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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/753052#Comment_753052
Either massively extend the duration, give it a secondary effect or make it something else entirely.
For example I think this effect would be cool:
- During the speed boost after being damaged you don't leave scratchmarks or blood trails. Increase the damaged speed boost by 30/40/50%.
For the record a 50% increase is 1 second or 2 meters of extra distance.
The idea is that it's the OTHER kind of slippery. The kind where once you touch them they leave your grasp and you lose their trail.
Considering it is a pretty free speed boost, it kinda means it should logically be an exhaustion perk (at least, for the speed boost part; the scratch mark/blood trail thing can just always happen). Would that be alright? I'd be on board with the idea if it was, but if it wasn't, it means you have two different perks that can extend a chase in one build, which I'm not sure I'm comfortable with.
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@Theoretical_Heart said:
Why? Terminator isn't horror. If you'd have said Ellen Ripley from Alien or even Dutch from Predator it would be more realistic.
If it's a license it will be Pennywise most likely. But, the next chapter is probably an original chapter.
However there are still tons of horror icons to pull from.
+Hellraiser (Pinhead & Kirstie)
+Friday the 13th (Jason & Tommy)
+31 (Doomhead)
+3 From Hell (Spaulding/Otis/Baby)
+Candyman (Candyman)
+Universal Monsters (Dracula/Frankenstein/Wolfman)
+American Psycho (Patrick Bateman)
+Psycho/Bates Motel (Norman/Norma)
+The Purge (Any Random Purge Participant)
+Resident Evil (Nemesis & Jill Valentine)
+Five Night's at Freddy's
And of course they can do original content forever.
The original arguably was horror, for what it's worth.
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@Irvin said:
https://forum.deadbydaylight.com/en/discussion/comment/753052#Comment_753052
How about have it work like adrenaline, ignores exhaustion but causes exhaustion?
That creates the problem I mentioned above of "use exhaustion perk to extend first chase, then get downed, use DS, and make a clean getaway with second exhaustion boost," which is effectively making it not an exhaustion perk.
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@NuclearBurrito said:
This version of Slippery Meat isn't good. It needs to have some advantage over other exhaustion perks if it is going to work.
I'm pretty open to suggestions on how to buff it. Only thing I'm not comfortable doing for sure is making it not an exhaustion perk.
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So this is basically just a way to manually acquire Bloodlust, yes?
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Considering that Keys are still a thing, I'd say the gap as a result of nerfing Styptic/Syringe is not as large as you allege.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752475#Comment_752475
Honestly this would be the best of both world imo.
Casual play and competitive needs to be separated.
I would be on board with that on paper. My one concern, as I mentioned, is splitting the player base. Does adding two separate queues result in one or both queues not having enough players and having super long matchmaking times?
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752463#Comment_752463
Wait no yeah I just read exatcly there's no restrictions for quickplays! So why should there be one in DbD which doesn't even have a proper competitive mode.
The ranked mode is the competitive mode.
Now if you're suggesting DbD adds a casual queue, I wouldn't be against that as long as the game can survive the player base fracturing.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752463#Comment_752463
Honestly idk that much about paladin but like I said idk what they mean on overwatch bc even when you are actually playing competitive and not Quick plays, ranks on both teams are all randoms or they sure do look random.
I am going purely by what my research tells me. If you wanna dispute it, I'm gonna have to see something to dispute it.
In the meantime, I don't want to see matchmaking go back to the old way.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752145#Comment_752145
Send links bc I play all the time with my bronze friends and I'm master rank. So idk where you found that info but it's clearly fake or something is clearly wrong.
Overwatch: https://overwatch.fandom.com/wiki/Competitive_Play
"There are also skill rating restrictions for Competitive grouping.
- Players who are queueing for their placement match are unable to group up with players who are in Diamond tier and above.
- Players who are in Bronze, Silver, Gold, Platinum and Diamond tier are unable to group up with other players which have a skill rating difference of more than 1000.
- etc. etc."
Paladins: https://paladins.gamepedia.com/Ranked
Bronze Silver Gold Platinum Ranks may team up in groups of five, Diamond Master Grandmaster ranks may team up in groups of two, and Diamond players are allowed to queue up with Platinum players.
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@Sn0wJob said:
https://forum.deadbydaylight.com/en/discussion/comment/752170#Comment_752170
people use the collision to block pallets and windows, removing it would %100 be a nerf.
This is mostly a troll thread for when people call things that are nerfs as buffs, its really easy to put a positive disingenuous spin on things.
Reducing the iframes of dead hard would not be a buff at all.
Fair enough. I'm glad to see that you don't ACTUALLY think this is a "buff to good Survivors." :P
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@Sn0wJob said:
https://forum.deadbydaylight.com/en/discussion/comment/752159#Comment_752159
What about spirits husk collision?
My gut wants to say that is a nerf, but I am admittedly not familiar with the upsides of taking that away?
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@Sn0wJob said:
https://forum.deadbydaylight.com/en/discussion/comment/752152#Comment_752152
are you sure about that? I just read a thread made by a "trusted" that proposed taking something away and called it a buff....
Man, everything I know is a lie.
Depends on what that thing being taken away is. Taking away the aura reading from MoM is a buff. Taking away invincibility frames from Dead Hard is a nerf.
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@Sn0wJob said:
https://forum.deadbydaylight.com/en/discussion/comment/752126#Comment_752126
Currently its just too easy to use, you can cover the distance to a window or pallet without a way to counterplay it.
shortening the iframes would make the distance management and timing much more stringent, it's a buff just like how the rework buffed legion and nurse.
That's what the content creators tell me, so I just thought of a buff myself.
Only skilled survivors will be able to use it effectively so that means its a buff.
That's not what a buff is. What you're describing is a nerf, which is the exact opposite.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752131#Comment_752131
Overwatch, paladin, f13, Smite, etc.
All allow it.
A quick search for Overwatch shows that friends of too far apart rank cannot play in ranked games together, so that's one out of the way.
EDIT: My research shows me that Paladin restricts and eventually just forbids your ability to team up with friends in ranked as you climb the ranks.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/752114#Comment_752114
That's simply not true. What Games are you talking about ? Literally every single mp games I play allow for different ranks to queue together.
As someone else has pointed me towards, Counter-Strike: Global Offensive and League of Legends.
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@Sn0wJob said:
https://forum.deadbydaylight.com/en/discussion/comment/752119#Comment_752119
oh yes yes, of course a buff to good survivors.
How?
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This is a "buff" to good Survivors?
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There's a reason why other games just don't allow friends whose matchmaking ranks are too far apart to team up in ranked games.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/751976#Comment_751976
Kindred description: Kindred trumps any of the Killer’s stealth abilities.
The same description have Spine Chill and Premonition, that’s why I asked the question.
Remember that none of those perks worked on EW1 Myers (until he was changed in this PTB to have Undetectable, which means Spine Chill and Premonition do work on him now).
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@KrazyKat1011123 said:
https://forum.deadbydaylight.com/en/discussion/comment/751849#Comment_751849
oh i didn't know. but why does legion not see scratch marks does he go into the spirit world
The lack of scratch marks for Legion and Mother's Ring Nurse are just mechanical balance choices. Not everything needs a lore justification.
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@KrazyKat1011123 said:
https://forum.deadbydaylight.com/en/discussion/comment/751834#Comment_751834
wraith just goes invisible
Nope. Flavor-wise, Wraith uses his bell to step into and out of the Spirit World.
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So does Wraith. Should Wraith not be able to see scratch marks?
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Only if the game is unable to end due to either a game-breaking bug or the game being held hostage with no sign of letting up. If you have an IRL situation that requires your immediate attention, I suppose that takes priority over the game as well. Beyond that, no.
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@Trwth said:
It’s not necessarily a nerf, rather it’s a side effect of granting the stealthy Killers Undetectable. I see what you’re saying and I’m in the middle here. Perks like Premonition and Kindred have the following: “Trumps any of the Killer’s stealth abilities.” Alert does not have this, but if it did, that would be nice. Trump it or not, I think it’ll be fine. Alert is still a wonderful perk.
P.S. The devs should make sure that those said perks actually do bypass Undetectable.
The thing about Premonition and Kindred is that those perks were made back when the only stealth things in the game for Killers were Wraith and Insidious. That line of text wasn't written with a Killer who is immune to detection perks in mind and was rendered outdated the moment Myers was released. Now that they are adding some consistency to their stealth Killers (particularly by giving EW1 Myers Undetectable instead of total immunity to detection perks), it doesn't make sense to randomly have Undetectable be inconsistent in how it functions by having it be nonfunctional against one specific aura perk.
What should happen instead is that the "Trumps any of the Killer's stealth abilities" line of text should be removed from Kindred since it is no longer true and hasn't been true since the Halloween chapter (it should also be removed from Premonition as well, since you shouldn't need it to know that Premonition beats Undetectable due to how the latter functions).
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Here's a question: What happens if you equip both Styptic and Syringe onto the med-kit? Do you get both effects when you activate the secondary ability of the med-kit?
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If this means hitting a Survivor on a hook no longer causes a hit cooldown animation, I am all for it.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/751458#Comment_751458
Yeah, but Quentin perk Pharmacy gives you a green med kit, so it's a big nerf to a weak perk also.
Okay, that is a fair point.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/747486#Comment_747486
The green one was nerfed.
Yes, but other ones were buffed.
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@[Deleted User] said:
I like Slippery Meat. Works great with Up The Ante & a Luck Offering.
The reason I dislike Slippery Meat is that:
1) I dislike self-unhooks being RNG-based.
2) I dislike Bear Trap escapes being RNG-based.
3) I dislike it when perks and items directly make Killer powers worse (or better, in the case of Hangman's Trick), such as toolboxes/Sabotage/Slippery Meat for Trapper, Flashlight for Wraith/Nurse/Hag, and Adrenaline for Freddy.
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@Irvin said:
The main issues I see with these suggestions are:
1) Killers will either camp the hook for 45 seconds or just tunnel vision the survivor once they unhook themselves since its only 1 hook to get you out of the game and if DS doesn't proc the survivor will be pretty much screwed.
2) The slippery meat suggestion is pretty good, however requiring you not to be exhausted is not a good idea as most survivors have just used Balanced Landing or Dead Hard during the chase before they were downed. Meaning that in most cases they would never actually get to use the perk.
1) This isn't even a good reason to camp the hook because you are letting other Survivors gen-rush instead of effectively gaining an extra hook state on that Survivor. As for tunneling, a free hook state for the Killer is meant to be the huge risk for going for the escape (similar to how too many failed attempts currently will push you to Hook Stage 2), so that to me is a good incentive to not just jump off the hook without at least considering the risk first.
2) The point behind it is that if you can either pull off DS or have someone pull off a pallet or flashlight save (or sabotage a hook, I guess?), you make a completely clean get-away. I understand the whole thing with other Exhaustion perks, but what I'd personally like to avoid doing is creating a scenario where the Survivor gets a big chase going, extends that chase with Sprint Burst/Lithe/Balanced Landing/Dead Hard, then eventually getting downed, then potentially being able to make the cleanest of getaways with another speed boost. I'd be willing to give the perk something else to make it less niche, but I am not comfortable making it not an exhaustion perk.
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I don't play Survivor, but I really do want Jake's. Might also get Hag's.
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I'd have removed the aura part for healing up, at the very least.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/749391#Comment_749391
EW1 wasn't strong tho, that's the issue. There were zero complaints.
It was changes for consistency reasons, which makes sense (to me, at least).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/749321#Comment_749321
I would trade Undetectable for old EW1.
No duh. That's like saying you'd trade the new Syringe for the old one. :P
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1) Remove all the current Mori offerings.
2) Make the uncommon Bloodpoint offerings (except Hollow Shell and Survivor Pudding) give the Killer the ability to Mori one Survivor who has been hooked two times.
3) Make the rare Bloodpoint offerings (except Bloody Party Streamers) give the Killer the ability to Mori any Survivor who has been hooked two times.
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@Peanits said:
It's not an intentional change, don't worry.
KILLER BIAS :P
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@blue4zion said:
I think the devs even said this was legit and okay at one point, what's with the change?
This is the part that confuses me. If the devs said nothing about this initially and changed it, I wouldn't think anything of it. But changing it after they said (not too long ago) that they were cool with it seems strange to me.
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@DeadByTunnelight said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
So what about for example huntress one shorts? it's like the same as insta heals. Nerfing insta heals = nerfing huntress one shots to me
I think Iri-head should be changed, but only because Infantry Belt (and Leather Loop, to a lesser extent) exist. Iri-head is not OP if you only have one Hatchet.
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@Maggy_Fyers said:
https://forum.deadbydaylight.com/en/discussion/comment/748754#Comment_748754
They are literally the exact same thing except for different sides. Doesn't seem like a whole lot of work to change them both either.
It's a terrible decision which gives survivors yet again a fully justified reason to say the devs side with killers all the time despite the nurse nerfs.
If they knew how they wanted to changer Moris as well (assuming they do want to change them at all), they probably would have this update.
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@Maggy_Fyers said:
https://forum.deadbydaylight.com/en/discussion/comment/746067#Comment_746067
Why would it be down the line, why couldn't they do it alongside instaheals as they should? It doesn't make any ######### sense, they obviously compared them to each other yet somewhere in that meeting the conclusion was that only instaheals needed a nerf at the moment, actually #########, actually, love how peanits peaced out too, I wanna hear from him how this happened.
There's no reason to hold back a balance change that they already know they want to make until they know how they want to balance another completely different thing. That just creates a slippery slope that leads to nothing getting done.
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Self-Care lets me insta-heal but at 50% the normal healing speed.
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Hopefully Moris (and Keys) get nerfed soon as well.
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@NuclearBurrito said:
Side grade. Now you don't need Monitor in order to have a 0 TR
I hadn't actually considered that you don't need M&A anymore for Mirror Myers. Cool. :o
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/747420#Comment_747420
i mean there are little things that devs could do that would improve survivor morale and experiences. like shaving wiggle time or making it so that there are less hooks on a map the list goes on and on about improving survivor experiences but do they do it? no they nerf medkits...
They buffed medkits, though?
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/747403#Comment_747403
.....or surge or pop goes the weasel i mean the list goes on and on with killer perks that are valuable there are only a handful on the survivors that are actually used. lithe, balanced landing, and sprint burst are literally the same three perks with different conditions
That doesn't really invalidate what I'm saying.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/747403#Comment_747403
how is it ridiculous when at rank 3/4 its nearly impossible to rank up without escaping and more often than not the op killers are refusing to make the game enjoyable and all the killer perks are by default active....the survivors cant do anything at high ranks with the current perks available except escape and heal...and slight repair increases when youre together or injured and youre hardly together very much at all because the killer will crash your party with monitor and abuse or surveillance
Because at ranks 3/4 are where players are expecting the gens to be done the most quickly, and you are suggesting Survivors just have permanent access to an extra 10% gen speed.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/747318#Comment_747318
i mean yeah it would be nice if survivor perks didnt require you to be injured or conditional....
What you're suggesting would proooooobably be ridiculous.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/747273#Comment_747273
i just mean like a perk like prove thyself shouldnt be like oh we will give you a 10% increase when youre next to another survivor it should be we will give you a 10% increase in general and then when you are next to a survivor we will give you 20% increase. The survivor advantages are always conditional as the killer perks are unconditional and by default activated just by being killer and most survivor perks are not like that at all......
So you want Survivors to be able to just be able to permanently speed up gen progression by 10% automatically with a perk?
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/747076#Comment_747076
I see. I can do that, but does it mean that everyone else will? I doubt other killers would be willing to stipulate such changes just for the sake of poor balance.
The new Syringe is a step toward good balance IMO. :P