW only work 4 times, and only if you go out of your way to hook everyone at least once. The other effect you propose is not worth it.
Does that mean you think PGTW can stay the say it is?
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The ability to clear a loadout at the push of a button
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@DWolfAlpha said:
This has always been a thing. Swf wasn't in the game originally, so it's never really worked right. Whenever a friend or I see different things, we just restart the game and try again. This isn't new.
It is a brand new issue.
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@MusicNerd_TC said:
What even happened?
They updated their game and broke something. Ya know, the usual
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@Saitamfed said:
Whether I understand your frustration you can always play solo.
That's not really the point. The point is they are breaking their game and making things unplayable in certain regards
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@Stinde said:
This post made me so happy. :)
Hypocrite survivors can get a taste of their own medicine now.
"JuSt [insert sentence telling the killer how to play]"
How about you just cleanse the totems from now on.
Lol completely ignore the point some more, I guess.