RaSavage42
RaSavage42
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- RaSavage42
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It's more of Killers lack of good addons
And yes this game is perk based
And Killers have specific powers... and when you get used to their power perks are an afterthought
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Hangman's Trick needs it's longer sabo time back... not anything more then that
Franklin's Demise- doesn't need the Special Attack addition... It would seem weird to lose an Item due to: Getting hit by a hatchet, Getting Chain bound, Getting puked on... ETC
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It could be a server issue
Do you know which server you are on?
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They fixed Blast Mine... But yes having less repair time would be a good thing
Wiretap is fine at this point... if they do increase the range there are more perks that could get the same thing
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HMMMMM.... I can't narrow it down but I would like to date:
Pig- Me being a big SAW fan (LOL)
Artist- Cause I would like to date an artist... but not to deal with the crows (LOL)
Huntress- Cause I would like to date a hunter (LOL)
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It'll be awhile... if the past Killer changes are anything to write home about
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@scawyxd said:
https://forum.deadbydaylight.com/en/discussion/comment/3178990#Comment_3178990
yes, i am a fair man. I have my opinions about how much skill killer takes, as someone who has played other games at high levels that actualyl require skill, I also am very hard on myself with my own gameplay, so for these noobs to compare me to someone who comes and complains about a skill issue when all im trying to say is that my perk is not working half of the time, i take it seriously. so in short, yes i will be happy if they make dead hard work, ill really be happy if they revert it and realize the people that got it nerfed are just bad players.
Ok... fair enough
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So if they do will you be happy about it
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My experience is decent
Once I figured to Hit-Release Victor- Down then Hook
And then repeat on the next Survivor
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A lot of those need to be a secret offerings...
I believe that making some offerings secret would be more interesting
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And then have all of this abused by Survivors getting chased near the hook... Great
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So what about Gen tapping
Or noticing that the Killer spends more time kicking Gens... or if the Killer goes for a specific Hook
Game awareness comes in to play....
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Killers take Gen regression- cause 90 seconds (or less depending on perks and if the Survivors are grouping up) isn't enough to get 12 Hooks
Killers take Anti-Healing- cause Medkits and COH are a thing in the game
Killer Camp and Tunnel- cause spreading out Hooks and chases won't get the respect from Survivors (if they all escape)
Survivors hate repairing Gens- cause it take 90 seconds to finish and it's "boring"
Survivors hate Camping- cause it sucks the fun out of a match... for everyone
Survivors hate Tunneling- cause is sucks to be the one chased for the whole match
TL;DR- both sides have pros and cons to the game
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Sometimes it take Tunneling and Camping to get a hold of the game
There are videos that explain when and why
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Sounds fair to me... but only being able to do it 3 times seems kinda weak though
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Take what @Brokenbones has said and add that to Discordance
But sometimes you can't stop the Gens from being completed
You could take Pop or Jolt (and Surveillance)
Pop- To take a lot of progression away from one specific Gen
Jolt- To affect multiple Gens with a litlle bit of regression
Surveillance- after Kicking a Gen the Gen will be white... then once a Survivor touches the Gen it'll turn Yellow for up to 12 seconds (Jolt and Ruin both do activate Surveillance)
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Cause it wasn't a big deal and people understood what those actually meant (I'm just saying in general... not you)
Plus to get value out of certain perks one had to move on (Ruin -yes it counts-, BBQ, Pop -yes it counts-, and Corrupt lasting 180 seconds -3 minutes without a deactivation-)
Even if they didn't do anything but change the Gen times... that in of itself would bring different perks from situational to needed
Or if they increased the base Gen regression, but changed the regression perks... also not making the Gens take 10 extra charges
There's a lot they kinda left out of those changes... or couldn't cause of other changes they have made
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/3176837#Comment_3176837
Not really with how she moved she is more, hellraiser
Fair enough
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To bad she couldn't be a skin for another character... Legion comes to mind but that's all of the Killers that make sense
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Why... were you in a 3-Gen?
Were you playing against a Killer you had "no chance" of "winning"?
Were you not prepared for the Killer you faced?
Did the Killer Camp or Tunnel the other 2 Survivors out?
End Game starts once either all of the Gens are done or the Hatch is closed... That being said what if this was flipped and the Killer only got 1-2 Hooks and you (and the other Survivors) finished all of the Gens and 99% the doors (what would you do)
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Or maybe not using that toolbox at the start but saving it for that situation
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@dugman said:
Not so much new perks but revamps of existing currently underwhelming perks
- Beast of Prey - Your bloodlust increments occur 2/3/4 seconds more quickly
- Furtive Chase - Every time you hook a survivor gain 1 token. For each token increase your movement speed 0.5% / 0.75% / 1%. When a survivor performs a hook rescue they become the Obsession.
- Hangman's Trick - You can see auras of survivors within 4/5/6 meters of a hook. Gain a loud noise notification if a survivor sabotages a hook.
- Shattered Hope - Boon totems that you snuff are permanently destroyed. When you destroy a Boon totem see the aura of the survivor who placed it for 10/12/14 seconds.
- Zanshin Tactics - See the auras of pallets, vaults and breakable walls within 24/28/32 meters. Once per match you may destroy one undropped pallet.
Hangman's Trick- Should make Sabotage take longer instead of just a loud noise notification
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3173629#Comment_3173629
fair pentimento adds like 25 second to every gen for free so a perk that potential takes that away seems fair especially when you gotta use a tool box and 2 perks
But Pentimento needs totems to be cleansed
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@Oddbox_geo said:
https://forum.deadbydaylight.com/en/discussion/comment/3174537#Comment_3174537
Still good to hear peoples points of view :)
I guess -.-
So can I ask what you think the problem is and if you have a solution to it?
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And we still can't agree with anything being said on this thread... that's why the game is the way it is
But... here I go...
Base Gen regression is so low that Killers need 2 or more perks to cover it up
Maps are unbalanced (for both sides)
The fact that progression VS regression will be a thing till BHVR sees it... why kick a Gen when it takes 4 seconds of regression to equal 1 second of progression
Also removing a Survivor from the match is way more beneficial then to keep kicking Gens with Overcharge and Call Of Brine
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At this point there isn't much they can do
Nerf Items... get ready for Survivor players wondering why it happened
Reduce Gen times.... get ready for Killer players wondering why it happened
Increase base Gen regression.... get ready for Survivor players wondering why it happened
Map changes... Get ready for all players wondering why it happened
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So asking the Devs to make perks basekit... wasn't enough
Also asking the Devs to punish Camping and Tunneling on the Killers side only...
Plus as mentioned already... It was a bug fix patch to fix Wesker
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Skillchecks on Gen start with no great skillcheck zone... until one hits 3-5 skillchecks then the greats will start showing up
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I can only guess... cause I haven't played in 6-8 months
Pig: 4-5
Spirit: 3-4
Huntress: 3-4
Hag: 2-3
Nurse: 1-2
Others aren't going to be prestiged...
Feng Min: 4-5
The others aren't going to be prestiged
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3172810#Comment_3172810
Well, put again gens to 80s and create a perk to last gens 90secs
That can just be put on Thana, Dying Light, and Gift Of Pain
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3173178#Comment_3173178
And again, you are asking for killer buffs while giving survivors nothing. Reverting DS is not good change. As survivor you still need to run this perk but with your suggestion killers no longer needs to bring 4 slowdown perks. So you are buffing killers, so they won't need anti-gen perks but survivors will still need to use anti-tunnel and camp perks.
Fair indeed.
And ofcourse nothing for solo survivors. SWF will get all free informations but as solo bring perks 4head.
Very fair.
I know that all of those basekit changes aren't meant for Solo Survivor
But if we continue using perks to make basekit changes... it'll be fine if they don't do anything off the wall
I think Kindred could be used as an example: Basekit Kindred would show the other Survivors but not the Killer (the perk still needs to be used for the Killers aura)
But DS would be harder: (Just my thoughts) but allow basekit DS to be on both hook stages but for 3 second stun (again you'd have to use the perk to get the 5 second stun
Anything else
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I did wonder that as well... It'll give more "OH... What's that" rather then "oh... it's one of 2 things"
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And then they wonder why the queue times are long (for both sides)
1) They held the Killer from starting another match
2) They held 2 other survivors from starting another match
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3173266#Comment_3173266
Not at all. It fully depends on the perk in the first place, most of which would be horrendous as anything basekit. Instead I'd prefer them to cone up with better changes to make a healthier game, then change the perks if they're not needed anymore or conflict with the base game changes too much
Ok... I was just wondering
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@dbd900bach said:
Devs have a tendency to fix in game issues with perks. Rather than change the base game to deal with the issue, they create perks to make up for it.
So are you ok with them turning those perks into basekit changes
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It's been happening for a while...
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@Roaroftime said:
yeah solo queue survs stop asking for basic info that every SWF gets that u don't even tho whenever killers moan about something they get it instantly, makes sense
I didn't separate SWF from Solo's
All I'm saying is to stop asking for perks to become basekit cause it will mess up the game
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Buffing the Base Gen regression while also reverting the 10 extra charges to Gen.. Sounds Killer sided doesn't it
Reverting the DS change... Sounds Killer sided doesn't it
Changing maps cause they are messed up on both sides... Sounds Killer sided doesn't it
By making perks basekit will ruin the game... imagine if they put in: Solidarity, Autodidact, Poised, Small Game and Kinship (for Survivors) and: Predator, Bloodhound, Coulrophobia, Whispers and Trail Of Torment (for Killers) while making changes to other perks
All I'm saying is asking for perks to become basekit is partly lazy game design... they need better coding so they can do more then what we have got now
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@blue4zion said:
Oh no
don't make any game adjustments
Bro they did the BT because it felt so required for survivors.
Now solo requires Kindred base kit, so we can reduce the gap between solo and swf.
The best part of base kit changes is we stop seeing the same 8 perks every match.
There's nothing wrong with this other than to have something to complain about.
So new basekit is to see more then 8 perks.... really
They should've made more logical changes to the perks... and what perks got the changes... and why those perks are used "all the time"
They should also take a look at the Maps
Also look at the base Gen regression... it now takes over 5 minutes to completely regress a Gen
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None... get them all
Minus the cosmetics (I don't think that they are worth it)
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3173007#Comment_3173007
Well I think so they did balance game items so I suppose they can too.
Well that's still up in the air
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3172853#Comment_3172853
Well the idea is cool but i just put the firat thing i thought maybe devs can implement em better
Right....
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That seems cool on the surface...
But some of the downsides are on the wrong Item
Flashlights- Should hinder the Survivor (IMO)
Medkits- Should give away your aura (IMO)
Keys- Should cause Blindness (IMO)
Toolboxes- Should cause Obviousness (IMO)
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EDIT: Survivor perk
Live Or Let Die:
If the Survivor dies on hook there's a boost to repair times (5%/ 10%/ 20%) for (10 seconds/ 15 seconds/ 30 seconds)
The Survivor that dies needs to have this perk for it to be effective
Or
If a Survivor dies on hook there's a boost to repair times (5%/ 10%/ 20%) for (5 seconds/ 10 seconds/ 20 seconds)
"Let me live or let me die"
1) It'll lessen the Camping and Tunneling a bit (I think)
2) It encourages Survivors to work on Gens apon ones death (I think)
3) the numbers can be changed... to a degree
"I'm so over this (word that can't be said out loud)... make you choice (pun intended)
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Whispers... and IDK I guess Fearmonger for Killer
Vigil and Leader for Survivor
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/345154/stop-asking-for-more-perks-to-become-basekit
actual basekit changes that would make the game better
What kind of actual basekit changes would you suggest that -aren't- part of an existing perk?
Pretty much any change made to baseline will likely follow the template of an existing perk, because the existing perks cover so much ground in terms of game mechanics and how they are tweaked. Besides, why spend a ton of resources figuring out what to change and how to change it when these perks are essentially like field-tested blueprints? No need to reinvent the wheel.
Increasing the base Gen regression... would be one thing
Making adjustments to Maps... would be another
All I'm saying is to stop asking for basekit perks...
And yes this game could reinvent the wheel... rather then relying on what they have (there's a reason why certain perks aren't being used)
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Ok so how about making the 5 least used perks basekit... what would that do?
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Then why not ask for them to fix the game design... and for changes to those unused perks
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This is why I didn't feel confident in putting in perks in basekit in the first place
Making DS basekit would spiral out of control... we'd be asking for a lot of other perks to be basekit
Just revert the 5 second stun and that'll be that
Force players to chose what perks to bring in not make everything basekit
Killers camp and Tunnel due to Survivors not making the game worth the 12 hooks
Base Gen regression also needs to be looked at now (also Gen times but that's another issue)
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3171530#Comment_3171530
separate game mode: 🤮
new ultra rare offering: 😲
Fair enough