Raptorrotas
Raptorrotas
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@oliviaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2196116#Comment_2196116
it is KNOWN that survivors get robbed in terms of getting bloodpoints. killers get BP for literally finding a survivor, break walls, etc. killers can also use BBQ to get an additional 32k on top of their 20k+ average for the match...
you literally completely missed OPs point, they aren't "complaining" that they were chased by the killer the entire game, it's that when a survivor does this, they allow their teammates to complete other objectives so everyone can leave and causes the person who was chased to be robbed of BP. survivors can't decide when to drop a chase, only the killer can.
if the killer is dumb enough to chase a single survivor the entire game that's THEIR fault and their fault only.
Survivors get bloodpoint for literally just meeting another survivor. Unlike that, finding a survivor as killer is actually part of his objective to FIND, chase and hook survivors.
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Pff. I cant understand survivors wantibg ro nerf BBQ.
It's a killer perk designed to mitigate stuff survivors hate... normally you'd have to equip a perk for that yourself, survivors.
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Im not really into legion but the devs just recently added a mechanic that might be useable for Legion:
Let's give them the Laceration effect on frenzy hits instead of ( or additionally to) Deep Wounds. And throw in a 20-30% attack cooldown bonus.
Legion always has been the stabby stab guys and girls, so we could make them the 3-4 hit killers again.
Obviously a controversial idea, maybe even bad 😅
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Old Billy
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Bbq is a survivor perk to bribe the killer away from "camp"ing and "tunneling". And strangely the killer has to equip it.
I dont understand how survivors who are knowledgable about this game should ever complain about this perk. Especially with its many conditions that make countering easier.
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Its not even important to find THE balanced map.
For most tournament setups it would just be important to have the same map twice or more often in a row.
I dont see how that is bad for the game.
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Imagine killers had sound like it was before those 2+ times the devs screwed them up.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2186577#Comment_2186577
Thats a kind of stupid post, since killers use stretched res as well AND a killer demanded the increased fov to be made basekit.
Has nobody ever taught you that 2 wrongs doesn´t make it right? Stretched resolution and brightness filters are basicly cheating in my opinion, and shouldnt be allowed in any case. The problem is you cannot control it. But that doesnt mean the next cheat has to be in the game. This game depends a lot on visuals, and thats why a colorblind option was demanded, so you can play the game without cheating, because external color filters actually gave you a way higher advantage then the color filters do, because they only change some of the ingame things, leaving the rest intact.
Was talking about voicechat...
And then you come along and prove my second paragraph right.
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Lol 90-95... so much advantage.
Well. Good to see that only survivors are allowed to use thirdparty software or edits for advantages AND demand those to be made basekit.
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You mean additionally to the distortion effect?
Hard no.
Its like saying survivors should get a dimmed screen like the first DeepWWoundseffect whenever they run for longer than 5 seconds.
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Gonna be controversial here and say that all killer addons coukd be reworked.
Most addons that just buff a variable should be made basekit ( up to a certain rarity/percentage) and then removed or be given a more interesting effect.
Myers has addons that turn him into a different killer, others get pitiful bp for less lethality.
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Dunno. I just watched a lets play.
But the villains definitwly had very short arcs designated to them.
I think leon had more interaction with the village mayor in 4 than ethan with the del lago wannabe or the doll lady.
What bothered me a bit is that the big bad's stuff and methods looked more like magic than science/mutations/goopy monster juice. I know RE never has been "realistic" and she's more an alchemist/"witch" than a scientist, bit just instantly turning into a flock of 100% normal looking crows kinda threw me off. (without the molded interstate between those forms)
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If they were to ever add this, I'm 100% sure they'd gut the base charge timing , "to compensate".
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Sorry but didnt mr X only get popular with zhe remake? Cuz nobody talking about tyrants but mr x gonna give it to ya.
And to shun a killer because of the horny crowd? Hahahah just remember the first mods for RE2....
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They dont nerf her because sirvivors would just shrug their shoulders in confusion and then demand the next best "op" killer nerfed.
Nurse billeh spireeh....
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Ust sitting here smirking about the discussion that happened when PH dropped.
The stylized 5 this time could be bait after the trianglehead 4.... or not? Dun dun duuuun.
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My opinion?
Swf is by design actually not stronger than normal mode, by default. No gameplay changes or anything in-trial.
The sirvivor mentality /agency / behavior changes a bit but that could happen in normal mode too.
But the balance is thrown out the window once survivors "just wanna talk about their days and cute boys".
Imagine ~50% of killers using wallhacks or any other third party stuff and ALL killers defending it. Thats cwf (comms with friends).
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If the devs do the same bait as with pyramid head, it might acrually be one of the daughters, apparantly they use sicles that are shaped like the 5. ( the 4 for the year 4 anniversary was shaped like ph head).
Out of pure spite that daugfhter should be a nurse spirit hybrid.
Otherwise they deliberately chose the same bait as last year to mislead the community and surprise us with some oldschool RE content.
Imo, jus wait for the chapter and be surprised.
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Buffing the wesker ones instead of nerfibg the top.
Refuse to believe this concept is only allowed for survivors.
Pre-overheat Billy. Around that is a goal for every killer ability.
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It always bothered me that killers get subjectively judged (petty killer, entity displeased) at the score screen while survivors just get their final status objectively stated (died, killed, escaped)
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Take away a killer's visual tracking and you clearly hear.... or rather dont hear a problem killers suggered for way too long.
For killers, the sound just doesnt work most of the times. I kid you not, whenver a bug screws sound for killers, it doesnt get restored to pre-bugged state. Im sure it happened thrice already.
Survivors would pee their pants if killers had unnerfed sound.
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The stun part of DS hadnr been changed, but suddenly there are complains.
Lucky break gets released and suddenly that effect needs to be on all the perks.
DS is fine and run the new perk if you want that effect.
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@gibblywibblywoo said:
I'd like it if it just increased the speed at which it drains when doing an action, right now a killer can pop a gen right next to a hook, and if you tap it (which the devs themselves have called 'smart/risky' gameplay in respone to a question I asked about it on a QA years back) you can be put right back on the hook. It's silly.
They basically did to DS what they did to MoM. Did these perks need a nerf? YES
But making them nigh useless is not a good plan, we want more perk variety not less.
I think the only case where it should instantly cancel is healing a health state.
Repairing a gen, no matter how short you press "repair", is still repairing and thus a deactivation condition dor DS.
Tapping as concept is bullshit and doesnt exist as seperate action.
Even your own example for a DS "fix" is bypassed by gentapping. That theoretical 200% duration drain speed sure work wonders on an 1frame action.
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You're right, a survivor should instead be exposed while doing any action.
Atleast that would be working as intended.
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@JephKaplan said:
Thats it, thats the post.
Cant find the original peanits post so i post this one which has a copy of peanit's post.
Look for the handsome stickmen.
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God im tired of posting it.
Identity V has a reasonably working 2v8 Duo hunter mode. It's balanced by certain rules like no double killers ,7required/11total gens on a map, a 30 second period on hooked survivors they dont get sacrificed or can get unhooked, 3 healthstates ( everything except healthy is injured) and a ~30% repair speed ( might also be action speed) penalty. The map pool is also restricted to 2 giant maps. There was some sort of in-trial shop for killer upgrades and survivor items, oh yeah 2 items per survivor.
Google it, because i think i forgot some rules. I think some of their killers were disabled in that mode because their UI couldnt handle 8 survivors. But i guess no dbd killer is too strong for this kinda gamemode.
The only thing in the way of a 2v8 mode would be maps sized to spawn a bigger number of gens.
And to the obligatory "2 killers tunnel the same survivor" concerns.... There'd be 7 unsupervised survivors...... SEVEN survivors free to do they want.
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Damn imagine the outrage if killers actually had working soundscape.
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"Wahhhhhluigi, my opponents is ignoring the comparably weak tools in favor of more viable choices"
If the weaker killer werent so weak compared to others, you might see them more often.
Too bad buffing the bottom of the list seems to be for survivors only.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2144800#Comment_2144800
I have links to the stats from 2016, 2018, 2019, and 2020 in [this post]. Kill rates were in the 70% ballpark at red rank in both 2019 and 2020.
I feel the game is decided by decisions on both sides. Maybe you're right and survivors are actually in the drivers seat, but if that's true there must just be so few survivor squads capable of playing clean enough to retain that advantage that it's basically irrelevant when talking about red rank game balance. If an appreciable number of squads could do this kill rates would not be so high.
I seldom run meta builds on either side and probably 2/3 of my ~1200 hours on this game were spent playing survivor. I still consistently perform better as a killer in red rank than I do as survivor. As a survivor I die most of the time. As a killer, I 4k or 3k + hatch most of the time. This is purely anecdotal and therefore not meaningful, but it's also pretty a pretty standard experience given the kill rates at red rank.
In my opinion regression doesn't need to be changed because 1) the mechanic is not fundamentally flawed and 2) stats show that killers are already doing well overall. Killers just need to not kick gens at disadvantageous times if they want to improve their play. Most killers kick gens way too often in my opinion.
Devs admitted the statristics only tracked the killer ranks. For all that it's worth.
Red rank killer vs rainbow survivors sure is reliable in showing "red rank" stats.
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How about making the weaker killers "boring" too?
Sorry but most often "boring" is used as a synonym for "strong" or "actually viable".
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2137413#Comment_2137413
The entire point is that we superbuff killers, their perks, and general game mechanics like totems or generator regression to compensate for the newfound strength of survivors. Nobody just wants a solo buff, they want a solo and killer buff.
You're never getting rid of SWF, this is the next best alternative.
Depending on the ping implementation, it might be really strong ( if you can just tag the killer without him noticing his aura is revealed, like it was in Deathgarden), but thats what the compensation is for. A simple message system would also be more than enough. "Focus generators" and "heal me", if used by a hooked survivor, is also working as "unhook me" or "camper!!!!"
Personally though, I'm wary of all those spoonfeeding UI Info or Aura "wallhacks" that are being proposed so often. Thats not closing the solo-cwf-gap, thats just buffing survivors. CWF will always be able to use all tools the normal survivors are given too, just better.
I like that you say general mechanics instead of specific killer buffs. Imagine survivors getting ping, message or auras, and only 3 killers get some changes as compensation. It's absolutely neccessary for those compensation buffs to affect all killers, be it improvements of existing mechanics or new stuff:
- I'd like to see the obsession state debuff survivors by default ( harder skill checks, faster bloodlust, minor annoyances), afterall its the "downside" of using DS lol.
- Better regression: X% instant regression on kicks or other implementations. Gentap fix by needing to repair generators for x charges before regression is deactivated.
- Blood visibility Increased, FOV increased, bloodhound and shadowborn reworked.
- Survivors now have a flinch stun ( similiar to failed heal skillchecks) to punish them when hit during an action, which results in less hit sprint duration. (this is a chance for the art team to add fancy new animations of survivors messing up a window/pallet vault when getting hit during those. ).
- Killer specific buffs to those that would be on the lower end of a Killer tier list. Similiarily how the Solo-Cwf gap should be closed, the lower tier killers could use some buffs to lift them up. Trapper bag, Pig's crouching to be instant like GF's just for some braindead examples of mine.
Imo it's really hard to come up with "good" general killer buffs that would actually be helpful with dealing with the new "only swf level" survivors.
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You're right.
We , finitely shoild remove grabs as they never seem to work.
But as not to change the balance of the game,
Survivors now take double damage when hit while performing any action.
It works in IdV.... just saying.
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Well, ofc they need to tweak the model to fit this game. Its qlso most likely a model made for this game.
Also Hillbilly Dr. Salvador skin!!!!
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Instead of increasing the time we should probably make generators more difficult to repair.
Imagine even good survivors not being able to watch a rwitch stream while repairing a gen 😂
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Dont own her but...
Couldnt the devs give her the same stealth mechanics as GF has?
"Instant crouching, better crouched movement speed, better eye level.
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The problem this game suffers is quite the debacle.
You cant nerf the "top survivors" (cwf) because their advantages arent game mechanics the devs could tweak.
"Theres only 1% deathsquads", yet survs demand to be buffed to that level with all those aura and UI ideas those deathsquads would also be given.
"Theres only 1% uber killers left", yet they are demanded to be culled lol.
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They definitely should remove the 5k "Escaped" bloodpoints from hatch escapes, they'd still get those 2k "Hatch Escape" anyways. maybe tweak some emblem scores.
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Strangely, i like the pragmatism behind Hillbilly's Mori.
Make sure he cant struggle and cut him down.
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Devs tweak sound, with results and bugs that screw killer over, but dont fix it back to the pre-bugged state.
Rinse and repeat for atleast 3 times, could be more by now as I stopped counting.
"Just track by sound" doesnt work as an argument in this game.
Normally killers shouldnt need headphones and deafening dound volume to hear surv breathing through a single wall... or survs more than 5m away.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102215#Comment_2102215
Yes, I am saying that by playing with friends on comms, you get an advantage, how is that not obvious to you?
You probably should read my post again. Your answer is missing the point.
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... So you tell me that by playing with my friends i get an automatic notification that a totem was cleansed?
Im sincerely amazed how many people get the actual cwf advantage wrong.
HUD, UI, aura reading is spontaneous, automatic spoonfed info you dont have to activatre a braincell for.
Comms let you inquire others about info which they might not even have. Each survivor still needs to actually think about intending to inquire about info and relaying said info.
Yet everyones talking about all that free info. Swf doesnt have free info, they can talk about stuff they need to find out first.
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I doubt the game would die if we give survivors a chat wheel. Randoms usually only need "focus reparing" and "i need healing".
We just shouldnt give survivors that crazy free permanent aura reading and ui info. Thats not how comms give survivors an advantage.
Edit:
The community would get unruly though if the killer compensation for the so called "soloswfgapclosing" were to be delayed by more than a week.
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I hate it when the forum eats my long posts.
- Swf is mechanically not different from solo. There are zero differences in gampley the devs could tweak in its current implementation.
- If the devs were to somehow manage to nerf swf, they'd go back to lobbydodging until they're 'just 4 random dudes who happen to know each other who coincidentally joined the same killer-lobby.
We cannott give "solo" new toys which "swf" doesnt have, as they'd be, by current design of the game, also be applied to "swf". I strongly oppose adding aura reading or UI info to survivor, as Swf doesnt magically have more info than solos, theyre just able to relay it to others after having gathered it the normal way. The " relay" is the crux of the advantage, not the "gathering".
The most sense makes a chat wheel or message system ( " focus gens" is really powerful as message, "heal me" might be useful ). A ping system to highlight generators, chests etc for each other could work, but might be bustedly strong and be more useful to swf than solo.
As the mori/keys debacle has shown, we cant have the killer compensation only start development when the solo-swf stuff has already been implemented. It would need tho happen at the same time or within a week. Speaking of which, the killer compensation should be general killer mechanics applied to ALL killers, not some minor tweaks to abilities. We're talking about giving ALL survivors buffs, so ALL killers need to benefit from the compensation.
Working sounds would be a start, stuff about generator regression, better fov, brighter blood, a slimmer collision box, i think there are lots of small changes that could be applied to the killer base kit.
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For the obsession to become basekit, it should need some minor negative effects on survivors, but strong/annoying enough so that survivors dont want to be the obsession. I fancy the idea of better bl accumulazion in obsessed chases or a free mori or rancor-mori lol.
One of the "drawbacks" for DS is obsession after usage..... a.k.a. "wow my portrait is spiky now". Doesnt help that most killer obsession perks need the obsession safe and sound, DL even buffs them.
On the other hand, I definitely agree that survivors wanna benefit from DS without using it by requesting permanent obsession presence.
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Why does everyone think the lobby only exists for swf. Survivors got some time to chat.
Im probably too killer biased to judge this fair, but here we go:
Im not too sure about the last effect (negating minimum 2 killers ability in lategame). Might this be an attempt at an anti-Noed-perk? But on the other hand you gotta get win lots of chases without others interrupting the streak.
I like the concept of perks getting weaker or disadvantageous when multiple peeps bring it. Has a good "traitor"/ selfish survivor feel to it, especially if it benefits the user more than the others. And your perk has a rather weak punishment in that regatd, but justified as it is rather finnicky with tokens.
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Im pretty sure there are enough summaries on the web or Youtube, although you gotta dodge the " whole lore" 3 hours videos.😂
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2079162#Comment_2079162
Ok, two self-healing survivors does equal the same amount of time. But how often do you see two survivors healing themselves at one moment with Self-Care? A much more common scenario is a healthy survivor healing an injured one. And it’s way better to have someone completely healed in 16 seconds, compared to having one or two injured survivors potentially go down in a 32-second self-healing window. It’s half a hook state and almost half and a generator completion. It’s so dull to watch.
Who cares if it’s an infinite self-heal, if it takes an absurd amount of time to complete each instance? But mathematically, you are correct.
Wrong.
1 survivor using selfcare is the effiency as "1 survivor heals another 1". The survivor who doesnt need to heal the injured one thus is free to do something else.
(( 1x 32s ) + 0s ) = 2x16s
32 = 32
Your scenario of " 2 survivors selfcaring" is slower. Thats why people whined alot about selfcare users.
Theres still the fine balance of the time needed to find another survivor. Theoretically if the time needed to find another survivor compared to finding a selfcare spot is higher than 16 seconds, then you should maybe have selfcared instead of running around like a headless chicken.
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I think all those people complaining about not being able to gen tap with DS anymore forget something:
There is no "tapping" action in the game. You repair ( !!! ) a generator for a very short duration, or initiate a repair. DS now disables when initiating a repair.
Theres nothing to discuss. You cant "tap" a generator without repairing and thus disabling DS because its the same action you deny doing.
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Wasnt the removal of 360's undone because survivors cried about the new locomotion/animations?
And now theyre crying about a killer doing basically the same as they've been allowed to do forever?
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I have a prison themed concept in my head for summoning entityblocker-walls to hinder survivor movement or cage them in giant circles made of those walls. ( i know theres something similar in IdV but that guy sucks lol)
- Hold and release to summon a line of "walls" for a short period of time.
- Those " walls" can also connect/snap to/infected preexisting structures ( walls, boxes, trees etc)
- Those "walls" lacerate survivors when closeby and slow thm down in a small aoe. This effect also applies to affected/infected structures
- A secondary power will bring up a crude map of the trial, you can summon traps which create large clusters of "walls" in a huge aoe. ( the affected aoe is bigger than the trigger aoe. )The trap behaves like a hag trap but can be disarmend like a beartrap.
This is of course just a crude framework as i havent thought up concrete numbers or all variables. ( summon/activation delay, duration of walls, etc)
Edit: Voted Elemental because this wouldnt count as mobile kiler 😂