ShamelessPigMain
ShamelessPigMain
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I don’t really think there’s a cure for keys, other than opening a hatch that has already been closed. Other than that, I think the concept is kind of cheap. If you have the RNG to come across the hatch, woohoo, free escape. Whenever I use keys, I only use them if I really dislike the killer and for aura reading.
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Coincidentally, their most popular (according to me) perks are being buffed as of the 2021 January developer update.
Open-handed is getting a numerical buff, but only applies once. This invokes the typical inverse tragedy of the commons: “If I bring it, someone else might have it and then mine will just be useless,” which also plagued breakout. My suggestion is to have it apply personally, as well as making the numerical buff larger.
As for up the ante, I just think that luck is pretty useless. It needs a massive numerical buff to make it viable
Ace in the hole suffers from the too common “Good perk, inapplicable buff” disease. Sure, getting items with chests are great, but who is going to bring an entire perk for getting random items? That could be DS or unbreakable. It’s solution should be similar to open-handed; big, big numerical buffs to brute force it into relevance
Second wind received a simple numerical buff. If the numerical buff proves to be enough in the first place, I think the activation requirement needs to be shortened too.
Babysitter needs an entire rework. I get where the devs were trying to go with this and I very much enjoy the concept, but it just doesn’t have that great of an effect to warrant using it. No numerical buffs will solve that.
Camraderie is pretty meh. If you have teammates who are near you but won’t save you, you’re dead anyways. It needs an overhaul too; maybe increase the amount of time you take to die on the hook?
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I’ve noticed the same problem, but also that survivor que times are much longer during the day.
My explanation? Most good players are dedicated. Most dedicated players play at night, or are nocturnal. Most good players tend to play survivor; it’s more fun if you have the skill to take on the killer. This is especially the case with SWF, which more experienced players are more likely to partake in.
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DS is not an anti-tunnel perk; the devs confirmed its intent on stream. It is, if you’re ancient enough to remember DS 1.0, a second chance perk. It just happens to overlap with anti-tunnel capacities, but since that’s not it’s job, it will not fit perfectly into that capacity.
That being, I don’t like DS either and I wish all DS users a very NOED demise, but I don’t think it’s going to be whittled down more to an anti-tunnel perk. They’ll probably change the activation requirements, or stun time.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865307#Comment_1865307
BHVR: yo bro you mind if we put some breakable walls and stuff in the Myers house
John Carpenter: whatever
I guarantee you that John Carpenter has had no say in even introducing Halloween (tm) to DBD. Laws are complex and with how greedy corporations get, you can bet that the slightest errors in trivium and formality is going to land BHVR, a relatively small company, in court.
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There’s no need to be so vitriolic.
What people don’t remember is that BHVR is a, to put it mildly, small company. Their portfolio of games isn’t exactly impressive. It’s not as simple as just changing a line of code and pressing save. Not only do they have to invest time into concepts, the programming team has to invest valuable time and effort into implementing it without creating more unexpected bugs.
Your particular list of complaints is probably on their to-do list. But keep in mind that they are small and can’t address everything. It is unfair to them to be so vituperative on such a matter.
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To be fair, it is a licensed map, and it’s probably more complicated to make simple changes to those than original maps.
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It's not anti-tunnel, it's more anti-camping. However, it leaves the user completely vulnerable, so all you can really do against a camping killer is guarantee a one-for-one.
Really, there are no "anti-tunnel" perks. A good anti-tunnel perk would be based on total chase duration compared to other survivors (meaning the game would compare how much a survivor is chased to how much other survivors are chased). Currently, none do that, because all of the purported "anti-tunnel" perks are not meant to be anti-tunnel perks. DS is a watered-down second chance perk with very broad protections that encompass anti-tunneling, as well as other capacities. Mettle of man can be a half-decent anti-tunnel, but it doesn't compare how many hits you take relative to others; it's just another second chance perk that can be easily activated if you get tunneled.
That's why camping and tunneling are still prevalent. They aren't fun and I find them reprehensible if used right off of the bat (sometimes, they have legitimate uses), but there's no way to punish them. The "hook proximity" penalty is negligible at best, and so people have free license to camp and tunnel; BT will still get killers a down and DS Is too broad and unspecific to be a good anti-tunnel perk. A good anti-camping perk would involve some sort of health insurance for the savior (perhaps giving them a free endurance state for every survivor on the hook and negating hook grabs), and a good anti-tunnel would involve the game actually looking to see if tunneling is occurring by comparing how much a survivor is chased compared to others; not just the killer looking around and happening to stumble on the poor chap he just hooked. Plus, a 5 second stun isn't always that bad, especially midgame.
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I think they're a step in the right direction, but maybe a little too far with the numerical buffs.
Shadowborne sounds good, but 6 seconds might want to be reduced to 2.
Hoarder's exposed might be too OP since you can start heading over there the moment you hear them open it. I think 15 or 20 seconds would be good.
Bloodhound sounds pretty good, but predator might be a little too strong with 24m, while still a little weak without. I think predator's main problem is the scratch marks being harder to track, so you could adjust the amount of scratch marks that spawn to be more dense and more direct, as well as being more visible through grass.
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You could throw it slightly in front of you in a chase to grant yourself the boost, since the survivor must move towards you in order to gain the boost. This won't work at tight loops, however. Other than that, I think map mobility is a more consistent use.
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Sounds like a Beyonce wannabe. Nobody will usurp Queen B.
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I agree. This isn't a dating sim; I don't think that anybody could care less about who everybody wants to get down with when they're being chased down by a crazed murderer.
That being said, if their lore requires their sexuality to be revealed, I'll be all for it. Whatever makes their character deeper and more relatable.
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Well, I think the skillcheck was more of a scary boogeyman to keep newer players away from it. I think the more realistic reason DS remains as it is is because it's not meant to be an anti-tunnel perk. It does too broad of a job to be anti-tunneling, and the devs confirmed it on one of their streams anyways. If you remember original decisive strike, it had no stipulations for use whatsoever; it was a second chance perk, like unbreakable and borrowed time and soul guard etc. Obviously, that was too strong of an effect, even for a second chance, so they added the hook stipulations to "discourage" tunneling. However, this is just a side-effect that can easily be abused, by both sides. Survivors can hide in lockers to grant them essential immunity, while killers can slug and go take a vacation. The main purpose of DS remains as a second chance perk.
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The Belle Delphine of killer perks.
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Nope; unnerving presence is determined by your actual terror radius, so distressing will boost it while stealth killers will screw it over.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853963#Comment_1853963
Ah yes, let me bait out this dead hard- well nevermind... he made it to the pallet... now the chase is reset because he can erase his mistake of bad positioning, and I'm forced to break the pallet.
Baiting only works when you have a survivor extremely outpositioned. Which good survivors will hardly ever allow to happen because they know how to optimally loop. Even for other exhaustion perks you can't really bait out a lithe when they gain so much distance that you might as well look for another survivor to chase.
I can attest that I'm a boosted survivor player, mostly because I can erase my bad positioning with exhaustion perks. Dead hard being the primary offender there.
Remember; zoning takes skill and game-knowledge. I eventually managed to pressure survivors into inefficient dead-hards, and I'm just mediocre. They might get away and force me into a lunge cooldown, but at least I know they can't do it again, at a more optimal location.
These exhaustion perks are meant to be very powerful, anyhow. They're really the only perks that can meaningfully allow from escaping chase, other than iron will and maybe lucky break. I would be supportive of a nerfed exhaustion perk weekend, just to see really how impactful they are, but I guarantee you that it won't be fun (and I'm a killer main).
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I really don't like to heal, so legion giving me incentive to not heal is pretty fun. That is, unless I get 3 blendettes self-caring in the corners of the map.
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I really don't think DS is as OP as people are making it out to be. What people need to remember is that it was never meant to be an anti-tunnel perk; it's a second chance perk. The devs confirmed this on one of their streams. If you see someone jump into a locker, you can just turn to another survivor, or take the DS, get it out of the way, and then chase them down. On average, you'll be DSed once a game, and it isn't as game-changing as it is frustrating, on average.
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That would be wonderful; meta-perks are fun and all, but they get stale after a while. Bringing in some newly buffed perks might shake things up; I'd love to see a buffed autodidact or surge. They might fix some unfortunate combinations too, like ruin/undying. Of course, most perk changes I've seen have been unannounced, so I wouldn't hold my breath.
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The idea is to give them a better chance in a chase; they all have counterplay if you can figure out the tricks. Good pathing will make sprintburst useless, lithe is just the hex: huntress' lullaby of exhaustion perks, balanced landing is plain hard to activate, you can wait out a dead hard (or just have them exhausted on the ground), and head-on is just awful. Plus, you can only use one.
I really don't mean to be sharp, but I take some issue to this statement:
"But the matches I do play without them feel more rewarding because I rely on actual skill rather than 'press e to erase all mistakes'
I have to actually strategize the loops I'll link together when in a dangerous position rather than knowing I have a safety net with dead hard."
The idea is that you adapt to the presence of dead-hard with skill; you can often times bait it out, especially if you zone them into a bad spot. The issue comes with perks or perk combinations that are either uncounterable or nigh-uncounterable (EG, hex: ruin/hex: undying, DS/Unbreakable), which require you to waste large amounts of time to counter them. Dead-hard can easily be countered by mindgame skills.
I do understand the frustration when you have to make a hail-mary lunge, they dead-hard away, and pallet- stun you; it's happened to me millions of times. But this is the same feeling survivors get with ruin or NOED or BBQ or even knockout; they have to go out of their way to deal with these. Even killer abilities, like spirit, depend heavily on survivor skill. This is just how perks work; they change how the game works, and if they're well-designed, they are counterable, but still keep their utility.
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It's probably because his POV is so low and he sprints with a wobble. It makes his lunge feel plain wonky.
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For survivors, maybe a perk that makes it so that when you stun a killer with a pallet, the pallet immediately breaks, but the killer stun lasts much longer and they gain the knockout tinnitus effect, and maybe even lose the ability to see scratch marks.
Or, maybe one that allows you to keep a generator self repairing at 50% speed when you leave it for 20-30 seconds, given that you worked on it for x% of its progress. That would probably make a nasty pair with repressed alliance, if it allowed this passive generator progression while blocked. Of course, a huge cooldown is mandatory.
Maybe if you feel particularly confident in your ability to loop, you could have a perk where you would regain health at 40% speed while in the killer's terror radius.
To punish killers who just spam m1, you could add a survivor perk that increases the killer's missed m1 cooldown, and maybe restricts their ability to turn while swinging. The activation is the tricky part, though. Determining if the missed swing is aimed at the survivor with the perk would be a difficult task.
You could make a really nasty head on build if there was a 150% speed exhaustion perk that activates when you fast exit out of a locker. Head On's three second stun is a pretty measly quantity, and I can usually just run after them for a few seconds and whack them. It feels really underwhelming, especially for an exhaustion perk.
On the killer side, generator regression is the most mind-boggling enigma for me. An easy way to set back generators would be something like having all generators lose 5-10% of their progress when the obsession is hit. Otherwise, you could add a perk where generator are blocked for 10-15 seconds when they explode, making a nasty pairing with surge or other skillcheck screwover perks. Speaking of which, you could have a perk that would give all survivors on a gen three tremendously difficult skillchecks in a row right before they complete it; it could be a cheap form of generator insurance for underperforming and pressureless killers, not to mention a very annoying pairing with the failed skillcheck perk.
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The issue is that when you start adding new game modes, you send out the message that other game modes are open to creation. This inevitably leads to suggestions by players, which are quite frankly either 1) awful 2) unbalanced 3) awfully unbalanced. Then, people start being entitled about game suggestions and start leaving the game.
For instance, I'd really enjoy your proposed bloodbath of a game mode. I suck at survivor so I don't even have to try to sandbag. Of course, that would mean that certain combinations would have disgustingly game-breaking synergy (imagine having a doctor and a nurse; the killer you explicitly can't hide from and the killer you can only hide from), and people would start suggesting more and more unfair gamemodes. Then, that would lead to people leaving since they've had a taste of game mode freedom and won't settle for what the restrictions they have, or start migrating to the game modes that explicitly favor them, meaning there would be no survivors in the killer-sided game mode and no killers in the survivor-sided game mode.
But really, one more measly little game mode, by maybe just changing the objectives, probably wouldn't hurt.
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The thing about 99-ing sprintburst is that it requires quite a bit of skill, and even then, you can't always preserve it. It's the same idea as the nurse; it takes skill and is sometimes plain unworkable, but offers a greater reward.
Another thing to consider is that the other exhaustion perks have some sort of niche or added bonus to complement. Balanced landing will remove the stagger and grunt, in addition to the 150% speed. Lithe has built-in benefit in that 1) it's easy to activate responsibly 2) a window will guarantee that the killer will be behind, having to either vault or spend time going around the wall. Dead hard offers great accessibility and a guaranteed escape from a hit, in return for reduced ground gained per second (if dedicated servers wouldn't result in me being just dead
hard). Head on makes up for lacking in-game reward with a considerable reward to your own ego and enjoyment. Sprintburst, most times, is difficult to preserve and activate properly, requiring quite a bit of skill. I could make 20 montages off of survivors getting smacked while trying to use an improperly timed 99'd sprintburst, but barely a few reels of it being of actual use. -
Detection is easy enough; you can hear a woosh sound when she phases by you. If you're at a gen or a predictable place near her, you should always scram.
Spirit's main gimmick is ridiculous mindgames. However, it leaves her equally prone to mindgames. A spirit will base its actions on a few things; 1) scratch marks, 2) noted behavior patterns of survivors (if they camp pallets, if they hide in lockers, if they turn to the right at short loops), 3) breathing. Rarely will you have to worry about father's glasses tracing blood marks, but you should always be aware of that possibility.
So, the main counter is to play unpredictably, but not predictably unpredictably. Be erratic and never display the same patterns, unless you're going to exploit her memory to mind game later on. However, it's all ultimately a huge 50/50. There's really no safe counter to spirit other than guesswork and divine intervention.
Other things include never approaching her "husk," which is commonly just her standing still. Run iron will to prevent her from tracking you by groans of pain, move erratically or even backtrack to render scratch marks confusingly useless, and don't be afraid to run. You can run a little and stop to walk away, among other things.
Avoid grass, since good players can see it rustling. If you have enough time, you can fast vault a window and slow vault back.
But alas, none of these are surefire ways to throw her off. I think the devs meant to make it so that it was a genuine 50/50 between being right on the survivor or being misled away, but ultimately, even if you can't get true precision, you're always going to know where generally the survivor is, at which she can just smack you in her normal form. This is precisely why people aren't fond of playing against spirits; too much guesswork, which is usually in vain anyways.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1844838#Comment_1844838
Yes, I understand that part of it (thank you for the explanation nonetheless).
What I want to know is how to know if somebody else has Kindred when I also have Kindred myself.
If someone is on the hook and they have Kindred, I don’t see anything different because I also have it. But it matters because I want to know if the guy on the hook is feeding aura info to my other teammates. Shouldn’t there be an icon or something telling me that the guy on the hook has Kindred, along with my own Kindred?
Sorry for misunderstanding.
So according to the Wiki, you should see the little blue perk effects square to signify another player's perk. I haven't tested the interaction between two kindreds in a KYF yet, but it should be that you see the little blue perk icon if they do indeed have kindred.
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That's really the idea of NOED (a way to salvage a game that didn't go well for the killer). It's why it's a general perk; it's supposed to help salvage poor performance with a straight and simple instadown. However, they will be down a perk for most of the game.
It is kind of cheap, but it's really the only way to help beginners who haven't learned how to keep up pressure.
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Kindred is a two-part perk. Both share the same features, being seeing where other survivors are and if the killer is camping.
1. When another survivor is hooked, you and only you can see those auras; other survivors will not see the auras if they don't have kindred too.
2. When you are hooked, all survivors can see those auras, regardless of if they have kindred or not.
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Her RBTs are really RNG reliant. For starters, they apply pressure to survivors, force them to waste time (a few boxes most likely, during which they won't be doing gens), let you ignore chases with them (timers stop counting down when in a chase), and give you some spots where they are guaranteed to be at. Her crouch is pretty good stealth, and her ambush can be really good at certain loops, especially shorter ones.
My guess of what BHVR was aiming for with her is a fire and forget killer. Stealth attacks are great for getting the first hit, not so good for chases (other than a few loops). For her hats, you can put it on a survivor's head and just ignore them. Unfortunately, this kind of style doesn't work in this game anymore. You need constant pressure and thinking tactically and plotting a stealth course is pretty difficult, especially without an ability to actually down survivors quickly. You get one hit and leave to spook some other poor chap until all the gens are done.
That being said, if you catch an injured survivor off guard, you can down and passively pressure them with the hats. Go against lower rank survivors and you can screw them over with the ambush, or even faking ambushes. You might end up tunneling a bit, but you can usually get at least two kills with her.
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You have clearly never had the misfortune of meeting a Neasaurus Rex.
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Infectious fright, corrupt, ruin, and monitor do well for perks. As for addons, dead rabbit goes really well with infectious and monitor, and the tuft of hair is always good. Ruin and corrupt are good for preventing three generators from popping in the first few stages, corrupt helps you force survivors to stay closer to you, ruin is always annoying. Monitor helps you get sneaky hits, as well as synergy for snowball slugging with infectious. The dead rabbit is pretty much monitor in addon form and the tuft of hair is good for sucking the hope out of your enemies.