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@SammehStormborn said:
https://forum.deadbydaylight.com/en/discussion/comment/2708786#Comment_2708786
But perks survivors use can make killer powers useless… it goes both ways.
That just means that the unhealthiness exists on both sides, does it not? :P
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2710584#Comment_2710584
The scenario is that the survivor is getting chased and, you know, their defense is pallets and windows. That, you know they vault in chase. Because the killer has 'engineered' to chase them.
I'm talking about engineering a scenario where the Killer forces a Survivor to take enough actions such that they effectively drain out the Deep Wound. That is not a realistic scenario to me.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2710140#Comment_2710140
Except the deep wound timer does go down during vaults, because the survivor is technically not running during the animation lock.
So, it's possible if chased while in deep wound, that after vaulting a handful of times the survivor won't have time to snal out and self mend.
The Survivor takes the action to vault, though. The Killer can't push a button to make the Survivor vault on command. You could argue that the Killer can somehow engineer an extremely specific scenario where the Survivor is somehow forced into vaulting that many times, but I would argue that such a scenario is so specific that it is unlikely to come up in natural gameplay without some form of gameplay error on the Survivor's part.
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@Clevite said:
The bigger question is, why does it pause on the other killers?
Because the Survivors in those instances can't run to keep the timer paused, so if the Killer keeps spearing/chaining them, the Survivor will eventually just go down. Meanwhile, if the Doctor keeps zapping a Survivor, it does not hinder the Survivor's ability to run and keep the timer paused.
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I find it comparable to Bubba's Chainsaw. Sure you can say "but bottles slow down Survivors," but Bubba's Chainsaw speeds him up and has two add-on slots to further augment it instead of one.
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2709724#Comment_2709724
Yeah. Judiths just doesn't work against any team with 2 braincells.
I know that tp can be annoying considering how quickly you can tier up with some add ons but it is still not op imo. Otherwise Myers would be top tier with it and you would see him used more often since he is not really that hard to play.
Annoying to some? Yes. Op? Not really.
Regarding clown I don't think pinky is busted at all.
Prior to the buff, I considered Judith's Tombstone to be one of the weakest perks in the whole game. Now I think the buff pushes it into a similarly problematic territory as Tombstone Piece (in that it is possible to pop it when you are just about within grabbing range to ambush someone with the insta-kill with no certifiably identifiable way for them to know you have it).
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2708786#Comment_2708786
Given how survivors are using the items though I think it's still worth having at least as an option
I would prefer if they found a way to make the perk punish flashlights without just rendering them useless. Or if Flashlights had a use beyond blinding the Killer/rescues so that Lightborn doesn't render the item useless (similar to how Agitation doesn't make toolboxes useless).
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If this event is anything to go by, I certainly won't complain whenever the devs decide to do a more muted event.
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Am I allowed to hold the opinion that Lightborn is both a bad perk and an unhealthily designed one? I think the only reason it isn't as obvious is that flashlights aren't very good in the first place, (IMO) and the perk does nothing if flashlights (or firecrackers or one of two specific perks) aren't in play. But when it becomes an option worth using, it completely neuters an entire item full-stop.
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I'm surprised they have not hidden names in lobby by now. It does more harm than good IMO.
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@Kira4Evr said:
I never thought I would see a Fortnite post here
If Trapper can show up in For Honor, Trickster can hold a concert in Fortnite. ;)
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It does, thank you very much.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2707232#Comment_2707232
Don't allow enough space for a body blocker to get between you and the unhooker?
Play Myers or Ghostface that lose collision?
If 3 survivors are going for the unhook, its really on them to mess up the teamwork than the killer be able to overcome their efforts through sheer force of will.
"Don't allow enough space for a body blocker to get between you and the unhooker?"
How?
"Play Myers or Ghostface that lose collision?"
You are introducing a problem that can only be solved by spending real money on DLC. This is a good solution?
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707246#Comment_2707246
i'm just assuming that it was something similar to his context (eating Nemesis power, cancelling blight rush lunge etc)
Wording is what I'm looking for.
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I asked OP to provide context to the image they posted.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/301062/corrupt-intervention-and-ruin-regression
https://forum.deadbydaylight.com/en/discussion/comment/2707076#Comment_2707076
Agree with both of you, maybe this change could reconcile killers and survivors even if so slightly.
https://forum.deadbydaylight.com/en/discussion/comment/2707124#Comment_2707124
You've basically lost at this point and indeed tunnelled to try and secure a kill. The unhooker is also incapable of having DS if they unhook so you should've targeted that instead.
@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2707124#Comment_2707124
If they escape, they escape. You can always just grab the unhooker.
And what do you do when they body block the unhooker?
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I'd like to see the original complaint you submitted for context.
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I mean, generally wanting to win is reason enough to do whatever it takes within the rules to do so. Not like I'm gonna slow down and give my opponent(s) a chance.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2707076#Comment_2707076
Thats fine, I also think DS should activate twice now, once on each hook to solidify its place as an anti-tunnel mechanic.
What's your plan to stop basekit DS and BT from being a guaranteed escape out the gate during the end game?
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2706982#Comment_2706982
https://forum.deadbydaylight.com/en/discussion/comment/2706860#Comment_2706860
This is #1. This is the idea about randomized timers that you're trying to slip your way into.
https://forum.deadbydaylight.com/en/discussion/comment/2706862#Comment_2706862
This is the trigger. Note @breadtube said nothing about a perma ban in his first post. @Bwsted assumed it was a possibility on the table. Which could be fair, I guess, except it's a big reach.
https://forum.deadbydaylight.com/en/discussion/comment/2706869#Comment_2706869
The response, note Bread is not referencing DC due to a bug, he is likely talking about an intended DC, and he is not connecting his randomizer idea to the perma ban idea. The randomizer and perma idea are on the same thread, and involve the same user, but unless bread is a psycho it's pretty clear the two ideas aren't joined at the hip (Please don't be a psycho, bread :))
Also, I'm not trying to start an argument. I was pretty tongue in cheek, and was only looking to mock your overreaction, or lack of reading comprehension. The fact that you threw in losing your mind and turned that twopher into a ménage à trois is just icing.
@TAG, saw the notification that you responded. I'm not doing this a second time so whatever you responded with, you can have this post too.
You are trying way too hard to justify the fact that you just didn't bother to read the reply chain.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2706932#Comment_2706932
Except they weren't. And if they were, they did a very poor job quoting.
They very clearly were, as confirmed by the poster in question confirming it.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2706878#Comment_2706878
Imagine conveniently forgetting all the times the offending user DC'd of their own accord which escalated their timer to the hypothetical # of DC's that would warrant a permaban.
They were referring to this post in particular:
@BreadTube said:
All bans, no matter the length, are deserved. I think they should randomize the time so people can learn to appreciate non-DC'd matches more.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2706871#Comment_2706871
People DC out of spite more than people doing banable offenses that force a DC. Imagine if you could look into the future & found out DC's would go down to nearly 0% if it meant they're randomly generated. You gotta look at it from that perspective.
DCs would not go down to nearly 0%.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2706869#Comment_2706869
What if a hacker makes you DC? What if someone is body blocking you in a corner and all you can do is DC?
Shoulda thoughta that before you entered a game without your hacker shield. /s
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I could be mistaken, but I THIIIIINK the penalty doesn't regress unless you are actually playing the game. So if you had a high penantly just before you took a 4-month hiatus, you'd still be on the hook for that if you return (assuming that is indeed how it works).
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@SpitefulHateful said:
https://forum.deadbydaylight.com/en/discussion/comment/2706279#Comment_2706279
Legion has a rather ridiculous design as well. A mouth-breathing edgy teen with spindly arms and a mask? He would have gotten his face caved in by David King or Jake Park or Meg in an instant. It feels almost insulting to just run away from Frank or anyone from his gang, instead of turning around and slapping them.
https://forum.deadbydaylight.com/en/discussion/comment/2706292#Comment_2706292
How often do you see Twins and Blight in your games compared to Trickster? He wasn't designed to be scary, he was literally made to appeal to the fans of anime villains.
Frequency of Killers in a match has nothing to do with the point you are trying to argue.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2706277#Comment_2706277
It could just activate like any other perk where the player presses a button, allowing the player to use it or save it. Dead Hard and Power Struggle don't require skill checks, they just give a button prompt.
https://forum.deadbydaylight.com/en/discussion/comment/2706175#Comment_2706175
I dunno about the OP, but for me the problem is that frame drops and inconsistent lag on console means it's not something that can be practiced. I sometimes fail normal skill checks (there are some matches where I'm constantly like "What is wrong with you?! I hit the button!!"), and those have a much larger success zone. It's not console or controller specific, I have the issue on both PS4 and Switch. When it comes to skill checks, the framerate issues turn what should be successes into fails.
Then you create the problem where people might be a little late on the press and start incorrectly complaining that the perk is bugged. Skill Check very plainly sets the time frame in which DS is active.
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@SpitefulHateful said:
https://forum.deadbydaylight.com/en/discussion/comment/2706003#Comment_2706003
I admit it, I didn't express myself correctly. The Artist finally looks creepy and scary compared to the previous non-licensed killer that is the Trickster. Before licensed killers were introduced, BHVR had plenty of creepy and scary killers, such as the Spirit, the Doctor, the Hag, etc. I wish they dedicated more time to developing original designs instead of looking for new licenses to implement.
Twins? Blight? Kinda just seems like you are arbitrarily singling out Trickster.
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There is benefit to having the skill check in that it allows a player to save DS if they want to use it later in the match. I do genuinely think this is something you just need to work on yourself.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2706176#Comment_2706176
Overcharge doesn't give enough regression to matter. It's bad for other reasons.
You are right, but the number one reason IMO that it sucks is that it is too easy to hit the skill check.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2705976#Comment_2705976
I'm talking about the add-ons, not the power. Does spirit get 50% more charge up time for getting 5% more speed? No. And she has add-ons that give her 5%/ 10% more speed without any drawbacks. She has 10%/ 20% more duration without any drawbacks. And if you pair up mother-daugter ring with the purple duration add-on... she is 25% faster with 70% more duration. Pig base power is weaker than spirit base power... there is no reason for pig to get such poor add-ons.
The downside to Spirit's power by default still exists, even if we are talking about the add-ons.
If it helps, I agree that Pig's add-ons are still pretty piss-poor (and that her add-on re-work was a failure in my eyes).
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Hillbilly and Leatherface's changes had nothing to do with the fact that the former was an homage to the latter. So even if Spirit does get changed, there's no reason to assume that it'll be because of their similarity.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2705567#Comment_2705567
By doing that they made the add-on on it's own pretty useless. Even if the downside was removed, it isn't fast enough to not be counterable.
I do agree that the add-on is pretty bad. Not sure about the removing the downside part. Particularly if you combine it with Combat Straps or Workshop Grease to combine a fast ambush speed with either a faster charge time or a faster crouch time.
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2705567#Comment_2705567
I'm sorry, but Pig's power is way weaker than Spirit. They give her an increase to speed and duration without any downside. But are afraid to give Pig anything. Oh yeah, Pig had one of the highest kill rates because of her traps. But now, they are a joke... so it will go down, and she might get a buff that she needs.
The dowinside is that she can't see while phasing. Is that a downside that can be played around/through? Sure. But loss of sight is very much a downside.
And yes, I do believe that Pig is in a sense a bad version of Spirit. Back before Billy was nerfed and Bubba was buffed, I personally considered the Pig to be the Bubba to Spirit's Hillbilly.
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Increasing the ambush attack speed is a dangerous idea (because it risks becoming impossible to dodge if you crank it up too high), so they opted to play it super safe.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704864#Comment_2704864
Oh, so the abilities are going to intentionally be taking the easy way out with regards to simply "Hooking the Killer".
You can make whatever assumptions you want until I figure out how to flesh things out.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704857#Comment_2704857
Ah. Well when you figure it out just re-read my comments.
I mean, I said everything I wanted to say regarding your comments.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704830#Comment_2704830
Okay I'm confused. What exactly do you mean by "additional abilities", and "the last Survivor alive will be an absolute machine that can actually fight back against the Killer"?
Not sure yet. See topic title.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704801#Comment_2704801
In terms of mechanical change, kinda. Instead of Survivors getting weaker with fewer Survivors, they get stronger. There is no (Hatch) failsafe anymore, you fight or you die. Ironically while your win-condition does make it more impactful for a single Survivor to escape, your mechanical changes make Survivors much more independently impactful and making it much more likely to reach the 1v1 scenario (with the OP Killer buffs).
None of those things, even put together, come close to the magnitude of change introduced by changing the number of dimensions in a video game.
Also, with regards to this:
"your mechanical changes make Survivors much more independently impactful and making it much more likely to reach the 1v1 scenario (with the OP Killer buffs)"
A 1v1 just means that three Survivors have left the trial (either through death or escape). Not sure what you're trying to suggest here because a 1v1 is not an uncommon situation to encounter at all.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704797#Comment_2704797
Oh, well it's kinda like saying to a 2D Street Fighter fan that they should add a 3rd dimension to the game under the same title.
Sure, The game is still there, but there's a whole new element to it that under a different coat of paint would make it an entirely new game.
How are my suggestions comparable to switching between 2D and 3D? Are you saying this is comparable to saying that Dead By Daylight should be changed to a 2D video game?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704792#Comment_2704792
What exactly are you saying? Kinda lost now.
I asked you what the point of telling me this: "I'm implying that's a different dynamic that what DBD is." if it is not you implying that something is wrong with that.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704777#Comment_2704777
DBD is a Horror themed Cat and Mouse game. You're trying to turn it into a Horror themed Fighting game.
That doesn't answer my question.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704769#Comment_2704769
No. I absolutely am amazed at the competitive scene of fighting games, and have occasionally watched some DB FighterZ character moveset videos and just love watching the analysis (even if most of the terms fly over my head).
Okay, so if there's nothing wrong with that, what is the point of telling me that it's different as though it is a rebuttal to what I am saying?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704762#Comment_2704762
I'm implying that's a different dynamic that what DBD is.
But you're not implying something is wrong with that, correct?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704746#Comment_2704746
Right, but you've shifted that from RNG Hatch spawn placement into a competitive skill-based mechanic. Go play Street Fighter.
Are you implying something is wrong with that?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704725#Comment_2704725
So, assuming MMR ever actually works, should never happen? Or if it does it's a huge disgrace on the Killers part and means that they are shite?
Underdogs are very capable of winning. Might not do it very often, but if it were an impossibility, the concept of an underdog wouldn't really be possible, now would it?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704709#Comment_2704709
But in effect, should be able to stun them for a cumulative 80+ seconds, and designed in such a way as that it's a symmetrical balance of skill, I assume?
Not symmetrical. Killer would still have the advantage, especially if there are multiple gens to be done.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704700#Comment_2704700
If you're the last Survivor and there are any generators remaining, that is the only thing you would be able to do. What exactly is this fight-back mechanic supposed to accomplish?
Sorry, I think I misunderstood what you meant. I assumed you meant stun the Killer, the stun lasts 80+ secconds, then stun the Killer again so the Survivor can free escape.
Yes, the idea is that the Survivor MAYBE would be able to keep the Killer at bay long enough to finish and escape.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704693#Comment_2704693
This is with regards to 1 Survivor remaining.
If I am the last Survivor alive, should I be able to expect to stun the Killer for upwards of 80s so I finish the last Generator, and stun them for the remaining time in order to Open the Exit gate? On top of being able to intertwine that with Stealth?
No?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2704683#Comment_2704683
Which implies that fighting back is a means to an end. How does this work in a 3-genfuck scenario? Is the Killer put in time-out so a Survivor can sit-n-spin on the last Gen since Hatch is gone?
Same as always, except Survivor has a better chance to actually finish gens and escape?
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@AnObserver said:
I agree it would be nice if Killed Survivors could do something other than just spectate through a death-cam.
You've replaced Hatch with a Survivor fight-back mechanic and also have reduced the win-condition to if the Killer dies or not. Unless it's part of a Killers Power (EG: Victor) This does not make sense from a core gameplay loop perspective as it would be a different game.
Killer can't die. Survivor just can fight back.
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@dugman said:
- The hatch exists because it’s basically impossible for a solo survivor to finish generators to be able to open the exits. Prior to the hatch being added to the game the last survivor had no incentive to do anything but hide in corner which is an even more boring endgame than the one we now have. You need to have a way for the last survivor to possibly have a chance to escape and somehow compete with the killer in the process or else the game just completely stalls. Of course there are other possible ways to do this, such as making it so that if the killer spots the last survivor and gets into a chase then a clock starts and if the survivor lasts long enough in chase then the exits open automatically so the survivor can make a dash for them. But the hatch is the solution the devs went with. 🤷♂️
- I don’t think killers are in a bad spot honestly given the design goal is most games have some survivors live and some die. If you buffed killers across the board you’d end up with most games being 3-4k.
- I agree that having player elimination isn’t ideal and it would be nice if dead players could still interact on some level. This probably ties to your idea about buffing remaining survivors after others die. You could for instance have dead survivors doing skill checks to boost living survivors’ performance if you wanted to do that sort of scaling buff in an active manner.
- I think a fundamental flaw in DbD is that they didn’t design it from the ground up as the survivors actually being a team but tried instead to make a semi-cooperative game where survivors are kind of a team but not really. Semi-cooperative game design rarely works well, it invariably leads to losing players throwing matches for instance and making super selfish plays even though most survivors will intuitively assume it’s actually “supposed to be cooperative”. This is unfortunately something that can’t be easily fixed though, it would mean a huge change in how bloodpoints and grades are awarded and the endgame screen is handled, so I just don’t see it ever happening even if the devs wanted to look into it which I’m assuming they don’t.
"The hatch exists because it’s basically impossible for a solo survivor to finish generators to be able to open the exits."
That's why I made it so Survivors get powered up each time a Survivor dies. Also why the last Survivor would be strong enough to go toe-to-toe with the Killer. Also, can't have the Hatch lying around anymore if all it takes is one Survivor to escape for Survivors to win.
"I don’t think killers are in a bad spot honestly given the design goal is most games have some survivors live and some die. If you buffed killers across the board you’d end up with most games being 3-4k."
See what I said before about powering up Survivors. Also why the win condition for Survivors has changed to only one Survivor needing to escape for the whole team to win.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2704559#Comment_2704559
You're not wrong about that.
But untill they actually do it, I find it best not to worry about it.
I will continue unfortunately because that is how I be, but I do see your point.