Avatar

Reshy

Reshy

About

Username
Reshy
Joined
Visits
97
Last Active

Comments

  • @cutiekiller said:

    This would make it like regular self care, so any mangle add-on/perk would be effective again and healing someone would be faster yes but still less effective, this would also bring regular healing perk back up a bit.

    It needs several changes: Lessen the benefits it grants to 33% or 50%. Make it not stack with medkits (it already acts as a medkit so it shouldn't let you dual-weild them). Make it require self-care to get benefit out of it.


    I've heard of a proposed rework where it passively gives you healing progression over the course of a minute so long as you're within it's radius which might be more balanced, or at least less abusable as it doesn't just give you 6 second self heals.

  • Clausterphobia I think should work like Fired Up, each time a generator is completed a random window and pallet gets blocked for the rest of the game.

  • @Lord_Xylum said:

    Survivors

    •Status icons involving interactions that are shown to the whole team (i.e. repairing a gen, being chased, hiding in a locker)

    [This would grant a form of universal communication to Survivors without a SWF.]

    •Teammates with MMR similar to the player with the highest MMR in the SWF

    [We all adore the little solo-que baby Dweet, until the baby Dweet tries to unhook himself and dies at 4 gens. We should matchmake with Survivor teammates at our skill level.]

    Killers

    •Nerf the most unpleasant maps for Killers

    [Springwood, Haddonfield and Dead Dawg Saloon are the top 3 Survivor-sided maps, in my opinion, and the majority of Killers struggle on those maps from the start. Pallet numbers should be reduced, and the houses should have less windows.]

    •Remove Bloodlust in favor of a small default speed buff

    [Killers are only -slightly- faster than Survivors, which allows for too much safety at most loops, and if Bloodlust has activated beyond level 1, you've wasted far too much time anyway. Consider adding a new Beta feature that increases Killer default movement speed by 5%, to see if it's too oppressive or not.]

    •Add a limit to how many times a Boon can be used

    [Boons are more oppressive than Hexes when multiple Survivors have them equipped. And yes, I understand that "Hex: Ruin is stronger than Circle of Healing", but that's not a fair gauge of balance. CoH is an infinite medkit for the whole team. Hexes are temporary game-changers that occasionally carry the Killer. So I'll end with this:

    If Hexes only last two minutes on average, are they really comparative to Boons?]

    Instead of limited boons, just make it so they turn into hex totems with an inverted weaker map-wide effect. Like -33% heal speeds for survivors, -1% speed, Scratch Marks are much more tightly grouped, Recovery rate -50%, etc.

  • @landromat said:

    COH now heals you passively if you stay in totem radius. Full heal takes 60s and you can do something else during that time. Bonus healing reverted to 100%

    New COH still provides fast heals but fixes main problem: infinite healing without teammets. If you really want to heal yourself you have to waste 60s in totem radius which i think is pretty decent delay for the killer.

    You can use totems strategically and boon them near the gen you're planning to do to passively heal while repairing. I think that's more fun than just boon in the corner and run there and heal every time you're injured

    With this change self healing should be still possible but not viable in most situations. That should solve Huge infinite healing problem which is COH right now

    Could be interesting. That means if you work on a generator while the totem's up you also get a health state back. It's not something you can exploit with a minute long and you could theoretically use it during chase if you're confident enough.

  • I'd be fine with that, though I'd also add in Borrowed Time since it can get people into bad habits with unhooks.

  • @WesCravenFan said:

    This man has some takes the community is not going to agree with.

    I 100% agree with bloodlust. It's haters love to say the killer does not deserve that kind of hand holding mechanic while they themselves are running Iron Will, Dead Hard, Decisive Strike, and Unbreakable.

    Perks should help swing the course of the game to keep a momentum going back and forth instead of aiding steamrolls.

    Killer needs some sort of bloodlust effect for non-chase that goes away when they enter chase.



    I do agree that the killer's perks are generally just "win more" perks, I wouldn't agree that those survivor perks like DS/BT/etc. are healthy though as they're just as powerful if not more so when you're winning. BT can make a killer lose the pressure they have from hooking someone and maintain that disadvantage for longer due to the extra hit + speed boost. Decisive Strike can extend chases and give you a free escape during the EGC. Dead Hard currently is not healthy as when executed properly it gives you an extra health state every 40 seconds you're not in chase, so if you break chase (and thus "win" that chase) you get back your dead hard, so you can "win more".

  • Honestly, I'd make it so that healing is an action the killer can grab out of from full health like a generator or locker.


    Kicking a generator should carry an immediate 5% regression penalty, and probably require the survivor who hops on it to go through the Yellow Glyph/Merciless skill checks so that there's a time commitment.


    I'd also make it so that killers can reignite their destroyed/booned totems if any dull totems remain.

  • @gatsby said:

    I think there should be a new speed tier to help the M1 Killers with limited anti-loop potential.

    Killers like Legion, Trapper, Myers, Ghost Face and Pig would be the most likely candidates for this speed tier.

    Being 120 might actually make them viable options.

    No, I think what should be done is fix the tiles so you don't get Shack + LT Wall or LT Wall into LT Wall or LT wall into Short/Long wall.


    Other things I'd say would be:


    Killer vaulting speeds should be increased slightly to being 1.4 seconds instead of 1.7 seconds.

    Killers should get the undetectable/invisible bonus that the new killer Onryo gets when 32 meters away so large maps aren't a complete loss for non-mobility killers.

    Killers probably need a sprint equivalent, something that lets them more quickly traverse in a straight line, but unable to attack without taking a few seconds of cooldown (like the event Blight Serum). Either that or a bloodlust effect for not getting in chase.

  • @xxshyguyxx said:

    I've used devour in my past 6 matches just to see if I can get any use out of it at all.

    All 6 matches, not exaggerating, devour was broken in the first minute. 1 match it was gone immediately. That tells me the survivor spawned in, and went right to it as soon as the game started.

    This is perk slots we're talking about here. So if the devs are not going to bother hiding these things so we can get some use out of them then why bother?

    In all my games using a hex totem, it just becomes an empty perk slot early on.

    It's a joke. I guess I'll just stop using hex perks unless I'm running penimento or something .

    There was a time where they supposedly fixed this. Guess not. Or it broke again. I'm not getting any luck with them lasting at all.

    Just make it so that the killer can reset their hexes if they're not cleansed, and so if you're running boons you're also giving the killer the opportunity to reset their hex totems. This means to truly destroy a killer's hexes you gotta tickle all the bones.

  • @Leachy_Jr said:

    Now that we know what type of boon perks BHVR wants due to boon: dark theory, and what the counterplay to boons should be, we can see how circle of healing throws a wrench in the whole thing.

    The counterplay to boons is (obviously) hearing when the boon gets placed, seeing where the boon may be based on survivor locations, hearing the chimes when near it, and then snuffing out the totem.

    This is where Circle screws everything up. Every other boon in the game requires the killer to be nearby to get value from, circle of healing is the ONE boon perk that works even if the killer is on the opposite end of the map. Most likely, the killer will never hear the boon because good survivors will know to lead the killer away from it.

    In order for CoH to be even remotely fair and balanced it either:

    • Needs a condition to only work when the killer is nearby (how that would make sense I do not know)
    • Or the effect itself is insignificant enough that the killer doesn't care that it's up (which currently, giving the entire team free medkits is borderline gamebreaking)
    • Or finally, the perk needs a complete overhaul to be either completely different, or have vastly different mechanics.

    The easy/least effort needed way to fix it is by making the effect much weaker than it is now. Probably by removing the ability to self care entirely or make the self care time the normal time of 32 seconds.

    As for the other methods of reworking it, I have no clue what that would look like.

    I know circle of healing was likely released due to Mikaela being a solo survivor DLC and there needed to be a reason to buy it (much similar to what happened with Ash and Mettle of man), but it's seriously one of the things ruining matches right now for most people and needs major changes fast. Especially because low tier killers feel absolutely AWFUL to play with 1 active in the match.

    What I would do is the following:


    Circle of Healing provides a 50% speed boost to all healing done without medkits. (So altruistic healing is 12 seconds, self-caring is 24 seconds).

    Self-Care must be run in order to get the faster self-heals, the opportunity costs would be higher.


    This still gives it the benefit of a "medkit for the group" but it doesn't let you dual-wield medkits and doesn't invalidate Self-Care.

  • Removing it stacking with medkits, and it giving selfcare would be the big things. If you want to self-care in the boon at a high speed you need to actually take the self-care perk.

  • @MonsterInMyMind said:

    can we fast track that anti camp prototype since people seem to deem this as the best playstyle in comp and in normal gameplay. Yall think Stretched Res users are mad oh man imagine the people who do nothing but facecamp the first survivor they down time to go ahead and address this now.

    Since someone has tried to reach and make a connection that isn't supposed to be the point of the post allow me to clarify I'm not calling Facecamping cheating. Next let me clarify why Stretched res is even being discussed here I'm simply saying people are crying now that it's gone facecampers hopefully soon too will be crying. I'm not in any way shape or form comparing them I'm saying people were upset for this and the same people who are upset for this right now will be the same people crying facecamping is gone and 99% of the Killers in comp used stretched and facecamped.

    The fix for camping is making killer have better mobility/info as a base kit.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804851#Comment_2804851

    I like the idea of a perk that gives you a bonus for each snuffed boon.

    I mean, nothing stopping them from using both ideas..

    Perk 1: Boon is up, bonus effect ABC happens.

    Perk 2: Boon is snuffed, bonus effect XYZ happens.

    An interesting idea is you could make it add stacks to Devour Hope, and make it so if Devour gets cleansed you can reset it by snuffing a boon.

  • @Trex_Crazy said:

    I think that, excluding the nurse, all killers should get a 5% permanent speed increase. (I personally would advocate for 10% but I know there'll be a mountain of hate just for the 5%) Now before you hate on me for such a wild suggestion hear me out. The most time efficient way to be chased is to hold w especially against a 110 killer like the hag or deathslinger (due to his limited range) against a huntress or trickster not so much. Though the latter 3 suffer at high wall loops (whereas the hag can kind of fight it, but then gives them a chance to hold w) If you know how to abuse the killers movement speed then its very unpleasant to play as. The 115 killers getting the buff would mainly be for standardization though it'd help with w keying. I however don't know how you'd change the speeds of powers, you could keep them the same, or change them a flat 5% (or 10%) or you could change them in proportion to the increase base speed.

    I don't think that's the problem, the problem is the long traversal times killers have on larger maps.

  • I think it'd be a good change for survivors to help bring them closer to SWF levels of coordination. Killer will need some buffs to help compensate, but this is already known at the SWF level.

  • @russf10 said:

    If the killer is within a certain radius of you I think the change of escaping should be higher, maybe 5x higher so a 20% escape chance. This can fix killers like leatherface facecamping where it is impossible to unhook.

    Yes, feed the bubba your hook states faster, this pleases the bubba.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805813#Comment_2805813

    It's literally not fair on the survivor being camped, they can't do anything, barely get to participate in the game, but you don't care because as a killer it doesn't affect you. How about we introduce something so that camping isn't so taxing on survivors. There isn't anything a survivor can do to make the killer unable to participate in the game but yet killer's can make survivors not participate by camping from 1st hook till last at 5 gens. Your argument makes no sense. But the major issue with camping is when it is bubba, who you just can't unhook against, no other killer is like that.

    How about we make it so survivors can gesture while on the hook and not their head? That'd give survivors something to do while hanging around.

  • https://youtu.be/dpHfdfA6QGs?t=679

    Here's a good example of holding the game hostage on the survivor's part, all the generators are done, but the survivors are hiding rather than attempting to open the doors.

  • The problem with Dead Hard is that even when not used for distance (which is already very strong) it's still effectively a third health state since you can now use it on reaction. You also have to assume survivors have it at all times. In essence it's like Mettle of Man, but instead of needing to take 3 protection hits, you just need to wait 40 seconds for it to recharge. There should be some sort of additional cost associated with dragging out the chases using it, be it inflicting with a bad status like Broken/Slowed, or doing something like preventing you from fast vaulting for a time. As is, if you're even a semi-decent looper you can squeeze another 30 seconds of the killer's time and give your team another 90 seconds to work on gens (that's about 20-25% of the game's time).

  • @SimplyPixelated06 said:

    I think these would be great perks to be base-kit or something like them. I feel like with how the game has been made, these 2 perks shouldn't take up a perk slot for killer or survivor. With the amount of tunneling survivors experience and gen rushing killers get, having these just automatically a part of the game would be an easy thing to alleviate the frustrations both sides experience. But what are your thoughts, would you be down for that?

    Killers need a basekit mobility power that allows them to traverse the map more quickly for pressure.

  • @Marcavecunc said:

    Soul Guard gives you a bonus if you're cursed (i.e. a Hex is in play)

    What about a killer perk that gives the killer a bonus if there's a boon in play? Depending on the bonus it gives, it could be a hex or not, since you'd let boons up on purpose to get the effect from it, so that's a bad enough effect on its own.

    Suggestions:

    Smaller Boon radius for each boon in play

    Smaller Terror Radius for each boon in play

    Making people within the radius of the boon exposed, with a few seconds of lingering effect after leaving (that one might need to be a Hex)

    Make it fired up where you have to still kick the boon, but also applying a +1% movement speed bonus and a maximum of 10 stacks.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/kb/articles/299-kill-switch-master-list

    Can't add a picture, but she's disabled

    The Nurse is currently disabled due to a bug with her grab where she can be stuck for the remainder of the match

    "It's just a skill issue."

  • @Dream_Whisper said:

    I say, don't do that. I love the whole bring able to hit multiple Survivors and being a very strong anti looping killer. It what makes him very powerful and strong, when dealing with Survivors when group up, especially when close to hooks when he is nearby.

    But if you want a proper nerf, just make it so that when he is within 16 meters or less near a hook Survivor, which includes basement hooks. The Killer slowly loses his 1 charge after 8-10 seconds , as it will make him lose his power and become a regular m1 killer. The Bubba would need to leave the hook area and make some distance to gain back his charges, in order to somewhat have a function power if he leave and give Survivors a opportunity to save. Obviously, if the Survivors saved and refuse to flee and group, ans Bubba returns; they should have known better as he will have a function power.

    If this nerf goes through, I like one more buff for Bubba, and that is making Bubba's chainsaw being able to shred through the pallets and be able to damage a Survivor by only one health state. I kinda want one of Hillbilly's Lopro Chains addons to be base kit on Bubba, so that he can be an much stronger anti looping killer then before, if you have more charges.

    People would just loop hooked survivors.

  • Could make it apply the Broken status for 90 seconds, so if you drop chase after the Dead Hard they can't reset with the time they bought using it.

  • @brokedownpalace said:

    Once you realize the killer has Pain Resonance and DMS the counter is to let go of the gen right before they hook a survivor so you don't scream and get the gen locked for 45 seconds. However, there's no safe way to let go of a gen. If you receive a skill check AFTER you have already let go of the gen you are unable to complete that skill check, you automatically fail it, which adds to the 15% lost due to PR.

    It's way past due for Bhvr to fix this "feature" and allow survivors to complete a skill check. This feature is ALREADY IN THE GAME because of Overcharge. Why is it not universal? Why can you auto fail a SKILL check because one pops up AFTER you stop repairing? It makes no ######### sense and it never has and Bhvr needs to fix it

    I'm still of the opinion that the core gameplay of generators needs to be changed. Currently they're both easy and boring to do, and with them being so easy to do they can be completed very quickly which means killers run the aforementioned perks to have a chance.

  • @DivergentRunner12345 said:

    Literally Zombies can face camp, down, and help Nemesis essentially get 4ks all the time with no skill. Except camping and just being rude the entire time. I am sick and tired of having to deal with how horrible these Nemesis players are. The zombies should be nerfed at least or taken away. Like it's not cool at all.

    If anything he needs more zombies on larger maps for map pressure.

  • I've made a thread before on the topic, but yes it's very boring and why I don't really play survivor. Only engagement you get is from being chased, and the current meta doesn't favor chasing survivors.

    @Reshy said:

    So, currently in the game generator repair is pretty boring. Skill checks are really easy to do, they don't really engage or interest the player, so all you can do is look around to see if the killer's chasing someone or not. I propose that BHVR should consider adding new types of skill checks specifically for generators that take more time to complete than a 1 second button prompt for the same button each time.

    Making it bring up an interface where you have to do things such as navigate a small maze with your controller/arrow keys to connect an important wire to the correct socket, needing to repair the fuel line pipe dream style, needing to read a list of instructions to start the motor in the right order to prevent a back fire, being given a set of inputs that you need to press quickly in the correct order to prevent a malfunction, needing to locate a failing component and replace it, etc.

    Stuff like that might make generators a bit more interesting than they currently are, and add at least a modicum of skill required to do quickly and efficiently. In the current state any survivor can do the generator at the same speed so long as they don't miss easy skill checks.


  • @SilentShepherd said:

    This is really needed. I am tired of Bubba getting instadowns from the 1st minute of the game because his BASEKIT allows him to swing his chainsaw and STILL turn hard corners and chase anyone down.

    Everytime someone complains about this, a lying poster will say "just turn corners to force him to hit a wall" but this never works. Bubba's can turn ANY hard corner and keep swinging and then instadown you from healthy to dying state.

    He doesn't have to charge up anything, doesn't have to stalk you, or use an add-on. This is beyond stupid and toxic. This is UNFUN for Survivors. I get it, Bubba players love it. But if something is really unfun for one side, it needs balancing.

    He's not even that good of a killer, he's only really good at punishing survivors who make mistakes or try to play unsafe loops rather than making distance.

  • I think it's fine. End game should have more risk to survivors, and sadly this perk and maybe bloodwarden is the best you're going to get. I'd be more concerned about balancing for NOED if exit gates decayed, and the doors shut after a certain amount of time like they do in Home Sweet Home.

  • @Warcrafter4 said:

    The basement is meant to be a downside to the insanely strong structures that it always spawns by.

    You're meant to be at a massive disadvantage when dealing with the basement.

    So no two entrances would never work as its not meant to be something you can easily escape.

    Really wish both basements spawned in a map. Really awful getting Badham and not getting the basement in the main building.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801295#Comment_2801295

    Well NO! Noone ever stated that is power was intended to make him the strongest camper.

    The power was more likely supposed to be used in chases.

    Which is! Bubbas use it also in chases! And it is way more simple and effective than Billy's.

    Eh, there's a lot of loops he can be hard to work with. He can be punishing to play if you don't know your chainsaw's hitbox that well, or don't know all the little bumps and odd pieces of geometry that can cause you to tantrum. However, in terms of holding W against him, you can't really get away with that like you can most other killers.

  • @anarchy753 said:

    People have realised that his power is really damn easy to get a down with, and if they want from there, you literally cannot unhook against him.

    There is a bit of a learning curve with him, though he is not someone you can hold W from is another reason.

  • @[Deleted User] said:

    I think it's an information issue more than a tactical viability issue. Players just really struggle to play around it or capitalize on it for various reasons.

    You're more likely to see two survivors hover around a hook while a killer obviously camps than see 3 gens go during that time. And those survivors may not even be aware of each other unless they have Kindred or the person on the hook has it.

    I really think Kindred should be a baseline thing for survivors. No, killers wouldn't be buffed to compensate. If you are camping as a playstyle, it should be a high risk one when the survivors are doing what they should. Camping is countered tactically, and it's ridiculous to give zero tools to solo queue players without a cost while SWF can have all that information for free. You shouldn't be significantly less powerful because you queued solo.

    And you shouldn't have to take a perk like Kindred considering it's completely redundant if a teammate also has it. You just have a dead perk slot as long that teammate is on the hook and vice versa. You can't have double Kindred. There's no stacking benefit to Kindred. It's an often necessary solo perk that becomes less useful the more players have it in a trial. It's stupid.

    I feel like this issue isn't as hard to solve as they think it is. Give players the tools to make the right decisions and leave camping as is.

    Kindred literally does nothing to fix camping, all it does is tell you if the killer isn't camping, and punishes you for not camping out the kill. Killers do need a buff if you're going to give a bunch of information to survivors for free. Survivors when played perfectly basically will win any game against killer, even if they play perfectly as well.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799100#Comment_2799100

    lol. The staff at BHVR thinks SWF is okay and not a cheating advantage. They make hockey references as to why their current rating system isn't horrible. Just lol at you going against that. I knew better and just embraced playing survivor, which I like now

    I mean eventually BHVR will have to buff killers, or watch their game slowly die.

  • I think what should happen is that you should need to remove the knives you have implanted into you if you want the meter to decay with a special healing action (similar to Snap Out). They don't decay on their own anymore. That'd give Trickster some inherent slowdown and make him a bit healthier I think?

  • Instead of having them just disappear, just have the entity claim them like they died to the EGC.


    Additionally, if survivors DC killers should get their add-ons refunded. It's not fun taking your good iridescents only to have all the survivors DC and have it wasted.

  • @Akumakaji said:

    A simple question: why do we have no catch-up mechanic?

    Some games are evenly matched, you are down to 3 gens by your first kill, 2 survivors make it into the exit gate opening phase, and then you hook one during the EGC and have a cat and mouse game with the last one!

    But most games aren't like that. Most games have a clear winner early on. You either hook and pressure the survivors constantly, so that they have no chance to actually do gens and finish the trial with a 4k at 4 gens, or the survivors just slam gen after gen, while you picked the wrong survivor for the first chase, and by the time you get your first hook you're down to 1 gen and the whole team can easily swarm the hook, rescue their mate and manage a full escape.

    When you lose, you often see it coming. Endgame perks can sometimes tip the scale a bit, but this weakens you in other departments and you actually have to play with reduced strength, while expecting to fail, in order to power up.

    How about some hard coded catch-up mechanics and buffs or debuffs?

    If you got no kills by 2 gens remaining, give the killer permanent Bloodlust give the survivors a debuff to gen repair speed.

    If the killer hooks and hooks, maybe auto sabo to closed hook, or give an auto-adrenaline to everyone slugged and/or deliverance when the first survivors dies at 4 gens.

    This are just wild ideas, but something along that lines. Something that keeps the ball for the losing side rolling so that they don't all suicide on hook or sulk in a corner, but keep the spirits up and offer a real chance to turn this desaster around!

    Obviously this buffs and debuffs must not be stronger then actually be doing good, but they should be cool enough to tip eve scale back again into manageable territory.

    Honestly what killer needs is a literal "catch-up" mechanic that lets them cover distance in a straight line, like a weaker version of blight's charge. Many survivors just hold W against non-mobility killers and it takes a long time to catch up to the most of the time. A mechanic to punish that sort of play style and make survivors actually play the loops, as well as giving the killer more ability to get across the map, would be useful.

  • It's likely due to Boon: Circle of Healing. It's currently so strong and prevalent that killers without instant-downs can easily be negated due to the sheer healing speed. Bubba's one of the more consistent instant-down killers, and he's very good at punishing mistakes that newer SWFs running such perks will make. He's also impossible to save from, which most SWFs will suicide rush into you to try to unhook, having grown accustomed to how weak M1 killers are that they'll throw the whole game to a Bubba. When I was playing Bubba a week ago, I had at least two games where people were wanting the save to badly I'd get 2-3 survivors taking chase around hook just to try to get the person out. In all but one of those I think they 4 k'd themselves.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/309521/most-games-an-unfun-slog

    This happened to me when I bought the game around November 2021. The devs don't design the game around -fun- for both sides. I'm not sure what they are doing tbh. My advice to you is switch to Survivor. It's way more fun.

    How about we buff killer instead of ignoring the issue that very well could kill the game?

  • @sizzlingmario4 said:

    15 seconds of exposed is too short. I’d bump it up to at least 30.

    Yeah, most people take the hit first then sabo. You need to factor in the stun time on killer, and the chase time. I think it'd be better if you see their aura for 10 seconds after they sabo.

  • @Marc_123 said:

    The 25% were too much in the first place. Change is a bit complicated but ok.

    I just wanted a you wiggle 3/6/9% faster - i think this would be the best buff. Just to wiggle a bit faster that you not mostly get hooked at 99%.

    Nah, I'd rather it be you give extra wiggle progress to a carried teammate when you take a protection hit.

  • @AngyKiller said:

    How long do you think the devs will 'look at' Circle of OP?

    6 months? 12 months? Until the numbers show the Survivors are bored of using it, so they can nerf it without angering them? Need to make sure everyone gets to use the OP toy for as long as possible!

    It's so funny that Killer perks and powers get gutted if they over-perform, but Survivor OP perks get 'looked at'. And nerfs are flat-out lies or couched in such a way as to trick Killers. (It got a 25% nerf! So stop whining, Killers! Just...ignore that that means 4 seconds. Because 25% sounds, like, super-big!)

    They may as well just say 'Survivors spend more money, so we let them keep OP perks. Suck it up, Killers'.

    And before someone says 'Buh they're nerfing Boil OPver!' Yeah; because it can literally be exploited to be immune to hooking, and changing the perk is easier than changing every map, and because they know Survivors with rage over the game turning into a slug-fest to counter Boil OPver. Of course, Survivors will bring Circle of OP, and Boil OPver, and RPD offerings, and then still blame Killers for slugging.

    Kind of like how some will bring 4 meta perks each, while playing in a 4-man SWF, and cheat using voice comms, then whine that the killer 'sweats for a 4K 🤪' and screech that the Killer should 'be happy with a 3K'.

    Survivor perks only get looked at once they begin to get run on 90% of survivors, and when the player counts start dipping. Killers get nerfed because a single person used them well, and the developers want that killer specifically to be the worst in the game.

  • I think what should be done is make the game night time for survivors, but day time for killers. Killers get better visibility in the area they can see, but survivors get worse visibility but over a much wider area.


    Also making the red stain less visible across the map, and maybe thickening the fog on the more open maps might be worth considering.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798173#Comment_2798173

    If you don't camp or tunnel early game this change does not really affect you as a killer.

    If you camp or tunnel early game because that's the only way you can get kills then maybe you are just going against too good survivors and your real place would be in a bit lower MMR.

    Literally the only reason killers camp or tunnel is because it's a SWF (already really strong and does not need buffs) or the gens are flying too fast because all the survivors spawned on the gens and the gens are all socially distancing from each other.

    @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798188#Comment_2798188

    Mid and end game if you already have some hooks you could camp or tunnel the same way. My change makes early game tunneling or camping less viable.

    If tiles or RNG are broken then they need a fix, but the fix should not be allowing early game tunnel or camp, because killers can do it regardless of how good the RNG and tiles actually are.

    Also if the survivors outplay you, then it is also possible that you got matched with a lot better survivors than you are and you simply don't deserve a win in that match.

    Tunneling/Camping is what one might call a "Symptom" of a problem, not the root "Cause" of a problem. Perhaps addressing that there's still near-infinites in the game for M1 killers like double LT, or LT into Shack Window. Maybe addressing the killer's lack of map pressure and how ineffective M1 Killers are due to all the second change perks, healing, etc.

    @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797470#Comment_2797470

    If one survivor gets farmed that's the mistake of survivors for not doing safe unhooks even if they have enough time for it. Or it is a facecamping killer in which case the survivors have plenty of times to do all the gens, so killers would get used to not facecamp, because it is boring and they lose.

    @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797470#Comment_2797470

    Anyway it could be tried to see how it works out. It is easy to balance with the parameter that determines how many shared hooks can a single survivor use out of the total 4.

    Setting it to 1 would result in the same system as we have today, each survivor would have 3 hook stages.

    Setting it to 2 would mean that some survivors could have up to 4 hook stages: (4, 4, 2, 2) or (4, 3, 3, 2).

    Etc.

    Survivors already have plenty of time to do gens? It only takes 400 seconds without a toolbox, great skill checks, or perks to complete all the gens, divided by 3 is only 133 seconds for both hook states. That's assuming the killer instantly downed and hooked the first person. If you gave them a third, fourth, or even sixth hook state, the survivors could do all the gens, open the doors, still get the unhook, and the game is basically unwinnable for killers.

    Not to mention how badly you could get screwed if you're a solo queue and you're with a 3-man SWF, and they decide to let you stay on hook and t-bag the killer for the 5 minute experience of being hooked and doing literally nothing. The griefing potential is already bad for solo queue.

  • My rework for Pig:

    Jigsaw boxes never allow the survivors to get the trap off first go. If the survivor selects the first box correctly, the next box they do will have the key instead.

    Crouching should be instant like Ghost Face's.

    Ambush duration should last .5 to 1 seconds longer, and successfully landing it should apply a debuff of some sort.

  • What Myers needs is some sort of speed boost, in all honesty.

  • Biggest thing that needs to change for killers is a stronger basekit for killers. There's no generic catch-up mechanic for killers on larger maps as it's impossible to pressure gens or counter the "W" strat currently, the increased healing speeds make the killer's slow attack recovery agonizing as with the right setup it's possible to heal before he's even recovered. Vaulting as a killer is so slow it's never worth doing outside of Bamboozle/Myers. Pre-dropping pallets is too strong for how long it takes to kick them (stun times are fine).

  • @Nickeleye said:

    How about we just make the entire killer roster viable. So they don't have to camp and tunnel for kills.

    Spitting facts here.


    @Brimp said:

    The way to "fix" tunneling and camping is to incentivize the killer to go for more chases. Because they know the moment they leave they're gonna get ripped off the hooked and healed in 9 seconds.

    Yep, killers need a reason to hunt, they don't need nerfs they need buffs.


    @SimplyPixelated06 said:

    Camping and tunneling is a pretty unfun thing survivors have to deal with most games. Sometimes survivors don't even get a chance to properly participate in a match because of it. Being hooked and camped from 1st hook till death or when a killer completely ignores all but one survivor, tunneling and camping them till they are dead. It is very frustrating only being on a hook or holding w the entire match. So here's some thoughts on what could maybe be done.

    1. If the survivor is hooked 3 times in a row (so no other survivor has been hooked since this survivors 1st hook), they get an extra hook state to allow them another chance.
    2. If the killer is within a certain radius of the hooked survivor, the hook timer is significantly slowed down in order to give the other survivors a chance to attempt an unhook or get gens done as a sort of trade off for the killer camping.
    3. Base kit Borrowed time (or something like that). Killers tend to wait out bt anyways, so this wouldn't be too taxing on killers and would allow survivors to get some distance or a chance to escape the killer if they tunnel off hook.
    4. If the survivor is on their first hook and the killer is within a certain radius of them for an extended amount of time, the survivor gets a 100% chance of getting themselves off hook, allowing them to possibly make an escape from the killer, especially since you'll find in solo queue your teammates will not attempt to save you if you are being camped.

    These are just some fairly vague concepts of what could be put in place. Hopefully we'll see something done in the near future, thanks for reading. :)

    An extra hook state is easily abusable by SWFs, not to mention what if they leave the player on hook the entire time? Do they get an additional 60 seconds on the hook because the other survivors are either rushing gens, or hiding?


    Slowing the hook timer when other survivors are literally looping the Bubba around you isn't something that should be rewarded or incentivized.


    Basekit Borrowed Time would need to come with some sort of basekit improvement to killers in general. Killers currently are too slow to have any chance to pressure gens in the current meta without mobility/ranged pressure powers.


    Guaranteed Deliverance wouldn't help survivors at all, the killer will just down you again and your down another hook state.

  • @darkshadows8326 said:

    Save The Best For Last should lose stacks when the obsession loses a health state just as Remember me gains stacks when the obsession loses a health state.

    Nah, and I'll do you one better: With all the buffs survivor's gotten recently: STBFL and Relentless Basekit.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2796944#Comment_2796944

    How many hooks you can get against good players is not related to this change, so bringing it up as some counter argument doesn't make much sense. If you can get only two hooks with my proposed changes, you would get only two hooks in the current system as well. So my proposal is not making it worse.

    I mean it'll go one of two ways with the proposal: Either one player gets farmed for all their hook states, or survivors can never be down a player no matter what.

1 … 3 4 5 6 7 8