Tekno_Badger
Tekno_Badger
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@ShakeyGames said:
https://us.v-cdn.net/6030815/uploads/2X96VZOGLQGV/1perk-282-29.png
Just a little rework I made to make it more balanced. It makes it fairer by rewarding survivors for cleansing totems, as if they cleansed all except one, the killer can only down one survivor before the perk deactivates. If they didn't cleanse any totems, they are punished as they killer can down the entire team.
Thoughts?
Still doesn't change what's wrong with it. Easy 1 tap and facecamp to death even if you played horrible. Just require 6 Hook States for it to activate
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@Wirius said:
- Have the five traps start armed in front of each totem on the map.
- The trapper should be able to hold a maximum of three traps by default.
- Bags now just give you extra starting traps up to three.
Now, the breakdown why:
Trapper is the mascot and starting killer for most new players. Totems are an aspect of the game that new players seem to have difficulty with. Totems are difficult to find for new players, and there doesn't seem to be a reason to go after them at first.
The trappers traps starting in front of the totems on the map affects new players and skilled players differently.
For new players:
a. Minimizes the trap randomness and keeps new trappers on the parts of the map where survivors are likely going to want to go.
b. Teaches the killer where totems generally spawn on the map.
c. A trap and a totem next to each other make it easier for survivors to find totems and learn where they spawn on the map.
d. This gives a bit of protection to totems. New player trappers will likely run NOED. New players will get accustomed to trappers running NOED, and learn to actively cleanse totems.
For Older players:
a. Minimizes trap randomness. Traps are immediately useful as you unlock hex perks from other killers.
b. Picking up a trap early is now a decision. Is my trap more useful in front of this totem, or should I grab it for later use?
c. Makes the killer have more choices in how to play. Do I run a hex perk build where survivors will have to disarm my traps? Or do I run little to no hexes so I can pick my traps up quickly for loop shut downs?
d. Fits thematically. The trapper has given bait for the survivors. Do they disarm a trap to reveal themselves and work on a totem? Do they take the bait? Or do they decide the totem isn't worth the risk?
e. By making the number of traps he can carry 3 by default, the bags are no longer necessary, but good options. This allows trappers to pick other addons besides bags without feeling like they're hurting themselves.
What do you think? Nothing else about the killer needs to be changed, but I think it would bring the killer out of the bottom tier and at least to the middle tier. As well, it makes him more thematic.
I love the idea to reduce Trap spawn RNG, but starting them on Totems is incredibly strong for Hex builds. I also agree that he should start with 3 traps. Here's what I'd suggest for Trapper though:
- Increase starting number of traps and trap capacity to 3. Rework related add-ons:
- Debuff Trapper Bag to increase starting number of traps and trap capacity by 1.
- Debuff Trapper Sack to increase trap capacity by 1.
- Change trap RNG to 5%, 10%, 20%, 30%, 50%, and 100% escape odds. This lowers the likelihood of escaping early on, but increases the likelihood of escaping before the 6th attempt.
- Make trap colour dependent on the map (snow = white/grey, grass = green/brown, etc.). Change the darkening add-ons to increase this camouflage effect.
- Increase rescue time to 5s. It’s unfair to allow survivors to escape so quickly.
- Gain a 5% Haste effect while a survivor is caught in a trap. This will help make sure Trapper can get to survivors before they escape, or empower him in chase temporarily.
- Do not allow Dead Hard to go through traps. This makes it less overpowered against him.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2463387#Comment_2463387
Great, you play killer and you're plugging your Twitch shamelessly lol
You asked, I gave ample proof. Would you rather I download the entire VOD, upload it to a burner account, and send you this link?
My point is you clearly haven't experienced enough of the hit validation if you think it's balanced.
Or, I have a decent connection and framerate and play around pallets correctly a lot of the time? Alternatively, I recognise what it would look like if it was actually based on the survivor client, know that it being based on the killer client wasn't fair, and this is a good middleground?
Survivors get away with everything now, and killers get screwed at every pallet,
Well this just simply isn't true. We're arguing with anecdotal evidence only, but in my own experience I'm still more than capable of being hit through, and hitting through, a pallet.
not to mention pallet hitboxes are extremely wide now
They've been this wide for years. You're only noticing it now that your poor connection or framerate isn't an advantage.
Lol I play 120fps on FibreOp internet. Try again. Pallets have been worse ever since desync got "fixed". If you're legit though, perhaps they're screwing over certain regions
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@DBDRewardsBdBehavior said:
Killers always need a reason to tunnel. The counter to this is Lethal Pursuer. Also the majority of the time the survivors spawn close to each other. If they were separate then the game would be pretty unfair. I have started game spawning near the killers terror radius. First killers say "how hard is it to hold M1 and do gens" then they get mad when survivors actually do that lol.
Lol you don't play enough killer
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@Triadequinaxor said:
Im literally spawning in my side of the map, then traversing to the other side and getting a tinkerer notification, how is this possible? nerf gen speeds they are too fast, even when i play survivor they are extremely quickly completed. this is not fun gameplay, games progress way too quick in high elo because people sweat, and then im forced to tunnel, because oh my ruin got cleansed and now i have no gen pressure
It's because maps are too big and spawns are too random. If all 4 spawn separately there's literally nothing you can do
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@Horror said:
*Edited after feedback to make buffs easier to implement and straightforward. Focusing on zombies with his tentacle a ranged slow (freddy snare equivalent) until tear 3.*
Passive - Nemisis spawns with up to 4 zombies on the map depending on its size. Dead survivors rise as additional zombies with a speed boost (strength depending on mutation level)
Changed - Zombies -
No longer grant mutation progress to Nemisis. Instead, Hitting a zombie with Tentacle strike infects them with T virus , increasing their speed by 15%/25%/40% depending on his mutation level.
Changed - Tentacle strike -
Range - 6 meters.
10 second cool down.
2 seconds self slow on missed Tentacle strikes.
Hitting a survivor with Tentacle strike infects them, causing the hindered status for 1 seconds, granting the survivor Blindness Debuff, and does not grant survivors a burst of speed. (But no longer damages survivors who are infected).
At mutation level 2 the range of tentacle strike becomes 8 metres
At mutation level 3 Tentacle strike Damages the survivor (and does trigger sprint burst).
Changed - Mutation rate -
Hitting a healthy survivor with Tentacle strike gives 2 mutation points and an infected survivor gives 1 mutation point. Mutation Level 2 is achieved at 7 points and mutation level 3 is achieved at 13 points.
Clean, fun, not overpowered.
All he really needs is a reduced speed burst for contamination, a slightly wider hitbox for the tentacle, and faster zombies with an AI that actually works
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2463333#Comment_2463333
Yes, it was
https://forum.deadbydaylight.com/en/discussion/comment/2463338#Comment_2463338
Goes up to 01:29:00
https://www.twitch.tv/videos/1132426323
This is the most recent constant footage I have. Also in my posession are these videos:
https://www.youtube.com/watch?v=afPjNsr5ELc
https://www.youtube.com/watch?v=qr-wQwrPcno&
https://www.youtube.com/watch?v=tN3AAZwKolk&
which are the three most recent games I've saved + uploaded.
Here's my current killer rank
https://us.v-cdn.net/6030815/uploads/30MPRJVHQJKU/image.png
And also, here's a clip of someone who get incredibly angry at me for playing basement Freddy.
https://www.youtube.com/watch?v=QVKKL-XIjSc
You can find the full story here:
Would you like some more or are we done here?
Great, you play killer and you're plugging your Twitch shamelessly lol. My point is you clearly haven't experienced enough of the hit validation if you think it's balanced. Survivors get away with everything now, and killers get screwed at every pallet, not to mention pallet hitboxes are extremely wide now
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If you're interested in this sort of thing, I have a pretty extensive list here: https://docs.google.com/document/d/1nUxBRomb77siSwDWkoD6fDjIbfiWKOU6uKLjS58MV34/edit?usp=drivesdk
As for yours...
Bond is perfectly fine as is, your changes make it way too weak.
Boil Over should probably be reduced to 15% or so, and keep the wiggle effects.
DS is fine as is, it's an anti-tunnel perk, not an invincibility perk.
The Distortion one is interesting, but I think you could just add more Tokens. This change would make it stronger than Object.
Iron Will did not need a buff
Your Fire Up would be insanely OP. If you want movement speed then do 1.5%
Surge would be too strong I think, and the Basic Attack requirement is annoying.
Not sure what Ruin does coz it's cut off but you shouldn't lose 5% gen speed for cleansing it
Tinkerer doesn't need a nerf, definitely not to that extent.
Whispers does not function with a cooldown, makes no sense, and it's not even strong as is.
Unbreakable would be useless.
Left Behind would be better but it still encourages you to let your team die.
Brutal Strength change would be good, although I think 25% is the sweet spot.
Sprint Burst absolutely does not need a buff, it's already a top 5 perk for survivors
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They're ######### garbage. The AI is an absolute joke, and we all know BHVR will never acknowledge or fix it. I've seen zombies have staring contests with survivors, just yesterday I was standing behind a zombie poking it as it stood still (for the entire match) and swung in front of it instead of turning around to get me. They walk into walls, they ignore survivors, and they're too slow to be anything more than a rare speed bump. Literally so easy to run around them
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2462544#Comment_2462544
I like people who say this because if it was entirely survivor sided you would feel it substantially more, and yet they complain that it's survivor sided when it's perheps fairer to both sides than ever. I keep posting it but @Mercês explained why hits look dodgy, please read this post
Do you even play killer? Nearly every hit I get at a pallet is rejected now. It favours the survivors. Regardless of that, it's absolutely idiotic that their only fix is something that doesn't make either side happy. Gameplay quality goes down with every chapter
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Don't forget Dead Hard pausing your game for 3 seconds
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2459844#Comment_2459844
I would also remove recoil, because it makes him completely unplayable on console
He's just a mess tbh, they put so little thought into the details
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2458246#Comment_2458246
1. Works with mindbreakerAnother terrible perk, cool. Terrible +Terrible = terrible though.
Replying to what your idea is, its simply not strong enough at all to justify the perk slots. You want basically information as a trade off for slow down. How is that good at all?
Survivors (better ones) don't care if you know they're location, they likely are happy to have you chase them depending on your killer. There is also the fact, if you know where someone is and they are roughly 24m from you, you likely aren't going to be in a good position to start a chase.
Also common survivor perks like Spine chill just outright nullify any reason of this combo. You are actually trying to tell me that two perk slots is good for (Lets assume best case, 3 close gens) large amounts of intell.
We know however, time and time again without fail, chase potential is the leading factor for a killer right behind gen regression in terms of effectiveness.
Something as simple as BBQ is more effective in the general sense, unlocks a entire perk slot for chase or gen perks, and honestly I could go on but at this point if I keep writing what is wrong with your assertion and implication then I will make this reply even longer then what it already is and it already is to long.
2. It works more than long enough to serve a purpose at loops, especially against Dead HardNo it doesn't, it just doesn't. You take 2.6 seconds breaking a pallet alone, yet alone catching up to decent survivor, playing through clutch perks, ect. Again, all this for information just is not worth it, and after the nerf (basically what you propose) it will just make this perk even more useless. At least it still might have some light use at 50% (albeit low) vs high mobility killers and Nurse.
Note: You haven't refuted any of my points, therefore they all stand.
Lol.
1. Mindbreaker has its uses on mobility killers like Twins and Blight.
2. Not every perk has to be meta, and there's very few perks that will ever beat out slowdown. This is still far better than current Stridor.
3. Why would you break a Pallet if the survivor leaves the loop?
4. Windows are a thing.
5. Calling this a nerf when it changes what is essentially a confusing and warped sound effect into an actual tracking perk is laughable.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2457961#Comment_2457961
It would work well against Balanced, Houdini Lithe and even Smash Hit. Also against early SB.
Not a super strong effect, but it actually sounds like a very decent one.
Thank you. I think it at least makes it viable. And if you just ditch chase after exhaustion, it gives good info
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Sorry, when I say rework I mean any changes at all. I do have a Trickster rework here if you're interested tho.
TRICKSTER
Rework Showstopper:
- Make the Laceration Meter fill with 7 blades.
- Increase blade capacity to 45 blades.
- Increase Laceration Decay delay to 30s. This allows for better juggling of survivors, which helps with map pressure.
- Change the blade capacity at which throwing movement speed reaches 3.68m/s to 20 blades.
- Allow Trickster to exit the throwing state during Main Event without cancelling it.
- Increase Main Event duration to 20s.
- Increase Main Event activation charges to 35 blades.
Buff his map pressure:
- Increase base movement speed to 4.6m/s.
- Give a 5% Haste effect when below 10 blades and not in the throwing state.
- Like with Huntress, better locker spacing would help.
Rework add-ons:
- Change Diamond Cufflinks to reveal Survivors for a stackable 2s for each knife they are hit with.
- Change Iridescent Photo Card to only expose survivors whose Laceration Meters are 1 Blade Hit away from the maximum.
- Buff Death Throes Compilation to also reduce Laceration Meter capacity to 6 blades.
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@Louiander said:
I'm sorry but why isn't Wraith apart of this poll? He is ridiculously overpowered
Ridiculously OP yet still has no chase power and can be combatted by spreading out and/or a non-teachable perk. He's not even A Tier, he's finally viable
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2457957#Comment_2457957
Killers have had - and still have - their share of broken things. If you want to talk about broken, moris 1.0. Downed and dead. Today we still have iri head hatchet, Redhead’s Pinky Finger, Tombstone Piece, Spirit, and more.
Your bias is showing.
Lmao Moris are gone, Iri Head got nerfed, Clown is still so weak his add-ons don't matter, Tombstone Piece isn't very commonly seen (but yes it needs change), and Spirit is one of the most debated things in this community. But yeah, you go on ignoring everything that's wrong with survivor that impacts almost every game and the devs have ignored
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@Seraphor said:
Trapper: Carry more traps, and some limited ability (maybe a rare add-on) that can reset traps from a distance.
Trickster: Take him back to 8 knives to injure, and add a 1% slow for each laceration, allowing you to catch up to survivors when lacerated. Far too easy to down people in a deadzone now, and still doesn't give him any looping pressure.
Demogorgon: More/faster portals, have a few already spawned as default like trapper's traps. Given how survivors can remove them in seconds, it's almost not worth even bothering with portals at all.
Trapper I like, Trickster I think needs map pressure more than loop pressure. Trusting BHVR to give decent RNG for Portal spawns is suicide though, he just needs better add-ons. Check out my reworks I have posted here and lmk what you think
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All have reworks posted here, but what do you suggest for scrapping Hag?
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/275957/reworking-stridor-now-that-its-useless
I wouldn't mind a buff to it, although your idea doesn't really seem to be a buff at all.
When a survivor becomes Exhausted within 24m of you, you see their Aura for 8/9/10s.This is simply not a buff because its useless. The key question is "When does a survivor become exhaused?". The most common reason of course are clutch perks, such as Sprint Burst, Lithe, ect that would likely be more then long enough to strip all or at least the most of the time this new reworked Stridor gave you in wall hack.
There is also DeadHard however, that would just make this outright useless.
The only way you could get ANY use of this is if you are playing some of the best killers perfectly, and even then it would still be luck based.
Breathing sounds and Grunts of Pain are increased by 25%.Why would we nerf a perk to 25% (Previously 50%) if we are buffing it, that is just not a good idea.
1. Works with mindbreaker
2. It works more than long enough to serve a purpose at loops, especially against Dead Hard
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/275957/reworking-stridor-now-that-its-useless
Strider isn't useless, it's still a great tool to find survivors if the survivors don't happen to run iron will and there are plenty of survivors that don't play iron will.
Why would you ever run Stridor to find people? There's at least a dozen better tracking perks and chase perks
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@Mazoobi said:
mmm, interesting. I haven't seen that type of suggestion for Stridor yet. Though, I'm not too sure how helpful it would be since most exhaustion perks would trigger in your face anyways like Sprint Burst and Dead Hard. I suppose it'll help a lot against head-on or adrenaline users.
This could also potentially help Mindbreaker's viability since it'll apply exhaustion thus, giving you some generator awareness.
Helps know where speed boosters go, helps counter dead hard at gyms, helps with mindbreaker, helps with exhaustion add-ons. I think it'd be decent
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2456961#Comment_2456961
They are arrogant as hell, they do think they know what's better for us.
BHVR doesn't give a ######### about the community, they think they know best even though half of them don't even play
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2457940#Comment_2457940
You don’t honestly believe that do you? Survivors have received plenty of nerfs since release. I don’t want to type an essay.
Of course they've received nerfs, the game was absolutely broken. That's like saying Insulin went down a dollar so America cares about affordable healthcare. They still nerf anything into oblivion that survivors don't like, they refused to balance Coldwind or Disturbed Ward, destroyed Billy, ignore the heap of weak killers, destroyed Stridor, and more. I'm suprised NOED still even exists
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@OldHunterLight said:
Hopefully one day the devs will realize that he is no longer fun to play at all.
He was one of the most balanced killers with a 1 shot down.
The whole community knows that the only problems that Billy had were 2 simple addon combinations.
1. Insta saw, honestly busted.
2. Crack billy, also busted.
Now Billy has some annoying things that just make him annoying to play.
1. Overheat, so the devs made him not only removing the skill ceiling with him but also managed to make him have severe limitations and creativity.
2. Roar, some like it some hate it, I'm in the hate part, so survivors that are good and played against billy often knew how to play against him basing on the chainsaw sound so he really had counter play while also being fun for both sides.
3. Now for some reason billy can crash into almost anything, a twig, an invisible part of a tile, non existed walls etc you name it, you probably can crash against it.
4. Useless addons, fact is that most addons are bad with a few exceptions aka lopro chains.
5. POV, yes, if you played billy before the nerf you can tell that the POV got changed and makes it slightly harder to curve, it is possible but messes with muscle memory badly.
6. And lastly, chainsaw sound, I have the same problem with billy that I do with doc, the chainsaw overheating or well getting warmer has this annoying sound, same problem that I have with doc but mostly because the chase music just makes my head hurt.
Hopefully the devs will realize that Billies just like other killers are not that much played because of the bad changes.
I still play billy because of nostalgia, he was my first killer that I actually mained when I started in early 2018, played him for about 1.5k hours but now he is no even the shell of what he was.
Devs only care about survivors
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Please tell me you're joking. The zombies are so bad, the AI is a joke
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They don't, seeing how it's still broken
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2457746#Comment_2457746
No, there's definitely a casual and definitely a hard core when MMR is re-enabled. If you play casually, then you'll only deal with casual players, if you play hard core, then you will only play against hard core players.
I play casual but I'm still a good killer. Win too many matches and you end up against the sweats
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2456609#Comment_2456609
i dont think you understand what i am trying to tell you.
Yes they might very well be "the best in the world" - but even the best make mistakes.
the key difference between our two views on this topic is, that you are looking at the player playing the character, see them make a mistake and then conclude that "Nurse is fine, because i just saw someone really good lose with her".
I however am not looking at the player behind the character, i am looking at the character herself and judge her based on the capabilities her basekit provides her with. I see her as a tool - and any tool can only be as good as the person wielding it, no matter the tools capabilities. You could have the strongest weapon in the world, if you give it to someone who doesnt know what to do with it, it will looks miserably weak - if you give it to someone average, it will also look average. Its the same thing with Nurse - if you play her perfectly and to her fullest potential, there is absolutely nothing anyone could do against you in any chase you engage with them.
and before you say this wasnt true, here a quote from your latest comment:
Survivors can absolutely trick a Nurse.
dont you see that the entirety of your argument is based entirely on the Nurse player screwing up and getting tricked?
this is about the same level of an argument as saying Legion was overpowered, because the poeple i played against didnt know how to loop and died to him at 5 gens left - it has nothing to do with the character or their balance, its a mistake from the players side.
also, and i would like to note that i have been saying that previously, when referring to high MMR or Oracle, as well, i am entirely referring to the Nurses ability to ignore any ingame chase mechanics and therefore immediately win chases.
i even acknowledged that a full stacked 4 man SWF that genrushes is going to beat her, simply because the game is on that level of imbalance, so your entire last point has got nothing to do with our argumentation. There is a huge difference between 1v1 and 1v4 balance in DbD.
your entire argument boils down to "i found something equally overpowered, so that means the first thing isnt actually overpowered!" - NO! all that means is, that there is another stupidly overpowered thing that needs to be looked at, not that somehow that makes the first thing okay.
by that exact logic, no killer should have ever received any nerfs, because a genrush SWF could still beat them. Old Legion? beatable, so perfectly fine.
there is a huge difference between something being beatable and something being healthy for the game.
and Nurse simply is unhealthy for this game.
also, just because i saw one of your other responses mention this again:
Nurse just need add-ons nerfs
she quite literally already has the worst Add Ons in the entire game. there are maybe one or two that are actually usable and, as said before, good Nurses are just gonna play without Add Ons and still absolutely dominate anyone.
I dont think Nurse has a single Add On that i would call "OP" or that i think needs to be nerfed - if anything, she needs to get some actually usable Add Ons.
Okay, listen. Nurse's basekit is absolutely fine. She's not a frequently played killer, and she's very hard to play. What are you even gonna change? Because she's not getting a new power
If you want to call a survivor tricking her a mistake, then whatever. Doesn't change the fact that's it's possible. Nurse is not the biggest issue in this game. And her add-ons are fine, the rarer ones might need changes but that's it
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@GrimReaperJr1232 said:
1st part I agree with entirely.
2nd part idk. Doing that WITH the window seems like a bit too much... especially when Spirit can just phase in place.
3rd is another idk about. I think the reason Spirit HAS passive phasing is she's the only 4.4 killer who has to wait on her power to come back (ex: using it for mobility), whereas the others don't have this limitation.
4th I disagree with since her Phasing Lunge add-ons still exist. I shudder to think of those with STBFL.
5th is.. that's a lot more complicated than you think. Could probably be fixed but damn is the coding weird.
6th I disagree with. Not because it's nerfed too hard but because even THAT is busted. That's still 228% speed which is practically the same as Billy/Blight with complete freedom of movement. I'd make the add-on do something else entirely tbh.
For the 2nd and 3rd, my goal is to get rid of passive abilities, since they take no skill to use. 4th is true, I've now changed them to increase breathing sounds and Grunts of Pain by 20%, and to increase footstep sounds by 50%. 5th really shouldnt be hard, just set the recharge rate as it should be. It works for Legion. 6th, how about I change it so only Spirit can see the survivor and not vice versa during the intermittent phasing?
You seem like you know what you're talking about, so I have a lot more reworks here if you're interested, feel free to leave comments: https://docs.google.com/document/d/1nUxBRomb77siSwDWkoD6fDjIbfiWKOU6uKLjS58MV34/edit?usp=drivesdk
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/275839/what-if-we-had-casual-and-ranked
When MMR is turned back on this will all be solved.
Well then there'll be no casual whatsoever, at least now it's all mixed
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2457364#Comment_2457364
?????????
At he beginning of a trial that what they going to do anyhow. Perhaps I need to be more specific when a survivor spawns in the boxes are invisible (so they don't know it's Pig). After Pig initiates a chase, gen is done, or a trap is put on a survivor (any of these 3) the boxes are visible like normal.
Ohhhh I see what you mean. That would be interesting, yeah. I thought you meant make Rules Set No. 2 base-kit.
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@[Deleted User] said:
Trickster needs a completely new power. It ain't working out.
Idk about a whole new power, the knives can work, but he does need changes
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2457351#Comment_2457351
I left because DBD is no longer that precious game I fell in love with, back in 2018. Therefore, I have no reason to stay.
If something unexpectedly interesting happens, I will return to the Fog.
Yeah I feel that, it's just not as fun anymore
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@chargernick85 said:
Trapper - needs a few things but Extra trap an whatever else is needed to not make him add-on dependent.
Plague - I don't think she needs to be so slow with corrupt, also would like infection (same with Nemesis) to have a debuff to give a incentive to cleanse.
Pig - mostly want to crouch faster and have her boxes hidden from the start. She is the only stealth killer with a visual warning (boxes) that it's her and keep your eyes on a swivel.
Freddy - Mostly just another add-on change. His add-ons are dog ######### and it makes him boring. Only killer where I look at his add-ons and say nothing really helps.
Legion - The fatigue is too long and the add-ons that reduce it don't seem like they help.
Agreed on all except hiding Pig's boxes. It only encourages survivors to hop on gens
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2457338#Comment_2457338
I am not playing DBD anymore. But before I left, I still mained Freddy, as my love for the character is stronger than any change.
I also played Hag and Pig :)
I'm the same way with Pig, I love the character. Used to play Freddy although I dropped him now that he's so boring. I don't blame you for leaving, sadly
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2457300#Comment_2457300
As someone who played him exclusively for a very long time, I agree.
Yeah he's so boring and uninspired now. It's a shame. Who you maining now?
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@CashelP14 said:
I don't believe killers like Trapper and Pig need massive changes to them. A few quality of life changes like what they did to Wraith I think would be enough.
Myers I think needs a rework. One slight "nerf" I'd like is for his terror radius to gradually increase as his stalk passes a certain level. Basically I don't want a dead rabbit + monitor and abuse Myers turning up behind me with tier 3 ready to pop. Otherwise he needs buffs to his stalking and map pressure.
I think Pig is a mess, but yeah Trapper just needs buffs. Myers could do with either
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@DelsKibara said:
- Trapper
Self explanatory, his power is reliant on RNG, it's very easily countered by Survivors who have eyes, and when it works you often can't capitalize on it since they stepped on a bear trap far FAR away from you.
He is the worst aspects of Pig, Wraith, and Hag. He desperately needs a rework, or at least a huge add-on pass and power tweaking to make him a lot less add-on reliant.
- Freddy
Now hang on. I'm sure some of you think that Freddy is perfectly fine, and is in a "good spot". And I do agree with you, to an extent.
Here's the thing. I am someone who fell in love with Old Freddy and how he plays. Old Freddy was a level of fun that this game rarely ever achieved, even nowadays. I'm not saying bring Old Freddy back, since he had a lot of issues with his power balance and like Legion, tuning him in either direction can make him really broken or really boring.
I do wish there were more ways to mess with Survivors as Freddy, but you have to pull them into your dream world by yourself. No more passive sleeping. Make Pallets basekit, since that is something genuinely fun to mess with Survivors that could be used against them. It's just a shame it's locked behind an add-on (and is trash given pallet spawns in some games).
Creating a pallet loop into existence or making an empty dead zone into an L+T Wall loop to give them a false sense of hope is something that Freddy needs to give him that "I'm the god of this world, #########" vibe.
He needs to be able to feel like a looming threat. That the world and your perception of it can constantly shift and change to fit his desires. To be a plaything in his nightmare.
- Myers
I mean. Who else do you expect?
Myers is the one Killer the community wholeheartedly agrees needs a change or rework. Purely because of his outdated stalk mechanic and how janky it feels.
The way they did it with Ghostface imo is an evolution of Myers' stalk abilities. Being able to stalk each survivor individually makes more sense from a gameplay perspective instead of having one giant pool for stalk.
But does that mean Myers needs to be Ghostface? No. I don't think so. I just think like Ghostface, his stalking mechanic needs to be updated. Myers' Tier 1 I feel is more of a hinderance than an advantage. You want to get out of it as soon as possible. So, why not just make it so Myers can spend his stalk on either getting Tier 3 (which would have it's own sets of buffs) or to completely hide his terror radius and red stain for a short period of time?
Just a suggestion, I'm not sure if it would work. But the reason why Myers' stealth doesnt work and Ghostface's does is because when Myers is in Tier 1, he has to give up a lot of basic abilities every other Killers have (Lunging, 115% speed), while Ghostface doesn't.
Agreed on all, although I think Myers just needs buffs and some tweaks. I actually gave Freddy Dream Pallets basekit in the rework I posted in this thread. Lmk what you think.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2457270#Comment_2457270
Oh, glad to see you enjoyed it!
Yeah I think old Freddy had some fun aspects that could be brought back
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2455930#Comment_2455930
Only injured survivors go into dying if they step in a trap. I don't see why they don't already as they cause injury damage from healthy.
Legion idea came from GTA 5, when you could swap between characters regardless where in the game they were.
GF aint that important, he's relatively balanced, just not that good.
I could see the Trapper one going either way, but he needs more traps.
Legion like I said would be fun but very exploitable. I badly wish we could have all 4 tho
GF has no chase power so I wish his stealthing was stronger
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@Artick said:
Spirit
Deathslinger(the insane zoning mostly)
Hag's busted addons.
Devs kept buffing weak killers for the past few years, it's time to actually do something about the broken killer stuff.
Hag's busted add-ons...? Her only good one is Shackles lol
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@AhoyWolf said:
Badly designed Killer, excels at the most unfun things in the game.
Agreed, they are fun to play as tho
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2456032#Comment_2456032
For rework I mean a complete rework
I mean, I don't find his power very engaging, it should have been more lore-friendly, when I think about Nemesis I don't think about a clumsy giant who takes 2.6 seconds to break a pallet and 1.7 for a vault and who can be looped around an autohaven pile of junk
Maybe they chose the wrong killer for this franchise, a more humanoid killer would have had more sense, like Jack Baker, Wesker, James Marcus, Alexia Ashford or even Re1's tyrant
The zombies are still fine tho
I can understand that. The zombies are hot garbage tho, BHVR sucks at AI
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I like this. The power recovery boost peer sleeping survivor might need tweaks but this seems interesting
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2456909#Comment_2456909
Yea I know. I was just joking, sorry xd
Ohhhh okay. Some people genuinely think that so I couldn't tell lmao
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@Dr_Loomis said:
Trapper: Needs to start off with a minimum of two traps.
Myers: Evil Within 3 with tombstone allows Myers to insta-kill survivors in lockers.
Spirit: Nerf 😁
Myers needs a rework, but yeah those add-ons need to change. Spirit needs a steeper skill curve so it's not so easy to play at her ceiling
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2455809#Comment_2455809
This and the pig change are great, honestly something like this might make Myers a more terrifying killer and might feel better to use.
The pig QoL change that you mention is basically almost what I want honestly.
Thanks!
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2456897#Comment_2456897
I know I have read them and I agree
Ah okay, thanks! :)
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DEATHSLINGER
Buff the Redeemer:
- Increase Reload movement speed to 85% of his regular speed. Reloading after injuring a survivor really hurts him.
- Change the way the Redeemer injures people:
- Healthy survivors are automatically injured when shot, and Deep Wound is applied if hit by the lunge.
- Injured survivors have Deep Wound applied when shot and are downed if hit by the lunge.
- This is more or less a quality of life change, but it reduces the penalty for letting a survivor go and not getting a hit.
- Give the Redeemer a 0.5s cooldown after cancelling Aim Down Sights. This will reduce his ability to constantly zone survivors by aiming at them, similar to the Executioner’s old issue.
Rework a couple add-ons:
- Buff the Mending time add-ons to 2 and 5s. Make them non-stackable with each other and other add-ons.
- Change Marshal’s Badge and Gold Creek Whiskey to permanently decrease Terror Radius by 3 and 6m.
- Change Hellshire Iron to reveal all survivors Auras for 5s after downing a Speared survivor (downed within 3s of being Speared).