Avatar

RaSavage42

RaSavage42

About

Username
RaSavage42
Joined
Visits
13,990
Last Active

Comments

  • BT- Is still a perk and it just extends the Endurance effect and gives Haste

    Eruption- Upped the instant regression to 10% and gives the Survivors Incapacitated for 25 seconds (and is highly complained about)

    Ruin- Decreased regression rate to 100% (base Gen regression)

    Deadhard- lost it's distance but now puts those hit into Deep Wound

    Base Gen regression is still the same but now it includes a 2.5% instant regression

    BBQ- Lost it's BP gain

    WGLF- Lost it's BP gain

    God... over 30 perks were changed and it hard to remember everything that was changed

    3 Killers were released... The Dredge, The Mastermind and The Knight (IDK if there were more)

    3 Maps were released... RPD was separated into East Wing and West Wing, The Garden Of Joy and The Shattered Square (I think that what it is called)

    The Nurse and The Blight are the strongest Killers in the game

    The Legion can now down a Survivor after hitting 4 survivors with Feral Frenzy (the 5th hit will be the Survivor whom goes down)

    New Chase music for Legion, Ghostface and The Hag

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275394#Comment_3275394

    I actually wonder what the stats for this forum are. Like are the stats here representative here of the stats in the game (like say 80% survivor and 20% killer) or are they skewed towards one side?

    Maybe... who knows to be honest

  • This game is balanced around whomever is louder...

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275004#Comment_3275004

    Okay, here's what kicking a generator currently does:

    ▪︎Causes 2% progress loss

    ▪︎Applies regression at -0.25c/s

    I would be fine with buff these numbers to -5% progress loss and -0.4c/s if we tone down regression perks. Additionally, I'd like to see endgame perks buffed and other chase related killer perks.

    Call of Brine

    Kicking a generator causes it to regress 0.25c/s faster than normal for 40/50/60 seconds.

    Additionally, if a survivor stops repairing during that time, the generator will begin regressing.

    Eruption

    After kicking a generator, it becomes trapped until triggered.

    When putting a survivor into the dying state by any means, all trapped generators trigger, blocking for 10/15/20 seconds.

    Any survivor within 12 meters to these blocked generators will have their aura revealed.

    Overcharge

    After kicking a generator, it begins regressing at 0.25c/s up to 0.5c/s over 45 seconds.

    The next survivor that touches this generator will have to face 3/4/5 continuous skill checks.

    Ruin

    No changes.

    Oppression

    Shorten cool-down to 60/50/40 seconds and make the skill checks continuous (5 of them) to other generators.

    Wait are these your changes???

    I'd remove the -2.5% for every kick

    Call Of Brine- Just make it increase regression remove everything else and put it on Surveillance

    Eruption- Just make it so any Survivor can't repair any Gens effected... we need to stop with the Gen blocking perk at this point

    Also Blocked Gens don't regress... or they could make it so regression is applied to the Gens once the Blocked Gens aren't blocked anymore if not tapped

    Overcharge- I can get behind

    Ruin- Fair enough

    Oppression- I can also get behind

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275016#Comment_3275016

    There's just nurse and blight power wise. There will be people that will comlain about next killers, but not overall killers. It will be artist gameplay is boring to play as/against. Nerf MDR on spirit. Remove tombstones on meyers. Wesker has too easy tunneling off hook. Etc. But all other killers are overall fine power wise (if we are talking only from too OP spectrum that is - we have quite a few killers that needs buffs). It's just that some addons would be problematic.

    And then there's also the question of camping and tunneling. But that is maybe off topic as it goes beyond specific killers (maybe disregarding bubba)

    Yea... I agree with that... after awhile it'll happen

    Camping and Tunneling are issues on both sides (Killer not moving away from a hooked Survivor and Survivors not moving away from the Gen that they are on... Killers whom hook a Survivor just after they get unhooked and Survivors whom complete Gens after starting it

    Both make the game not so fun... 5 minute matches are just not fair

  • Nonsense the unbeatable Wraith build is:

    TOTH, Fire Up, Discordance and Whispers

    And just stay invisible for the whole match

    Let the Survivors think that you are doing something else...

    /S

  • LOL.... Let's not and say we did

  • They should recode the game... it'll make it easier to make changes and not break the game and implementing new things

  • So there are a lot of give and take about perks

    It's more about what Build you want and your playstyle

  • Nice disguise on the Title

    But if they change her to be "easy" then the next Killer to be complained about would be Blight... and so on and so forth

    They need to make her have more noticeable counters... and make her addons more useable (More then just a few BTW)

    But then again I don't have many ideas on how or what could change

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274797#Comment_3274797

    I see where you are coming from, but let's be real here, most killers can work around most conditions. If it was that much of a hassle, would killers use regression perks at all?

    Don't get me wrong, I think regression perks have a place in DBD, but using four of them is outrageous. I know you want to win, who doesn't? But can both sides come together and say this isn't healthy for the game? Survivors (especially SoloQ coff coff ERUPTION) are having to do an additional 1 - 3 extra generators, and killers can't use other cool perks without putting themselves at a disadvantage. Both sides clearly aren't happy.

    If each regression perk only gave 7% instant progress loss + regression afterwards, it would help out a lot. Then we can make endgame killer perks better, and other chase related perks to help shorten chase (which is more fun and indirectly helps with time management for the killer).

    Yea I don't agree with the 4 regression perk builds either

    I think so as well... But if they increase the Base Gen regression then they should be able to do more with regression perks

    Again I think that if they do that then they can focus on what each regression perk does...

    Call Of Brine could have increased Gen regression but take longer to kick and can only be applied to one Gen at a time

    Eruption could make the Gen that was effected by Eruption unrepairable for 15 seconds (Give or take)

    Overcharge could do the same as it does now... But 25% Gen regression to 100% Gen regression

    Ruin could either do 50% Gen regression but stays active until cleansed or 100% Gen regression but deactivate apon a Survivors death

    Oppression could do 100% Gen regression on the Gen kicked and 50% Gen regression on the other Gens effected

    But those are just off the top of my head changes I would do... Please be nice to me

  • How many friends did play???

    If there were 4-5 then you can go into KYF and practice both Killer and Survivor against the Killer

    But alas... sorry that the game doesn't do much to teach players how to play the game... other then holding a button

  • That's apart of my point though

    How is the Killer supposed to know

    Plus how are the Survivors supposed to know who the Killer is and how to counter the perks used... or even what perks the other Survivors are using

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274218#Comment_3274218

    But survivors don't have anything compared to the killer. Most are conditional and have to go out of your way to get them, but killers get their's by doing their main objective.

    Eruption — Down a survivor

    Pain Res — Hook a survivor

    Jolt — Down a survivor

    Thana — Injure survivors

    These are all "win more" perks. Which can snowball to make 99% generators turn into 40% in a matter of a minute.

    Want to know my solution? Do what BHVR did to most haste perks. Each perk gives 7% haste, which gives an artificial cap of 21% for 4 haste perks.

    Each regression perks should be 7%, which would artificially cap them to 21%. Then buff the crap out of endgame killer perks because at least then the game aged well and didn't stay at 4 generators for 90% of the match.

    Yes as far as Solo's go most of what Survivors have are conditional

    But SWF's don't have that conditional element

    Eruption- kick Gens and hope they don't finish the Gen(s)

    Pain Res- Hooking a Survivor on a specific Hook

    Jolt- Downing a Survivor around incomplete Gens

    Thana- Yes injuring Survivors... but keeping them injured

    Now see if you said Dying Light I would've agreed with you...

  • I think the first thing BHVR needs to do is to increase the base Gen regression then work out the regression perks

    Make the Gen times 80 charges... then work on Gen slowdown perks (Thanatophobia, Dying Light, Gift Of Pain)

    Fix maps then work on Gen blocking perks (DMS, Deadlock, Corrupt, Thrilling Tremors)

    But all of that will take time (possibly a recoding of the game) to do... so capping Gen regression and Gen progression seems like the best thing for the game as of right now

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273420#Comment_3273420

    Is gen rushing really that bad to cap it? Seriously.

    If regression is capped...

  • Having free choice in perks helps and hurts the game

    The Killer can bring 4 Slowdown (Gen Blocking, Regression, Speed reducing)

    Sorry for the long post... but TL;DR it's up to the players to chose what perks to bring and BHVR made some mistakes on the changes to the perks... and this is all my opinion so you can disagree but at least tell me why (in a kind and polite manor)

    And the Survivors can bring 4 Speed up (Things)... Toolboxes, Prove Thyself, Hyperfocus, Stakeout, BNP, Toolbox charge addons, Toolbox Speed addons... Sorry but I can't seem to generalize those... My mind is spinning right now

    So with the regression perks... Ruin, Call Of Brine, Overcharge and Eruption... Ruin is on the lowest end (base regression but it's automatic and until the Totem is cleansed or the first Survivor dies something needs to change either allow Ruin to be 200% regression but deactivate apon a Survivors death or keep it at 100% but remove the deactivation effect)... Call Of Brine has too much going for it as of right now, Increasing regression, Knowledge, and the fact that the Gens aura changes to yellow (some of that can be put on Surveillance IMO)... Overcharge starts small but grows over time and that (word I can't type) skillcheck, safe to say that Overcharge is also too much at this point either remove the skillcheck or change the regression... Eruption again does too much at this point, Gen aura changes to yellow, base regression at first, the 10% when a Survivor goes down, and the Incapacitated status effect lasting for 25 seconds

    So the last second switching to whatever the Survivors bring needs to be a thought in the back of the Killers mind... and the thought of who the Killer is and what perks they are using are in the back of the Survivors mind

    Again I apologize for the long post

  • Gearhead- needs to be reverted

    Hangman's Trick- again needs to be reverted

    Dying Light- needs to have 6 stacks and 6% speed penalty... and have the Obsession gain the ability to heal faster as the Killer gets more Hooks

    Thanatophobia- could have 3%,4%,5% per injury, hooked survivor... limit it to 20%

    Huntress Lullaby- IDK... I can't think of anything

    Boons except for COH could have ranges increased

    Predator- Make the scratch marks directional

  • Well that's more of preparing for the worst... Since Killer have to react to what the Survivors do

    So if the Killer doesn't need to change anything that's better for them

    Also... the Killer's powers are holding the game back

    Remember Forever Freddie, 5 Blink Nurse, Quickscoping Deathslinger... ETC

  • It may be the way the game is played (as of right now)

    The Killers that either need set up or no loop slowdown (or looping powers) are not good enough to work

    Take Pig for example... Her Main Power is RBT's and her secondary power is her Ambush (Dash Attack)... she has decent slowdown but her Dash Attack doesn't do well in those situations in which the Survivor knows what the Pig is about to do

  • If they make regression capped then Survivors Gen speeds should be capped as well... Cause it wouldn't make sense to cap regression but not progression

    But alas people won't see it that way...

    Maybe they can do that until they get around to fixing Maps

  • I agree with that ^^^

    But the reason why Killers have more Gen related perks is most likely due to base Gen regression being what it is (.25 charges per second)

    And the fact that it's 4V1 when it comes to Killer... you can be chasing one Survivor but the others are on Gens which means 3 Survivors either on 3 different Gens or all of them can be on 1 Gen

    Also the gameplay loop being repair Gens, Get chased, Get hooked, Heal (in one way, shape or form)... and repeat

    For Killers is Find a Survivor, Chase Survivor, Hook Survivor, Kick Gens (and Pallets)... and repeat

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270602#Comment_3270602

    It would be less frustrating if you could still do something productive in that time, for sure

    Like another gen or healing a teammate e.g

    Cool.... I figured that Survivors didn't like being unable to do anything for 25 seconds so I just though of making the Gen unfixable (or whatever you want to call it) would be better

  • How about instead of blocking the Gens effected by Eruption they just not allow Survivors to repair it for 25 seconds?

    Like putting the Incapacitated effect onto the Gen and not the Survivors that got caught by it

    Or change how Incapacitated works...

    No more Gen blocking... there's enough perks that do the same thing... and they don't allow regression to happen while the gen is blocked

  • Blocked Gen can't regress

    So it's 10-15% instant regression then nothing for 25 seconds... granted it saves to loss of progress but nothing more can be added to it

    How about turning to the Gen that was kicked and making that unrepairable instead of the Survivor... it would still fit the perk but then Survivors can do whatever they wanted except for repair that Gen

  • I tend to run Combat Straps with any other addon

    The faster Crouching feels so much better...

  • Ok so to give my thought and opinions on the OP... Sorry but I need to Quote the OP so I can stay on track (I seem to lose myself a lot more often recently)

    @angelolauande said:

    Hi guys, what's up? I'm ok and I hope your days are going well too.

    Today I want to share my thoughts about how the game changes are affecting the gameplay.

    Recently we have some changes on perks to make others more interesting for us and some added perks to killer and survivor base kit. But currently we have 2 big problems at high levels, in my view.

    First, gen progression: Most high level survivors efficiency at gen are pretty good, so killer who don't use gen defense perks will probably lose all gens very fast (even downing survivors fast). What killers do to manage that is camp and tunnel survivors out the match. We will talk about that later. But what I mean is that killers are being forced to use gen defense perks, which makes builds less variable.

    Second, lack of strategy: For both roles, camping and tunneling are boring. Some players just play that way because they have no choice. I don't know how would it be enjoyable to every single match stay still doing nothing just camping or being camped at hook, or for survivors every single match get focused the entire match being forced to use protection perks and decisive strike to deal with it.

    So in my opinion we are having less variations of match, getting bored, pissed off with campers, being forced to play the same way in every single game, facing the same killers, dealing with the same mechanics, endurance, same gen regressing or blocking perks and when we try a different combination of perks we get destroyed.

    We already have perks to encourage killer to go away from hooks, but we all know that it's not working at all. Camping and tunneling became more and more viable! We can't nerf gen efficiency without punishing more tunnelers and campers because it would be a guaranteed win for them. So I don't know. What I want to see in the game is killers getting more rewarded by getting different chases, quick downs and early hooks without being forced to use gen defense perks. I don't want to over extend the post so I will resume some solutions and invite you to share your opinion:

    Nerf gen defense perks and gen efficiency, buff decisive strike making it base and the perk would add additional stun time, buff borrowed time protection for both survivors like the old version(no more billy and bubba camper?), buff killer hooking perks, buff some meme perks like play with your food(maybe less stacks which means less wast of time and power, but only lose stacks with downs at any means).

    English is not my native language so forgive me if I don't make something clear. Thanks for you attention. 🙂

    Oh well.... Hi there... Not much just getting snowed in right now... Thanks same to you

    1) Gen progression.... yea high level Survivors aren't bothered by choice of Killer, Map (cause they picked it) but are concerned by Gen Spawns... Getting the first Gen done ASAP is the best way to get momentum on their side... then potentially getting the 3 Gen broke and Mid-Map Gen... so it can go from 5 Gens to 2-3 Gens pretty fast

    2) Strategy.... I mean all that is being thought of as soon as I (The Killer) enters the pre-match lobby and I assume it's the same with the Survivors... and who gets theirs going first usually "wins" the match

    Also I should mention that I don't go into a match thinking I am going to get a 4K... I plan as I play (If that makes sense)

    So... Killer's (I haven't asked many but) tend to start off the day with a sort of Meme build... but then over time they change it for Gen regression or the opposite (I know I do)

    Ok so this is my opinion but... me as a Killer player will play who I feel like at any given time minus a few that I haven't touched in a long time

    Also it's the games fault... adding in MMR and their old rating system(s) that conditioned us (players) to be more competitive... and the most competitive players are at the top

    But it's up to the Killer to use the Perks that get them away from the hooks.... and you can't just blame the Killer player for camping (maybe they were about to leave but the other Survivors are nearby... so why leave... Or they get like 5 steps away from the Hook only for there to be a save so the Killer stays around to find who did the save but only sees the Survivor whom just got off the hook.... Yea I have experienced those before

    I would rather them buff base Gen regression and change the Gen regression perks... while making the Gens take 80 Charges to complete... Nerfing Gen efficiency will be harder to do

    So buffing Pop, Make Your Choice, Hex: Devour Hope, Thana, Dying Light... ETC

    You did good for English being your second (or third.... IDK) language

  • @angelolauande said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269020#Comment_3269020

    I don't believe in "genrush" so camping and tunneling shouldn't be a counter for it since do gens is survivors main objective. Campig and tunneling it's a problem and not a solution. There must be some other strategy more enjoyable for both roles, I think.

    And Killing is the Killer main objective... so Camping and Tunneling should be in the game by your logic

    There used to be other strategies but perks (on both sides) ruined it... like think about what's "meta" right now (it's Gen regression VS. Second Chances) also SWF VS. Solo

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269414#Comment_3269414

    So I have some gripes about this comment. While you are not wrong with some general notions, the ones that you can only gain a foothold in higher level plays if you use Eruption is just wrong. If you were right it would mean that a high MMR win would be impossible without Eruption, and that's bogus.

    Mind you, high level wins aren't handed to you in any way, but you can win in many ways and the majority of those doesn't need Eruption.

    But that's what people are complaining about isn't...

    I didn't bring up high level play for this reason... I know that high level play is different...

  • I can tell you about the game without Eruption...

    Survivors will complete every Gen and escape while T-Bagging with not so nice messages in End game chat

    With all of the changes made to the regression perks none was for the base game... other then to 10 extra charges per Gen

    Killers will be running Pop instead of Eruption

    And the forums will be filled with the next "big" topic... Call Of Brine or Overcharge

    But let's see.... I wouldn't Killswitch any perk... they all work (some better then others)... none of them are gamebreakingly bugged

  • Rather then think about why we run the perks we do they just saw a big number next to some of them

    Let me ask these questions...

    1) Why was Ruin used a lot?

    2) Why was Corrupt used a lot?

    3) Why was BBQ used a lot?

    4) Why was BT used a lot?

    5) Why was DH used a lot?

    6) Why was DS used a lot?

    If you want my answers then here goes

    1) Cause it offered more regression and it was automatic

    2) Cause of spawns and the Killer has nothing but surprise

    3) It awarded getting each Survivor hooked once in BP at the end of the match and it is an aura reading perk

    4) Cause of Tunnelers...

    5) Cause it extends the time in chase... which is what Survivors wanted in the first place (less time on Gens and more time in chase)

    6) Cause of Tunnelers...

  • @BlueHorkew said:

    https://forum.deadbydaylight.com/en/discussion/354867/eruption-would-be-fair-if-there-was-some-way-for-soloq-to-counter-it

    The skill check idea sounds cool, but it would lead to random results for the killer, so maybe not

    Having the effect prop on hooks instead of downs would be fine, it would be kinda like pain res, in my opinion you dont even need the delay. Just be prepared for the hooking animation.

    Another is to just remove incapacitated entirety. Its a terrible status condition, imagine if survivors had a perk that makes killers unable to use their power for 25 seconds everytime a gen is done. Its terrible and should go away from perks and add-ons. Be reserved only for powers like it was originally added.

    I also like the Skillcheck idea... Or just applying the Incapacitated Status effect onto the Gen itself... Like no Survivors can work on Gens the Eruption has hit... that way the Survivors can still Heal, Cleanse/ Bless Totems, Get chased

    It's called Gen Rush.... there you happy

    There's 4 Survivors to 1 Killer so of course Killer's got to have something extra

    This is a asym game... why are you asking for symmetric stuff

  • So what do people think would be a way to nerf it (but keep it's uniqueness)...

    Increasing the Cooldown... to Oppression levels

    Lowering the Incapacitated time... to like 10 seconds

    Raising the loss of progress (or keeping it the same)

    Making it last a certain amount of time...


    Anyway... I would love to see the Information part of Call Of Brine be put on Surveillance

    And either changing how the skillcheck works on Overcharge or removing it

    Also how about base Gen regression... isn't too low right now (another reason you see multiple Gen regression perks being used)

  • -10% progress lost isn't that much...

    -Who even said that Eruption would become a AOE... and if it is then there should be some obvious limitations

    -But the time spent on getting multiple Gen effected by Eruption can mean a reset of the Survivors or a completed Gen

    -Why do perks need to have a built in counter to it... run perks that help lessen the guess work involved and learn from it

    -LOL... so does other perks and Doctor's power

    -Yes it may only require a kick but stopping the regression only takes a tap (which one takes longer?)

  • It's effectiveness is something debated...

    1) The surprise factor

    2) The 25 seconds of Incapacitated

    3) The 10% loss of progress

    4) The cooldown being smaller then Oppression at this point

    There's a lot

  • So I see people saying that it does depend on how the PTB goes... which is what I have feared

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267776#Comment_3267776

    The usage would drop because it would still be a nerf. It doesn't change that it would be a poorly designed perk. Something doesn't have to be strong to be bad design.

    PR/DMS was obnoxious because it gave regression + a super long gen block + information for the killer. The current version of Eruption basically already does that, just without physically blocking the gen and instead by preventing the survivor from interacting with anything. PR/DMS isn't really as bad now that DMS is only 30 seconds.

    25 seconds of .25 charges per second = 6.25

    16 seconds of .25 charges per second = 4

    Plus whatever 10% of lost progression equals out to be (I don't know how to find out without booting up the game)

  • @JustWhimsical said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267636#Comment_3267636

    yeah that's what really irritates me the most about these weird nerf to ground kind of balance posts like literally how am I supposed to keep playing as Nurse if her worst addon is there on top of the console issues I face all the time like I get ppl don't want me to play Nurse, but really..

    It seems to be what BHVR is capable of though

    Hillbilly comes to mind

    Ruin also comes to mind

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267776#Comment_3267776

    PR DMS was complained about because it gave the killer info as well as blocking the gen.

    Eruption still does that already. As the killer, you know which gens you've kicked, and you still hear the scream for incapacitated, which means you know if that gen is "blocked" via incapacitated survivor.

    Eruptions IS the new DMS+PR combo already.

    It's not "blocked" it can still be worked on by a Survivor whom wasn't caught with Eruption

    Which could mean 2-3 Survivors... the one that was Hooked (obviously) the one that is in position to save and the one that wasn't more worried about lighting a Boon/ Cleansing a Totem

    Plus Eruption can't be valuable when the Killer Camps... the save could happen when the Killer is kicking a Gen... also kicking a Gen after a Hook isn't Camping

    But anyway... but is that information of any use to the Killer... That Gen that exploded just lost 10% of progress and the scream came from a Survivor that can't do anything (for 25 seconds) so why chase that one

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267763#Comment_3267763

    Because at "high level" most survs play in SWF and it means nothing to them as it is made to only screw soloQ players?

    It's not like the Devs thought... "let's screw over Solo Survivors"

    Also are sure that every match has a SWF (If so then Duo's, Trio's or Quad's)

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267707#Comment_3267707

    It’d still be bad design even though it’d be weaker.

    The solution imo is to reduce the duration but also completely replace the incapacitated effect with blocking the affected generators regardless of whether they were being worked on or not.

    This does 2 things:

    1. Makes the perk less oppressive against solo players with a shorter duration, and also because it no longer inhibits other actions besides working on that generator.
    2. Prevents SWF players from avoiding the perk’s effect by letting go of gens when their teammates call out that they’re about to be downed.

    But then it's just DMS and PR wrapped up into one perk.... And plenty of people complained about that

    Just lessen the Incapacitated time and you'll see it's usage drop

  • What if they reverted the Incapacitated timer back to 12/14/16 seconds but left the gen regression the same

  • Then how about making the second Blink a Special Attack?

    Nurse is really hard to get right (right now) it may take some trial and error... I hope that people can realize that and give it time

    They also need to think of Console players when it comes to balancing... nothing for nothing but I wouldn't have played Nurse if I knew that eventually she would become unplayable for us (I play on Xbox)

  • I see Vittorio being popular but not the Knight

    Vittorio- cause he already has fans...

    Knight- cause if it depends on changes then it's a no go

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267087#Comment_3267087

    My ideal change would be giving eruption a small buffer after a survivor enters the dying state.

    Let's say 0.5 to 1s, after that time, the gen explodes and anyone still on it gets the penalty. This gives you an oppertunity to let go of a gen after someone is downed. The regression will still happen of course.

    I know some people will probably say "lol that defeats the point of the perk" but the perk is meant to be a "trap" so if I know about it, why can't I do something about it? It makes no sense.

    That works as well

  • Fair points across the board....

    Yea I do realize (after reading so many threads on Eruption) that the perk is overtuned

    But there are other things that can be done to fix it...

    Decreasing Incapacitated time from 25 seconds to like 10 seconds

    Making Eruption have a longer cooldown... Oppression levels of cooldown

    But some perks that might help...

    Empathy- 126M range on Injured Survivors... Cause if the Killer is chasing anyone it might be the injured Survivor (I know that it doesn't help when knowing when the Survivor is about to go down but at least it's something to learn from)

    OOO- Reveals both auras to each other once every 30 seconds... and that might mean that you are going to be chased longer (again I know that it doesn't help... but again you might learn a thing or two from using it)

    Alert- Reveals Killer's aura kicking things (Gens, Pallets and Breakable walls)... again just a learning tool at this point

    Openhanded- increases aura reading perks by like 5M give or take (I haven't read the perks description in a while)

  • I don't buy skins... But if I get a Killer, Survivor, a map and Cosmetics... I don't see why not

  • Hangman's Trick- could slow down Sabo plays or rebuild Hooks faster.... or both

    I agree with Predator- it could show direction at this point

    Beast Of Prey- Make the red stain disappear from the start of the chase and last for 15 or so seconds

    Crowd Control- Make all vaults in a 10M or so range blocked once a Survivor vaults

    Dying Light- cap the stacks to 6 and give each stack 6% slower repair speed... and make each Hook increase the Obsession's speeds (up to 33%... so three hooks on different Survivors)

    Buckle Up- they should've taken the faster heals on dying Survivors from We're Gonna Live Forever

  • They need to incentivize Killer's doing more then just standing near a Hooked Survivor... MMR has something to do with this as well

    1) Make MMR take more things into consideration then just Kills/ Escapes... Maybe Hooks and Gens completed

    2) Increase base Gen regression... then make the right changes to the Gen regression perks that would be effected by it... Call Of Brine, Overcharge... Ruin maybe it depends on what they think the "meta" would become afterward

    3) Removing Hook grabs makes sense (I've come to the understanding on that)

    4) Then think of more ways to punish Killer for Camping... BP and Emblems also MMR are just starting points

    5) Make general changes to the game... like base gameplay changes rather then perk changes... cause Campers don't necessarily use perks that give the incentive to move away from the Hook (Hex: Devour Hope and Make Your Choice)

    6) Revert the Gen charge change... make it 80 charges to complete a Gen and increase the Hook timer to 150-180 seconds

    That's all I can think of off the top of my head but that's what I'd do

1 … 26 27 28 29 30 … 108