Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/932320#Comment_932320

    You'll end up getting more tier ups than the 60 second cd.

    Regardless though, he's still weak either way, so whether or not it's better is pretty irrelevant.

    I want to see changes that help him in chase or improve his ability to counter loops. Improving the tier up rate (if it is) isn't going to make him more viable. The madness just doesn't mean enough.

    "You'll end up getting more tier ups than the 60 second cd."

    Not convinced. All Static Field was ever really good for was getting people to Tier 1 Madness.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/932245#Comment_932245

    Running a tracking perk on a killer that's strength is already tracking is a bad idea. Not to mention this is comparing his previous ability to new ability + a perk. That isn't a fair comparison.

    What use are you getting out of that insta-tier of madness in exchange for your better tracking? None of it is helping you in a chase. It's just being a little annoying with a "deep wounds" type effect.

    Why is it an unfair comparison? We are allowed to factor in whatever tools a Killer has at their disposal, especially when it is a perk that is always available (unlike add-ons, which are one-time use and limited supply).

    In exchange for tracking, he gains the ability to use his shock attack and M1 attack interchangeably without having to move at 110% or switch stances, which means he can more reliably capitalize on preventing Survivors from vaulting windows or using pallets.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/932216#Comment_932216

    On a 60 sec cooldown and only if they are in your TR at that moment. Overall you will end up with way less Madness tier ups in total with this change.

    Whispers fixes the TR problem pretty easily.

    The way I see it, the Static Field was largely not very useful after the very beginning of the game. I would much rather just be able to insta-tier someone than have to linger at 110% under the hope people stay in the field too long.

  • @Blueberry said:

    Seems like more of a nerf so far imo

    Not sure why they would even make the statement about only wanting to make him more fun and not stronger when he is currently really bad. He needs to be buffed.

    Insta-tier up AoE attack and not having to switch stances to shock seems like a nerf? Those are the biggest changes to me.

  • Like I said, I am only hearing (from other people). I didn't watch the stream, and this isn't something I am seeing confirmed by a dev on here, so I'm gonna wait to be certain on this.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/931914#Comment_931914

    They put his static field on a 60 second cooldown, removed the interaction block from shock therapy (at least this is what came across in the dev stream) and removed exhaustion from his addons. How is this not a blanket nerf?

    "They put his static field on a 60 second cooldown"

    Very misleading way of phrasing it. They CHANGED his static field to something else.

    "removed the interaction block from shock therapy"

    I'm hearing otherwise.

    "removed exhaustion from his addons."

    All two of them.


    This would be like saying they blanket nerfed Freddy from OG Freddy because they made him so that he is not always invisible and that he can't read auras naturally anymore.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931616#Comment_931616

    I understand. I put it like that intentionally, because the point is that it wasn't actually their first penalty. Not because they're lying, but because they might have been mistaken.

    Nevertheless, to avoid confusion, I've edited the post with the exact quote from not_Queen so that people can draw their own conclusions and nothing about what I said will accidentally reflect badly on her.

    Fair enough. Adding the direct quote seems like the best course of action.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931602#Comment_931602

    That's not really what was said, though. It's not that the first penalty is registered but not shown, it's that the players don't always notice it's there because you only see the lockout penalty when you try to join the queue.

    Fair enough, but then what about the people who are alleging that their first penalty (seemingly as a result of a game crash or a match cancellation) is a 15 minute ban? Putting "first" in quotation marks kinda makes it seem like the implication is that this was not actually their first DC and that they are mistaken/not honest in their claim?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931593#Comment_931593

    I'm not sure in what way you mean. How would you suggest I word it?

    Write it simply stating that sometimes the first penalties are not given despite being registered by the game, and when a player in this situation does eventually trigger a DC penalty, they are still given the stiffer penalty as though they had also received the previous ones.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931560#Comment_931560

    Be careful about reading into it too much. As I said in the disclaimer at the top of the post, the information is official and accurate, but the words themselves are mine, not BHVR's.

    In that case, I think it would be wise to re-write that portion because the way you have it written definitely gives off that connotation.

  • "Some players aren’t seeing the first disconnection penalty they receive (for various reasons, such as restarting their game and not returning to the lobby until after it has already expired), which is why some people’s "first" penalties are appearing longer than they should be."

    This reads to me like BHVR are calling people liars.

  • @SnakeSound222 said:

    I'm not 100% sure on these changes. First I'll start off with the positives:

    1. No switching! It did get annoying having to switch between modes to use the shock at loops. It sucked when you shocked a Survivor and you started switching to Punishment mode only to let go of the button at 99% and miss the opportunity for a hit.
    2. Static Blast is a guaranteed Madness tier up.
    3. It looks like you won’t be slowed while charging up Static Blast.
    4. Counter-clockwise skill checks will be able to surprise Survivors and get them to miss a skill check.

    Now I'll list my negatives regarding them:

    1. A 60 second cooldown is way too long for Static Blast, at least with the information we have about it. Unless there's some super secret ability that will make the blast really powerful at base, the cooldown should be 30 seconds at most or Doc should keep his Static Field and the devs can just buff that.
    2. They weren't super clear on Iridescent King. The leaks showed that Iridescent King would keep all of its afflictions, but the Q&A recap mentions "a new Iridescent King". Does this mean that it got changed or was this just a typo and it’s the new Iridescent Queen add-on I keep seeing people talk about?
    3. Based on the leaks, the Exhaustion effect from Obedience is replaced with the counter-clockwise skill checks. Why? This wasn’t OP unless the Survivor was bad and relied on their Exhaustion perk to escape.
    4. Nothing about increasing base shock range or addressing the inconsistency of the stun? Even when you time it right the game will still give the vault or drop to the Survivor and the current base shock range is PATHETIC.

    Apparently Shock Therapy is getting a buff to its base range.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/921787#Comment_921787

    In b4 they change Irridescent heads to include crosshair in exchange for the one hit down.

    No thanks.

  • @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/930784#Comment_930784

    It's a overall nerf and here's why.

    Static Blast has a cool down of 60 seconds from what was said in the live stream. During the time that the Doc changes were leaked it said in the description that the static blast was equivalent to his TR which is 32 m. Now question is that if you use the blast and no one is around or maybe just 1 you have to wait another whole 60 seconds to try and tier up a survivor, not to mention how much counterplay survivors have towards tiering up they can simply hide in a lock or move away from his blast effect. This seemingly makes tiers of madness irrelevant and not very useful since it's tied to 32m near him.

    Another thing is that there's no more treatment mode this means that you can no longer fake shocks to get the survivor to drop the pallets early as once you initiate the shock the survivor will know to run another loop on you, doc will no longer be able to pull survivors off hook rescues or gens consistently since there will be no treatment mode.I'm also very disappointed in the change to the "no stance" because this was a huge part to the skill gap in Doctor you had you alternate between the two stances to be skillful with him at loops, all this change does is make it more frustrating for survivors and lower the skill gap between the good docs and the mediocre ones.

    "Now question is that if you use the blast and no one is around or maybe just 1 you have to wait another whole 60 seconds to try and tier up a survivor"

    I get the impression that you think he can't just use his regular electric blasts anymore. He still can.

    "Another thing is that there's no more treatment mode this means that you can no longer fake shocks to get the survivor to drop the pallets early as once you initiate the shock the survivor will know to run another loop on you,"

    What stops you from partially charging up an attack to bait a bad move, then dropping the charge and going to do what you intended to do? This change seems like it makes that EASIER, not harder.

  • @Raccoon said:

    Losing the field, having to manually (with blast or shock) place each survivor into all tiers of madness (including 1), and losing the tracking info that the field provided in the HUD does not seem to be a fair trade off for not having to switch to shock - not at all, in my opinion.

    I'd trade the tracking for being better in a chase.

  • Also, just found out about the Iridescent Queen add-on. I approve of the memery. :P

    (It makes it so anyone who gets hit by either shock attack becomes electrically charged and also zaps the next person they get close to)

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/930810#Comment_930810

    Adding onto what TAG said it's on a minute cooldown - no more slowly going mad just cause the doctor is walking around the center of the map with distressing waiting for his next target to show their position.

    Shh, don't mention that part. It'll be funny. :P

    Also, Doc can now cause Skill Checks to spin the other way!

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/930786#Comment_930786

    Aside from the stances being removed, he sounds exactly the same... which sucks to go against. So, if that's the case then no thanks. I'm not going to waste my time screaming in a corner for 30 minutes against a doctor.

    He no longer has his static field. Instead, he has a static blast that can instantly cause all Survivors in his TR to gain a full madness level.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/930629#Comment_930629

    But also removing his range increasing add-ons completely, from what I've seen.

    If his range is buffed to an acceptable range, I am okay with that trade-off. Moldy Electrode was enough for his range to not suck, as far as I could tell.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/930588#Comment_930588

    It's a soft nerf to make him more bearable on smaller maps / 3 gen scenarios, as he will no longer be able to passively increase madness. Not having to switch modes is nice, but unless they tweak it, default shock range is abysmal.

    Apparently I am hearing that they are slightly buffing his base shock range.

  • @ASpazNamedSteve said:

    Does he still have his normal shock ability like he did in Treatment?

    From what I can gather, yes. Instead of Shock Therapy and Static Field, he now has Shock Therapy and Static Blast.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/930516#Comment_930516

    His base range is getting improved a little bit so it should be better overall since that means a free add on slot. If they even improve his range by say 20% or something that would be really good, so sure no 50% boost but instead you get 20% and can take a different add on instead.

    That's good. Overall, this SEEEEEMS like good changes, but we won't know for sure until we get our hands on him.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/930511#Comment_930511

    Isn't that a nerf though? Since you'll have to hope they're in your TR when you use it? In the past it was a tool to tell you that.

    Now you'll want to be confident they are or you'll be hit with a 60 second cooldown.

    Doctor needs to be better not weaker. We don't know everything yet but so far its not sounding like "omg doctor is so good/cool/more fun now."

    For survivors yeah he won't be as annoying but as him it seems like he got hit hard. (So far)

    Unless his TR gets reduced to less than 32 meters, Whispers can tell you when you can fire a Static Blast.

  • @Bravescorpio said:

    So he'll no longer be able to shut down loops or prevent window vaults? I mean the timing was already rough but was still possible, but with a 60 second cooldown there is barely any chase use to it now?

    Doc needed one of two things to improve, he needed a more reliable way to shut down loops, or he needed a better stall method. Not sure he is really getting either. I mean, an guaranteed shock hit is nice, but every 60 seconds? Really, was over-shocking his main issue?

    It almost seems like this is a change to benefit survivors more than the doc himself?

    They didn't put the Shock attack on a cool-down; they changed his passive Static Field to a second, more powerful Shock attack with a cool-down.

  • @[Deleted User] said:

    They are changing the passive effect to be an active one with a 2 second charge time, and 60 second cooldown. They also are removing range boosting effects on his shock ability.

    However in return he no longer has to change stances at all, he will always have full movement except when charging an ability, he is going to get new add ons and one of them will basically cause his shock to stick to a target and jump to another survivor if they get close to them.

    @Peanits said:

    I'd say try it first. You've only heard part of the changes, jumping to a conclusion now is silly.

    For those who missed it:

    • Treatment mode is gone. You no longer need to switch modes to shock survivors. (Shock and then hit people quicker.)
    • The Static Field has been replaced with a Static Blast. This shocks your full terror radius and gives any survivor hit by it a full tier's worth of madness. Cooldown of 60 seconds.
    • Various add-on improvements.
    • Backwards skill checks in madness.

    And there will be a PTB first, of course, which means it could change before going live.

    Also he'll be getting his own unique chase music. That doesn't really affect balance, but it's cool and I figured I should mention it.

    Interesting. The one thing that worries me is the alleged removal of range add-ons, as one of the Doc's big problems was that the range on his Shock sucked badly. He's one of the weakest killers in the game currently IMO, so we'll see how this plays out.

  • Are we just basing this on the leaked text, or was something just announced that I missed?

  • @Carpemortum said:

    Well, seeing as they said the first ban is 60 seconds, I get the feeling it wasnt the first dc.

    The first is short SPECIFICALLY for these situations.

    If it keeps happening, dont play. You're only knowingly setting yourself up for frustration if you KNOW you'll get booted and penalized.

    I've seen people saying that their first crash/match cancel landed them with a 15 or so minute ban.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/915002#Comment_915002

    Extremely low odds - besides if they do get yanked out of a randomly pointed locker, they probably deserved it.

    As someone who hid in a locker near a gate shortly before the last gen popped (because I was Rancor target) and was promptly sold out a few seconds later, I can safely say with confidence that not everyone in a locker deserves it.

  • She needs help, but I'll still gladly main her.

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/929773#Comment_929773

    yeah but they wouldn’t need to do that every game since they wouldn’t be in a situation where they were slugged every game so the killer could get a 4k.

    it wouldn’t be often.

    You never know. :P Either way, if it's something you're not allowed to do more than super infrequently without being punished, I wouldn't call it a strategy.

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/927837#Comment_927837

    well technically it still is. the dc person could just take the timeout to let their friend escape.

    so yeah...

    That would just lead to an eventual ban unless they just stop doing it.

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/929683#Comment_929683

    For the first thing, it was never intentional but it was proven, it was directly addressed and fixed by the devs. I understand the point about the face mask, but why not go after people with RBTs on? They are the most vulnerable people and the best targets, the thing survivors don't want you to do is to go after the guy with a RBT, because it is the best option you have as a killer

    You're going to have to find me this proof because I explicitly remember someone (I believe it was McCote) explicitly bringing up that reddit thread with the statistics and explaining that 1) the Boxes were not bugged 2) the Boxes do not function the way some people believe they do (i.e. the individual boxes do not function off RNG and are not affected by luck).

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/929499#Comment_929499

    Boxes used to be determined by RNG, you would always have a 50% chance of removing the RBT and it could be increased by luck. This is fixed now but it was likely still a bug when the post was made

    This was never the case, as far as I am aware. I believe the devs have themselves stated that this is not and was never how the boxes worked.

    @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/929499#Comment_929499

    Face mask could put a ton of pressure on hooked survivors, most people with traps won't go for saves, but if they are the only players not being chased it can force them to make a risky decision, especially since they can't use BT and will be forced to at least take a hit if you are anywhere close by.

    I'm not convinced that such a scenario is as likely as you believe. The way I see it, the two most likely scenarios are:

    1) The Pig does not actively hound the Trapped Survivor because that wastes time, so the add-on basically does nothing (as is the case with the current RBT penalty add-ons except arguably Rusty Attachments).

    2) The Pig does actively hound the Trapped Survivor to take advantage of the Oblivious Status effect, so the RBT isn't properly stalling like it is intended to.

  • @ASpazNamedSteve said:

    @TAG Just in reference to your RNG point, the boxes are pure RNG. Sure there's technically not a random chance for the box your searching to be the right one, but the correct box is chosen at pure random (key word) and they all look identical.

    No matter how you look at it they are 100% RNG.

    What I meant was that based on the "proof" that the Reddit user linked to and using that "proof" to suggest that the "RNG issue" be fixed to make it more "even", it seems pretty likely that said Reddit user believes that Jigsaw Boxes are "Search an arbitrary box, and a random number generator determines if your Trap comes off" as opposed to "One box is randomly chosen to be the correct box, and ONLY that box will get the Trap off."

  • As always, my thoughts are merely opinions.

    Vaulting windows/pallets while dashing: I'm not sure she needs this. IMO, this would just take away from the identity of the Legion, who is already suffering enough as is.

    "Fix" the RNG: I strongly suspect that the user does not understand how the boxes function. There is no RNG involved in actually searching the boxes; either you've found the correct box, or you haven't. Not saying that something couldn't be done in helping with the variance, but it doesn't seem like the person understands the issue.

    Increasing crouch speed: Yeah, I think I am okay with this.

    Changing the activation of the RBTs: I think #1 (activates upon being unhooked or healing from the dying state) COUUUULD be okay maybe, but that's about it. Even then, I probably wouldn't make it so it activates from being healed. Maybe either from being unhooked or from a gen finishing. I think if someone gets healed off the ground because they were left slugged, they shouldn't be penalized.

    Rules Set No. 2 base kit: Not my preferred solution (I prefer first box being auto-fail), but I'm still okay with it.

    Jigsaw Box only opens for a Survivor with an active RBT: Not sure what the point would be. At worst, it invalidates RSN2. Survivors now won't have the option of playing it wrong (searching for boxes with no aura) and will effectively be forced into doing the correct thing (doing a gen to activate the trap and see the box auras).

    Increase the RBT timer to 3 minutes: Please no. I know this is meant to be done in conjunction with the previous two things, but I'd say just make RSN2 base kit and forget parts 2 and 3.



    Original Reverse Bear Trap:

    1) I'm going to assume that the rarities of all of these add-ons will be adjusted accordingly because this and some others seem like way too much at their current rarities.

    2) This add-on seems really badly designed. It is basically just "Survivor runs to a corner, does an extended mending, and prays."

    Shattered Syringe: I'm for buffing Syringe, but this isn't it to me.

    Utility Blade: See above.

    Razor Wire: This would have to be at least a Very Rare IMO, and even then I am not sure this is a good idea.

    Face Mask: I feel like this still just promotes tunneling the trapped Survivor, which is counterproductive to the goal of RBTS.

    Broken Reverse Bear Trap: No. This does absolutely nothing except in the times where it is more powerful than an Ebony Mori, with absolutely no middle ground and no strategy whatsoever. It is about as frustratingly coin-flippy as it gets. Absolutely no good can come from this.

    Improvised Reverse Bear Trap: The problem with this is that it means that the Pig now has a 50% chance of being able to just facecamp a Box and make sure the Survivor guaranteed dies. It might not be strategically sound, but it does promote unhealthy, trollish gameplay IMO.

    Interlocking Razor: The Razor Wire idea at least can't down a Survivor. This does not have that safeguard, so I am against it.

    The Game: I am going to assume that this only works once a Trap becomes active because I refuse to believe that the person who came up with this idea did not seriously do so while also suggesting that RBTs can only be removed once it becomes active. Beyond that, I think this is a really bad idea. Either people just 99% the gens, rendering this pointless, people don't think to 99 the gens and allow the Pig to tunnel the Trapped Survivor to death, or there is a troll in the Survivor team who decides to kill the Trapped Survivor for the memes.

    Tampered Timer: I would not reduce the timer any further. I'd be okay with adding another ability to it (potentially in exchange for less time being stricken from the clock), as Tampered Timer either does nothing or everything.

    A Worthy Tool: This kinda just basically reads as "Infinite RBTs", and I don't think manually having to recover them from a box is enough of a downside to off-set that.

    Amanda's Secret: I'd personally change it to just one person (the Obsession) and remove the downside of RBT inventory reduction. Basically just make it a better Last Will.

    Rules Set No. 2: I have no idea why this was made when The Game was also suggested as an idea. I think this has similar problems to The Game (though obviously less bad).

    Amanda's Letter: This I am in support of.

  • @justaSpirit_phase said:

    https://forum.deadbydaylight.com/en/discussion/comment/929305#Comment_929305

    Because when I applied the broken status to them they ran up to a hook and pointed at it. So I just audibly sighed and went off to another survivor but he kept following me so I didn’t want it to seem like I was working with him so I slugged him so he wouldn’t get in my way so then after a bit he dced :/

    Ah, okay. I was thinking you were slugging them and just assuming that they would DC or something.

  • @Zumz said:

    https://forum.deadbydaylight.com/en/discussion/comment/927651#Comment_927651

    Please point out where I said this, because I didn't. She does not have any endgame potential POWER-WISE if her traps aren't activated. It's that simple.

    "Buff her power or rework it completely. Make it so that not even activated traps will kill you."

    It sounds here like you are saying that they should re-work the traps and make it so that, in your own words, "not even activated traps will kill you." I'm pretty sure at this point that this is just poorly worded, but I thought I'd ask for clarification just to be sure.

  • Exactly how do you know the person you are leaving slugged intends to hook suicide?

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/927816#Comment_927816

    I disagree. You can NOT give them the options to attempt escape, and not struggle, and ban people for it.

    If they do this, they need to remove the need to struggle by mashing a button.

    I 100% support the removal of having to mash on the struggle state.

  • @Groxiverde said:

    How long do the penalties last? I can't play DbD until tomorrow.

    And in my opinion, early suicides should also penalize (such as committing suicide when not a minute has passed since the match began).

    As long as it takes more than one or two suicides to trigger a penalty (since it would suck hard to get punished for accidentally slipping on the button mashing), I'm for it.

  • Your Pig change regarding the boxes would make it so Pig can always always force a Kill by just camping the last box. So...no to that one.

  • @The_Second_Coming said:

    Actually, I can refute what not_Queen is saying. My fiance barely ever plays DBD, but today she wants to do a 2 person SWF with me (not super sweaty, we mostly just sandbag eachother :P). Had a couple matches, and the 3rd match was cancelled, and she ended up with a 25 minute ban. This is a person who hasn't played since...at the very least...last February? And even then, she never DC's.

    In contrast, I DC'd from a game last night (As killer, cause someone else DC'd and I don't do 3v1's). I got nothing.

    So I'd say BHVR better get on this ASAP.

    @not_Queen @Peanits

    Just to make sure they see this

  • @Zumz said:

    https://forum.deadbydaylight.com/en/discussion/comment/925436#Comment_925436

    During endgame. I was specifically talking about Endgame. In the past, walking out an exit gate with a trap on would kill you, activated or not. After they nerfed this, her endgame potential really kinda sucked.

    I'm confused. Are you suggesting that they change her traps so they don't do anything at all during the endgame, or are you just being sarcastic?

  • @Mr_K said:

    Unless something major happens they should keep the system in place.

    According to another thread, the basement bug has returned.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/920490#Comment_920490

    No one is talking about a gameplay advantage.

    https://forum.deadbydaylight.com/en/discussion/comment/920173#Comment_920173

    Yall play against SWF too much. I get that you hate it and want them to all die. gotcha. You just want to -kill- the survivors.

    i play the same as any other Mori. The tier doesn't matter. You obviously don't play the game solo. Me? I'm not going out like that. But now i'm going to play even more immersed if its base and there's no chance of it being a shroud. As will other players. This will drag out games. Dragging out the game a game doesn't mean more points either. Me and the Blendette can hide for the next 2 days while you do what? patrol gens? yeah i see a big value in adding a cypress mori to a killers base.(that was sarcasm) Hope you brought Whispers because i promise, you won't find me for days until i get bored and let you.

    Cypress at base kit will change gameplay and people will start quitting, again over Moris. Like when the Ebony didn't a hook requirement. Just slug all 4 as soon as the game starts and end it. If someone makes it to the end only to get Mori'd over and over, they aren't going to play. Then killer queue times will get even worse. I really wish you folks would come up with suggestions that were actual QOL fixes instead of these guises as flavor items lol

    Forgive me if I am misunderstanding you. Are you comparing Cypress at base kit to Ebony with no hook requirements?

    I don't understand your point. The stuff you are suggesting would happen as a consequence is still all possible without Cypress Mori. What does Cypress change about, say, slugging all 4 players? Why would someone hold a game hostage to avoid being Cypress'd as opposed to avoid being hooked as the last person? What is the difference beyond what I mentioned in my previous post?

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/926826#Comment_926826

    The problem with this game is at higher ranks you need to do everything pretty much perfect to win. You need your perks to also help you out a lot and losing because of this random chance aspect isn't fun. But I think when the high risk does pay off, with perks like huntress lullaby and Devour hope it makes the win that much better.

    Bear traps annoy me for a similar reason but I think its works with her character. Now I'd like the first box to guarantee not to have the key everytime but that's just me.

    When it comes to hex totems my biggest problem was when they are destroyed you lose everything. When I was writing chapters I wanted to include hex perks where after they were destroyed you don't lose all the effects of the totem.

    The way I see it, I'd rather current Hex perks just function consistently across the board rather than have some games where they are here forever and some games where you are almost immediately down one or more perks.

    Also, wrong Bear Trap. I'm talking about Trapper's Bear Traps and how escaping them is completely up to RNG. Sometimes you are free in one attempt, and the Trapper basically got nothing out of it, and sometimes you can't escape after a gazillion tries and was able to be caught by the Trapper despite him being on the other side of Grim Pantry. That's kinda what (most) Hex perks feel like to me these days. For what it is worth, I 100% agree on your suggestion regarding Jigsaw Boxes, but I digress.

    I think Hex perks having lingering effects after being broken can help, but at this point, I'd rather just de-Hexify Hex perks. That's just me, though.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/926811#Comment_926811

    I don't know I exactly agree with that. I always said that totems shouldn't spawn till their effects are active. So huntress lullaby shouldn't activate till 1 survivor has been hooked. Devour Hope shouldn't spawn till it gains its first toten.

    But I always liked hex totems being "high risk, high reward".

    I used to feel similar to you regarding totems not being lit until the perks do something, but I've recently come to dislike Hex perks being 'feast or famine". It is increasingly reminding me of Bear Trap escapes in that "either luck favors you and screws Survivors, or luck favors Survivors and you get nothing." Not good design IMO.

  • @CashelP14 said:

    There are endless different ideas on how to buff totems, not just ruin. Personally I might would like ruin being time perk, it would be an interesting test during the ptb. They don't have to implement it but people can test and give feedback on whether they think it's good or not.

    My idea to "buff" Hex perks: Make them all non-Hex perks and balance them accordingly. :P Use totems for something else.

  • @Xerge said:

    I recently saw a video of Otz playing Pig and he harrased the survivors who had the traps on, slugging them and not allowing them to take them off.

    I remember doing that once during egc when a survivor had a trap that was activated when the last gen popped. It was a Feng Min, she and her team complained I tunneled, but whatever. I never let her take that trap off, downing her over and over again at the jigsaw boxes until egc was about to end and her remaining team mates left her to die. I tried chasing the other two to get free hits with the hopes of downing them at some point, but I also wanted to keep an eye on Feng so she wouldn't take the trap off.

    She stlll has some endgame potential, but forces you to harras the survivors who have active reverse traps on their head and slug them instead of hooking them, because it takes them more time to recover than being unhooked, which makes them waste for time during egc.

    As someone who actively tries to get RBT kills, you were probably better off just hooking Feng and cutting your losses. The way you were handling it, you were risking her getting away with the hatch when the other two left.

1 … 137 138 139 140 141 … 218