Avatar

Raptorrotas

Raptorrotas

About

Username
Raptorrotas
Joined
Visits
13,646
Last Active

Comments

  • Awesome scribble.

    While this obviously would less the gap between survivors and cwf, I even admit it might be necessary to do so, it would also change the survivor-killer-balance.

    It might come across as hostile against survivors, but there would need to be compensation (GLOBAL killer buffs or survivor nerfs) in the SAME patch.

    Having to play months with "solo boosted to swf"-powerlevel survivor will definitely not be good for this game's health.

    The idea is good, and might be needed, but it has to be carefully implemented.

    Killermain btw.

  • Broken would be the word im looking for.

    You'd turn nurse into an instant down killer (hear the survivor mob with pitchforks and torches?)

    Also you forgot thatt nurse is slower than survivors withozt blinks. She'd need a movement apeed bonus on that addon.

    And cooldowns? Ewww.

  • I thought they "fixed" basement blocking by shrinking killer collision on those stairs?

    Its not bannable because it cannot happen anymore.

    The other posts were right, though.

  • @Cardgrey said:

    just give everyone who doesn’t dc a 20k bp bonus per dc and a lot of your dc will stop.

    most people want to screw over someone and who cares about your bbq stack or hooks or even if u get all 5 gens done at that point. 20k per dc + w/e u get = happy people

    And thats how swfs will farm points.

  • While your changes seem reasonable, (adding half of the bp/s to a specific event) theres two scores i dont quite understand:

    • Harbinger, triggers at the same time as your new Hope!-score and is more importantly just an extension of the gate opened score.
    • "Rescued" and the interpretation that "Harbinger" triggers when the hatch is closed seem weird. Survivors shouldnt be rewarded for failing to do stuff.


  • All those killers "without limitations" were made in a time with another design philosophy. Then survs found out they dont have to git gud but can get killers nerfed before they even release.

    Killers need those long cooldowns in which theyre "trapless trapper" ("M1") -killers so sirvivors dont get pressured by constant special abilities that need attention or reflexes.

    Killermain btw.

  • Yeah nerf those killers for which their own skill actually matters. Not like there are 13 others killers who cannot perform on that level because their game is dictated by survivors.

  • Borrowed time shouldnt give safe unhooks then. Or generally hits blocked with endurance.

    Bond or empathy shouldnt grant reunited score then.

    MOM and Wglf shouldnt grant protection bp because you are a selfish prick.

    Does that sound stupid? I hope you see the parallels.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/580738#Comment_580738

    Aura reading is the worst thing to happen to a game of hide and seek.

    Suddenly it's hide and seek again? Sorry but the worst that happened was that the collective decided it was catch instead of hidenseek and the devs supporting this change.


    Also back on topc: add some bushes and we get some pseudo deathgarden levels of invisible survivors if we make this game any darker. Just without automatic rifles.

    Jokes aside, not a very killerfriendly idea.

  • @Milo

    I shouldve specified that i have nothing against those survival points.

    I disagree with adding "stealth"-points when theyre not even close to danger.

  • Sorry but the devs are already adding points/seconds just for standing and breathing (or maybe walking around , if theyre smart enough) in the survival category.

    No need to add chicken points for people hiding in a corner. Its not stealth if theres nothing to avoid nearby.

  • Sorry thats not changing anything about their powerlevel, its just bribing killers to put up with it.

  • @Saitamfed

    Sorry but teamwork ONLY works for swf. The whole overly altruistic team mentality (everyone HAS TO ESCAPE) even stems from it.

    But as just mentioned before, teamwork only lasts as long the round is going your way or theres one sucker to milk dry for unhook points. As soon as things go south, those precious little teamplayers will turn into hatch circling vultures waiting for each other to die so they can get it themselves.

    Because deep down, people know that its not about helping others, its about getting out yourself.


    Damn i sound like a villain.

    puts on "make Killers great again"-cap and chainsaws away😂

  • Yes because having mostly safe pallets is so much more balanced. (Not to mention "god" pallets)

  • Yes, her kit needs mechanical improvements (nontriggering traps in exit are stupid) and her addons need to be better.

  • Teamwork is overrated, it boils down to staying alive longest to get the hatch or cry about how unfair the egc is. (Current state of the game, boys!!!)

  • The saddest part is that those perks would be widely used.

    In the Lobby: "I wont use the greifer-perks, promised"

    In the trial: all 4 survivors tagged as traitor.

    Like implied earlier, those perks would be controversial and really hard to balance. (Well if they got rather weak if more than 1 person is using them, it might be another story)

  • Such traitorous perks should have good effects or bloodpoint boosts to tempt our naive little "teamplayers" into egoism. (Well hatch exists but we cant turn it into a perk, sadly)

    Also, i'd like to see a traitor-status implemented, similiar to the obsession.

    Now the important part. Those perks should weaken themselves or outright not work against other traitors.

    " I gain 50% more BP, but 20% less for every other traitor" - a rather crazy example.

    "Increase my action speed when cooping, but reduce theirs." this would essentially STEAL bloodpoints and lightbringer from other survivors.

    "I can dash/sprint by catapulting from walls or other survivors. If used against a survivor, my next incoming damage is redirected to them for x seconds. If used against a traitor, both get stunned in place.

    Obviously those kinda perks would instantly become rather polarizing and topic to balance-threads.

    "You can believe me, your trusty Patches, there's treasure down that pit."

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/574828#Comment_574828

    I partially disagree. If you want the area of effect to be bigger, then the trap should just be bigger. The last thing we need is another invisible thing (trap "hitbox") that screws you in a chase, and of course: this goes both ways.

    Survivors currently walk THROUGH the trap and dont activate it.

    ADditionally, his reset addon is useless because traps move when survivors get out of them. Survivors should snap into position, not the traps.

  • Why not both? Have addons change his ammo for both or something like that.

    Not like 2 abiöities on a killer make them op. (Pig)

  • Terror radius has NEVER been directional.

  • In my opinion, not many killers actually need a complete overhaul.

    Any killer whose problems could be mitigated by "just changing" a variable dont need much work to get somewhat better, in short notice.

    LF: charge time, charge-movementspeed, thats it for a quick fix. Acceleration/final speed might be mportant too. Long term his charge mechanism might need to be looked at.

    Doctor: quick fix: shock range, stance swapping speed, shock delay. Long term would be tweaking his illusions and madness.

    Pig needs an overhaul.

    Additionqlly i think they should streamline the "swap stance"-mechanic (doctor pig, GF) to be like Gf's, theres no need for an action bar for this.

  • 11/15 killers depend on survivors screwing up. Survmains: "fine and balanced."

    Some of the rest are simply less dependant and SPIRIT/NURSE even reverse the situation. Survmains: "Reeee, nerf nurse/spirit, here have streamer stomp some noobs as evidence."

    Depip squad !!! - "nobody plays like this".

    Why is it survovors look at first time players for "balance" and at pros for killers? Damn double standard

  • Thanatophobia and sloppy butcher was deemed too op to survis that thana got nerfed.

    Half jokingly , thanatophobia is the perk that only turns the meters red. The effect itself is quite weak.

    But devs and survs only seem to see the 4 stacked version, which is entirely (and easily) avoidable.

  • The emblem system doesnt measure your skill at escaping.

    It measures if you do enough actions to have a semi"fun" trial for all players involved.

  • @Shaped

    I never said that spirit is weak. She's actually one of the killers i try not to comment about because i never tried her. That said I think she IS weaker than nurse, and most would agree.

    Spirit gives a lot of ground to survivors when using her skill, she has to stand still and survivors turn invisible the moment she starts charging her ability, not when she can start moving. Also she cannot see blood without addon. Additionally survivors can see when the husk spawns as the hair resets to a default poisition. Like i said, never played her but i strongly dislike all that cramming of artificial weaknesses into a killers ability (look at BOTH original legion and post nerf legion). She was also the first to get extended cooldowns on abilities.

    By the way calling a killer "as balanced as nurse" in a topic about nerfing nurse sounds like someone wants them nerfed too. But implications are hard to i could be wrong.

  • A killer who can hear something?D idnt the devs fix that already for you? /s

  • @EntityDispleased

    We are talking about features that are already in the mobile version, and maybe brought to the pc version.

  • I like the point of view that survivors dont like her because she reverses the usual action-reaction-relation between survivors and killers. "Survivors dislike her because they cannot "stall" her but have to "escape"."

    Dont trash me for this but nurse and hillbilly are strong because they were designed before survivors kept whining about new killers to get them trashed and devs caving in to only release somewhat underwhelming killers.

    Ive read some of that discussion about that vid and especially the op seems like someone who put his fingers into his ears and keeps yelling " lalala i cant hear your arguments, nerf nurse because i say so"

    Nurse is too strong just because the others are weak. And once she's nerfed like zarathos said, the "survivormains" will focus their gaze on billy next. Or spirit, because not seeing survivors isnt bad enough lol.

    oh right killermain btw.

  • I guess behaviour got some help from the Identity V creators, the skillchecks, that glowing heart and some of the "killer ability" button arrangement looks nearly the same.

    The heart could maybe make it in, but im amazed at those red warning bars pointing towards the killer when close. Theyre way too good for looping behind walls.

  • Especially DH would become obsolete because sprint burst also can be used to break killer attacks.

  • I'm probably the first to mention those trials "everyone performs kinda well enough" in with all survivors earning about the same or more as the killer. Ive had enough of those myself. But if the killer gets less points than the survivors "its the killers fault if he performs #########", right?


    I cant decide if i want them to implement the survival score the easy or the smart way, wouldnt it be hillarious if survivors got a 10 bp warning every 15 sevconds of survival. Dont get me wrong, survivors needed something like that. But Bloodpoints for just standing around sound as "earned" as the reunited bonus. I hope ther will be some restrition to getting those points .

    Whwt irks me the wrong way is probably the item related new scores. 99'ing an item in will return your investment if you escape. If they boost for example the item heal, you return more than you invested (although slowly,but let me have my paranoid hysteria)

  • Well the obsession claws are twitchting when chasing the obsession.

    The salty part of the survivor community might interprete such an icon for every chase as "tunneling-tool" and start rioting/whining... Again.

  • @Andreyu44 said:

    People really over exaggerate with "only a few killers viable at rank 1" ,tbh.

    So thats why the tournamrent with money on the line was full of all those other viable killers, right?

  • It'll probably be a soon to be annoying "X bloodpoints" score event every Y seconds.

    Because you gotta know you survived 15 more seconds every 15 seconds 😛


  • aecp39fswgfw.png

    / cant believe how often i have to post this.

  • @Boss

    He means that IF you have unbreakable or no mither, you'd have to press space to stand up after the bar automatically filled up to 99.9%

    If you dont have "recover"perks, it would stop at the 95% marker.

  • Doctor got the random skillchecks into his basekit after his release.

    Pray to and bleed for your god they might consider it for freddy.

    Another thing, dont we already have a "slows survivors" killer? I heard he's pretty popular and viable. /s


    Even if the reworked killer could throw the traps into position instead of setting them, it'd not his kit but his name tthat makes him popular.

  • Remember that additionally the teleport isnt a tool to catch survivors at generators, its a highly telegraphed "mobility" skill, which gets disabled in endgame.

  • @Entità said:

    @Raptorrotas Yes, it would be reasonably easy for good users to create some maps.

    @Entità and probably rather easy to create the map editor.

  • A map in dbd is just a combination of static tiles and randomized tiles.

    • In a map editor there can definitely be a submenu to create the pool of random tiles.
    • The static tiles would be buildings or other bigger structures (that tree, cowtree, killer shack, the asylum etc.
    • Markers to designate locations for chests, pallets, hooks etc.
    • Obviously one should be able to choose the realm or "wall design, lighting color and weather"
    • Exporting your own map to the Workshop does sound important.

    But i think that the devs would need to approve of maps getting added to the game. Or even adjust them. (Well Kyf is another thing)

  • @GhostrickSpecter said:

    Really want the devs make her into the game! I know we already got The Spirit, who is a Japanese ghost killer, but that doesn't mean they cannot make another one!

    Well since Samara is neither japanese nor has hair that stands upwards, shes quite different from Rin.

    Even Sadako (from tge original japanese "the ring") or kayako from the grudge are different enough from Rin... Although these 3 are so similiar in appearance that we might only get one of them unless kayako becomes our " wall cilmber killer" and crabwalks the whole match.

    I mean we got 3 (5 in lore) "masked killer with knife", whats about having one more ghost girl then?


    Now to your concept, its rather similiar to hag (teleport to something that a survivor triggered). And only being able to teleport whrn survivors failed a skillcheck is utterly weak and unviable.

    I'd propose simply a certain number of tvs spawn all around the map, which scan the area in front of them to reveal survivors passing by (highlighting/aura/notification ) and the ability to teleport to said tvs. This could be "balanceable" with disarming these tvs temporarily or other stuff.

  • Warning jingle and perma deadhard when?

  • Why'd you give it to a last surv who now unconditionally can get it by themselves?

  • Well. Lets say the map editor is to be kept simple. What would be needed?

    Choosing which objects can go in a tile

    • Basic stuff in every map: "waist-high-loop-stuff" "jungle-gym-walls", hills, trees
    • Killer shack, buildings (would say only buildings that are only available in the game in a simple map editor instead of crafting those from scatch)
    • Location markers for hooks, chests, pallets and theother procedually generated stuff, like closed windows.

    Youd need to create a certain number of tiles for the rng to chose from

    Then for the actual map editor, you would create a grid out of either random tiles and predetermined tiles (shack and buildings, the big tree for xample). Ohright, choosing a realm to determine the color of the lighting.


    Or something like that.

    Also i think maps would need to be officially approved to be to be added into the game (kyf might be an exception)

  • So legion is no mobility with fatigue but nurse is? Or spirit with the "has to stand still" part?

    We're obviously of different opinions , but good to see there are other people agreeing with your concept.

  • Sorry but the devs explicitely stated in the past that theyre unwilling to do vampires

    Your next words will be: "Nani?!"

  • I admit that i was rather douchy, but let me try to explain: The way i see it, regressing generators is weak or underwhelming on ALL killers. So of course im all for buffing it.

    But the way you proposed simply rubs me the wrong way. Im not saying this is a quote or your intention, but it can be interpreted like this:

    "Lets base regression on a killers standard movement speed, except billy(115) and nurse(96!!!), because theyre toptier already, ALSO wraith and spirit." -thats 4 exceptions just from your proposition.

    Let's throw in some "stupid survivor bAlAnCe ": "Dont forget legion, LF and Pig, they ahve speed boosts too!!reeee!!" -while adittingly overexxagerating it, FeralFrenzy is theoretically as much a mobility skill as YamanokaHaunting.

    I hopr my barebone explanation gets across.

    Now the weirdest part:the killers with multiple movement speeds. Especially the toggle types.

    If their abilities dont affect it, why does it for nurse and hb?

    Tldr: it doesnt make sense to buff regression to be somewhat useable and then make exceptions over exceptions and exception.

  • If you want to make this based on killer speed, you cant just make exceptions because of the killer powers. Hb and wraith are 115. Spirit is 110, nurse is ~96 and doctor is 110/115. Pig also is 115 but has an movwment speed bonus .

    Whilee i sound rather trolling, im pretty sure you didnt want to mkee this about speed but simply nerf nurse and hb in a weird way.


    Regression as a base mechanic should work the same in every situation. If you want to buff it, just increase the numbers or add new effects like "regression stops once x charges has been rapaired"

  • As already mentioned, it means you only cannot see their aura when they're being carried.

    Also although the range isnt infinite anymore, the radius is still bigger than any distance in any map.

1 … 44 45 46 47 48 … 63