RaSavage42
RaSavage42
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- RaSavage42
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Experience is the best way to learn the do's and don'ts of any killer
I don't main Hag (cause I play Pig soooo much better)
But try everything you have at least once and watch how the survivors react
Then adjust to what feels right
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Honestly I don't think that there are any second chance perks... they're delay perks
DS: gotta get hooked first -1 hook stage but delays the second stage
Unbreakable: gotta get hit twice and left on the ground -bleed out timer
Dead hard: gotta be injured first -1 health state
BT: seriously.... like really... another survivor has to be using it and unhook in the TR giving the killer a chance to come back and hit/ down both... plus it lasts 15 seconds the killer can just chase to waste that perk (it's just rewarding bad saves)
If you believe these are second chance perks then where's Deliverance... MoM... QaQ... Sabo... DWM
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I do have a few suggestions on changes (in my opinion would help)
but was Dead Hard meta since it's release I didn't play then (I started playing when Legion came out)
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Pig...
Cause I see the mistakes they make and it's annoying to sit back and watch
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1580321#Comment_1580321
Adrenaline would've been my second choice after IW as well. Although it is complained about some, it only rewards the person for playing well which is good design imo. It also has the cost of being down a perk slot all game essentially.
That's my thought on Adrenaline
Iron Will cause it's useful cause stealthy gameplay can in fact save you
I would run these perks but I don't have room ATM
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Iron Will and Adrenaline
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I would like a 4th teachable but not Killer specific though...
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@Waffleyumboy said:
I don't think the devs would be able to design 3x as many perks as we have now.
Some perks don't need to have 3 different effects
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Yea... I wouldn't mind that
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But like you said before it does depend on map layout.... if the gates are on opposite sides of the map... then the killer has to run to that other door...
PGTW has 60 seconds to be used... and a survivor needs to be hooked... and a door to be opened
If a survivor isn't hooked then the killer can't close the door
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Thanks @MandyTalk
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/186678/what-if-perk-tiers-were-something-like-this
Pgtw and ruin would've been op
Ruin was just an example of the effect changing
Ruin and Huntress Lullaby is where it's at
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1578786#Comment_1578786
There is no real playing around it, egc will be active and the killer can just stand in front of the gate.
Sure, one gate has to be open, and your point is probably something like "the survivors can just open the gate and leave" but not all survivor are the same gate at the same time, depending on the size and layout of the map, if somebody is still hooked etc. Also the killer can just open one gate and then close it again. Depending on the size of the map, his mobility, traps etc he should be able to be back in time to the other gate and then block it.
It's a decision the survivor(s) have to make
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1578907#Comment_1578907
It would still be way too much work.
It would be... I'm not denying it
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1578941#Comment_1578941
It'd be cool to see, but my confidence in BHVR being able to pull this off without introducing a lot of bugs and balance issues is low :) enough people are frustrated with grinding through perk tiers that I wouldn't be surprised if they try something to address it, though.
I don't either... a reason I posted this... If I can help BHVR make a change with a "simple" idea or theory then I'll pat myself on the back
The frustration (for me at least) is getting a perk to see the "improved version" not being worth it or such little improvment that I don't care for it... Like M&A (the increase/decrease of TR is the same for all tiers but the FOV effect is the only thing improved by tiers 2-3)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1578820#Comment_1578820
Yeah, don't get me wrong, I do think what you're proposing would be cool. I'm mostly concerned about the amount of work necessary to do this well because I worry it'd take resources away from other things that might need love more urgently.
Ok so (and hear me out)
I'm not saying to do all of the perk changes at once... also these effects could be perks on their own (so DLC's aren't hurt by the time investment needed to tweak every perk they see fir to be tweaked)
And we (well most of us) have access to the PTB by which BHVR could throw together what they came up with and allow more feedback on it
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1578857#Comment_1578857
Well, there are 21 killers and 23 survivors, so it makes sense survivors would have 6 more perks :) I share your frustration with people sticking too closely to meta builds, but that's actually why I'm okay with the current Bloodweb. If people want a meta build, they need to grind for it. If they're not willing to grind, they'll be forced to look for synergy in other perks they wouldn't usually run.
My last comment is basically getting at the fact that it's a whole lot of work to add unique effects for each perk tier, especially when most of them probably wouldn't get much use. I'd prefer for them to just continue to buff weak perks and nerf strong ones until nothing's OP and nothing's useless.
I understand your point here but If can come up with these "new effects" in less the 10 minutes it (in theory) wouldn't take that much time for BHVR to do the same... Now implementing the changes would take a (bad word) amount of time and testing (both internally and PTB) but if improves the games overall health I'm all for it
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@TAG said:
You're basically suggesting tripling the number of perks. That would require an absurd amount of extra work.
I should've stated this fact before... but not all perks should have 3 different effects like new Ruin is good and all it was just an example i used
DH shouldn't get three different effects due to it's powerful effect
CI wouldn't get touched, Sloppy, BBQ has enough conditions for the effect it has, Gearhead just needs to include great skillchecks,
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1578609#Comment_1578609
I don't think its a question of meta choice anymore....the same 6 or 7 perks get used all day long. Killers won't run interesting builds because to put it simply, if your killer doesn't have the mobility or area trapping support or stall potential, certain perks are just....useless...like....always useless.
Monstrous Shrine has been trash and unused forever. Bloodwarden rarely see's play, Territorial Imperative is almost never used. Bloodhound....complete trash, hangmans trick....trash, Hex Third Seal......trash its a hex for blindness....never used, Overwhelming presence....trash, Predator.....trash, Shadowborn....trash, Trail of Torment....absolute trash, Unrelenting....trash, Zanshin Tactics....dogshit, Nemesis.....ass tier, Mindbreaker....almost never used, Forced Penance.....trash, Cruel Limits...interesting concept but....trash.
And not to mention, KILLERS ARE STILL MISSING 6 WHOLE PERKS, compared to survivors.
Also it's not just killer perks that are in need of big changes either
Lightweight... needs a whole build around it, Ace in the Hole... needs an entire build around it, Aftercare... same, Alert... is good but if the killer doesn't break anything it's useless, Boil Over... should've been the perk to speed up wiggling, Daja vu... good at the beginning of a match that's it, Distortion... 3 charges and no way to get more, Lithe... could've also increased vault speed, No One Left Behind... should work from the start,
I can go on... but you get the point
Cruel Limits should block pallets like Spirit Fury (blocking the pallet all together)... it could straight up trap the survivor(s) for the duration
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/186678/what-if-perk-tiers-were-something-like-this
I'd actually use Brutal Strength if it was like that, holy hell, that'd be amazing!
I know right...
Seeing as a lot of players are tired of the same old same old... I figured something different should be discussed
Thanks... :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1578677#Comment_1578677
It sounds like you're proposing related, but different effects at each perk tier, like Old Ruin / New Ruin. Currently the perk tiers are just stronger and weaker versions of the exact same effect. As is they basically just need to balance for tier 3 and make tier 1 and 2 a bit weaker than that.
My comment was more to do with the "meta" then how BHVR makes perks
But I also think that making different effects is better then making one effect but weaker for tiers 1-2
And to further this... What about Discordance and Surveillance these two perks are better off at tier 1... Monitor and Abuse is also better off at tier 1 (in my opinion) and plenty of player think that DS should have a shorter timer (with tier 1 has).......
Changing numbers on a perk shouldn't be the only thing that justifies tiers anymore... games been out for 4 years it's time for massive changes to game mechanics
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@DetailedDetriment said:
Pop and Ruin do not need buffed. If you close a gate with Pop them the survivors are literally screwed since you can just camp the other exit.
Well the survivors would have to learn how to play around it
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@OllieHellhunter said:
I mean your idea would make Predator have some actual use.
Thanks
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@[Deleted User] said:
It's an interesting idea, but with the number of perks already in the game I don't think BHVR would been keen on making and balancing three times what they already have! They'd have to do it well, too, or we'd just see a meta choice for each perk that almost everyone would run.
And how's that any different from what's happening right now?
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It certainly would be a test of game knowledge and "skill"
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Nicely done
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@ThatPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1576238#Comment_1576238
Even when using the traps for pressure they never do ######### every survivor just gets there trap off at the first box and it doesn't take long to search a box. then you have another going for gens and they get it off when your in a chase with the person you said would be hooked so then I have 1 person hooked,2 on gens, and 1 going for the unhook and healing if they even decide to go for it because they think the other survivor might go for it. If the survivor doesn't get it on the first box they almost always get it on the second.
That's the RNG nature of the RBT's
It takes the same amount of time as mending and snapping out of it... unless you use the bag or crate of gears addon
@ThatPigMain said:
Power Change: Make the pig's Addon Rules Set No.2 Permanently part of the power and remove it as an Add-on. This will make the RBT's somewhat possible to get kills with.
https://us.v-cdn.net/6030815/uploads/U2FEEO4VZ9MI/fulliconaddon-rulessetno-2.png
Addon Change: To Replace Rules Set No.2 Make a new ultra-rare Addon Called Iridescent Ambush. Also remove the Razor Wires and Workshop Grease Addons as they actually work against her.
https://us.v-cdn.net/6030815/uploads/7RARWDNPKT5D/fulliconaddon-razorwires.png
https://us.v-cdn.net/6030815/uploads/0FC6KQ5KI10F/fulliconaddon-workshopgrease.png
New Addons: Iridescent Ambush
Ambush attacks now inflict the dying state
Available Reverse Bear-Traps are reduced by 4
Available Jigsaw Boxes are reduced by 4
https://us.v-cdn.net/6030815/uploads/IPRDCD8HCZEF/150px-fk-w01.png
New Addon: Weighted Combat Straps
Moderately reduces crouch activation time (0.9 seconds)
New Addon: Adjusted Timer
slightly reduces Reverse Bear Trap Death Timer (-10 seconds)
Conclusion: I really want something close to this as a pig main because I only get 1 Head Pop every 7-10 rounds maybe 2 without running Tampered Timer and Rules Set No.2. Iridescent Ambush would be a little OP but would remove the RBT's that round. Most Importantly in this buff is the Permanent Addition of Rules Set No.2. Iridescent Ambush was just for fun as an Addon but The Devs should remove Razor Wires and Workshop Grease because they work against her.(Also I know the picture for Iridescent Ambush is bad but I just didn't want this post to be plain and boring with only words)
If you want to buff Pig by making Ruleset No. 2 basekit just making it work the same way with Freddie's alarm clocks... once an RBT is put on the survivor can only see the farthest one (which may or may not have the key) but the survivor can see all of them once the RBT becomes active
Also I'd add another box by default
I question the Iri ambush addon... making an instantdown addon isn't really a buff... it's a copout "sorry Pig mains we couldn't think of anything else to change... so have an instantdown"... good survivors already run to the next loop when they see a crouched pig at their loop so it wouldn't make sense for the ambush to have that effect
The adjusted timer is another "sorry Pig mains... we can't think of anything else to change... so have another addon to reduce the death timer" plus having both timers at the same time would be (bad word) for survivors... a total of 110 seconds to search boxes
I like the Weighted Straps addon though
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It happens in all ranks... which is saying something
I have been on a survivor kick for a couple days... (not a good survivor BTW)
The habits gained when starting to learn this game carry over to how they play when they've invested more time into this game
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1574066#Comment_1574066
I have that too. ☺
OH... OK
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Why no Botany Knowledge
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Super Dwight:
Bond
Better Together
Prove Thy Self
Streetwise
With Commodious Toolbox/ Scraps and Wire Spool
Know where survivors are within 36m...
Other survivors see which gen you're on...
Other survivors work faster on the gen you're on...
And Toolboxes last longer...
OR
Bond
Open-Handed
Detective's Hunch
Empathy
See auras basically all the time
The I swear We'll make it/ Let me heal you first:
Autodidact
Vigil
Botany Knowledge
We'll make it
You can replace Autodidact with Solidarity if need be
The Distraction:
Any Means Necessary
Saboteur
Red Herring
Diversion
Drop a pallet and pick it up again... to annoy the killer
Sabo hooks... to annoy the killer
Start repairs on a gen across the map, run to a safer spot, enter locker... to annoy the killer
Throw pebble (hopefully) away from teammates... to annoy the killer
If done right you WILL be facecamped
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Yea... why not
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572578#Comment_1572578
do you know what PTBs are and their objective with player testing before is final and out for everyone?
Consoles don't have access to the PTB so we can't even test it ourselves
Low-end PC's aren't a fair representation of what would happen on consoles
If Sony and Microsoft allows BVHR to have a PTB on consoles then "everyone" can test it out
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NOED is balanced....
It maybe be "boring" but it's not OP
5 totems are put on the map... cleanse all 5 then no NOED... can't find one then NOED activates
Same can be said for DH 1-2 stacks are nothing but 3-5 are gamechanging... but it's a lit totem
5 stacks of HL is OP if you're not looking out for skillchecks
4 stacks of The Third Seal is OP if you're solo
TOTH is balanced... one totem is lit but affects all cleansing speed
Ruin is (now) balanced... worked 50% on a gen... but got off cause killer found you gen regresses at 1/2 progression
HG is balanced... two lit totems cleanse one and get exposed for 60 seconds
Retribution is balanced... cleanse any lit totem free aura reading for 10 seconds, cleanse a unlit totem gain the oblivious status effect for 45 seconds
IDK about Undying cause I'm on console... hahahaha 'looking down and SMH'
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The survivors "meta" is stale due to killers relying on the only ways to get kill (and even though it isn't "fun") tunneling, slugging and camping
Mindgaming pallets will only do so much as you are the only survivor being chased
The only way to fix this issue is to fix maps and (spawn points for survivors) and either gen speed (which isn't much of an issue) or the number of gen needed to be completed
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Oh no.....
That's horrible....
SMH... BVHR things
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So you've explained what you do against this combo... Good points, but the real reason this combo is strong is because the survivors who run it are aggressive want to be chased downed and hooked so they get DS... then go to the area you're in and wait for you to start another chase go down easier BOOM DS... then they go off to do the last gen or run to the exit gates
Sometimes I run into the problem of them knowing I won't tunnel so they wait till the last moment to show up so they get hooked (2nd stage) and have the save happen immediately force you to slug them cause of DS but they have Unbreakable so they still get away
So I will tunnel for the hook (not the kill) then go for another hook... and repeat
Sometimes it works... other times not so much...
If the only way to counter this combo is to either force them out or not do your job as killer then something needs to happen
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I saw a lot of coins
Some chalk pouches
Some reagents
BP offerings
and maps
TL:DR I saw verity in the games I've played
Will wait to see what the new offerings are capable of
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Live or Let Die:
Your frustration of dying has given you power
If you are the first to be sacrificed or killed the other survivors have 10% increased repair speed for 10/15/20 seconds with no skillchecks
If you are the last survivor left your vaulting speed is increased by 5/6/7% and gain the Haste status effect for the rest of the match
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1567319#Comment_1567319
Yeah they really got to work a bit on how toxic this game can get, and if balancing it out helps then go for it devs because its affecting a lot of us, in a not so great way
Balance is one thing
Maps are another
the RNG nature of the game
the "Asymmetrical Symmetry" I see in the game is also there
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1566799#Comment_1566799
Thats what I tend to do,
That's we can do... and it sucks
I like this game but there's only so much I can take
I would stream my matches... but getting frustrated 2 hours in isn't fair
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probably didn't want to play against Spirit... IDK
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1567140#Comment_1567140
Don't worry, i'm not encouraging it.
I'm just saying that Pig needs a buff.
Had me worried there for a minute
She could use an addon pass that's it
It like to see the addons change the RNG of her power (cause that's what addons do for the most part)
there's no need to change her basekit
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@EntitledMyersMain said:
The only things Pig's power is good for is tunneling and slugging.
And it's not even good at those things.
No don't encourage that playstyle
Just had a match that had 2 head pops... Didn't camp I kinda tunneled after a deliverance/DS combo and slogged to have the pressure up to the max
One gen was done and that's all it took
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I noticed this as well...
One player affects others
then it snowballs to more
I try to refrain from spreading the toxicity
If I start to feel toxic I just go to another game or watch YouTube
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Survivor:
1) Seems more like an item then a perk
2) I like this, but if the chase goes on that long the killer will most likely facecamp
3) I like this one too, it gives survivors another way to remove exhaustion through skill
Killer:
1) A good perk for snowball, not so much in "normal" matches
2) A decent perk but killer specific
3) Another good perk for snowball
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1563721#Comment_1563721
So like a Jackal and Hyde type character? Will they be able to switch during the trial or is it that they are on both the survivor and killer selection menu? If they could switch during a match, how will they be to (are there going to be specific conditions, an ability, or a station [like for the Plague]) able to change? Finally, how will they deceive survivors? Will they take on the form of an existing survivor, the form of a random survivor, or will they have a special survivor form?
No my idea would be (putting me into the game) one person but have a survivor side with perks and a killer with perks
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I was thinking of making a killer/survivor hybrid
Like the killer and survivor are the same person... But the entity split their personality
And I'd type everything out when I get time including perks, power, map and add-ons
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Ok... I has another one
Name: Richard Gill
Lore... None (cause I dont want to type it out on a cellphone)
Perks:
All I can: having the mindset to help those in need gives you... See auras of both killer and survivor when chase has started for 3/4/5 seconds... Has a cooldown of 60/45/30 seconds
Lose yourself: music has given you a reason to live... When in chase for 15/10/5 seconds this perks gains stacks (up to 3) and becomes active... Gain a boost of speed for 1 second after vaulting or falling from heights (think of BL) using a stack causes exhaustion for 40/30/25 seconds. Using all stacks will cause exhaustion for 40 seconds
Boredom: Idle crows don't alert the killer for 10/15/20 seconds after the last crow is added