Raptorrotas
Raptorrotas
About
- Username
- Raptorrotas
- Joined
- Visits
- 13,646
- Last Active
Comments
-
@KajdanKi said:
The only thing that should happen is to get an "exposed" status right after the last gen is finished. So you know you deal with NOED now.
At this point all you can see is a killer running strangely faster and tries using m1 only - these are indicators that he/she uses NOED.
Apart from this I consider each match with noed so I check for totems or see what killer do / i do not let them hit me
Funny you mention that after the devs intentionally made it hidden until after the first hit.
-
@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2758274#Comment_2758274
It's not a buff. It's quality of life. We shouldn't be punished for something we have no control over. The explosion is intended to keep you from trying to avoid skill checks, not explode the generator when you were just trying to stop.
Actually the explosion is the consequence of a failed skillcheck.
They jzst happen to automatically fail when leaving a gen during a skillcheck.
-
Dunno, being able to skip skillchecks without them triggering kinda invalidates skillchecks themselves.
-
I sure do hope that killers in general get something value if the "in chase" is added.
The "knowledge to repair generators without the need to pay attention is rather strong in my opinion.
-
They should probably make these actions do both at the same time.
Survivor on pallet + in range = broken pallet and hit survivor.
-
Callouts are actually one of the few ideas to "bridge the gap" that wont accidentally buff swf too.
Unlike the automatic status icons, theres still player input on when to ping and what, only slightly less detailed.
As for pinging locations other than your own, it'd probably be overpowered to habe a laser pointer on the killer at all times.
-
Its good they aknowledge that there are limits on what to give survivors. (permanent aura reading and others)
In itself, adjusting the solo gap isnt inherently bad, but there are a lot of things that will simply not close the gap as much as intended.
Everyting available to survivors is also available to swf, and will most likely be used more efficient by those.
-
Hear me out
Second killer that uses madness.
It's probably better to make the survivors see stuff that isnt there or not what it seems than to just give the killer a ######### stealth mode.
Survivor illusions and masking the killer as survivor might work in tandem. Especially if the illusion effect would randomize the characters/outfits the survivors are seeing on their buds. It's a blasphemous idea tho as survs wouldnt be able to see their fancy pants. (Not to mention dependant on how the game handles outfits)
It's a different approach but i think it'd be slightly less screwed over by cwf.
-
It's funny because the swf-lobby before the killer-lobby is the only thing ingame that acknowledging the existence of swf or a team.
That and the team mentality of survivor players used to play with their friends. Sure, generally survivors might feel like helping another, bit when it goes downhill fast, it becomes a free for all. The best example is 2 dudes eaiting for the other to die so they get the hatch.
I think the addition of team specific scoring events could be tested. ( unhook a friend vs unhook a stranger)
Example: Escspe point: 1250 per surviing swf buddy
-
Well, it'd be interesting if exposed sped up debuff buildup on survivors.
-
This again? *sigh*
-
I think survs expecting killers to play
stupid.nice are the selfish ones. -
@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2584519#Comment_2584519
It means a survivor opens the gate to about 99%. That means EGC isn't initiated and it just takes a tap to open the gate
Thus having the advantage of an "opened" gate without the consequence that is the egc.
-
You might try playing killer for bloodpoints tho.
I heard they get soo much of those.
-
Rreminds me of the depip squad.
-
Survivors saying "nerfing isnt the solution" is quite a riot lol.
Yeah. But killers are definitely getting the top trimmed a lot while the base isnt touched much. "Trapper and Plague just got buffed", yeah thats gonna help ghostface or the knifegang.
Imo, the basekit of killers might need to get buffed in some regards, be it grabs, regression, collision interaction with objects or survivors, fov etc.
Every killer ability that is below old billy can absolutely be buffed without changing the grand scheme of "potential survivor power vs potential killer power" - Survivors dont get nerfed for they might run into a nurse, so lets move all killers' potential in that direction.
The killer tier gaps are a thing thats being ignored way too much in balance discussions compared to solo-comms.
-
You get send into timeout and might be eliminated with the first hook. That has ALWAYS been the truth in this game. You're never entitled to getting a second chance either.
There is never a time in the game a survivor "didnt get to play the game" when he actually did and failed splendidly by gtting downed and hooked.
Imagine CS players going like " i didnt like i got sniped through a door, let me respawn".
-
Can still be stunned, blinded and even lightburned. What is she ignoring exactly?
Could we please stop trying to nerf the killer's top tiers all the time? It starts being unbearable.
-
We talking about Swf or "swf+ comms"?
Most people actually dont have any issue with intended use of swf.
The complaints start once survs "want to talk about their days, cute boys and totally not stategic information crucial to winning the game easier".
-
I'm pretty sure theres other stuff they should try before touching Movement Speed. I think its a variable with a strong impact on the game. As with any of these kinda objections, i obviously dont have any better "easy" alternative idea.
We could give killers subskills or abilities like in Identity V, there a killer has is Main ability, and can choose between several lesser powers like a sentry ward, a controllable drone ( kinda like victor, but just for scouting), a blink instanty 5m forward or a " freddy gen teleport). Thse are obviously balanceable by cooldown etc. Problematic with thisnapproach would be access to those skills by " good" killers. Would also need a rework of the Killer UI and the loadout UI. These kinda abilitties could maybe be implemented as killer version of items.
Before changing MS to change the "killer base", the abilitties should be tweaked first. Buff killer base abilitties, change addons. ( if the basekit is good enough, we dont need addons to change charge speed etc and can just keep addons that add new stuff.) thus addons could maybe become something like one- use mini perks instead of variable-vhanges to the ability.
-
Its quite sad so many people think competetive means "ESport".
-
Just outlast the other 2 "teammates" for the hatch. Its what happens at 2 remaining survivors anyways.
-
@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2518050#Comment_2518050
And yet the kill rates go up in red ranks...
Back then they admitted that it counted the killer rank only.
-
i fear this is exactly what will be happening again a week after that spirit nerf. Complain till nerf, choose next target, repeat. It's sad its predictable and working.
-
@Thrax said:
I'm really enjoying the crying from the spirit nerf. Now they've actually got to think while they play. Any survivor will say i'm balls but even I wrecked with her. Please air your frustrations more we're loving it.
Might i ask what exactly was announced to change the killer behavior?
All i can find is that survivors will get the info to think less.
(The survivor gets to see and hear the invisible killer who only gets scrazchmarks of quedtionable reliability.)
-
@glitchboi said:
Spirit nerf yeah I'm happy about it. I don't care about Nurse but please, PLEASE don't destroy Blight. Just nerf Alchemist's Ring and call it a day.
Sorry to ruin your jopes and dreams, but once that kinda survivor mob got their target nerfed, they just go to either the next target on the list or the current top.
Ive already seen some "yay sprit nerf, blight next when?" - topics.
-
*gets visual and accustic indicator to find the invisible killer*
*spirit mechanics interactable by the killer player are unchanged*
"Hahaha now you gotta use your brain"
Funny considering they just announced survivors having to use theirs less.
-
- Quick message system
- Ping system
- Voicechat
Those are the options to close the solo-comms gap. Anyone suggesting stuff that currently even cwf has no access to is just asking for flat survivor buffs that will help swf more than "solo". No UI additions, no permanent aura reading.
Also, Killer basekit compensation for the risen base survivor potential. Im talking stuff all killers have access to: regression, grab mechanics (grab healthy survs for example), better fov, etc...
Killer specific ability changes should be considered for the killer tier gap or tier removal .
-
While we are at it, how about removing all info survs get about hexes and debuffs?
Myers didnt down a survivor yrt, they can hear rhe jingle and count how long exposed is active.
You dont need to know youre under the effect of thana, just watch the gen bar go slower. No need for the colors and icons either. /s
Ugh. If theyd started removing enemy info theyd need to do it on both sides. And survivors actually risk losing more than killers.
-
The Killer can see the Survivors and their Items because the devs intended that info to be there for the Killer to use. to prepare certain perks or addons.
I'm gonna use the same argument i keep hearing when killers complain over all that info survivors get nowadays about debuffs and active perks:
"devs added it, deal with it"
-
why shouldnt the fun killers be strong too?
Lessening the gap between the killer tiers or reducing the number of tiers should be as important as that solo-swf gap.
-
Is a killer perceived weaker as A-B tier?
Maybe buff them.
I think it doesnt matter if they start strongish or weak, all killers should be able to perform atleast like old billy. +\- 10%
-
Now this might be extremely pessimistic, but i fear a new DC-tech might emerge.
Pulling the plug as you're downed etc and then reconnecting as late as possible might be abuseable by survivors to dodge hookstates. Highly theoretical but you know how people are.
-
@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2465547#Comment_2465547
I was thinking about it, but I don't know enough about scourge hooks to come up with something good.
Well thats easy:
"Add X effect to basement and scourged hooks. Turn Y hooks on the map into scourged hooks."
If MS gets new effects or just keeps the scrifixe stuff, this'd be the minimum concept for making it the "Scourge: Monstrous Shrine" perk.
---
-
Im prrtty sure this would only hurt killers as long as survivors are "unique" characters.
Oh no, cant use DS on Jake.... *swaps to Dwight* Let's go DS.
-
Its funny that survivors are utterly unable to adapt to a single perk.
On the other hand, killer have been thoroughly conditioned by DS and DH.
The problem is not a lack of counterplay, but survivor unwillingness to adapt.
-
Its weird that the killer doesnt get that basic info. Its like if survivors were not getting the gen count, hook bar or the EGC bar
The total hook count also is basically useless intrial compared to the individual count. It can be disabled, Its THAT useless BHVR added a config for it.
-
People went ballistic when it was pyramid head vs candyman theories.
Fans of franchise Y just dont want francise X they dont like added before their subjectively "better" franchise.
I personally have no clue who that pincushion headed dude called hellraiser is. Ofc I'd prefer something im more familiar with.
And if the twins work then so does a "rotting carcass in a robot furry suit".
-
@glitchboi said:
As someone who doesn't watch anime, I think it could work in DBD under two conditions:
- Making the characters fit DBD's style
- Choosing particular anime characters that would fit in DBD
An anime killer and survivor, as long as they are remodeled to make them fit in the rest of the cast, wouldn't be out of place at all IMO. I thought Trickster was weird to see in the roster among the other slashers, but I grew on it and he doesn't feel out of place, especially with his lore.
This.
If the devs are unable to convert from manga art to their distinct 3d models, they shouldnt bother with the license.
For example Identity V has some huuuge crossovers with persona 5, danganronpa, junji ito and detective conan, and they fit in quite well because of IdV's artstyle for "survivors".
I think the survivor faces would be the hardest part to get right.
Personally though i cant think of a fitting anime killer that doesnt have the same problem as tricksters appearance ( normal person but is a killer).
-
@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/DNQ4MNUBHO3G/image.png
player base after FNAF released
This. Is. Beautiful.
-
I think Doc's shock therapy might need to be tweaked too, i remember it not hitting people when they were like 2 steps above or below his.
Like thosewooden stairs at the yamaoka estate
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2407023#Comment_2407023
This isn't about Killers or Survivors, this is about one player having the ability to completely negate another players ability to play the game. That is a design flaw.
Survivor death isnt really a design flaw but just the failstate of survivors, you know, after they lost. They're perfectly capable of playing the game before they die.
-
Identity V has it, works quite well. "heal me" "focus repairing" depending on cpntext (imagine hooked person saying it) might even be enough lol.
-
Dont acknowledge swf plus comms as the normal state of the game.
Solo isnt weak. Having a predetermined team changes your approach to the game (swf) ... and comms just outright break the intended (commless) balance.
-
Good ideas.
But i feel we could additionally do with an aligning animation for clicking a gen. Like killers who hook survs. That'd get rid of survivors not stop running when tapping a gen.
Not saying we should not implement your ideas, theyre awesome and kicking is too weak without those.
-
@Orion said:
There is no way to nerf SWF because the advantages inherent to SWF come from outside the game. If you were to try to nerf SWF, you'd just end up nerfing solo survivors.
Additionally, any buff to the survivor basekit will also buff "swf".
In my opinion, the only thing to close the gap, without buffing the people who already use comms, is to add voicechat in the game.
A custom message system like "do gens" etc would not close the gap completely, but not buff swf.
A ping system is enhancing/gets enhanced by Comms as the ping either gets a better explanation or the "im chased by killer" gets a location.
-
So up to 10.000 bloodpoint for the stunning feat of.... dying, and staying in the trial. Unless you mean to give those points retroactively, which is probably not possible with the current code.
Sounds like an easy way for CWFs to farm bloodpoints.
Not a fan of this idea.
-
No.
It was removed because it wastes everyones time.
And if it was added back.... you'd either waste time or jump into the arms of the killer who knows you can still jump off and has no reason to leave.
-
Im seriously shocked that so many
survivorspeople want BBQ nerfed.It's a perk the killer has to equip that might make them play like survivors prefer. The aura make killers leave the hook and the juicy bp bonus incites spreading rhe hooks early. On a killer perk.
-
Voicechat or a basic message system like in IDV, TF2 or CS. Something to move information from Survivor A to Survivor B.
Anything else is just buffs to Survivors as a whole. Any AURA READING or UI-ADDITIONS will just boost the performance of all Survivors.. The game isnt magically telling you how many totems are done just because your buddies logged into Discord. Comms give you the option to move information, not generate it.
Its weird everyone has some general idea about the solo-swf gap stuff but it seems we cant agree on whats needed for the survivor-killer balance and the "Killer tier gap". Survivors wont like the sheer amount of "basekit" QOL and BUFFS would be needed to compensate the aura and UI stuff they want inplemented. Personally, I think the "compensation for giving survivors all that CWF advantages" should focus on the Killer Basekit ( Survivor-Killer-Balance) accessible to all killers.