Raptorrotas
Raptorrotas
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- Raptorrotas
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@Todgeweiht said:
1 charge per 4 seconds seems decent, especially now that he moves at 5.29 which is faster than feral frenzy.
Isnt that his max speed?
Wouldnt he need to spend 2-3 tokens to get any value out of the new max speed? It all depends on his acceleration.
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Whine about a strong killer
Get them nerfed
Look for the next in the list.
Nurse spirit billy, weve joked about it coming back then too.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1420414#Comment_1420414
he mentioned 2 things, that swf already have: knowledge who's currently being chased and information who's the next person to the one on the hook. As a solo player I'm running either kindred or after care to get this exact information - a perk slot that SWF does not have to waste due to their coms.
I'm all in for buffing solo to a swf level and buff killers/ changes to the game (like gen speed) accordingly.
Swf/comms dont magically produce info, they still have to inquire and answer each other.
Now imagine what swf/comms can do once they dont need to first find the info, but get it spoonfed by default?
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Anything you give "solo" will still be used by "Swf", only better.
Ingame, by the rules and mechanisms in the trial, there is no difference between solo and swf. Swf put up to 4 people in the same lobby, after that its the same.
The only thing to give solo to match swf is system to share information. Like voicechat or message systems.
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Collaboration with Mashiro Hiro because he did a DBD parody in a Eden's Zero extra chapter lol. Pluu Mask for Trapper!!!!!
While it's nice the devs added such an option in the Survey, I think we cant just ask for ANYTHING, Some stuff might be too... over the top for DBD. But I have no clue what would actually fit.
For some, another "generic masked slasher jason-ripoff" wouldnt cut it, especially if they suffer the "Jason-problem" of having no "easily discernable ability". For Example, i read Tenkuu Shinpaan, in which the most discernable feature of the slashers is their mask, because they're wearning quite normal clothes aside it. Adding the Mask to every Killer in dbd would probably a nicer service than adding another Killer that boils down to Legion. (Okay, a masked pop idol wearing a flamberge twohanded sword would be eye catchy tho)
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The only way to get solo to be as szromg as swf without buffing swf too is:
Voicechat, message or information relay systems.
Hardcoding aura reading or UI stuff will help swfs more than solo.
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Maybe cuz they just got nerfed?
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Deadgarden went that route. didnt work well and was probably one of the reasons it went down so badly.
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What horror? We could remove Terror radius and Red stain but add a Jumpscare violin chord once Killer hits you out of surprise, that'd probably the best modern "horror" addition, lol.
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Do survivors need Iron Will if they're not making any sounds anyways?
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Uhm.
Im not too knowledgeable on the state of the game, but wasnt Franklin's always supposed to delete keys bzw all items?
The item-overhaul actually made that impossible, and keys are, unlike all other items, useable wthout charges.
Actually, the perk becomes nicer to survivors, it doesnt damage items anymore and the item can still be picked up to be saved.
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Doesnt matter how many players are in a group of swf, theyre a swf group.
And even without comms, thats still certain advantages. Comms obviously are the strongest boost.
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The devs literally say in their first sentence about HB that they only added the overheat mechanic to him for consistensy between the two chainsaws.
While it's thematically fitting, and gets rid of some bad gameplay choices for camping, its still a intrusive nerf to Hillbilly.
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I think its more the chainsaw revving positioning was nerfed, as revving speeds up the overheating pretty fast compared to the sprint. But yes, map mobility will be "slightly" touched as you cant revv in quick sucession to move around obstacles between the sprints around the map. Too bad "slightly" has become such a keyword for us.
Didnt the presented video use addons not shown in the dev update? Until ptb we cant even tell how bad the default overheat and overheat cooldown is.
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My guess is that they added the overheat stuff to billy to make it homogenous to bubba, as theyre both using chainsaws. No other reason except maybe " strong killer bad, protect the potatoes"
Off topic but its kinda sad that killers get their peak performance wingclipped (nurse, spirit billy nerfs) while top survivor performance is untouchable. Swf advantage is all stuff outside the trial and ingame mechanics, cant nerf the advantages because theyre not there. Unless the devs add voicecomms or a message system, any buff to solo will affect swf too.
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- Hillbilly now grunts when starting the sprint.
- The overheat buildup while revving seems tight.
- Overheat dispate seems slow.
- Holy moly Lightborn outright denies flashlights now.
- Bubba seems interesting,but did they increase the rev movement speed? Probably not as they increased max sweep ms.
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@Azgard12 said:
Let Overcharge be your friend?
The problem with povercharge is that it fdoesnt stop survivors from doing the instaneous animation-less stop to regression, as it's the only skillcheck that can be performed while running.
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@TunnelVision said:
I don't really see this as a nerf in all honesty. Why would anyone go straight to the cage anyway?
A its definite a nerf, you wouldnt call the terror radius and red stain being removed without any other changes in that patch a "nerf". ( i knpw its a bad example, but its stronf enpugh to get the ooint across)
B: Survivors have shown the tendency to instantly uncage, thus ph's smartened up and went there asap. It's utterly amazing and surprising that the survivor behaviour that lead to hook camping also made cage camping a good strategy.
I hope the devs wont go the deadgarden route and make teleporting, untracked hooks normal...
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By default being designated the obsession should be undesireable and be coupled with debuffs to said obsessed survivor.
Harder skillchecks, being revealed longer, being able to be moried on death hook etc might be feasible.
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@MargretAtWalmart said:
https://forum.deadbydaylight.com/en/discussion/comment/1304881#Comment_1304881
On console, that "cheating" is called party chat btw
In the context of a game designed around not sharing info, sharing info by means outside the game sure sounds like cheating to me.
Do you know those social deduction games like " who is the werewolf/vampite/killer/witch/paradite?" ? Grouping up before the match starts with the intent to win is a sure way to cheat the other competition in those.
You dont group up to hang out and talk about cute boys and how your day was, you do it to gain ingame advantages you're normally not sipposed to have. A teammate briefing the killers position reasonably or doing a streamer screech is quite the same for the info of some other being chased.
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Personally, Swf shouldnt be nerfed. Solo needs to get a message or ping system to relay info. It'd simulate voice chat more reasonable (manual, input and output) than just putting all that info into UI elements or spoonfeeding the survivors aura reading (automatic output, no input)
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Ps: survivors shouldnt be surprised to see killers (mechanics, not abilities) get buffed to deal with swf if the swf-solo gap gets lessened. As long the strongest killers dont grow stronger, the gap netween weak killer abilities and strong can also be lessened. Its time to adress the killer rier gaps too lol.
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Sniper killing you anytime you leave the spawn.~~~
Its fair, even if your teammates scrw up the unhook. Honestly, the killer did a good read on your team if he can get you as you're unhooked.
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Survivors dont even need offerings or items to skip up to five gens, and a door ~
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Movement speed alone would make this Killer easily be ACTUALLY overpowered. It's a rather impactful stat.
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Blindness should maybe
- Periodically obscure survivor vision like clown gas or flashlights
Or
- Adittionally to removing auras slso remove the accompying hud notofications. In the most extreme change it could actually limit vision range to x metres and darken the map for that survivor.
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Why the hell would you trust your opponent?
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Sincerely, it doesnt matter how you get those kills. Survivors dont care if they escape via pity mechanisms, even declaring it a win for their "TEAM" if one of them gets the hatch.
Why the hell would you need to care for their names for certain (most often only perceived) strategies.
Play as you wish, if you think "tunneling and camping" works, then do so. If you fail, change things up.
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They should revisit both emblem and bp score systems to account for "players in your group" and those who arent. Like harsher penalties for unsafe unhooks when unhooking strangers. Similarily its not a teamgame unless escape points depend on the number of swf's that made it out.
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Inceptus Nolanus Overratus, Inceptus Nolanus Overratus!
Obligatory Necro reply.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1366165#Comment_1366165
And survivors have no obligation to give you free kills.
What would you describe as a "free" kill?
As there is factually no way to hurt, down and hook survivors without the killer working for it.
Compared to that, 7000 max bp hatch escapes arent reasonable, but still possible.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1362815#Comment_1362815
In the moris it's written that survivors have to be hooked. They should work the way they say, just like perks do.
EDIT: Before someone tries to "correct" me, yes, Cypress is the exception.
Wow quick response lol.
Thanks or the fact check.
Then either devs did forget to change the mori or it's description. Though the rest of my reasoning is still valid.
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Mori and cages interact just fine.
Mori's arent activated by either hooking or ungooking a survivor.
When standing on a downed survivor, their current state is checked for "full, struggle or instantdeath"; if its not the first, you can mori them.
While it's true that the mori is worded for "unhooked survivors", it only means it was written when there were no alternate means of triggering it's condition.
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The kit needs buffs, the cages are fine.
Torment and Punishment are lacking tho.
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@bm33 said:
Insta-saves are only if you happen to be on other side of the map when teammate is sent to it, otherwise it's a race. All but a couple of my matches PH was where the caged survivor had been only moments after they had been saved. PH tunnels because knows DS isn't an issue and injured survivor is easy down. Removing aura will lessen this - PH will know survivor is across map but won't know exact location. Can have notification sound when survivor is saved.
So those killers predicted that'd there be braunless instant unhooks ir just happened to run into the uncaged survivor.
Both cases are preventable by playing smarter.
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Haha she'd be really annoyed to get stuck in a slasher dimension thing with ash ... again.
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Need something on injured survivors stepping into a trap. DW might work.
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@Sonzaishinai said:
I feel you severly underestimate hindered
Someone told me it aplies a 15% slowdown. That means that as a 115% killer you catch up twice as fast.
That for 60s would be bonkers.
The hindered status effect actually only implies that a slowing effect is active. The actual values depend on the perk, power and addons used .
The huntress addons slow for 3%.
The clown gas is 15%(20 with addon), for the duration of ~1s after leaving the gas cloud.
I doubt thered ever be a long lasting slow effect (>10seconds) thats more than 5%.
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Killer opening the doors is a give up mechanic, similiar to survivors straight up walking to the killer to be downed. Has nothing to do with survivors 99'ing a door.
Should regress and maybe only progress after the switch is actually in the lower position. (I know i know, made in entity but switches dont work like that)
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Additionally traps need to suck survivors to the traps location.
The ultra rare addon that resets traps or even the reset trap ability is useless on traps that actually caught a survivor. Currently upon being triggered, a trap will be moved to the survivors foot , for smoother animation or something like that. This gotta be changed for Trapper. Its not even a buff, but a QoL-change.
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In the earlier days the last hook wasnt special. But it lead to survivors struggling and wasting a lot of time while they already lost.
One day the devs implemented the last hook rule, so that the game actually ends when it has ended.
Recently they added a condition to check the status of all survivors: if theyre all dead or hooked, the game ends faster, this actually is just a fix for the forementioned situation of the last survivor NOT getting instantly sacrificed even though he cant do ######### anymore.
I dont understand why survivors would want to get rid of this. Killers only leave the last hook because the rule is in effect, if a survivor could jump off, they'd be camped on last hook and downed upon getting free (unless unhook immunity bugs out and makes them invincible for too long).
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Hatch can be used to skip up to 100% of a survivors goal if used, and 5/6 if closed.
While only requiring to be the last one standing. Without the need to spend BP in the web.
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@Tjiani said:
I Think We should just give the person being hooked the entire match points enough to not lose rank. Call if “camped” or whatever. Devs doesnt want to punish killers for tunneling and camping cause it’s a “legit” strat. But they do punish the poor survivor being caught first. I Think it’s only fair survivors get more points for being hooked, struggeling ect.
The survivor failed at hiding or losing the killer, what exactly did he do to deserve bloodpoints for hanging on the hook?
A caught/hooked survivor is out of the game unless rescued. A rescue isnt certain.
Camping works because dumb survivors reward this behavior.
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I hope you'll like Tlou2, regardless of the controversy.
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Haha. Of course such a concept of "traitor" perks doesnt sit well with people of the "survivors are a team" crowd. We already see how long teamswork lasts, until its two survs vulturing the hatch, waiting each for the other to die.
But you need conditions to make such perks fair. I'm not a fan of OP's propositions as they do not bring anything to the trial.
My own concept entailed a "traitor" similiar to the obsession mechanism. Eith such perks getting weaker for each traitor in a trial or not working against those. Traitors are only revealed after a treasonous perk is used.
Exhaustion perk example: You can "deadhard" yourself away from a wall or other survivors, if you do it againast a normal survivor, they flinch in place while giving yourself a short sprint bonus. If you're both traitors, you both flinch in place instead. (Flinched survivors will not receive protection bp)
Such perks need to be strong to bait other to use it, but weak in team play, and get crippled if miltiple people try to be traitors.
Also: killer shouldnt benefit too much from traitors nor should swf benefit from having a traitor.
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- He needs a total addon rework. Every addon should have effects for every tier of EvilWithin.
- More Evil, regenerating evil, better stalk rate. They did forgot to adjust his addons when they nerfed his evil-gains, especially the "needs more evil for x"-penalties.
- Multistalk, maybe with dimishing effect per survivor in vision.
- Collision while stalking. Its the survivors fault for maneuvering themselves between a wall and a hard sixpack.
If a killer isnt considered among the top 3, then buffs are always possible.
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- Spoonfeeding survivors new information via UI or aura reading will not close the solo swf gap. A message system would be preferable.
- Reducing the killer tier gaps is as important as reducing the solo-swf gap.
- As long the strongest killer doesnt get stronger, survivors shouldnt complain about weaker killers getting biffs in their kits.
- Reducing the solo-swf gap needs a form of general killer buffs as compensation. (Base mechanisms, not killer abilitiy/kits)
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Pyramid head lugging around that picture of his 😃
While customisation is nice, some powers simply arent that comüatible with this concept.
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Heh, finally a thread where it's not me who has to cite the IdV rules lol. Im a huge supporter ^^
I think it was an ~30 % repair ( maybe action penalty in general?) .
The best thing about this kinda reuleset is that its a multiplier to th normal ruleset, if normal mode gets balanced, its automatically applied to this mode too.
The biggest problem for balance tho might be that killers strength is hidden behind addons.
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Admitting that survivors can mess around instead of trying to escape kinda proves the advantages of Swf.
God how i hate the new catchword of survivors: "boring"
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Qol change, give her a real power meter instead a cooldown.
X charges max, regenerates y charges per second, costs z charges to blink. Charges per second arent interrupted by blinking. Something like that would stop the 99% interrupted cooldowns from happening.
Or better yet, just remove that cooldown instead.
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My first discussion was posting this to point out the flaw of "bad random teammates"-posts.
