PassarinoT
PassarinoT
About
- Username
- PassarinoT
- Joined
- Visits
- 1,342
- Last Active
Comments
-
@immortalls96 said:
Yeah these changes seem to be aimed at killing what little of the killer meta is left while indirectly buffing survivor items..gotta say it makes this a lot harder to take seriously..pwyf at 1 percent a stack ? That's not even a bad joke..its quite frankly mind blowing
It's aimed at making killer meta less unbalanced, not destroying it. Although I think killers are getting the short end of the stick lately, these adjustments would be in a better time when generators aren't the easiest thing ever. Also you seem to not understand how incredibly powerful even a slight speed boost is? As killer, these perks' changes are intended to make killers less dependent on certain metas, too. Such as all the infectious fright billys, they're literally plaguing red ranks right now.
-
@Milo said:
apply a 40/50/60 second status that lowers object efficiency by 75%.
I like this. This could be made a new status effect called Clumsy or something.
Thank you for being kind. Clearly people hate my ideas lol, thanks for atleast pointing out one that's decent apparently. <3
It could be a fun status effect to experiment with.
-
@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1185745#Comment_1185745
I disagreed with you. That's not toxicity. Don't take criticism personally. Criticism is an essential part of growth.
Criticism is saying WHY something should or should not be so. Half of your arguments were "seems like a nerf" it's just a diss, man.
-
@KingFrost said:
I play survivor/killer 50/50 actually, and I think you're the one taking things personally here. There are a lot of counters to almost all of these perks you suggested nerfing. Any survivor with a decent amount of time in the game are going to be able to hit skill checks in unnerving presence very easily because they're used to hitting their DS skill check, which is even smaller (and unaffected by Unnerving Presence, I might add). Franklin's you just need to literally find the item again and pick it back up. If they can't remember, if the item is that important to them, they'll spend time looking for it which gives Franklin's actual value. Survivors don't need the game made even easier by weakening Killer Perks right now. Unless your hope is that most killers just quit and eventually BHVR replaces them with Bots. I mean Hang Man's was made absolutely useless just recently (then nerfed even further to be even more useless). It's no wonder killers want DS nerfed, even though DS isn't that big of a deal. Their perks get nerfed all the time.
Man I just started a normal discussion and you instantly jumped at it and fired back on just about everything I wrote without even reason or consideration. Done arguing with you and I tried to be a touch kind but you obviously don't care and only contribute to the toxicity that plagues this game's community.
-
@KingFrost said:
You wanted to change one perk for each killer, and didn't say... think to Buff Overcharge a bit? Instead you decided to take a fairly useless perk and nerf it even more? Unnerving only effects people inside the killer's terror radius anyway. Also you wanted to make an adjustment for each killer but missed Wraith, Billy, Freddy, Pig, Clown, and Oni.
PWYF isn't really insanely unbalanced. You miss an attack, and you lose a stack. You hit someone, you lose a stack. Any offensive action loses a stack. Seems like a fair trade off. Plus you can only get it against the obsession.
Third Seal is a nerf because it's time restricted. Especially since its already a hex perk. It can be cleansed. There should be no time restriction on a hex perk that could easily be cleansed.
Franklin's SHOULD make the survivors drop their items. How else are you supposed to counter Keys, and sabotage with Toolboxes? And your nerf would make the perk absolutely useless for the reasons described. Also, you don't really sound like a killer main.
Iron Maiden should keep the exposed status. The long aura reading is just too long.
Infectious doesn't need a cooldown. Killers don't need to be stopped from slugging. It's a completely legitimate way to play. It even has a counter: Run Calm Spirit. Or once you find out a killer has it, stay away from other survivors. The killer can only snowball if you let them.
Cruel Limits as you mentioned is just a weaker bamboozle. Might as well just run Bamboozle.
Overcharge is alright, but what's going to be less interactive and more annoying for survivors? A perk that drains their items extra fast while nearby or a perk that the killer applies to a gen and risks regressing the gen more? Obviously you're only considering the killers side of things here, try and think aside from your own POV for a second, would ya? And I said I tried to get all killers, the reason I skipped some was their perks were recently reworked or I think they're completely fine. Don't be so salty, it's a discussion and the intent is to gather a more concrete idea. You're just taking it all so personally lmao it's only ideas.
PWYF is unbalanced when it comes to certain builds, it can be extremely strong if a killer has instadown and knows what they're doing. Do you? You don't sound like it. This rework of that perk is to make it a more long-term gain and lose rather than a quick lose and regain.
Third Seal causing oblivious status is punishment enough to where survivors will clearly try and find the totem if you use it right. Similar to retribution's totem cleansing effect. Retribution also has a time effect.
While keys are extremely unbalanced, that's a different topic. Dropping items is irritating for survivors and quite easily a waste of a perk slot if you want to equip it. This change would basically put a timer on survivors items, making them not use them for a prolonged amount of time rather than grab it again and get back to whatever. I am definitely a killer main, rank 1 for as long as I can remember, although it's not much of an accomplishment because I'm literally stuck at that rank. I've played for 2+ years and I love taking on the role of the killer alongside the fact that survivor is just annoying when I constantly get matches with insane slugging, tunneling, and broken builds.
I understand the idea of keeping exposed on Iron Maiden, but 15 seconds is useless. Maybe more if not auras.
Infectious certainly does need a cooldown, you'd have to smoke crack or never play survivor to think it doesn't. When a billy can chain insta down an entire team because of ONE perk, there is something very broken about it. Although billy is a bit broken, Oni shares the same trait, but he's far more balanced than billy. Also, who is ever going to run Calm Spirit? That perk is so often useless.
Definitely not a bamboozle. It's up to the survivor to block a window.
I seriously think you're not considering anything survivor sided to this? Although the game has been getting more survivor sided lately, some stuff that killers get is insanely unbalanced. As a killer main I could never sink to the level of bringing infectious, slugging, and hooking everyone to only get 4 hooks. And yet every other game I play as survivor consists of that. Whatever I know we're just butting heads but I tried to explain my views many times. I hope you have a good one.
-
@KingFrost said:
Why Would you NERF Unnerving Presence? It's incredibly weak as it is!
I think the only buff Thana needs is a percentage based one. Up to 20% penalty would be great.
Play With Your Food doesn't need a nerf either.
Third Seal feels like a bit of a nerf.
Overwhelming Presence DEFINITELY doesn't need a Nerf. It's pretty useless as it is. If anything it needs a major buff.
Franklin's Also doesn't need a Nerf thank you very much. If anything it should consume MORE of the charges. This would be a 100% useless perk, because chances are that survivor is going on the hook, not to use their item.
Iron Maiden - That's WAY too strong. Their Aura revealed for 24 seconds? Absolutely ridiculous. Even Retribution can't show the aura for more than 10.
Infectious Fright doesn't need a cooldown.
I like the Thrilling Tremors Buff.
Cruel Limits sounds like a nerf.
Thank you for the feedback, much appreciated, Ill elaborate a little here:
Unnerving I felt needed that change bc a) doctors with extreme skillcheck builds should not have snap out of it affected IMO, only skillchecks that have an increased chance, so just gens heal and sabo. and b) because I tried to make an adjustment for each killer, couldn't really though, but still tried.
PWYF is just funky on builds and can be insanely unbalanced, less of a nerf, more of a balance.
Third seal is DEFINITELY not a nerf, auras being hidden is hardly anything to a skilled survivor. A suppressed terror radius? That's more of a punishment.
Overwhelming was again an attempt to have a perk for almost every killer adjusted.
As a killer main, Franklin's is irritating enough I can tell. Esp with how random the dropping of items is, it can be nearly anywhere and so hard to find. It definitely should get a nerf as it is far too unbalanced. If you want to punish people for using items, don't be lazy and use this perk, just kill them all.
Iron Maiden is so long bc it would no longer have the exposed status. Retribution can be paired with haunted grounds and that reveals and exposes survs. 24 seconds may be long but it certainly would need aura revealing for a good moment.
Infectious fright DOES need a cooldown, it's an effective way to stop killers from slugging. ESPECIALLY with all the billies/onis/leatherfaces/myers that bring it to down everybody at the start of a match. I get it if you want one chain attack, but getting information off of the second down? That's ridiculous even to a die hard oni main. I can't stand onis who bring infectious bc it's such a cheap tactic.
Cruel limits is situational in that matter. If there's a lot of windows near a gen, it's can be insanely good as is. But if the gen lies in a deadzone, it's practically useless. This was an attempt to make the perk more consistent with it's use.
Again, thank you for the feedback, I like your responses but I would also like some more reasoning as to why you shut some down without saying a thing. Just an attempt at making the game more enjoyable for survs while not making all killer perks absolute garbo
-
@FireHazard said:
Gen-rushing is fairly common place now in this meta, especially since Ruin was nerfed. As for gen-rushing being MORE prominent than usual, that's just because of the events that bring double BPs.
Usually when a Bloodrush or what have you comes in, players act a lot more "toxic" than normal to get BPs. This is fairly common for every event that DBD has, so this isn't anything new.
As for the meta itself, most players blame the map design AND/OR gen times for this, but the argument itself has gone back and forth for awhile on what the actual issue is, so it gets a bit hazy when you look into it.
https://forum.deadbydaylight.com/en/discussion/comment/1179086#Comment_1179086
The Killers you prefer to use are unique, some of them are more defensive while others are more offensive. The Demogorgon and The Hag are good examples of a more defensive style, their powers allow them to cover more ground through teleportation while also closing off a lot of gaps that some loops can bring to the table. The Plague is also defensive in some way, since most of her builds focus on infecting the Generators AND decreasing Generator times as well.
As for offensive play-styles, The Deathslinger, The Oni, and Ghostface follow this play-style the most. Ghostface is pretty versatile in-general since he has one of the best stealth powers in the game, while The Oni is a great example of a more offensive play-style with his power "Yamaokas Wrath". This power allows him to traverse most maps with ease while also downing a Survivor fairly quickly in a chase. Most Killers will right Infectious Fright on him while using his power, since chain-downing multiple Survivors applies A LOT of pressure in-game during the early, mid, and late games.
As for Deathslinger, his play-style is more on the side of offensive, but he can play defensive as well from range with his power The Redeemer. He focuses more on a one on one style of chasing, but his power "The Redeemer" allows him to shoot over a lot of loops and even hit Survivors through windows with ease.
This is nice and all, but what should I do to better help me in-game?
The "defensive Killers"
For Killers like The Demogorgon, The Hag, and The Plague, you should focus more on Generator protection RATHER than offensive one on one chase mechanics. Trapping a cluster of Generators as a fail-safe is the best way to ensure a slower progression towards the end-game. This is especially good with The Hag and The Plague, so The Demogorgon should focus more on basic M1 mechanics with his Shred power to protect a cluster of Generators. You should also use his portals when you need to, not ALL the time. Setting up with The Demogorgon can either be an easy task or a time-consuming endeavor, so with The Demogorgon you can mix it up with an offensive and/or defensive style, since he's pretty versatile in-general.
The "offensive Killers"
Focus more on one on one chases and quick downing to apply pressure, The Oni, The Deathslinger, and Ghostface can down Survivors pretty quickly in the right circumstances, so be sure to utilize their powers to the fullest to get the maximum amount of pressure you can in-game.
You don't need to expose every Survivor you come across as Ghostface, you just need to use his stealth powers in a creative and tactical way. You can either expose Survivors to one hit down them, hit a Survivor and than activate Nightshroud to grab a Survivor off a nearby Generator, or even use Nightshroud to mask your red-stain at a loop with high walls! He's fairly versatile in his approach, but he's still an M1 Killer after all... So use his stealth when you need to, since that'll aid in his short-comings.
As for The Deathslinger and The Oni, they're especially good in one on one chases, since both of their powers can easily down a Survivor in seconds. The Deathslinger doesn't have to charge his power all the time to use it, but that doesn't mean he's better than The Oni... With "Yamaokas Wrath", The Oni can easily down multiple Survivors in a row and cause a huge snow-ball effect in seconds. Think of The Oni as The Hillbilly but better, the only downside is that he has to work for his power to get a good snowball effect. There's a reason why The Oni is one of the strongest Killers in the game for a reason, and this is one of those reasons why.
I hugely appreciate this response and the effort you put in to it, but I'm a very much so veteran player and none of this is news to me sadly. I don't want to resort to offerings, but I've done all of the things listed and then some with no luck lately. Again, huge thanks for the response but I don't think it's as simple as just playing killers right anymore, the game isn't in their hands quite as much.
-
@Peasant said:
https://forum.deadbydaylight.com/en/discussion/139961/genrushing-too-common
What killer do you prefer?
Do you have Corrupt Intervention or NOED?
If you can answer these, I might be able to help. As a guy who plays both killer and survivor I too have seen the rush.
I prefer any of these:
Deathslinger, Oni, Ghostface, Hag, Plague, or Demogorgon
I have corrupt and NOED on all, I just really don't like using NOED as I see it as way too crutch. On the same note, corrupt is good but it does not work on big maps so well.
-
This may seem weird, but my loadout that always does the trick is this:
*BBQ and Chili: Sweet sweet BP bonuses and aura revealing
*Distressing: Good for when survs don't cleanse and you need deviousness BP. Also they start to become desensitized to your radius and become more bold.
*Thanataphobia: Very good for when survivors don't cleanse, pushes them to do so.
And for your last perk, I'd suggest any of these three:
*Surge: Good for breaking gens and regressing, oddly more of a good luck charm for me when I play killer.
*Hex: Ruin: It's ok to use but I wouldn't really suggest relying on a hex
*Corrupt Intervention: Very good to get some infections before the game really begins
-
@Milo said:
Or hard limit on the duration of the match. Like 25-30 minutes?
I'm with Milo on this, maybe something similar to the effect of EGC, possibly after 10 minutes of no work being done on gens or 20 minutes of no progression in the game at all, a countdown can begin that's like 3 minutes long and exit gates are enabled. Although, maybe the gates should have an extra long opening time as a penalty for even reaching that stage.
-
@Milo said:
Don't think so, sorry.
so still azarov maps? :(
-
@Kind_Lemon said:
That's a bad idea. If anything, add-ons should be more expensive, not less, and perks should be removed from the bloodweb and set aside in a perk leveling area of their own. I can't use all the add-ons I have before hitting the bloodpoint cap and starting the whole process of buying them again. #makeultrarare8000again
I explain in further detail in these comments:
https://forum.deadbydaylight.com/en/discussion/comment/1160856#Comment_1160856
I understand your point of view on this, but I feel that you are still forgetting that add-ons are consumed without a perk. Alongside this, I think item costs are fine, but with add-ons basically being one time use now, I feel they should be cheaper. Also, with how quick the devs are releasing new content, it feels extremely difficult to level up and prestige each character before there's already more. I guess that is the idea of the game but still, when you compare BP prices to how you earn them, it feels redundant. As a survivor, you sit on a gen for 80 seconds and can't even afford half of a common add-on with that score of 1,250 from doing nothing for a minute and 20 seconds. I feel that maybe if add-ons are to remain the same price, they should atleast change the rewards for being booted from rounds, sitting on gens forever, or getting genrushed. All of these barely reward you well (except for co-op points with gens) and are just painful to go through when playing a game. I appreciate your honesty and feedback though, gave me a nice view on it.
-
@LemeTheMeme said:
Still not enough Bloodpoints in my opinion. Why does Huntress get way more BP's when she hits hatchets, but when you use your corrupt you get only 250? I honestly think hitting with corrupt should reward 400-500 BP's. Also, she already gets 100 BP's when she uses a fountain so lets not reduce it to 50. However, I do think that she is in need of bloodpoint reworks. Playing as her, and playing against her, you're robbed of BP's (no healing).
That's a fair point, but with Huntress, hatchets are more of a skillful hitscore than Plague's vomit is. Her corruption spews wherever she looks for a certain time. While 250 may not be enough, I think that 400-500 is too much, 350 or 300 to match her brutality score should be just fine. Esp if people don't cleanse, then her Purge hit scores should be very high already
-
In my opinion, the Oni and Spirit both could tie into one movie and it would be amazing. I feel spirit and oni have some of the richest lore in dbd if that factors into a movie concept.
-
same happened to me, so irritating to deal with. I get so excited for the first hit of the match and bam I miss it, am slowed down, and lose my frenzy
-
I just think they need to bring back splinters...
-
THIS!
Very good idea! This perk needs some love, it especially has become a little sub-par since beast of prey gained the undetectable buff. The 15 second lingering effect is especially a nice gimmick to make it used more.
-
I like this idea a lot! I would love to see individual items being released. Maybe even in crates or something you can open from daily rituals or extra archive goals.
Another one I had was something like making alternatives of an outfit, just like simple reskins, but once you buy the root outfit, all the reskins become significantly cheaper.
Also another idea, selling entire collections. Like the Grim Matsuri collection could be sold for the price of 2160 auric cells or so, I think that would significantly boost sales.
-
As a killer main, I actually understand this a little. I feel like it's a little bit too hard to not get hooked anymore. I feel like the killers should also have a little bit more realism when falling, along with survivors, but this may be a little drastic to balance. I like the Yamaoka's estate basement because it has a rail next to it, making the killer walk the walk around it.
With the drop factor in mind, I feel the survivor should have a bit of a stun too so the killer has a fair chance at still hooking them. Along with that, better hook placement to inaccessible places should help. (Such as a hook at the staircase in the coal tower on MacMillan)
-
I like the concept, but I feel the punishment can be too harsh, mostly if a survivor loops them near the hook. That could be an intentional exploit IMO, maybe pause the countdown when in a chase?
-
Lowkey I feel like kindred should become basekit and potentially get a rework like this:
Kindred:
*Upon being hooked, grant all survivors a 3% speed boost for 30/40/50 seconds.
*While hooked, all survivors' healing speed is increased by 15%.
*When you unhook any survivor, you both gain 5% movement speed for 10/12.5/15 seconds.
Just a concept, what'd you think?
-
That's fair and I understand what you mean, this rift thing is pretty underwhelming but the next tome I'm sure will increase rewards, with 4 characters being the focus of the next archive I'm guessing this was just a rough start. The devs seem kinda money hungry when they first start out new mechanics so I'm guessing the next rift will be more packed with better rewards. Also, the part of the grind is really annoying, that I can agree on. The tomes should have an option to select 2 challenges or so and better rewards in turn.
Though I get why you'd be upset, I'm just saying supporting the devs will only make them put out better content.
-
I like the idea, and I understand where you're coming from on these but some adjustments sound overly favoring the killer. I believe that his deep wounding should definitely do more and make survivors more on edge, but at that point I feel like possibly his power should be more limited.
(i.e. Legion's power takes 45 seconds to recharge, has 20 seconds of use, hitting a survivor adds back 7.5 seconds, but deep wound is much more risky.)
I think deep wound against legion should have a 10 second timer, vaulting windows would take 1.5 seconds, dropping pallets would take 2.5, and the timer itself will begin to deplete after 30 seconds at a rate of 2.5%/second. This would make survivors much more careful in how they evade the legion and also prevent the legion from constantly stabbing people over and over.
Thinking on it, I am really tired and this is probably unbalanced and not v descriptive but I'm still going to send it lol
-
I feel like both collision and (underrated aspect, needs to be changed) directional hearing. If she did not have directional hearing, I feel she would be a lot more balanced.
-
I agree, they should rework some survivor bloodpoint scores for survival, I have a few little ideas here for survival points:
-Chase-related:
*Whiff: 50 Bp, make the killer miss a swing during a chase.
*Vault: 100 Bp, vault during a chase,
*Locker Escape: 350 Bp, enter a locker and end the chase.
*Pallet Drop: 100 Bp, drop a pallet during a chase (without stunning the killer).
*Pallet Stun: 400 Bp, drop a pallet during a chase (successfully stunning the killer).
-Non chase-related:
*One Down: 500 Bp, survive for the first generator's completion.
*Two Down: 450 Bp, survive for the second generator's completion.
*Three Down: 400 Bp, survive for the third generator's completion.
*Homestretch: 350 Bp, survive for the fourth generator's completion.
*Final Generator:500 Bp, finish the final generator.
*Hang Time: 12 Bp/second, hang on the hook for the first stage of sacrifice (720 possible points if the survivor second stages).
*Liberation: 450 Bp, get unhooked.
*Repairs: 5 Bp/second, total amount given after death, each second of repairs completed while alive.
Sorry if that was a lot, I just hope any member of the team sees this and hopefully passes it on :-)
-
@SilentSpectre said:
Survivor medkit addons just got changed, didn't they?
That's not what OP is saying, OP is suggesting that each item gets 2 ultra rare add-ons, 4 very rare, etc. like the trapper has for add-ons.
-
@Gibberish said:
The new GF outfit isnt OG Ghostface.
Real OG Ghostface - This new cosmetic
=======================================
Original Mask - Differently proportioned mask
Rounded sleeves with some small tassels - longer sleeves with jagged edges
No belt - belt
Robe reaches just below knees - robe reaches to ankles
Robe is fairly loose around the torso - Robe is fairly tight around the torso
Hood opening is somewhat wide and more round - Hood opening is more oblong and oval-like
This one is the Halloween costume that you see everywhere, I don't believe it's the movie based Ghostface
-
The map is alright, it's definitely going to be more difficult considering it's indoors and no killer shack but the thing about a chase is that it's not supposed to be a killer getting looped on one pallet for a minute. The pallets are intentionally unsafe, you're supposed to run around the map in an effort to maintain distance between the killer and yourself. Not teabag at a safe pallet then run it for 8 loops then drop it.
-
I would love to see a subway station, but make it appear not abandoned, just empty. Something about the abandoned vibe feels less eerie than the recently emptied for unknown reasons vibe. I would also love it if when a generator was completed, a nearby subway would have it's doors open.
-
@TheUnendingNightmare said:
How about 1/2 times the survivors can't see skillchecks ? Or something like that ? Now THAT would be good.
That would be too intense and fairly unbalanced, I think maybe it's slightly fainter or smaller.