Psykoala
Psykoala
About
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- Psykoala
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Comments
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I'm actually just checking the forum to see if the the movement is fixed - until this day, I have 0 motivation to play. Would rather count Keys on my Keyboard in my freetime.
Feedback? Change all walking animations back. I know so many people who spend a crazy amount of time on your game to master the movement - and now all their interest in playing has received a clean cut from 100 to 0.
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I play Killer Main - The Perk is absolutely fine. The Info it gives you is not too strong. Also, as a Killer you should constanly look around while not in an active chase, in this case the Perk also constantly activates and deactivates and leaves the Survivor guessing.
A really good killer will have more issues with perks like DS or Adrenaline, but not spine chill.
Only a really good survivor can make acutal use of the vault bonus, which also makes it a nice skill perk.
On lower levels of play, survivors that run it will leave their gen and hide everytime the perk activates, even though the killer just randomly got into its range.
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The Console Game costs more than the base PC Game
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Since I keep seeing you mention haddonfield, I'm guessing the harvesters are a broken loop with it? That is if the killer just follows them without any counterloop attempts - after which the window gets blocked pretty quickly. Also, a survivor has to reach them in the first place. While it might remain REALLY strong on this specific tile, overall it is way too situational to be an op perk.
Another option would be to have the original perk with a cooldown on the stagger reduction, like in quick&quiet for example. In this case a surv can't have multiple loops on the same tile and will have to look for something else to get away.
Bottom line is - the perk used to bring a very fun and interactive mechanic to the game, but now it's just a really weak speed boost perk. There has to be a better solution for the games sake.
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I'm with Kind_Lemon on this one. If they think a combination is broken, I would much rather have it only reducing the stagger, without any speed boost at all, no exhaustion perk anymore. It's too situational as an exhaustion only and broken as a combination - so why not make it a perk that only reduces the stagger penalty on drops? Would be such a unique and fun interactive perk.
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@GoshJosh said:
Name one other exhaustion perk that has any function while exhausted... go ahead, I'll wait.
The point is, that on many chases you don't even get to use it - while the other exhaustion perks have much easier access. Sprint burst and dead hard are about timing but can be pulled anywhere, you'll usually always make it to a window with lithe (instadowns aside) - but Balanced? Very situational, only some tiles allow for it to be used, some Maps might even have only one hill to trigger it. Think about Shelter woods - The perk is a completely wasted slot if you don't know the precise way to trigger it on the tree. It NEEDS an additional bonus to be "balanced"
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There has to be a better solution tho than the current one. Maybe make it so the penalty to movement after dropping is reduced by 20/40/60 percent instead of the old 50/75/100 (If I remember correctly).
But right now, it is by far the weakest exhaustion perk and is rightfully almost never used by anyone. I'd love to see perk usage statistics anyways.
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you're trolling right? got changed back almost 2 days ago
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Looks good, also like the idea of less safe pallets but high risk high reward window setups
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As a Huntress Main, I also noticed that the hitbox of Survs is not exactly on their visible body, but more like a standing box. Even when survs are running, the hitbox seems to remain a standing one, which is why hatchets will hit them clearly behind their back, but will go through them while running on the face without landing a hit.
On both sides, this sometimes looks and feels really stupid. I wish they'd put more work into that.
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@darklinger said:
She also so powerful when got stridor. Maybe this perk shouldn't work with her
Was proposed earlier and I agree that the perk makes her too strong. She is balanced around not being able to see survs while in phase. If you tryhard her with stridor, that's just like farming helpless chicken. I've done it, it's fun for a game or two, but it just doesn't feel rewarding farming off probably good, but helpless Survs even on rank 1.
But I don't like the idea of only making Iron will immune to stridors effect, because the perk is already and always has been decent for Survs, this change and not nerfing the spirit would force all survs to pretty much always run it. Also I don't like just saying this killer can't use this perk, feels stupid and has never been done before, not the way to go.
It is probably best to leave the Spirit / Stridor interaction as it is, but instead "nerfing" the spirit in a way that the Survs have a chance to cope with what she's doing.
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@ich_häng_mal_rum said:
I like the idea that her power don’t recover during a chase, but it would be a very big nerf! Alternatively I would give her a normal movementspeed, otherwise she would be to easy to loop.
@Pawcelot said:
Maybe we should be able to see a faint ghost-like version of her when she's phasing? It'd not solve her own strength to chase down survivors (since things are unchanged from her side) but it'd help survivors (a bit at least) to counter her by knowing where she is if they're paying attention?
Of course there would be some adaptions that have to be made. But after reading through the comments, I actually think it's a better idea to not limit a power so much, as it's what keeps killers individual. So instead, I'd love to see a change we've talked about quite a bit in here, something that helps Survivors tell IF and WHERE she is phasing. Similar to what @Pawcelot just said, or the trail of shroud that I proposed.
One could also think about giving her an ultra rare addon to remove this, in which case she pretty much plays out like she currently does on default. You'd have to spend a red addon though to be this powerful as a killer, which is then fine. Almost all Killers have Addons that make them significantly more powerful. 4 Survivors can also run 4 purple/red tools to increase there power a bit. Balance should always be made around base stats.
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@Mandy said:
This isn't a bug. Technically the survivors objective is to escape which is why it's in the objective category. Survival category is things that you do in match to stay alive - escaping a trapper trap, healing, mending etc.
If you go that way, you might as well delete the survival category. It's then also a Survivors Objective to heal himself in order to survive etc.
I even think that opening an exit gate should be a survival aspect, although I'd understand the argument that this is part of the "5 Gen to Power Gate" - Objective. But Point wise, I'd love to see stats on which category is maxed out in most games. It's pretty much always Objective and Boldness I'm sure, so how about distributing this a little better?
Possible changes that'd make sense:
Hatch escape towards Survival
Opening a Gate towards Survival
Healing & Coop Healing towards Altruism (Apart from self heal, which is Survival)
Chest searching Survival
Cleansing Totems towards Objective (Boldness is logically fine, but already very easy to max out)
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The only counter play to her is stealth. Just like against the nurse pre-nerf. But when stealth fails, there is literally no reliable source of counterplay. It just doesn't make an interactive gameplay experience for Survivors.
I'm completely fine with dying to a killer that uses its strenghts better than I use mine. But knowing you have no chance to make a play on your own, having to rely on a killer to make a mistake? Feels pointless. It also does not feel rewarding to win games as a spirit to me, even with BBQ being my only perk.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1515076#Comment_1515076
Considering every killer content creator (maybe aside from Tru3, although he wouldnt call himself a killer main I guess) disagrees with you, and some like Otz even considers her better than Nurse. Not to mention most players with several thousand hours in the game disagrees with you, im gonna go out on a limb and say that you are wrong.
That and just the general community, besides like most spirit mains, would like her nerfed or at the very least given proper counterplay besides flipping a coin.
Well put, your best chance as a surv shouldn't be a coinflip every time.
Maybe my first idea was not thought through enough - but that's why we're here brainstorming. I like the idea of giving the survs a chance to cope with what the spirit is doing. Maybe make her leave a cloudy trail while in phase walk?
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@Tricks said:
that sounds ok but her base movement speed would need to be increased or her phasing speed.
As mentioned in my first post, I thought about giving her a longer base range on the Yamaoka, so she can use it apply Map pressure much better.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1514950#Comment_1514950
Killer main that never played with the spirit.
What makes you think I never play her? Got at least 20 Rank 1 Games played with her
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@Justalittlepeeck said:
Oh yes, another "definitely not biased" post suggesting killing nerfs.
I'm a Killer main btw, although I play 95% Huntress. But I don't want to play a Killer that pretty much almost wins everytime when facing the same skill level, I want it to be nearly balanced - which Spirit is not. It was fun when she first came out, but now it's just too easy to win
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@MiniPisa said:
All that needs to be done is enabling the survivors to see her post-phase animation. That way she can't just stand still and mindgame unless you're not paying attention
That would do the job too and doesn't take too much away from her.
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New auras are terrible. The Killers Aura Perks are almost useless currently. Please revert the change immediately
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@Keezo said:
For The Banning System:
And just like that, the game loses minimum 6 maps in rotation per lobby. Ormond, Haddonfield & Pantry are going to go, Hawkins, Lery's & Shelter Woods will suffer the same fate. On paper this sounds good, as it functions as a bandaid for bad map design, but... even if everyone agreed they found X map unfun & didn't like playing on it, there will always be a map someone loathes in rotation, Midwich could come around, banned it? enter Mother's Dwelling, you banned it? Rotten Fields. Your a survivor and have banned Hawkins, Lery's & Shelter Woods, have fun on the pure interactivity that is Ward, have fun on Suffocation Pit against a Doctor. This wont... fix anything, you'll always still get maps that you find ######### & unfun. Then there's SWF who can block 12 maps, so they can increase their chances of being sent to an extremely fun map such as Ormond or such, while blocking of the killer's maps, so blocking extremely favorable survivor maps becomes a must if you don't want to play on them, so you don't even get to pick maps you just find ######### unless you want to have an increases chance of maps your side is bad on, as there are always going to be more maps you find unfun, than are bad for you.
For The Shown Map System:
This one is even worse from a health standpoint. What killer will decide to stay in an Ormond lobby, what sane person of either side will stay in a Midwich lobby, "But they could use offerings", they wont, what purpose is there when you could instead just leave and find a map you like instead of throwing it up to chance, as someone else might bring one. Then there will be people who refuse to play on a map that doesn't favor them, increasing the wait times for the people who don't care. And as you've said yourself, some killers & perks are broken on certain maps, and this will just exacerbate the issue, if it's Coal Tower, there's gonna be 4 Balanced Landings, very fun for the killer to deal with. If it's Game, there's always going to be Infectious or Doctor. Suffocation Pit, Azarov's or Sanctum? Hostage Doc would like a word. Is it a very survivor sided map such as Ward, expect an Ebony & bring spicy #########, is it a very killer sided map such as Hawkins? expect the survivors to bring in spicy ######### & bring an Ebony. This system just worsens so many problems in the game.
Its nice on paper, just not thought out.
Saying it's not thought through is not a counter argument to me for implementing this system with all necessary adaptions of course.
Banning System:
Well, as said, literally all other games of a variety of genres offer a Map Pool Selection. Why should the game force you to play on something you don't enjoy? If I enjoy Huntress on open Maps, I don't want to play on closed building, I'd rather spend my freetime with another game. Dbd looses players to this issue (myself and 40% of my friends who stopped playing mainly dislike this exact issue at hand), which can't be what they want.
As I have said before in this very thread: SWFs obviously won't be able to stack bans. The person who creates the Lobby will place the bans, that's it. Also, to give unpopular Maps a better shot at getting picked, I'd suggest a pool of like 8 Maps that could rotate every month. Done in many other games just like that and has people happy. Also, the most popular Map of the last cycle could always stay. It also pretty much shows the Devs which maps exactly get small playtime, so they can work their problems out.
Shown Map:
Also not a feature I invented but done and proven in many other games: If you keep leaving lobbies, you'll get penalties on your queue time. I highly doubt this would cause much of an issue for getting a lobby together.
As in gameplay, for example all survs using balanced landing - Yes please! This just lifts the level of play/competition in this game higher than it could have ever been before. If things turn out to be overpowered, there can always be balance patches. Killers are different, very different. To try to balance them so they're playable equally well on all maps is just not realistic, its impossible. Just accept the fact they're not fun on some maps and let people pick the right character for the right map. Again, the level of play would be so much better.
Also, it never restricts people who just don't care. You don't have to use bans at all if you enjoy playing everything on every map. But high level play needs some sort of map/character RNG reduction to be enjoyable long term.
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No more opinions on this? To me, this is without doubt a huge quality boost for the game.
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/1431018#Comment_1431018
1.safety is until the pallet falls
2.not always under the shed
3.You don't have to be on it to hang there,1 hook distance or farther with advantages means you can hang there
- Make sure it doesn't get wasted and the killer has to spend a LOT of time to get that first hit in, upon you sprint burst away to another loop. If a Killer starts his first chase with a good surv on the shack/main building, he'll loose 2-3 Gens off the bat. Those places should be at least a little risky to use for survs, since they are so powerful and easy to find/run to.
- As said, both the shed/shack and the main building are usually equally strong loops, the latter ofc depending a bit on window spawn.
- Not all Killers have powerful basement play anyways. What's a wraith gonna to against Borrowed Time and Dead hard? Wasting time and perks carrying survs all the way down there. Killers who are powerful down there (Bubba, Myers, ... ) usually struggle on open loops enough to compensate. If the Killer camps around the basement, well one surv can die while the rest say adios - Big Loss Game for the Killer.
Basement really doesn't need change in terms of 2 exits, it would just be a waste of time for any Killer to use those hooks at all.
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Don't make perks mutli use if not necessary. If deerstalker needs a buff, it's gonna be more range. I think the perks balance is fine though, it already can save a slugging killer a lot of time.
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@Kind_Lemon said:
I mean, yes. Just yes. I've been behind a change like this since forever ago.
I would also like to see this change because of how map offerings might then be used; trading a known specific map for a realm is interesting to me.
Cool thought that would actually keep all the Realm Offerings alive. If you don't like the specific Map, you can use an offering to randomly pick another Map of the same Realm as the one given to you by the lobby
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It's also a map that just wants you to quit and requeue as a huntress
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@Angerydoge said:
I like this idea but I worry that it could be abusable by swf if it isn't done correctly. Every 4 man would just go for Haddonfield.
I highly doubt it would turn out like this. The Survs can't PICK their map, they can only ban a few. SWF Queues of course can never ban 3 maps for each player, but only 3 Maps as a group. And even if you personally, as a killer, don't like playing on Haddonfield, you could always ban it and never have to deal with it.