Raptorrotas
Raptorrotas
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While a part of me agrees, especially for hook/hit triggeted perks, I'm also afraid it'd somehow be mixed with legitimate kills in the statistics, the same problem we have with hook suicides.
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Deathgarden:
1hook -> instant executions -> executions +optional respawn -> mandatory respawn -> game canceled.
Just a coincidence, i guess. Anyways snark aside....
Dead by daylights killers are way way way too weak to support survivor respawn nor are the rules suited for it. If anything, the hooks kinda already are timeout rooms.
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I think swf has the advantage when things ARENT progressing smoothly for survivors. When you can stick to the basic "rush gen or loop killer" plan, you dont need that coordination that much. (Remember the depip trials without voicechat)
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Any ingame mechanic that solos have are also available to swf/cwf.
Even if "solos" for example got a chase indicator, the swf now doesnt have to inquire that info and can directly coordinate.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/926737#Comment_926737
Give Killers any emote. Please.
Give only killer THE FINGERGUNS!
get ready for some survivor riots.
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I dont think it'd be good to give sirvivors an emote thats tied with an animation/action that produces a notification.
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Trappers walking animation is kinda based on that horror trope of the killer being able to catch up by just slowly walking.
Not quite jasons offscreen teleportation in terms of catching up, but it does indeed look menacing.
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Sorry but the "hook vacuum" is part of the hooking animation , more specific the alingnment to the front of the hook.
Killers dont get the swivelhook advantage of survivors because it'd look weird, if i remember the reasoning correctly.
And comparing that to the warps pallets had?
Not being able to interrupt animations is coded into every animation. Thats why pallet and flashlight saves arent mostly braindead yet.
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Princess Mononoke.
Happens to be on on christmas alot.
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Iron maiden helmet for pig.
Only our stalkers might have problems with this concept.
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Hahaha.
Why the hell is everyone always assuming thanatophobia or Dying Light to be at full power? Not to mention those perks might become mitually exclusive depending how a match plays out.
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I might add that people against this idea want all advantages of third-party-voicechat added to survivor basekit, yet vehemently refuse a minor visual indicator for a single killer~
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Cant have nice killer qol's eh?
Atleast flashlights got those visible beams as aiming aid, right?
I dont see what the problem would be with adding a crosshair... Or a circle somewhere in the middle.
Its not like she'd suddenly be getting a hitscan weapon or a visible throwing arc. She'd still have to work around her flexible throwing arc and projectile speed.
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Im gonna just nitpick a bit here:
SWF only gives you additional information about your teammates. Playstyle, intentions, altruism , etc. You could get those by using lobby chat nobody is using.
Would be emulated ingame by displaying the rank and average emblem scores for th last x games for survivors in the lobby.
The problem is not friends playing together. It's when they start using communication.
CWF (Communications, not cheating *wink wink*) grants all that information in nearly real time. They still have to actively ask and receive the wanted information. But it's flexible as its not only getting information, but useable for coordination.
Justone thing, granting permanent aura reading to all survivors or displaying current actions in the hud will be way stronger than than voicechat atleast in the "information"-part of the communications problem.
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Normal state (100℅) -> bugged state (~60%) -> "fixed" new normal state" (~80℅)
Has happened atleast twice already. The numbers are just broad examples to drive a point.
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Sound gets worse for killers in every patch they touch anything sound related.
Started playing after the first engine change.... i was startled how loud survivors were, when i tested survivor for the first time.
After that it kept repeating. A slight fix that doesnt get back to the old "normal" state, followed by new bugs/issues that bork sound for killers. Happened thrice now i guess.
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How can it be a punishment perk for "tunneling" if it's encouraging them to do stupid stuff that gets them hit?
"Stop tunneling" ?
Survivors rather should stop making themselves zhe easiest target.
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Obviously outdated but this thread from 2017 appears to have been updated until june 2019. I liked this list. Especially all the salty survivors not reading the disclaimer.
Given that someone thought it was a good idea to make a list of all the survivor nerfs that have occured since release to try and "prove a point", despite critiquing this methodology I have compiled a list of all killer nerfs in this game since release to counter it, as we were challenged to do (which would again somehow "prove" that survivors have been receiving the short end of the stick and therefore survivors cannot be overpowered) Disclaimer: Since the original list includes the fixing of...Read the disclaimer. Read the disclaimer.
READ THE DISCLAIMER.
"Survivors started way overpowered and despite numerous nerfs can still compete with toptier killers."
EDIT: you might want to check the patchnotes section on the wiki. While its not seperated into killer/survivor, i guess its quite accurate
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Funny that nobody sees the "killer opens door" option for what it is. A surrender.
And EGC isnt as killersided you think. Either theres an already opened door or 1-5 generators were just finished for you. The only time its so called killer sided is if the survivor is stupid enough to be in front of the killer as the hatch is closed.
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Everyone knows that.
And unlike bad survivors, There ARE game mechanic differences between low and high tier killers.
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99ing shouldnt be a thing.
And BW could queue its activation once doors are powered. Like adrenaline on hooked survivors.
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"QoL", sure...
Sorry, while not exactly a stupid idea, its entirely unneeded.
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There are many more ways to make survivor's life miserable than just increasing gen times.
Just some ideas i keep in mind for the "solo-cwf"- gapclosing-compensation: Stuff to counteract the giganteous advantage they'd be gettin.
- Give survivors an acceleration like killers have (survivors currently instantly reach running speed)
- Killers push survivors out of their way instead of stopping on the spot if a single pxiel of their collision overlap.
- Survivors flinch in place when hit during an action (repair/heal/sabotage etc) and regress said action like a failed skillcheck. This means a small animation like failed skillchecks, during which survivors cannot move.
- Like the former, survivors cannot move during a failed skillcheck animation.
- Getting hit during a vault should replace the remaining part of the animation by a slower version. ("Survivor getting hit during a window fast vault will fall to the floor and then get up. Survivor obviously will complete the vault)
Note that the last 3 points are basically avoidable and only count as nerfs if survivors do stuff in the killers face. Identity V punishes getting hit mid-action with instant downs, my slowdown idea is pretty tame in comparison.
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Ever met a survivor intentionally get himself killed once he could escape? It's such an rare even we dont even have killer's demanding to be handed those pity kills. While survivors....
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How come so many are shitting on tru3 and then start shilling some other streamer like gospel the very next sentence.
Oh and just to spite those survivors: " noormal killers arent playing like [INSERT STREAMER HERE]"
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@Skywclu said:
https://forum.deadbydaylight.com/en/discussion/comment/906498#Comment_906498
Yeah, but how is a survivor supposed to do their job when they can't get ten meters from the hook? It's not fun for the person who just spent 10 mins waiting in a lobby to be camped and tunneled.
Maybe by not getting unhooked by a jackass when the killer can hit you within 2.5 seconds of being unhooked.
Any bad unhook is on the unhooker, not the killer.
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Swf has advantanges compared to solo, especially with comms. That will never change. Anything a solo team can do, a swf will do it better.
That fact has nothing to do with with any actual ingame killer-survivor interactions.
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Taking away information for survivors.
But the whole debuff indicators and current trends go in a different direction.
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8 survivors easily can overpower 2 killers.
ESPECIALLY if one of them facecamps or they do something stupid like staying together. Whats worse than 3 survivors genrushing? 7 survivors doing it.
Check google for IdV's "violent struggle" rules. I think one of the first links has all rules except the 3 healthstates change (unless it was patched since i last played)
Note: DBD would probably need a new large map for this mode though.
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If we ever get "normal"-item firecrackers, flareguns, guns or flashbangs, they better be doing friendly fire.
Throw that firecracker wrong, boom yourself and dwight blinded like a killer.
Friendly fire should also be a thing for flashlights.
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He already has a cooldown. He also cant even attack for a few seconds after putting the chainsaw away.
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After ripping off IdV's mobile skillcheck design they may also take some hinzts of their duo hunter rules.
https://identityv.gamepedia.com/Violent_StruggleNvm found a link with the rules. Altough the "3 health state" rule is missing.
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Inbefore those "use those 2 addons to get old basekit nurse back" comments emerge:
Those to addone got nerfed right before live patch and DONT bring her back to basekit. Also 2 addons for old basekit.
Also 2 "speed limiters" and a "get punished for using blink addon (the 115%er one)
With all that gimping of her maxium (the range and blink addons) and minimum (basekit-vooldown and earlier reappearance), I wonder if her fatigue could be streamlined to work the same as legions.
Would she be too strong if her fatigue didnt force her to look at the ground anymore?
( I know that a simple slowdown like HB's selfstun would still be too strong on her)
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Those "bp rewards for gimping your ability" or "challenge" addons are bad in my opinion.
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Didnt survivors shift the focus from hiding to looping themselves?
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/897119#Comment_897119
lol
Were you even around when REAL infinites were a thing? Apparently you don't know that infinites would break down if you got more than one survivor into them. But hey, that's l2p ;)
Ok grandma, thanks for the lesson.
Still doesnt change the fact that the killer couldnt mindgame those infinites.
Hoping that another survivor wouldnt stay the hell away from the terror radius sounds like such a controllable counterplay for the killer.
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You cant mindgame infinites.... thats why they were infinites ... bruh.
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Survivors:
- 4-man squadettes are rare and therefore shouldnt be taken into account dor survivor nerfs.
- ######### up nurse because good nurses are good with her.
- A killer with many 4k is too good, regardless of survivor performance.
- It breaks the game!!!! Although the devs made her so.
- Fun
An interesting thought or question i just had: "How xan nurse still be strong if "running in a straight line" hasnt been debunked as a myth yet."...
I love those folls calling her game breaking instead of anti-looping, but then turn around and call DS anti-tunnel lul.
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Ill generalise but CWF is borderline cheating while swf takes away a lot of uncertainity in survivor gameplay.
For example a swf knows the general skill and intentions of their members. That alone is a significant advantage compared to solo.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/892654#Comment_892654
The counter was needed... greatly, but it's definitely not a "noob friendly" change for anyone who wants to try her out.
The reapperance thing is sufficent for a counter. The basekit stuff made the "just run in a straight line" believable, no?
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Nurse is obviously weaker than before.
- Forced cooldown/ inmobility lowered her base power potential
- Changed blink reappearance timing makes it easier to react to her.
- Her maximum power potential was lowered by the addon changes
- "Creative but bad" addons
- 2 "speed limiter" addons
I dont remember there being a buff in her rework.
Of course there are still people able to do well with this broken bird. And there will always be potatoes as easy kills.
Its just an artificially added difficulty. Remember that she still needs her blinks to normally move. Its not like trapper who has to be strategic about placement, nurse needs her blinks to WALK around the map.
(Try crouching for 1 second for every 3 seconds of running as survivor)
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maybe shock blast will be replaced by therapy while on cooldown.
Alternatively swapping to treatment mode will activate the blast when off cooldown.
But its quite too early to speculate that much.
That aside the tooltip seems a bit messed up, especially with the description of blast and therapy being so similiar.
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DW got nerfed in its intended "spread the pain / stall " concept.
But maybe the new version might help with tunneling!!!! Theoretically. When looping a legion, survivors will need to keep dancing around instead of having short pauses at pallets. Unless holding shift counts as running.
Someone should bust this theory soon.
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@MegHasCuteFeet said:
the game gets boring when there are no changes
i hope ds and bt receive nerfs too so the meta shakes up
Thats survivor content, they don't do that there
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/884566#Comment_884566
And yet, people still don't open the gates even after the killer hooks the guy.
What? survivors are actually playing around killer perk activations? So why do they keep complaining about Noed?
😂
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/884156#Comment_884156
If the killer in question wants to perform some mental gymnastics to make themselves feel bad in the event of what is essentially a tie, not a loss, that's their business. But they might have a better time if they think of it as what it is, rather than telling themselves that 2 or even 3 kills is not good enough because "some of the survivors escaped which means I lost".
3 of 5 people do not achieve their goal (escape/kill all survivors) in a 2:2 scenario.
The ones doing mental gymnastics into turning this into a win are cmaybe 3/4-man swf's.
I agree that if a 2man swf both escape it's totally their win.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/884420#Comment_884420
If you want 100% perks than that's a different story.
Imagine doing it from level 1 to P3-50 max perks.
True, completeionists need to spend a lot, but realistically speaking, there are a lot of perks one might never consider using.
- "Oh boy, totally wanna use overwhelming presence..."
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Its not like you need all the perks. You might get lucky with the good perks early.
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Well those changes sound reasonable and are only removing stupid restrictions.
Bud sadly.
No will never happen. 1 second of exhaustion extra and snowballing regress due to survivor stupidity? Do you want another survivor review bomb? (Heavily /s)
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Swf cant be nerfed. There arent ingame mechanics differenziating "solo" and "swf", theres only "survivor".
People grouping up or using external communication tools to coordinate will always be stronger than people who dont.
Even if they add ALL those survivor hud changes or info-tools, adding voicechat to it or "actively using such tools to win as a team instead of joking around" will always result in grozps being stronger than 4 randoms.
Additionally it would only reintroduce lobby hopping. You know, "4 randoms who happen to be friends and on discord"
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Sorry if this sounds like nitpicking but your analysis of the new nurse has one fault.
Adding a delay or punishment for using your ability does not equal hitting the ability becoming more rewarding. It just makes missing more punishing than before. Which is more likely to happen now thanks to the new reappearance-timing.