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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1058719#Comment_1058719
When survivors can remove their RBT on their first attempt, it doesn't really do anything to halt progression and vice versa if they get it removed last attempt.
I think RBTs should only be removed between first and last Jigsaw Boxes to make both sides happy. 😁
For OP:
If we're going to make them active without the need of a generator, then the EGC must be paused if a survivor has a RBT at that time. Me and @TAG discussed this, it's the best solution available to her without being frustrating or OP. 😁
Let it be known that I am on principle staunchly against any idea that makes Reverse Bear Traps less good at killing Survivors across the board (except for making huge maps smaller, which would technically make Boxes on those maps closer to each other on average). This includes making the Key never be in the last box, raising the amount of time needed to kill a Survivor, changing the mechanics of the Key to "search X boxes of your own choosing to always get the Key," manually setting the probability of an arbitrary box containing the Key, etc.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1058356#Comment_1058356
They can still do crossplay. They already do it with the PC windows version (not steam) which don't have Freddy or Quentin. The Windows version perks look different if they ever come across them with a pc player and the windows version aren't teachables and made available to everyone.
Also switch does have Leatherface for a little bit now.
Huh, it appears you are correct. I stand corrected.
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@MegaWaffle said:
Must admit I'm not sure what I just voted for but its being added to my vocabulary at some point.
Devs, I hope you are reading this. Is enhoyay really the place you want Survivors to be at?
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@Aven_Fallen said:
I just pressed "Enhoyay" because I think this is where your finger slipped.
I plead the fifth.
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@xEa said:
So, i think the problem is this, maybe i am wrong, please correct me then.
- The community is complaining about long queue times.
- The comminity is complaining about unfair matchmaking.
So Devs apparently find it the best to use the middle way. Mediocre queue times and mediocre matchmaking.
If we get amazing matchmaking, we have very long waiting time.
If we get super short waiting time, we get aweful matchmaking.
Any solution to this problem? We need more players. A good start would be crossplay (PS, Xbox, PC, Switch... all in one pool)
Can't do Switch version because they lack Freddy and I think Leatherface. Also, console versions as a whole are not on the same level as PC version performance-wise.
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I've already come to the conclusion that I simply don't like Hex perks and would rather every single one be re-balanced/re-worked to not be a Hex perk. Find another use for totems.
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(I wanted to make another poll for Survivor, but I can't for some reason)
EDIT: Can someone else make a Survivor equivalent to this poll? I screwed up when I tried to do so, and I worry attempting again will make it look like I am spamming up the boards.
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To be fair, game would die if either side was so ill-favored that people stopped playing that side. Can't have a game without both Killers and Survivors, and a strong lack of one side will cause the other side to eventually leave due to excessive wait times.
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My personal suggestion.
Moris:
1) Remove all mori offerings from the game.
2) Make all yellow Wreath offerings let you mori one person who has been hooked twice.
3) Make all green Wreath offerings let you mori anyone who has been hooked twice.
4) Cypress is now base kit. You could even make it a nerfed version of Cypress where the last person needs to have been hooked at least once, if you want.
Keys:
1) Only one person can use the Hatch per key. It auto-closes after someone jumps in. If the last person is left, EGC begins.
2) All Keys can now open the Hatch, but each key takes a different amount of time to open the Hatch + makes the Hatch unable to open (either by Keys or by last player) for a certain amount of time.
Broken Key (now Fragile Key) - 20 seconds to open; Hatch is permanently closed and can never open again (EGC auto-starts when there is one Survivor left)
Dull Key - 10 seconds to open; Hatch is inaccessible for 10 seconds
Skeleton Key - 5 seconds to open; Hatch is inaccessible for 5 seconds
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All butts need to jiggle like back when Clown's stomach jiggle was bugged.
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How does the Switch version STILL not have Freddy? Did the license holders just say no to Switch?
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@GhostofYharnam said:
None. Maps need fixed before anymore nerfs on both sides.
I can get down with this.
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@ppo8820 said:
Was it more fun back in day when killers couldn’t close hatch?
No, because Hatch standoffs could last for frustratingly long times as long as neither side was willing to concede the Hatch.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053887#Comment_1053887
The thing is what would be the new effect of We'll make it?
Admittedly, that is something I am not sure about. I had kind of a crazy undeveloped idea involving being able to tank a gazillion hits (including one-shotters) in exchange for always dying on first hook, though that sounds like it would be more appropriate for "We're Gonna Live Forever" than "We'll Make It."
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053703#Comment_1053703
Adrenaline waking up seems fine to me. Freddy would be too oppressive if not even a gigantic burst of adrenaline could free you from his world.
Hard disagree. Like, to be fair, this would have been way more urgent back before Freddy was reworked where Adrenaline waking someone up meant Freddy could do nothing against them. So it's not nearly as crippling for him for this to still exist and is not nearly as bad as the others. But there is absolutely nothing about being asleep that make it even remotely risky to remove Adrenaline's interaction with it. If Adrenaline not working against sleep was enough to make Freddy "oppressive," that would just mean that Freddy is fundamentally OP, which is not the case as far as I am aware (apart from the Forever Freddy build which was nerfed when they nerfed the slowdown add-ons).
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1053886#Comment_1053886
It was almost done, not 99.99%, to be fair. I'd say I maybe dumped 70 seconds into it or so? Anywho, by the time I lost the chase, got hooked, then got unhooked and ran back, it was fully regressed.
I wish I had your Survivors that would not touch a gen for over two minutes.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053793#Comment_1053793
Maybe after gaining a token see the auras of all survivors for 12 seconds?
I don't think that would be much of a buff, personally. I think the Killer gets more benefit from seeing auras through BBQ than a Survivor would through this hypothetical WGLF. The reason I like merging WGLF with We'll Make It is that both perks involve helping an unhooked Survivor and ensuring they are safe. They already kinda synergize with each other in such a way that it would make sense to make them one perk.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053765#Comment_1053765
What about we'll make it?
Bonus: what, in the other role, deserves a buff?
EDIT: Crap, I meant We're Gonna Live Forever. Basically, combine the two into one perk.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053757#Comment_1053757
Yes but that means you just got 3 survivors off gens just by camping. All because the perk that is supposed to punish camping actually doesn't anymore!
The third person is barely off the gen. Just heal them out of Dying (which takes less than 30 seconds) and then back to business. Meanwhile, you were still busy with one person who may or may not have DS.
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Ivory and Ebony Moris.
Bonus: We're Gonna Live Forever (merge it with We'll Make It into one perk)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053704#Comment_1053704
You hit the unhooker, they unhook, you tunnel the unhooked, hit them, unhooker goes down, keep chasing unhooked until you down them.
Then someone heals up the unhooker while the unhooked is being chased and hooked.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053659#Comment_1053659
As opposed to the killer tunneling and getting 2 downs without even having to switch targets.
How does that work?
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The following should go IMO:
-Sabotaging Bear Traps
-Lightburn
-Flashlights burning Hag traps
-Adrenaline waking up asleep Survivors.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053624#Comment_1053624
No I didn't say the unhooked will go down, but the killer can now find them and chase them like normal.
As opposed to what?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053614#Comment_1053614
What? I think we're thinking about different things...
You said that 15 seconds will end by the time you down another Survivor. Are you saying that the Killer spend 15 seconds downing the unhooker, and then from there the unhooked goes down?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053568#Comment_1053568
Yes you are in the clear because 15 seconds will end by the time you down another survivor. Stop trying to ease the difficulty of tunneling, there is a reason BT was added in the first place.
You can't escape from the Killer who is distracted with another Survivor for 15 seconds?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053492#Comment_1053492
The killer would then be able to tunnel without consequence...don't tunnel: get a down
Tunnel: get a down
Balanced?
Couldn't that just apply to BT normally? Hit the unhooker, and then you are pretty much in the clear.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053487#Comment_1053487
The devs have made it clear modification to the base game is not on their mind. Why else would totem counter and chase indicator not be in the game yet?
I mean, we are dealing in hypotheticals currently, so anything is on the table here.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1053432#Comment_1053432
If the killer was facecamping someone then this perk would only be good for trading hooks and you don't even need any perks to do that anyways. You cannot do what you described at all in that situation.
If you can save someone without getting injured then you probably wouldn't need BT anyway, you could just take a hit.
If the killer was facecamping, they would hit the BT person before the unhook and then hit them again for the down. So that doesn't really change much.
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@Hamtroll said:
https://forum.deadbydaylight.com/en/discussion/comment/1053432#Comment_1053432
Half the killers camping have a 1 shot. You almost can't save against a 99% myers who is facecamping. You literally cannot save against a facecamp bubba, especially if they just stand there with insidious and block out the BT anyways. You can't save against facecamp billy. Wraith can facecamp while cloaked and uncloak the second you get saved.
BT doesn't work against facecamp freddy either. Nurse / spirit will just tunnel them down through BT / DS and not care.
Trapper / hag can place a million traps around the hook, especially if it's basement, and you are dead if you try to go for the save.
Almost all the killers have really good ways to camp. BT needs to be strong, really strong.
Or maybe camping needs to be knocked down a peg. Perks are not suitable bandaids for game balance.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053432#Comment_1053432
So BT would be a slight efficiency perk instead of an anti camp/tunnel perk?
If it protects the unhooked person from a hit, is that not anti-tunnel?
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1053300#Comment_1053300
Wouldn't that make the perk absolutely useless?
How? You make the save, run run run, and if BT procs while you are not near the Killer, the Killer isn't going to be around to down you. Meanwhile, the unhooked person tanked a hit with no damage.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053347#Comment_1053347
Yeah well I don't know who would run BT instead of just bodyblocking. Maybe against teleporters like wraith or hag it could be useful but they don't even proc BT in the first place.
People who are willing to take a hit but don't want to waste too much time to make it happen?
@Hamtroll said:
https://forum.deadbydaylight.com/en/discussion/comment/1053347#Comment_1053347
You usually only get hit with BT if you are camping. If they do a stupid save in your face you can either go for the unhooker or wait the 15 seconds to cancel the obvious borrowed time.
BT needs to exist or killers could camp the hooks with impunity. They already try it all the time at red ranks when the games go south.
I'm not sure what the idea would change based on what you described except that you probably want to be Healthy if you're going to try to take advantage of BT.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1053300#Comment_1053300
That's pretty much just bodyblocking though...
Yeah, so BT lets you effectively bodyblock at a distance.
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I like @Blueberry 's suggestion of making it so hitting a player protected by Borrowed Time will transfer the damage to the unhooker who used Borrowed Time.
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How would you suggest making it so players can't just use it to block the really good players, resulting in them getting longer and longer queue times?
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@DetailedDetriment said:
Stadia is better PC. Change my mind.
Can't play ChexQuest on Stadia, can you?
Chexmate.
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My first choice would have been Doctor, buuuuuuuut since that one is out of the way, I'm gonna play the selfish card and say Pig. :P
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What I would suggest instead is making it so that each Hex totem has the associated perk icon hovering over it for the Killer to see when they are within a certain distance from a Hex totem.
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Killer - NOED
Survivor - Adrenaline
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Honestly, I don't have a good justification for it. Just giving solo Survivors comms would help a lot in paving the way for actually balancing the game. Make it opt-in for people who don't want to deal with it, and add some in-game pre-written messages similar to Identity V so those who don't opt in still have a way to communicate to some degree.
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@Leyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1050689#Comment_1050689
Being banned by the anti-cheats is our problem and we know the risk, we just want to know if BHVR are against the "custom client thing " or if you don't mind them;
imagine tomorrow you see someone coming and say: these people have a custom client with better sound this is unfair for me because I don't have it! will you ban those people MANUALLY ?; thx for your work ^^
You should probably take the hint from "I would strongly advise against it."
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@NoRestarts said:
https://forum.deadbydaylight.com/en/discussion/comment/1050511#Comment_1050511
Are you American? Do you know how tall you are? You can't estimate 3 feet based on your height?
Nope, I cannot.
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To be honest, I don't think I'd be able to estimate three feet in game any better than I'd be able to estimate one meter. Regardless of which one is used, as far as judging distances in-game, it may as well be Dingle-bops for me either way.
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For every two games I de-pip, I only need one game against some potatoes to make up the difference. Between that and the changes to rank reset (when it works, at least) I'm pretty sure I should be safe in low red ranks for the time being. :P
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That would actually be a way better counter to Keys than Franklin's Demise, for what it's worth. The problem is that people with Keys can just hide a Key earlier in the match to avoid having it disintegrated.
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I would say old doctor, as his pallet/vault-denying ability was harder to use effectively due to two stances, 110% speed in Treatment mode, and I believe overall more delay between being shocking and attacking.
That being said, new Doctor is better designed and more fun to play IMO.
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Tried it, didn't really like it, will probably look for something else. It's probably not bad on Killers like Trapper and Hag who want set-up time.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1049860#Comment_1049860
I used it yesterday and it worked normal. But at some point I started moving at "purple Windstorm" speed.
Shadowbuff, obviously. :P
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I would be very, VERY surprised if it was bannable.
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Most of these I think are pretty cool. The only ones that stands out to me as one I don't really like are Up the Ante and Mad Grit (and technically Unrelenting, since you took Mad Grit's "no attack cooldown" ability and gave it to Unrelenting).