SquidFacedMan
SquidFacedMan
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- SquidFacedMan
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Comments
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Huntress Lullaby is good in theory but by the time it gets stacks to be effective it's cleansed. It'll be better than new Ruin though so maybe we'll start seeing it more.
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This Doctor change is going to be hot garbo. Ass Blast.
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3 survivors dying means nothing. It depends on what bloodpoints you are getting. I can kill 4 survivors and not rank up.
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That Killrate is across all Killers, not all Killers are created equal.
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"Let's remove the thing slowing down games and decide how we want to slow down gens later."
Seems like a really bad idea to me. If they realised what Ruin is used for they should have thought about other ways to slow gens to implement alongside it.
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@Karl_Childers said:
I would not have thought that its considered holding the game hostage, at the same time though if the survivors refused to give up (attempt gens when it’s impossible) and be killed it wouldn’t be either. Can’t force them to die. It would be a standoff. I feel like maybe there’s more to this, i don’t know.
It's a standoff but the Survivors have to get the gens done to leave. Why should the killer back down from his position, especially a weak killer like Doctor?
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How can a killer "hold a game hostage"? The killer's objective is to defend generates and sacrifice survivors. Survivors refusing to do generators because they've three gen'd themselves is their problem.
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So my friend had feedback on his game, which was incredibly unhelpful but it essentially confirmed that survivors 3 gen-ing themselves means you have to let them win or they report you and you get an automatic ban.
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t-bagging is just a tactic to get your attention and tilt you. You shouldn't let it bother you. if somebody is besting you on loops go back to patrolling gens.
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The person getting unhooked definitely needs some invulnerability to stop getting farmed or downed instantly. 2 or 3 seconds invuln would be ideal.
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So I've been playing this way with my friend group for about 3 months so far and still enjoying it. It's been interesting and kinda encourages us to use different perks and builds.
Main thing this could help with is killer lobby wait time. It also makes playing killer a more laidback experience as you have others watching you or giving you tips. It's also a nice counter to survive with friends. There have been many occasions where we have noticed something the killer currently playing has not.
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Ruin is a difficult perk to "fix" because for more casual players its quite devastating but as others have said higher ranks tend to work through it. I tend to find working through it harder to do depending on the map and how much the killer patrols but that's just personal experience/skill level.
If Gen times increased (which i'm for to a degree) Ruin would need to be nerfed or do something else entirely.
As others have said try running some other perks that slow the game down. Sloppy, Thana, Corrupt etc.
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The only way she could remain the same is if they gave killers directional momentum so they cant correct their otherwise missing lunges so ridiculously.
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Remove survivor collision from her at the very least.
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Here's an idea you can have for free. Don't tunnel or wait the obligatory amount of time until DS is no longer active. Alternatively if it's early game take the DS hit and continue on. 3 ideas that can help you counter a very easily avoided and situational perk.
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Honestly DS is very weak unless you are tunnelling or desperate.
Recovery should translate into % of wiggle progress and Ash's (Flip-Flop) perk should just be a better version of that. Would end the slugging counter against the tunnel counter.
The dev's could then improve Iron Grasp. The game needs more hard counters to change up the meta.
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There are definitely ways to end the game if the connection becomes unplayable. Loads of games in the past have done this.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/687802#Comment_687802
Number of kill shouldnt be assimilated for "win" feeling.
The real win factor for a killer is the number of hooks. Doing 4k is easy, even a noob using Noed proxycamping ghostface will do it.
Doing 12 hooks in a single game is another song. :)
You shouldn't be getting 12 hooks if the survivors are on the same level as you. That's my point. Killers are moaning that they can't destroy constantly. It's ridiculous.
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So with the announcement that servers are delayed is there a possibility something like this could be worked on for the future when servers are down and the game reverts to host?
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I imagine it's significantly less fun for casual/new players.
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What is the purpose of rank reset exactly? I can see it happening after a significant patch for example but I don't understand the point in it being a monthly thing.
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Thrill as a perk but it spawns a false Hex Totem. Cleansing it just counts as cleansing a Totem, but visually it's no different to a hex. Cleansing it doesn't deactivate the perk. The reasoning for this would be if you are running one actual Hex with Thrill then you'd at least have a potential redundant one but you'd also be able to better keep an eye on your actual Hex as killer.
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I don't know what you need do to get banned for harassment presumably it's messaging people outwith the end of game chat at the end. Need to be a massive loser to do that anyway.
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"Good killer streamers" are constantly moaning about the state of the game for killers but are the majority of times walking away with 4k's. If they are matched in the same bracket level with survivors they shouldn't be getting 4ks.
"Victory" in this game doesn't necessarily mean a 4k as much as people want to believe.
A draw/even game sits somewhere between 1 sacrificed 3 out or 2 sacrificed 2 out depending on the way the killer plays imho. 3 sacrificed 1 out is a strong killer game. 4 sacrificed is domination.
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DS doesn't need a nerf. It's already very situational and most killers just slug the person after immediately downing them anyway so it's hardly that effective. It only works on desperate killers that are tunnelling.
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Making survivors run to specific stations(up to 4 times) to then complete a timer with 3 skill checks, all under the pressure of a timer is already powerful enough. Buff Pig but don't make this gimmick any more lame to play against than it is.
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Hatchets need to hit, bottles just need to be in the area. I'm not arguing Huntress should be faster. I'm arguing he should be the same speed. He also can refill his bottles on the fly, he doesn't need to stop off at a locker. I think Plague needs to be 4.4m/s too.
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@KillermainBTWm8 said:
I used my power as killer. I didn't let the killer down me.
Ban this monster.
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I feel if you are struggling to get the kill when the exit gates are open you probably don't deserve the kill.
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Seems like this would only punish less experienced players. Have to be pretty salty about DS to counter a tunnel counter.
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Remove Spirit's player collision in phase.
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If we do see The Thing I hope its based around expanding the terror radius as much as possible with the music being the synth theme from the film. Not so much terror as all encompassing dread and suspicion.
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Wrong thread.
I think grind is the reason player retention is so poor. The game peaked with 75k players in April and is now back down to just over 20k.
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Naturally grind adds to the overall playtime (?) but there is no real reward. You can't mess around with loads of builds like you can in KYF until you've put close to thousands of hours in.
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This sounds awful. Staying injured is a trade off to getting Generators done. If you are running adrenaline great, you might get the last one done and recover. I really don't think this aspect needs to change. People only ever leave their team mate if the killer is camping too close. Patrol gens after hooks, don't get baited into chases you can't win.
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As loads of others have said BBQ is only really used to get BP. It's really a bit rubbish. I'd like it to be reworked a bit to not be such an auto include. BP reduction and range reduction from 40m to 20m.
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The bubble wouldn't appear at all, and the survivors aura on hook would be obscured for 10 seconds. (at least)
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Trying this again this evening. It's great fun. You should give broadcast a go and then you'll see that this should be a feature. The Devs have all the tools to implement it. Please make it so!
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I think an idea would just have all traps spawn in the trappers hand, he starts the match with however many spawn on the map. He can then pick up and replace them as when they go off/are sabotaged.
Perhaps limit him to only being able to pick up traps when he is carrying a certain number (under 3) or just let him carry them all.
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Terrible idea. Also fails to show that the game basically stalemates on 1 gen for the rest of the game. Increasing the time would just lead to constant killer victory.
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Did you read what I wrote?
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I think a filter would probably work well over this killers terror radius. Something like a shade of colour darkening as you get further into the killer radius. A sea green filter perhaps signifying this water reality ability and the fact that you are in a the area of effect of the killer radius abilities. This would also reduce visibility in the TR, furthering that underwater theme.
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*It won't budge - Survivors can struggle to reduce the time trapped by up to 30%. (Works like wriggle). Survivors suffer the exhaustion status effect based on struggle percentage.
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t. lv 20 survivor
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She's possibly the strongest killer in the game, this would hardly be a nerf. Showing her using an ability is just standard.
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4 minutes to do one gen? lmao
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Yeah, it's basically a spectator mode for killer. I figure it would be fairly easy to add. Perhaps further features could be added for those watching further down the line if it proves popular.
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@RakimSockem said:
Fact 1: The longer a match drags out, the more likely the killer is to benefit
Fact 2: Survival rates are already below 50% overall which leads to
Fact 3: Increasing the time it takes to finish a match while cleansing 2 EXTRA totems to avoid NOED which would be made stronger by having 7 totems (that take longer to cleanse with your suggestion) would just make the game hell for survivors with little chance of escaping
Where is "Fact" 2 coming from?
I don't think Survivors need an additional perk slot, they have numbers on their side. The point of this would encourage survivors to run different perks.
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I'm meaning number of generators on the map, not the number that need to be completed.
Perhaps Ruin should activate 60 seconds into the match, triggering a skill check on any gens being worked on then remaining active from that point on.
Increase the cleansing time of totems to 16 seconds. If running TOTH 3 that would increase the cleansing to 22~ seconds when all Totems are on the map if 7 totems are added.
Additionally Thrill should be persistent until all Totems are cleansed. So it isn't linked to one, but shared by all.