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Rickprado

Rickprado

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Rickprado
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  • @Chocolate_Cosmos said:

    You can fix her but you have to change lot of things.

    First, make her drone zone buff Skull Merchant in chase, similar how her two very rare addons do, but better and more powerfull (Haste + Action speed bonus). Rework these two addons.

    Second, make her drones cover a bit bigger zone (for loops and main buildings, etc.), However increase the minimum distance from each drone by a lot. So you can't just put drone one after another next to every close gen. You could still cover some gens but they would have to be some distance from each other (in 3-gen, max 2 gens covered by drones on avarage). Also increase her cooldown for getting the drones back and reactivating them (by few extra seconds) so she can't keep them online as offten.

    Third, either keep the Lock On Exposed or rework it so it is easier to get Lock On but it doesn't expose anymore, maybe Hindres them instead for several seconds (30?).

    She would still be area control killer but not so campy and also be able to chase people more.

    I've always thought that: The drones should buff her a lot, instead of debuffing survivors only. Maybe, with these changes, Drone could give 60s of aura reading, instead of Exposed. With a Bigger AoE and less of start up time, Adriana could use her power to get stronger at stronger loops like Shack or main buildings. This way, Adriana would be incentivized to chase, instead of camping trigens

  • @Devilishly_Rowdy said:

    Seriously? Need more hand holding?

    Poor bait.


    @birkineer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366087/the-next-step-in-soloq-buff

    I like all of this except the ping system. VHS, while a very different game, is a 4v1 asym game with a ping system just as described. I play teen, and the first thing you noticed is the amount of pings. People ping where they are at the start of the match, where their taking the chase, the crafting stations+their progress, everything. When used properly (which is easy, pinging isnt hard lol) it acts like a map-wide bond, providing all the necessary information. In VHS this is balanced, its balanced for it. It even has comms for teens. DBD is not like that, its balanced strictly on a lack of information; most obviously seen in SWF being notoriously powerful. Good swfs effectively have this, being able to comm their exact locations and have the team play for it.

    That being said, I think it should be implemented. My philosophy about SWF vs SoloQ has always been make soloQ into swf then buff killer. Boom, balance. but I dont trust the devs so its probably not a good idea to encourage it.

    Yeah i think ping system can be strong for knowing where your team is without giving any actual buffs to survivor.

    And yeah, i think most of these info buffs would be something to make the game more balanced and open a way to buff low tier killers.

  • @Raptorrotas said:

    Chat wheel? Why not. Show perks? If they can make it useful instead of just showing icons? Can be helpful or invoke salt by perk choice.

    Im not really a fan of tools to show exact survivor locations or what they pointed at. Reminds me of the arrows used to highlight the hunter in deathgarden. Could be broken info.

    I'd be careful with adding stuff "because swf has it". There are groups using a clockwise system to emulate a map and tell each other of certain locations, does that mean survivors need basekit bond and map that shows found objects ( pallets, totems gens etc)? Its a slippery slope of "not enough" when dealing with the gap between game and third party advantages.

    I think that at least the survivor location would be a fine thing to show, especially to coordinate saves and gens.

    I understand your point about killers feeling too weak, but i don't think this kind of info would have so much impact. Also i do believe that SoloQ killrates is what is keeping some low tier killers from getting a buff, as they appear "too strong", even with a very weak kit.

    I think info, in most of the cases, would not affect too much the balance downwards

  • I think basekit Shattered Hope (without the aura reveal part of the perk) would be a nice start. Then the perk could show auras of survs inside the radius and give some debuff, like Hindered, Incapacitated or even Exposed for some few seconds. Boon would become some high risk/reward strat.

    I was playing a match against a Doctor, everyone was spread out and injured, and then... a random boon CoH appears. The doctor instantly lost all his pressure, as everyone healed while one was being chased. What the killer could do in that situation? Snuff out the boon in the other side of the map instead of patrolling gens or chasing people?

    CoH really needs a rework as its changes complety the game style of killers, and make killers like Twins and Hag unviable. Maybe it could be something like a Vigil with the ability to recover Exaustion while running while inside the boon radius. But giving infinite medkits to a team inside an area doesn't seem a good idea.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352111#Comment_3352111

    Probably because game had like 40-60% kill rates with solo q in mind, so technically game is in lot more unbalanced state now.

    Then they will balance the game accordingly. Making SoloQ experience worse will just kill this game. I can't understand people complaining about giving a buff to the most problematic/bad part of this game - The SoloQ surv.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355272#Comment_3355272

    Ormond is still terrible...

    The map is huge, with a massive main building, several gens are often so far that its just not worth even looking at them.

    Massive main build with 2 to 3 very strong pallets, and at least one strong window.

    If you guess wrong which gen is being done at the start, its 4gen game from the beginning.

    They should really review some of the maps size and structures

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348623#Comment_3348623

    CoH doesn't take 32 seconds, it takes 21 seconds. Additionally, the reality is that the amount of time a survivor spends healing themselves is less than the amount of time it took the killer to land that hit. That is the problem with CoH. At least with medkits, they have a limited amount of uses. But the boon is forever, even if you cleanse it. When 2 survivors heal each other, then it takes 32 seconds (16 total seconds, but 2 survivors) which tilts it more into the neutral zone.

    The reality is, CoH and many other perks are just reasons why tunneling is the meta. Better to tunnel someone off the hook, and only deal with 1 health state, then to deal with dead hard, and 3 health states, and trying to spread pressure that just gets deleted with CoH.

    You guys have to account that the healing speed of CoH (21s) its not just better than a normal healing (2 people, 16s heal, 32s spent), but it can cut by A LOT the time invested in mobility:

    2 Survivors need to find a safe place to heal before starting the healing action. So they spend the +16s in healing + the time to get to a safe place (which can consume a lot of time). With CoH, one survivor alone can heal itself from the other side of the map, saving the time that another surv would have to spend traveling to the healing spot, heal the other, and back to his/her generator. The 32s can easily become a 1m+ hidrance for one single healing.

    I really wish CoH get rework into something else, especially since its the only boon that work really well outside the killer presence. Health states shoulds not be granted that easily.

  • Otzdarva gave the suggestion that Blindess also should block you from seeing the killer's redlight. It would be nice buff to the status.

    I think that Blindness could also affect skill checks, removing the outer circle of skillcheks or changing the color of the marker.

  • @Desteriaa said:

    I’ve been playing Survivor more than I have killer recently and It’s been nothing constant toxicity match to match. I get tunnelled out and camped which okay it’s a strategy I guess but getting that every single match when you didn’t do anything toxic. This match I just recently had was the last straw and it really sucks because I actually like this game.. I was going against a demo with a friend of mine he was extremely toxic to me from the start of the match for no reason so I just tried killing myself to just go next and not deal with it but he purposely went out of his way to not hook me and slug me and shake his head and nod at me for no reason and he was only doing this to me specifically because he didn’t do to my friend or my other teammates and I didn’t deserve that because I didn’t teabag or flashlight click or anything. Before anyone says I’m being overdramatic I’m not because the games before that was the exact thing so i’m done.

    I'm sorry you had to be through that and felt frustrated/sad playing the game. I do think we really need to talk about that*

    Not justifying the killer behaviour, but maybe he had a toxic match before and went to give it to someone (which is not right); maybe he thought you were in a SWF, then started playing like this; or maybe you blocked him in a chase.

    Anyway, since we can't control another player's behaviour, i advice you to use some anti-tunnel perk (Off The Record, Unbrekable, Decisive Strike), so even if you get tunneled, at least your team can escape

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347936#Comment_3347936

    And with certain killers, it's way more than a few seconds. There are a lot of times, where I can hit someone with a fully charged Huntress hatchet at a distance, and it would take me way longer than a few seconds to use my slow killer walking speed to get into point blank range, so I could do a quick m1 attack instead.

    For Huntress and Trickster its even worse, as you need to purposely throw a hatchet/knife on ground or on a wall to bait out the DH


  • @Brokenbones said:

    Heyo, I wanted to make a thread on this topic because after the Eruption fiasco the Dead Hard discourse has already begun to flare up again.

    As somebody who's not really cared too much for new DH since it's rework, I wanted to try to come to an understanding about what issues people have with the new version and what bothers them the most about it.

    For me personally - The only issues I've encountered with new DH while playing Killer are:

    • Sometimes playing pallets is a lose/lose if the survivor has good timing
    • The 'wait game' has only gotten worse compared to how it was pre-rework. I still think New DH is weaker than old DH but the fact that the perk is still pretty rewarding when it goes off leads to a lot of waiting.
    • This also means that even if a survivor doesn't have it, they can pretend like they do to waste a bit more of the Killers time in chase. If you play survivor but don't use DH, try it - do the thing where you turn toward the killer when they are within lunge range and see how many times they actually wait.

    That's it for me, what are your problems?

    If been using "Fake Dead Hard" as much as i can. Its so dumb to spin the killer forever and make him wait until i use "DH".

    I wish there would be a way to remove the "Guess game" on DH, as good players can time it correctly even after waiting 10+ seconds, and DH server validation make it even worse, as they can press the E last second and still get the boost. If a killer has a secondary animation (like Wraith) you can use your power to fake a hit and try to bait the DH, but in some cases its just turns into a guess game where u need to watch the survivor spin forever before you can take some action.

    TBH, i wish DH didn't exist at all, even if we need to rebalance to whole game to make account for it. I think that, if a killer is in distance to hit you, should get a hit, no excuses.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/365621/what-if-dead-hard-become-an-anti-tunneling-perk

    If you want to allow it to combo with other second chance perks just like decisive strike, then it also should deactivate for the rest of the trial if it is used, just like decisive strike.

    I don't think its necessary, as the perk would lose its value. Maybe the conspicuous action condition would be enough.

  • @ratcoffee said:

    i get that you don't want to have to deal with dead hard, but turning it into "off the record but harder to use" is not the way to go. people are already complaining the upcoming survivor perks are going to be too similar to existing perks, we need to diversify the perk roster. (this is coming from someone who basically never runs dead hard as survivor and only rarely has trouble dealing with it unless i'm tilted and playing badly as killer)

    make it so you can't do certain actions such as dropping a pallet within the 1 second after using DH. maybe also slightly reduce the speed boost from DH so there's still a solid chance you can down someone if they're in a deadzone


    Even with the 1s impossibility to drop pallets, DH will retain its problem: you have to wait many seconds for the surv to use DH before you can do anything. Maybe if they add the unable to move when using DH + 1s pallet drop/window penalty would be a thing.

    For me, the real problem with Dead Hard is the server validation (the only perk that have this), as survs can play extremely greedy with DH and press it just before a lunge/hit. With server validation, survs can play it extremely greedy and still get value from the perk, and a mistake from the killer within less than a second can extend the chase for minutes.

    Like, i don't even use DH that much but i spin many killers for like 5s+ while faking a possible DH usage. I don't think this is healthy for the game.

  • Behaviour seens unable to keep up with the 4 chapters a year routine. I wish they took their pace in making new chapters and focus more on balancing the game, changing weaker killers that are already in the game but are never used (Trapper/Clown/Sadako/Etc).

    They could make some tweaks to give Adriana some identity, but judging by the leaks, behaviour will just buff her kit a bit and then release

  • @Sava18 said:

    I'd be fine with it, but I don't really tunnel. Although one of the current meta builds is DH, DS and OTR which is essentially accomplishes the same thing, although ds could be omitted in your version.

    Yeah, i tunnel sometimes when needed (and get tunneled quite a bit too), but i think this could be a way to change the annoying "Wait until the surv uses DH" feeling when playing killer. In this new form, you would be expecting a DH when chasing a surv if you go after a hook, and tunneled survs could have Exaustion + DH + OTR + DS/another perk as build option

  • @Chilli_man2400 said:

    I agree with this. I feel you should only have BT in EGC if you bring BT. The basekit BT should deactivate like with OTR and DS.

    A very good idea. This would make BT have a place in the current meta, because with the 10s basekit it just doesn't make sense to waste a perk slot for a small buff for something you can get for free.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344758#Comment_3344758

    If it got to end game and there's 4 survivors still alive no you don't deserve a free kill, you lost.

    Thats why killers should hard tunnel as soon as possible

  • I've always thought of that,. and it would make spending BP far more rational. I know that in DBD mobile the offerrings are shared for killers (don't know about survivors, but i think it might be). Like, why i would have to pick a Lery's offering from the Bloodweb for blight? If i could pick on Blight Bloodweb and use it on Ghostface it would be a much better idea. Also, sometimes i need to farm BP and have to play the same killers over and over, as they are the only one that have BPs offerrings.

  • Azarov's Resting Place and Suffocation Pit are two problematic because of their shapes + gen distribution. To only viable strategy on these maps is to camp the side with a trigen/tetragen/pentagen and give up the other side. If the killer is lucky to get a hook inside his 3-gen in these maps, it can stall the match patrolling the closer gens and the hooked surv. A very good Nurse or a Blight in those maps with a 4-gen side is probably a win, or at least a very hard match.

    I really hope behaviour make some serious balance for these maps, as they awful to play as surv and killer.

  • @Rudjohns said:

    1 time use totem? I am okay with it

    However, the boons would need a massive buff.

    COH = 200% healing speed, Shadowstep: removes grunts of pain and step sounds, Exponential: 200% recovery and gives you endurance, Dark Theory: 10% speed bonus

    Maybe its an idea, that need some work. The most annoying thing for me is how boons get strong in a 4vs1, especially against some builds or some killers. At least CoH need some adjustment

  • @jesterkind said:

    I don't think this change would be necessary for the majority of the boon perks, though. Dark Theory is pretty awful, Exponential is extremely situational, and while Shadow Step is definitely decent I don't think it's so strong that it warrants a permanent deactivation on snuff.

    I feel like when you say "boons" you really just mean Circle of Healing, and you don't fix one perk by taking a sledgehammer to its shared mechanic. Old Undying wasn't fixed by nerfing hexes or totem placements, it was fixed by changing that perk specifically.

    Yeah, when i was writing i've thought mostly on Circle of Healing, but other boons can get annoying. Shadow step in certain maps can be very obnoxious, and Exponential in a 4 man can make you lose a lot of pressure.

    I feel we just need a way to deal with boons faster, especially since its a 1vs4 time battle.

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