Raptorrotas
Raptorrotas
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/631263#Comment_631263
That is not exactly true. The idea is to buff solos by giving them what SWF has that they don't have, namely information and communication. If solo survivors are more aware of what their teammates are doing and what perks they are using, they will be able to operate more effectively.
Sadly any information given to solos via HUD is also acessible to swf, negating the need to ask for info, leaving more time/attention for strategy.
Yes solos will be slightly stronger, but any added gamemechanic or utility will help swf too because most of swf/cwf advantages come from external sources.
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@anarchy753 said:
They really need to address the chaser emblem.
By all means, don't include perks if you don't want to reward noed or anything like that, but power-based one-hit downs, and downs against someone who is adamantly not cleansing all match should count for 1.5x-2x points towards chaser, and/or malicious.
It's ridiculous that killers are actively punished for using their powers, as the only "rank approved" method is M1ing all game.
They'd have to include noed because it uses the same debuff as myer's or ghostfaces base power.
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Cant believe most people here cannot even comprehend the clearly explained problem.
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The same with exposed hits.
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@Jallybwan said:
https://forum.deadbydaylight.com/en/discussion/comment/636067#Comment_636067
I think that's my favourite idea for Seraphine's so far. Adrienne's mori might be a bit tricky. How do you convey brute force with a scissor blade?
Maybe dont look at the specific weapon and look what could be done with a knife.
- Jumping ontop someone and gutting them like a pig
- Punching them so they fall on their knees so you can stab them through the neck from behind
- Straddling someone and stabbing them multiple times in the torso, hands, face
- Stabbing the scissor in their face and then stomping on it
- That thing those twitchy slashers do with isaac clarke in dead space
- Lifting them by the neck and sta... Wait thats myers'
- Stabbing them in the abdomen and lifting them up while their weight cuts them in half
- Simply lifting them up by their hair and slashimg their throat
Now excuse me while i hug some puppies
Btw nice how much attention your concept is getting
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Whenever there is this "stealth should be rewarded" topic emerging, it has been mostly survivors being entitled to bloodpoints for just standing around somewhere twiddling their thumps, no offence.
Thats the reason the survival bloodpoints per time interval alive concept hasnt been implemented yet, survivors would abuse it by hiding somewhere in corners doing nothing to boost bp... Taking the game hostage. Or some simililar reason.
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@Mochan said:
I agree let's remove Gen regression.
Heck let's remove Gen progression. Why should I spend 80 seconds fixing a generator when I killer can tap it for 1/270th the time.and undo all my work?
Get over yourselves killers.
- Killers cannot regress completed generators
- Regression takes 316.8 seconds to regress a generator at 99%. Thats also nearly quadruple the time you spent repairing a gen.
- If kicking a gen is 2 seconds, that be 1/40th i stead of 1/270th of the time to "tap a gen as killer"
Snark aside, back on topic:
Lets just have survivors repair 2-5 charges while regression is still hindering them to stop regression.
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Its neither hiding nor stealth when there isnt the danger of being found.
You need to be actively evading the threat semi-close range for it to count as stealth.
The devs are actually aware of the survival category problem and are trying to find nonexploitable solutions.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/636269#Comment_636269
Because this isn't a fighting game.
It's less a 50/50 decision for both people and more like a 25/25/25/25 decision for the one person and more like a 25/75% for the Spirit, and if the Spirit misses, they just try again, meanwhile, if the survivor guesses wrong, onto the hook they go. Hell, if the Spirit is faking a phase, they literally lose nothing. It's a freebie.
That's just the best case scenario though. Sometimes it doesn't matter what you do as a survivor -- you're just getting hit. Imagine in a fighting game where it didn't matter if you blocked high, medium, low, or even tried to counterattack -- everything you can possibly do, you're just getting hit and going to take a loss.
Nice fighting game metaphor.
You forgot the spirit isnt 1v1ing a survivor.
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I think there are 3 routes to take when adressing killer issues:
- "Slightly adjust" survivors
- Adjust base killer mechanics or variables(stuff that globally affects all killers)
- Adjust individual killer abilities/kits
For obvious reasons, 1. is on this list because its an option, albeit an unlikely one.
The second option would be easier to implement than the third, while I think that the third option would be preferable, but extremely time consuming.
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Reminds me of the sentinel class from Nosgoth.
Diving down to grab a human and carry him for a while.
Sadly i think the devs were against implementing flying killers because theyre unsure how to code that for indoors or some other reason.
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What is there to not understand?
Giving this strong piece of information to survivors will need to be compensated on the killer side. Especially considering it might end up buffing solo and both cwf, as those with communication wouldnt need to ask their mates what theyre doing anymore and could focus their attention on other information exchange.
With the current pace of our dear devs, they'd implement this and killers would have to deal with it for up to a few months before they decide to give killers anything in return. IF they get anything in return at all.
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https://identityv.gamepedia.com/Leo_Beck
This is Identity V's first killer, unlocke d for everyone from the start, similiar to the trapper.
He can place or throw up to 2 dolls(well theyre as big as him or trapper) which work as sentry wards, revealing the aura of survivors in their presence. He can swap places with them and gets a speed bonus afterwards.
Then he gets rage tokens from certain actions. This enables him to turn his dolls into ai-controlled killers that hunt survivors/break pallets on their own. (A teleport/swap would disable the ai again). I forgot to mention that he can also just burn a rage token to summon a clone of himself to follow the nearest survivor and attack him.
This is their FIRST KILLER. This kind of map prssure would be flamed to hell in dbd.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/634636#Comment_634636
A shame too because I think that’s one of the most suggested killers now. This isn’t a balance talk but there’s quite a few things SWF and comms make invalid
Ever played a "who is the killer/werewolf/witch/parasite" with people on comms or estabilshed teams before the round starts? Not nice for those who arent part of that team.
Whenever i see those disguise killer concepts im reminded how often i cheated on those parasyte maps in warcraft 3.
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A disguise killer would maybe work if he'd overwrote all survivor skins, and make survivors see survivors as other survivors or as the killer. Such a killer would need to screw with a lot of interfaces.
When its just the killer transforming into a survivor, that concept is doomed. (Especially since that killer wouldnt be allowed to attack out of disguise, could only sabotage stuff and definitely wouldnt be fair to have instantdowns, we all know the ideas of balance here)
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Identity V's phtographer has a similiar secondary power:
- The killer leaves a trail for x seconds that on he can see.
- When holding down the ability button, a target marker moves down that trail to show where you teleport when you releaee the button.
Well, I'm not sure if your concept be a good enough ability if the killer can only affect both the target and himself instead of choosing who to affect.
Not a fan of the forced cooldown on attacks, although thats up to debate (as always)
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Ive got a rather crude concept for an ability.
The Warden
- 115% speed
- The first ability creates walls in front of them after a short delay, those spread to nearby objects. This would be used similiar to nurse's charge, increasing the distance between the killer and the spawning wall the longer the charge time.
- Second ability would be to spawn traps over long distances. Those traps would have a rather big trigger radius, and spawn a even bigger circular cage around the trap, with some of the first ability's walls inside too. The cage walls last for x seconds or if the trap gets disarmed.
- I'd like to copy IdV's map ui for this secondary ability to display a crude sketch of the current trial, showing the generators and currently placed traps. The killer would pull up the map screen and then click where to place a trap, which would arm over some seconds.
- For both abilities, the walls would try to connect to snapping points in already existing structures, like the ends of walls or the points where they connect to other walls. Both ends of a pallet would count too. And obviously pallets or windows which get covered by a spreading wall are disabled.
- For "fair play" the spikes of the wall would appear on the ground, then linger for a short delay, and then shoot up to full height. (Similiar to doctor shock)
Edit: Now that ive written it down for the first time, the secondary ability is quite similiar to Evolve's dome, just with counterplay.
For this I'd rather use the already existing entity styled walls than "brick walls which suddenly pop up". Or entity spike walls covered in some barbed/bladed wire.
(In the concept I have in my head, survivors touching the walls would be slowed while being too close to those walls and accumulate a debuff which'd injure survivors at 100% charges of that debuff, with more debuff accumulation when the wall shooting out from the ground hits a survivor. But those two points might be too much for current survivors. )
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Dont worry, sound gets bugged every 3 patches anyways.
Nice option for console or controllers on pc though.
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Well if it's something i have around in rl, then i got some good ol' butcher cleaver and bonesaw lying around.
Otherwise I'd like some two handed sword or giant improvised blade (that'd justify the weapon cooldown lol) (yes PH fanboy)
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/633389#Comment_633389
Here's the problem; people want to nerf TOP LEVEL PLAY.
They literally would rather beat Killers into easy-mode instead of getting good.
The moment a Killer is hard to beat? Come ask for nerfs! I'm not saying they always get them, but they ask!
The Nurse? Don't learn to juke & mindgame; ask for nerfs!
The Spirit? Don't learn to look for moving grass, don't keep your scratch marks in mind, and don't fall for her standing still! Ask for nerfs!
Hillbilly? Don't learn to avoid open spaces. Don't learn to keep an eye out for a chainsaw sprint! Ask. For. nerfs.
And since nurse is going to be "slightly adjusted" soon, the focus now falls to the next killers in line.
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According to the wiki nurse'scarrying speed was adjusted to match the others' on patch 1.3.0.
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Well atleast you offer something instead of just demanding them removed.
Which mori did you want baseline?
I guess being able to execute all survivors on deathhook might impact balance, but im not sure how.
If those killer trials were secret offerings, they might be quite interesting. Although your trapper idea is rather survivorsided (do some skillxhecks and get a hatch ), atleast for the rare "good" survivors.
The pig one sounds interesting.
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Gawd I wish i remembered stochastics from school.
So if you get a chance to escape and 4 survivors, wouldnt it look somewhat like this?
X= individual escape rate
(1-X)⁴ = chance for 4 kills
X×(1-X)³ = chance for 3 kills
X²×(1-X)² = chance for 2 kills
X³×(1-X) = chance for 1 kill
X⁴ = chance for 4 escapes
Well i could be totally wrong though. Im pretty sure im missing something
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Your overcharge buff would be better suited for a general regression tweak (2 seconds would be enough without the perk). Else it looks like another perk bandaid for killer issues.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/630152#Comment_630152
It requires the killer to fail both primary and secondary objectives
Actually a killer hasnt failed until the survivors escaped.
While I'm at it, Adrenaline activates if ANY survivor finishes the last gen, even when the survivor runnint this perk hasnt touch a gen at all. Truly "getting rewarded for doing the objective", indeed.
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@[Deleted User] said:
This will never happen and should not happen as SWF is not the problem. Survivor side and tools they have - these are problematic as most killers just cannot deal with them effectively to apply pressure.
(Can't believe i agree with Thaznar lol)
Debuffing swf will not help the game.
The difference between Swf and solo is all external. No difference in ingame mechanics.
- Knowledge of the skill level of your teammates
- More than 60 seconds planning phase
- Asurrance that they'll "play as a team"
And thats just swf as "intended". Voicechat adds the whole flood of information.
When swf gets any debuff, the truly biggest douches (for the lack of a better world) will just go back to rolling lobbies till theyre together again. Happened before, would happen again.
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@Ghost077 said:
All killers, except Nurse, have one or another limitation of force. Spirit has a recharge, Huntress limit axes, etc. Billy can travel around the map without restrictions. Unlike others, he can use his power anytime. In combination with the ability to instantly give a dying state, this is a too much. It’s not very fair, special if map is some like as Rotten Fields. Thus, it deserves at least a small nerf, giving a recharge of the saw after some time.
Except he has a cooldown, casting time, forced forward movement, collision penalty and reduced steering. The first and the last three points get magically ignored in every thread.
His cooldown, unlike spirit, even disables attacking and interacting.
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people only care for a new survivors until they have the teachables for their
claudettemain. Maybe some randoms like the new design, but getting them up and running is such a hassle, isnt it? -
Should have e said "only in chase"
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The lucid is "1 killer for 2 players" in Op's version. Thus resulting in adrienne, seraphina and the other killer in a 2v8 match. Though one of the girls might need to be coded to share freddy's dreamworld" for optimisation purposes.
Most 2v8 possible rulesets i know feauture the "no same killer rule"
On the issue of matchmaking, there is already a spectator slot which could be used or shows that the lobby could be tweaked in this chapter.
Also, the lucid either assigns a random sister when picking the lucid or simply both sisters join the killer roster and you're simply matched with the one you arent playing. Heroes of the storm uses the latter system for their "Cho'gall" hero.
There's not much holding back this kind of killer, except maybe lobby ping. Which should be fixed with servers.
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Or devs could man up and give good powers to 115% killers too.
@No_Mither_No_Problem If you want to know what happens to slow but crazy chase power killers, look at nurse.
She's gonna get "slighrly tweaked" because her "chase potential" also works as map pressure.
The problem with "fast outside chase, sucks in a chase" ("HB without chainsaw damage") and "fair" "slow killer with good chase ability" ("slow clown") is that both cases are kinda proven to be bad.
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It'd show on certain killers how weak/unbalanced they are because killers would fish for certain addons only (well they already do bit it'd be slightly more efficient)
Maybe some survivors too
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@slammizzle said:
You do know that actual tbagging is crouching up and down over someone's body. You cannot tbag unless your over someone otherwise it's just squatting. I just find it funny that you always see killers says that "tbagging" is toxic when in fact you can't tbag a killer you can only do it to other survivors. In other games where you can actually tbag someone on the opposite team you don't see or hear them complaining saying it's toxic but in this game people ######### and complain about it so often. It baffles me that it's just an action in a video game and people are taking it so offensively. It's not like the person has said "this is what I'm going to do to your loved ones IRL" before they do it. Like talmeer says you do it "speak" to the killer
Are you seriously despute the connextion to survivors spamming crouch in front of killers with teabagging because survivors cannot put their balls into the killers face?
With using "crouch spam" youre still implying teabagging which implies a bad prank which juristically can count as sexual assault which originated from a method of oral sex.
Its "toxic" because its a ######### rude gesture.
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Everyone playing swf cant take the challenge of playing the game normally.
Just playing with friends to chat is either a meme or a myth. As soon you:
- Hear the TR from friends crappy mic
- One screams loudly that hes being chased
- One asks for a heal
- That one guy who always gets found first gets camped and he cries about it
- Etc
Then youre doing the same as "coordinated swf.
Good that survivors dpnt have to try hard, afterall the game gets balanced about their potatoes.
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And now question about the reason why all those killers would dodge.
(Because "chat and have fun" with friends gives a huge advantage to survivors.)
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"*does a rude gesture* why are you angry? "
...Seriously?
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40% time reduction for 1 generator. 60% for 2.
Wow survivors must consider generators something rare or hard to do.
Unbaöanced idea is bad
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/625657#Comment_625657
It would not take that long and this is implying all 4 are injured, which as I said you deserve to feel the burn if you let that happen..I fail to see how this is even relevant as survivors have numerous ways to speed up healing through perks, items, addons, and through team mate assistance..plus..if killers no longer get to counter stuns why should I care if survivors need to be more careful? The perk wouldnt be OP that's rediculous considering the number of counter perks it has to it..I'm just tired of piss poor gimmick perks on my killers
Wow first time I EVER seen someone else notice that thana needs 4 survivors inhured to be at full power (no sarcasm, which is sad in iself)
Thana only gets good if sirvivors let it. Its their fault. They get all the warnings they need, be it on the action bar, or even worse: the "youre affected by thanatophobia" next to the perks. Theyre warned that theyre affected by the perk that could get stronger, bit they arent healing while it is still weak.
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Saint Row's Penetrator as trapper machete, suits his gimpy strongman skin.
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Instead giving chainsaws another enviromental interaction, I'd like other killer powers to get something similar too.
Too bad most objects and other killer powers are rather unsuited to such interactions.
Well, doctorshock somehow interacting with generators or electric lights seems possible, but the latter would only be of atmospheric value. And regressing gens from range would be something "survivormains" would riot to keep out of the game. Especially on doc.
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Openings
- Tomorrow (KonoSuba)
- Hello, World (Kekkai Sensen)
- Again (Full Metal Alchemist)
- Guren no Nomiya and Flügel der Freiheit (Attack on titan
Watched so many animes that i cant recall most openings tho. The ones that stuck with me are those german versions from the "older animes: honorable mentions:
- Hellsing (btw that guntaku in highschool of the dead is based on hellsing's author lol)
- Ranma 1/2 had 2 good openings
- Digimon 1, 3 (cant remember second season song lol)
- Detectice conan had one song that really got memetically stuck in most of my friends heads: "Mit aller Kraft"
For endings
- Los! Los! Los! (Youjo senki)
- Sugar song to bitter step (Kekkai sensen, and theres lots of other anime parodies for the actual ending)
Wow cant really remember most endings lol.
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Im not too sure about those bloodpoint changes. Yeah arguably survivors gain some ~1000 bp/h less than killers, but while most of the point inflation in your concept seems modest enough, i find myself strangely irritated by the Myers' Outlast score. (Probably because it'd be awarded to people who werent even seen by Myers.)
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If the difference is that small why implement it at all?
All it is is a crutch for people who get "surprised" by noed. Dont get found AND/OR hit once the gates are powered, boom NOED COUNTERED.
Hexes already stupidly announce themselves to survivvors way too early.
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Its a new feature because survivors expressed their preferrence for chases and looping instead of evading the killer. So the devs made you have thrillingnexciting chases from the get go.
Pfffff hahahaha. Sorry couldnt resist thr snarky joke.
Sounds like a good ol' dose of bad luck.
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Thanatophobia at full power adds like 15 seconds to the total repair time of a generator.
The meme of it "just turning the bar red" hasnt really changed.
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@Raptorrotas said:
For a long time I've had this concept in the back of my head which I'd like to hear some opinions about.
I want to make it more dangerous for survivors if the killer attacks them during an action. As it stands of today, unless you can grab them, they can for example keep breaking a totem and then still zoom away with the after hit sprint, especially if the reliable grab bugs out.
What I propose are simplified mini stuns or changed animations resulting in less hit sprint. While it'd be easy to simply slow the survivor down, the animations itself should be changed to give the survivor and killer more feedback as to what happened.
Most survivor actions can be split up in in multiple segments in their sequence; take "grabbing window, jumping/climbing over it and landing" for window vaults. Getting hit during such a segment could result in every following segment be replaced by a differently animated one. Instead of "grabbing window, jumping, landing" we would get "grabbing window, getting hit, botched jump making the survivor fall, getting up again"
For continous action like repair, sabotage, cleansing or healing there should be a small "getting hit" animation similiar to failed skillchecks that either completely stops the interaction or pauses the progress like the one from failed skillchecks. While i personally am for extending the timeframe for grabs or such interruptions for a short moment after the survivors stop those interactions, it might be too much.
Obviously this would need a lot of work for the animation team, as they'd need to create a lot of different segment for each possible sequence. It also depends in how many segments each action would be split into, as it'd be more accurate to have more segments.
As somewhat equivalent exchange on the killer side, this concept would also apply to pallet stun saves, flashlight saves or interrupting the killer during the hooking animation (although the last is questionable at best)
Tl;dr
- Replace the rest of a vault animation by a slower version after getting hit.
- Mini stun survivors with "getting hit" animation during continous actions, similiar to failed skillchecks (repair, sabotage, cleanse, search
- Add animation for such occurences.
Concept for punishing survivors for getting hit mid animation.
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Its a neat feature. I dont see a reason whey it'd be a bad idea to implement it.
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Thats why i said offtopic when talkingabout 2v8 😎
(Also from personal experience in identity v, camping and doubling up on a single survivor leaves 7 (!!!) Survivors on gens, which quickly ends in a loss for killers.)
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Oh right, friendlist intrgration, totally forgot. Well there should be a "random stranger/potato" button at the end of the list 😁.
In the default gamemode 2v4 they wouldnt be allowed to be too powerful either, compared to killers who have to go in solo ("Op killer, pls nerf)
Offtopic: I hink such killers would be best if there was the always discussed 2v8 mode. There both sisters could have powers that matched huntress or billy tier, and have secondary powers to place traps/etc in the other sister's world.
I must say i kinda like your sketch of her. The shadowed part on her face reminds me of Identity V's Photographer killer. He has a second world mechanic to, he becomes black/white with scars like a broken porcelain doll when he enters that world. Such visuals could be used to differentiate between the sisters in your concept.
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Interesting concept.
Its a good twist on killer teamplay. Although 2v4 might ne too much for some potatoes.
I guess adrienne players get matched with seraphine players, depending either on csmetics or the killer chosen ( first chapter that releases 2 killers)
Might have misundestood something but wouldnt it be a bad situations when one sister cannot do anything because all survivors are with the other. I think the stealthy seraphine might get overwhelmed if she'd have all four on her (being slow and only having stealth).