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RaSavage42

RaSavage42

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RaSavage42
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  • But anyway...

    Perks:

    Reworking Hangman's Trick, This Is Not Happening, Hex Ruin... ETC

    Maps:

    Getting a Map(s) for Killers that don't have one... but adjusting Loops for other maps

    Killers:

    Maybe Jason, another Pinhead (female this time), Chucky, IT (Pennywise), John Kramer or Det. Hoffman with any of victims that appeared in the movies

    Killer Addons:

    All of them (sorry but I don't want to say any specifics)

    Items:

    Reworking the Items we have now... Adding in a Walkie-Talkie maybe more

    Items Addons:

    All of them... give them all a look at

    Mechanics:

    Allow Gens to have checkpoints (either 33%, 66% or 25%, 50%, 75%) and give a secondary Objectives to get that Checkpoint either getting gas or a part (I could get more specific on this but I'll hold off)

    Get rid of the 4% (or luck for that matter seeing how this doesn't have that much impact on the game)

    There's more but I'll hold off and see where the thread goes

    Base Game:

    Either shorten the Lobby timer or get rid of it... Allow the HUD to show more... Allow Survivors to see each others Perks, Items and Offerings before the match starts (if they keep the Lobby the same)

    Either increase the Gen times or shorten the Gen times while looking at the efficiency that the Survivors bring (plus other things that would be something to add onto everything else ^^^)

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561511#Comment_3561511

    Yes…. But I enjoy other types of horror games…. It’s just silent hill is what comes when I think of new maps to be added into the game

    I see...

    I mean I kinda want to see a Stadium map for Trickster, A map for Pinhead Maybe a mansion or something

    All of the Killers that don't have maps should get one

    I also kinda want to see a City map (Huge) for the fun of it

  • @D0NN1ED4RK0 said:

    Maps

    I’m adding a lot of maps into this game

    idc if there’s a new OP killer, OP perk, OP addons or even new concepts

    I just want more maps into this game

    here are some maps I want added into the game

    alchemilla hospital from silent hill

    lakeview hotel from silent hill 2

    the amusement park from silent hill 1&3

    and uhhhh more maps just more and more and more maps either from silent hill or just made up maps until I can’t count them

    maybe uhhhh the town of silent hill itself as a map

    ok enough silent hill maps

    maybe uhhhh idk what else to add to the game…. But I want more maps either silent hill or just new maps in general

    i just want new maps added into the game cause now it feels boring whenever I spawn on any maps I’m used to and I’d rather feel like there’s a MASS variety of maps

    So is it safe to assume that you are a Silent Hill fan???

  • Those are great Ideas...

    @crogers271 yes you can think of this thread in anyway you feel

    I've been thinking of what others would have done after 6.1.0... cause I have my own thoughts about it

  • @BubbaDredge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558670#Comment_3558670

    I feel like this is exactly the issue.

    I try to play in the way I consider "best". I'm not trying to end the trial early or draw it out forever. Best games are when I get survivors that's feel the same way. They could hit gens and hide when I patrol and probably win. I could tunnel and probably win.

    It's way more fun when both sides want action and POINTS.

    Sure kills and escapes should matter, but a survivor that carries a whole team or sacrifices themselves to get the others out, that's no loser, that's the person that decided the match. I don't play survivor, but if I did, I'd want to be a player that sometimes dies to pull a win for my team. That would make me feel like a winner, that's power.

    I do appreciate this

    But I do want to add that even if they add more to the MMR then that would make it even harder for players to play without a unranked gamemode

    Cause being graded for every game that is played gets tiring after a while...

  • Well with Hex perks, Boon perks, Healing and Saving being better or having more focus

    If Hexes are viable then that would slowdown the game just a bit

    If Boons came back then that would slowdown the game just a bit

    If Healing was better then that would slowdown the game just a bit

    If Saving was more of a focus then that would slowdown the game just a bit

    All of these things make the game what it is

    Having 4 Survivors be different... like 1 Gen jockey, 1 healer, 1 Totem hunter and 1 Runner

    And have the Killer be more independent from one thing or another

    Gen kicker, Slugger, Camper, Tunneler and Hit and Run

    TL;DR

    If they made more perks more viable and having more focus on different playstyles would make this game better

    So rather then only adjusting a few perks they need to do more 6.1.0 type of patches

    More patches like that would throw out most stale "metas"... and having more patches in the first place would be better

  • It's all about efficiency...

    Survivors have 1.0-2.2 charges per second

    Killers have 2.5% instant regression and then .25 charges per second

    Then adding in perks (and that is a lot of number and math that I don't want to do)

    Then adding in Items and Addons (again it's a lot of numbers and math that I don't want to do)

    So there are some things that can be done... but it's going to seem one sided

    Either:

    Increase the Gen charges to 100 while making 25%, 50%, 75% of Gen progress unregressible and leave the rest the same

    Or decrease the Gen charges to 75-80 while adjusting the efficiency that Survivors have while watching everything else

    But IDK if that'll work out the way I see it working... but it would be something

  • The "meta" is only played and used in specific situations

    MFT- Chase oriented, Injury based

    WOO- Chase oriented

    Resilience- Gen oriented, Injury based

    DH- Chase oriented, Injury based

    No Aura perk

    No Mither is also not seen... even though it synergizes well with other injury based perk

  • Even then... those perks do help to a degree

    But yea FTP and Buckle Up along side Unbreakable and Tenacity help more

    It's more about learning gamesense rather then just using the perk

  • Again it's Gen efficiency

    Survivor can put in 1.0-2.2 charges per second... then add in great skillchecks , perks, Items and addons

    Then Gen regression

    Killers spend 2 seconds (round about) to kick a Gen to start the regression process at .25 charges per second

    So Gens have 90 charges

    Survivors can do it in 45-90 seconds

    Killer can regress a 99% Gen (so 89.9 charges) in 360 seconds (round about)

    I wish someone would do a video of all of the progression V regression... that way we can all see what it all looks like (in a vacuum)

  • Use Alert to know when the Killer breaks a pallet (out of cloak obviously)

    Use For The People to get a pick up quickly if you are healthy

    Botany Knowledge to help the healing needed... I'm afraid that this would be the only perk that'll help

    Knockout only works outside of 16M... so Urban Evasion to get close enough

    Resilience to help with Gens while being injured

    Leader to help others picking you up and group heals

    Unbreakable to pick yourself up and recover faster

    Tenacity to move closer to a good spot to be picked up and it also helps counter Knockout's other effect... and you can move and recover at the same time

    OOO to help getting a read on the Killer if the timing is right

    Empathy to know when someone is injured

    Bringing a Med-kit to make healing other faster

    No Mither to allow you to use any injury based perk in the game and you can pick yourself up

    Bond to know who's within 20M of you

    Autodidact to help with the healing... but you kinda need to get the stacks

    Bite the Bullet to make healing quieter

    Buckle Up to see the Killer's Aura if they aren't Cloaked and picking up a Survivor grants endurance so a limited time

    Lightweight to help with the stealth aspect

    Built To Last to gain back an Item (but gets weaker the more you use it)

    Dark Sense this perk all depends on how good the Wraith is

    Solidarity to help with Sloppy Butcher and saving others heals you for 50% (so by healing 2 Survivors potentially heals you fully)... Also I think that this perk shouldn't be effected by Sloppy Butcher

    In any case... there are perks that help out but it's all on how you use them... also Knockout only lasts for 15 seconds... so Buckle Up, Unbreakable, Tenacity and Empathy would help out the most

  • She does need something nut not a smaller TR...

    She needs more help with her power not base stats

  • It would be nice if they did the 6.1.0 type of patches more often

  • I hate to say this but.... Mindgame every single pallet... unless they drop it immediately or if I "misplay" it and end up taking the stun

  • With the Objectives being so generalized... Gens V Kills

    And with MMR being what it is... Escapes V Kills

    It's more like both sides yelling at one another to stop doing the Objectives so fast... Genrushing V Camping and Tunneling

    BHVR needs to add more Side Objectives and MMR being added to

  • Like you said fun is subjective... so all Killer have a degree of fun

    It all depends on the playstyle... so yea

    But Pig, Hag, Spirit and Huntress (with the ones you said)

  • I think 6% per stack up to 6 stacks (or tokens) cause at some point the more hooks the Killer gets the more power they have

    Or disallow a token to be gained by hooking the same Survivor... but I don't think they could do that

  • It's a viscous cycle...

    Game starts being fun (from perks to Killers to playstyles)

    Then once one gets used to the game it gets boring (from perks to Killers to playstyles)

    Then maps come into play... which either adds on to a playstyle or blocks a playstyle

    And other players (mostly content creators) having videos that say that XYZ Killers are the best with ABCD perks and 1,2 addons.... And on the other side it's ABCD perks on whatever Survivor you want to play with either Toolboxes or Med-kits with 1,2 addons

    So on and so forth

  • That's cause you have experience in playing the Pig... As do I

    her Slowdown is due to a Trap being used... some players don't realize that

    I do appreciate that but I'm on the lower end of the MMR scale (apparently)

  • It's mostly due to timing more then anything

    And it's funny if one thinks about it

  • I know... but some players don't realize that not tunneling is how you play her

    It saddens me

    BOOP

  • Pig... all of the ones I went against just chase an active Trap

    But then again I don't play Survivor that much

  • I hate to say this but I don't have a favorite Survivor

    But I do use Fang Min cause she's the only one that I have the most perks on

  • I play a lot of Pig

    I also play some Huntress, Hag, Spirit and Doctor

    I also play the others

    I don't play Freddie and Bubba

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551479#Comment_3551479

    I'm saying that the most common reason gens are 'done quickly' is a perception problem.

    There's no in game timer or clock, unless someone is specifically streaming or recording their gameplay. Most of the time a 90 second gen will be done in roughly 90 seconds, but the killer perceives 'gens fly' because they're focused on other things like trying to find survivors and chase.

    I'm specifically calling out killers who have poor game sense for perk choices. If you struggle to locate survivors and close out chases, but are running 4 slowdown perks there is absolutely more you can do to improve your own gameplay.

    It isn't 'gen speed' or 'gen times' when the killer has specifically chosen a build with zero information, yet blindly wanders the map and can't find survivors for 60 seconds or more (most of a gen).

    It's 100% a perception issue that gens fly if it's taking 2 to 3 minutes for the killer to build any pressure, but they *think* it's been like 45 seconds.

    Yea fair enough....

    I get it now... but I hate to say it but Survivors have the same issue

    But anyway... Yes using 4 slowdowns is bad enough

    And running a generalized build (on both sides) should be the way the game goes (but we'll see)

  • Killer: Surveillance

    Survivor: Leader

  • So what will happen if a Survivor is getting chased around the hook?

    So what will happen if a Slug crawls away so that the Killer can't find them?

    So what will happen is an unhooked Survivor bodyblocks?

    We all know that it will happen... but will happen with these things

  • Gen times and Gen speeds are 2 different things

    Gens: 90 charges

    Survivors efficiency: 1.0- 2.2 charges per second with a 1% bonus for hitting a great skillcheck

    So that means 90 charges can be done in 90-45 seconds

    Then adding in Perks and Toolboxes can speed up Gens

    So it begs the question... is it Gen times or Gen speeds?

  • How about a Gen that powers the Hatch and only the Hatch...

    Pros:

    1) A special Gen could mean different things... Strategy for one... less charges to power it... IDK

    Cons:

    1) 3Genning would be worse... and that is big so maybe not

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550803#Comment_3550803

    This misses the problem by actual light years. This was the argument before 6.1 increased gen times globally, then again to nerf prove thyself and BNP. (Remember when PT was claimed to be the sole reason for losing games? Surprise, surprise, it wasn't the issue). Now we're back to generic 'gen goes to fast'.

    The real problem can't truly be solved by game balance because it's the player. Far too many killer players want to just toss on 4 slowdown perks and then complain about gen speeds and clamour for nerfs.

    The real issue is that those players can't find survivors and take too long to close out chase. The game can't hand hold to tell you that you probably could benefit from chase perks, or that lethal pursuer is one of the best perks in the game. The devs have added an info perk and a chase/utility perk every chapter for almost two years now... they know the real problem and people just aren't using the tools that might actually help them improve. But entity forbid we examine our own gameplay, it's much easier to spam the forums and demand nerfs.

    Instead, players just slap on pure slowdown and then take 45 seconds to find the first survivor, then 2 minutes to close out chase. Then complain that 3 gens are done 'in the first minute' because they have the game sense of a fence post.

    The only time perks have 'solved' the issue of terrible gameplay was during the CoBruption meta, where any killer could hold games hostage for an hour and win by either attrition or default. That's why people have been screaming to go back to a slowdown meta, because during that meta even a potato could 4k without turning their monitor on.

    No that's the issue...

    Why are you blaming Killer's for their perk choices???

    Gen Times and Gen Speeds are two sides of the same coin

    If a 90 charge Gen can be completed in 45 seconds... is it Gen Times or is it Gen Speed

    If a 80 charge Gen can be completed in 40 seconds... is it Gen Times or is it Gen Speed

  • Gen speeds won't change unless it's the efficiency that they change

    1.0-2.2 charges per second of progression

    And then adding in perks can increase the 1.0 to whatever (numbers are hard)

    Then adding in Toolboxes can increase the 1.0 to whatever (numbers are hard)

    Oh and Great skillchecks add 1% to progress (which isn't much but if a Survivor hits multiple greats then that changes)

    Killers regression is .25 charges per second

    Then adding in perks it's either a % of current progress, total progress or increasing the regression rate (again numbers are hard)

    So it doesn't matter if they change Gen times if Gen speeds don't change

  • With the way the game is being "balanced" Survivors just put more focus on doing Gens more then Cleansing Totems and saving/healing

    On that point... healing perks and Med-kits being weaker then before it seems like a lost art

    Gen perks and Toolboxes are the best things to bring

    And Killer... well it's more like what Killer and playstyle that is being played not necessarily the perks being used

    Maps also play a part in all of this...

    Again the "balancing" is more on RNG then actual "skill"

  • Doctor and Legion- Just annoyance all the way around

    Spirit and Oni- Great great great Grandfather and Daughter

    Hillbilly and Bubba- Twin Chainsaws... enough said

    Pig and Pyramid Head- RBT's and Cages

    Deathslinger and Huntress- Guns V Hatchets

    Huntress and Nurse- Hatchet and Blinks (Combos for days)

    Pig and Ghostface- Teabagging Duo

    Wesker and Nemesis- RE Duo

    Any Range Killer and any M1 Killer

  • Some of my most fun times were when I was memeing around

    Playing Observer Wraith or Chase Plague... fun times

    I even remember being invited to the Survivors party when I was playing Wraith one time

    So yea sometimes it is good to just not care about the outcome

  • So are we comparing a perk to a bugged Killer -.-

    MFT isn't bugged but it does stack so that doesn't need to be taken care of

    Xeno is bugged and needs that to be taken care of

    Also let's add in Flashlights... they are bugged and needs to be taken care of

  • OP... so you didn't know that there was an exploit with Flashlights... it wasn't that Survivors are healing too much it was the speed in which they could do it... Vaults have been buffed so maybe learn how to use it

    OP... so you didn't know that there are still plenty of maps that are one sided... and that the collisions are more a minus for Killers not Survivors

    OP... have you seen some of the cosmetics that we did get (blendette, Neon Legion)

    OP... have you tried to learn how the game is played or are you complaining about all of the new things cause you wanted the game to remain the same

  • Rare to main... any of them

    There's 30 Killers each with their own powers and playstyle... some times it's good to play multiple Killers and other times it's good to play one... but not for long

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541160#Comment_3541160

    I have her at p100. Very proud to be a Boop enthusiast.

    Keep it up!🐽

    I only have her at p12... haven't been able to play

  • @radiantHero23 said:

    Twins and Freddy by far. There are like 3 around the world.

    Otherwise, maybe Hag, Trickster, Singularity. They are very rare to encounter but even rarer to see a main I feel.

    Other killers without many mains I feel are Pyramid head and Skull merchant.

    For a long time I also felt like I was pretty alone as a Pig main but recently I found many Boop enjoyers. So I'm glad.

    I was going to say Pig

    She's my highest prestige Killer

  • @Xernoton said:

    The idea is interesting but this would probably change core game mechanics. Imagine if you could use a crawl space while in chase with a killer. It could also be used to hide in places where the killer has no chance to find you.

    It's a bit hard to think of a way to introduce something like this without making some huge changes to the core game.

    Yea... trying to introduce something new in Maps would only be abused by either side

  • @Raccoon said:

    What stops people from grouping up in a crawlspace vs killers that can't crouch?

    Cause they wouldn't be able to... what I was thinking is something akin to Mario instant as soon as a enters they will reach the exit

    Or it could be broken... take your pick

  • But then again don't we need heavy map balancing in the first place???

  • I mean... it's a good idea

    But that would be difficult to code

  • @Zokenay said:

    Not a great idea, it would require heavy, and i mean HEAVY balance and map changes to accommodate this feature, and last time that happened it wasnt well received or done properly, look at the breakable walls

    Fair enough...

  • I mean... yea I think it's fair

    If they didn't change it would people complain about 3Genning

    Would Killer's be fine with multiple Survivors getting the hatch

    There are pros and cons to everything

  • Pig (Amanda):

    SAW fan... And I do like Pig's power I just wish there was more

    Spirit (Rin):

    I like her power

    Huntress (Anna):

    Throwing hatchets is fun

    Hag (Lisa):

    I like the strategy involved

    TL;DR... I like the verity of Killer's powers

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537334#Comment_3537334

    Honestly, it shouldn't give any amount of incap and it wasn't just the buff to 25 seconds of incap that broke the perk.

    Don't forget Eruption was originally 6% instant regression lose which is 5.4 charges. The 16 seconds of incap means a gen could lose another 4 charges before a survivor could start the repair.

    With the buff to 10% instant regression, gens now lost 9 charges instantly which is roughly the same value as before, but than added 25 seconds of incap allowing gens to lose an additional 6.25 charges. The perk was double buffed and incap as a status effect forced survivors into situations where there wasn't anything else they go while waiting out the status. It's not like facing Twins or Pinhead where survivors have something to engage with to break out of the status effect.

    Current eruption gives the same value as the release eruption, but more consistent on top of additional aura reading. If eruption needs a tweak, we could bump the instant regression a bit. But outside of that I don't see Eruption as needing more changes.

    Fair enough

  • I was going to say... kicking Gens shouldn't be viewed as unskillful... even then kicking a Gen instead of chasing a nearby Survivor might be better then just chasing the Survivor (IMO)

    But there's other options to get the Gen blocked without making a PR on a down

    Running Thrilling Tremors and Eruption might work... DMS and Eruption

    So Regressing a Gen isn't healthy?

    There are work arounds for Incap. but that's besides the point I was trying to make... yes 10 seconds isn't that much time but there should be a bigger penalty for getting caught by Eruption (IMO) it being an Aura Reading perk at this point isn't doing that much

    Yea... 9 Seconds of regression then 30 seconds of blocking actually means 39 seconds of slowdown

    And again... there's more to it then Eruption... it was Overcharge and Call Of Brine being paired with it

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