Raptorrotas
Raptorrotas
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Might be just my bias speaking, but i think her traps and egc arent interacting at all and dont warrant nerfs to her kit or special rulings. Well, thast was with the 3 minute timer, 2 could be theoretically a bit... Harsher on survis but we cant know because they already nerfed the traps.
Afterall egc is just a timer for survivors to gtfo, most often triggered by other survivors.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/444277#Comment_444277
Right now: Traps either activate whenever a Gen is completed or are automatically activated when all 5 Gens are powered.
In PTB, the latter is not the case anymore, so if a Trap is placed on a Survivors Head after the last Gen is activated, it will not activate. And with an inactive Trap, players can walk out of the Exit Gates.
Thus neutering her from "slowing survivoes down the last phase of the game."
Her power wasnt slowing survivors down when they still have to do generators. Her power was to slow them down. Fine difference, but this weakens her already limited weak ability even more
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Easy fix, makekiller collision/"hitbox" radius smaller
This will fix multiple things
- Killer blocking stairs
- Survivor looping advantage
- Pallet stun range
- Survivors blocking killer momentum from the side
I wondernwhy this fix idea doesnt come up lol.
Btw I'm not serious with this idea either, would probably add new problems, like more survivors circling into the blind angle infront the killer.
They cannot add a second staircase because of how the basement is put into the maps. They would need to change every map
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Balance: 4 survivors β 1 killer
Yet currently: 4 survivors > 1 killer
Also for thr sake of the way assymmetrical games normally tend to be, balance should be: 4 survivors < 1 killer
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The terror radius change isnt the problem.
The first problem is that the traps (like certain perks) dont check for the gates powered condition additionally to the generator finished condition.
The second and worst ######### bullshit the devs could ever do to her is that her inactive traps dont prevent escapes anymore. Its worse than myers running out of juice.
Its like making hag unable to teleport once the gates are powered. Pig already suffered from having 2 bad abilities. Now in ptb onef those can also be made useless. Not to mention its the one that 3/4 of her addons modify.
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All people in this forum are stubborn.
Survivors die because survivors go in the basement and get trapped there, they shouldnt be going there in a situation ehere they might get trapped there.
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I think her biggest nerf was the inactive trap lethality change. Making half her kit useless after the last generator is done is kinda weak.
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I agree that springtrap would be the franchise killer to pick for dbd.
Idea seems interesting. I assume he has base 115% movement speed and default 32m terror radius. The effect to force survivors close is interesting, but the rates at which Dread is accumulated or lost might be the hardest points to balance.
The only thing i think he's missing is some M2 ability. Just having the passive effect seems dull for the killer player.
Even if he's your worst concept, atleast you posted it and threw your concept into the naggers haha
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Shhhh theyre just making sure to rig the survival stats in their favor lol
You knoW. Dc's arent escapes SO THEY MUST BE SACRIFICES. KILLER OP PLS NERF.
Dont take this serious. They conditioned themselves like this.
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Technically it is cheating. Thats just like exploiting the collision sizes during looping is by definition of the words i just used an exploit.
The problem is that the devs cant/wont do anything against it.
Swf was intended. That myth has been debunked i think. But CWF not (Communicate, not cheating you donkeys π). Yet its a thing we cant stop.
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Check ingame or on the wiki. Their tooltips state that the perks activate when the gates are powered, not when the last generator is done.
See my other post for an explanation.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/441750#Comment_441750
love the idea with the Purple-dark purple striped hoodie for the cheshire cat cosmetic I was thinking of susie.
Just the mask wouldnt make it obvious. I mean frank has a smile face by default.
And lets be honest, susie seems to be the most popularof the bunch. People love those stabby stab girls
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The bigger picture isnthast devs are intentionally or unintentionally currently using different triggers for activcating perks or mechanisms (RBT)
- A generator is finished (not so important for this problem)
- The LAST generator is finished
- The gates are powered
The description of the perks (in english) are correctly describing which condition applies to which perk, except "Wake up" which triggers in EGC(hatch) although it says otherwise.
Upon closing the hatch as example bitter murmur/dark sense or rbt's dont activate because theynuse the last generator as condition. Noed and adrenale only require the gates powered, so they would activate then.
The devs need to work on those triggers. Removing the *last generator" condition and make them trigger on "gates powered" might work.... Or have the perks check for both conditions.
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If i remember correctly, back then the flick was that you could turn your camera quickliy during the chainsaw attack at the end of the sprint and still hit survivors . not too sure about this tho.
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"Its just a timer" and yet it blocks several perks( mostly killer perks, who wouldve guessed?) from activasting (because powering gates =/= last generator finished) and they nerfed pig for it. (Rbt activation conditions as mentioned before)
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Killer weapons dont have a hitbox
There is a conical area in front of the killer, if the killer presses m1 and your hitbox is in that area, you get hit, and then his animation turns him towards you so that it looks nice.
This hitcone has the same size for every killer regardless of weapon lenght or skin used (compare long hammers to freddy claw or hidden blade)
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@Orion said:
It's supposed to get survivors to do something other than generators for short periods of time. It's not supposed to be dangerous in any way. It's one of those powers that's designed to be mildly annoying, without any real threat.
Welcome current and future rbt.
"A rollercoaster, thrilling but perfectly harmless"
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Simply making inactive traps prevent escapes again would be better. They have enough time to get those traps off.
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I dont understand why people are freaking out because of Rbt in the endgame. Those two mechanics barely interact with each other.
Ptb: Survivor has an INACTIVE RBT on his head just before endgame is triggered:
A) EGC gets triggered by opening a door: he can just run out of the exit doors without any additional pressure by the Rbt.
B) EGC gets triggered by closing the hatch: Survivor can just open one of the exit gates and leave without any additional pressure by the Rbt.
Ptb: Survivor has an ACTIVE Rbt on his head before endgame is triggered. Has 180 seconds to leave , but also has a less than 150 seconds timer left to remove the rbt. I think that those two timers barely interact with each other. And unless the EGC was triggered by closing the hatch, that survivor can let the others do the doors while checking the jigsaw boxes with "all that pressure" of normal Rbt.
Also for Ptb:
Are "active Rbt, in TR" equal "inactive Rbt" ? Or does the timer simply not go down.
If yes, this will screw pig over many times over.
Inactive traps are simply no threat at all if they dont altleast prevent escapes while on a head.
Also no compensation for this, no recharging/respawning/recyling traps or better base stats. (X % harder skillchecks for having it on your head for example, or permanent louder breathing/metal clanging when moving if sounds were ever to be fixed lol)
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Purple-dark purple striped hoodie with cheshire grin? Sounds nice
Since doctor has all those suits already, i dont see why he couldnt rock the mad hatter look *ba dum ts*
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No.
The TR change might be tested on ptb, but every other change was unnesseary.
Also "gates powering" needs to be a trigger for axtivating rbt.
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@PolarBear said:
Hatch grab is removed so whichever party gets to the hatch first "wins".
So activating 2 exits for the other person to escape through is a win?
Jokes aside, killers dont win at the hatch but just stop the other from having a free escape.
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As long as survivors dont do generators or dont hasve to do generatfors anymore, these traps will be useless. Which is ######### stupid.
What interests me now would be if active RBT in a TR will not kill survivors in the exit.
Not pig main but she's been too weak since release. 2 bad abilities dont equal 1 good ability.
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This community is a powderkeg waiting/wanting to explode.
The devs or even their spokesperson not_queen needs to be every careful especially when theres currently such a "big" ptb going.
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Perk trigger /RBT activation conditions need to be looked at:
- (Last) generator finished (doesnt work with closing hatch)
- Exit gates powered (works with closing hatch)
are two different things.
Also i think killers should trigger the EDC WITHOUT OPENING A DOOR, but a switch in the basement or something else.
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There are 2 different triggers for perks
- The (last) generator is finished
- The gates are powered
all perks that get triggered by generators finishing (except wake up apparently) will not work with EDC by hatch closing, same with RBT.
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Playlist for perkless
"https://www.youtube.com/playlist?list=PLoJokCjX7gozpIVDM1qjmXSC7M1SXSP3C"
Just go to Marth'ss profile on YT and find his playlists, how werent people able to do so?
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Didnt people hate on certain members becaus they stated the fact that devs ignored any feedback the last few ptb since spirit or clown?
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The patchnotes dont mention mending being classified as healing.
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Go red forest and crouch down in the shadowy areas.
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As you know the rbt comes in two states, inactive and active
A trap changes from inactive to active when a generator is powered and starts the timer.
A new change in the ptb is that the survicors can now exit the game with a trap on the head if it is inactive.
So putting a trap on a survivor head will be useless after the last generator is done.
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Longer duration doesnt mean much when the actual distance between survivor and killer doesnt shrink as fast as before.
@Orion ran some math and mentioned the new frenzy being unable to reach a survivor running in a straight line away from you if that survivor is more than 10m away from you when you cast frenzy. Not to mention the huge fatigue time afterwards.
Now add collision, loops etc into the equation. If you dont flank the survivor, or surprise them, frenzy is gonna be countered by "running away from the killer"
Sorry Orion
π
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@NuclearBurrito said:
I would like to point out that in order to get this death sentence to work properly you need to
A: Down them after the collapse starts
B: Have blood warden
C: Have traps left
D: Have them be saved (meaning someone else is staying)
E: Prevent them from removing the trap for up to 3 minutes straight
F: Do this to at least 2 survivors. Otherwise you aren't getting better results than just camping the hook already does.
With inactive traps they can just run out of the exit. Applying traps after doors are available is kinda useless now.
Inactive traps dont kill you at the exit anymore.
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I was being cynic and sarcastic, yeah the others wilk notice too but the others didnt post this thread π€π
Lets hope that many of the plentiful killer nerfs stay in the ptb and dont go live
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Wraith's "tapping M2" rattling is back.
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thanks for showing this in the forum, now the devs will remove that like they did for Legion's timer. WELL DONE!!! /s
Sorry, getting salty just reading the current reactions. Yeah, it could possibly be used that way, but now that they removed visible timers for legion they will probably do the same for pig.
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I want killers to be balanced around the top survivors AND killers. Why would any killer want to be balanced around rank 20 survivors? That'd only mean nerfs for killers.
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Lore:
The survivors are in a dream/nightmare like state which makes it impossible for them to act outside the game rules.
They are either compelled to not do it (dont have the impulse to try it) or simply cannot do it.
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@Condorloco_26 said:
Not every Billy and Nurse is a Spetsnaz grade efficient killer
Real good Billies and Nurses happen less than 5% of the matches
You can't balance the game around the top 1% of killers
Most Billies and Nurses just want to have fun and fool around
Whenever I face a Billy or a Nurse they can barely get anything done
Most Billies and Nurses are just over-aggressive, just take advantage of that fact
Most Billies and Nurses are potatoes
And IF you ever face a real good Billy or Nurse, play the match as a challenge
:)
Nono, you are wrong. It is actually possible to balance killers for their top players. But that would only work if they balanced survivors around the top too.
And that is the thing that survivors will never want to happen. More does not need to be said about this.
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I was avoiding calling it a problem directly because survivors get triggered fast.
Its no secret that survivors get balanced around the bottom of the barrel and demand killers to be balanced around the pro players.
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Wow who wouldve guessed that the reason survivors cant have nice things is survivors?
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@TRGraybles said:
https://forum.deadbydaylight.com/en/discussion/comment/436064#Comment_436064
And technically they are on a timer so it can't be reported right? :-) You evil bastard you!
What do you mean with "technically"?
They ARE on a visible timer. Multiple warning sirens. They die if they dont gtfo.
And yet theyre stupid enough to fall for te obvious bait.
Its even better if they know its 100% their fault for dying in the basement.π
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I love that the whole "no sirvivor plays like this" is still a thing
Obviously survivors dont play like this if they dont need to. But they could, anytime. Which could be counted as a problem with the balance.
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Weaboo description for crazy girl bad, western example for that description not bad...
OP is an idiot.
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Old killer issues since the first sound/engine overhauls. Will not get fixed soon.
Whenever there were such issues, they NEVER reverted back to 100% after "fixing" the bug.
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While it removes hatch standoffs, the 2 generators rule for the last survivor will be removed aswell meaning absolutely free escapes will be possible unless the killer closes it first.
Survivors jumping in the hatch the second it opens will still happen tho.
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I dont own her so take my opinion as you will.
Slightly off-topic: Ive been comparing her kit to having two "bad" abilities worse than a single "good" ability. Her Ambush is so telegraphed that most pigs prefer to sneak up to survivors and uncrouch for normal attacks. Her vision and speed (slower than nurse) while crouching suck. Her limited RBT's are comparable to rollercoasters because theyre thrilling but ultimately safe. A good example of a fun killer for survivors.
Buffing her addons alone will most likely not be enough to help her and only make her addon dependant.
Now that i got that out of the way, back on topic:
Her current Addons can be categorized in mostly affecting ONE of the following aspects that make up her kit:
- Crouch+Ambush
- Debuffs for survivors with RBT (standard debuffs)
- The RBT itself (timer, count)
- The Jigsaw boxes (skillchecks, time)
- (Auras, not sure about this one)
Only 1 VR and her 2 UR addons affect more than a single of these categories. So I propose some huge rework of ALL her addons to affect a minimum of two of those aspects, similiar to the doctor addons which mostly have a bonus to spreading madness plus an affliction.
Tl;dr: most of her addons only affect 1 aspect of multiple aspects of her multiple abilities or are downright useless. Also some of her addons have effects that you can only wonder why its not part of the basekit.
I also think that she should have regenerating RBT. Theyre currently not strong enough to warrant finite usage.
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Dont throw stones at me but i guess there are "lore friendly" ways the entity could be implemented as player in the trials or as interactive factor for the trials.
- I dont think making a "The Entity"-Killer would fit the game, the entity is not the ACTIVE thread of the survivors but an onlooker.
- A more fitting role would be that of a RTS commander supportive element. similiar to the AI director of the L4D series or the aforementioned RTS-shooters' commanders (Natural Selection and "etc" since i dont know any others lol) Though i dont know WHAT actions would be not considered OP or too killersided. Also If the entity should be neutral or killer sided ("Entity player" gaining BP based on ALL performance or just killer performance)
- ALSO HUGE TROLL POTENTIAL IF NOT DEFINITELY ALLIED WITH KILLER
- It would need to be a seperate gamemode as the normal trials arent "balanced" for killers with an additional helper.
- Not to be confused with a 2v8 mode.
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Reducing the reload time might work.
I thought he doesnt get slowed while throwing anymore?
Yeah they should improve the gas spread somehow.
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Once survivor get passive effects there will be a meta.
Example identity v where the nurse ismthe most played survivor (infinite medikit and all others heal faster too). Since hooks dont respawn there, most often there will be a gardener with infinite toolbox sabotage too.
Would probably be even worse in dbd, especially anything involving movement speed.