Orion
Orion
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- Orion
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Comments
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Definitely not.
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@VSLl said:
https://forum.deadbydaylight.com/en/discussion/comment/348365#Comment_348365
Very clever thought. But it does not work. And I'm not the one who noticed it.
I know they do because I see the threads after each ban wave complaining about bans. What you expect is for someone to be banned the second you send in a report, but that's not how it works anywhere.
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@AshleyWB said:
Huh...So you're saying hex ruin is a boring perk. But these killer mains told me its the most exciting perk to ever exist and must never be changed.
Literally nobody said that. Why are you lying?
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The only way reports stop working is if people stop sending them in.
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Pretty leprosy.
(It's real, look it up)
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@PreGum said:
https://forum.deadbydaylight.com/en/discussion/comment/348287#Comment_348287
Who in their right mind uses ruin on legion anyway?
Sometimes you have 3 perk slots and only 3 perks.
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That's a double hooking now.
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People DC over a Nurse as well. Just because there's a reason doesn't mean it's a good one.
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/348265#Comment_348265
Yeah but when it comes to map pressure, slow and 'fast' killers are more or less the same. I am pretty sure he is talking about leatherface too even though he has 115% ms.
That 5% difference might not seem like much, but it actually makes all the difference in the world.
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@Delfador said:
https://deadbydaylight.gamepedia.com/Realms
Look at Ironworks of misery. It is 10k m2
Which means it takes 100 meter to go from one end to the other.
Slow killers (I am gonna assume you are talking about 110 and 115% ms) takes something like 21 seconds.
Spirit with full phase will take something like 13-14 seconds (It is not gonna be enough for her power though)
Billy will take 10 seconds (230% ms)
I think the idea is good but those numbers really don't add up much.
Slow killers have 110% movement speed. 115% is the default.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/348242#Comment_348242
I am too lazy to go ingame right now to check the time it takes to travel from 1 end to the next as nurse.
I'm guessing somewhere around 20 seconds.
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@AshleyWB said:
Why not? Just go to another dull totem and burn it. Similar to when we had lanterns a few weeks ago.
5 potential chances to run ruin isn't that what all killers want, ruin as long as possible. Survivors cam break the dull totems to counter it.
Because killers don't have time to run around the map to find and light dull totems.
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Like Pacman? Those numbers are too high, though. I get they're just examples, but such a transition would need to be near-instantaneous for it to be worthwhile.
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@AshleyWB said:
IDEA - WHAT IF HEX TOTEMS COULD BE REIGNITED BY THE KILLER?
Already suggested, and no. Killers are under enough pressure already.
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@AshleyWB said:
Hitting a great skill check in my idea doesn't increase the repair speed as it does today. It affects the amount of skill checks you get on that particular gen.
The figures I use are just an example, there can be 12 base skill checks if you all think that's more balanced.
Ah. There seems to have been a big misunderstanding here. I thought you meant the progress bar would advance by 7% or whatever it was. While the suggestion isn't as bad as I first believed, I still say it's bad on the basis that powering through Ruin can be done effectively and is sometimes better than finding the totem, depending on how well hidden it is.
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That could replace TotH's effect that increases cleansing time, which could then be added to the base game.
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@AshleyWB said:
@AlphaJackson Can you not read?
When I said effectiveness I meant it for the killer being able to use ruin to defend gens properly and effectively.
In ruins current state you can get anything from 0 to 20 hex skill checks per person per generator. How is a base 8 for every survivor on every gen a nerf? It isn't.
Stop acting so violated because I suggest a change to a perk you likely rely on. Stop going off on a tangent and read what I said.
It's a nerf because while you're proposing more consistent skill checks, you're also proposing they be a lot more beneficial to the survivors than they are now.
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This will be fixed after they have dedicated servers.
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@AshleyWB said:
@Orion agree completely with you.
Personally I think when someones cleansing a totem all totems auras are shown to the killer to show that. All hex totems should have the cleanse speed determined by the remaining dull totems. Just like ToTH but without the notification. I hope ToTH gets a shake up also.
That's not the problem with Hex perks. The problem is that you only get anything out of it if your opponents say so, and if they don't say so, you're immediately down one perk.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/348172#Comment_348172
How you know it makes you broken? Did devs say that?
They confirmed it on Twitter. There's a comment with the link to it in my thread containing all the information gleamed from the stream.
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@TheBean said:
https://forum.deadbydaylight.com/en/discussion/comment/348046#Comment_348046
With solutions.... You're talking about what you think are possible problems and your possible solutions...
Welcome to DbD. Imaginary solutions to imaginary problems.
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Because with the exception of Haunted Ground and NOED, Hex perks are worthless. By design, they're perks whose benefits you only reap if your opponents let you. How bad is that? Even NOED is worthless if the survivors allow it. Haunted Ground is sometimes useful because survivors can't take the chance it's not Devour Hope or whatever.
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@Froggard728 said:
Maybe killer offerings to have the entity block survivors entering with items. (survivor keeps item in inventory) would help?
Yellow - block 1 survivors item
Green - block 2
Purple - block 3
Pink - block all 4
Or the same but brown - purple offerings?
That'd just piss off anyone who wanted to bring in an item and wouldn't be as "effective" as just dodging.
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I don't use Ruin, so you're talking about someone else.
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@Wolf74 said:
You cure/treat DEEP WOUNDS and it is not considered "healing"... yea, perfectly logic.
:P
Have you ever played an RPG? Would you say defrosting someone is the same as increasing their HP? Same logic.
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@AshleyWB said:
@Orion This wouldn't help survivors, this idea intends to encourage working on a ruin gen rather than hunting for the totem. Also as a console player I may have generalised skill check performance. There is hardly ever a smooth skillcheck needle to hit great. I can really concentrate and get many greats but it's just so boring. PC likely has way better skill check performance, framerate likely good and I kinda overlooked the ease of great skill checks is vast.
All I'm saying is that we should brainstorm a rework for ruin to make it last longer, be less influenced by framerate and to encourage meaningful gameplay.
The perk literally makes skill checks stronger. Given that killers don't have skill checks, there's only one side this would benefit.
Ruin has counters. Use them.
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@Wolf74 said:
No matter how we twist this.
Mending, Snap Out, Fountain drinking… all of that should be considered "healing".
Anything else is just trying spoon feeding survivor and find a reason for killer perks not to trigger.
They should, but they aren't. The devs have defined healing as actions that directly increase your health state, and everything else is just curing status effects.
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I had a trial as the Shape that was so boring I ended up giving up a possible 4k (1 hooked, two dying, one injured) for a 1k due to looping. After the one was sacrificed I went into the basement and faced the corner, waiting for the rest to leave.
One actually did leave after some time (I was watching videos on YouTube at the time), but the other felt cocky enough to loot the chest right next to me. I grabbed her, put her on the hook, and then finally the last one left (via the hatch, I'm guessing).
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Stop objectifying hooked survivors!
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/345124#Comment_345124
That's why cross platform capability should be a thing already because queues wouldn't be as bad, ya know?
Every platform is experiencing a lack of killers. Cross-platform gameplay would just exacerbate the problem.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/348072#Comment_348072
I don't follow. Mending is not affected by healing perks because it doesn't actually heal, but drinking from the fountain actually heals, but it supposedly wouldn't count because the character is cleansing with water as opposed to physically healing their wounds. That sounds like applying two different standards to why each one would not be affected by healing perks.
Think of it like this: the fountains don't "heal", they cure you of a status effect. Curing you of the status effect also happens to heal you if you're injured, but the interaction's primary purpose is to cure you of the status effect.
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Who said they'd release it today? It's this week, that's all we know.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/347803#Comment_347803
I'm pretty sure "healing action" does not refer to what the character is literally doing; otherwise mending would be considered a healing action. :P
But mending doesn't actually heal, it simply cures you of a status effect (Deep Wound). If anything, that just supports my hypothesis that the fountains will not be affected by healing perks.
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Question: Why would anyone take a perk that blatantly helps the other team?
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Close approximation of these threads:
This killer is the weakest piece of broken ######### ever. It puts the Nurse to shame and makes the Nightmare look OP by comparison. Those stupid perks are so useless they might as well put all survivors in the dying state instantly.
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Survivor outcry is an unavoidable constant.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/346930#Comment_346930
Hillbilly is way above the power of the other killers. He needs to be balanced to be more in line with the others. A team of red rank solo survivors can easily be all downed in a matter of a few minutes against a rank 1 or 2 billy and its game over. This simply does not happen against the other killers.
Repeating "git gud" is sticking your head in the sand. It does not fix the problem because there are 4 survivors against a killer not 1. A single survivor that got gud cannot do all 5 gens themselves, All 4 of them need to do it.
Having one overpowered killer leads to every game in red ranks being against the same killer. How does gitting gud fix the monotony of Hillbilly game, Hillbilly game, Hillbilly game, Hillbilly game?
PC owners are so lucky to have Nurse matches for variety!
The Hillbilly and the Nurse are fine where they are, it's the other killers that are underpowered and need to be buffed to their level. No compensation required for survivors, who, if they are good, can still beat those two killers.
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/347826#Comment_347826
I wonder how much it is gonna take to use the fountain.
If it is gonna take 5 seconds, healing will be too powerful tbh. On the other hand, there aren't fountains everywhere so if we have to find them and It takes 20 seconds to use it, it is going to waste a lot of time.
I am curious how this killer will turn out to be. I hope the PTB is today but they said it is sometime in this week so It might be later on Thursday as well.
Keep in mind, when they use the fountain, it turns into a power-up for the killer. The Plague is very well designed, IMO.
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@ColgateAdvancedWhite said:
Nurse should instant-down anyone within 4 meters of her path of travel, and at her destination.
When in doubt, strawman.
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@Wolf74 said:
Ok, found it.
So the survivor can get injured later?
Is it know what happens if the survivor was already injured, will he just get "broken" or will he actually go down?
Will the "improved puke" injure only or can I down an injured survivor with it?
Will the magical fountain just remove the sickness or actually heal?
If using the fountain is healing, will it get treated like actual healing (Nurse calling anyone)?
Yes, the survivor can get injured later.
I'm hoping an already-injured survivor will actually go down, like the Deep Wound effect, only not #########.
I'm guessing it'll drop any survivor one health state.
The fountain will heal a survivor, it says so in the OP.
I don't think it'll get treated like healing. In practice, you're cleansing yourself with it rather than healing. Healing is just a side-effect.
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This would make the Nurse complete garbage. She's fine where she is.
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Twitter. Check the comments, there's a link to it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/347278#Comment_347278
Bleh, I'm trying really hard to find the devs' word regarding the definition of a "healing action," but I'm struggling. My point is that if "an action that heals a player one or more health states" is not a specific enough description for what is considered a valid parameter for being affected by healing perks, then what is?
The action, in practice, is either drinking the water or cleaning yourself with it. That's not healing per se.
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@OrionsFury4789 said:
https://forum.deadbydaylight.com/en/discussion/comment/346695#Comment_346695
Honestly its more of a indirect nerf to a flashlight than anything, who's gonna pick dude up when you just saw Claudette screaming behind a bush in front of you, I'm wondering if calm spirit would be a counter
It's a counter to last-second flashlight saves, if anything. You can't check the area around you every single time before a pick up.
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Seems that way.
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I picked the Nurse after a very long time of not playing her. Rancid Abattoir.
Played Huntress, Rancid Abattoir.
Played several other killers, no Coldwind Farm.
Played the Spirit, Rancid Abattoir again.
I think I may have to switch to survivor main, because every time I play a killer that needs a minimum of visibility, I get the endless fields of corn. When I play survivor, on the other hand, I rarely get the corn.
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The temple looks quite nice, but out-of-place in the middle of the forest.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/347112#Comment_347112
Forgive me if I find that to be exceedingly arbitrary.
Well, the fountains are supposed to cure you of the plague. Healing is just a side-effect. How's that?
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@TAG said:
Alright, I'm gonna be the one to ask: If the Fountain outright heals Survivors, does this mean it is affected by perks (both Survivor and Killer) that affect healing?
My guess is no. It's not a healing interaction per se, it's just an interaction that also happens to heal survivors.
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@NMCKE said:
It would be cool if the plague can spread to other survivors within a certain range of the infected survivor. Perhaps it could be % based that increases over time the longer you remain in range
As I understand it, that's the idea.