Raptorrotas
Raptorrotas
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The lore of dbd might work, if they either ignore the gameplay or be rather liberal with the adaptation.
Dont a few SAW movies start with some random schmuck getting killed in a trap? Getting some "tv ready" gameplay could probably only work like that.
But "a town getting engulfed in strange fog" - plot might work. Imagine the setpieces going from realistic to "how the entity copied it"
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theres only a few things that could actually "buff solo", namely a message system like the IdV example posted earlier in this thread (or a chat wheel, whatever they design it like) or actual voicechat. EVERYTHING else they graft onto the base survivor kit will unsurprisingly also buff swf (probably more than solo cuz swfs tend to have advantages lol).
The devs really have to be careful here.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2901548#Comment_2901548
I'm not wrong though. SWFs don't mean anything if maps were actually balanced and you could get downs in reasonable amounts of time. But as it is now. Getting downs can be hard. Communication on their end has nothing to do with getting downs on your end.
Swf isnt the problem in itself.
Its only natural people cooperate better/more if they know each other. And comms are just a great tool to relay info to others.
Missing those two things is what makes "solo" so bad, compared to swf/comms.
Comms are a force multiplier tho, the better the surv, the better it works.
The devs should maybe add some sort of message system/wheel , IdV has it and "focus ciphers/gens" is by far the one message needed to emulate comms' big advantage of "telling others to tush those damn gens because the killer is occupied"
Off topic but the game does a bad job of acknowlediging swf into the trial, the same score events as solo etc. Just an extra lobby.
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Sure, why not? Works for wraith and nurse and billy.
More than getting that change reverted after a week cant happen lol.
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A hit with the melee weapon is a hit with the melee weapon.
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I think all hits with a main weapon should procc on attack effects.
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Prison warden (or medieval gaoler) spawning spiked walls mid-vhase to hinder survivors and secondary abiluty to place down proximity traps that cage in survivors using those walls (evolve dome style)
Getting too close to those walls adds hinder and laceration to survivors.
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@ThiccBudhha said:
No, listening to survivor mains talk about how killers got buffed with changes like THESE make me sick to my stomach. I would rather not have them at all so I can whine without the usual suspects retorting with "hurr durr buffs."
I think it'd be viable to remove stat-boost addons, IF they add those all or some of those potential stats to the base.
Some training addons would be better as an opzion in the options menu.
Billy's and Nurse's addon passes sadly came with meme addpns and unneeded mechanical changes.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2898141#Comment_2898141
I like this idea, too; Survivors should have to hit a skillcheck to stop regression. And regression is only paused while a gen is being actively worked on.
If the Survivor leaves before a skillcheck; regression resumes.
But the last time I suggested it; Survivor mains came out of the woodwork to claim it's unfair & that gen tapping is fine. Of course, that was ALSO around the time some decided that random skillchecks when leaving a gen should be removed, too. 🙃
I always cringe at that " skillcheck when leaving" - argument. The skillcheck doesnt trigger when they leave, they leave during a skillcheck.
On topic: yes to damage on kicks: 5% sounds good.
As for the idea with only successful skillchecks removing regression, just guarantee a skillcheck within 2-10 seconds of repairing.
Also make Overcharge a normal skillcheck. I mean that "can run away" stuff, not the difficulty
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Real Facecamping doesnt exist anymore tho. But since terms are quite fkuid in our community....
Facecamping is a strategy. Doesnt matter if anyone hates it, its in the game and free to use for their enemy.
And it doesnt stop anyone from playing the game, if someone brings that up later. Getting killed is part of the game.
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If I remember correctly, Identity V's afk-crows trigger for "not touching a cypher(generator) gor a while", maybe Dbd needs something similiar.
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Cant balance swf if it doesnt exist in the trial. No bloodpoint scoring eventdifferences between randoms and swf-folk or anything.
Theres nothing in the trial or game mechanics that acknowledges the existance of swf. Unless we count the swf lobby. Technically, theres no solo or swf. Just survivors and survivors using comms by third party means. Survivors just play differwently if they a) care about other survivors or b) use comms.
Unless you give survivors something to emulate voicechat ( chat wheel / message system) or straight out voicechat, the advantages of swf/cwf wont be balanceable.
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Billy Nurse Deathslinger Spirit. Ruin Undying.
Your argument is invalid.
Survivors complain more and get the results way faster.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2865212#Comment_2865212
"Camping on first hook is not ok" Cool. Thanks for reading a passage from the survivor handbook. On your imaginary guidelines you would like me to follow. I may just do basement bubba today🤷
"Survivors should not finish a gen until i killed one of you" Imagine if there were killers actually believing this. It's sad that theres this BIG double standard survivors just cant seem to recognize.
Anyone else ever roll their eyes when witnessing the ol' reliable "at 5 gens" argument here?
Or "didnt get to play the game" as if the stuff before the chase and the hook never happened.
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Same way survivors want survivors to get on CWF level.
It's better for the balance if one side is unified in power level to adjust the other side to it. Theoretically survivors could also get shiny new toys if the low tier killers ... werent low tier. Shocking, I guess.
Its funny, players on both sides see no problem with buffing the base survivor to match survivors who use 3rd party voice programs. And yet when its on to the killer side, many survivors simply cant wrap their head around that the killer side also wants their weakest stuff matching the strongest. And im pretty certain its lots easier to buff survivor to CWF than to get low tier killers on to par with the stronger ones without changing the killer gameplay drastically, like multiple abilities per killer, etc.
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Buff all except the 5 highest tiered.
Check if the 5 highest tiered need positive QoL stuff.
No nerfs.
Seriously, its maddening that so many people ignor that killers need their tier gaps closed similiar to survivors and cwf.
Anyone advocating for trimming the top killers while buffing survivors to comm-level cant be taken seriously.
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(Survivor+perks)x4 vs (killer+perks)
Yes, perks may be tweaked because certain killers benefit too much. But how does nurse's powelevel justify other killers weakness when theyre mutially exlusively encountered by survivors?
All killers should be at an even powerlevel. Sadly only survivors have their bottom planned to bebuffed to the 3rd party cheaters while killers get their top performers gutted (billy nurse spirit).
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Theres better ways to make killers better. Movemebt speed is one of the strongest stats to modify in this game. It removes a lot of counterplay as it definitely cuts down chase time.
It'd feel like a cheap bandaid fix.
I'd rather have the devs put actial thought into M1 killer kits or map-changes. There are definitely more creative solutions than "now killer has plus x m/s ". Wrath and billy still have no secondary ability for example.
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Corrupt works only at the start of the trial and some survivors might not even notice its activation, as luckily not all generators are blocked. Adfitionally survivors might just not get found during that time. The killer also has no control over rhe activation.
Dead hard: press e to extend a chase. Yes, the survi or might screw the timing up, but generous validation made dh quite reliable. They are basically guatanteed to extend the chase, slightly to greatly. Oh and if you manage not to get downed you can use it again after the cooldown.
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Add in rancors "mori the obsession" part to make obsessions have at least 1 downside.
Imo the obsession basekit mechanic should change so survivors DONT want to be the obsession.
@ThatOneDemoPlayer said:
Hex: No One Escapes Death.
If Survivors won't need to play smart and unhook safely, why should Killers?
This, maybe that'd teach survivors to do bones if noed is in every trial.
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Sometimes i think that DBD should give all killers multiple abilities like overwatch. Thought i know that wont happen because the UI would need to change. (And remapping buttons etc )
Baxk on freddy:
Just give him both snares and pallets at once. Or unify both into one skill, something like "snares turn into fake interactable objects when placed in apropiate place" like gens, totems and chests.
Obviously tweak the addons and numbers for such changes.
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Its a weird trend on this fourum that killers agree to buff the "bottom" of survivors to match the top cwf, while survivors prefer to gut top killers to kick them to the weak rest of the roster.
Why is it we need to gut the good killers and give them stupid roars?
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@Smeagolthevile said:
I'm necroin' this.
I legit dont understand #########' people on this forum and this game. Someone from the survivor side says 'this is a boring perk and leads to slow and boring game starts' and instead of talking about, its just a parade of bullshit 'git gud' and 'survivors whining' and all that ######### toxic garbage and the same people ######### ######### and complain about to no end.
Yall are the reason that this community is so damned toxic, ######### shameful.
Well, CI is just a perk that hinders the enemy from performing a certain action, like certain meta survivor perks. i hope that makes the problem obvious. "Get gud" or "deal with it" is just what killers are always hearing on valid concerns.
But survivors are learn resistant. Instead of working aroind it or getting conditioned by it, they whine about stuff till it gets nerfed.
Survs most often dont see their hypocrisy.
Now tell me one killer or killerperk that conditioned a whole generation of survivors to play in certain ways, like DS or BT do. I mean not even nurse was capable of that, good luck.
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In all seriousness.
How would you remove player choice of target or location? I think its rather unreasonable to forbid killers to go after a certain target because the targets feels like so. You cannot remove choosing your target without massively nerfing killer ganeplay.
Survivors probably cant understand this because their targets arent players. How about ai to send hatemail at them for their choice in generator completion order? ( /s )
I love how "facecamping" is now what normal camping used to be before the real facecamping was removed. Something something goalpost.
As for the removal of camping... I feel that might go down a baaaaad route like it did in deathgraden if the devs arent careful. It ends with the removal of the hooks and a life system that removes all pressure and again massively nerfs killer pressure. And most ideas to counter camping are crap anyways.
Punishing camping is like punishing repairing if survivors did Xcharges collectively too fast. Or Y charges without swapping generators. Or X+Z charges without killer interaction.
Yes it might suck to get eliminated first, but that always is a posdibility in such games.
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Hahaha. I love how the community made normal camping "facecamping" after real facecamping was removed.
On topic:
Play as you wish, as are your enemies. Just because they could have multiple chances doesnt mean they get to use them. Just because Mercy can rezz people doesnt mean a sniper wont shoot her before she can do it, if a bad analogy is allowed lol.
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@[Deleted User] said:
I love how people in these forums get so touched about things like tbagging or flashlights but then when someone says that being able to stop the other side from playing the match because he got downed once by a Bubba the post gets bombarded with "this is fine". I don't know a single PvP game that you can stop the other side from literally playing the game by staying AFK for 2 minutes.
If that bubba really was afk, you'd be able to unhook.
And you can stop people from playing by not moving much in many games. Ever got tried going right in de_dust2 as ct and get instasniped through that gate?
I wonder why only in dbd people complain about being eliminated in an elimination game.
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Survivors can "have up to 3 tries" but insist to "have 3 tries", if that makes any sense to you.
While theyre kinda right in their accessment that its "unfun" to get eliminated early in an elimination game, theyre wrong in it being "unfair" to be eliminated in an elimination game.
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Overcharge is an exemption that needs to be normalised.
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2841389#Comment_2841389
While I agree, people have recently been advocating that REGULAR gen skill checks should function as Overcharge currently does because they feel it is unfair to have coincidentally triggered a skill check the moment they are letting go of the gen.
As for Overcharge...it absolutely should force the person to finish the check on the gen. Seems a lot more balanced than Meg Sprint Bursting across the map while still hitting the skill check. It would be a nice QoL change.
Those people have it backwards. The skillcheck doesnt siddenly pop while they let go.
They let go during a skillcheck. Which fails said skillcheck.
I dont know how skillchecks are coded but i think there isnt a nonabuseable method to stop skillchecks from " just appearing when survs let go".
And validating skillchecks to not retroactively have appeared if a survivor lets go is negating the whole skillcheck mechanic.
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I just imagined our awesome hit and deadhard - validation on hooking.
Killer hooks survivor, walks 5m away... "Omae wa mou shindeiru" , and gets stunned by a survivor that has suddenly never got hooked in the first place.
That'd be horrible.
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While that early warning isnt that bad of an idea, its quite "abuseable" and makes skillchecks avoidable if you get your warning before the skillcheck-jingle.
Atleast you didnt try the "let us let go during a check"-route.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2833967#Comment_2833967
I honestly do not even complain because of how survivors sided the game is, I am just baffled that people could believe otherwise. It is like... Do they even play the game? Or both roles? It is baffling. I need to talk about it so much because a huge portion of this playerbase is willfully ignorant or something. It doesn't actually bother me that it is, it bothers me that people pretend it isn't.
Yeah. Its probably just hard to accept *justified* nerfs to your side / fav character.
On forum behavior/ community, I fwel like survs get more leeway when proposing crazy stuff like perma BT or double DS. (See again NoeD rework ideas that need 6+ hooks).
As for balance discusdions? There are more killers agreeing with "buffing weak soli to swf" than survivors agreeibg with " boost weaker killers to strong, dont nerf the top".
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Because as a whole, survivors dont seem to like "gitting gud".
See the whole Noed-debacle and survivor resistance to do bones, ust the hex or even expect to play around it. Meanwhile a lot of killers (are conditioned to) play like all survivors have DS, BT or DH. Baiting out DH and waiting for BT to expire has become natural behavior by this point.
Also as already mentioned, when kullers need to whine about "survivor OP", we dont have a lobby or Endchat ( or our swf buddies on comms).
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No roar.
Qol animation stuff.
Remove the "good" addons, add some of the lost max stats to the basekit. Change the addons. Players wont use gimmicky addons if there are stat-boosters that are objectively better, even if there was only 1 UR addon for charge speed left.( I'd say this applies to all killers)
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Real facecamping has been fixed ages ago tho.
With that out the way, bubba is fine. HB, myers GF could theoretically do the same. Survivors had their chance to play and blew it by getting tagged. I dislike the entitlement of survivors to expect to get all 3 hooks.
As for obligatory obnoxiously overblown nerf idea survivors would deem "fine": remove instant down, add massive hindered effect.
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Its Tradition by now, like FnaF-threads or the constant reminder to not judge killers on ptb.
Most judgments of new killers have been mostly true tho.
As for noed? Survivors are learn-resistant. Watch some killer streamers, they're conditioned to expect DS, BT etc. Most killers have to keep those in mind and play accordingly. Survivors simply do not.
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Nurse isnt too strong
The Rest is just too weak or gets nerfed anyways ( hillbilly, slinger)
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DocOctober ?
Was dunny when people cited the wiki against him.
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The suggested change is to change the skillcheck trigger from the kick to the regression-debuff"
I'd love that.
Also replace that skillcheck-to-go with a normal type
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A werewolf or some random mutant thimg with exactly demodogs ability.
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As far as i remember, when they added the rotating hook, they reasoned that it'd look weird if the hook turned to that direction by itself.
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Its funny that the possibility of certain survivor perks ( DS, DH, BT, UB ) being used in a trial, conditioned a whole generation of killer players and created the whole " nice" playstyle.
Many killers just play around the possibility of these perks existing, they dont wait till they actually witness those.
NOED has been around way longer and survivors just cant get it into their heads to maybe just prepare for it.
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Make his tar addons make traps transparent.
Make traps somehow dangerous to injured people. Ive heard some people suggest adding Deep wounds if an injured survivor frees himself.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790563#Comment_2790563
Funny thing is that all of those killers besides nurse is in a pretty bad state.
I'm aware.
Im just stating that "fun" makes for a bad reasoning.
"Its not fun to be camped" isnt the same as " Trapper is unfun because of the current trend of newer maps being brightly lit and lacking foliage to cover traps ".
The first is a appeal to feelings and the other is a proper argument.
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Youre right. Unfun stuff has to go.
Nurse's fatigue is unfun. remove it.
Shocked survivors can still throw pallets and vault, validate it and make shock instant.
Trapper traps being highly visible is unfun. Make them transparent from survivor perspective.
Pig has too few rbt and they suck. UNFUN give her infinite zraps and make it lethal at the exits again.
Billy nerf was unfun. Unclunk him.
Limited evil within is unfun.....
Just calling everything unfun isnt gonna make a good argument.
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Bbq is still working as intended.
Just the game around it changed. Getting a boost for playing "nice" doesnt matter if playing "nice" isnt rewarding enough at the base.
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Did you know that animatronics are some kinda robots in a certain franchise?
But seriously I think most of those could fit if correctly implemented.
Except the minotaur, too similiar with oni skin.
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Just merge it with mangled.
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Its been said before but
Survivors shouldnt dictate your power or get rid of it too easily compare to YOUR benefits from that power. I'd use pig's rbt as example here, theyre rather often perceived as weak s tgey cant kill anymore in their unarmed state ( and you only got 4 of them).
As for brainstorming a killer power,find some concepts that fit thematically to yoir killer and work from there. Reverse is possible too, though.
Start general concept and try adding details. 'Prison guard ->take away freedom/cages/restrict movement -> "can spawn walls for a duration".
If you think your ability is lacking in barebone, add secondary effects:
"Survivors will just loop your spawned walls" -> survivors now get slightly slower and build up laceration when touching the walls (or really close). That effect spreads to nearby walls and objects.
If your ability is still lacking in your opinion, add a second ability:
" can bring up a map screen to plant proximity trap that spawn a cluster of walls if triggered"
The try to cram your idea into the game mechanics and controls. (Hold M2, charge meter as ammo count, regenerate x charge meter when etc). Might want to crunch some variables like charge speed etc if people get interested. No use to finetune the numbers if no one cares.
Make an ability first, then the addons. I'd rather make good ability with effect addons than making your ability good with variable-boosters (charge speed etc).
Realistically, try working with existing stuff, my concept used a "wounding debuff" instead of laceration before trickster was a thing. I'd use the exit gate and vault blockers for tve spawned walls, and would still use those as they only appear at the exit gate, maybe slightly decorated with barbed wireor fire ike the trail of torment.
Oh right.
OC DO NOT STEAL PLS ( very important )
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Maybe they can make the house interior not dim your vision?
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Basekit stuff applicable to general killer gameplay. ( stuff that affects ALL killers)
Examples:
- Better gen kicking for 2.5% or higher instant damage.
- Survivors needing to hold repair for x seconds before regression is removed. (Anti gentap)
- Exit gate now regresses by 5 seconds after letting go.
- Basement hooks count are affected by scourges without being scourged hooks.
- Not sure but maybe undo killer hearing problems.
There are probably some killer specific changes suitable as compensation for the solo-swf gap stuff, but those should rather be done to remove low Killer tiers and lessen the gap between killer tiers.