ThePrizz
ThePrizz
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3149633#Comment_3149633
Tunneling will always exist, no matter what and however much you try to stop it.
The only way to fully stop tunneling is by removing Hooks
How will tunneling still happen if the Killer gets blinded ?
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3149586#Comment_3149586
+30% is not that harsh imo and can be compensated with killer buffs, personally I think the number of pallets on the map should be reduced. This game needs buff to gen speed in 3v1, almost every time a 3v1 situation with 2 or more gens left is a guaranteed loss. Then you're just sitting around awkwardly hoping your teammates will die first.
The major issue with this kind of changes is that now people might not feel incentivized to help their teammates, you'll see some people think "Better let this noob die on hook since he's incompetent and that way I get the +30%".
Very good points.
That's what I'm trying to achieve with this thread.
Bringing up ideas, discussing the ideas, and polishing the ideas in order to make them viable.
A fix for what you just said would be to only activate the +30% if a survivor got hooked 3 times, or Mori-ed. Now, letting someone just die won't give you the bonus
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3149573#Comment_3149573
I’m not allowed to discuss because I disagree with you? Lol it’s the game forums dawg, relax. You’re asking to give a survivor invincibility because he got unhooked. What if the survivor doesn’t do ANYTHING after being unhooked. Do they just stay invincible for the rest of the match?.. you see what I’m saying? You cannot fully get rid of tunneling. You can discourage it by things like basekit BT and speed, but you cannot do away with it.
When someone tries to bring up a solution, and you come in saying that there can't be a solution, it is not called disagreeing, it is being negative and at the same time useless to the conversation.
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@ThatOneDemoPlayer said:
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)
Perk wise (Killer side):
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
That's all I can think of right now
What bugs me off about the most ways people try to "fix" it, is that they assume that the killer wants to play the game efficiently.
Giving him bonuses for not tunneling, will not stop tunneling, as it is still better to get rid of a survivor than any small buff you get to kicking a gen or whatever.
A 3 second stun after picking up is not enough for the killer to lose that survivor. If he wants he can still go after him after the stun.
The killer literally needs to lose any sense of where the survivor went in order for tunneling to stop. That's why it's called tunneling after all, cause you know where he went and can follow him.
I believe blinding the killer solves this the best. A blind killer can't tell where the unhooked survivor went.
Now the only weird part is how do we choose to blind the killer.
We could blind the killer automatically when any unhook event happens, and make the blind last longer depending on how close the killer is to the hook and whether he's facing it or not.
We could blind the killer when he hits the unhooked survivor (letting the survivor still have the BT in it's current form), but that would be problematic in the end game, so maybe remove the blind when the gates are powered ?
We could also blind the killer while also letting him down the survivor ( but making the survivor crawl faster, recover faster, be able to recover while crawling, leave no pools of blood, and have iron will)
There's plenty of options that don't rely on the killer being a nice guy
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3149570#Comment_3149570
I'm not arguing with you I am discussing the issues it would cause they want new players to join and make the game have more players if they make the survivors main objective hard while keeping the killers objective relatively simple it won't get them more players.
Theme of the game is for killers to kill survivors while survivors try to escape as long as you are not working with the killer and getting them a 3k to 4k through teamwork of killing your survivor team then there shouldn't be any problem for a survivor making friends with the killer for a fun chill match especially since the killer is also a person and not some bot they might enjoy a chill match once in a while and not have to try hard
I do not think the killer objective is that simple to be honest. It's simple in theory but it is hard to accomplish. I believe a new player would have an easier time playing survivor even with added difficulty on the gens than by playing killer.
I remember when I first started playing as a survivor, I was just sitting on a gen chilling, and then proceed to enter a locker if I heard the killer coming. Doing that I was still accomplishing my objective, it took some time, since I was probably sitting more than I needed to in that locker just to be sure but nevertheless I was doing it.
On the other hand, when I first started playing killer I felt hopeless and frustrated for many many games, before I got the hang of it.
Making something easy and simple doesn't mean it helps newer players, it can also make newer players think that it is just plain boring.
Doing gens in their current state, doesn't feel fulfilling, you're basically expected to be easily able to do them, it gets harder the less gens are left, but it's not hard due to their complexity, it's hard due to the time it takes.
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@ImNotBobDylan said:
Imo the solution is to add a sort of "Desperation Bonus":
As soon as one survivor dies, all other survivors get a +30% repair speed bonus.
The fundamental cause for tunneling is that the best way to win right now is to make the game a 3v1 as fast as possible and there is little incentive to hook other people before.
This change will be a massive survivor buff, game will need to be rebalanced after that, but in the end, I think it will make "playing nice" more viable as well as many positive effects, for example games will no longer become unwinnable just because a teammate DC'd or suicided on hook within the first 5 minutes.
The 3v1 will happen every game, unless all survivors escape, that's kind of too harsh.
Maybe if "Desperation" would give the survivors a debuff similar to object of obsession too it would make it more balanced.
In a way it's a good idea to switch up the way the game is played depending if it's a 3v1 or 2v1
They already do this in 1v1 since it becomes a whole different game, with both the survivor and the killer needing to find the hatch, it feels like a new mini game-mode.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3149528#Comment_3149528
did I say that? If the killer is going to tunnel, he’s going to tunnel you. Might as well equip yourself to deal with it. Use the basekit speed to make distance to a strong loop, use OTR as a second chance if needed.
That's the whole point of fixing tunneling, TO MAKE THE KILLER NOT ABLE TO TUNNEL YOU ANYMORE.
You come to a discussion about how to fix something and keep screaming that there's nothing you can do about it
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3149539#Comment_3149539
Gens have low skill because it would make it difficult for newer players to want to keep playing if they made it constantly merciless storm checks or constant moving skill checks like insane by doctor.
Making a super long objective to find stuff to use on a generator would make survivor almost unplayable with how a lot of killer mains like to play it would kill the game especially if the killer were to bring hoarding perk
They wouldn't allow for you to just pick up survivors that are close that would remove heal states entirely and it isn't a form of disrespect if they are trying to get your attention off of someone else or trying to body block save someone that is more than likely being hard tunneled (current killer meta)
Another point is some survivors run up to killer (not all) trying to see if they are willing to get a chill game in instead of the constant try hards sometimes they just want to have fun and maybe get the killer to goof off
It makes literally no sense for survivors to be able to play around with the killer like they're playing "Neighbours from Hell".
There should be a downside to this and that would be making gens harder to fix, the "oh it's gonna be harder for newbies" is a bs argument.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3149514#Comment_3149514
Ok? I’m a killer main too?
1) it quite literally is anti tunneling. It gives you much more time, and much more distance from the killer (if the killer was facing/prox camping / or came back to hook and chooses to tunnel). This distance and time is a deterrent to tunnel.
2) If the killer decides to tunnel, then he’s going to tunnel. There is literally NOTHING you can do about it except be a good survivor and work on your own skills. Learn to loop well, run OTR, run deadhard. Give yourself as many second chances as you can, combined with good looping skills and you will cost the killer the game for tunneling.
They can’t fully fix tunneling because unfortunately it becomes a legit and quite possibly the ONLY strategy that can provide a killer the amount of pressure needed to win a game (against swfs / genrush team). Tunneling early on isn’t really necessary, but later on I would argue it is sometimes.
It's funny that you say "THERE IS LITERALLY NOTHING U CAN DO ABOUT TUNNELING" and "they can't fix tunneling", cause tunneling should and could be fixed easily.
One way to fix it is by blinding the killer when he hits a survivor that has recently been unhooked.
Give the survivor about a 30 second status effect after he's unhooked that stops when the survivor performs a conspicuous action. This will prevent killers from just waiting out the timer and will give the survivor a lot of time to work with.
That status effect gives the survivor the current BT effect and also blinds the killer in case the killer hits the survivor. In order to stop survivors from trying to tank hits for their teammate with this, make the killer be able to pick up the survivor if he's close to him, sort of like the tombstone range for Myers.
Also in order to prevent killers from abusing this and insta-picking up survivors, the killer is not able to pick up the survivor if he's 3 meters away or more from another survivor.
Voilla, tunneling got fixed.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3149506#Comment_3149506
Most of the survivors that you talk about are more than likely a Swf and not the soloQ.
Like what else are the survivors supposed to do in order to escape you they have limited resources while 90% of the killers have unlimited resources (Myers buddy needs a rework since his is not unlimited)
Survivors are supposed to run stun and hide from the killer while working on gens and sometimes totems when they are not being chased or attacked
I believe the way survivors work on a gen should be more challenging (maybe harder/more skill checks ? or maybe being forced to find certain parts that are scattered around the map in order to start fixing a gen or in order to lower the difficulty of the skill checks). The way it currently works basically lets any survivor that has put more than 2 hours in a game not miss a skill check 9 out of 10 times. Maybe decrease the time it takes to finish repairing a gen a little bit but increase the difficulty of accomplishing it.
So in that way I know that even if a guy makes me chase him for a long long time, the other ones need to put effort in repairing the gens, not only idle around them without a care in the world while pressing space from time to time. That would be one thing that would make me happy, good survivors would still get the job done, bad ones will struggle more.
It will also make more room for playstyles, in the current way the game works, you're a good survivor only if you're very sneaky or able to loop the killer properly, you can't be good at doing gens, cause everyone can be good at doing gens since it takes very little skill.
Also as I said above, I would like to be able to straight up pick survivors that get too close to me, since that's like a form of disrespect.
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@RatbasterdJr said:
They literally added an anti camping perk, and increased basekit BT/speed to help with tunneling..
That's not anti tunneling at all. I'm a killer main, if you want to tunnel a guy, you still easily can, since you continue to have vision of him after you hit him, yes it will take more time since now he has a bigger movement speed boost but it doesn't fix it at all.
The problem with tunneling is that some killers will still do it even if it puts them at a disadvantage, me included. If a guy teabags me hardcore and acts all cool, I will sacrifice the whole game just to tunnel him and get him dead that's how petty I am.
This "fix" only stops the tunneling in case you think about playing in the best possible way, but most killers don't really care about doing everything perfectly and maximizing their chances to get a 4k.
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It sure does feel like the survivors are the bullies in most of the games. Which is pretty sad for a game in which you're supposed to be this raid boss psycho killer, but instead you just eat pallets, get looped around almost infinite loops, see survivors come hug you in order to tank hits for others, and teabag you.
In theory, survivors are supposed to be against the odds, like in a boss fight, making an escape a true thrilling challenge thus actually more fulfilling when accomplished.
Also the way survivors just sit in front of the killer in order to tank hits makes the experience so cringe, like you should just be able to pick up survivors that get too close at this point, why does this small guy have the audacity to come in front of me like that and expect nothing bad happening to him ?
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Even though this game is pretty fun usually, some situations are pretty much brushed off by the devs.
2v1's are a perfect example of this, 3v1s are doable, but 2v1's basically force people to act like you do, and that is to hide away and hope that the other dude gets killed first.
There needs to be some other type of win condition for the survivors if a 2v1 occurs.
I have an idea in mind. If a survivor gets hooked in a 1v2 situation, the other survivor gets status resistance for 1 hit until the other guy dies. If an unhook happens now, it will set a timer that will open the hatch when it expires. This would incentivize the healthy survivor to go for the unhook instead, in hopes that they both get a double escape through the hatch.
If the killer camps the hook, he will have to hit the survivor potentially 3 times (if he's healthy), so he would be better of trying to catch him at a distance, thus incentivizing going for him instead of camping the hook.
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How the hell does the game run so smooth for the guy in the video ?
My game used to run sooooooo bad, then I uncapped the fps and disabled vsync and now runs ok-ish but still not as good as his, and my specs are pretty decent, plus I'm playing on low quality
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@Nazzzak said:
Sprint Burst is fine. It's a perk with a downside - the survivor spends heaps of time walking around instead of running, which in turns adds up to extra time for the killer. In your scenario, either commit to the chase or the gen.
That's easy to say.
First of all you need to do some mental gymnastics in a situation like I presented.
You need to keep in mind which survivors have Sprint Burst, when did they use it and how much of a cooldown they still have basically.
My situation was so frustrating that I just face-camped out of spite, because they were using their cooldowns super efficiently.
Be Bubba, go to gen 1 which had two survivors with SB working on it, one sits on the gen, the other one hides before I get there since I've been called out, go for the one that was working on the gen, he SBs away, then I stop the chase, kick the gen, go for the gen on the other side, on this side only one survivor had SB but since they were SWF they called me out and the one without SB ran away before I got to the gen, same thing happens here, SB guys sprints away, I kick the gen and return to gen 1. The guy that didn't have SB anymore hides before I get there and lets the other one sit on the gen, if I would chase him, I lose gen 2, I stop the chase kick the gen, and go for the other one, and here's where I catch a guy with the chainsaw right when the gens pop and I face-camp him.
Yes maybe Fearmonger could have helped me a lot there, but never in my life have I experienced something as annoying as this while playing killer.
Sprint Burst, if used efficiently, and especially when stacked in a SWF team can literally make you feel helpless.
As I said, I'd prefer the old DH over Sprint Burst, at least that perk would let you get a hit at first, and make you feel like you're doing something, even if the survivors end up winning, you got a bunch of hits, the game was still fun.
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@CrimsonMothKing said:
I always liked the gameplay of Friday the 13th. Having this large map, where survivors can use multiple ways to escape and the killer must stop them however they can.
Now, I know this will never be the case for DBD, but it would be really cool if there were other ways to escape rather than just using the Gens. Like imagine if on Dead Dawg Saloon, the survivors needed to build like a carriage or something to escape the killer. Or on Lampkin Lane, they need to repair vehicles.
Despite being huge and sparse with locker placements, Mother's Dwelling in the Red Forest is my favourite setting for playing the Dredge. Bring about nightfall and hunt in the massive woodland.
If DBD had like a basic woodland horror map where the survivors just needed to survivor together and find a means to escape outside of gens I would be in bliss.
Even if it was just a survive the timer mode, it would be a huge refresher for the game and bring back that Hide and Seek style gameplay that DBD used to have. They could of course do gens/other tasks to speed up the clock, but it would be cool and it would mean that the last survivor wouldn't be locked into, find the hatch or die.
It would also fit more with the actual horror genre, as in most horror films and games, people aren't getting a masters degree to leave some scrap yard, they are biding their time and trying to hide and survive.
I like your ideas and this is just my 2 cents on the topic.
Setting a timer and opening the gates after the timer expires would be a pretty fun game mode, sort of like a hide and seek experience. Or maybe certain maps should make survivors pick up parts that are scattered randomly on the map and piece up a puzzle
I was also thinking about giving the survivors another way to escape the trial, an alternative way, like using shovels to dig a hole that acts like a hatch, but make it take a long time to dig.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3148335#Comment_3148335
I would too but this would have direct financial impact on BHVR so I doubt they will do it, and honestly I don't blame them for not doing it.
DbD is not a free game anyways. If they would be smart, they would give players something like a 10% XP boost, which is not much by the way, in order for them to help the matchmaking.
Potentially losing a player for a long time due to him getting mad over queue times, is way more detrimental than giving away a little bit of XP
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You might argue then that certain survivor perks also need to be nerfed against certain killers since they counter some more than others
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Cause that means I'll get to buy new survivors/killers faster.
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I'd rather get extra XP rather than extra BP to be honest
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@Maelstrom808 said:
Never had it really be an issue for me. If I'm in chase, it's at the start and I can easily decide to break off before I get invested. If I chose to follow, it's not so much distance as to be completely shooting myself in the foot.
As for defending a gen, I mean, they ran off so mission accomplished. The only thing that you did wrong was to chase them too far to let other survivors on.
Let's give you an actual example.
I was Bubba, cornfield map, against SWF, I had a 3 gen so I thought I had the game in hand. They leave the gen in the middle and go 2 on a side and 2 on the other side.
I go pressure one gen, bam, the guy I chase uses sprint burst. I stop the chase, the other one hid from me. I go on the other gen, same thing happens. I come back to the first gen, the dude working on it is not the one that used the sprint burst, he also starts sprinting away when I come. Now luckily when I come back to the other gen one guy didn't have sprint burst and the other was exhausted, so I get a down and start face camping, I get 2 kills and flamed in the chat.
It's just an awful experience man, plus if they're good survivors they'll let you chase a little bit before using the Sprint Burst so you'll kind of have to memorize the timers on them etc.
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@dspaceman20 said:
Are you serious??? I thought it was a meme people were going to start complaining about it next
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.
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Or they could just blind the killer for 5 seconds after he hits a survivor that just got unhooked.
Simple as
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The killer needs to be blinded for 5 seconds when he hits a survivor that just got unhooked (even if he has Lightborn), that's how you fix tunneling, you blind the killer, the survivor has time to run and hide.
Prolonging the duration of BT does absolutely nothing, since the killer can still see where the survivor is going and tunnel him.
THAT'S WHY IT'S CALLED TUNNELING, BECAUSE THE KILLER CAN SEE AND FOLLOW HIM LIKE A TRAIN IN A TUNNEL !!!!!!!!!!
Blind the killer and there's no more tunneling. I swear people in charge of those changes have literally 0 imagination or creativity. All they do is tinker with numbers.
Let survivors have BT the way it is now, blind the killer when he hits the unhooked survivor, and there you go, you fixed tunneling, congrats.
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@Adjatha said:
Bad news:
The players currently playing DbD as survivors will never accept any greater complexity.
Look at old Undying: take out 2-5 totems? An impossible task (apparently), so Undying nerfed to a flat 2.
Look at Pinhead: One survivor has to go to the highlighted box once every 90 seconds. An impossible task (if the bevvy of complaints is to be believed).
I mean heck: people complain about Pig's bear traps, and she's in the bottom five of worst killers in the game.
They'll have to make a new game (or DbD 2) with the more complex gameplay from the start because there is a zero percent chance current survivors will tolerate anything that makes the "click M1 on gen, repeat, leave" snoozefest more difficult or dynamic.
I totally get your point but a lot of my suggestions were for extra stuff that don't really hinder the survivors, rather gives them advantages if they accomplish them, something that gives them more to work with.
When it comes to killers, I understand that some might be frustrating, but at the same time it's better to have a bunch of them that force players to switch their playstyle a little bit rather than have all killers do the same thing making the game a boring, predictable experience.
The game was designed at first to give out a thrilling experience, if you look at the oldest killers, they all have mechanics that make survivors be more alert, cause they could step on a trap, be surprised by a hatchet in the head or be surprised by a killer sneaking up on them by stealth or teleportation. Even Hillbilly gives a sense of unrest since he can be on the other side of the map and in the next couple of seconds get close to you.
But then they kind of stopped giving a damn, they kind of focused on the gameplay instead of the experience. Legion / Plague / Wesker / Trickster / Deathslinger lack pretty much any horror qualities, not even a scary model. And others, even though they have creepy models, they have boring kits that give out 0 sense of excitement when they chase you, like Clown / Artist / Pyramid Head/ Nemesis.
I've said it and I'll say it again, Dredge is one of the best designed killers in the whole game, he shows everyone how a killer should be. He can keep survivors on their toes since he might pop out of any locker at anytime, he has a creepy model, very good sound cues, and is able to switch up the ambiance of the map with his nightfall, That's just perfect, that's what every killer should be able to do in it's own unique way.
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They should introduce more perks that allow independence, self-care is a good one for solo survivors.
Now in what other cases you need others to do help you? When you're on the hook ofc.
Then give survivors a perk that lets them unhook themselves without risking a health state, but make them not able to work on a gen for 60 seconds after that, just so that swf can't abuse that as they would rather go for the hook rescue than have one teammate be useless for 60 seconds. For solo survivors ? Well 60 seconds of not working on the gen is better than dying on the hook right ?
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@SuzuKR said:
Painkillers hook effect is completely busted and overpowered.
Both effects of Oil Canister are completely busted and overpowered.
I don’t see the point of Play Dead.
Sacrificial Lamb is completely busted and overpowered.
Wrath Trigger is too situational to be decent IMO, but has a fundamentally volatile effect that would be dangerous to make better.
Seeing Red seems a bit excessive, would need more drawbacks or downtime.
Amnesia seems too niche to be helpful.
How the hell can't you see the point of Play Dead ? You can pretty much become invisible in any place that has grass, even hide behind smaller obstacles that you would not be able to hide behind otherwise.
Painkiller hook effect can be lowered if it seems busted.
On the oil cannister you only have 2 charges, and using it on yourself makes you not able to run. And the hook effect can't really be more busted than sabotaging a hook really. Sabotaging a hook makes the survivor escape a hook state, oiling up the hook doesn't. Still don't get how that's so busted and OP.
Sacrificial Lamb only works for the first survivor that reaches the second hook state. That's only once per match. How's that busted and overpowered when survivors can potentially waste a perk slot if more than one brings that perk.
Nobody complains about Franklin's as being "too situational" and Wrath pretty much activates based on the same principle,
Seeing Red is high risk high reward imo, survivors usually heal behind cover, where you don't have direct line of sight, and they usually stop healing when you approach anyway, you need to find the perfect moment for it to activate, and in case you manage that, you'll be rewarded.
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I could probably make use of this build as I completely suck at chases.
Some people like being sneaky and focusing on objectives, others are good at flashlight saves and looping killers.
You'd rather have me working constantly on a gen than constantly getting hooked and making you work extra for me
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@not_requested49 said:
I love these, especially the sacrificial lamb one
But what characters could they possibly give these to?
I didn't really think about that, I thought about them as default perks that could be added for everyone, but they could also work as teachables for new characters I guess.
Especially the 3 survivors perk, seem like they could fit a crazy suicidal survivor.
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QOL Change :
Let killers able to disable chase music in order to be able to hear survivors better when chasing them LMAO
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S- Vanity + Dead Rabbit + Monitor and Abuse Myers
B - Not Clown
C- Clown
X- Legion
Y- Plague
Z- Trickster
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146394#Comment_3146394
First define recently unhooked, I am assuming conspicuous actions nullify that time correct me if im wrong,
What distance would be not participating? What action would be not partipating? Oblivious for a couple seconds? First a couple seconds not enough, second oblivious isnt bad but I'd rather see a bit more, blind oblivious and all the effects of being injured (bleeding and sound cues) without actually losing a health state for 30-60 seconds.
Conspicuous actions should nullify that ofc.
Well survivors already have the BT when they get unhooked, so let's add this effect on top of it, it could happen during the whole time they have the BT, so that's 15 seconds ? Let's make the tunnel protection 15 seconds as well.
That basically means that if the killer hits the survivor immediately after the unhook, he gets blinded, and not only that the survivor gets the movement speed from BT now, but he still has roughly 10 seconds of tunnel protection after the blind ends, so in case he gets hit again, the killer gets blinded again and the survivor gets to crawl faster and recover faster.
Not participating basically means you're not the one getting unhooked or the one performing the unhooking, no matter where you are. I believe about 20 seconds of Oblivious status to be decent.
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Wesker seems like such a waste of potential to me.
First of all his base model should have been the already infected version, he will probably get a skin in order to look like this, but the basic version does not fit this game at all, he looks like a boring dude that has Venom from the marvel movies on his arm.
Second of all, his kit is lame. A dash that chokes and throws people. Massive meh, nothing creepy to it. I expected more destruction from such a character. Wasted potential as I said
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Skinwalkers / Wendigos / Mothman / Bigfoot / Yeti / Chupacabra / Skunk Apes | Terrestrial cryptids in general
I've been pretty fascinated by those lately, would love some of them in the game.
When it comes to Chupacabra, I think it would be pretty cool to have a killer that wanders around on 4 legs, while also being able to stand on two like humans. Pic related:
Imagine this as a killer, charging on 4 legs towards you, only to pop up on two legs after and look like this huge menacing creature.
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There are so many ways to fix this.
You are only thinking from a survivor stand point, but the killers need to gain some bonuses for ignoring the hook.
Here are some of my fixes:
If a killer downs a survivor that has been recently unhooked, the entity punishes him and he gets blinded for 5 seconds (even if he has the Lightborn perk). The downed survivor makes no pain grunts also gets a massive crawl and recovery speed boost while also being able to recover while crawling (not fully recover though). I believe that's quite enough to make the killers stop tunneling, BUT, they need something in return.
Whenever a survivor gets unhooked, the other survivors left that didn't participate to the rescue get punished by the entity, so they become oblivious for a couple of seconds. This would incentivize the killer to move away from the hook in order to surprise the other survivors, and will also incentivize survivors to want to go for unhooks since otherwise they will be put in a scary situation, or they could just hide in lockers for the duration, which will slow the gens, which is still a good trade for the killer.
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My favorite way to play him is with Vanity Mirror and Dead Rabbit, pair that with the Monitor perk and you'll have a lot of fun. Because you'll end up in T2 rather quickly and you don't have to worry about getting stalk anymore.
Either way, I have a pretty complex tweak in mind:
I would like to see the tiers transferred to the survivors. In that way, a survivor that plays well and is very cautious, can't suffer because some other survivor has let Michael stalk freely. So here's my idea:
Michael starts Undetectable, and remains like that until he gets a hit or puts a survivor into T2 by stalking him. Now the tiers should have individual effects as well as collective effects in case all survivors hit T2, then if all survivors hit T3, also once a survivor gets in a tier, it is permanent.
All survivors start at T1 which does nothing.
When a survivor hits T2, he becomes scared for his life so he only feels safe around other people, thus he becomes Oblivious when he's not in the proximity of another survivor. When all survivors hit T2 they become Oblivious even if together, they also start suffering from Blindness.
If a survivor gets fully stalked, on top of the T2 debuffs he will become Hindered and Exhausted. If all survivors hit T3 (which will rarely ever happen) Myers can just kill them by hand on top of the other debuffs.
This will open up so many possibilities. Stalking will feel more powerful and also more tactical, cause you might want to use it either to collectively get everyone into T2, or get one to T3 faster. This will also make the survivors that got stalked change the way they play and stick around others.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3146261#Comment_3146261
Those changes would make her basically unplayable against most people.
Okay maybe refresh them on hit and gen kick, and also after like 10 seconds. How about now ?
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I would also enjoy a map that is dark but full of glowing colors. There's a map called Bedlam in a game called Killing Floor, it was filled with glowing party sticks, neon lights and Halloween pumpkins while having a little bit of a rave ambiance, I think that style of a map would fit perfectly with DBD.
An abandoned night club would also fit the description
https://www.youtube.com/watch?v=7aMeqLuJR0gcheck it out, it is pretty kickass
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If Nurse would not be able to perform a second blink quickly after the first, she would be quite balanced imo.
The second blink just gives you a second chance in case you misplaced the first one, which is not really cash money you know ?
Or make her stacks refresh only after she hits someone or kicks a gen.
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@Midori_21 said:
Trickster has a 40m audible radius, similarly to the huntress.
Every time the Clown throws a bottle it makes a mapwide noise.
When the artist shoots her crows you may need to look around to see if they're headed your way, or move a bit just to be safe.
Nemesis's zombies are hit or miss but they can (depending on the map) actually be quite impactful.
Deathslinger makes a mapwide noise every time he shoots. He is also capable of being stealthy and catching you off guard with his gun. If you're just mindlessly sitting around doing a gen, the chance of him shooting you when you don't expect it is increased.
Pyramid head can catch you off guard with his ranged attack if he's undetectable (tinkerer for example) and there's a noise every time he uses the attack.
Legion may not have sound cues, but as soon as I see the Legion hit someone, if I don't have a way of knowing where it happened I Instantly start looking around to see if the legion is headed towards me. No need for an audio cue when a visual cue on the hud is enough.
Plague has her audible noise while she's using corrupt purge, and every time a survivor cleanses there's an audio cue. And personally as soon as I hear that someone has cleansed, my perspective on the match changes.
Trickster is not able to quickly remove one health state out of you if you're not paying attention like Huntress does, there's no sense of danger lingering in the air with that killer, you don't hear his terror radius, you're safe. Plus he looks like a k-pop fan at a Halloween party.
Same with Clown, unless he has that iri addon that downs you if he hits you with the bottle, there's no sense of imminent danger with him.
Artist yea, there's a lingering danger with those crows she's shooting, but there's literally nothing creepy about it, it's like getting hit by a World of Warcraft spell, her kit does not fit a game like DBD imo, she's still better than the Trickster as she does look and sound a bit creepy, but he kit is meh AF.
Nemesis can't keep survivors on their toes either, the zombies should accomplish that, but no one really gives a damn about those zombies when they see them, unless they are very very close to them, they are not scary, they are not doing much.
Deathslinger, eh i guess he's ok-ish, but he doesn't really have any horror qualities to him, he doesn't have any creepy sounds or visual cues at all. His model is nice, the idea behind a zombie cowboy type guy is also cool, but as I said, there's no horror aspect when a Deathslinger is on the map.
Pyramid Head is just another killer that if you don't hear his terror radius you're safe. That's boring, it boils the game down to: hear terror radius and run or hide, or do gens while no terror radius is heard. His kit is pretty nice overall, but as I'm trying to continuously point out, he lacks the ability to give survivors the chills through audio/visual effects.
Legion literally has nothing creepy about him as a killer, whenever I face him I feel disappointed, you just know that he's gonna injure you and then leave you alone and run after somebody else, that's such a weird ass kit, he's also gonna catch up to you most of the time no matter what when he's speeding up anyways. And after that he becomes a bland m1 killer. Probably the lowest on the horror scale alongside Trickster and Plague, also closely tied to Artist and Deathslinger.
Plague is also one of those heroes that do not belong in the game at all. Nothing screams Dead By Daylight when you look at her model and kit. She looks just like a random runway model from those high level fashion shows and her power is puke. Yes i get the idea, it's some sort of toxic ass stuff that makes you sick, but it is not creepy. There's stuff that can kill you that are creepy, like a tall insane psycho with a chainsaw, and there's stuff that can kill you that are not creepy like choking on a bean. This game is supposed to create a weird eerie sensation to the survivors when facing a killer, being puked on by a fashion model is just cringe.
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Dredge has one of the best designs in terms of ambiance/audio cues/gameplay in the game. He's such a well done killer and the way nightfall works is one of the main reasons for that.
It's funny that you people complain about not being able to see WHEN THAT'S THE POINT OF IT !!!!
A good killer needs to keep survivors on their toes, doing it by either being able to pup up unexpectedly, by different audio cues that might scare them, or by impairing their vision. A very good killer does all of that.
Not only that, but you're complaining about a mechanic that the Dredge player needs to work for in order to get any benefit from it, you're acting like nightfall is a constant thing all game long. It's supposed to impair your vision in order to give Dredge an advantage that he worked for.
Stop being such crybabies
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@RavenBirb said:
Congrats your unneeded baseless complaints on why RPD is too big got answered so yall can have a fun boring OP time on survivor like always. This was my favorite map because it replicated the game and was perfect for me.
Whoever complains about it being too big is a giant noob and doesn't take anytime to learn anything new or take on a challenge. Survivor always has to be the easy role and it shouldn't
Yes, playing the Windows 98 maze screensaver with high end graphics was so amazing, it still is really, since they didn't change the map much, it's still an ugly mess with loads of useless stuff in it for no apparent reason
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@HPhoenix said:
Mad that you did add Freddy to the list. I still consider Freddy top tier in boredoom, in my opinion.
Freddy could be 10 times more fun than what he is now, but the dream world and his teleportation adds a little bit of suspense to the game. I think his kit should revolve more around the dream world and make it more punishing for survivors that enter it
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3144896#Comment_3144896
Funny how they literally just gutted the hell out of Deathslinger to make him more fun to go up against, yet everyone still hates him.
I mean yeah. Just because Deathslinger was gutted doesn't mean he's fun to play against. There's more factors to having fun than just being weak yknow.
Finally someone that gets it, when I mean fun, I don't necessarily talk about "oh I'm winning so that means I'm having fun". Fun means that events happen around the map, your senses are engaged, through audio cues, visual cues etc. There are a few killers that do this very well, but the ones I mentioned are bland AF
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@SuzuKR said:
Fun/boring/etc is all subjective and irrelevant. What some find fun, others will find boring, and vice-versa. As long as there's no balance issues, there's no problem.
There's also a general consensus on what is boring and what is fun. Usually what is fun, is more engaging, there's actual evidence that the killers I mentioned are less engaging than the others, you can't just brush off opinions like that and think you sound smart.
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Well it goes like this, you play a few games testing out different perks/addons etc. the survivors absolutely mock you. Then you get pissed off, you switch on your good perks/addons, and you become disgusting the next game
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@Hes1hp said:
If he had some actual grotesque skins I would play him more. But he is looking so edgy that I don't want to play him. He just looks like a Survivor.
Gameplay vise he is not fun either. You either have line or sight or not. There is nothing in between. Boring
Putting Trickster as a killer in a game like Dead By Daylight is like putting Sonic The Hedgehog as a playable character in Mortal Kombat
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@Aneurysm said:
These are subjective. I find artist fun to go against, I find trapper a snooze
We definitely have a few dislikes in common though
The idea behind him is very good, when a Trapper plays good, and has good perks/addons you can feel the fear of stepping in a random trap creping out on you a bit. But he definitely needs some buffs atm
The Artist... I dunno man, I'm playing a horror game, being hit by what it looks like a World of Warcraft spell is more cringe than creepy.
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They should definitely add more options for the survivors to be stealthy.
I personally enjoy the hide and seek aspect of the game more than the chase aspect of it
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@Config said:
Bruh, Wesker is not even out yet but he's already boring. Big bruhs
He looks like a normal human being with a crooked arm, his power is boring, he's what you get when Nurse has a baby with Legion, no influence on how the map looks and plays, no influence on how survivors approach the game, no special sound cues.
Yeah, he's boring, a normal looking guy with a venom arm and a dash that sometimes slows survivors with "toxicity" WOW

