Avatar

Reshy

Reshy

About

Username
Reshy
Joined
Visits
97
Last Active

Comments

  • Funny thing is that this end game tech is basically the survivor equivalent at waiting at the door and t-bagging the killer knowing the killer can't do anything about it. Except it requires the killer to be running four perks dedicated to making this play even work whereas it takes zero perks for survivors.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794189#Comment_2794189

    Even high mobility killer have NO IDEA where a boon totem can be. None. They have to guess in a giant map with no sound indication unless you're super close to the totem.

    Yep, I was just saying even if you know where the boon is, good luck getting to it without throwing.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794613#Comment_2794613

    Both Killer and survivors will have their perks disabled once the exit gates are opened.

    Thats is pretty interested, never thought about that.

    It'd favor the survivor's more, the exit gates are still way too safe and it's require completely reworking all the end-game perks if that's the case.

  • @Vahlin said:

    "Could always put a hard limit on how much a survivor can be healed during a trial before they're stuck perma-broken."

    This could be feasible but would be tricky to balance since often escaping from a chase is accomplished by another survivors intervention. It might change how much risk players are willing to accept in order to help teammates. What about limiting the usage conditions? I can think of a few possible options.

    1. A survivor can only self-heal from injuries caused by a killers attack while getting pulled from a hook leaves you wounded until a different player heals you.
    2. You can only self-heal if there are fewer survivors remaining. Whether that number is 3 remaining or 2 would require testing.
    3. Being chased puts a timer until you can start self-healing while other players can heal you immediately. If you escape the chase you can't immediately heal yourself as you have to wait to be calm enough to administer self aid. The length of the timer would need some testing and perhaps it can be modified by some perks such as the self-care perk reducing the timer a certain percentage.

    Something like that could definitely work, it'd need to be made a bit more intuitive in it's design.

  • Bit of a shame this doesn't get any attention on the forums.

  • @Lost_Boy said:

    The fact that you can just rekindle the same totem over and over is just ridiculous. The main issue with them is how OP they're when utilised within a SWF effectively giving survivors 6-7 perks & countering multiple killer perks at the same time, on top of that you have a team on voice coms which is the equivalent to another 2 perks per player resulting in a a survivor team where each player has the equivalent of like 8 perks in a game that balance is based around 4.

    Totem placement on certain smaller maps with multiple levels is also god tier and very time consuming for a killer to even get to the location + they have to find it first. A killer has enough tasks already to micromanage during a game and having to deal with boons over and over is just straight up wrong.

    I like the idea of having boon totems, but not in the current state. I just find it absurd that they follow a different ruleset from Hex totems. With a bit of tweaking they could bring be a good addition to the games development. There are multiple ways to make them more fair and balanced. Here's a few ideas I think could work.

    1. Have the boon totem be destroyed & allow it to be recast on a different totem. Having this option means that a killer actually feels rewarded when they snuff it & forces survivors to place the totem in less powerful areas as the match progresses. It also gives boons a lifespan as the game develops similar to hex totems.

    2. Keep them as they are and give killers the option to rekindle hex totems. The rekindled totem would be reset if it requires tokens. With stuff like ruin you could possibly make it downgrade to a lower teir effect.

    3. Cut the range by 50% on second cast at same totem and then 100% on third (survivor would need to interact with totem to use effect at 3rd cast).

    4. Add a significant cool down and make it 2 time use only.

    5. Give killer more information when he snuffs a boon totem. Show location on map and highlight certain colour that changes on rekindling.

    That's just a few ideas that could probably be improved on, but boon totems definitely need a serious rework.

    I think just being able to replace hex totems with a couple of seconds of the killer's time would be enough. It forces survivors to cleanse rather than boon totems, and means you as a killer are less vulnerable to bad RNG where they spawn right next to the hex. I don't think a downgraded effect is necessary, just make it dangerous enough that survivors want to do bones.

  • @Sbrunch said:

    I just had a game with four boil overs and no mithers that sent me to springwood and kept going to the underground room with the pipes.

    I couldn't hook them, I couldn't slug them. They literally kept the game hostage until they bled out (and it took a long time for it).

    This is not ok.

    This is not fun.

    This is not healthy.

    Like RPD they just need to have a hook placed down there if basement doesn't spawn there. That would fix the issue instantly.

  • Honestly, just make it so that using the flashlight eats a minimum of 1 charge. They can click, but then they waste all their charges and can't save.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794616#Comment_2794616

    Nah I don’t think a healing limit would be the best idea.

    Why's that?

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793037#Comment_2793037

    Not at all.

    Get one down and camp them. If the survs are dumb they will come and feed you.

    Just finished a game on Auto like that, x2 Coh's so was hard to keep pressure up, had 2 hooks in total no deaths. Gens done, got one down near a corner with a locker for reloads.

    Then the survs come, rescue one i get one, by now the wounds are getting up. 1 on hook 3 wounded, down another, repeat hook count climbing, 1 dead 1 down 2 running for gate, 1 dead 3 down, 4 hooks win.

    I dunno, it feels like a fundamental flaw of the game if you have to camp to have a chance, doesn't it?

  • Wow not sure how I mangled that. But if you switch focus, the person your switch your focus to tends to have their dead hard recharged, so they gain an extra health state + distance, and you still have to injure them for even more distance most of the time. It's why people tunnel, to force that person to use their second chance perks as quickly as possible and then to have them get killed to reduce the amount of time advantage survivors get.

  • @fulltonon said:

    It should be harder, probably not slower though.

    Yeah, that'd be the idea. Roughly if you're good and practiced enough it should be similar speed or maybe slightly faster, but mostly it should be there to make the generators slightly more engaging to do rather than the current snooze fest that they are.

  • Imagine if killer could reset their hexes.

  • @Gradiux said:

    Honestly, it is a very unfair map for the assassins due to how extremely large the building is, from generator to generator it is too much time lost, time that gives the survivors a lot of advantage, it is a map where there is no fair to play since it is extremely advantageous for the survivors and on top of that the hooks are in every corner so it makes it very difficult for the assassins

    Just make it so that the map is split between East and West parts, and remove the infinite window in one of the hallways.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553673#Comment_2553673

    Could you take a look on this then?

    https://forum.deadbydaylight.com/en/discussion/248602/gen-regression-rework

    Its an old post of mine, but i think its still an issue up to this day and these are pretty reasonable changes that could get tested on future PTBs.

    I'd make it 8 seconds, but split it between multiple survivors. Since 2 killer seconds = 8 survivor seconds.

  • Could always put a hard limit on how much a survivor can be healed during a trial before they're stuck perma-broken.

  • @BabyCameron10 said:

    How would everyone feel if once the exit gates are opened all perks are disabled?

    This means the Killer will not have to worry about any survivor perks if the Exit gate is open or not. Opening the Exit gate will now have an impact on everyone. No DH, BT, DS, etc in the Endgame.

    The same goes to survivors, if they decide to open the exit gate, their perks are disabled but if the killer has something like Noed, opening the exit gate will remove the perk at the cost of removing theirs as well.

    My issue with it is that Blood Warden doesn’t really have a spot anymore. Which is a really fun perk once you get use out if. I think this is the only perk that struggles with this change. Maybe basekit? (Joke btw)

    Also, Exit gates will have to Regress if left untouched. NO MORE 99%

    It would be cool if the perks just disappeared from the HUD. Thoughts?

    I think survivor perks should be disabled, just not killer ones. Killers have end-game perks for a reason.


    I'd like to see the doors shut again if they're open for long enough, so that if the EGC goes on long enough you have to prime the door again.

  • So they can dead hard of ran extra health state and get an extra 60 seconds of chase out of you while the last gen pops?

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794245#Comment_2794245

    Not really in the beginning the killer has 0 momentum or pressure and you really need to have a good first chase to start building pressure. You have to do this with all the survivor resources available. A killer can only pressure 1 survivor in chase at a time that leaves 3 to do gen and it only takes 80. It's not crazy for it to take more then 80 seconds to find chase and hook a survivor.

    The thing is a the start of a match a timer starts for the killer and the killer has to apply pressure to extend that timer. Survivors hole the pressure in the beginning the killer has take the pressure from them.

    Yep. Funnily enough when they introduced Dead Hard they also lengthened the time someone can stay on hook for 120 seconds up from 90. But yes, assuming you complete a chase in 60 seconds, that's 180/400 seconds done on the gens. If the other survivors decide to let him hit stage 2, that's 360/400 seconds. That's not a lot of time left for the killer to pressure.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794198#Comment_2794198

    Nope. In a few situations, it is to the killer’s advantage to open the gate themself.

    Only if you have someone on the ground need a gate and have blood warden. No other situation, except if you're being nice to the survivors.

  • @Smeagolthevile said:

    Hey yall, ya wanna know something? Just because genrushing is terrible, or the garbage that is deadhard+borrowed time+Decisive strike, doesnt mean we should ignore how bad face camping is either. They are ALL problems and all should be worked at and fixed.

    Going 'why should we fix X when Y and Z are a problem' is how NOTHING gets #########' fixed

    Face Camping is a way to create pressure on a group of survivors on a killer that doesn't have strong map pressure base kit. Also once the game goes into end-game the killer's got no reason not to camp things out.

  • @Nathan13 said:

    all these complaints in the thread about free escapes with meta perks... when there's easy ways to counter them.

    Like what?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794174#Comment_2794174

    Then don’t open the gate, if the situation doesn’t call for it. 🤷🏼‍♂️

    So then what you just said is meaningless isn't it?

  • @WishIcouldmain said:

    I wish my teammates understood to avoid the basement at all costs when facing Bubba. I don’t care how many hours you have don’t get close to basement.

    I mean it is kind of funny when people fall for it though. It's like the biggest most obvious bait. Even if I'm not camping as bubba people still rush basement while within my terror radius even at mid-MMR.

  • @OhAnotherKai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792272#Comment_2792272

    Boil over would still have the icon telling you that it is active on the killers screen if you still start swinging crazy with Mad grit with a such a warning well do you not deserve the punishment. Plus, don't forget that Mad grit also pause wiggle timer if the killer successful lands a hit for 4 seconds at max rank so I wouldn't say that it is completely invalid.

    With that said Thank you for the feedback.

    Literally mad grit is supposed to let you attack as much as you want while carrying someone. I don't think it needs a nerf.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790879#Comment_2790879

    Snuffing boons is pretty easy so you'd have to ensure the bane would be very, very mild.

    It's not as easy as you make it out, if you're not playing a mobility killer. I think it should be of moderate strength, just enough that the survivors have to be at least slightly careful about where and when to put it down.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/308941/toxic-killers-ruin-this-game-certain-things-have-to-stop

    I wouldn’t bother. You’ll get no sympathy here. A lot of people seem to forget there is a real person behind the screen or flat out don’t care. And if you dare show any emotion you are called a “cry baby”. Unfortunately there are a lot of see you next Tuesdays in the world.

    https://forum.deadbydaylight.com/en/discussion/comment/2792267#Comment_2792267

    You say you face SWFs 75% of the time then say there is no way to really tell. I’ve been playing short of 6 months and low MMR. I rarely run into “bully squads”, as for SWFs, I have no idea.

    I can tell based off of how they play, most of the time they know exactly where each other is and will interfere during chase. Outside of specific altruistic builds that nobody runs you typically can't make those sorts of plays outside of a SWF due to not knowing precise locations. Most people will just do gens, not try to style on the killer outside of maybe streamers, which are genuinely rare to run into.

  • @Marc_123 said:

    Would be cool but i bet there will be an outcry that this is way to difficult.

    I mean maybe? But it would add a degree of skill to completing those little puzzle minigames quickly. Currently a person who just installed the game can repair at the exact same speed as someone who's played for a thousand hours. This system might let you finesse generators more quickly, but at the increased risk of getting distracted or interrupted.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792513#Comment_2792513

    The killer can open a gate too, and has perks and powers available that benefit them for the gates to not be opened right away. The perk used to work beginning when the fifth gen popped, and was nerfed for who knows why. Now it’s limited to a two to four minute window for not any kind of amazing effect.

    You're joking right? Once the exit gates are open it's trivial to escape even a killer running all an end-game build. What do you do if the SWF is traveling in a group of four to the exit you just opened? I doubt you can possibly down and hook more than one of them at best.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794097#Comment_2794097

    I'm pretty sure they didn't chose to make gens go that fast I'm pretty sure the survivors did that.

    I mean let's be fair here, generator times haven't been touched since 2017; before Dead Hard was released.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/309018/end-game-collapse

    The EGC isn't the problem if you ask me.

    You can open the gates yourself if it takes to long for you.

    What they should change imo, is that you can't 99 the gates.

    In other words as soon as they release the lever for the gates, the meter will start to decrease.

    So if they leave it alone to long, they need to start all over again and giving you more changes to kill them

    This is something I would like to see. Currently once the generators are all complete the end-game has no real teeth behind it, so it encourages the killers to camp their hooks. I should make a topic on it.

  • @Percival_nxs said:

    I think this perk really needs some love, just enough to make it more useful, like increasing the acceleration of the sacrifice progression from 9% to 12% or something like that.

    Nah, make it make the basement hooks scourge hooks, and possibly make it so that the hooks inflict the Broken status when you unhook someone so they cannot as easily reset.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792963#Comment_2792963

    Your actions can influence how long the game lasts, though.

    Should killers just go afk once the generators are all done?

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792350#Comment_2792350

    Trapper has infinite traps... Pig only has four. That's why there shouldn't be any RNG in it.

    https://forum.deadbydaylight.com/en/discussion/comment/2792512#Comment_2792512

    I checked the wiki, pig never functioned how i'm proposing her to work here.

    Maybe you're right. I could've sworn there was a time where there was a minimum amount of jigsaw boxes you needed to search through.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792859#Comment_2792859

    Trapper has the power to trap pallets PRIOR to getting into a chase. If a GF can't hit his knives, then that's literally the player's lack of skill, considering that a healthy survivor DOESNT have deadhard - making your 'example' redundant and stupid.

    After Pig places a trap on a survivor's head (hell, she doesnt even need to down anyone for that anymore), chasing a survivor is ill-advised especially after Gens have popped.

    I think you should be embarrassed for over-simplifying something to try to suit your argument. Every perk has a counter. Not to mention, your change of argument whilst also ignoring that you've only 'provided' 3 killers that may have an issue out of 26 killers. lol, and im the one to be embarrassed?

    I dunno about you, but from what I know the trapper's pre-placed traps aren't primed, and usually spawn out in the open not at any pallets or windows. Any that appear there the trapper has to manually waddle over there with his slow movement speed and slowly place the trap down there assuming he is carrying one. Otherwise he has to waddle his way around to find a randomly placed trap and pick it up.

    @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792545#Comment_2792545

    He's a killer that is very good at securing kills, with the possibility of insta-downing multiple survivors with a singular attack. If he was as bad, his kill rate wouldnt be one of the highest.

    Kill rate doesn't make a killer good with how you can camp. Else why isn't bubba the meta for competitive and instead it's Nurse and Blight?

  • @Bwsted said:

    It's not a tit-for-tat war. If a change is made to address an imbalance, it doesn't require compensation if it doesn't cause an imbalance in another direction. And definitely not a compensation of the kind you suggest. Hook grabs and interrupts are already a questionable mechanic as is. Making them easier would make BT in general, and not just as basekit, a pointless exercise. Being able to give endurance upon unhooking would be irrelevant if getting unhooks is impossible in the first place.

    The ramblings in favor of BT becoming basekit, wheter the idea goes through which I doubt, are due to the fact that... well, that camping IS basekit. Without BT, any unhook is unsafe unless you know for a fact that the killer is across the map. Otherwise, mobility, stealth, etc. all circumvent safe unhook 'intentions'. And so does literally standing at the hook.

    You can argue that then the survivors' counter is to hold m1 on gen. That's a matter of game design goals at that point. How would you like your chances of selling a game where another player can force you in a passive staring contest, you depend on your team and your team can do nothing to help you and they are forced themselves into a click simulator? (Hint: read about Deathgarden to know how this story ends).

    https://forum.deadbydaylight.com/en/discussion/comment/2792582#Comment_2792582

    I like this more, but probably not gonna happen because the value of the perk varies widely between killer powers.

    I also liked the idea of a mini corrupt, but apparently there are many people who don't like corrupt and who think it's a nerf to set-up killers.

    There also needs to be incentives to actually kick generators, currently there is none unless you have the right perk for it. Ditto that it's usually better to wait till the person hits stage two against a competent team than it is to leave them to be unhooked for free. Something to encourage the killer to split pressure better would be a healthy change I'd say. Maybe giving a Tinkerer's sort of effect, or maybe a haste effect upon hooking a survivor that lets you gap close to where the other survivor's are (just make it end once chase begins).

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790689#Comment_2790689

    That's not true always, things are not that simple, but in many situations that might be true

    Eh, I've played enough personally to know that camping helps a lot against a SWF. People wanna save their friends, it's not a t-bag at the exit gate if you don't have all four people present. It's also the only real option you have once all gens are done. 99ing the doors mitigates the ECG, and the ECG gives double time if you've someone downed or on hook. It's such a huge amount of time even without the 99ing of doors to cheese the game mechanic.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791823#Comment_2791823

    Are you serious?

    So you use THREE perks to create a very peculiar combo that can give you 30 more seconds against the particular situation of a facecamper that camps you from the first hook but only after you managed to unhook someone he decided for some reasons not to camp?

    How many times this idea will come in clutch? You are lucky only because those perks are pretty good by themselves and can for sure be handy in many other different situations but you can't say that they are a countermeasure for fc.

    I mean they're very strong perks if the survivor knows how to loop at all. Doubly so if in a SWF where multiple people run it.

  • @ElizaSteph said:

    I don’t know about you guys, but when I’m getting hook camped and die on first hook, then go to the end game screen and see my solo que team mates running borrowed time, we’ll make it, and empathy or some kind of saving build— I lose all faith in humanity.

    That feeling of, wow, my team could have saved me no problem but chose to walk around or stick to a gen when no one else has been hooked the entire match is really enough to make me stop playing for weeks. I had bad games before the new system, but in red rank I never had teammates leave to to die while they had bt and no hooks. Now, no matter what, at least every three games I get left for dead. Maybe I’ll start maining Bill.

    That's pretty bad, but it's probably worse when you pick a weak killer and run into a 4-stack SWF with meta everything and you get maybe one hook the entire game and they act like it's a great accomplishment to chain Dead Hard, Borrowed Time, Dead Hard again, Unbreakable, Decisive Strike, Iridescent Syringe.

  • Basically, unless BHVR does something insane and make killer cooldowns far faster and make exit gates less easy to game (99ing, no risk of going down at exit).

  • Basically, survivors who know how to play around bubba can run you the entire game.

  • @konchok said:

    I hate when people are so insistent on throwing out the baby with the bath water. I'll agree that match making isn't perfect, but I very much like MMR being unique for every killer. I have insanely high MMR on my blight and do not want those same survivors when playing other killers.

    I think the issue is they put a cap on MMR, and MMR is based entirely on kills and escapes. So bully squads can sandbag their own MMR to get into queues with newer killers.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790889#Comment_2790889

    Deliverance, BT, DS.

    Look how easy it is, have you played survivor ever?

    Don't forget Dead Hard and unbreakable. I've had that happen before. Someone's traded hooks, unhooked themselves dead harded the first hit, unbreakabled the second hit, decisive striked the third hit, and then used a syringe and escaped. I'm not sure how you're supposed to deal with that without some sort of hyper mobility option + insta down option.

  • @AngyKiller said:

    When the Killer hooks someone, he gets a small boost to action-speed (Missed attack cooldowns, vaulting, breaking pallets, kicking gens, picking people up, hooking people) for 45 seconds. Let's say 5%. Numbers can be changed to be balanced.

    Note: Movement, attacks that hit, and the attack animation itself ARE NOT BOOSTED. This is not meant to be an offensive boost!

    If he hooks a second Survivor: The duration refreshes, and the boost goes up by 1%.

    Reasoning:

    This boost would be wasted if the Killer camps. So it encourages Killers to leave the hook; chase people, break pallets, kick gens, etc.

    Killers need some sort of map pressure basekit to recoup the time of securing the first down. Problem is if you run those perks then you don't have any chase perks and you suffer and can get looped for way longer.

  • @ObservantOfTime said:

    I play a bunch of Nemesis with chase-only perks, and I have yet to have a match in recent history where someone didn't DC. Why do survivors queue up for god knows how long, and then quit the game in less than a minute? I play pretty relaxed with mostly common perks (except for enduring and BBQ) and no add-ons, like what? I would get spanked every single game if some rando wouldn't quit immediately.

    They want to bully the killer I suppose.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792520#Comment_2792520

    Bubba is one of the most consistent killers tho.

    High playrate and one of the highest killrates.

    Only reason he has a high kill rate is his camping ability it second to none. Basically, he's very good at securing his kills. However, getting hooks normally without camping is far harder on bubba. Windows are the bane of your existence, the chainsaw takes a long time to rev, and you can bump on all sort of stuff you should bump on, and of course if you do bump you're stunned for minimum 5 seconds which is like eating a Decisive Strike.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790932#Comment_2790932

    I play with 1 friend and we rarely use boons but by all means, go off.

    I thought about pitching the idea that killer should be able to choose where their scourge hooks will be but then they'd probably put them all together / in towards the center of maps so that they would always be able to hook people on them for the most part. Personally I think scourges are fine, Pain Resonance is really well designed and how I hope more scourge hooks are designed moving forward.

    Regardless I'm done with this thread it's just another killer-only complaining one 😑 like seriously how often are your scourge hooks getting sabotaged guys this is so niche

    Bully squads mostly.

  • Worth mentioning that this was also a Flashlight SWF, so they were setting themselves up for toxicity when the pig loaded up the lobby seeing that.

  • If bubba had more map pressure and his ability was a bit stronger at loops you might see less camping from him. Currently while better than Hillbilly, he still has a really high difficulty curve due to the fickleness of the chainsaw's hitbox (which gives you a long stun) to get good at when camping is the easiest thing you can do.

  • @AhoyWolf said:

    Sounds interesting, but tbh I just want it to work when the exit gates are powered and not when they are opened.

    99ing of gates kinda mitigates any threat that the EGC has.

1 … 4 5 6 7 8