ThatOneDemoPlayer
ThatOneDemoPlayer
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A discussion is needed
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Let me flex my concept making skills and fix camping and tunneling real quick (not really).
Here's how I'd "fix" tunneling base-kit wise:
- Every unique Hook grants you a Token up to a maximum of 4
- 2 Tokens will be lost every time you Hook the same Survivor in a row (can go into negative Tokens, but it won't go into negative regression)
- Each Token increases the amount of progress lost upon kicking a Generator by 2.5%, up to a maximum of 10% (with base-kit, it would be 12.5%)
- Upon getting unhooked, a timer of 60 seconds starts
- If the Killer grabs or picks you up while the timer is active, stun them for 3 seconds and escape their grasp
- The timer deactivates upon a Conspicuous Action and when the Exit Gates are powered
This would give Killers a reason to go for multiple Hooks and punish them for tunneling.
For camping, I'd:
- Remove Hook Grabs
- If the Killer remains within 12 Meters of the Hook after 10 seconds, the Killer's Aura will be revealed to all Survivors for as long as they remain nearby (overrides Insidious)
Killer Perks (tunneling):
Barbecue And Chili
- Each unique Hook grants you a Token, up to a maximum of 2/3/4
- Each Token grants you the Haste (10%) Status Effect at the start of a chase for 0.5/1/2 seconds
Pop Goes The Weasel
- Increases the amount of progress lost upon kicking a Generator by 1.5%/2%/2.5% (with 4 unique Hooks, that'd be 25%)
- Pop Goes The Weasel is only active when there are no hooked Survivors
For camping, Call Of Brine, Overcharge and Eruption would need reworks to have them reward 3-Genning and camping less, but I can't think of anything right now.
Survivor Perks (tunneling):
Decisive Strike
- Increases the base-kit timer by 10/15/20 seconds
- Increases the Stun duration by 1.5 seconds
Camping:
Kindred
- Kindred's Aura reveal now has a range of 16/20/24 Meters
- If the Killer was within 16/20/24 Meters of a hooked Survivor for 10 seconds, all Survivors within 16/20/24 Meters of the same hooked Survivor will be granted the Endurance Status Effect until the Survivor gets unhooked
- This effect will be disabled once the Exit Gates have been powered
That's all I can think of right now
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First Stack is 6%, second is 5%, third is 4%, last is 3%, for a total of 18%.
The first 2 Stacks should be more meaningful than the last 2
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Survivor: 6
Killer: 3
Demogorgon: 7 (8 on a good day)
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AA nerf was an L, it wasn't even good on Nurse
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Trapper is the worst Killer.
The only competition Trapper ever had was pre-buff Wraith
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I'm good, hbu?
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@Nirgendwohin said:
https://forum.deadbydaylight.com/en/discussion/comment/3149200#Comment_3149200
they could just add skill checks like in phase 2. if you want to die you fail 3 of them.
What about the first Hook State?
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I think they listened to the people that complained about it being abuseable, not the face-campers. The Perk is still good in that regard
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And have failed miserably with the introduction of 6.1.0
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148313#Comment_3148313
What the hell are you on about? The meta perks got nerfed, but killers got a bunch of baseline buffs that were more impactful. Killers are now less reliant on camping and tunneling than ever. The reason too many still use those tactics is because they are still very strong, but take much less effort than playing normally, which is why they need to be nerfed.
The 6.1.0 update was not a failure, but it also wasn't a success. But the main reason that it wasn't a succes is because survivors didn't get the same treatement as killers got when it came to nerfing camping and tunneling. Killers now have a more varied meta actually. Just that certain slowdown perks are still very strong. But survivors meta really didn't change much.
The Killer meta isn't very varied right now. You have PR for long range slowdown and Overcharge/Eruption/Call Of Brine for 3-Genning. That's it.
Camping and tunneling still is necessary because the base-kit changes were QOL improvements, they barely changed anything. Everyone is screaming about 10 extra seconds per Generator as if it made the game piss-easy for Killers
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3148288#Comment_3148288
Dunno about that one, never really cared about Thana and even though DMS is crazy nerfed it now works with PR which is fun.
That was 6.1.3, not 6.1.0
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/3148288#Comment_3148288
What was a failure about it?
The whole point of 6.1.0 was to change the meta and "herd" Killers into playing "nicer".
The problem with that is that they nerfed basically all the Perks that incentivized leaving the Hook/going for multiple Hooks, while buffing Perks that enforced 3-Genning, camping and tunneling
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6.1.0 was a failure, I don't know what to tell you
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@ThePrizz said:
https://forum.deadbydaylight.com/en/discussion/comment/3148255#Comment_3148255
I just feel like Sprint Burst is more annoying for more killers than DH was. You could wait out DH and the distance they gained was not so big, the only big problem I saw with it was that you could use it to avoid traps.
Sprint Burst on the other hand really hurts killers that are not ranged or have good mobility.
It seems not so powerful at first, but as I said, if you're a killer with no ranged abilities/mobility and 2 or more survivors bring this perk, you're gonna have a really really bad time.
So that's is where the issue stems from: you never faced good Survivors using Dead Hard before
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147767#Comment_3147767
- I’m not sure why you think a difference between 21 meters and 11 meters isn’t a factor. Imagine if you could essentially sniper shot with Demo from twice the distance you can now when you catch someone in the open.
- Yes, 8% Hindered is significant, but you’re assuming everybody will perfectly handle the infections the entire match which is very unlikely. There’s about a dozen total doses to go around and after the first five or six Bound hits the doses will be more unevenly spread out and used by the survivors. You could easily have one survivor using two or three doses on themselves at 1/3 infection each when another survivor is at 2/3 or full infection and now needs one too for example. By the five minute or so mark you’ll probably have all or almost all the sprays used assuming the survivors are using them and not tunnel visioning the gens and healing instead. It’s very likely to lead to people having full infections, especially in the latter stages of the match.
Range isn't a factor if it's easy to dodge, which both Shred and Virulent Bound are at long range.
That's Survivors playing badly. That's not in Wesker's control
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3147943#Comment_3147943
So it sounds like something that will be way too oppressive in solo but do nothing against SWF. Do you really expect solos to always follow this counterplay?
https://forum.deadbydaylight.com/en/discussion/comment/3147944#Comment_3147944
How do you know the killer has the perk though?
You don't even need to be in a SWF. Again, @SuzuKR did the math and it was impossible to get affected by AA
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3147359#Comment_3147359
The counterplay is “don’t go down.”
No, it's split up. Hell, @SuzuKR did the math and it was basically impossible to get affected by AA
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3147449#Comment_3147449
You don't understand, survivors need to be able to get a free escape from an area designed specifically to prevent free escapes and make rescues risky as its entire point of existing, the previous effect wasn't enough to get to the window or pallet for free without any bodyblocking or other risky manuvering as punishment for getting put into such a place! everyone knows the killer shack only exists to be a free godloop on every map!
My bad
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A Hook instance is when a Survivor gets hooked. Hook Stages are the different stages of a Hook. Chilling, Struggle, dead
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147676#Comment_3147676
Also I think you replied while I was still editing. I also mentioned how Wesker’s Bound has up to a 21 meter range (longer than Deathslinger’s rifle shot) versus Demo which has I think about a 15-18 meter range? (I don’t know the exact number but it’s 18 m/s movement for 1 second or less.)
Range doesn't really have an impact on either of them. And Shred's maximum distance is 11 Meters.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147664#Comment_3147664
Because you keep insisting on underestimating how often survivors will be fully infected. And just because a survivor might sometimes dodge a Bound doesn’t mean they will any more than sometimes they dodge a Shred means they will.
I'm not underestimating how often Survivors will be fully infected, I'm looking at it from a logical point of view.
8% slowdown is massive. That's why you'll never see fully infected Survivors, not because of the instadown
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3147612#Comment_3147612
well they are pretty similiar but if you use wesker's iri addon that lets you break pallets he breaks them faster than a demo shred and he can cover bigger distances with his power. i still dont understand why blight is 32m when he is clearly more mobile than wesker
Wesker has to use an iri Add-On to be on the level of Demogorgon. Wow, top tier Killer right there
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147645#Comment_3147645
Again, any tile with a 90 degree angle around a wall.
Demogorgon can get a hit on all of those if they're long enough
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147585#Comment_3147585
He’s now objectively better than Demogorgon in chases. Anywhere Demogorgon can hit a survivor with his Pounce Wesker can hit with his Bound, but the reverse isn’t true since Wesker can Bound around corners and with this change can even hit survivors with Bound from directly across a pallet. And Wesker an land instant downs into carries, plus can Hinder survivors.
Demogorgon still has a big edge in tracking, his tunnel radar is great and that’s the main reason I put them pretty close on my own tier list. But saying Demogorgon’s Pounce is better than Wesker’s updated version of Bound just isn’t true in almost any sense.
Why do you insist on regurgitating the same point about Wesker having instadowns? No one will let themselves get fully infected, not all 6 First Aid Sprays have 2 uses each.
Just because Wesker can go around corners, it doesn't mean he'll get a hit
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147585#Comment_3147585
He’s now objectively better than Demogorgon in chases. Anywhere Demogorgon can hit a survivor with his Pounce Wesker can hit with his Bound, but the reverse isn’t true since Wesker can Bound around corners and with this change can even hit survivors with Bound from directly across a pallet. And Wesker an land instant downs into carries, plus can Hinder survivors.
Demogorgon still has a big edge in tracking, his tunnel radar is great and that’s the main reason I put them pretty close on my own tier list. But saying Demogorgon’s Pounce is better than Wesker’s updated version of Bound just isn’t true in almost any sense.
Again, show a tile where Wesker gets a hit and Demogorgon can't.
Round tiles are impossible for Wesker, whereas Demogorgon can get a Shred off on most of them.
Just because Virulent Bound can go around corners, it doesn't mean it's going to get you a hit, as it's easy to dodge if Survivors expect it
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3147404#Comment_3147404
Demo's shred is ridiculously easy to hit in the open.
Unless you mean from afar then like, no #########. His power wasn't made to hit long distance like that.
Even at a distance, Shred is dangerous depending on the situation
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3147585#Comment_3147585
not really but ok
I've asked a few people, but I've never gotten an answer.
Show me a loop where Wesker gets a hit, and Demogorgon doesn't
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Doesn't the "Safe Unhook" prompt appear 15 seconds after an unhook? You could run BT to guarantee it, but base-kit wise, it's fine
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CoH is fine. If anything, you'd want to nerf Botany Knowledge. 21.3 second heals are manageable, 16 second heals are not
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He's still worse at loops compared to Demogorgon, let's go
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3147407#Comment_3147407
24m is boon radius, distortion is a good perk but you don't always run it just for one killer which should have been reworked forever ago. Lockers aren't within arms reach when someone runs into your tile and the killer has ears to hear you enter unless you have quick and quiet, not to mention they'd see your aura as they picked up the person??? I don't understand your point, it's not always going to be like you dictate, the game doesn't play perfectly like it does in your head.
it's not just the avatar, it's the way you are talking at us, rather than discussing tbh.
AA is 20 Meters, not 24.
No one runs Distortion because of a single Killer.
Lethal Pursuer got buffed to where all Aura reading Perks that have a duration are increased by 2 seconds. That's massive, and Distortion is a good counter to all of those.
Nurse's base-kit is fine, stop whining.
Lockers aren't as loud as you make them out to be. They're only audible if the Killer is really close to them.
You're telling me you'd only enter a Locker once the Survivor has already been picked up? Do you have any sense of timing at all?
What I'm describing isn't a perfect scenario, if I'm bring honest, it's subpar. Good Survivors split up and don't run into each other unless necessary.
You bring up arguments, I bring up counter-arguments. That's how discussions work. If you don't like my arguments, you may bring t hat up with my superiors
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3147378#Comment_3147378
Which it often does as it prioritzes queue times over skill
Which means the devs should prioritize fixing the SBMM system instead of nerfing balanced Perks
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3147425#Comment_3147425
Are you seriously suggesting that AA was nerfed due to a different killer? What other killer could AA be too strong on?
They didn't specify AA was too strong, they said it was too strong with LP and Starstruck. Wesker is miles better with Starstruck than Nurse because of his naturally bigger TR, which makes it harder to avoid comparer to Nurse
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There's not a single change I disagree with, just 1 I'm iffy about.
Base-kit Endurance shouldn't be 10 seconds if you get unhooked from the basement
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3147349#Comment_3147349
Do you think I can just choose which tile I'm in/what perks I have mid match. You have a nurse avatar, troll.
Yes, you can choose which Perks you run.
Distortion is generally a good Perk now.
Lockers are in basically every non-junk tile. Ever since Roots Of Dread, the amount of Lockers has been increased.
Ah yes, my avatar makes me a troll. Had I had my normal Demogorgon avatar, I wouldn't have been a troll
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3147336#Comment_3147336
Point still stands that "the split up and it won't affect you" isnt always gonna be true
Your point only stands if SBMM made a mistake.
That's like me saying PR/DMS is a strong Perk combo because bad Survivors can't get off Generators for a second
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Which is dumb because Awakened Awareness and Starstruck had counterplay
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3147315#Comment_3147315
The range they suggested 24m, it has a lot to do with her, giving her any means to get starstruck value isn't healthy. Sometimes you can't split up as the person went down by your gen and you get clipped by the TR as you are getting away, or its the game/midwich.
Lockers, Distortion
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/3147315#Comment_3147315
You cant control what your solo q teammates do
That is a SBMM's problem, not SoloQ's
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@Rokku_Rorru said:
I feel it's probably best not to buff this perk at all until nurse is dealt with. If I wasn't considering her though I agree entirely.
What does this have to do with Nurse? Split up and Starstruck won't affect you
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3147185#Comment_3147185
So in instances where the killer doesn't come back to the basement, is basement still dangerous?
That's like saying: "If Survivors never loop the saloon in DDS, it's a balanced main building". If the Killer isn't smart enough to use a potentially game winning situation, of course it isn't dangerous.
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/3147185#Comment_3147185
Nothing is dangerous. Basement is just an outdated mechanic.
Nothing is safe,. Main buildings and shack are outdated mechanics.
@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3147185#Comment_3147185
ORRRRRRRRR.
Down the unhooker instead?!
Stop tunneling.
Downing the unhooker is almost never better than getting a Survivor out of the game faster
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Base-kit BT is a buff for SoloQ.
Other than that, what do you expect the devs to implement to make SoloQ "better" ? SoloQ's biggest issue is bad players. No amount of information or base-kit Perks will make them that much better.
What SoloQ (and the game itself) needs is a better SBMM
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@behaviourmakesmesad said:
with 5 seconds you can't even run out of the basement.
The basement is supposed to be dangerous. 5 seconds when coming out of the basement is fine.
@Nathan13 said:
The haste speed was also increased to 10%. Thoughts???
I think that's fine, but it should stay at 5 seconds when getting unhooked from the basement
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I'm having more fun with Evil Dead currently, but DbD is great in its own way
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This would fix nothing.
I don't think even 5% of the playerbase will use it
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Bug fixes, giving Wesker's Virulent Bound the same collision as Demogorgon's Shred, and reducing his charge time from 1.5 seconds to 1 second.
Reassurance should also deactivate once the Exit Gates are powered
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3146204#Comment_3146204
I miss the days when you were the Demo enthusiast.
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3146204#Comment_3146204
Didn't you use to be demogorgon main now you're like biggest nurse defender.
Good to know having a Nurse pfp and not wanting Nurse's base-kit nerfed means someone is a Nurse defender/enthusiast, even though they've never invested more than 8 hours on her
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Someone just died to a Nurse
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*Scream 1*
*Scream 2*
*Gurgle*
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Why doesn't No Way Out block the Exit Gate Switches until every Survivor is dead?