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Th3Nightmare

Th3Nightmare

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Th3Nightmare
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  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/568120#Comment_568120

    There needs to be better perks for it though.

    PGTW's change was honestly really awesome that puts it above Ruin in many cases.

    But Thrilling Tremors, Overcharge, and Corrupt Intervention are all still pretty underwhelming gen-stopper perks.

    the REAL problem is that if you have ruin, they repair the same and barely works, you must occupy 1 slot, you wear the perk of the clown ... you have to make a hook, how long will it take you to catch the survivor? Also at that time they have no penalty, ruin would enter at the beginning of the game, but without ruin ... I do not see it. I do not know if you understand me.

  • @[Deleted User] said:

    My games last between 10 to 20 minutes. 

    I use Plague, Freddy, Clown, Spirit, Legion, Wraith, Doc, and Trapper. 

    I don’t use Ruin. I think i’ve used it a total of 5 times. 

    How?

    I prioritise gen pressure and preventing repairs as best as i possibly can. I abandon as many chases as necessary and take as many pallet stuns as necessary and still end up mostly getting my 4k or 3k. 

    DBD is just an elaborate version of King of The Hill. Don’t give survivors the time they need to take the gens from you.

    @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/568147#Comment_568147

    Care to show few videos to give us an idea of how this is done?

    10 - 20 minutes? I would pay to see it!

  • @White_Owl said:

    You're not forced to use Ruin, there are other perks to slow down gens. Pop Goes The Weasle for example is an amazing perk for that.

    Honestly I think people who always use Ruin and complaint about it are just lazy.

    Is this comment a joke? Ruin ... all the perks to avoid ... in short, you do not understand the philosophy of the thread.

  • @Andreyu44 said:

    I already have a thread planned.

    I will post it tomorrow talking about Legion.

    What is wrong whit them,what changes they need and how to fix them.

    As a Legion main,I want these killers to be good,but they currently have too many downsides to be worth it.

    i would to see changes on the PTB, changes that we say ... the devs have it watched and not forgotten, that will mean a good job on their part. If we do not see changes in it soon, we will know that the devs do not care about their current status....

  • that sounds is from GhostFace. The next killer is the 17.

    Remember the sounds back that we thought might be pinhead, then it could be GhostFace? No, I put my bets on this extreme sound a like. Just hear it for yourself!


  • As it stands to me, there is little reason to burn an Ebony Mori because with the current ranking system if you Mori at most you can just black pip.

    I sincerely like main killer, I use the mori as an anti rush tool, if the survivors play only rush gens, because I have no other option than to use it. I think that the mentality that the survivors have is not repair but rush. One thing is to repair, and another thing is to go from gens to gens.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/564593#Comment_564593

    This doesn't quite make sense. The number of players per side has no impact on your personal scoring. The goal behind the changes is to level out the average bloodpoint earnings between the two sides (on average, killers earn more bloodpoints per match right now). Increasing killer bloodpoints as well would only exacerbate the gap.

    This has the added benefit of helping with queue times. Rather than having everyone flock to playing killer during a bloodhunt, you could play whichever side you're comfortable with and end up getting more or less the same amount of points. This means faster and more consistent queue times for everyone, which means more matches, which means more points. It's a win win.

    The state of the rush of gens is currently a big problem, I am a very experienced player, rank 1, and I find bad players, those bad players make me goals in 5 minutes of departure, I can not do anything, I do not want to play toxic, My way of playing is legal, I do not want to distribute toxicity by camping or tunneling.

    With this I mean that, if you are going to change the points, encourage other things, and reduce the points that an engine can give, since it is crazy as people repair and give respite to the killers ...

  • @Yamaoka said:

    Right... Increase the gen time by 50% so Hillbilly, Nurse and Spirit mains can 4k at 5 gens every game. Sounds balanced.

    The solution is not to increase the time of generators (it is boring) but buff the weaker killers to adjust them to the meta game. Even include a secondary objective for the survivors and encourage them.

  • @Ksoni said:

    What a dumb question, of course not.

    dumb? what is the motive that u into here and saying "dumb"

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/562719#Comment_562719

    I would suggest that you're underestimating the ability to cross the entire map and start a chase in the span of three seconds. It's not meant to be a free hit, it's for utility and saving time.

    @Plu said:

    3 secs is enough to get to a safe pallet because map design

    According to the Roadmap of Bhvr for this year, the maps will be more "balanced" and we will be able to compare if the killers in bad positions improve! since the map rework is a very important thing for the game, in addition to the rush that is another subject, but if the maps are adapted perhaps the rush will be solved.

  • Let me start off by saying if I got any facts about the freddy rework wrong please correct me.

    It seems that nobody was informed of a thing ... if freddy hits an awakened survivor, he sends it to the world of dreams immediately ^^

  • @Peanits said:

    Correct. Hitting an awake survivor immediately puts them to sleep.

    Thx so much! :) i like it that so much! because that will put more pressure and catch a survivor even faster with your power!

  • @Peanits said:

    Not quite sure I follow, but you will always have the generator teleport in addition to whichever trap you're using. You'll definitely be using your traps quite a bit, though. They're plentiful and can be placed on the fly. We'll share some more details this Thursday in the livestream.

    I hope it's worth ^^! Thx

  • PIG MAINS UNITE! Greetings.

    the devs should also check the RNG factor of the traps, there are many survivors that at the first time remove the trap of the head, something fails.

  • Freddy currently has the best stall power and he has the highest skill cap around. This rework is nerfing his stall power.

    Sincerely speaking, he loses some good things, such as the first blow when the survivor sleeps, the reading of auras in the world of nightmares, and the 50% reduction in actions, I think it is the best thing that the current one has FREDDY.

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/556403#Comment_556403

    To put it into perspective - a survivor can win, which in this game is defined as a pip, even when they don't survive the trial. EVEN at red ranks. A killer on the other hand, especially at purple and red ranks, can hook every survivor multiple times, and kill all of them,...and STILL not pip. EVEN IF ALL 5 GENS ARE STILL NOT DONE. I still think sacrificing all the survivors in a trial should result in an automatic pip. By killing them all you have completely fulfilled your only objective as killer.

    I'll clarify things more, an experienced killer if he plays silly and useless players as they all will die, if the experienced killer is touched by experienced survivors, the killer could withdraw from the game.

  • Killer are more harder for playing.

    Clearly, playing only has its difficulty, but having defenses on the map, hiding you have no complications. Instead, the killers must endure the rush of gens, defend the gens, find people who hide, make chases and reach them and try to catch them before you repair the 5 gens. Do not think that I am accusing the survivor, but the survivor has everything very easy compared to the killer.

  • I am going to say what this killer really looks like to me, it is a killer I think that one of the 3 killers with more counter, besides Trapper and HAG.

    GhostFace for me is an M1 killer, since at the beginning it can be good, but once the game starts in mid game, the killer turns to M1.

  • Introduction I'm Leatherbilly, and I have 1,000 hours on Dead By Daylight; since virtually the beginning, I've mained the Cannibal.

    I think they are good changes, but Leatherface needs an "update" not slight changes.

  • I think they are good changes, but Leatherface needs an "update" not slight changes.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/553366#Comment_553366

    Because you were punished for not playing effectively.

    If GF had infinite 0 TR for as long as he wanted and no red stain as long as he wanted he'd be OP.

    Im cool with making his cooldown only 20 seconds again, but then revealing thing isn't a problem if you're smart.

    I'm just asking that since it's so easy to get him out of power, why not balance numbers? For example CD time I only ask to adjust numbers I am not asking for more and he needs it.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/553350#Comment_553350

    You seem to be underestimating the ability to turn off your TR and Red stain in the middle of a chase.

    Why dont you give it a shot before you criticize my advice?

    I am not criticizing, the power is to stalk and make "mental" games with power but ... what grace is that they take away or disable the power of a killer, leaving it only to M1?

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/72429/can-you-adjust-gf-times-after-having-fix-the-power-of-gf-devs

    4 seconds to stalk, 2 seconds to reveal? So you want your power's exposed effect to be handed to you? It's already easy enough to cheese.

    First suggestion is good - the power bar I feel could do with filling faster, and I feel this way about Legion, too.

    It's balancing numbers, I guess, right now in the patch, stalking is 5 seconds, not 4 and the revelation of GF is 1.5 + 0.3.

    5 seconds of stalking and 2 seconds of revelation is in my humble opinion quite well.

  • @Gardenia said:

    Don't stalk too much, use the stealth to hit and grab them more

    In what rank are we talking about? It is fun to listen to "nonsense" of this type. Then how are points of deviousness earned?

  • @weirdkid5 said:

    Again, if you are focusing the stalk, you are playing GF incorrectly.

    Of course Myers is better at stalking. GF stalking is really only secondary to his main ability.

    Being able to turn off his TR and red stain midchase to confuse the Survivors. Stalking is just icing on the cake.

    Focusing on stalking alone, you're gonna have a bad time. 3000 hours mean nothing on a fresh Killer with a new playstyle.

    You mean that the power of GF is not stalker? So is a killer just M1? and scare?

  • @Catbucket said:

    Ghostface main here, I like his current state, please stop prodding the devs about him.

    Comrade, do you use your head? I do not want to offend you, but main GF? You're kidding?

    The devs did a HOTFIX and right now the power sometimes feels like it's very easy to remove it, just now it can farming "Deviousness points" therefore, it needs other adjustments, since it is very easy to get out of its power, for What does not adjust the 30 seconds BASE has? And make it a bit harder to get it out with the 1.5 seconds that the survivors have to raise it to increase it 0.5 ... you need to use the head, nobody is main GF, it just came out 1 week ago, it has a 10/10 design but a 5/10 power just as is the state of play. A killer where you can nullify its power is useless, as simple as that. And you're talking to a main killer of almost 3000 hours.

    Do you want a stronger example? Do you want a killer that is in a good place? MYERS is 1000 times better than GF. The survivors can not cancel the power, but they can use tools to hide and so Myers does not go up to level 3.

  • @Almo said:

    First off: I'm not saying no, I'm just reflecting on this.

    Large portions of the game design depend on Survivors being able to look somewhere they're not moving (or not at what they're working on).

    Imagine repairing a generator against Pig in first-person camera.

    Perks such as Object of Obsession (ones that depend on the direction you're looking) are much less useful during actions.

    I think playing Survivor from first-person would make you immediately appreciate how much of an advantage it is to have third-person camera.

    This difference in camera is one of the most fundamental asymmetries in DbD; shifting that would make seismic changes in the gameplay all over the place! :D

    I think there is "physical in a game" I mean that if there is a first person in this game, the survivors can tilt their heads to the sides until a limit that would be for the stealthy killers, to look back they will have to stop repairing and review the environment that includes a factor of terror in the game.

  • I would like you to review GF a bit more ... reduce the base time of the power, increase a bit the time in which the survivors begin to detect GF, it is my opinion.

  • @Peanits said:

    That's quite a bold statement considering the patch was only released less than an hour before you created the thread. We'd love to hear what you think when you've had more of a chance to try the changes.

    It is too easy to reveal to GF, you can not make it so easy to reveal GF while the only GF tool to not be an M1 is your ACTION POWER, now it looks easier, and there are some occasions where the survivors reveal GF in Places where it does not make sense. You can not annul a killer like that, what you're doing is like a trapper, where the survivors used to sabotage YOUR TRAPS ...

  • I like it --> https://forum.deadbydaylight.com/en/discussion/56821/legion-mega-fix#latest

    Sincerely, the power has been something .. very useless, where we are getting "free hits" without any purpose. I read the post, and I like the idea, but I do not think the devs think the same, the devs should check the status of legion and introduce new mechanics with the power it has, because Free hits and "self relieve" is useless .

    Actually, the old LEGION needed to be revised because it was out of the ordinary, I mean it did not make sense, but at the same time bhvr has had to update it so that his game is "healthy" but clearly ... his condition is very bad and it is very boring to play it, it has no purpose with its power or anything mechanically. And I think other worries of the survivors who say that the killer is "fine" I guess they do not want to live the old LEGION, and I would not like it either (I'm main killer) but he needs a GREAT REVISION from the devs and include new ones new mechanical features in your power that make it fun.

    LEGION I think it has gone through much more than other killers I guess .. very close to Freddy, I would think about not abandoning it and working on it again thinking new ideas for him, just as this killer can not stay. And I hope that the devs listen to us, we are not 1, we are many who are asking you to help LEGION.

    @Peanits @not_Queen @Almo

  • @wichael_wyers said:

    Is Ghostface's weird ass noise not 8 meters? I'm not sure why I was so convinced it was. If that's the case, then I like where it is, because it's like Michael's jingle/terror radius being at 8 meters for tier 1.

    The directionality is kinda sad, though. Not sure if it's a thing with killers' breathing, too (I doubt it), but his directionality has helped me on 4 walls and stuff. You can hear him doubleback LOL.

    Yes, the noise is within 8 meters. They should reduce it even more. (My opinion)

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/71281/make-the-stealthy-noises-of-ghostface-more-stealthy-pls-devs

    All "stealth" killers have some sort of noise to alert survivors. I find Myer's heavy breathing pretty telling. Pig's roar with charge time is weak enough to get away without sprint burst since you can hear the direction it comes from. Wraith can still be seen if you can't hear his stomping (how he does that with small feet is a mystery). Stealth just isn't a good mechanic in general for DbD. You're just noticing it in the killers because it's so obvious.

    I know, all this, should be reviewed by the devs. For that exists, the camera and the 3 person of the survivor, to look on all sides, it is not necessary infernal NOISES to warn the survivors.

  • @RoKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/542382#Comment_542382

    Didn't notice the sound was directional (I suck as survivor you know) that's a bummer

    When GF is in stealth mode and is close to the survivors, a sound is heard that alerts the survivors that is very close, therefore, it loses all its potential ... In the structures you can see the directional sound of this killer, it's where they also break their power ... you also know where it comes in stealth mode, it's a ... "#########" OP GHOSTFACE.

  • In my last 12 survivor matches, i´ve only faced 2 Ghostfaces. So did people already stop playing him?

    It is very fun to face people 12-20 range with ghostface, but when you are in red and purple range is when the killer has more problems, the killer needs buff no nerfs. The sounds that ghostface has in stealth mode should be totally stealthy, the sounds he has are directional is what makes him lose all the potential of stealthy killer, therefore, is not considered a good killer, also break the stealth mode to look is very inconsistent, sometimes the survivor will break it very easy, being hidden, has many problems and devs do not know

  • @RoKrueger said:

    Ironically, in my opinion the grab achievement is easier to get with Myers or Spirit than with Ghost Face, don't you think?

    I like those preternatural sounds, you have to be pretty close to the survivors to hear them, by that time it is to late for them.

    I know it's easier with myers .. but ... with these sounds they are making ghostface not a stealthy killer, to make mental games in structures, since their sound is directional and you will not be able to surprise the survivors.

  • Really. It's annoying.

    Of course, the survivors need everything very easily. Already the survivors will be able to easily annul the power of all the killers and make everyone useless.

  • @Frozenscum said:

    Noone complaining about his powers.

    Ppl complaining about his detection frame and time, cause he can stalk you faster than you detect him watching at him straight which is pretty dumb, I'm foking see you and stare at you, and yet you are still stealthed. This is especially annoying when he is crouching, he is very hard to kick out of stealth even in open field.

    Also apart from Mayers who pops EW3 and all ppl aware of it and hide/play accordingly, GF can stalk everybody to 99% and then just one-shot each person individually at any given time.

    GF can use power to turn off Red Stain during chase and mindgame ppl much easily than Mayers. And due to abovesaid frame and time you most likely wont kick him out of stealth during chase, so he has big advantage at mindgames.

    Detection time should have some decay time, cause as someone stated in other thread - he hears music of detection, hides, resets and stalk you again, and you can't do anything about it. Once detection progressed for a second for example, it should have some time to decay to 0, not be instant reset - maybe something about 2-4 seconds, so survivor has time to reposition or make some distance.

    I dont have much issues with GF myself, but I can see flawed points in his implementation which could be addressed by devs.

    Do you think that ghostface's directional infernal sounds are good in red ranges? It's a joke....

    Basically a stealthy killer is killing those sounds of the abyss.

  • @invira_zero said:

    https://forum.deadbydaylight.com/en/discussion/70667/why-does-gf-have-strange-sounds-when-in-stealth-mode

    I didnt face any problems with those noises, cause they are aplied on very short distance, so it doesnt ruin GF ability to stalk.

    But yes, to approach a survivor in stealth mode and break the surprise factor.

  • NOTE: A = 98% EZ :D

  • @AetherBytes said:

    @keenko He wants DS reworked, because it keeps triggering despite having already downed/hooked another survivor.

    @Paladin_Goo not really. It can punish a killer simply because of a survivor being an idiot. It might be better for it to have a 15 second timer that doesn't count down in the TR of the killer.

    Right, I think I still have problems in my opinion. I can give you a case, there are 2 survivors with the DS, you make the first hook the first survivor (LEGAL GAME), the surviving companion lowers his DS companion, you go to the hook, you knock down the survivor WHOLE 100% life and ... now for X reason you are the same as you did a while ago ... it has not happened 60 seconds, in that sense it is outrageous, even if you leave it and do other actions and look for others, it can be the case that harm the DS at the end of 60 seconds.

    and of course, another case may be given that the survivors are idiots ... and you have to deal with the DS strike.

  • @keenko said:

    I don’t even understand what you typed

    To summarize, it seems to me a lot of 60 seconds, they should lower it to 30 seconds

  • GhostFace does not need any adjustment, because if you adjust the vision to detect it, you will [Nice word] the killer completely. He is now in a good place and still is won by the survivors.

  • I haven’t thought of a name but how about a perk like this: Calls upon the entity to block the exit doors.

    The game can not be balanced only with perks ... it is not the solution.

  • @NoShinyPony said:

    If gens still take the same time, that doesn't change the gen rush problem. You have two options:

    a) longer gen repair time

    b) a 2nd objective for survivors to naturally prolong the trial

    I'm obviously a fan of option b.

    Clearly, the repair time is the same, but I thought of something more dynamic in the repair of gens, pressing buttons, mini-events during the 80 seconds.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/531284#Comment_531284

    I have proposed an idea. I hope we are discussing a topic. Clearly, there are PCs and consoles, but this one must change. It really is hard to think of a good idea to have fun.

    As I mentioned, I proposed a more dynamic repair, clearly there are console players, this could be done with the main command buttons. (A, B, Y, O) These buttons would apply to the keyboard ^^

  • @YaiPa said:

    The fact its that even with a minimum time for game it wouldnt matter. For example, the minimum time is 12 minutes, survivor rush the gens, completing them in 7 minutes, due to the time requirement exit gates levers are blocked, similar to the gens when egc starts. But whats the point? Survivor can just hide wherever they want, since all gens are finished killer wont know where he could potentially find survivors hence the timer expires and the game is over.

    On the more dinamic gen repairing, you need to think about console gamers...

    I have proposed an idea. I hope we are discussing a topic. Clearly, there are PCs and consoles, but this one must change. It really is hard to think of a good idea to have fun.

  • @n2njauwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/525560#Comment_525560

    can you make his crouch like usefull . there is almost no point in entire match to crouch . maybe for few seconds , now that while shroud is active you dont emit red light there is no point crouching , stalking killer will always have bad map pressure since specially gf since he need to position himself , so it already waste great amount of time ,,,,

    please make crouch either :

    • same speed as walking
    • dont make red light even when without active power b
    • make 0 sounds while in crouch
    • or simply remove crouch and add teleport locker or sth so he can give some pressure

    Thats just my opinion ,

    Now, with the changes it does not have red light, when it activates the power (crouched or standing). When he does not use the power and crouches down, I do not remember the benefit he gets, but he lost the radius of terror but kept the light red. What I think is a bit bad is the CD of power and the loss of power when it hits a survivor with vulnerability or without vulnerability that is wrong.

  • @Peanits said:

    Thank you for the detailed feedback. I'll try to go into detail on the pallet bits because I can see that's a recurring theme here.

    Right now, we're working on changing the way pallets and their loops spawn. The current system just plops down pallets in valid positions without taking into consideration how strong they are. This can feel wildly different from round to round. You might get a bunch of unsafe pallets one match and then get nothing but safe pallets the next. With the map reworks coming up, pallets are going to be generated based on their strength. You might have more pallets overall, but they will be much less safe and possible to mindgame. Or you might have fewer but safer pallets. Overall it should feel much more even and less RNG dependent.

    Regarding double pallets specifically: This is caused by the pallet spawning system as well, though this isn't necessarily unintended. A while back we made some changes to the spawning system so pallets would be more evenly distributed across the map. Rather than having a dozen pallets clustered on one side, making it incredibly safe, they were spread out so specific areas because riskier for the survivors after they used the pallets. To do this, the game will only spawn pallets as long as they are not within a certain distance of one another.

    Each map has a range of pallets (minimum and maximum pallet count). If the minimum number of pallets for that map has not been reached and there are no more valid pallet spawning locations, the game will then break the rules and spawn the remaining pallet(s) wherever it can. This is why you might rarely get a double pallet. The silver lining is that when this happens, you have the absolute minimum number of pallets for that map.

    This is something we're actively working on and should be much better going forward.

    Regarding the last bit: We do not design killers just for fun. Power is also taken into consideration. The two are not mutually exclusive. The hillbilly is a good example of that, they are both fun to play as and against while still being powerful. Overpowered is a bit of a stretch; that would by definition mean that it's too powerful. The goal is always to make something powerful and fun. As we've done in the past, we're going to be looking at some of the weaker killers and looking into how we can change them to make them more competitive. Freddy is next up with a complete rework coming with the mid-chapter update.

    Gonna' wrap it up here because this is turning into a novel, but for a TL;DR, we're looking into just about all of this already. Bear with us.

    Peanits, you did not mention anything about the generators, you think they're fine?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/512778#Comment_512778

    That would be a bit of a stretch. You can already do exactly that in the live game, except the killer will be busy checking generators instead so it would be much safer.

    In reality, what would likely happen is that most survivors would just hide until they're unblocked. You can see a bit of this with Corrupt Intervention. You might be able to spin this to you advantage if you find someone early on, but otherwise it just adds a game of hide and seek to the start of a match.

    Almost 75% of Dead by Daylight players play to hide the whole game and to repair, they are hardly seen in the game and the remaining 25% are those who really play Dead by Daylight, chases and a little bit of everything. So there are several problems, I speak from my perspective as a player with 2600 hours.

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