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Terro
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I'd go with legion. Blight is on drugs. Without the player guiding him he'd just go crazy banging his head on a wall. As long as legion stays out of the blight's way until blight falls asleep it should be fine.
Ps I still think nurse would beat spirit. Teleportation and the ability to fly? Plus, whatever power nurse uses to break pallets. Saying spirit would win cuz samurai hacks is bs.
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@Zeus said:
Issue is with disconnects caused beyond the player's control. Until the Devs find a way to distinguish between intentional and unintentional DC's i dont think it's a good idea to increase penalty
So never? Cuz this is a problem with every single game that has a DC penalty.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1976375#Comment_1976375
How are you starting chases immediately after each hook?
I assume they're talking about the cases where the killer hooks a survivor and goes to the gen knowing it's almost done only to find a survivor there. Or maybe they're saying a survivor is nearby and the choice is to go use pop or guard the hook.
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The character is probably going to be bi or some form of lgbt at this point regardless of what it would've been. Ppl would riot if it wasn't and it's easy brownie points.
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Killers already have the power to hit survivors where they were half a second ago.
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I think a 5 second head start comes out slightly ahead if the killer hits the 8 seconds immunity. If the killer doesn't hit the 8 seconds immunity and follows along then the gap becomes wider. Although, this also depends on killer I guess.
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There's a certain toxic group of locusts that follows around anything of that nature that i'd really prefer that bhvr really shouldn't get involved with.
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@dspaceman20 said:
Hello and welcome back to reworking perks. For today's complement I just want to say your shirt looks absolutely gorgeous today nice job.
I feel Solidarity is lack luster and doesn't seem to help full so I'm going to buff it to make it better.
Solidarity
Sharing painful experiences has the power to heal.
While injured healing another survivor without a medkit heals you at 100% conversion rate.
Solidarity has a cooldown of 60/55/50 seconds.
I think this helps make it better and saves a lot of time. I put the cooldown in order to make it balanced. What do you think?
The only thing I don't like about it is who gets the BP and emblem progression if the person heals themselves with it?
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/230407/reworking-perks-solidarity
Cooldown would be difficult to implement.
Currently, if you heal someone halfway, then you get 25% of your gauge healed. If you're interrupted, you can go heal another soul to full and have 75% of your gauge filled. Its a simple charge conversion.
BUT for a cooldown, the charge conversion would have to work on the duration of that specific heal. What I'm trying to say is imagine this: You try to heal Nea after unhooking her. You start healing but she accidentally moves, ending the heal. Congrats, your perk is on cooldown and did nothing.
100% conversion rate would make the perk alright. I don't think a cooldown is necessary.
There are ways to get it to work with a cooldown. Like make it only go on cooldown if u heal a health state. I don't think the cool down really does anything outside of very rare instances. Although removing it would probably strengthen those rare instances a bit too much.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1974053#Comment_1974053
No but I've had ######### you guys, tryhard blah blah just for what perks I'm using. Like hmm I wonder why DS UB are meta? Yeah what a mystery...
They're meta cuz ppl want to win.
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I'd say that both sides have this double standard although one is more accepted than the other. I still think face camping outside of all gens being done is kinda dumb.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1974025#Comment_1974025
You get messages sent to you by Killers on the Playstation Network saying to off yourself for running DS and Unbreakable?
I'm pressing X right now.
It happens on PC. Very rarely but it happens. I assume it happens on console. Although, you could expedite it by saying good game to the killer first.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/1974005#Comment_1974005
You don't have to pressure everyone at once to dictate the flow-- everything you do is something they now have to play around. Whether it's downing people, forcing them to come save, slugging, forcing the decision between healing and staying injured, ect.
U gotta admit, that's exactly what the entire post is talking about. Survivors doing gens is the natural state. Killers are simply something to play around and they should be played around in fun ways.
And it's not hard to flip what you said and say survivors dictate the flow.
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It's how the devs get 2k/2e balance when looking at all ranks. The red rank killers get rainbow ranks and crush.
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@Grandpa_Crack_Pipe said:
As a Survivor, you're not allowed to camp, tunnel, or play certain killers.
As a Killer, you're not allowed to hide, use structures, pallets, windows, or do gens.
Welcome to DbD.
You know... Somehow that still makes sense.
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That's dbd baby!
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@AGM said:
Is this bait? I think this is bait.
It's not bait. It's arguing the definition of toxicity. Which apparently either means not fun or doing something people don't like. Pretty much Dbd in a nutshell.
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Welcome to dbd. It's all about positioning for context sensitive actions. I don't think there's really an easy way to fix it without causing equally annoying problems.
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Who said that the MMR even uses emblems to decide how high or low to rate a killer?
Also, there are still ways for a reflection of how well survivors do against a killer to be useful.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971974#Comment_1971974
Im saying that counter could work or not, and if it work is probably only 30% of the times.
So 30% across the board of every spirit but ignoring all the "bad" spirits that have been shown to fall for the tricks more than 30%.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971946#Comment_1971946
So spirit has a counter cause it works.. let's say 30% of the times..?
So we still talking about the good enough spirits? I'd say that 30% is pretty big against those. 4 survivors. 2 hit states. If the survivors are also good enough that 30% is enough for 2 survivors to get out. Of course, solo queue sucks but that's a match making problem.
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@Noz said:
https://forum.deadbydaylight.com/en/discussion/comment/1971938#Comment_1971938
I dont know why you think the spirit is predicting. The spirit hears where you are, there is no uncertainty in that.
So they can tell what side of a wall I'm at?
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971933#Comment_1971933
No I didn't, you just read it wrong and thought I said "Impossible", when I didn't.
"Is not gonna fall for easily counterable." "Is not" is an absolute. But why are you even bothering to argue that? We clearly agree that this is a counter to spirit that at least works some of the time.
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@Noz said:
https://forum.deadbydaylight.com/en/discussion/comment/1971914#Comment_1971914
Not every loop is mindgameable. In mindgameable loops you have two parties that are guessing. Against a spirit only one party is guessing( the survivor ), the spirit can just hear where you are. Thats the difference.
Nah if we're using your definitions. The spirit predicts. The survivors guess.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971925#Comment_1971925
Are you trying to twist my words? I said "she's not E A S I L Y"
So yeah nice try
U put easily in the wrong spot then.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1971287#Comment_1971287
did u even read what he said? the spirit had stridor which destroys iron will.
And if the spirit is good enough she's not gonna eat those easily counterable baits.
U mean if she's psychic or hacking she'll never fall for those baits?
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Doesn't infinite tier 3 Myers with insta kill requires stalking all 4 survivors to really high or full for 3 and halfway for the fourth?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1971455#Comment_1971455
That by definition would mean a lot of people do want it....
It could just be like 20 people. That's enough to spam the forums. Especially considering a bunch were new accounts just to post about FNAF.
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I don't think you're asking for logical counter play here. It sounds more like tangible and 100% effective counterplay.
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It doesn't fit.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1968696#Comment_1968696
I understand why it makes sense that the killer gets the survivor eventually. But there are some problems with that.
It teaches new killer the wrong playstyle. They dont break pallets or use the killer power to not lose bloodlust. Some powers are hard to use correctly at the beginning, but you need to practice with them to get better. And i dont need to explain why you should break some pallets.
Bloodlust plays cost to much time and you will lose. I see many killer bloodlust the chase and then camp the survivor bc the game is almost over. And when they are new they dont know what they did wrong.
And bloodlust downs are frustrating for the survivor. When there is nothing you can do bc the killer uses bloodlust and then camps you, its a bad gaming experience. Its just boring for the killer and survivor who both waited til bloodlust 3 kicks in and boring for the other 3 survivor who only did gens the entire match.
I doubt new killers even know that bloodlust exists or what it does to be reliant on it. I honestly don't think bloodlust makes much of a difference after they nerfed it outside of bloodlust 1 and certain powerful loops. The fact that they're only getting 1 survivor after a single hook is telling them that they're doing something wrong and they're not going to be climbing too far up the ranks either way.
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Old ruin punished newer survivors who couldn't do skill checks.
New ruin punishes newer survivors who can't deal with new ruin once they reach higher ranks with better killers but it gives them the chance to reach red ranks and spread the misery.
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This is the one time I'd leave them and do a gen nearby. I'll save them later if there's a chance.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1968256#Comment_1968256
Downing a survivor who just got unhooked isn't tunneling?
Yes I explained the original definition of tunneling in this game. If you want the definition of tunneling to just be going after a survivor who was recently hooked then that's a different story.
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@ukenicky said:
I play with my friends who are red ranks (I'm purple on average but sometimes reach red when I play a lot but haven't been lately bcuz desync problem and I play other games lol) and we don't come close to getting 3 gens done in 2 minutes lol
If this is more like optimized groups or extremely good solo queue survivors who all do well independently then okay I get it but from my personal experiences this almost never happens for me when I play with my friends (Who are better than me and have been playing longer) or try solo queue.
I feel like instances of gens flying like crazy has more to do with certain maps and spawns.
It's really hard to say whether gen times are the real issue or not because of that
U don't need to be a super optimized team to do 3 gens in under 2 minutes. You just need a minimum of 3 survivors on different gens within 40 seconds of a match starting. Which happens even in solo queue. This actually used to be the norm in red ranks. It was so much the norm that if 2-3 gens didn't pop by the time the killer got their first down ppl dced (b4 DC penalties existed) cuz they felt that their team sucked.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1968240#Comment_1968240
But why aren't they the same? Why aren't both strategies?
Because all you've done is pick one tiny aspect that they share and decided that this means they're the same.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/229801/tunneling
It's the definition of tunneling, but in all honesty its the rescuer's fault. I hate when my teammates, BT or not unhooks in front of the killer for no reason.
That isn't the definition of tunneling. The definition of tunneling is absentmindedly chasing a single survivor. You tunnel vision onto the single survivor preventing you from thinking or seeing correctly, thus the term tunneling.
Going for a weaker survivor when it makes sense isn't tunneling.
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They're not the same at all. You might have a point with gen rushing and tunneling but 360ing? They don't quite match up well enough.
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U should probably realize that most games makes these little changes so that it feels better to play.
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@Yords said:
"Make DS base kit for survivors" Making DS base kit is just another band-aid fix to tunneling. Just look at where we are now.
The whole reason DS even exists and does what it does is because of tunneling. Due to how the game worked back then (and still now for the most part), killers had to tunnel to gain the upper hand on the survivor team because it was the only way they could manage; it was a band-aid fix for tunneling but tunneling was seen as very unfun for survivors. Because the devs have for so long ignored the core issue of tunneling being so effective, it has become a huge problem that will need a substantial amount of work to redesign and balance.
With the upcoming DS nerf, you can bet that survivors will drop it out of their kits and replace it with BT (most likely if they already didn't have that) as a replacement. I think that this will obviously encourage killers to tunnel which is effective and not exactly unfair, but it will definitely make the game more unfun for survivors. The devs will HAVE to do something about this or the player base will decrease by a large margin.
I swear, a patch full of health changes to the game would help so much. And no, the few handful of balance changes we get every 3-6 months do not count. I mean a patch where the devs work really hard on to fix bugs that have been around for a long time (the silent survivor bug and nurse in general), buff killers that need them, and maybe even rework Haddonfield (seriously, I hate this map with a passion). Several other people have said the same thing I am saying several times. I swear this game is like a malnourished stray dog. It could be so cute and cuddly, but just needs love and care.
DS's existence wasn't about tunneling. It came out at a time when tunneling was still defined as chasing 1 survivor for too long, which was boring for 3 survivors, stressful for the single survivor being chased, and annoying for the killer. The "tunneling" that's complained about today was only fully accepted as toxic by most survivors around the 3rd (maybe second.) rework of DS, which pushed it towards an anti-tunnel perk.
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It's the same reason why a survivor can get killed within 2-4 minutes into a match. The devs want to balance the game around everything finishing quickly.
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I used to play 80% survivor 20% killer. My favorite killer was Billy. They nerfed Billy and made him unfun to play so I went 100% survivor.
For any Survivors who don't understand how it's unfun, we (survivors) just got new animations that people have complained a lot about. Now add in a stamina bar to add a downside to sprinting and you'll be at 50% of the Billy nerf. It just isn't fun.
An example of the stamina bar would be that, the bar gives 15 seconds of sprinting. Every second you're not sprinting you regain 3 seconds. Getting hit by killer gives you another 10 seconds back. If you run out of stamina you can't Sprint for 5 seconds. I think this is similar to Billy's overheat mechanic.
I probably shouldn't be giving bhvr ideas lol.
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I'd assume the devs would also increase the time it takes for survivors to die again too. More pallets and stronger loops. Of course that depends on how long gen times increase again.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1965741#Comment_1965741
I actually like your suggestion there. That's decent. Maybe not an exit blocker though but rather the exposed effect lasts throughout the totems remaining.
I know NOED isn't overpowered. I just want to see a solution for solo q and new players. Remember Old Ruin got the same treatment. Was it OP. Of course not because you can hit the great skill check and it does nothing.
Do we really need more survivors hitting higher ranks when the best they can do is just do gens? That's the main reason solo queue has gotten increasingly worse overtime.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1965285#Comment_1965285
How do Killers get the hit then if they are not even facing me when they swing? If I’m behind them and they still manage to hit me that seems a little off.
Either desync, the killer doing a weird swing/lunge while turning really fast (I've seen otzdarva do it a few times when survivors are 360ing behind him), the aim assist or some combination of the previous.
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Easiest way for noed to be balanced. Make it base kit and a few tweaks to it so its power is equivalent to hatch. Call it killer's hatch.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1965563#Comment_1965563
Adrenaline rewards a survivor for completing their objectives.
NOED rewards a killer for failing their objectives that's how they're different and that's why people complain so much about NOED since it rewards a killer for basically losing up until that point.
I still think noed's is more equivalent to hatch than adrenaline. They both reward the other side for failure. They both give the enemy another chance. One just happens to take up a perk slot.
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1965259#Comment_1965259
Not sure what you mean by this.
It's much harder for a team of survivors in solo queue to get the correct synergies together than killer does. Killer can just select whatever they want to play, meanwhile u gotta cross your fingers and hope your teammates have the right survivors.
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There's a little bit of it. No way to turn it off for the killers.
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1965157#Comment_1965157
How do you feel about licensed Killers?
At the very least the killer isn't on a team of 4.