RaSavage42
RaSavage42
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- RaSavage42
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It really is... LOL
Sometimes simple is best
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I would say that the skillcheck would be good... but then it would work like Oppression and Overcharge
On the other hand how about 5 seconds after a Survivor is downed instead of Hooked... gives time to avoid and get back on the Gen before the Killer can react (depending on where that Survivor went down)
Or increase the Cooldown on Eruption seems that the effect is good (better the Oppression at this point)
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3266518#Comment_3266518
What is your point by bringing these things up though?
Some of the things OP said are correct, especially on the basekit Kindred bit and about solo queue Survivor behavior.
Some things have indeed changed but there are a bunch of things that have remained the same.
Cause OP did...
I know that... still things change
Like the Devs having more focus on what's new or what could be in the game rather then fixing what they have... yea I get it
But it comes down to what's new and simple... SWF being a prime example of it
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Also only 3 Killers existed back then as well... Bill was only available on PC... but his perks were available on Consoles
There was only 15 maps... 20 perks (give or take)
So ok.... I know what you are trying to say but times have changed
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3265894#Comment_3265894
You can't think of a use of being able to essentially "fast vault" from any angle, or phase through breakable walls while retaining full momentum? (Phase through the Vault/doorway when you use a charge)
And med-kits self-heal time-efficiency compared to all other tools is what exacerbates its charges compared to everything else.
Well... if they could do it then sure...
Giving Survivors a chase oriented Item would be good...
Maybe unblock a Vault affected by a perk (not through vaulting 3 times in a row)
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@StickyB said:
https://forum.deadbydaylight.com/en/discussion/comment/3265902#Comment_3265902
I made this post a little while ago when the rework first came out with the math behind a lot of the gen regression, where I tried to compare all of them to a single use of Pain Res
Ok then... I appreciate it
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3265902#Comment_3265902
Ah yes because once I realise the killer has Eruption, I magically gain the ability to telepathically sense when my solo queue teammates are going to go down, that makes sense.
Then run perks that help with it then....
All I'm saying is that it takes gamesense to try and counter Eruption... yes I did say TRY
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If you get into a match that has 4 Solo Queue players chances are that Eruption might work 3-4 times in the trial
If you get into a match that has a 4 man SWF playing chances are the Eruption might work once if that
Once you realize that the Killer is spending more time kicking Gens then actually chasing flags must be raised
Also Gen regress at .25 charges per second
I don't know the math behind using Eruption, Pop, Jolt, PR
Or Gen slowdown using Thana, GOP, Dying Light
I would like to know
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3265448#Comment_3265448
Why would keys be weak with that change? It's busted if the charges aren't rebalanced accordingly.
Why keys are archetyped into findings Auras rather than facilitating terrain interaction I will never understand.
Hatch interaction needs to be removed from Keys IMO, outside of maybe a Trial specific key that would spawn in the basement as a side-objective.
Maps are for finding things. With eldritchy magic that can include moving objects such as people.
Med-kits are overtuned compared to everything else as a result of self-heal time-efficiency, charge availability, and Perks like Built to last functioning off of % restoration rather than use-instance restoration. (EG: Restoring 2 Heals for an Emergency med-kit with Gel Dressings rather than a single Heal)
I'm a proponent for more survivor "powers" like re-introducing firecrackers as a chase misinformation tool, so I've needed to look into how Items are being used.
Cause there would be no use for them... hence why they made Keys have Survivor and Killer aura reading and Maps provide Gen, Totem and Chest aura reading
That's something that BHVR has done so I can't say much
In theory it has been... seeing how Hatch only spawns when there's only one Survivor left
But the same thing exists for Maps, Keys and Toolboxes
It would be nice to see more Items some into the game
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3264918#Comment_3264918
Medkits need Self-Healing speed or charge nerfs.
Toolboxes should focus more on Sabo plays and passive augments on Gen Skillchecks than pure genspeed.
Maps should focus more on Survivor/Killer Aura reading (but Root the Survivor).
Keys need a rework entirely. (I'd like to see them work for passing through vaults/Pallets/Breakable Walls instantly with addons that allow you to goblin Items from chests)
Of course you think Keys are weak with that change
Keys are the Aura reading (on Killers and Survivors) not just to open hatch
Maps are for static stuff (like Gens, Totems and Chests)
While thinking about it no Medkits don't need to be changed... neither do Toolboxes
Survivors have their own set of "powers" that they can use... why take them away from them
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When it comes to the Pig it's more about timing then anything...
How fast can you get a RBT onto a Survivor VS how fast the Survivors can complete the first Gen
So my Build is: STBFL, Sloppy, Corrupt and Whispers... or: Eruption, Call Of Brine, Corrupt and Whispers
And Addons are: Combat Straps, Last Will, Crate Of Gears, Tampered Timer
Turning the RBT's into free time to regress Gens or to make sure that you've timed it out right
I have gotten my fair share of Head Pops but it wasn't me Tunneling the RBT'd Survivor
Corrupt- Blocks the 3 farthest Gens from your Spawn (Killer)
STBFL- Speeds up the recovery from a hit (on non-Obsessions)
Sloppy- Makes Healing take longer... and with healing regression catching Survivors Healing adds a bonus
Eruption- Getting any Gens with Eruption is good... plus the Incapacitated status effect is good for Killers
Call Of Brine- 200% Gen regression for the 60 seconds equals 30 seconds of repair so it can be good
Whispers- Gives you knowledge on where Survivors are (once you get used to how Whispers works
Jolt- Can regress multiple Gen if in range of them
Oppression- Map knowledge and Gen regression
Surveillance- Pairs nicely with Jolt and Oppression
Fearmongerer- Exhausted and Blind on all Gens for at least 5 (or so) seconds... pairs well with Plaything and The Third Seal... and Pig's slow transition from standing to crouching and the loss of TR
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Medkits are fine as is.... but that destroys Hit and Run playstyles
Toolboxes are fine as is... but that only speeds up the match (cause the Killer to either admit defeat and take the T-Bags and end game chat or Camp and Tunnel)
Maps are fine as is... but that destroys 3 Genning and Trappers Traps
Keys.... are (word I can't type) right now... but that has nothing to do with Keys themselves but with hatch
When a Killer sees 3-4 Medkits they think that those must be the overcharged + Syringe purple Medkits
When a Killer sees 3-4 Toolboxes they think that those must be the overcharged + BNP purple Toolboxes
I haven't seen a Map nor Keys since I played last... so IDK what Killer would think seeing 3-4 of each of those (LOL)
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3264894#Comment_3264894
Jeez. I'm sorry to hear that. My respects to your family. I visited there a few years ago and it was very surreal. I'm glad some of his remains were returned to your family.
I want to go there and have that experience.... But anyway back to the topic...
Yes (a) WWII Survivor(s) would be cool... if the entity allows it of course
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3264883#Comment_3264883
Oooh I never thought of WW2. I could see that. Like a pilot was flying and all of the sudden, the Entity's fog came and got him. Not sure what the Killer would be. Maybe some sort of weird Nazi scientist who got disfigured by his own experiments.
LOL... I lost my great uncle in Pearl Harbor on December 7th 1942 (but they were able to find some of his remains and brought him home a couple years ago)
So it was just a thought I had
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Yea I would like more historical Killers and Survivors
WWII survivor (I can dream right.... right??)
Aztec Killer sounds amusing to me
It's time to start researching BHVR... LOL
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IMO start with those Killer's whos perks you don't like (or will not use) to get them out of the way
Or get the perks (and addons) for Killer you like to play
IDK... that's to much thinking for me right now
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I usually send GG's to those on Xbox and streamers... win or loss
I have gotten some messages that made me laugh (mostly negative though)
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Killer: Whispers- I use it all the time (if I had it on every Killer)
Survivor: Kindred- it's useful for me (and the team)... but that's borderline popular so how about Leader- Faster heals and unhooks if I'm close by or the one getting Healed or Unhooked
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So it's the Killers fault for playing the game....
I did usually give hatch to the last survivor and have been thanked for it... Warm fuzzies all around
But when you get that one Survivor whom comes off as a (word I can't type) then what are you supposed to do about that
Are Killers supposed to take what's given (where's the skill in that)... then getting accused of Tunneling when you haven't gets tiring (to say the least)
But explaining why you decided you camped and tunneled to certain people might yield good results (and some bad... can't win them all)
I guess it comes down to understanding why certain decisions are made... for better or worse
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Cause those Survivors don't want to play on a "Killer" sided map
They need to comfort that certain Maps give
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3263375#Comment_3263375
No, YOU watch the video, and more carefully this time. None of the generators Choy shows in that video start regressing at the maximum of 99.99%. You can literally see a few charges already missing from each generator's progress bar when the timers start.
Sorry, but you are just wrong on this one. Choy is wrong too and video tests aren't factual just for the sake of them being a video, when the tests are done incorrectly.
Myself and others showed you the correct calculations, yet you repeatedly chose to dismiss them, because you believe some Youtuber who can't even do a simple timer-based test right, is somehow more correct than the very math equation Dead by Daylight uses to calculate gen regression.
Ok... whatever
Thanks anyway
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So in the case of Special Attacks.... are both Blinks considered Special Attacks or is it just one
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Live Or Let Die: Once a Survivor dies (by any means) the other Survivors have 200% Gen progression for 10-15-30 seconds... " fine I'll die but do something about it"
Old Undying..... just saying
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It would be interesting to say the least...
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I use Whispers all the time... it's great
And I used to run BBQ (when it gave out BP) but I have learned how to play without it so yea... Discordance is good at what it does
It's a wonder that the simple perks are good but not used as much
I just wish BHVR would give more (better) tracking perks... Predator being what it is
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3263511#Comment_3263511
Indeed but right now you can only do so much in face camping situation. Up to 3 gens in total. The killer still has an advantage here in 3v1 for 2 gens. Especially if they just decide to camp the next person. Easy 2k with low effort. And major pip losses for survivors.
My whole suggestion is based on perk reassurance activating in the case of camping and tunneling so it is kind of the same. It only punishes specific killers but is barely if at all present in normal play.
Our ideas are similar in ways... but with different conditions (Maybe)
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I mean there should be perks that activate when a Survivor is hooked (talking about the Survivor that is hooked not the others)
That would be one way to calm down Camping
Tunneling is harder... the fact that the are 4 Survivors total per match each with 1.0 charges per second in repair speeds (I don't remember what multiple Survivors on a Gen do with speeds)
Chasing one means that three are free to do whatever they want to (Gens, Healing, Cleansing/ Blessing Totems)
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It's hilarious to see people defending this
If the gates are open just leave... why waste time T-bagging and flashlight clicking?
Healing is fine... it's whatever
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Watch the video.... please
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3262908#Comment_3262908
what was first? the egg or the chicken? XD
That's the entire point... it turns into a vicious cycle once people start the discussion about any of what I put
Do you play to complete all Gens before the Killer can down and hook another Survivor.... And do you play to Kill at least one Survivor before the first Gen is done (I am assuming that you play both sides)
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Right now it's on the Devs to come clear about what they want and see the game turning into... Competitive or party
Cause once they make that decision then it'll be easier to handle
Also splitting those that want a competitive game from the those that don't want a competitive game would be easier once they make that decision
All of these half(word I can't type) attempts to ride the fence are (another word I can't type)
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3262524#Comment_3262524
Probably a new thread as a first thought
Ok will do... Tag me in it if you can
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3262522#Comment_3262522
i mean if you want to give it a shot go ahead, i think its very hard to get at the depths of it.
OK then....
Camping VS. Gen Rushing- Does one lead to the other?
Tunneling VS. Looping- Does one lead to the other?
Gen perks (Both sides)- Does one lead to the other?
Solo VS. SWF- Does one lead to the other?
Looping VS. Mindgames- Does one lead to the other?
Chase perks (Both sides)- Does one lead to the other?
4V1 VS. 1V1V1V1V1- Does one lead to the other?
Entitled Survivors VS. Entitled Killers- Does one lead to the other?
Toxicity on both sides- Does one lead to the other?
That's all I can think of at this point and time....
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3262498#Comment_3262498
I have to go to some killer main/survivor main channels and observe some of the comments. I should have something by tomorrow
Can't wait... so are you going to make a new thread for it or put it in this one?
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3262497#Comment_3262497
i think im fine XD it was just me trying to simplify things.
We can't simplify things when it comes to peoples choices... LOL
But fair enough... I would've probably either missed something or couldn't explain it as well as other could've
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It's either faster queue times or better matches... can't have both
And it seems like it's just putting 5 people together no matter what... which makes it feel like more matches are unfair (in one way, shape or form)
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3262470#Comment_3262470
I already have a working theory. I need to do some digging and get some specific answers
Well I'd be happy to see it... when it's done
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3262470#Comment_3262470
and with that, you maybe just got to the bottom of it XD
LOL... I doubt it
The vicious cycle has many different points... would you like examples???
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Honestly I would like them to remove the Emblem system... until they figure it out and actually use it for MM
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Well... making changes to Hexes will cause people to call for changes to the other side
Just look at the comment above^^^
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Like I said it's a vicious cycle... so yea
Also it'll be hard to get to the bottom of it... people are people after all
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3262400#Comment_3262400
I came back to the forums after literal months and I dont understand this new wave of "Does playing the game make me a terrible person?"
End game chats... do that to people
That and the game being a salt mine... Entitlement on both sides... not understanding what a side does (or the perks involved)
One side thinks one way and the other side disagrees and think another way...
It's turned into a vicious cycle (and it stems from other vicious cycles...)
From camping and Tunneling... to perks.... to Maps... to items and offerings
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3262386#Comment_3262386
You're not wrong but I just dont see why people need to justify playing the game they want. It's weird to me that playing the game people want is so taboo
I don't know either... but I haven't played the game in awhile so
Probably to point out the bad things that curse the game... I really don't know
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Hatch should be a last resort... and it is
Survivor is 3rd person while Killer is 1st person... so the Survivor has an advantage in that case... But the killer is faster so they have an advantage... so that point is moot
If they had to change the hatch IDK what they'd do
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They are talking about their experiences in the game... nothing more nothing less
Plus if people talked about their experiences without saying "I don't run meta perks/ playstyles" then it would be assumed they do/ did
But it seems that people think that it only happens to them
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So what worse Camping/ Tunneling or Eruption... these are some of the most complained about things
Cause Eruption needs to be applied to each Gen... Which means no Camping
How many times do you get caught by Eruption per match?
This is an asym game... why are people calling for a Survivor perk that does the same thing as a Killer perk?
No we don't need another Gen blocking perk... but yes do something about the Incapacitated times
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No... it's 347 seconds
Choy did a video about Gen regression... you should watch it
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Base Gen regression is .25 charges per second
So it'll take 347 seconds to fully regress a Gen
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There could be perks for Survivors on a Hook... and that might be one of them
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Well I'm the type of player that it doesn't matter which map I get I'm going to make the most of it...
But... RPD (haven't played the re-worked version yet)
I'm numb to Eyrie at this point
Same with The Game (meat plant)
And Midwich
Dead Dog is one that I don't like... but I won't AFK or anything when that map comes up