RaSavage42
RaSavage42
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- RaSavage42
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Comments
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I would like a perkless mode
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Yea... But that's the cost of running the game the way they do
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I don't think so... They'll concentrate on Wesker cause he's a Licensed Killer (with 2 Survivors and a Map)
Even though the Dredge also came out with a Survivor and a Map
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I could but I don't... LOL
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I also think DS should be 5 seconds
with Killers buffed in certain situations it does make sense
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@Wezil said:
How was Prove Thyself not a problem before patch 6.1 but is now a problem after patch 6.1, where killers got a bunch of buffs.
This is another instance of killers wanting kills just given to them. I'm sorry, but if you aren't getting kills as a killer right now, you need to practice more. Solo-queue is a dumpster-fire and survivors are DCing and suiciding left and right because it's so bad, and you are wanting even more killer buffs. That's just selfish.
It's the fact that certain perks have become on the same level as what was there before
It's a live service game... they are always adding (removing) and changing things...
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It's funny... cause like yesterday someone else made a post about Overcharge being used "all the time"
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@Hex_Ignored said:
I already know that most of the comments will be something along the lines of "skill issue" or "git gud", but please, hear me out.
Old ruin, for those who weren't around or have forgotten about its original effect, caused gens to lose 5% progress if survivors didn't hit great skill checks every time a skill check came up.
Experienced players ignored ruin because they could consistently hit great skill checks or cleansed it early because they knew about totem locations. All in all, old ruin didn't really bother those players much.
New players, however, couldn't hit great skill checks and didn't know about totem locations, which made ruin very effective against them.
And now we have new overcharge, which brings back this scenario of a perk that doesn't do much against experienced players but destroys newer ones.
Ruin was specifically reworked not only because it was on every build ever, but also because it affected new players in a much more devastating way than experienced ones.
So why do we have a perk that reintroduced this issue? In higher mmr overcharge becomes a worse call of brine, yet in low mmr this perk destroys newbies. I don't think that is good perk design.
Oppression also has a difficult skill check, but it is on a cooldown. Why can't overcharge's skill check part work like that as well? Or better yet, buff the regression but remove the skill check or make it easier. This way the perk won't be useless against good survivors and won't be as strong against new players.
Oh that skillcheck has been a thing since it's inception
And Oppression goes on cooldown cause it effects multiple Gens and yes the skillcheck
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Overcharge existed longer then Ruin
Overcharge is applied to every Gen you kick
But the kicker is the new change... regression starts at 75% then goes 200% in 30 seconds
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I have seen (I haven't played)
The complaints about this "Not a lot of Killer verity"
It's a lot of little problems that show up...
Maps- Spawns for everything (Killers, Survivors, Gens, Loops and pallets)... some Killers can't make it to Gens on the other side of the map
Gen times (for Survivors)- 90 seconds per Gen... seems odd to make that change
Gen regression (for Killers)- The base Gen regression is so low that Killers are running 2 or more regression perks (but more on that in the perks sections) What if they increase base Gen regression?
Perks- They did change a lot of the perks so I can't get mad at that... but some of the changes they did make aren't working or are outshined by other perks
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It is a game issue but we do need to get used to it
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3165091#Comment_3165091
Trust, they do make a diffrence. 30-50 level bloodwebs take around 20-25k bloodpoints instead of ~50k. One decent Surv game equals atleast a level. Maybe more with 100% increase.
OK... thanks
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3165112#Comment_3165112
Because I felt that with S and A it's clear, while I wanted the others to be more in depth.
Ok then... Fair enough
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Why did you go from a letter system of tiers to actual descriptions?
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I'll admit that the cheaper bloodwebs to make a difference... on paper
But I haven't played since before the Dredge came out... so my experience is meaningless
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3165069#Comment_3165069
Because leader's effect is really not usefull in most situations. Ok, maybe not useless, but not worth a perk slot. As long as the others exist, the useless perk category is just perks that aren't worth a perk slot.
Ok thanks for your thoughts
EDIT: I haven't played the game in a while so I might have more question on this
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Why is Leader "useless" and why is Repressed Alliance "bad"
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@Desola said:
https://forum.deadbydaylight.com/en/discussion/comment/3161708#Comment_3161708
What does BBQ have to do with any of that?
And the problem of giving incentives not to do a bad thing instead of punishing it, it will still be done regardless. If a killer is set on staring a hooked survivor in the eyes like they are doing an eye examination likely do not care about incentives. But if they decide to do that it should absolutely not give them a competetive advantage at all.
"I could get more done if i go out and play properly... but i can also probably get a win if i just sit here"
So yeah, give proper gameplay loops buffs, but cut camping down to literally "i gave up to troll 1 survivor"
BBQ was an incentive to get all four Survivors hooked at least once (to get 100% more BP)
Cause there are times in which Camping is the best thing to do (Endgame 1st hook for example)
And yes before you say it... I don't think that Camping at 5 Gens should be a thing
I'm not disagreeing about the punishments but if that's all the Killer thinks about then why stop
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Or the range addons need more downsides
Longer charge and longer fatigue and recharge
I know that it won't solve the issues presented but doing that on top of whatever else we can think of
On top of making her 2nd Blink a special attack (IMO)
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Thanks @SuzuKR
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I think range is 20M (I can be wrong)
I think recharge is 1.5 seconds (I can be wrong)
So by changing those number and removing those addons will make her better to face
Also the aura reading on charging a Blink... should be the same as Spirit (she loses aura reading once you start charging her Phase)
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7 Hooks, 1K and all 5 Gens were done... You guys did good enough
And complaining about camping... It's the Endgame
And you are right in front of him... so he was right to stay (even then if he did chase you how is he to know that you aren't a SWF group calling out to save cause you are being chased)
IMO (and apparently many others) Camping at endgame is ok
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No problem... I've been wondering about the same thing so... yea
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@Desola said:
https://forum.deadbydaylight.com/en/discussion/comment/3150535#Comment_3150535
Honestly... i'd be all up for trading in regression to an actual hit on hook camping but i dont think it could be that cut and dry. It would take a lot to nerf camping to such a degree that it wouldnt just be viable to get increased regression going AND just go back to hook to camp.
Right now my go-to suggestion would be to slow the hook timer depending on the killers proximity while out of chase so pure facecampers can stare at the hook for as long as they want because frankly, that stuff shouldnt be rewarded with an easier match once the first surv is dead. (And better gen regression doesn't matter when the killer never kicks gens, passive ruin is a no no)
Another one could be the same proximity system with stronger regression but on killer facecamping the remaining survs would actually get a progression buff to disincentivise camping even more
Honestly... giving some Killers more options rather then just standing near the hooked Survivor should be what the Devs should do right now...
Increasing the base Gen regression is just one thing that I know would stop some of the camping going on (but obviously won't stop it all)
Cause giving more incentives to not camp is better then just punishing camping (some Killers don't want to do it but are forced to due to how the base progression VS base regression work... since they took away BP from BBQ it made BBQ just another aura reading perk
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@AmpersandUnderscore said:
https://forum.deadbydaylight.com/en/discussion/comment/3150535#Comment_3150535
Hooks should have the exact same coding and logic as vaults. You can grab an injured survivor, but you can't grab a healthy survivor.
Not being able to hook grab a healthy survivor is only a win for both sides. It discourages and gives counter play to face camping, and survivors spend time healing instead of gens. Besides, with the new hit recovery, you can basically guarantee a hook trade even with two hits.
Wait did they change that... if so when
Cause I remember grabbing healthy Survivors from a vault
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160133#Comment_3160133
Not really I play on Xbox and he felt very good to play as I felt no janky movements with him
Oh really... I play on Xbox as well
That's good
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3159734#Comment_3159734
Pretty much you have to be very accurate when hitting survivors
Damn... it's going to suck on Console
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3159980#Comment_3159980
I wonder why it's not constant then. I'd have it pop up occasionally. I watched Monto's stream and his popped up occasionally, too, but his bar would be one and mine were 2-3.
I don't know... I haven't played the game (in the past 6-7 months) yet
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3159918#Comment_3159918
but if it's activating even when the survivor is on hook, then you can deduce that it's the survivor nearby so it's useful
Fair enough... I kinda wanted that change to come into the game
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It's a ping gauge...
But maybe they are adding in proximity chat... and a new item (cellphone)
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Because the game is limited on certain things... Due to coding (not much of a reason but still)
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That all depends on how you plan on implementing it
Is it for the whole match or for a certain time... and only 1 Blink or will it be able to put on another Blink
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3159757#Comment_3159757
Well it should deactivate for the person on hook tbh
But then if there is another Survivor closeby... I figured that it'll be fair to give it a cooldown
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It would be good but... sooner rather then later
But then it'll be "all new" and not total stats of your entire playtime... they have said that much
Cause they didn't track it all before (LOL)
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Fair enough... I agree with that
But... can I throw another suggestion in here (not whataboutism but as a genuine suggestion)
Whispers should deactivate apon Hooking a survivor for let's say 15-30 seconds (to be fair)
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3159650#Comment_3159650
I think even Victor has bigger hitbox than him.
Damn... Ok then thanks for your feedback
I can't play right now but it is nice to know how the new stuff feels
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Yea... don't worry about the achievement right now
Just keep playing and eventually you will get it
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So is it worse then Victor?
Seems kinda strange that they went with that instead of anything else
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Further changers to perks, maps, Killers
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I middling about everything
I do like the changes they have put in... but will it make a difference
I do like that we are getting a new chapter... but I haven't seen anything on him (gameplay wise)
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@[Deleted User] said:
At least they have to kick the gen. Gives them the choice of kicking it or chasing you. Dynamic decision making is healthy for the game.
Pain Resonance is just like "oh, you have one teammate that's weak in chase that keeps getting found or tunneled off hook? hope you like doing a single gen for 20 years". Yay. Fun. God forbid they're running DMS too so if they do come over to you, your gen will be blocked so your teammates can't even finish it while you're being chased. And you better hope you don't accidentally sandbag someone or go down too fast because then it'll happen all over again.
They ought to just revert back to 80s gens. Or just nerf all the regression perks. I mean we still have Nurse players using 4 slowdowns lmfao. Chases are still fun but unless every single teammate is competent (good luck with this matchmaking, good luck with a friend group that has a large variety in skill) it's a nightmare to play survivor on the macro level.
Nerfing regression has already happened... with the Gens taking 90 seconds to complete it'll take 2 and a half minutes to 5 minutes and 47 seconds to undo all of that progression
Base Gen regression it bad enough... which is why so many Killer are running 2 or more Gen regression perks
I'm fine with reverting the Gen back to 80 seconds... increasing the base Gen regression and changing the regression perks
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3157694#Comment_3157694
I wasn't intending to squash any dreams, I too wish for some game mode variety.
However I became convinced the notion of two or more killers (plus 8 survs and what something like 13 gens?) is not possible back while they were developing Nemesis.
The story is they toyed with a third zom zom as an Iri add-on, and that hurt game performance so badly they scrapped the idea & changed the add-on. Now I assume they develop using bad-ass PC's, so if they couldn't handle a third zombie on them, what hope is there for my lowly Xbox?
Fair enough... I also play on Xbox
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I wish I could play him better... but I can't play right now
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3154789#Comment_3154789
Two killers and all their assets plus eight survs & their gear? No way the consoles or lower-end PC's could possibly run that, not with this coding and optimization.
Imagine throwing in Nemmy and his pair of lost misfits on top of that as well. The Switch machines would instantly melt and ooz onto the floor.
Well then... One can wish right
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Well... stop greeding everything
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Whispers... best guide ever
Even though it is a bit disheartening... that it stays active around a Hooked Survivor
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First... thanks for telling me what you meant (seriously)
Second... On point 3, Will do
Third... On point 5, So how's 5 seconds
And finally... on the endgame I said that cause I read on another thread that Camping and Tunneling during the endgame is (cheap)
Also I don't want to interact with the survivors anymore (the game is over so just end it already)... Plus if it were a 5 Gen and 0 hook game I just want to move on and play more... not sit there and give the survivors "extra" BP, they did the 5 Gens barely got chased, barely got hit so why should I give them anything more
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Nemesis and Wesker... Both are from RE
Spirit and Oni... Cause family
Bubba and Hag... both are cannibals
Legion... Obviously
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Old Hangman's Trick: Made Sabotaging Hook take longer... now it does Aura Reading 8-6M around the Hook when a Survivor is on your shoulders (wait... that sounds familiar)
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Ghostface and Pig
Pig puts the trap on and Ghostface can mark them while the Survivors get the traps off... and they both can teabag with some Survivors
And Pig can photobomb the Ghostface mori.... LOL