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PS Plus freebie.
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@vladspellbinder said:
I didn't know Mike opened his hand when running Tombstone. I very rarely ever see The Shape at all as Survivor and when I do they tend to be either Tuft or extended T3 without Tombstone ones. Rarely Mirror Myers.
Not that this information is very helpful, as if I'm in a position to notice his hand it is probably soon to be around my neck anyways.
Speaking of hands, onto the subject matter at hand.
I'm all for there being "tells" on what add-ons Killers are running that an astute player can spot, but I'd rather they not be too obvious so as to be eastly seen. So instead of the doll being on the clear other side of the box, which is very obvious, maybe have the timer on the box read 66:66 instead of 88:88 like it normally does. This means you can't see the clue from just the box aura and have to look at the box itself to even notice it.
That said I'm the sort of person that when I'm up against a Pig and she gives me a party hat I take it off as soon as I can, ignoring everything else until it's gone. If it's not currently ticking I'll let myself be healed but if that icon is red I'm going for boxes, even bloody, and as such I don't really worry about Tampered Timer myself.
When I see other people doing gens(!) or bones or chests with a trap on their head all I can think is "They must not value their life."
Personally, I don't think there is a gameplay benefit to making the tell super subtle, as it's still on the player to make the decision to act on it anyways regardless. Plus, there are multiple super obvious tells that alert Survivors to the Killer's identity before they even see them (Jigsaw Boxes, Pools of Devotion, sleep timers, chainsaw noises, loud Nurse screams, etc.), so I don't mind the tell being obvious as long as it only gives away this one specific add-on.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2373593#Comment_2373593
What's your thoughts with certain killers benefiting from this version more than others?
I feel like that can be balanced out by making sure that the Killers that risk benefitting from it too much have as limited access to Blindness as possible, as I would imagine that Blindness would most likely be seen in add-ons as opposed to perks.
Also, Hex: The Third Eye might have to be revised as a result.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2373488#Comment_2373488
Also, it doesn't have to be 16-meters, that number is just a placeholder to help players visualize. Others have pointed out that 16-meters is a bit too powerful, so it would probably be 24 / 32-meters or maybe tied to the killer's base movement speed.
I do appreciate you not flipping out and solely focusing on the idea. 🐷
Yeah, obviously the numbers would need tweaking for balance, but I like the overall concept of it.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2371930#Comment_2371930
I was thinking the Blindness Status Effect hindered your vision to see your surroundings since it would be more solo queue friendly.
Blindness Status Effect: Survivors become shrouded in darkness, making it impossible to see further than 16 meters.I like this idea. It can help close the gap between solo and SWF while also making Blindness just overall better.
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@[Deleted User] said:
Or have the UI Icon be slightly broken. It provides the info to all Survivors at once, negating any benefit for SWF.
I thought about changing the icon, but I was looking to provide an indication of TT before the Trap goes on. Maybe both?
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@ouroboros_world said:
But why though? you might as well show all the killers perks and load out in pregame lobby. solo q survivors don’t know how to beat pig tamper timer? Just don’t get trapped, 99 gens, and prioritize boxes if you happen to get down by a pig with tamper timer, you really shouldn’t be healing or cleansing bones if you got a active trap on your head.
1) "Don't lose a chase" is pointless advice. You may as well be saying "To win the game, don't lose."
2) I am aware of 99ing gens and the rest. The point of the change is to signal Survivors to be careful about popping a gen too soon after the Trap is placed so they don't screw over the Trapped Survivor.
3) Once the Trap is active, you should already know whether Tampered Timer is in play by seeing how fast the timer ticks down, so nothing changes in that regard.
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One on each side:
Survivor: Kindred
Killer: BBQ
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2372797#Comment_2372797
But when you’re in solo queue and your team feeds him all the stalk, and then you get killed for it, it’s completely deflating
That kinda sounds like a "bad teammate" problem. Though I do feel there is merit to discussing whether Tombstone Piece is OP (Judith's Tombstone, however, I think is garbage).
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2372743#Comment_2372743
I can’t believe there are people like you who think an offering should counter one of the only anti tunnel perks in the game.
It doesn't even fully counter DS, as it only works on death hook. Mori offerings are borderline useless now.
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Only marginally. It's better, but it's still not worth using IMO as the only items that I think would theoretically be worth bringing Franklin's in against are Keys, and playing around Franklin's is as easy as manually dropping the Key in a secure location to pick up later once the Hatch is in play.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2371575#Comment_2371575
I don't use add-ons in my matches because they make me too reliant. Frankly all i see is a bunch of add-on addicts here.
I didn't say anything about add-ons.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2370938#Comment_2370938
This community doesn't need more bloodpoints, anyone who disagrees is just being greedy.
You should show your commitment to your stance by wasting all your bloodpoints on every single brown bloodpoint offering you come across until you don't have enough bloodpoints to buy anything while also avoiding every single perk that shows up in a bloodweb. FINANCIAL RUIN FOR THE GREATER GOOD
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2371496#Comment_2371496
nah, with the new wraith buffs, some counterplay to his power is nice
Counterplay in the form of "Better hope you brought a specific item in?" Nah. That's no better than having counterplay in the form of a specific perk. If the something needs counterplay (and I'm not saying that the Wraith does or does not), it shouldn't be in the form of bringing the right thing into the game or kissing your behind goodbye.
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If you ask me, Lightburn as a whole should go. It's dumb and a relic of a game design direction that the game hasn't followed in years.
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@Aven_Fallen said:
They should have changed this Add On when reworking Clown and I am really surprised they did not do it back then.
IMO not really different from Iri Head, getting direct Bottle Hits is pretty easy, especially if the Survivor is intoxicated before.
Considering that directly hitting someone with a bottle does not down them, I would say it is substantially worse than old Irihead. At best, the added hindered status might make Clown comparable to (possibly slightly better than) basekit Leatherface if the Clown chooses to get up-close for the direct hit.
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Oops, sorry. Forgot to report. Yeah, as it turned out, the next day I got a message telling me that I had gotten 2000 shards, which leads me to think that the game was not giving me the shards before but then all of a sudden decided to give me the shards that it was supposed to give me. I dunno, at least I got them?
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They were horrible. Good riddance to them.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2368265#Comment_2368265
Damn, maybe the developers of an online only game with no joins in progress should have designed some sort of failsafe system for that.... like the bots... that have been in the mobile version for a year.
All DC penalties do is punish the quitter, it does nothing for the players still in the game. So it doesn't really matter either way, people will DC regardless anyway.
"All DC penalties do is punish the quitter."
As they should.
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Yeah, the trap won't go off if you drop them in the Exit Gate area. Only if they manually walk/run/crawl into that area and try to leave. It's a deliberate design choice by the devs so the Pig can't just force a kill by carrying someone up to the Exit and dropping them there.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2364827#Comment_2364827
We have to stop using this as an excuse. First, because it's exaggerated - hundreds of thousands of players aren't going to spends hundreds of matches blocking anyone who is better than them. Will there be a small minority? Probably - but we have to stop letting the small minority of jerks prevent us from implementing good policies that can make the game and its community a better place.
ETA: it would also be very easy to datamine. For example, if there is a player who has literally blocked thousands of players (in order to only go against newbies as you say), that would be obvious data attached to their account - and thus easy to deal with from an abuse standpoint. Basically, gathered data can make it easy to determine who is and is not the problem.
If memory serves correctly, we have seen this exact thing happen in Overwatch, with the system being abused to block players who are simply better than the ones abusing the system.
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Given that the Killer can open the gate to start the EGC, that kinda negates both issues regarding wasting time.
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@gendoss said:
I don't have a problem with this as a killer or survivor. What could even happen? If there was a 3 gen would it automatically reveal all survivors? How could the game even determine what a 3 gen was and there are so many variables that it couldn't have 1 rule set like reveal all survivors.
You know how the game has an AFK crow system? Update it to also catch Survivors who hide for too long without doing gens.
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@Thund3rstruck57 said:
@WormMilk The devs have made it so the game is balanced around each killer perk balancing out 4 survivor perks, so as long as you keep the number of perk slots that each player has access to the same, the game will remain similar to its current state of balance, no matter what you increase the number to (within reason). While the difference between the survivor and killer perk numbers will grow, using that as an argument is a bit disingenuous as the survivors will always have 4X more perks than the killer and that's the important metric.
@TAG Considering I am fundamentally in support of adding perk slots, I think it's worth testing. ;P Look, the usage of all perks (especially weaker, niche perks) will continue to decrease as more perks are added to the game because math. Considering how large the pool of perks has grown, it is time to add more perk slots. My solution does that in a way that will encourage a wider usage of perks, keep everyone's power potential roughly equal to what it is now, and will result in more unique builds with interesting synergies that will make the game more exciting overall. By all means though, I'd be fine with them just adding 2 more perk slots and calling it a day.
@Thrax WGLF is actually a pretty strong perk now and doesn't need a buff. Maybe move the BP tokens to Kindred since it would make more sense on that perk anyway.
Your solution, in my eyes, either doesn't accomplish anything meaningful or upsets the balance of the game significantly. It's not because of anything specific to your idea; it's just that I don't believe there is an acceptable sweet spot that actually results in an improvement to the game as far as adding more perk slots. Having more and more perks in the game doesn't mean that more perk slots is a good idea IMO.
Also, this:
so as long as you keep the number of perk slots that each player has access to the same, the game will remain similar to its current state of balance, no matter what you increase the number to (within reason)
I am not convinced is accurate, which is a big part of why I don't personally support your idea.
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@MeltingPenguins said:
Mhn... i think when everyone's slugged and left to bleed out it would just be fair that items can be used and that survivors can pull themself up on the fusebox to open the gate.
Don't like that idea? then don't slug.
That doesn't sound like it does much to affect slugging.
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This is an interesting idea for the bulk of the match, though for endgame, I think just making traps automatically activate like the old days and simply pausing the EGC timer is preferred
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2355113#Comment_2355113
Yeah and I was saying that everything Dracula does is well within reason. Freddy can teleport to any generator he wants and Spirit can phase. Dracula was taken down by a normal guy with a whip anyway, he doesn't seem too overpowered when Nemesis exists.
Maybe individually, but all the powers together? Nah. And that's just the first Castlevania game.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2355104#Comment_2355104
Nurse can teleport and hell yeah a bat ability would be cool af.
My point is that I think Castlevania villains are a bit too strong for this game power-wise.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2355093#Comment_2355093
Nemesis could walk through brick walls like it was nothing and pull out a rocket launcher. What did Dracula do in the first game? Shoot some fireballs?
From what I am reading, he also teleports and can also transform into a giant bat-like monster when defeated.
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I feel like Hex perks as they are currently designed are fundamentally flawed. Unless they are backbreakingly powerful from the get-go (which is a bad thing), they are just overly swingy and can randomly do either a lot or do very little depending on luck with spawns. The fact that there are multiple perks designed to fix this issue speaks to this.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2354921#Comment_2354921
He got muuuuch more and also Leon and Jill could easiely deal with Castlevania villains too.
Could they deal with Castlevania villains with the tools they have in DBD, though?
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@Thund3rstruck57 said:
@TAG Unfortunately, the only way to see if that would be balanced would be for the devs to create the system and test it. Otherwise it's just speculation. It could be balanced. It could not be.
Considering that I am fundamentally against adding perk slots, I don't think it's worth testing.
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@Thund3rstruck57 said:
@TAG Just think of it like 1 killer point balances out 4 survivor points.
I'm not convinced it's that simple.
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@Thund3rstruck57 said:
@TAG By that logic, the number of perks in the game doesn't work right now because the survivors have 16 perks and the killer has 4 perks. As far as I'm concerned, as long as each player has the same number of perk slots available, the balance will be roughly equivalent to what it is now. Congrats on 10,000 posts BTW.
Except the game is fundamentally built around the idea of the Killer having four and the Survivors having sixteen total. It's not built around the Killer having six and the Survivors having twenty four.
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@Thund3rstruck57 said:
@TAG While that would be ideal, all the perks will never be at an equal power level and metas will always develop because some perks will always be stronger than others. I think the ability to bring more less-powerful perks would definitely incentivize many people to set down some of the meta perks and give some others a try. And the game would still be as balanced as it is now because everyone would have 12 perk points to utilize. Plus you could have more interesting combinations of perk builds this way.
@Jetgrind The devs have stats on how often perks are used and the survival/kill rates while using those perks. That would allow them to properly assign perk point values to each perk. They would also break away from stats for certain exceptions that might lead to more balanced gameplay. Like making Object of Obsession a 3 point perk even though it doesn't have a high escape rate and making Kindred a 1 point perk since it helps reduce the gap between solo play and survive with friends. And as I've mentioned before, all Hex perks would be 3 point perks.
Here's the problem: It's not 12 points for the Killer side and 12 points for the Survivor side. It's 12 points for the Killer side and 12 points for EACH Survivor. Leading to a total of 12 points for the Killer side and 48 points for the Survivor side. Adding more perk slots disproportionately benefits the Survivors compared to the Killer because for every one additional perk the Killer is allowed to use, the Survivors are allowed an additional four. One Killer perk is not equal to four Survivor perks. The balance of the game was not designed around suddenly adding an additional up to eight slots to one side and up to two slots for the Killer.
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@Thund3rstruck57 said:
@Jetgrind That doesn't fix the issue of the increasing number of lesser-used perks.
@TAG No it definitely does. Just look at my response to DwarvenTavern right below my previous response to you. That build wouldn't be possible with the current system and many of those perks don't see much use. This system could change that.
The solution isn't to add more perk slots and either risk upsetting the balance or changing little. The solution is to buff the underutilized perks to make them more attractive options.
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@Thund3rstruck57 said:
@TAG Yes, 1 point perks would be perks like This Is Not Happening, Deja Vu, Distressing, Bloodhound, etc.
@DwarvenTavern Ya that build might work. If BHVR were to assign those perks point values they would probably be Fire Up (1), Coup De Grace (2), Play With Your Food (2), Eruption (2), Save the Best For Last (3), and Brutal Strength (2), which adds up to 12.
Then this system doesn't really accomplish much, does it? Because those perks are not worth anything, and you're still going to just end up using the meta perks and maybe one non-meta perk and one perk that doesn't mean anything.
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@Thund3rstruck57 said:
@TAG Ya but 3 of those perks would be weaker 1 point perks... The kind of perks that aren't game-changing and have really minor effects.
@ThiccBudhha You still can run the 3 most popular perks under this system. That'll take up 3/6 slots and 9/12 available perk points. Nobody would have to change their current build. It would just reward players for using less popular/powerful perks by giving them more of them.
@Thrax Even though Kindred is pretty good, the devs could assign it a perk value of 1 to help reduce the gap between solo and SWF. I doubt they'll make it base kit.
@Exerlin I completely agree.
@stvnhthr The devs will never give some players more perk slots than others so it's not even worth discussing. I'm not trying to completely solve the SWF issue with this system, just make the game more interesting.
@Starshadw Under my system, there would still be no more than 4 hex perks in a game since they would get a 3 point value by default.
Unless the one-point distinction is reserved for unusable perks that you'd never run anyways, the three perks have more flexibility and would add up to more than just one additional perk slot. Especially considering the other three slots can still be reserved for meta perks no problem.
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Maybe a weaker version of Corrupt. Lethal Pursuer is too much for base kit IMO.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2353150#Comment_2353150
Sluzzy did get banned, not sure if it's a 1-month ban. If it's permanent then I'm afraid Sluzzy can be dethroned. Not saying that's a good thing at all.
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2353085#Comment_2353085
https://forum.deadbydaylight.com/en/discussion/comment/2353150#Comment_2353150
https://forum.deadbydaylight.com/en/discussion/comment/2353155#Comment_2353155
I don't like to bring you the sad news but they got finally banned just like two other of the one sided vocally people from the recent times.
@WexlerWendigo said:
Sluzzy was banned? That sucks, they were the most hilarious poster on here
So what you're saying is that there's a power vacuum. That can't be good.
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If I feel like playing with Demo again at some point, I wanna play around more with Rotting Pumpkin. It still seems surprisingly comparable to the Hag's Mint Rag IMO.
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I just take my win at five gens the same way I'd take my losses at zero kills and very few hooks.
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I guess this is what I came up with, in terms of keeping in line with the idea behind the add-on:
-All Survivors fall asleep when the first Exit Gate is opened.
-Once all 5 Generators are completed, Exit Gates are blocked for Survivors in the Dream World. (That way, the last Survivor isn't screwed over something fierce if the Killer closes the Hatch on them)
-Once at least one Exit Gate has been opened, Survivors who wake up can no longer fall asleep.
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@MadmegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2351721#Comment_2351721
Then killers still get 2 extra since they have addons. Killer addons are beastly vs survivor addons. Regardless in truth im down for more perk slots but they’d have to rebalance like all perks
Items also have add-on slots, so they don't have two extras compared to Survivors.
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@MadmegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2349248#Comment_2349248
Actually killers do get a 5th slot that survivors dont. Its called the killers power!
That's like saying that the item slot is the Survivor's fifth slot. :P
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2351336#Comment_2351336
Well then, you must be fun at parties.
I'm not sure I understand exactly what you're referring to.
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@Thund3rstruck57 said:
@gendoss Not everyone will be running 6 perks because of the point limitations, but even with 6, that's only 2 more perks. I don't think it would break the game flow/balance.
@Piwatte I think the game is relatively balanced around everyone having the same number of perk slots. Making some people have less perk slots and not others would be unfair.
@TwitchyMike The difference is the number of killer power add-ons and item add-ons hasn't grown nearly as much as the number of perks has. Many perks are being left in the dust as a result. I think some people might be willing to put a meta perk or two down to get several more lesser-strength perks, leading to more build diversity and a more interesting game overall.
@Lord_Tony I think you're giving SWF more credit that it's worth. Most SWFs aren't depip death squads. They're just people playing casually with their friends. Besides, since I'm proposing upping the number of perk slots for everyone, the balance isn't really changing from how it currently is. I'm not trying to solve the SWF issue with this idea, just make the game a bit more interesting by encouraging the use of lesser-used perks.
@CapricornZeus3 Lol 3 point Hex: Blood Favour. Ya I think that's more an issue of a weak hex perk needing to be buffed. That or just make it not a hex perk, which would mean it wouldn't have to be 3 points anymore.
@TheChaddyCat That just seems like it limits build diversity. Not every build needs an exhaustion or hex perk. Players might want to bring something else.
@DemonDaddy The goal is to keep the balance of the game relatively the same by making sure everyone on both sides still has access to an equal number of available perk slots. I'm a killer main and I don't think it would be fair to have more perk slots than survivors. As far as totems go, how would the game decide which hex perk to deactivate? I don't think that's the way to go. My system would be a bit more clear for players to understand and would mean the devs wouldn't have to change the maps to spawn more than 5 totems. Plus asking survivors to cleanse more than 5 totems is pretty ridiculous and oppressive.
@Ghoste I disagree. The game is balanced around each player having the same number of available perk slots. There's really no reason why 4 perks would be the magic number that keeps the game from falling into chaos. As long as everyone can bring 12 power points worth of perks, I think the game will remain relatively balanced.
@TAG See my response to Ghoste. Also, all those perks you listed would definitely be 3 point perks, so those builds are up to 9/12 points. The players can now choose between 1 more 3 point perk (4 perks total like it is right now), a 2 point perk and a 1 point perk (5 perks total), or 3 1 point perks (6 perks). You see how that balanced itself out? In order to get more perks, players will have to sacrifice some of the powerful, meta perks and use ones that won't have as much of an impact on the game.
"You see how that balanced itself out?"
No, I don't. Because I'm just gonna take three extra perks to end up with a six perk build.
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The game is not balanced around having more than four perks, though.
Like, consider a build that was Unbreakable, Dead Hard, DS, and two-three other perks. Or Ruin, Undying, Tinkerer, and two-three other perks.
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Why is OP not comparing Killers to other Killers and Survivors to other Survivors?
(It's because OP is being disingenuous.)
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@Chaotic_Riddle said:
She just underperforms compared to the rest of the cast. She doesn't feel entirely fun to play and most of her playstyle encourages to tunnel the person you generally trap. She's one of those Killers that should get, at the very least, a mini-rework to have her kit be more healthy and fun for the game.
"most of her playstyle encourages to tunnel the person you generally trap"
This part I don't really get. There is no real benefit to tunneling the Trapped person vs. tunneling someone who isn't Trapped. You are just squandering your stall potential. The only things that encourages that are some of her add-ons that inflict penalties to Trapped Survivors.