SamuraiPipotchi
SamuraiPipotchi
About
- Username
- SamuraiPipotchi
- Joined
- Visits
- 112
- Last Active
Comments
-
@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/406189#Comment_406189
I'm totally fine with remove revealing aura part
tbh the perk is already strong even with or without the aura
I feel like they put it just for bonus
I feel like revealing your aura to the killer was actually their idea of an inbuilt counter to the perk.
Only issue is that killers have no idea to look out for the aura without being notified, so it doesn't really do anything.
-
It would also mean that not everything is a moody gray/brown/red tone.
-
What the hell does ACK mean?
-
@wisdom said:
Removing the speed buff would make the perk useless.
right now I am on the fence. If surprise attacks (grudge/blinks/etc) are supposed to not count as basic attacks, then mettle of man punishes hit and run. The hag and Freddy are not included in this list of “surprise attacks” and I am not sure why.
if it is actually a glitch as it very commonly suggested, and realistically might be, then the perk is a free extra health state with no downsides. It’s an instant heal at its very worst and the only coubterplay is to not play the wrong killers.
the idea that the aura reading part of the perk will ever come up is a joke. No one will ever heal with the perk active... unless adrenaline forces them too... but you know... adrenaline means the game is over
Well the killer would still have to clean their weapon and you'd still have not taken a hit, so it's still pretty good value without the speed buff.
Difference is that removing the speed buff would void the issues with the perk easily ending chases and would make it slightly less viable that people could body block you twice.
-
@Plu said:
Op, you sure you play the same game as us? It's a huge deal in a "time management" game like DBD.
I'm aware of the issue it imposes, but you could argue the same for a lot of perks that aren't considered overpowered.
My point is more that people are over-exaggerating just how problematic it really is and that it only needs a minor tweak.
-
By instadowns, I'm assuming you mean exposed strikes, right?
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/407354#Comment_407354
So Pig's dash attack for example? Because I did not gain a token from it.
The difference between the blink attack and the dash attack is that the dash attack is reliant on the pigs ability. The blink attack is just a basic attack following an ability, like if the Wraith hit someone after uncloaking.
-
They already punish Moris through the new changes to the sacrifice emblem. If you mori more than 2 people, it becomes impossible to get an iridescent. If you only hook people once before mori-ing them, it can become nearly impossible to get iridescent.
Also for those saying it's a 6 hit minimum to kill survivors:
It a 4 hit minimum if they don't get an opportunity to heal.
-
I haven't much of an opinion of the idea, but I love the perk name "Plot twist"
-
Me and my friends have actually discussed the reliance on sound before, leading to the challenge of "deaf by daylight".
But daft jokes aside, the fact that we can consider playing without sound a challenge highlights a major issue with games that isn't often addressed.
One thing that would be interesting to see is a visuals-only mode, where there are far more visual cues but no sound. That way a person who is deaf would be at less of a disadvantage, but people who aren't deaf can't use it to gain an informational advantage over others.
-
When you said hatch closing I nearly dismissed this, but it could turn out pretty damn cool. You would end up with more of a hatch race than a standoff.
A few things I'd tweak...
Somewhere between 40 - 60 second before the hatch respawns seems more reasonable. Plus survivors should see an event notification where the hatch was closed (like when a hex totem is broken). Finally, I agree with whoever it was that said the survivors' aura should be visible for 6 - 8 seconds.
Might also be cool to see the killer's terror radius vanish for 10 seconds, but that may be overkill unless it was an extension to tinkerer.
-
@HazeHound said:
If you give such informations to survivors you will have even more genrush. You see a totem, you break it. Like how hard is this...
I don't understand your logic. I cant think of any reason that such a minor change would incentivise gen rushing. If anything, constantly being reminded of totems could occasionally incentivise totem hunting.
I also don't understand why you said "How hard is this". I didn't even remotely suggest that there was anything difficult about totems. What point were you trying to make?
-
I did consider it, but I think it may actually end up detrimental for killers.
Hearing a totem break is a good audio cue for where a survivor is so making it a worldwide sound could just end up confusing. Plus knowing how many totems you have left just isn't really valuable information for a killer, regardless of whether you have No One Escapes Death or not. Even then, you have Thrill of the Hunt if you really want to know.
-
@pemberley Theres sort of a point to be made about timings and pacing, but admittedly I was being more generalised than I perhaps should have been.
-
I think having a secret offering for more/less totems would be better than a perk. Would be nice to see more items/offering too.
-
I actually really dislike that it punishes moris so harshly.
What's the point of using moris if you're going to be punished for using them?
I like that they're being less lenient on people using moris for an easy win, but I just think the 10 hooks thing is the wrong way to go around the right idea.
-
@michaelmyers87 said:
Okay so I might as well go back to camping and 4k
Actually the ranking system punishes actions like camping and tunneling pretty heavily.
If you want to pip, killing isn't enough. You have to actively delay multiple generators within the first 9 minutes, interrupt survivors attempts to heal and save eachother and allow survivors a chance to unhook eachother so you can keep attacking them.
It's not a perfect system, but it's not that difficult to pip as a killer.
-
I agree that I quite like where the killer ranking is right now. It could use a few tweaks, but overall it's pretty good.
Unfortunately, it's just not the same story for survivors, which is why the new pipping difficulty thing has worked out ok for killers but has had a negative impact for survivors (by my opinion, at least).
My main issue with emblems is the fact that having a bad opponent has a dramatic impact on your ability to pip, which is why I want a full rework as opposed to it simply being made easier.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/397049#Comment_397049
Just because I went from kicking you in the balls three times a day to twice a day doesn't mean your situation is now good by comparison.
As much as I love your comment, I'm fairly confident that that's the definition of by comparison XD
(Quote appears to be broken)
-
Accessibility is a difficult argument in a game like this, because people can abuse that to gain an advantage.
Having said that, options I would like to see:
Tapping for struggling.
Wiggling of the stick for hook struggle.
The choice to spread tapping across two buttons instead of just one.
The ability to change key binds for struggling.
And just for fun, sixaxis.
-
How dare you say my Trapper isn't cute.
Just look at his adorably crooked little grin.
-
"Killers need to be able to be hooked as well as us."
I would love to see this if possible, just for one day.
-
My point is that it's TOO demanding, for no real reason.
Double pips aren't just meant to be exceptions. They're meant to be a way to detect if you're significantly outclassing other players.
If I'm consistently getting a 10/12 score on a fundamentally broken scoring system, I'm probably outclassing the killer.
-
Technically genrushing isn't an issue because you can use perks like Ruin to counteract gen rushing.
Although it would be nice to see gen progress slowed slightly for the first two minutes of gameplay, as that's when killers have the least impact on gens.
-
As much as I'm against exclusives, TLOU characters would fit into this game perfectly, and if they could line it up with the release of TLOU2, it could bring a lot of attention to the game.
-
This just seems unnecessary to me. We can get add ons and items from the bloodweb and survivors rarely actually search chests unless they run those perks.
Chests also aren't a secondary objective as they're pretty much redundant when it comes to surviving.