SekiSeki
SekiSeki
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- Username
- SekiSeki
- Joined
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Comments
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0.5 is a healthy spot. You can't really force distance but you can catch a killer off guard. The perk is so less used that is does come in to play more, killers are starting to not look for it, giving it value.
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I like the requirement of needing to be in chase. That's definitely something that could involve a solution.
I don't think combating the tunnel/camp should be a passive process of the survivors, I think it should be an active one, one which a team who plays right, can fight it. I've juggled the idea of DS base kit and through discussion, have kind of moved passed that idea. I don't think that is the solution either.
Take a look at my attempt at solving this issue. Pay close attention to Perseverance and the new item mechanic.
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Hahaha, Oh I missed clicked, don't worry, I;ll get you in 10 seconds for sure next time.
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I run bond every game, it is a necessity for me. You can make better decisions running it. I recommend you remove your exhaustion and put bond as you will get better at the game. Not taking any shots, just a statement.
I don't think they should be base kit, but you should get some information when someone is on a hook.
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Bruh, if I feel like letting the babies go, I will. I'm not an #########.
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There was a bug giving 100% to survivors and would not change with the number of players queueing. The turned it off until it is fixed.
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Friend getting skewered by a meat hook, no one coming to save them.
"Hold on, let me finish this game of Tetris."
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Removed Breakable Windows. Overhauled Perseverance. Conspicuous action change. Fearmonger change. Changed regression penalty to cap at 25%.
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@SkeletalElite said:
Action speed penalties are already multiplicative. Only benefits are additive when stacking.
I've never actually tested this myself; I didn't realize that was the case. Maybe then adding a cap of 30%.
Thanks
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@Glory said:
This would be a marked increase in QoL, and most of the naysayers are against it specifically because it could theorhetically lower the amount of hooks they get (a purely selfish opposition).
They refuse to acknowledge that if someone dies at 4 gens, the game is over, and they aren't likely to get their 3 hooks anyway. The viewpoint that it's a 1&1&1&1 vs 1 game, and not a 4 vs 1, is the underlying issue. If they added a scoring event for someone else escaping after you die, that would really help shift the perspective (could just be a stack of "the next item you purchase in the bloodweb is free" to remove any BP calculation complications)
It's not about winning, it;s about having fun in the game. Getting one hooked is the worst feeling in the game.
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@MikaelaWantsYourBoon said:
Breakable windows, no. This will be so op with current killer chase buffs.
Hook change will be good nerf for camping.
Perseverance, this looks so op. DS was alright, we don't need that.
Ties of Light, good buff for solos.
Being healed is not your decision. Survivor can heal you with For the People and you can not do anything about that. And then Bubba got you down and you no longer will use your DS. This does not look healthy change.
I am not sure how Relic will works. So i have no opinion on that.
Fearmonger does not need any nerf. It is alright perk. Oblivious effect will be so strong, i think this effect is good on Plaything. Which you have chance to remove it.
Other perk changes looks alright.
Would like to know your opinion on that change to Perseverance.
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@MikaelaWantsYourBoon said:
Breakable windows, no. This will be so op with current killer chase buffs.
Hook change will be good nerf for camping.
Perseverance, this looks so op. DS was alright, we don't need that.
Ties of Light, good buff for solos.
Being healed is not your decision. Survivor can heal you with For the People and you can not do anything about that. And then Bubba got you down and you no longer will use your DS. This does not look healthy change.
I am not sure how Relic will works. So i have no opinion on that.
Fearmonger does not need any nerf. It is alright perk. Oblivious effect will be so strong, i think this effect is good on Plaything. Which you have chance to remove it.
Other perk changes looks alright.
Yes, I agree with you there but even the Haddonfield windows? Those just feel like time sinks with no way to stop them.
Perseverance: Even the mini DS does? Was using that as a warning so other players know the killer is tunneling. Yeah, I see base kit ds as a lot but the mini one I could kind of see.
The healing was to counteract people using no mither or exponential to abuse the base kit ds. I feel like it if was included this way, people would need to play around it, and a teammate healing the downed person, in some cases, would be a team mistake. Now that you mention it though, it makes me think people would intentionally sandbag another in this manner.
Relic is meant to counter face camping.
Fearmonger was changed to not suppress the Ties of Light buff. Though I do agree with you about the oblivious change, that should be for plaything.
Got me thinking now, instead of the mini ds for perseverance, make it where it extends the pickup of that downed survivor. That survivor has a struggle animation before pickup. Maybe like 4-5 seconds before the pickup can start. Maybe make that have it's own flashlight save timing.
I appreciate you giving your input, the perspective helps me with where I need to adjust and gets me thinking more.
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Most of the time, yeah. Sometimes I just don't want to put on my headphones though.
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@MikaelaWantsYourBoon said:
Most of maps are still survivorside but game in overall looks balanced. Because survivors can not have strong perks and strong maps same time.
But there is some solo-q issues needs to be looked. Camping/tunnelling is so strong after update, i think this needs to be looked too.
Hey, you've giving a lot of good feedback. Can you check this out and give me your take on it? Be as critical as you want. Appreciate it.
Game Balance Attempt — Dead By Daylight
Posted that earlier in the forum.
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Hahaha
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Starting to think that Perseverance should be disabled upon stunning the killer.
As someone else mentioned, it is a team-based play to save someone from being tunneled. One stun will tell everyone the killer is tunneling so that is their warning to act and save their teammate.
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Add in mini-obsession tentacles for non-obsession survivors bridging the gap between solo-play and SWF. How impactful is it if all survivors can always see who is in chase from the HUD?
Damn that is a big one.
I agree with everything you've brought up, other than the bloodlust on specific killers. That would cause a lot of inconsistencies I feel. Either remove it or keep it, both work.
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Added Quality of Life Section. Changed introduction and removed closing remark.
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You can also use it to drop bloodlust mid chase, obviously situational but that is what draws me to it.
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Added nerf to Fearmonger. The blindness seemed to counteract the intention of Ties of Light. Obliviousness should get more value for killer and be less detrimental for survivors.
Let me know if this seems too much of a nerf.
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Added white to yellow intensity change for action progression of auras dealing with Ties of Light.
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I should add on survivor.
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Just had a game and hit 39k and some change. I notice it.
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Watching a good streamer can help. Outside of that, the point is having fun and enjoying the game. Improving will come on it's own.
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OTR is huge and such a great addition to the game.
BT is still a perk for the endgame saves.
Yeah, DS needs a buff. Check how I buff it.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082712#Comment_3082712
https://forum.deadbydaylight.com/en/discussion/comment/3082701#Comment_3082701
https://forum.deadbydaylight.com/en/discussion/comment/3082677#Comment_3082677
right now tunneling 3 hookstages on one guy effectfly ends the game for the survivor team.
With the team hook system this would be 7 hooks on one guy until he is dead. If a team sees that the killer is tunneling 3 other guys can do gens because of the TEAM EYE mechanic (baseline kindred for everyone).
THERE IS NO SOULTION FOR HUMAN ERROR. But everything you said is "yes it will make it a little better but not perfect"! THERE IS NO PERFECT! We can only have steps in the right directions and noone here seems to be able to admit that this would be the right direction!
I understand the frustration. I suggest going at it at a different angle. Yes, the problem needs to be fixed, and there are multiple ways to fix it.
Again, check my post out for another perspective. There is another way to fight the tunnel. Reading mine could give you inspiration for something else.
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@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/comment/3082717#Comment_3082717
I mean yeah its something that could happen but as a killer main if i want a regression build Pain Res is gonna be in there because it always targets the gen with the most completion you can kick the gen with overcharge, COB and eruption then hook and get 15% on top of that as it is right now its just too much
I see your point. What about a diminished effect if it hits a gen already regressing?
Upon hooking on a scourge hook, the generator with the most progress will instantly regress 10%. If that gen is already regressing, then it will take 5% regression instead.
Yeah, I don't like how you can stack regression like that. I'll keep thinking on it, appreciate you bringing it up. Let me know what you think.
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If it wasn't like this, I would go run and bodyblock for the guy that unhooked me. That's not cool.
Also, it disabling gives BT a place in the game.
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I like the idea of proximity chat but could you imagine the bm. Haha, and also imagine the killer being able to prox chat too. That could be funny but a little obnoxious too.
Someone gave me the idea of a pager for survivors. Send quick prewritten messages by channeling with no item. Idk how effective that would be but maybe?
The blood point gains I don't think will solve the problem. And letting the killer know is just giving people room to complain more.
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@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/335824/game-balance-attempt
Scourge Hook: Pain Resonance:
Generator regression penalty from 15% to 10%. Should also change it so that it does not apply its affect to Gens already regressing it pairs too well with other perks
That is an interesting idea, though would it not hurt the survivors more in some cases?
Example, you have Call of Brine and Pain Resonance.
The survivors have two gens nearing completion. One gen is 95% and the other is 80%. The 80% has survivors actively working on it and the 95% has a downed survivor next to it. The killer kicks the 95% gen and hooks that survivor on a scourge that hits the 80% gen because that is the highest that is not actively regressing. Now both gens are pressured by the killer. The only person that knew about the 95% gen is on a hook and that is going down with CoB.
I know that is niche but that is what I thought when you mentioned it.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3082613#Comment_3082613
It's all the difference in the world. Generally as soon as a survivor is killed the game is over unless the killer throws or if the survivors were just about done with generators anyway. This means that losing the game happens after 6 hook stages rather than just 3.
So people have more time to complete gens and leave, yes. The killer can waste more time with that single survivor, sure. But again, that will ultimately not correct the tunneling problem right? That survivor will still get tunneled. And when that person finally dies, the next person, if they didn't complete the objectives, will get one hooked.
Aside from that, what happens when the person being tunneled just wants to leave the game out of frustration? They afk? Wasting more stages?
I am definitely for fighting the tunnel, but there are some edges that need to be accounted for with that method.
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Changed description of Perseverance to not include self unhooks.
I kind of feel deliverance would get a little too strong if I didn't add that in.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082613#Comment_3082613
https://forum.deadbydaylight.com/en/discussion/comment/3082607#Comment_3082607
Its better then playing 3v1 (which is a loss anyway). This is will not heal humankind from being scum but will give us the chance to still play.
I'd rather not get one hooked and play a 3v1 to be honest. Making one mistake can end the game for you, that isn't very interactive.
I get where you are coming from though. Maybe take a few different angles with it. I was never able to get anywhere with that idea unfortunately.
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Unfortunately, what is stopping the killer from tunneling the weakest survivor? You can pick one guy out and keep hooking him. I don't have to interact with any other survivors but that one that isn't good in chase.
I took a stab at it if you want to draw more inspiration from mine.
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@kaskader said:
What is this cringe? yea nerf killers again after they became playable after a year.
Nerfing slowdown is not nerfing killers. You do not need slowdown to have a good game as killer anymore with good survivors. If anything, the buff to breaking house windows makes up for it. I play more killer than anything and I know how obnoxious those windows are. If you have specific input, say it. A blanket statement gets us both nowhere.
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I don't think that was their logic, if they wanted less slowdown perk usage, they would have just bombed all slowdown. Games rarely went beyond five minutes and that was an issue. I still believe they need to nerf slowdown into the ground, and they probably will soon enough.
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Yeah, prove thyself is beneficial to grouping survivors, which is ideal for killer. They naturally get a debuff for working on the same gen that is counteracted by prove thyself, though not fully. You want prove thyself survivors as killer.
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Yeah, DS is laughable now. It definitely needs some love, regardless of it's usage rates.
Check out my attempt to bring it up to speed.
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Added Hook change. Included calculation for gen repair penalties.
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Reworded Relic for clarity.
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Hardcore debating just giving kindred base. Kindred would need a new effect. Not too sure yet.
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She would be so miserable to play hahaha. Lunge range sure, the blink range would make it where you can't play her without addons. Need more nerfs toward addons not base.
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@FeryGEN said:
"Eruption:
Generator regression from 10% to 8%. Incapacitated affect from 25 s to 16 s."
dude, stop! I wanna report u...
This perk was recently with these values, and you want to make it weak again, it is not very good with these values either. Oh my god
"Territorial Imperative:
Now reveals the auras of survivors within the basement, no cooldown, no condition."
hello basement trapper and hag?
"Clairvoyance:
Now activates upon completing any action on a totem, for up to 5 totems. Interacting with another totem resets the timer. Range is reduced from 64 m to 48m. Duration extended from 10 seconds to 15 seconds."
Its meaning was originally to search for hooks, gens and a hatch, and not to abuse window tech.
Gen regression should not be as strong as it is. That is why everyone uses slowdown. We need build variety and nerfs to slowdown is the only way to do it.
If they want to waste a perk slot to see auras, then go for it. You already want Agitation, Iron Grasp, Monstrous Shrine, MYC, Pain Resonance, the list continues. I'd rather them waste a perk slot on this than MYC.
I don't understand what you mean by abuse window tech. I'm attempting to make the irrelevant perks worth running. I'm not hardcore set on it but I don't see how this is a bad change.
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Changed Relic description. Changed non-tile window to house windows within the breakable windows section.
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@ByeByeQ said:
That breakable window idea is really intriguing and I like it. I think it should have a long animation at maybe 3+ seconds so the killer has a harder decision in chase.
I would love to be able to break some of the atrocious windows that made it into Garden of Joy and Haddonfield. Some of those windows are so bad I would automatically break them if I followed a survivor to them even if breaking the window took 4 seconds.
Yeah those windows are miserable. Even a 3 second animation would be worth it.
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@jesterkind said:
By and large I think these perk changes are mostly decent, a few I would have some minor quibbles with but nothing that I'd want to devote time to in a response that's sure to be lengthy enough on its own lol. I feel the same way about the killer changes too-- I honestly don't think Nurse should have range or recharge addons at all given how strong her power is without those benefits, but reducing what she has down to something more manageable is a perfectly legitimate angle. Making her attacks special attacks is also long overdue.
Blight and Spirit I don't have the knowledge to speak on confidently, but I do know people want those addons nerfed so attempting to tackle them at all is another plus. Good stuff there!
Now, on to the meat of the suggestions- the new mechanics and basekit changes!
I'll tackle them in order here:
Breakable Windows: I am somewhat wary about making this a blanket thing for all non-tile windows (by which I assume you mean things like Haddonfield house windows?), because I think some of those are probably going to be a problem if they're broken. If nothing else it'd do pretty dramatic damage to a survivor's options on Lery's, haha. Still, the idea of it is pretty sound so it could easily be something folded into maps alongside non-tile windows like breakable walls were- I'd like to see it tested before I sign off but the idea is interesting.
Perseverance: A basekit version of DS isn't the worst idea in the world, but I am somewhat concerned as to how easy it would be to abuse. With the Conspicuous Actions change it'd be mediated a little, but I'd also want to suggest adding entering a locker to the list, just so people can't force a stun aggressively. Once again, it'd need testing, but the idea isn't inherently ridiculous-- DS only hits you if you're tunnelling in the majority of cases, and this would be no different.
Ties of Light: If I'm reading this right, this is basically a budget Kindred for solo queue players, right? An indication at steady intervals as to where your teammates are, so you can make an informed decision? I'm not against it but I'd rather just see the teammate aura of Kindred made basekit, and have the perk also show the killer's aura. I respect attempting to give Kindred use still, but I think it's one of those perks that should be used less often than it is, because it's a perk that people feel they need instead of one they want to bring.
The Relic: This one I need a bit more explanation on- is this a static object, or an item you can pick up? Either way, I'm not quite sure what the idea is supposed to be-- anti-camp, I think? Something to force the killer away from the hook so they can chase the Relic's holder and get generator blocking, in exchange for letting survivors get a save? If that's the goal, it's interesting, but needs a little more refining. My assumption is that the skill checks are meant to be what gives the killer some direction to move towards, but I don't like that one player can mess up their teammates by picking up the Relic when they don't expect it- instead of that, how would you feel about the Relic's holder having their aura revealed to the killer? That way the killer is pushed towards the place where they'd get clear and obvious value, and there's a little risk associated with being the one that holds the Relic.
If I've misunderstood any of that do let me know!
Overall, I think these ideas have legs. With some refining they'd be quite viable.
Awesome feedback, I appreciate it. You got everything on the nose outside of the relic. I didn't have the intention of making it an item at first, but now that you say it, I like that idea. Letting everyone know that someone has picked up the relic is definitely necessary. I assume it would be similar to Pin-Head's Box, get a sound cue then have an aura reading on top of that. A few seconds after the sound cue, the skill checks would begin.
Honestly, I didn't consider Lery's. Maybe change non-tile to house windows? It wouldn't affect every map but when I think about obnoxious windows, they involve houses.
I thought about the locker thing with DS before and yeah, that is probably for the best.
Appreciate ya for weighing in.
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Shoot some more buffs on the niche perks. I'm game to add them in, killer or survivor.
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@jesterkind said:
How can you be sure that the killers you brand as "inexperienced/new" actually were? Did you check their hourcounts?
Also, what adaptations did you make to adjust for the changes to the game in the current patch- your perk builds, your overall strategies, the approach you took to various situations?
Wanting to use facts is admirable, so let's continue that by making sure that the extremely limited data pool we have is as accurate as possible. One person is already a very poor representative sample, after all, especially so soon after the change.
Hey, you've always given good advice from what I have seen you comment on. You able to check this out and give me your thoughts?
Tunneling - Camping - Balance — Dead By Daylight
I posted that earlier on the forums.
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I feel it is more of a perk problem with slowdown more than anything.
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Yeah, slowdown needs to be toned down. Check this out for potential numbers.