ReikoMori
ReikoMori
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@Lebvii said:
So I've wanted to use certain mods on dbd, but I'm afraid of getting banned for using them. These mods consist of the old movement mod and a cool outfit mod, would these get my account banned as I know of lots of others who use them and haven't been banned yet?
First Rule of Fight Club
Do not Talk about Fight Club
Second Rule of Fight Club
Do Not Talk About Fight Club
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2347367#Comment_2347367
His skin color is a small problem with his model. So much of his face is wrong. It may not seem like it unless you're like me who basically remembers every little detail like the back of my hand or you put them side by side. And as for the map, its fine. I think people misunderstand what I want out of if. I think its absolutely fantastic. The only problem is its looks with the mutation stuff. No reason it needs to be there. I don't know why people think I'm looking for 100% accuracy in everything. Looks you should expect though since they have done it before but they just decided not to for some reason.
We're only human and your statements read as if you are looking for 1 to 1 even if your intent is not exactly that.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2347079#Comment_2347079
Seems they haven't done that yet.
The map is very faithful recreation of the RPD minus the underground which thank goodness cause that map is already too big. It would also help to keep in mind that while they have licensed these characters and whatnot DBD has it's own lore and universe they are making everything fit into as best they can.
Lore wise, The Entity can take almost anybody from anywhere and copy things humans are familiar with, but everything is always different than what it was in reality. The Entity doesn't understand or care about the form or function of most things seemingly only creating them from the minds of the survivors and killers for the purpose of having trials. The only exception is Pyramid daddy who CHOSE to invite himself to the party and Entity just had to accept it.
Outside of lore, if people wanted exactly the RPD as they remember with no changes they could go play RE. If you playing DBD you're getting DBD's take on property. Things aren't always going to be perfect 1 to 1. When it comes to killers and how they're portrayed sometimes they have to go with what is most reasonable for play or pick a trait to focus on. Especially when adding new mechanics to the game. As for how Nemesis looks, he looks fine. He looks fleshy cause he is fleshy which isn't a bad thing if the complaint is he looks close to his MvC appearance all I can say is Capcom made that game and wanted fleshy pinks and reds. So I see no problems there.
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@FirstDay said:
Does anyone have any notes on how well or terrible the last bloodlust being disabled for a weekend went? I'm interested in seeing any sort of notes on it. I'm not saying bloodlust should go away or anything, however I'm gonna contradict myself right now and say I'd like to see another test session done to see how games fair without it. As sometimes I'm only hit because of it, so it can be annoying. I know it's a heated subject (like most things), but I'd wanna test it out on certain maps like Midwich or any other maps with tons of resources like Meat plant.
I think it'd be a nice time to see whether or not if it should finally work it's way out of the game. A lot of maps have been reworked and have been buffed to a degree in pallet density. So I think it would be nice to see if any of the recent reworked maps need anymore adjustments and how they would fair without bloodlust in the game.
The result was we killers took Mcote's advice and played another game for like 2 weeks.
This game takes very little to become borderline unplayable as killer. Bloodlust was added in response to the fact game times were bloating because we couldn't catch people. No matter how much you outplay and out mind game good survivors if survivors opt out of looping and just straight up run. It's hard to make up distance. Survivors also have had speed burst perks since day one. That quick amount of distance almost ensured that you got to favorable terrain before you were truly in danger of being hit.
Usually when there is an experiment to see how killers fare without a mechanic or against a mechanic designed to force killers out of taking certain actions we end up finding out that games grind to halt. Like when they tested out stopping the hook timer as a universal mechanic to combat camping. We discovered that once survivors noticed they had an infinite amount of time to save someone if they could force the killer to stay around the hook survivors would stop what they are doing and swarm the hook till they got the save.
You would think just walking away would be right answer, but in turned the game into pure frustration. YOu'd hook someone only to be forced to walk away knowing that meant the game is going to take longer and you were going to have to experience this several more times till it was easier to just go stand in a corner. There is a very fine line the devs seem to be walking when it comes to keeping killers functionally in the game. It only takes one or two changes to how the game functions to make people go play Civ6 hoping they run into MCote so they can pillage his lands till they fix whatever they changed.
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@Personman said:
Because I wouldn't. I personally feel like both of these perks are easily replaced with better perks, unfortunately they're mandatory for this game's ridiculous bloodpoint grind.
BBQ&CHili? Yes. I tend to play killers who need more map awareness and I like chasing people around. The BP bonus helps with the grind though. WGLF not so much these days. It isn't really worth the hassle now that it only works on protection hits and Safe Unhooks. I can't remember the last time I got a safe unhook. Killers are usually never that far away or the person bee-lines towards the killer cause they want to get their DS stun like their gonna explode if they don't.
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@Venzhas said:
Yeah another tunneling topic, yeah we know the song its a legit strategy but wow, now as a solo Q I feel lucky when i'm matched with someone that doesn't hard tunnel every game, or camp
And there is most of the time no genrush, no toxicity, to me its not a question of counterplay, its just "i dont want to play fair, because i dont mind about other people fun so let's bully them for no reasons "
I had to bring back my DS which is, even added to BT, still not enough to counter it in my opinion
Plus this event is totally failed, since they get tons of BP for playing like jerks. The idea was to reunite people, but it divided more than ever.
I cant imagine new players on DBD how this behavior can keep them playing ?
This + lag issues = Unplayable game.
No thanks
I'm not gonna gas you up with the usual lines so let's get down to it.
What you perceive is unfair is in fact very fair. Unfair in dbd is when someone traps you in a corner for 45mins, plays in such a way that a game can't reach a logical conclusion, actively hacks the game, or a survivor teams up with the killer to get you killed.
Anything outside that is just somebody deciding how they want to play the game and while we don't like it. While it ruins our personal enjoyment and gets on our nerves. They are playing the game the way it was designed and the only thing we can do is just prepare to re-queue and hope for the best.
That's how DBD has been for 5 years and will be for another 5 probably. There is no rulebooks or refs to call when someone chooses efficient low scoring play over longer high scoring games. People aren't ever going to get banned for tunneling or camping cause the game was designed with the possibilities of those things happening. All you can do is play or not play. That's all any of us can do. Welcome to Hell.
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@GoshJosh said:
Just one of the few hard counters of each other in the game is finally gone. There are more that I would like to see changed (looking at you, Lightborn).
Lightborn's change is rather recent and was made for a good reason. It didn't really do much of anything cause a blind is still a blind the intensity or length of time doesn't matter. There was no real reason to use it and it is one of few perks that counter items rather other perks. At best it now saves your IRL eyes from bleeding along with your killers and at worst it does absolutely nothing. Taking it is a calculated choice now. It took from useless to being a flex pick when you see more than two flash lights pop out.
Same with Franklin's though they nerfed Franklin's in a weird way just to save T-Virus vaccines even though T-Virus DOESN'T HURT YOU AT ALL AND IT STILL TAKES 3 HITS TO LOSE A HEALTH STATE.
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2343814#Comment_2343814
- Maximum Laceration is now 6 (was 8).
- Faster Laceration decay (full meter depletes in 15 seconds, 20 seconds if running)
- Shorter delay before Laceration starts to decay (now 10 seconds, was 20 seconds)
- Laceration removed upon successful basic attack now 3 (was 4)
- Main Event starts throwing knives 1 second sooner
- 30 knife hits required to activate Main Event (was 20)
- 30 second window to activate Main Event (was 10)
- New knife hit indicators have been added to show when knives connect with Survivors.
These are massive nerfs seriously. They basically nerfed the Delay even further when it was a big issue, nerfing main event and making it worst. I rather they didn't even bother changing him at all, this alone would kill the Killer and make him near unplayable vs higher ranks. I highly doubt the devs even know how to balance the game at this point when they made a F-Tier Killer even worst imao
You seem to be reading these notes wrong
Lower laceration is better
Faster Laceration decay isn't anything really as you can only focus one survivor anyway.
Shorter time before laceration decays doesn't matter when you can shave a health state faster than 10seconds
Laceration removed by basic attack is maintaining the same exact thing it did before which is half of the laceration is lost on basic attack. This isn't a buff or nerf. It's exactly the same.
Main Event is faster by a full second which is a buff
30 Knives to get main event up is better for Trickster as it means you're more likely to be in situations where you should use it. It's biggest problem was the timing was wonky AF. You'd have it up at the end of a chase only to watch it drain while hooking.
30 second window to activate is a massive buff. This means you have more control over when you want to use it. You can traverse most maps in that time find a health target and still get your full main event.
New knife hit indicators aren't a buff or nerf they're a visual clarity QoL. Literally nothing is happening other than visual clarity.
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Stridor being changed to the way it is on PTB seems to be just an all around net loss for killer. I don't use the perk cause I play Legion and Nemesis meaning I can't hear stuff anyway, but there had to be a less hammer and nail solution to Stridor. I actually agree with the change from additive to multiplicative for Iron Will, but Stridor is such a limited scope perk that on paper they've made terrible at doing anything at all. It's job is done by a 40$ pair of headphones and some eq software.
Perks should be able to do things in game that we can't or shouldn't do outside of it. For Stridor it was it was having some interaction with Iron Will. Like you don't need to use Stridor if survivors aren't using Iron Will cause you can already hear them quite well. Some better than others (Elodie, Ace, Feng, and David)
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@darlazon said:
I just feel like I'm flushing all those bloodpoints I earned down the tubes. Same for keeping someone at level 50 and continuing to spend on them.
There is no real benefit to prestiging and there are no guarantees you'll get all your perks back in a timely manner in the current bloodweb system. I've set fire to my perks once before only to not get any of them back till I was ready to prestige again. Unlike CoD where you get more guns and pieces of flair in DBD it actively hinders your ability to play the game. It's not worth if for a bloody cosmetic when we have better cosmetics.
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DS is fine as it is now. If the buffs y'all want were to be implemented the only thing that would happen is you would find yourself laying on the floor for long periods of time. Again. Don't forget that killers are more than happy to slug you and use you as bait while they wait out your DS. Hard tunneling sucks, it really does, but it isn't something that all the buffs in the world is gonna discourage folks from doing. People who hard tunnel tend to be people who were going to tunnel you anyway. Same with face campers, they're gonna do it no matter what you bring to the table.
DS does exactly what it's supposed to do and nothing more. Saves you from an instance of being tunneled, but it was never meant to be an absolute counter to killers doing what killers do. Nor was it meant to be something used to aggravate another player beyond what was necessary. Your team should be helping to cover your escapes with DS whenever possible.
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@PsychoTron said:
Coming from playing a bit of CS:GO, a REAL competitive game, people don't usually hide their profile.
But for some reason I'd guess a good 90% of people on steam whenever I check their profile in game, its private.
The 10% that do not have it private are usually people that have around 100 hours or so.
After a while you get tired of people bombarding you with hate for every action you take. DBD has a reputation for having a toxic fanbase for a reason. Also DBD has a lot of people who stream snipe and cheat which necessitates keeping your profile private to avoid getting caught. Then there are the dedicated SWF players who only exist to try and wreck your day. They don't want to get stuck in lobby simulator by folks dodging.
Also, dbd isn't really meant to be a competitive game and there is little to be super proud of showing off when you play this game long term when you think about how your profile could turn into a cesspool of racist or phobic comments. It sucks cause this is the sort of game you could make friends over if not for the fact people take it too damn seriously.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2313731#Comment_2313731
So people can stop complaining about it then. And accept that maybe they are not god gamers deserving of a 4K every game but that the game is a state heavily favoring killers outside of SWFs.
DBD is game where inflated egos rule unrestrained and I don't think there has been a single year where anyone agreed on anything in this game. The game has some interesting design issues that seemingly drives everyone mad. For instance, I'll die mad about how Legion was treated and I'll always complain about where ever I can sneak it in.
I have disagree with the game being killer favoring though. Despite what the forums portray or a lot of streamers believe in the moment the vast majority of the game isn't played in SWF when it comes to survivors yet killers definitely start to encounter hard limitations to how much skill and efficiency they can introduce into the game without being penalized for it. Survivors control much more the game than most people seem to think and by contrast killers have much less control over things than people seem to think. Right now, I think the game is in a state of flux due to a lot of changes and killers can thrive more when things are in a more chaotic state. Us long time players are used to a highly stablized meta on both sides and the past few patches has made some waves in what was solid.
For better or worse if people don't complain(constructively preferably) Devs might not even know what the pain points are for players
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/261375/can-we-have-some-stats-for-dc-rate
I think it’s a reflection on just how unhappy survivor players are. Instead of focusing on the penalty, the devs should figure out why one portion of their player base opts out of so many games. I know 8/10 games I play are miserable and i am not a newbie.
8/10 games being miserable is a sign to walk away for a while considering the time investment in getting into matches. Life is too short to be develop crippling depression 80% of the time you're playing a game.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2313593#Comment_2313593
Uhh I’m a Pyramid Head main, I’m not complaining about anything. I’m just stating the facts. I very rarely play survivor because you need a SWF to have fun as survivor these days and I prefer solo Q.
If I’m playing on point you are not looping me very long. We get to a window, I put the sword in the ground. You take the window, you get hit. You fake it, I bodyblock the window while canceling the M2 into an M1. There’s no real input from the survivors half the time. So why would they want to try and loop me instead of just physically getting as much distance as possible?
You are saying “ooo killer should be rewarded with uncounterable hits because they can aim” when most people playing this game probably play tons of FPSs as well.
First, don't put quoted words in my mouth. I know what I said and how I said as it's there in plain text for everyone to see.
Second, you are trying to pose a strawman of me arguing that people should try and loop you and responding to that. I never once said anything about what people should or should not do. I stated that the killers' you named techniques that could be dodged, but if the person playing the killer is skillful they are going to limit your options and you're most likely getting hit.
Third, you keep saying these things are uncounterable, but as you said, making distance is the smart play. That's the counter, hun. People conflate counterplay with the concept of fully negating it in DBD and I don't understand why. Most counters in any game made decently enough are rarely full negations of what happens. When something is fully negated it usually comes at a cost somewhere else in the resource stack. Now you may not mean that and if you don't then it would be helpful for both of us if you'd elaborate on your thoughts on what you mean by uncounterable.
I can only work off either what you directly state or what the general responses in this thread and others on the same topic have presented. I also know that the forums are a vocal minority in terms of actual player base thoughts.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2313557#Comment_2313557
That’s not what I mean. I’m saying there’s a ton of ranged killers in the game now, a bunch who still chase you at 115 until they ready the attack, and who will literally collect free hits any time you go to use a pallet or window.
Pyramid head can follow you for like 8 seconds with addons with his sword in the ground, nemesis doesn’t even need to pull out his tentacle until the last second, Victor is impossible to dodge if the player is good. Slinger and Demo zone you by existing as well. If the killer is playing well most of them leave you little options other than to pre throw and get distance.
With maybe the exception Huntress who throws beluga whales, you can dodge almost everything you've named with a little bit of practice. Most of the power based attacks are very linear, but at the same time if a player has put time into maximizing the way they use their power you should get hit. You're statement reads as if you're more upset that someone who has acquired skill is using said skill along with the power. Even though the power itself isn't unfair and through your own application of skill up to a point you could dodge it. I'm unsure how to interpret the Demo thing as he's extremely basic as his power is to just do basic attack while jumping. It's not like he can tunnel around loops faster than you can run it or leave entirely. There are many videos of Victors being juked and kicked, but if someone is playing skillfully then yes you most likely will get hit. That shouldn't be a complaint.
I will never understand why people get mad about people playing the game intelligently and making the most use of a killer's ability. Is that not what people want when they play a game?
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2313479#Comment_2313479
Well maybe they should stop releasing killers that hit through windows and pallets so survivors actually have some sort of defense against them other than holding W.
People getting hit through windows and pallets isn't a killer problem. Every killer's attack is a cone barring a few power modifications and the reason your getting hit through windows and pallets is because the game isn't in exact perfect sync between killers and survivors. When an attack happens near a survivor the killer can see themselves on top of you where are you're already through the window a good on your end. The server tries to split the difference between both sets of information and you end up getting hit as that is what it determines is the most reasonable outcome. Sometimes it can be the reverse where a killer "knows" they hit you, but the server's hit validation determines otherwise.
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@GrimmGaliard said:
https://forum.deadbydaylight.com/en/discussion/comment/2288688#Comment_2288688
I admit I'm pretty bad at it, but let me tell you what happened to me yesterday. Hawkins Lab against a Bubba and he found me because of BBQ (didn't know which killer it was at the time.) I not get him off me. First attempt was turning a corner as he started his sweep, he was able to make the turn and catch me still.
Next attempt was running to find a window/vault. When I found one, he was so close behind me the entire time and revving, that he still hit me through the vault.
Final time (and I wish I remembered to record this) I ran from him through SIX pallets. I counted! Stunned him 3 times (but while he was chainsawing so basically no effect) and he never got up off of me. I was never able to break los. He only gave up on me because I vaulted a window and Nea ran into him. I'm not exaggerating the numbers here either.
An indoor map is a bit harder to deal with. In my experience Bubba bonks more when he has to turn in a full circle around something. If he's already on your back approaching a vault I don't think there is much to be done other than try and fake the window
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@GrimmGaliard said:
I think he's a bit too powerful. I'd maybe slow him down during the chainsaw charging or reduce his ability to turn while doing it. In maps without a lot of vaults, he's basically impossible to get off of your rear.
Just loop around small objects. The collision in DBD is pretty obnoxious when it comes to trees, tires, fire barrels, etc. Bubba will often bonk on the hit capsule of the small object and go into a tantrum. If you're in an open area though then you need to just run towards anything that is gonna force him to have to turn.
I feel like a lot of people try to approach dealing with Bubba like they would deal with Hillbilly and often want the same limitations to be put on Bubba. Don't fight him on his terms which is running in a straight line. Force him to follow you into cluttered areas enough and he will have to m1 or walk away. You will get some mad lads and lasses that will still try and saw you in high bonk chance area. In those situations you can only hope that bonk and you make distance.
Also stop trying flashlight blind Bubbas when they tantrum if you're doing that. It's mean and you're risking getting sawed by his flailing.
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@[Deleted User] said:
remember how legion was on release?
remember frank's mixtape?
well legion is still aids but you get the point.
How is a killer that lacks a huge amount of lethality, aids to play against? I swear the legion hate is never going away even after they've been absolutely wrecked into having only 1 style of play and lackluster addons. No more speed increase addons, stab wound study and frank's mix tape laughably bad, frenzy attacks no longer synergizing with attack perks, deep wound status being a joke of a status, blinding self stun, lose power when hitting with basic attacks, kicked out of power for missing a single frenzy attack and having your gauge set to zero, button addons are still bad and don't synergize well with the 1 play style Legion is allowed to use.
They're good for 2x bp events though. So that's something I guess.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2243329#Comment_2243329
At least we all die together, it is fine. Lets give easy games to poor killers.
Now you're gettin it.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2243272#Comment_2243272
Then we have serious problem here. If you get hook, i will loop around you.
That is what everyone does already it feels like. You don't want someone to loop near your gen and I don't want someone to loop near me when I'm on hook. Yet, neither of us will get what we want.
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@CLAUDETTEINABUSH said:
When we talk about changes I think that killers feel entitled to demand changes, but generally I find that survivors are more entitled. But I admit that only I meet more entitled survivors since there are generally more survivor mains than survivor mains.
Survivors asked for more changes and generally benefit from more changes than killers do; killers ask for bigger changes. A lot of the game no matter how competitive we make it out to be is centered around being a fun experience rather than peak esports play. The game needs both sides to function, but Survivors have more overall control imo. A lot of times it feels like Killers are balanced more so around creating fun gameplay for survivors rather than people who play that killer.
What happened to Legion is a perfect example of that.
https://media.giphy.com/media/l4FGGafcOHmrlQxG0/giphy.gif -
@jaylindataco said:
So there I am trying to rank up and 'git gud' when I was rudely Interrupted by the camp god himself. Bubba mains clearly have deep seeded issues and must display there unbridled rage upon thine survivors at all times. I know we have all have faced the occasional camp or tunnel,but it happens a little too often. The classic perks to "prevent" these issues doesn't necessarily Help when all the survivors Desperately avoid the insta killing 4k machine that is Bubba.But don't you worry cause I have found a solution. A solution to face camping, a solution to proxy camping. Therefore a solution to Bubba. When a survivor is on a hook and the killer is within a certain radius the hook progression stops completely. Forcing the killer to move elsewhere and actually play the game.
Thankyou for coming to my Ted talk
We tested this years ago and guess what happened? Survivors hook swarmed and forced the killer into a zero sum game of walk away and lose the hook or stay which gave the survivors infinite time to save each other and what? Still lose the hook. It was literally one of the worst ideas.
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@Phasmamain said:
Less people are gonna use DS now so do yourself a favour and run at least one obsession based perk whether it be DS or even for the people
Otherwise you’ll regret it
When I have tunneled in the past it has almost always been the obsession that I tunneled. From what I've experienced as a survivor is that when I was the obsession I got tunneled the hardest. So I am not sure this growing call for obsessions in every game is going provoke the response you're expecting.
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/2002920#Comment_2002920
Hello Sir, the requirement of iron will is to be injured. As long as you are full life you're playing with 3 perks.
I know that the perks do not work exactly like there corrosponding tool, but they have a similiar use. And btw. why are we comparing tools with perks? This are different slots 😲.
I don't want to discuss the effiency or when to use which perk. I think everyone should should play the game like they want. That's maybe a personal religion in DBD and that's fine.
For the SWF part I wrote, that a check if it's too strong would be useful. I'm not an SWF player, but a additional test wont be bad. But hey, if you think there is no problem - - > cool 🥳.
I understand your points, but why are you so against a new tool? I mean do you think it will hurt the game? You do not have to use it 😲. Is there a reason behind it? As a player in general I like new contents, especially if I'm not forced to use it.
Ma'am btw.
I'm not against new tools and I'm not against people playing how they want to play. You're proposing a miniaturized version of a perk that already exists with additional limitations as an item. Anyone could make the comparison between Iron Will and Bite Wood so that's what I'm doing.
As much as you don't want to discuss efficiency you have to understand that items and perks aren't made or balanced in a vacuum. So much of this game is designed and played around how efficiently things can be done. They may be in different slots, but they often work together as a compliment to each other. Iron Will covers injury sounds so well that it needs no compliment whatsoever. Even with that said it's not as valuable to take compared to most other perks. Survivors make lots of other sounds to give killers a sense of where they are so a timed usage item with the same effect just seems lackluster.
It might help with Spirit maybe, but at that point you'd need know when you're getting a spirit.
Would having it hurt the game? No. Would it help the game by adding anything new or needed? Imo, No. It would be like having refined serums. They just sort of exist and don't really contribute much considering the value of an item slot.
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@Waldbeere said:
https://forum.deadbydaylight.com/en/discussion/comment/2001466#Comment_2001466
I know, prove, self care and saboteur also exist and there are brown med kits, for example. This argument does not count.
I think this tool could be a useful extension. You could replace iron will with another perk but you also have to accept the less amount of usages. So it'a trade of permanent iron will vs. 1 time iron will + 1 perk. It could be an advantage for a survivor or a killer. It depends on the situation, the match progress and how you use it.
That's why I think you can't just say: "Iron Will exists."
The only problem could be, that it's maybe to powerful for a SWF. But hey, this is the suggestion section. It should just give an idea.
Iron Will as a perk just works and has no requirements attached to it and has no limit.
Prove Thyself doesn't have a direct item correlation as it affects others repair speed not yours. Self Care by design is more inefficient than being healed by someone else or using a medkit or better someone else using their medkit. Iron Will by contrast does its job all the time with no ineffiencies. It's objectively better though Iron WIll isn't exactly a strong perk.
Why would you want an item that wouldn't be as valuable as a perk that gives you the exact same effect? Also why do you think it would be strong with a SWF when Iron Will isn't even strong with SWF?
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@Waldbeere said:
Hello BHVR and community,
today I thought it would be nice as a survivor to have an item that works like iron will for a short time Something like:
Rotten Bite wood
A bite wood made of an old rotten branch.
During the trial you are able to use the bite wood once to suppress grunts of pain caused by injuries by 100% for 10s.
Something in this direction, I think.
Best regards,
Waldbeerlein
Iron Will exists.
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@Cydono said:
https://forum.deadbydaylight.com/en/discussion/comment/998518#Comment_998518
I probably didn't explain my idea with NOED very well.
Basically, it's active so long as the totem is up, not just at the end game. Buff up the haste slightly, after 10/15 seconds of being in a chase, you gain that haste effect (bloodlust stacks with it). The problem with NOED currently is that it gives people an easy way out of a bad game.
The totem idea I had isn't an extra perk slot. It's a totally different slot in the loadout, specifically designed for hexes. Killers still get four perks, but moving the (currently) 6 hexes shouldn't be completely game breaking. As I said, the survivors get notified at the start of the game that a hex is on the map. Survivors have to determine what it actually is. Keep the hex totem hidden until four dull totems are cleased. It means it's an extra objective for survivors to complete and on top of that, it gives survivors something to actually worry about.
The counterplay to dead hard is either bait it out or wait for survivors to use it before actually swinging for a hit (i.e. right behind them). I've played against Dead Hard pre-dedicated and post-dedicated, and my strat always remains the same. My suggestion isn't taking the counterplay out of it. Using Dead Hard, getting exhausted and STILL being hit I get is a case of latency in some cases. But having that "second chance" perk fail should really constitute some kind of attention by the devs.
The thing is, with a lot of threads I see about gen times/map design, no one actually takes into account the size of the map. If maps across the board were smaller, games would be way more balanced. Then Ruin wouldn't be (and no longer will be come next patch) such a crutch for killers to use. Increasing the gen repair times would be counterproductive as survivors will always bring toolboxes no matter what.
Smaller maps don't necessarily address all the issues associated with gens and it doesn't necessarily make the game way more balanced. Travel time is actually a smaller issue for gen pressure than the overall simplicity of the objective. The amount of pressure you can apply is finite as a single individual and without some force actively slowing the game down it tends to go to fast. Smaller maps would allow most killers to apply more pressure potentially, it won't do much to help killers who can't apply map pressure to begin with. Nor will it keep people from rushing gens via perks, boxes, and parts.
Dead Hard failing is usually server issue related or player error. There is very little that needs to change about the perk or the way killers interact with it. Until the servers are properly tuned this will be not great for using that perk, but even in the current environment it's still a good perk. It's a high risk high reward tool to begin. It's just unfortunate that using requires you to put you life in the hands of unreliable servers.
It also doesn't matter if you don't call the totem slot a perk slot. The devs have had people ask for exactly what you are suggesting and they said they were not comfortable with the idea of more slots. It would add so much more work to balance out and lets just say that balancing is hit or miss. The game is designed with no more than 20 perks total effecting a single trial and the strength of those effects are also balanced around that space. Should we see an extra slot for totems you can guarantee that totems across the board will start to lose power. There is less reason to make the strong when they don't have to take up one of the 4 perks a killer gets. There is a lot of moving parts to the equation for totems and balance of them.
For NOED, what you're suggesting you could just add it to Beast Of Prey as that is where bloodlust enhancements belong. Especially if you're having to wait 10/15 seconds for it to kick in. This is a game of seconds so that's a significant amount of time. NOED also doesn't turn around a bad game nearly as much you seem to think? It can help, but most times you down one person then the totem gets cleansed or you take the perk get to end game and there are no totems left to apply it to. Even when it does go active the players it affects the most are low skill players. Which most things affect them adversely because they don't know how to play the game well enough to trivialize most situations.
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@Aztreonam78 said:
Decisive Strike, Borrowed Time, Dead Hard, Unbreakable, Styptic Agent, Deliverance, Flashlights, Adrenaline, etc.
All these second chances are fairly situational.
DS can be pretty much ignored by not tunneling or slugging, the same thing with BT. Flashlights are fair at saving people, Adrenaline rewards surviving, Unbreakable is situational, Styptic is a bit unfair, but it is addon, very rare addon, Deliverance is risky..
But Dead Hard being a "Second Chance"-like perk doesn't really need conditions. It prevents Survivors from punishment for doing critical mistakes. It used by expirienced Survivors for abusing loops.
Dead Hard is too strong against certain Killers. For Nurse DH is a free dodge or a FREE HIT POINT. on each Survivor. Jumping through traps, 4.4 m/s-ing the Spirit, trivializing Pig's Ambush.. holy crap..
Dead Hard does too much for being just a one perk.
Dead Hard is a huge the Killer's time wasting perk, it should be nerfed to compensate Killer's stressfulness and Hex: Ruin rework.
Nerfing Dead Hard doesn't compensate for anything. A perk that is very inconsistent due to dedicated servers that can be countered by properly timing lunges even when it wasn't getting borked by dedicated servers.
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@Cydono said:
Like probably everyone who plays the game - There is some "bug" or game mechanic change that they want to be worked on. From the ranking system, certain perks and the good ol' Dead Hard reliability, to map design, hex totems and the dedicated server tech. There's pretty much a lot of things in the game that need fixing or changing. Here's my little (not really little) list of things that NEED to be worked on, for the health of the game.
Smaller map design
One thing that the game excels at is huge maps. This is a huge hinderance to killers as it takes a whole generator to walk across one side of the map to the other. There are some maps that do well with their map size (the game being one of them and perhaps even coal tower), but there are more maps that are way too big. It reduces KillerxSurvivor interaction and reduces the amount of skill involved in terms of survivors. Map sizes across the board should be reduced, allowing that interaction without taking away skill on both sides. With this change, you also don't need to increase the time it takes to complete a generator. Which is what a lot of killer mains want.
Hex totems
Hex totems have been a huge problem since their release with the hag. They're way too exposed in most maps (out in the open) and the amount of times totems are taken out within the first minute of the game is a bit ridiculous. It essentially means killers have three perks to work with. Maybe even two perks if they're running two hexes. So how to we tackle the problem and make it objectivly better? Here's my idea on how to tackle the problem.
- Conceal totems better! As I said previously, totems are way too exposed on most maps. Some even in the middle of nowhere. This also falls in conjunction with better map design.
- Change the hex perks entirely. My idea was to allow another slot in a killer's loadout - Hex Charms. They provide the exact same effects as the current hex perks available, but without wasting perk slots when they get taken out. This allows a lot of customisation surrounding a killer's build.
- All survivors receive a notification of a hex being used on the map at the beginning of a game (Using the same symbol as it currently does). They don't know what that hex perk is , which will keep survivors guessing on what that hex is.
- The hex totem should be hidden completely from the survivor's view (Shrouded by the fog or perhaps even cloaked like the Wraith's cloak?) and can't be cleansed until all four dull totems are cleansed. This gives survivors another objective to complete and incentive to actually do something else on the map.
- Expanding on that, cleansing totems should periodically give survivors skill checks, regressing progress if they fail them. Perhaps make the skill checks the same as a DS skill check. Killers get a notification the same way failing other skill checks does.
- Make more hexes! You could also make more hexes for (possibly) every killer. Giving killers more options for which hex to choose.
A couple of changes for certain hexes as well in tandem with the above idea
Haunted Grounds - A dull totem is trapped instead of an actual hex totem. There is no obvious difference between a normal dull totem and the trapped one. The killer knows which totem is trapped and the "hex totem" is actually fake. Once the trapped totem is cleansed, the "hex totem" reveals itself and stays as a dull totem.
NOED - This is a bit of a weird one, as it activates at the end of the game. My idea was to get rid of the exposed effect and keep the haste effect it gives (perhaps even buff it slightly). Make it so it's kind of the same as Beast of Prey. After being in a chase for 15 seconds, the haste effect kicks in until either you hit a survivor or get stunned by/break a pallet.
Dead Hard
We all know how absurdly unreliable Dead Hard is as of late. Ever since dedicated servers came out - You use it, get exhausted, but still get hit. Most actually use it to gain distance now, rather than make the killer whiff a lunge. The change I'd make here is to make the Dead Hard effect an absolute priority once used, instead of killers getting a hit through it. Not sure how that would work but something to that effect.
Those are my top three changes that I would make to the game. It definitely makes the game a lot healthier for new and veteran players across the board. There is a couple more things that could use a change...
The ranking system
I think the ranking system is really bad. It's way too easy to rank up and there's no incentive to even rank up in the first place. No rewards, nothing. Just a number and a colour to (can you even) brag about. What was my idea around ranks?
Make it so there are 50 ranks. Yes. 50. 10 ranks for each colour. Brown, Yellow, Green, Purple and Red. Give both sides rewards for getting to higher ranks, perhaps cosmetics, bloodpoints, Iridescent Shards etc. Maybe even Auric Cells at a push. This gives incentive to actually work towards ranking up. The higher you go, the greater the rewards. Make it so rewards are available from green ranks onwards, say around rank 25-20 and get progressively higher as you go up the ranks.
Matchmaking
The changes to matchmaking as of late are more of a hinderance, rather than a help. It takes ages to find a game as a survivor but as a killer it's almost instant. In conjunction with the above ranking system changes, the matchmaking should work like this -
Pool ranks together by colour. Brown ranks together, Yellow ranks together, and so on. If you're on the verge of progressing to a new colour (Yellow to green for example or rank 31) then those close to progressing up should be pitted against green ranks. By winning/escaping/pipping or whatever, you then get to that green rank 30 and move on. If there is an SWF group of varying ranks, then it should take the highest rank into account for matchmaking. I think changing matchmaking from average rank to highest rank is a decent change, but a lot of red ranks still go up against greens/purples.
So essentially - Brown ranks are matchmaked together from ranks 50 to 42. But rank 41s are matchmade with yellow ranks between 40 - 32. You get the general idea. This will be healthier for new players as well as veterans.
Both of those changes work well in theory, but you have to get the matchmaking working in practice. As currently, it really doesn't work.
Those are what I'd like to see in the game in the future. Perhaps others feel the same way, or even have other changes in mind that I didn't throw out here yet.
Two things stand out to me with this
First, you want to change NOED back to how it originally used to be in 2016. Older players and the devs know for a fact that Haste as an effect doesn't have any real effect on the endgame because moving faster, but still potentially needing to go through two health states means you're just giving survivors a free sprint burst out the door. So, this is one of those things people keep suggesting, but never read up on patch history to see we've already tried in live several times.
Second, the secondary totem slot idea gets passed around alot, but we've been told that the devs do not feel comfortable with adding more perk slots. Also, why do you want to revert the most recent totem buff of not having survivors know that a hex is in play till they are effected by it? In general it feels like a lot of individual thoughts when into the hex ideas, but not enough thought went into could the game as it exist with the team that currently exists developing it make sense. Take them around the block a couple more times with that in mind.
I agree with the need for smaller maps, but I don't agree with you thoughts of Dead Hard. Dead Hard's problem isn't interaction with killers that makes it fail, but its interaction with server ticks that makes it fail. Setting it to an absolute priority wouldn't fix anything there and would only serve to take the counterplay out of it. Remember, killers have been able to time a lunge on Dead Hard before servers were a thing. It's intended design for it to be countered in that way and it means that you have to Dead Hard with proper skill rather than just hitting the button. As a perk there is a lot of Dead Hard specific tech that makes the perk very strong.
Matchmaking changes would be fine, but before we can fix matchmaking we need to increase the difficulty at which survivors move up the ranks. For killer it becomes extremely difficult to rank once you start hitting low green to high purple. The climb slows down and you have to draw the game out and toy with survivors more to get proper emblem score. If you lose really fast or win really fast you end up depipping yourself. Survivors can do enough to pip without escaping and in general have lower score thresholds for maximum emblem scoring. If that doesn't change you will still see unskilled players at every rank which is what matchmaking moot in most cases.
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@LordTohes said:
That the traps are activated without the need for an engine to be activated I think that help a lot, actually I prefer that she can have more than 4 traps, at least 6, but I try to find a balance in it. If you only add more than 5 traps without having to go looking for them I would still be happy
It helps zero percent. Her strength is that currently she is time efficient in use of traps and they provide her with the ability to draw out the game. Also most times she only needs the starting 4 as you're never banking on them actually working just slowing people down. Making her waste time to go fetch traps would drive her out of mid tier especially considering in your suggestion you've stated nothing that IMPROVES HER CURRENT SITUATION involving the usage of traps and how easy it is to get them off.
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I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.
Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.
The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.
By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/958842#Comment_958842
When you get a tool, it will go directly into your private inventory, if you do not take one you will not be able to repair and your friends still have 4 (or more) chests to find tools for them, so you are not affecting them if you have a tool and they do not because they can go to found others, since you will not be able to have 2 tools at the same time (maybe only with some red add on) and you cannot hide them since you will not be able to drop them or lose them unless they are spent for their use, so you can use them to repair or just not repair.
A skill check I don't think is necessary, but an easy one could be added just for you to pay attention or get a little amount of points.
Each chest would have a waiting time according to the last time it was opened and the map would have several chests in it, therefore you would not have to wait, you could go find another chest, I think it would have to be visible to all when one is open or closed, even a waiting time could be displayed.
As for healing, it seemed like a complement that means that if you can't repair without tools, then you can't cure yourself or cure others if you don't have medical knowledge, it's just to balance but it's not really what matters to me. You can lose blood and bleed to death, clearly there is an amount of hp in the game, you can help others stop the bleeding and not die but you can not cure them of their state without the skill or without a kit. Currently you can stop your own bleeding without having the ability to heal or without having a medkit, so that would be the same, but you can cure the bleeding more quickly to other people, the survivor will stop bleeding but still need to heal to receive 2 hits, and if you do not have a medkit or do not have medical knowledge you will not be able to do it.
The main reasons for the tunnel and the camp are the genrush and tbag, if you know that the survivors cannot do genrush then you are not going to worry about killing it quickly (camping or tunneling a player), because the survivors have things to do then you can play more dinamic trying to get more points playing in a cleaner way and without finishing the game in seconds leaving everyone on the ground or camping or tunneling as killer causing the survivors to lose pips without being able to touch an engine, and finishing the game in seconds with genrush as survivor.
I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.
Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.
The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.
By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.
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@LordTohes said:
https://forum.deadbydaylight.com/en/discussion/comment/958842#Comment_958842
When you get a tool, it will go directly into your private inventory, if you do not take one you will not be able to repair and your friends still have 4 (or more) chests to find tools for them, so you are not affecting them if you have a tool and they do not because they can go to found others, since you will not be able to have 2 tools at the same time (maybe only with some red add on) and you cannot hide them since you will not be able to drop them or lose them unless they are spent for their use, so you can use them to repair or just not repair.
A skill check I don't think is necessary, but an easy one could be added just for you to pay attention or get a little amount of points.
Each chest would have a waiting time according to the last time it was opened and the map would have several chests in it, therefore you would not have to wait, you could go find another chest, I think it would have to be visible to all when one is open or closed, even a waiting time could be displayed.
As for healing, it seemed like a complement that means that if you can't repair without tools, then you can't cure yourself or cure others if you don't have medical knowledge, it's just to balance but it's not really what matters to me. You can lose blood and bleed to death, clearly there is an amount of hp in the game, you can help others stop the bleeding and not die but you can not cure them of their state without the skill or without a kit. Currently you can stop your own bleeding without having the ability to heal or without having a medkit, so that would be the same, but you can cure the bleeding more quickly to other people, the survivor will stop bleeding but still need to heal to receive 2 hits, and if you do not have a medkit or do not have medical knowledge you will not be able to do it.
The main reasons for the tunnel and the camp are the genrush and tbag, if you know that the survivors cannot do genrush then you are not going to worry about killing it quickly (camping or tunneling a player), because the survivors have things to do then you can play more dinamic trying to get more points playing in a cleaner way and without finishing the game in seconds leaving everyone on the ground or camping or tunneling as killer causing the survivors to lose pips without being able to touch an engine, and finishing the game in seconds with genrush as survivor.
I can tell you from first hand knowledge that even when the game was in a state where genrush as it exists today was not possible people still tunneled and camped. In fact they did it even more exactly because you had more time to dedicate to doing it. Gens used to require much more time investment than they currently do.
Your proposal doesn't offer cleaner gameplay. It makes a simple system more convoluted by not only introducing a part/tool system, but a fetch quest centered around chests that are essentially on a timer. Now none of these ideas are bad in a vacuum, but remember this is Dead By Daylight and one of its big selling points is simplicity. You're suggesting changing base systems in a way that would be more suited to a sequel or new ip due to the amount of time it would take to implement, test, teach to players, and then release on a large scale. You're suggesting an almost entirely different core gameplay loop to what exists.
The same goes for your change to self care. On its own it is sensible, but you have misunderstood how healing and "bleedout" work. When you heal yourself or someone else you aren't increasing the "amount" of health you have. You are simply "spending" time to cause a character to go back to healthy status. When you're "bleeding out" you're not losing a point value. You're just losing time that you can remain on the ground. Next time you play watch someone who gets downed repeatedly, the amount of time they can remain on the floor decreases in a percentage amount each time they go down. You can't heal that time back even if you heal them to healthy status. No matter what unless you have endurance passive you go down in two hits. What you're suggesting not only affects self care, but every healing perk in the game which their are a lot. So again you're in a place where a general simplistic core mechanic starts to become convoluted.
By default the game says without self care you can not heal yourself unless you have a medkit. If you have self care you can heal yourself at reduced speed and makes medkit usage more efficient. What exactly do you truly gain by making it that people can't heal themselves or each other full health states without medkits? Nothing. There is no positives to this for survivors whatsoever. It is an idea that doesn't fit this game at all. This is an issue that almost every suggestion post runs into. If you don't work in the realm of the game you have with the systems it currently has by default the idea isn't going to hold up to scrutiny.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/958834#Comment_958834
I just believe that totems could be something more. There is so much room for creativity for the totems and I believe that there should be something more to these cool additions. Tho I cannot say I disagree with you,I just say that there should be a suggestion,an idea to make totems kinda better. For example more totem perks would be neat
People suggest totem perks all the time. Most of the bad, some of them good. Though realistically survivors in a general sense do not like Hex perks as they don't like being passively affected by something/anything that makes the game harder for them. With that said, if the devs could justify another killer having hex totems then we could get more. I think the last one we got was Haunted Ground and it was weird cause Spirit by design isn't really someone that casts hexes and curses.
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Lets break this down
- Add tool mechanic and remove fixing gens without tools- We are three years into this game and the game play has not evolved very much in regards to generators. This idea though has a few issues. First, the moment you introduce a mandatory system like that which requires separate parts you produce a new problem: People taking and then not using or hiding the tools. A big reason why doing gens is the way it is now works is because no survivor can prevent you from doing a gen. You just need to m1. Adding something to lengthen the game is ultimately a good idea, but shouldn't be able to cause other players grief. Also chest don't require a skill check as it is so I see no reason why that would be a relevant. Lastly, generally you don't want to risk just having players standing/sneaking around waiting for chests to unlock to get the thing they need to do the main objective. It's boring and increases playing aggravation.
- Change Self-care to heal, but not fully- This is flawed thinking. Survivors only have two health states not an hp system. You start at healthy and getting hit, grabbed, or trapped drops you to injured state. Then if you're hit against you put into dying state. Your proposed change wouldn't add anything to the game and actively takes away from the game. You would be forcing players to either always bring medkits or run perks that have to do with healing, but healing is no difference whether you do it to yourself, someone else, or with perks and medkits.
- None of what you proposed prevents camping or tunneling as these are actions independent of both gens and healing.
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@CLAUDETTEINABUSH said:
I believe that even as a secondary objective,dull totems are not worth cleansing. I believe that they need a full rework. Here are my ideas;
Firstly,make totems cleanse time shorter with each totem cleansed. Meaning that the cleansing speed would be; 5 totems alive,14 second cleanse. 4,12 seconds. 3,10 seconds. 2,8 seconds and 1,6 seconds (just a cool idea)
Second,make them affect LUCK. I know that luck is indeed useless but with my other forum that suggest changes with luck,it could make them an interesting duo. I'll re-edit the post to show you a link of my other forum.
Lastly,make them affect the exit gates. This could be an op idea,but with each cleansed totem,reduce the time to open an exit gate by one second
What do you guys think? Let me know down below.
Here is the link;
https://forum.deadbydaylight.com/en/discussion/115505/luck-needs-a-rework#latest
What does the killer get for having the substantial weaker totems? You can't balance around lore you have to balance around the game design. Everything has a push and pull to it for both sides. I will take that you're a killer main at face value as whether you are or not doesn't matter. The issue I have with this suggestion is that from a gameplay stand point it trivializes totems across the board. Hex totems instantly become less effective and trap totems like Hex: Haunted Ground skyrocket in viability, but with such a limited usage that the benefit is neutralized.
Totems also provide a mind game of sorts where as a killer you survivors to be suspicious of NOED even if you don't have it. Cleansing totems wastes a few precious seconds that give you an edge on survivors. Having totems affect the doors is not a great idea. Very little should affect doors especially now that the killer can just open the door themselves. there is no real reason to throw your game away when wakeup still works on doors. Though usage of wakeup is rare.
Luck only affects chance of kobe and even with maximum luck attainable in game you still almost never kobe. I don't see how Totems being involved would make a system like that any better.
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@scorpio said:
That is probably the most unfair perk in this game. And I know, people like to go on about how it's a hex and it only works in the end game and blah blah blah. I used to say the same thing when I only played killer, but I've started playing survivor again lately and from that perspective I see exactly why survivors hate it -- it gives killers undeserved free kills.
I was tunneled for 3 gens, then camped for the last 2. NOED came on, and the killer managed to kill all 3 of my other teammates when he only should have gotten me. These were rank 13-19 players. If it had been high ranks I'm sure at least 2 of them would have escaped if not all 3, but the fact is newer players are going to be the ones most affected by that perk. They played a good game, they got the gens done really quickly, and then they all died because this guy had on the cheapest perk in the game. How is that going to make new survivors feel? How do we expect new survivors to continue playing this game when stuff like that happens to them at rank 19? Someone who tunnels and camps that hard shouldn't then be rewarded with 3 extra kills from such a cheap perk.
Devs, you've done a great job getting rid of some really OP unfair stuff lately, but there is still work to be done. Moris, keys, and definitely NOED all need to GO!
Regardless of rank, NOED ain't that big of a deal and the devs have already told you for over two years that they have it in the place they want it to be. You may not like it, you may have moments where you lose to it, but in terms of usage vs wins NOED contributes very little. They're done with messing with the perk and it is time to move on. The lack of skill of your team is not the killer's problem. Everyone should do totems when possible and if they don't know that, give them time and they will learn. That's like saying "I'm a rank 20 killer and sprint burst is ultra broken! Nerf it into the ground!"
In that example the fault is on the unskilled killer not the perk. The killer would eventually learn to bait the sprint burst without swinging.
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Legion, as much as I love them, are flawed at the concept of power stage. Feral Frenzy is incredible difficult to balance. It's either too strong or too weak and you can't really get an in between as the power does a lot of things while simultaneously doing nothing. Legion just needs a full redesign on their power that most likely takes them away from the Deep Wounds aspect entirely.
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@HurricanePixel said:
This also majorly promotes slugging and letting you die on the floor
Same. I'd just slug everyone and hook everyone and go make a sandwich or something.
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There are generally less killers at Red Rank due to how emblem scoring works and the amount of effort it takes to climb into Red Ranks then climb from 4-2 and then 2-1. Scoring is less reliant on survivors interactions with the killer. Killers on the other hand basically have to start playing in very specific ways that drag the game out long enough for them to get a proper Gatekeeper, Chaser, and Malicious score. It's also easier to accidentally depip yourself for doing too well as killer and having everyone die really fast.
In short. It is just too much work and not enough control for people to keep climbing if they have started to fall out of love with the game and don't need to play it to maintain a stream or youtube channel.
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There isn't much to be done if the gens spawn in such a uneven way. If a killer isn't going to chase someone then it almost necessitates that someone just go down so the killer has to move to a hook. The best way of defeating the three gen is to go to the largest density of gen spawns and do those first.
Though considering how the game is...predisposed to going faster than it should three gen set ups are the best way to preserve your gatekeeper score.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/954227#Comment_954227
I never knew that they give an official range on it. 10 meters is a reasonable distance but I feel like sometimes it just doesn't register even if you're close to the survivor. Maybe a grace period of like 2 seconds where you can get a protection hit even if the injured survivor left the range would help it be more consistent.
The wiki is a godsend when ever you have something like that feels so nebulous. Though sometimes it can be hard to reconcile the notes with how the game tends to function. I mean look at the infinite amount of complaints about killer lunges. The devs have said multiple times and even put in the wiki that Lunges are all the same now with only a few exceptions. Pig's Ambush is technically the longest lunge in the game do to it having the same speed stat as a normal lunge. Myers has the longest regular Lunge in the game at EW3. Though do to how hit detection works and crazy server issues it feels like you're getting hit a mile away.
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Surge having zero synergy is precisely why the perk isn't worth the slot. It already doesn't function as well as it should. The least they could do is just make it combo with Surveillance size it just gives you info rather than add regression penalty.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/954227#Comment_954227
Wait it's actually ten meters you have to be in humping distance to even get a mettle of man token to register
Funny thing is the protection hit rules are on the mettle of man wiki page. Mettle of Man is so situational and you're having to fight with the server to count your protection status.
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@humanbeing1704 said:
the term protection is vague I'm sorry but if I'm taking a hit for a survivor who's 5 to 10 meters away from me that should count as protection
Protection Hit Score Events can be triggered every 3 seconds under the following conditions:
- Be hit within 10 metres of an injured Survivor.
- Be hit by the Killer carrying another Survivor.
Copied verbatim from the official wiki. You already have your 10m range which is kinda silly to me as 10m is just a bit over 32 feet.
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@gizmo said:
No one talks about her because she is balanced now. Literally the only people who cry about her are the people who played omega blink every game and couldn't play without it.
Omega Blink got even stronger though. So you literally have no idea what you're talking about. You don't travel as fast, but you go extremely far still.
Honestly though, no one is talking about Nurse because what else is there to be said? She's never going back to how she was, she's never going to the worst killer in the game. Just now, she no longer poses such a huge threat to survivors' enjoyment of the game. It's done. They got Nurse reigned in, Spirit slapped in the face, Doctor's getting either a sick buff or a sick neutering, Legion just barely made it out of hospice care after being on Deathwatch for a year.
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@Hex_Stalk said:
For example the good old window juke were you phase through the killer after they vault a window, or phase through a hooked survivor after starting and stopping the unhook animation. Are these not possible anymore or are these just extremely difficult to pull off? I play mainly on ps4 and have seen people in recent videos pull them off, so they couldn't have been patched out. Am i missing something?
Window Juke is less a true evasion tactic and more of just hoping that a player isn't paying attention. Phasing through hooked survivors might be gone. 360's were never a real juke if the killer just didn't swing wildly.