SlickSal
SlickSal
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Some interesting opinions here. I do like the idea of maybe letting it regress to the halfway point. That is if it is deemed too strong.
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@anarchy753 said:
I like how many responses are "Umm, that would make a killer perk that would make some situations bad for the survivor."
Yeah, that's kind of the point. The perk is never run, EVER, because its effect is so abysmal it isn't worth it, and can accidentally be avoided altogether if the wrong person opens the gate. Regressing exit gates would actually be an interesting moment in the game because survivors would be forced to open the gates or play more risky games, because as of now every single game has gates 99ed until everyone is safe, healed and ready to bodyblock for each other to get out.
Also if "it could be bad when you're the last survivor and the hatch is shut so you're on your second-second-chance of free powered gates" were a concern, then No Way Out wouldn't exist.
Exactly. Honestly even of this change were to be in place it probably wouldn’t even be as strong as NWO.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2700429#Comment_2700429
It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.
That is true I didn’t take other endgame perks synergies into consideration. Something else this makes me think about is if I run 2-3 perks for endgame then the regular game will go by faster and I won’t be as strong as if I run gen regression or chasing perks. Dedicating your build to the endgame should mean you are strong in the endgame at the least.
although it probably won’t happen I would at least like to see this tested in the ptb.
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The thing is arguably this would make games go faster. Survivors would either have to open the gates causing the timer to start or allow the killer more hooks. If anything if the perk is too strong they could take away the increased time and just make it so it regresses gates.
one whole perk slot dedicated to just regressing gates can’t be overpowered.
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Personally I find killers like blight and nurse fun to play against. You can mindgame them at certain walls. Blight especially. They keep the game intense. You have to play well.
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Alright I hope people let me know what they think. This got moved cause I forgot to put it in feedback.
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It’s likely not gonna happen bro. I opened a discussion like this like two years ago and there were people actually denying the aim assists existence in the first place.
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Grim pantry tho oof
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Also some food for thought.
The ghostface achievement to down 50 Exposed survivors is called “totally vulnerable”
the new visual effect also creates more confusion imo, due to the pulsing effect on the screen. it might cause new survivors to believe their aura is being revealed.
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I’m pleased to see that a lot of people are in agreement with this topic. I just wish we could get a statement from one of the devs!
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what do you think of this change?
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@LordGlint said:
Im just imagining shirtless David getting the exposed status effect on the preschool map, lol. I can understand the misunderstanding though, as alot of newbies think its aura reading or something. Maybe they can call it "Vulnerable" or something? Thoughts?
@LordGlint I agree it should be something that is easy to understand so beginners know why they’ve been downed instantly like weakened or vulnerable like you said.
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Yes plz. This is one of the most annoying things to me. I play a game with BBQ and even then it’s still enough to get roughly a level and a half, so imagine if I didn’t use that.
Also id need to have BBQ in the first place, which we all know how rough RNG can be in bloodwebs.
With the amount of perks coming out in the game, this would actually make the grind bearable.
no more bloodwebs with slippery meat or no mither three times in a row.
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Woah! An incest burner? Never heard of one of those!
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Who would win?
Purple Flashlight with the best addons
vs
smol wall boi
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Aim assist, auto aim, or hit detection, I don’t give a damn what it’s called. Just please give us some the option to remove it lmao.
I know for a fact that removing or at least giving us the option to remove this feature will not at all break or harm the health of the game at all. If anything it would remove one of the many frustrations of playing killer.
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@MonsterInMyMind said:
You better watch out for all the people who are gonna claim it does not exist i made a post similar to this regarding it and got a fiesta so good luck bud fight the good fight.
@Hexyl I think the misconception comes from people falsely calling it auto aim, which it is not.
It is 100% aim assist. I think if people would refer to it correctly it would remove the whole denial around the argument.
Many other first person games and shooters also use this mechanic, but all of the ones I’ve known to have it allow it to be toggled in the settings. I’m sure it wouldn’t be too much trouble to implement
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Better question is. can we please fix hitboxes for objects and item placements throughout maps to help huntress a little bit.
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Will you be monitoring ghostfaces progress after this update to see if he needs any potential buffs to make him more viable?
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I absolutely despised the hell out of mettle of man previously, but honestly, I can get behind this idea. You’re already making a very serious trade just to take an extra hit. Having the aura being revealed after already sacrificing so much is just silly.
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God legion is sooo boring to play now. I completely dropped him after a few games. He’s literally M1 killer who has “get your first hit free then get a 4 second stun” the ability.
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@Poweas bro play some Monster Hunter. That’s what I’ve been playing lately since dbd has been crap. It’s tough to understand at first, but after a while it can be pretty addicting.
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Also curious about this. If its not too drastic then I can live with the ghostface nerf.
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Mathieu will say“if you don’t like the changes maybe you’re just tired. Try survivor. Or maybe play something else like civilization or something”.
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Why are you pointlessly nerfing Ghostface? Everyone agrees he’s fine. We need a strong killer
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1 minute can seem like a much longer time than it is on paper. sometimes games will go by very fast with hooks going by rapidly.
Bro you literally stole my thread lmao
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I have all trophies including dlc except wounded healer, wiggle out of the killers grasp 10 times and hit 100 longe range hatchets
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@Visionmaker guess I’m trash then :(. Nah jk, but I feel this is one of those issues that we must agree to disagree sadly. Maybe one day the devs will force it on us like the Freddy nerf and we’ll see how it goes.
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I had a game where I looped the killer for like 3 mins straight in the beginning, got hooked and saw all of my teammates literally running around the map. I’m sure you could imagine how that game ended.
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@Visionmaker I understand that it is possible, but its not always easiest to tell during the heat of the game and you don’t always know if someone has it. You could easily be wasting your own time.
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@Visionmaker so players should have a stopwatch at the ready just for the chance that a survivor might have decisive after hooking two other survivors?
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@willcenx I think the better thing to consider is why get punished for playing well?
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@Janick THANK
YOU <3 I’m glad it’s being acknowledged
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@Paladin_Goo the bottom line is that you are saying I’m trying to have easy 4ks every game which is not at all the case. I want fair games. Having ds proc after obviously playing around it is not exactly fair, since survivors can make huuuuge mistakes in gameplay and actually punish the killer for playing fair and well.
The current tools survivors have are enough. To argue otherwise is just silly. Killers are almost always at a disadvantage even with the best perks. The change I suggested is not at all outrageous. This small change will only affect those unfair instances. The perk will still be strong so calm down fam.
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@Paladin_Goo who said I was a killer main? I just argue what I think is fair. Survivors are already powerful without second chance perks. And like @Condorloco said you’re using the same straw man argument for that second paragraph.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/524239#Comment_524239
There is nothing wrong with powerful perks, though. That's the thing. Killers have them as well.
@Paladin_Goo but the killer should be the power role in the game. One could argue that survivors aren’t supposed to have second chance perks in the first place. As a matter of fact, survivors could honestly have no second chance perks and still do extremely well. Killers rely on powerful perks since there is only one killer vs 4 well equipped survivors. Killer perks SHOULD be powerful. Survivor perks should be strong, but not entirely game changing, but that’s a whole other discussion so I’ll leave it at that.
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@Paladin_Goo ds always has been and will continue to be a powerful perk. The only way it would be horrible is if they changed the effect it had entirely or make it have almost impossible to reach prerequisites.
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@Paladin_Goo that’s a bit of a stretch my man
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@brokedownpalace said:
Sorry but you're not going to ever love a perk that allows a survivor to instantly break free from your gasp. This perk has been nerfed, a lot, and made better by stunning during the pick up animation and not like 3 seconds later. I don't understand why you can't just accept that once in a while you're going to get hit by DS. Much less than used to be the case.
Plenty of killer perks and powers annoy the ever loving ######### out of me but that doesn't mean they deserve a nerf.
The devs can't keep nerfing perks until there are so few situations that they trigger that they become virtually useless. There's nothing written in a contract saying DS must only be an anti tunnel perk, but that's how it activates the majority of the time.
@brokedownpalace that’s fair. I understand that eventually getting hit by ds is inevitable. This change was just something I thought of because it can seem very unfair to get penalized by something that you played around.
Judging by the amount of downvotes and salt on this thread I’m gonna assume this wasn't the best idea lmao. If the community doesn’t want it then so be it.
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@artist if that’s happening then that’s the live version currently. Nothing would be any different with this change.
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@Paladin_Goo said:
It gets nerfed into the ground, and you want more. Mother of god, at this point, just get better, or learn to slug.
Disclaimer: I don't use DS. I don't like perks that may never be used in my setup.
Did you not read the post? Why be condescending?
I literally said you get hit by it after you aren’t tunneling. How would I “git gud” and avoid it when I’m already not tunneling?
if you have nothing constructive to say then please refrain from saying anything.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/521809#Comment_521809
There's a lot of confusion here, which is not surprising since nobody has seen or tried the new Freddy yet, so I'll clarify a couple things.
1) It's not a matter of it being too hard. Anyone can fail a skill check to wake. One of the issues hear is that it's confusing to new players. Failing a skill check to wake up isn't intuitive to a newer player and they might not figure that out for a long time. Having a dedicated "wake up" object offers an intuitive alternative.
This does not make it easier to wake up. Instead of just getting on the nearest generator and mashing their skill check button until one pops up, they'll instead have to spend time going to the "wake up" object and then more time interacting with it. It's a more consistent way, but it's not an easy way to wake up by any means.
To top that off, sleep is now passive. Survivors will be constantly falling asleep without Freddy needing to tag them. It's now significantly easier to put survivors to sleep in the first place.
2) Being asleep has various downsides, as we've mentioned. First and foremost, dream traps will come into play while you're asleep. Beyond that, the terror radius is replaced with the lullaby, making it very difficult to pinpoint where Freddy is. There are also add-ons that will affect people who are asleep- we've already mentioned that some will slow down action speeds much like the current version of Freddy. I can't reveal anything new right now, but there are definitely downsides.
Jumping to conclusions without ever playing him-- let alone seeing him-- isn't going to do anyone any favours. Even in the OP only, there's some misinformation. Dream traps do not need to be placed in advance, they can be placed during a chase. It's best we all wait until we get our hands on it before we make any decisions. Until then, it's purely speculation.
@Peanits I wish you guys wouldn’t try to cater things to newer players. The game should be confusing for new players at first. That’s one of the things that’s scary. Any other game is willing to give their players a challenge with deep mechanics that they have to learn to overcome. All of these direct counters and handholding mechanics for new survivors is almost an insult to our intelligence. We can learn, adapt, and overcome challenges as survivors. If a complex mechanic needs explaining then that’s what the tutorial section is there for! Please make Freddy strong.
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Also I believe he should be immune to detection perks when stealthing since he relies on stealth even more than myers.
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@Vancold said:
https://forum.deadbydaylight.com/en/discussion/comment/513770#Comment_513770
I feel like interactive killer powers are a good thing. If they actually balance it around the fact that survivors have to look at you (maybe for 4 seconds? Or maybe, they have to actually be watching you with their character model) imho it will make it funnier and more centered around being stealthy (core concept of GF) rather than just walk around/stalk/chase, without fearing to be seen.
I believe that is the core difference between Ghostface and Myers. One should function more for chasing and stalking in chase and the other should be rewarded for being stealthy.
Ghostface should have to be looked at by a survivor for as long as it takes for him to expose or only the person being stalked should be able to take him out of stealth. He shouldn’t be spotted by those on hook or slugged. He should also make no noises when using stealth otherwise it makes his power too easy counter.
also the time it takes for him to stalk compared to how long he gets in exposed is pretty bad. One good pallet or jungle gym could easily soak up the 20 seconds. Another reason he needs to be muted. To truly catch them off guard.
and for gods sake have him be named “the ghost.” Not “the Ghostface.” Lmao
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@Milo <3
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@Weederick blood warden tho
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/513596#Comment_513596
I personally don't think that tweaking numbers will fix GF and at least he won't become fun cuz still survivors are controlling his power. That's just my opinion, and seriously see no reason why this mechanic was implemented in the first place. Myers doesnt have this and he is midtier. Yeah, Myers takes longer to expose, but his expose lasts longer aswell
@HavelmomDaS1 I agree 100% if he could stalk freely without survivors being able to remove his power, he’d be pretty solid. Honestly though, I don’t believe the devs will remove it completely since they only have a little over a week and it is something built in his kit.
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@Redd said:
They can fix it after launch also, so why shouldn’t they let people who want to play the weaker version in the meantime?
That’s a fair point. I feel if it was in testing longer, we could change him before they launch a weaker version. Then they wouldn’t have to put more money into implementing the patches. Getting it done right one time is much better than having to be worried about it later imo.
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@HavelmomDaS1 said:
Testing? There is no testing needed at this point, the issues are clear to everyone. The solution is simple aswell: remove the mechanic of survivor stopping GF stalking.
No rocketscience
@HavelmomDaS1 I know, but what if the devs do not implement that, but do simple number tweaks. Such as it takes 2 secs to get out of stealth now. I highly doubt they’ll remove the survivors ability to take Ghostface out of stealth entirely. Having a longer testing period would allow them to see what is truly wrong, since people will understand the killers mechanics better and voice their concerns to the devs. And the devs will have more time to make drastic changes rather than a measly two weeks.