RaSavage42
RaSavage42
About
- Username
- RaSavage42
- Joined
- Visits
- 13,990
- Last Active
Comments
-
@Mytea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361343#Comment_3361343
i play both sides so i'm not favoring any side. these perks should be basekit in my opinion to prevent what the title of this thread describes...camping and tunneling. survivors don't camp or tunnel and i have also given a very strong endgame option to be basekit as killer. no way out have got me many kills as killer already. you of course need at least 1 person dead and 1 other person should be hooked before no way out triggers, but even if just one person is dead you can combine this perk with many other perks like remember me, noed and rancor just to name three.
in addition to that these perks being basekit wouldn't make survivors stronger, but rather protect them from unfair playstyle of killers. it's no fun hanging there being face camped 1st hook for 3 minutes straight without being able to do anything in that match or being tunneled off hook just to be hooked again repeatedly. if you can't imagine that you should try playing survivor and experiencing this at least once...it's no fun at all.
on killer side i can only think of one unfair thing and that's gen rushing survivors. that's nothing that could be addressed with many killer perks though. no way out is one perk to slow down "generators" or rather the endgame and therefore also gens in a way. corrupt intervention has already been nerfed by bhvr deactivating once you down a survivor. by the time you down a survivor this perks mostly runs off anyways though. the only change could be done by removing items and addons completely or leaving only brown items/addons as i have suggested once already or prove thyself could be nerfed though for prove thyself to work efficiently you need at least 2 survivors working on a gen and that's again rather a problem of swf in contrary to solo queue because swfs are way more coordinated that even 3 gens mostly aren't a problem, but for solo queue it is and that's why eruption got nerfed.
in my opinion op addons like tombstone for myers, double range for nurse or 4x brand new parts are way worse on survivor side than perks. perks that speed up generators aren't as strong as regression perks from killers are, but survivor addons make it stronger and you are 1 killer vs 4 survivors. so if every survivor had a green toolbox with a brand new part and combine that with gen repair perks it really gets annoying. gen repair perks itself aren't as bad though. so items are definitely the big problem in my opinion here.
I didn't say that you only play one side
Why make perks basekit... that's just going to make the "meta" stronger (you have 4 perk slots... pick wisely)... Also the perks you picked come from a licensed chapters (minus Kinship and Off The Record) and Off The Record wouldn't work with BT... DS just needs to be reverted and it will be used
Survivors don't Camp and Tunnel Gens... Then say Gen rushing (make up your mind)
Endgame perks do synergize well... but you have nothing for the start or middle of a match
Survivors finish a Gen before Corrupt wears off (my experience)
Deadlock kinda sorta stops Gen rushing... as does Corrupt and TT
Gens:
Basekit Survivors: 1.0-2.2 charges per second... Prove Thyself make it 1.0-3.19 charges per second
Basekit Killers: .25 charges per second... Perks increase this... Call Of Brine makes Gen regression .50 charges per second for 60 seconds... Pop takes off 17.98 charges, PR takes off 13.485 charges, Eruption takes off 8.99 charges, Jolt takes off 7.192 charges
So how can you say the Gen regression is stronger then progression
No Way Out only works when the Gens are done... No slowdown
Instead of removing Items and nerfing perks... just adjust base Gen regression and progression
-
Then again it's a Strategy not a perk so it's hard to get rid of
Maybe increase the hook timer by 10 seconds (just like Gens)
MMR has a play in all if this as well... cause it only cares about Kills VS Escapes
By applying Hooks and Gens to a lesser degree
Like:
Kills- Grant 50% MMR
Gens- Number of Gens left will grant 25% MMR
Hooks- Number of Hooks will grant 25% MMR
Chases will be to hard to put in so I left it out
And the same things would apply to Survivors
Escapes- Grant 50% MMR
Gens- Number of Gens left will grant 25% MMR
Hooks- Number of Hooks will grant 25% MMR (putting this on individual Survivors is something that I can not figure out)
-
No... they have all of the power at the start of the match so why give the Survivors even more
-
What's so bad about realizing that the Killer is going to try everything to kill the survivors
Why are you complaining about Camping and Tunneling when Survivors do the same things
Plus the 1.0-2.2 base Gen progression helps out the "Gen rush" even more then 4 Gen regression builds that start at .25 base Gen regression.... So I don't know why you don't mention that as well...
-
No cause BHVR doesn't want to make it harder for them to get MMR to be more accurate
Hooks and Gens should matter but not as much as Kills and Escapes
I can't remember who said it (and what they said word for word) but that's the lessen to be learned
-
I like the idea behind it... and it seems like an ok perk
-
Welcome to the vicious cycle....
But having the Gens take 90 charges to complete means that Survivors will bring whatever they need to do them faster
Then Gen regression being left the same means that the Killer needs to overload on Gen regression perks and Tunnel one (or more) Survivors out
My idea is to adjust Survivors progression and Gen regression... cause having base progression 1.0-2.2 VS. .25 is just something
While reverting the Gens back to 80 charges (don't think that will help all that much)
The only perks that increase that for Killer are Call Of Brine and Overcharge... Ruin makes it the same but on Gens not being worked on
And Gen progression perks are Prove Thyself, Resilience... ETC oh and Toolboxes... Oh and hitting Great skillchecks
-
It's more like a decision made... to just swing for it leave it up to the Survivor to hit the button that causes DW to be applied then have them deal with it
-
@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361947#Comment_3361947
Idk what you're saying lmao
"meta" perks used on all Killers
All Killers will use the same perks... Bubbas running the same perks
-
But here's the thing... They can only count Kills and escapes not everything else
Hooks- If they counted hooks into the equation that would mean more numbers... for both sides
Gens- Same as hooks... on both sides
Gen times- would be even more complicated
Chase times- Would be even more complicated
Also whom you are matched with and against has an impact
So all of that would make MMR even worse then it already is
-
Then it would mean that there would be Killer favored Perks (builds)
Like Bamboozle on Bubba, Corrupt on most Killers, Sloppy on most Killers
-
Also... Tunneling Gens is a thing
Going from 0 to 89.9 charges in about 44.9 to 89.9 seconds solo is something that needs to be changed
Finding a balance between a solo Survivor repair speed and 2-4 Survivors repair speeds... IMO should be next
So don't mess with the regression rates but adjust the Survivors repair speeds
I know I've said to increase the Gen regression rates but that won't solve it all... as much as I believe so
Then they can go back through the Maps and find out why/how some Maps are sided and other Maps are neutral
-
Well we had that before the 6.0.0 (or whenever it was)
But both sides were obsessed with changing the "meta"
And some of the changes were not needed or to much
-
Cause Survivors can't see the perks their teammates bring
Why leave Totems up if no one put a Boon on it already
NOED.... simple enough
-
@Mytea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359202#Comment_3359202
yeah or the time it takes survivors to complete generators. that would also be an option on the killer side, but only if the named perks would be basekit for survivors.
They just did increase the Gen times... so no
They need to increase the Gen regression and adjust the Gen progression
Why make more perks basekit??? and why just Survivors???
-
@Chaos999 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360956#Comment_3360956
Sadly I don't think that would be the case. And they likely already realized that.
It's not like the current player base is gonna give them 2 chapters worth of income to fix the game.
But then again.... if they do 2 chapters a year it'll give us veterans a reason to tell our friends and get them to play the game
There are ways to bring in newer players... without constantly begging the player base with new stuff
Remind me how bad the past 4 chapter releases were
-
@Chaos999 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360803#Comment_3360803
This might sound fine and logical from a customer standpoint. Even from a development view.
But there is no way in hell anyone is going to convince the decision making board of corporate overlords that this is a good business idea. It's like telling them that you want to cut profit opportunities by half for a couple of years without it translating on proportionally greater income at any point.
True... but at some point they need to realize that there would be more benefit then not doing it
-
The problem with the game is that playing the game puts you into graded mode... if you want to play against other players
And intent is not so black and white...
-
Maybe instead of pushing one person to do it they get it right the first time
Just look at the changes to the Skull Merchant
And it's going to take time before anything gets done on that level... cause they make new chapters every 3 months
Maybe they could go from 4 a year to like 2 a year for a couple years... it'll save them from creating something new every 3 months and give them time to make the changes to the other Killers
-
I did see something about Deathslinger's chase music being too quiet... so they increased his TR
And baiting out survivors movements by spamming M2 doesn't seem nice either... Huntress doesn't have that problem seeing how she goes into a slight cooldown after putting away a hatchet
And Hillbilly did get overnerfed cause Hillbilly can just rev up his chainsaw and wait for the Survivor to make a mistake and a few of his addons were found to be too much
-
I'd imagine it's going to come down to the actors they use... cause let's face it theirs quite the difference
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360152#Comment_3360152
Ok. Then what's the point of wasting dev time on separate queues when there's no real enforceable difference between them?
Well... it comes down to be able to raise your grades with ranked and not with unranked
It's more on the person... just look at Overwatch or Siege
-
I'd prefer polished Killer powers over graphics
If the game doesn't play well then why does it matter if the graphics are amazing
-
@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360130#Comment_3360130
How do you ensure one stays in one and the other stays in the other?
In any case the proportion of comp to casual players is vastly skewed to casual. Hardly anybody cares about comp and they're honestly not worth catering to.
You can't... people are people
-
It's a balance thing...
How does BHVR get comp players to play the game and how does BHVR get casual players to play the game
Well... they could split them up... comp players can play ranked and casual players can play unranked
-
I had a game like 2 years ago...
I played observer Wraith...
Well The Survivor did 4 Gens then I got a Party invite from one of them...
"What are you doing?"... "I'm just observing you guys"... "Oh so how good are you?"... "IDK I think I'm pretty good"... "OK then how about you chase me?"... "OK fair enough"
Then the chase lasted about 15 seconds (give or take... my memory is -Bad Word-)
They all left and I was complimented... felt good
-
I can see everything but perks in a system... I've mentioned it before
-
I hope it's worth watching to say the least
But I fear that there might be too much for a single movie (If all of the original chapter are in it)
Also I can't wait to see DH used... LOL
Maybe we even see Killers and Survivors teaching each other their perks
-
I will but with shards and after I get the other Killers (Dredge and Knight)
-
I'm not saying to make it even... all I'm saying is too increase base Gen regression at least a little bit
-
@Rudjohns said:
Give the unhooked survivor at least 60 seconds of invincibility. If the timer runs out and they happen to be in chase, the invincibility lasts until no longer in a chase. They can't go down unless grabbed from inside a locker. Conspicuous action still applies.
Increase gen time by 25 seconds
Every time a gen is completed, 5 seconds worth of repairing is reduced from all gens.
Killers cant tunnel anymore if they want to win but gens will take longer anyways
Done.
No what they need to do is to increase base Gen regression
.25 charges per second is (word I can't type) VS. 1.0-2.2 charges per second
-
Cause I like the game... why else???
-
It all depends on Netflix not BHVR
Unless something happens then it won't change
-
OR... they could increase base Gen regression
Some Killers Tunnel cause they don't have regression to match progression... and by taking a Survivor out as soon as possible it slows down the match
-
I also main Pig... I've gotten more head pops then DC's without trying
But then again I've also started to play other Killers more
-
Corrupt and Whispers on all Killers
But I might have to rethink my builds here soon
-
Dying Light:
Cap Stacks at 6
Each stack gives 6%
Surveillance:
Take the Information part from Call Of Brine and put it on Surveillance... but only the skillcheck part to be exact
Call Of Brine:
Loses the information part
-
None... they all have something wrong with them
-
@Thralfazuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354568#Comment_3354568
and sometimes a sprinkle of Niche
Yea....
-
No... it'll turn into something that Survivors hate even more
Tunneling would be even worse then it is right now (and Camping)
-
Maybe... honestly who knows
I might just go perkless and see what I lack (seems it's been awhile since I've played)
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354083#Comment_3354083
Because it was a horrible mechanic that should never have been part of a perk?
They could've allowed Survivors to do more... like chase and cleansing
But no they couldn't code it properly so this is the next best thing
-
@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354573#Comment_3354573
Because it's what cool twitch streamers do....
Fair enough
-
Not to sound rude... Why did you put TTV in your name?
-
We are an afterthought
-
It's either Hypermobility or Anti-loop take your pick
-
It's players getting better at the game
Pressure-
Killers: Getting hooks and Kills
Survivors: Getting Gens done
Chases-
Killers: Shorter chases are best (For the most part)
Survivors: Longer chases are best (For the most part)
Perks (I guess)-
Killers- Generalized builds would be best but Gen regression reigns supreme
Survivors- Generalized builds would be best but Gen progression reigns supreme
-
Whispers....
-
@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354083#Comment_3354083
Because the Incapacitated is practically unavoidable unless you're using voice comms with a SWF group, not being able to do anything for 25 seconds is really obnoxious, the aura reading is much more fair then 25 seconds of Incapacitated IMO
But it went from 16 seconds to 25 seconds when the perk update... why wasn't it used then
It's because it's there were stronger perks (Ruin, Undying)... so if they didn't touch Eruption what would happen
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354083#Comment_3354083
It made the game horrendously unfun to play on survivor. The Incapacitated mechanic probably shouldn't be in the game.
So all I'm saying that it wasn't used that much before the perk update... so IMO they could've placed the Incapacitated back to 16 seconds then see if that effected the gameplay... then either get rid of it or lessen it even more