RaSavage42
RaSavage42
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I used to play about 20-25 hours a week to 10-15 minutes a week…
But that's also due to me being burned out… and other personal issues
Then looking at stats… my most played Killer is Pig so I'm one with struggle
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When regression meets progression
When Survivors stop quick saving
When Survivors stop running to get the save when being chased
When Survivors stop getting the Killers attention after being unhooked
When Survivors learn that getting the save doesn't mean hide and leave the unhooked Survivors to their own choices
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I have another theory…
Maybe when Survivors were playing against the same Killer with the same perks and same playstyle
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947313#Comment_3947313
Blight also started the Ruin + Undying meta, but I don't recall if it caused a lot of DCs and hook suicides.
It was terrible though.
My guess would be not really… but it gave the idea of it
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So if I'm thinking right we could say that Blight and Nemesis being added was the start of the epidemic
Blight due to his map traversal and Nemesis with Eruption
Maybe even Sadako with COB and the Overcharge re-work
The whole Gen kick META for all intense and purposes
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947270#Comment_3947270
I think, my friend, that the wave of anti-loop killers and gen perks have a bigger impact on this matter than Legion and Plague.
Or, specifically, Plague. Because Legion caused a lot of DCs when they first released, because they were genuinely unbearable to play against. Plague I think was okay, at least in my experience I don't remember seeing a lot of DCs against Plague in the old days.
And both Legion and Plague came with a Gen perk… just not slowdown
Plus some survivors not wanting to play against Killers they don't like… of course it wasn't as bad back in the day
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There are pros and Cons to every version of the game
But it's us players first and foremost… we got better, we learned things, we developed META builds and strategies
Then the Devs did what they did
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For me… I want to believe a reason was the endless wave of Anti-Loop Killers on top of Gen Perks
But even with all of that the numbers related to those Gen Perks… 200% Gen regression on COB for 60 seconds or until a Survivor touches a Gen… OG Eruption being 10% of total progress lost and if Survivors are on the Gen they are infected with Incapacitated for 16 seconds
I think it started with Legion and Plague (since they were released back to back)
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There are other healing perks that they have to pay attention to so they can't have BK go live and expect players to not use it
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There would be pros and cons…. but overall DBD has almost run out of Horror/Slasher "icons" so reaching out to other themes would bring in other types of people
I can see him being brought in after his fight with Luke… and falling into the Fog… And his Power being able to throw his lightsaber and pulling it back also being a 110% (4.2m/s)
But then again they would have to re-work the game from the ground up
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Well it may be a "flawed stat" but it still works for it's intended purpose
We can't ignore it for reasons… plus if we don't use KR then we can't use ER
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Not really… but my hesitation comes from the game's foundation being broken
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936851#Comment_3936851
It would be fine if you had a perk like that that involved player interaction. Then you wouldn't have some mapwide auto entity rebuilding effect for the whole team. I'd say slap a decently long cooldown and have rebuilt pallets return as downed pallets and it should be fine.
Agreed
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936715#Comment_3936715
Had to go back and check the mettle of man dates. That's probably the best example of a perk that was released OP, then got nerfed shortly after. It lasted about 2 and a half months. A perk that passively respawns pallets after 60 seconds of being broken would probably affect things WAY more though. I usually eye-roll when ppl say a change will cause everyone to swap to nurse/kill the game but... No one is playing a killer who has to deal with pallets if the pallets become unlimited.
I'm thinking of it working like AMN… Survivors have to grab parts from destroyed pallets then spend about 10-15 seconds to rebuild
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@Frost139 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936715#Comment_3936715
A perk is a compromise but ideally it'd be a base feature
But that's the point… anything that we think should be in the base game has been turned into Perks… and yes the other way around
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There are 2 parts to this
BHVR releasing Anti-Loop Killers back to back
And adding in Killers/Survivors playstyles given at the time
So it was unavoidable to have it turn to this
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I mean… if BHVR released Killers/Survivors in a non broken state (OP Perks/Killer Powers and bugs) they would have time to go through the roster
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936708#Comment_3936708
It would stick around for 2 weeks to a month before it gets gutted to become unusable. That's enough time to get as many people as possible to buy a character.
But still it'll be a perk until BHVR decides to nerf it (might be longer then a month though)
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I wouldn't be surprised if it turns into a Perk at this point
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Stop going after that Survivor…
Also timing is more important then anything
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It's at least Map dependent… but that's not the least of the issues
It's progression V regression
It's the fact that this game is 4V1 and the Devs are "catering" to the majority of the playerbase… while trying to keep the minority pleased
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Just like the people said above me…
It's not good enough…
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For me… it'll be when they realize that the base game is crumbling and decide to re design it from the ground up
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TO me it seems like Bot have every ability to see Killers before the Killer sees them
I want to say hacks but that'll be really hard to prove
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She's alright for now…. it's more of players realizing that her RBT's have to be left alone and not chased until it is removed
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It's the progression V regression
1.0-2.2 V .25
So that means 3 Gens can be done in 90-95 seconds
The only thing that would effect that is the skillchecks
Then add in Toolboxes… and that speeds things up further
Then add in perks… and that is both Killer and Survivor perks… so it depends on all situations and occurrences
So if the Killer can get rid of a Survivor early on then only 2 Gens might pop with a third having some progress on it
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At this point it's more down to how they code the game rather then what they want to do
This game has been built on a broken foundation
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I haven't played the game in a couple months (give or take)
But I main Pig… which isn't an M2 Killer (for those that believe it)
Also I try and play every Killer
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16 matches as compared to 1,000's of matches… you're matches are nothing compared to what BHVR has
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Same… but if there's a lot for the Devs to handle maybe taking the game down to rebuild it would be best
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I just love it when I face Survivors that get 4-5 Gens done and I don't have a hook….
See what I did there
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@UndeddJester said:
Depends on the context, what is this dash meant to do?
Map traversal? Land hits at loops? Smash through pallets and walls?
I would say smashing through pallets and vaults would fit him better
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I only have the Susie one so that's the one I use
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The way they code the game makes it harder to get a weekly update
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If they changed it be make it seem like the blind worked it would be better IMO… but maybe having it take more time to blind would be they way they go
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That's more pros and cons chat
Pros: Those Killers will have to predict where Survivors are going
Cons: Half of their power comes from being able to attack Survivors during/after coming out of their power… so that'll lessen that aspect and be more for map travel more then anything
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They won't… given how we acted without it on the first place
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The reason SWF's pick the Perks they do isn't for some insane strategy it's more likely they are just friends and want to chat about other things other then constant call outs
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If we have come to know what BHVR shows and what they say about what they show…. it's more of "this is what we want to show you and don't read to much into it"
So any questions into more specific parts will go unanswered… trust me I have a lot
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Map changes and other things… did the Killer's bring an offering to increase the Hook spawns???
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It's more of the players involved… if the players you play with/against are doing things that you don't like that's one thing
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What's the criteria for the list
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@Kazarin said:
Yep. The perks are boring because some of them are just remixes of existing perks such as the new survivor healing one and we'll make it.
And plus ghoul is absolutely broken it is not fun to play against them. Blight is borderline the same. It feels like every match is just such an unhealthy competition. A bunch of killers don't even care about having fun they just want to win.
Some games just become a toxic waste of time where survivors just end up hiding for extended periods of time or killers end up gen camping. It's not really fun.
I blame the coding for the game rather then lack of ideas (hopefully)
And even then there will still be problems but if the redesigned the game in C++ I would say that a lot of things will be better
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I agree with @jesterkind on this… the term second chance is used in a way that it makes it so generic and broad that too many Perks fall into it
Exhaustion Perks: are used to give the Survivor a speed up (SB just works by… sprinting, Lithe works by vaulting, BL works by falling from a height, Smash Hit works by stunning the Killer with a Pallet)
Gen Perks: are used to either A. find Gen(s) or B. speed up repairs (PTS works by having 2 or more Survivors on the same Gen, Daja Vu works by existing… since it's both an aura reading and repair speed up Perk)
Healing Perks are used to either A. speed up heals or B. allow one to heal by themselves (BK speeds up healing, Self-Care allows one to heal by themselves, B: COH allows Survivors within a set range to speed up healing)
Yes there are ways to say that most of the Survivor Perks are "second chance" Perks but that just leads to a question What are first chance perks???
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A Perk that has the Crows attack and injure Idle Survivors (would make since on Artist)
A Perk that grants a speed boost to the Survivors when one is killed (this one is of my own creation)
A Perk that affects Skillchecks (like Old, Old Ruin)
A perk that… IDK gives the ability to see how much progress Gen(s) have (like the Addon For Wraith)
Giving Surveillance the Loud Noise Notification from COB)
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I been saying the same thing for a couple years now… Maps need to be hand designed first then allow the AI to take that and make the changes to it
I'd like to see Custom matches with an option to have a specific map seeding
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I hate to say it but at this point but knowing where Survivors are is a lot better then worrying about Gen regression perks
I tend to run Corrupt in a lot of my matches and Gens still get done so that's not real slowdown especially when RNG plays the biggest part in it's effectiveness
DMS is held back by it's cooldown and conditions (Hooking Survivors)
SH:PR is a shell of itself at this point… if you want good use out of it then use the Hook spawn offering and hope that Survivors don't run Sabo or Toolboxes for it
NWO is not a Gen slowdown but an Exit Gate slowdown (Survivors can't open the gate)
Eruption means you are spending just as time kicking Gens as chasing Survivors and hoping that the Gen isn't done by the time you down a Survivor
Pop is still good but again you have to hope that you can down, hook and kick a Gen within a set time limit
Hex: Ruin isn't worth running due to Totem spawn spots and Survivors getting Cursed as soon as they let go of the Gen(s)
Surveillance isn't necessarily Gen slowdown but it gives you greater hearing range of Gen repairs and if you kick a Gen then the Gen turns white and if a Survivor touches the Gen it'll turn yellow for 12 seconds
Discordance though the same as Surveillance it gives you a noise notification if 2 or more Survivors are on a Gen
Thus the point of all of this ^^^ is to say that knowing which Gen(s) are being worked on is better then actual Gen regression/ slowdown
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I think this is going to be a thing later on (when the Devs figure it out completely)
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@RaSavage42 said:
I would have to say ME….
Main Weapon:
Folding knife… Getting a hit will cause him to wipe and fold then unfold
Power:
He can fold his knife gaining Undetectable status effect and giving him the ability to crouch and mark Survivors (not exposing the Survivor) but showing the Aura of the Survivor for 5-6 seconds apon completion and he can't remark that Survivor
Addons
I can't think of any off hand
Perks:
Left Alone:
When Survivors are farther then 32M… gain haste (2%-3%-4%) until Killer gain LOS of a Survivor
Under Pressure:
Gain a Token for every Gen competed… and gain bloodlust 3-4-5 seconds faster but lose the ability to see scratch marks Perk goes on Cooldown for 30 seconds after hitting a Survivor (I might have to add Special attacks to it)
Live Or Let Die:
Hooking a Survivor 2 times in a row cause the TR to increase by 2M-4M-5M and the Red Stain will increase by 2M/15 Degrees and gains pulse for 60 seconds also goes blind for the duration
These may change the more thought I put into this… feel free to let me know where I messed up
I also made myself into a Survivor with the same perk names but with different effect
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I would have to say ME….
Main Weapon:
Folding knife… Getting a hit will cause him to wipe and fold then unfold
Power:
He can fold his knife gaining Undetectable status effect and giving him the ability to crouch and mark Survivors (not exposing the Survivor) but showing the Aura of the Survivor for 5-6 seconds apon completion and he can't remark that Survivor
Addons
I can't think of any off hand
Perks:
Left Alone:
When Survivors are farther then 32M… gain haste (2%-3%-4%) until Killer gain LOS of a Survivor
Under Pressure:
Gain a Token for every Gen competed… and gain bloodlust 3-4-5 seconds faster but lose the ability to see scratch marks Perk goes on Cooldown for 30 seconds after hitting a Survivor (I might have to add Special attacks to it)
Live Or Let Die:
Hooking a Survivor 2 times in a row cause the TR to increase by 2M-4M-5M and the Red Stain will increase by 2M/15 Degrees and gains pulse for 60 seconds also goes blind for the duration
These may change the more thought I put into this… feel free to let me know where I messed up