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Toybasher

Toybasher

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  • @Ryuhi said:

    Pig and Deathslinger should get their smaller TR's back, especially since they walked back the spine chill changes. If anyone's were to be increased i'd say Bubba and Doc should be increased, for both personality and power reasons respectively. Some characters i'd say "could" be increased like Nemesis and it would make sense, but i feel it would hurt them too much if done without any compensation. In fact I wish it would work better on Nemesis, because it would really play into the whole "he's always chasing you from somewhere nearby" mentality he and Mr X were known for.

    On the subject of Nemesis, in the classic version of RE3 he often "Came out of nowhere". I.E. when he kills Brad. Or when he crashes through the police station window, etc. I feel a "smaller" TR would fit him thematically.


    At the same time, I also think a larger TR could work for Nemesis for the reason you stated. Would make him a little more confusing to play against as his TR would be harder to judge if he's looking for you, chasing someone nearby, etc.

  • IIRC a dev had confirmed completely ignoring gens, not touching them at all, for a prolonged period of time is reportable as it becomes holding the game hostage.


    I definitely think it's clear survivors are only doing it to waste time when it's down to 2 survivors left, they both ignore gens, and they simply crouch walk around the map on the other side for like 30 minutes.


    I think a good solution is after 15 minutes since the last gen pop, the killer has the option to hit the exit gate switch and force EGC. If survivors are ignoring gens and simply hiding in hopes the killer gives up and DC's the killer should have an option to force the match to end.

  • I think the full Judith's Tombstone should allow locker and ground moris at the cost of a few nerfs to balance it out:


    Even higher stalk requirement. (So when combined with fragrant tuft of hair (You know, the only way to run it) you must drain every last drop of stalker juice out of all 4 survivors to pop EW3)


    Myers can no longer lunge period when tombstone equipped. (This might seem a bit excessive but it's to stop something like a Myers using the EW3 long lunge to down someone in the middle of a loop then ground-tombstone them.)


    Tombstoning now costs a Play With Your Food stack. (Also might be a tad excessive but there's gotta be nerfs to compensate locker and ground moris. It's also a bit silly literally doing a mortal kombat fatality on a survivor isn't counted as an attack.)


    Survivors get an early warning Myers is running Tombstone right out the gate. The old, scrapped EW1 theme plays when Myers is stalking and about to hit EW2. (Also uncertain on this, but at least survivors are warned this particular Myers is extra dangerous.)


    With those nerfs I'd be willing to accept locker and ground moris. I definitely think the Evil Incarnate achievement is poorly designed and reliant on survivors letting you get it, as many will hide in lockers as the last survivor or DC just to deny you the achievement.


    Actually, that's another possible solution. How about locker/ground-grabbing the final survivor in the trial (You know, after the other 3 are dead) auto-tombstones them? The game's already over at that point.

  • There actually was a plug-in or something that told you which killer the killer was playing as (And stuff like how many totems are left, what survivors are doing, etc.) around 2020ish. Nearly certain it was patched/blocked later. (Thank Entity because it made killer gameplay very miserable because survivors would throw on Calm Spirit vs Doctor, Small Game vs Hag/Trapper, No Mither vs Plague, etc.)


    I personally like the element of surprise. There's hardly any killers I hate enough to explicitly want to filter out, but I will say I appreciate a bit of variety and I do find it boring when I get a killer multiple times in a row. (I'd prefer Trapper-Myers-Nurse over Myers-Myers-Myers even though I find Myers one of the more entertaining killers to play against.)

  • Ideally his stalking could have this momentum aspect where stalking one survivor helps refill the other survivors.


    I.E. if you stalk survivor A completely dry, stalking survivor B will refill survivor A, etc.


    Basically you'd still be unable to hit EW3 with Tombstone and Tuft off of one survivor and would have to shift stalking targets, just you can't run out of stalking anymore entirely or as easily. (You might still drain survivors dry but they'll get some stalk back as you stalk others.)


    Another option could be when a survivor is sacrificed/killed, any remaining stalk within them is divided up and distributed to remaining survivors. This could be a bit problematic with Tombstone Piece however. (Tombstone kills would transfer the stalk to other survivors and let you tombstone all 4)


    EDIT: On a side note, buff the deviousness points he gets for using his power. I know deviousness varies a crapton between killers, but on some killers like Legion or Doctor you can max out Deviousness extremely easily, but on Myers you can actually drain all 4 survivors completely dry IIRC and not max out deviousness. Hits in EW3 need to give bonus deviousness BP similar to Ghostface.

  • Disagree. It's been a while since I played Bubba though and I haven't played him extensively post-rework.


    Again, my memory is hazy but Bubba tends to lose a significant amount of distance during the revving phase of his chainsaw swing. You usually want to be right up against the survivors butt when you start holding M2. If Bubba "Skids" the blade of his chainsaw on anything he'll tantrum and be stunned for quite a bit.


    Although Bubba can now end his chainsaw attack early (Personally I'm not a big fan of the "Timing" aspect of his new ability.) he can't enter a window during the chainsaw attack process.

  • I wouldn't mind a buff for technician. IMHO many of the "meh" perks need buffs to encourage variety.


    (Good example of a "meh" perk that got buffed into "viable" status is Detective's Hunch for finding totems and chests easily and Deja Vu for helping identify 3-gen situations before they start.)

  • IIRC a dev said this wasn't bannable, although it was a bit of a "toxic"/frustrating play. They won't be handing out bans over it, though.

  • I partially blame the "Skill" based matchmaking. It only really cares about kills/escapes which incentivizes camping and tunneling.


    I personally think the Emblem system is better, since it at least measures how "Good" you did. (Chases, hooks, gen repair, heals, etc. So overall participation.)

  • @The_Krapper said:

    I just saw a video posted today of a squad doing no mither soul guard and boil over on RPD it was pretty brutal BHVR should at least nerf boil overs percentage thats probably the most aggravating thing I could imagine playing killer with a squad running that and clicking the whole time

    Can you post a link to that video?

  • I know the emblem system isn't perfect, but I thought it was a decent way to grade "participation" in the match.


    Can't loop and die all the time? If you contributed enough to the match (healing, gens, totems, etc.) you can still rank up.


    Got 8 hooks, no kills? Still considered doing an excellent job, especially if you got into lots of chases.


    Tying it ONLY to escape/kills just feels like a step back to me. A bubba who facecamps the first survivor to death first down, the other 3 finish gens, and he facecamps a second survivor to death with NOED, making it a 2 hook, 2 kill game shouldn't be seen as more skillful compared to a killer who gets 8 hooks, even though nobody died. (Although I still think deaths should contribute extra compared to just hooks. Like, each death should count as an additional 2 hooks.)


    Tying it to only escapes for survivors means it's all-or-nothing. Played as your typical Tapp main, banged out 3 and a half gens, got 2 hook rescued, healed survivors, did some totems, etc. and died at the end, even though your actions enabled the other survivors to escape? You're considered worse than the Blendette who literally did nothing but hide in bushes the entire game. (At least hatch escapes provide no MMR bonus, but I think they still count it as a win if the killer shuts the hatch and you escape out a door.)

  • I like how .ttvs act like this, then complain why they always get tunneled, mori'd, facecamped, or having their lobbies dodged.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763583#Comment_2763583

    I think you fundementally misunderstand how the egc can already be activated....

    as soon as the last gen pops the killer can already open the exit gates?

    survivors can open other exit gate in said situation, so it just allows them to start the end game timer basically.

    https://forum.deadbydaylight.com/en/discussion/comment/2763542#Comment_2763542

    Thing is this already happens.

    this already is abused by the community by hitting the leave button -

    this would just allow the players in game to actually have a bit of playtime.

    https://forum.deadbydaylight.com/en/discussion/comment/2762729#Comment_2762729

    At all times.

    Yeah, I understand that. What I am saying is there have been multiple occasions where I have seen survivors (Usually, with 2 survivors left) "Give up" and ignore gens, hiding for a prolonged period of time in hopes the killer DC's.


    I don't think the killer should be able to start EGC whenever they want though. That's why I think there should have to be a certain amount of time passed since the last gen pop for the option to become enabled. It should just be a way to negate actual hostage situations.


    By "last generator pop" I mean the "Last time since a generator was completed". If for example, a fresh match starts, there's 5 gens left, and 20 minutes go by without a generator being completed, the exit gate handle becomes interactable for the killer to start EGC. Every time a generator is completed, the timer resets to 20 minutes again. So if survivors are still progressing the game along, it's not a hostage situation, no reason for the killer to open the gate. But once 20 minutes go by, (I.E. there's only 2 survivors left and they both hide and ignore gens) the killer can force-start EGC because it may be a hostage situation.

  • I liked Old Freddy and thought he was actually pretty strong if you played him right, even at high ranks. (Although I wonder how much of it was high-rank survivors being unfamiliar with Freddy, because he's so rare at high ranks. Sorta like the Mark Twain quote, where the best swordsman doesn't fear the second best, but the worst, because they often act extremely unpredictable and can unintentionally catch even the best off-guard. You might be able to 360 Billy's chainsaw. You might know how to mind-game a nurse. You might be familiar common trap locations for Trapper. But how do you deal with a Freddy player who constantly disengages from loops, keeps everyone asleep, and switches targets constantly, harassing all 4 survivors as best as he can (It's not a cakewalk, but since you can see survivors auras you know when to switch targets) to keep them off gens? And then he uses the aura reading to lay a "Trap" using a slugged survivor as the bait?)


    OG Freddy had good tracking and good slowdown. His chase was mediocre with that dream transition head start, but if the Freddy player acts unpredictable he can mind-game the dream transition. (And addons can remove the freddy glimpses. If you have the timing down pat you can swing pretty much as they become vulnerable. I loved using Pill Bottle because it's usually a free gen-grab the first time because the survivor doesn't see the Freddy glimpse and thinks you're not in the area, and you grab them right off the gen. Then, on all subsequent sleeps, you can "Sleep N' Run" knowing the survivor will run around like a chicken with their head cut off scared about a Freddy that's not going after them.) In my experience, to use him effectively, I had to juggle targets constantly and never focus on one survivor. Someone wakes up? Abandon chase and re-sleep them. Switch targets constantly, etc.


    He had good build variety, too. Since tracking and slowdown is taken care of by Freddy's ability you have plenty of room for experimenting. M&A red paint brush 0 TR Freddy, (I used to burn a thick mist offering. Since Freddy had such good aura reading you could use this build to use the mist and dream fog against survivors, as you can simply walk up using the fog as cover and clobber them.) STBFL PWYF Rancor One-Punch-Freddy. (Ignore the Obsession all game, machine gun everyone else down with STBFL, one-hit-mori the obsession at the end. I used to run this back when Old Mettle Of Man was a thing. Old Freddy's aura wasn't visible if the survivor was awake, meaning the obsession would have NO IDEA you have Rancor until the final gen pops. Talk about a nasty surprise!)


    One problem though is Old Freddy was very frustrating to play again, and even downright boring at times. (A good Freddy will juggle targets, do "Sleep N' Run" tactics to put you to sleep while chasing another target, and disengage and reengage from chases constantly, especially once he starts getting looped. He'll just run after someone else while watching your aura in hopes you reach a dead zone and then ambush you.)


    I don't think Old Freddy should come back unchanged, but they should make a killer with an ability similar to Classic Freddy, but "Reimagined" in such a way it's less frustrating to play against and more fun for the killer. Aura "Blips" every few seconds instead of constant aura reading, maybe toning down the slowdown, (If OG Freddy stacked slowdown addons, you'd work at like 20% speed while asleep, and as mentioned a good Freddy will try to keep everyone asleep as often as possible) and reworking the "Dream Transition" so it's not just you sitting there while the survivor finishes a gen in your face.

  • Yeah, they should be swapped with how Overcharge works.


    IIRC, Overcharge was supposed to have some potential for punishing gen-tappers who do it to halt regression. Since, even if they tap the gen, they still get the skillcheck and theoretically would set it off (Exploding the gen, and doing some instant regression.) Well, since the skill-check doesn't auto-fail when you let go, survivors can do stuff like this:


    2,198 votes and 95 comments so far on Reddit

    I definitely think overcharge should insta-fail if you let go. Would it make Overcharge good on anything other than impossible skillcheck doctor? Not really, but it would take it from a D tier perk to a low B tier perk, (You now have a slight "Counter" to gen-tappers) which is still an improvement.

  • IIRC, devs have actually tried this like 5 years ago to try and combat face-campers. It didn't work out very well and it was reverted, or it was tried on a beta and decided against, or something.


    I do remember them trying it once though. This was also back when facecamping was a lot more busted in terms of "Balance." (Survivors could ONLY unhook from the front of the hook, meaning a literal "In your face" facecamper would block the unhook prompt. If you went AFK in front of the hook the survivor was doomed to die because it was physically impossible to rescue them.)

  • I think if 20 minutes have passed since the last generator pop, the killer should be able to open the exit gate, starting a "Sudden Death" version of the EGC where the other gate remains depowered or something.


    Basically something that would only work in situations where survivors are hiding with intent to hold the game hostage. I've seen survivors do this sometimes when it's down to 2 survivors left, they ignore the generators and simply hide in hopes the killer gives up and DCs. (AFK crows don't stop them because you can avoid gaining them pretty easily, even if you're not really doing anything.) If you can't pop a gen in 20 minutes the killer should be able to force the match to end to negate hostage situations.


    The timer doesn't have to be 20 minutes, but I think 20 minutes is a decent length of time. I don't want it to be too short (otherwise the killer can trigger EGC too early even though survivors are on gens.) or too long. (If it was like an hour, you still have way too much of your time wasted.)

  • I like the Ghostface we already have. He's not 'THE Ghostface" but to be honest one of Ghostface's gimmicks is they could be anyone underneath that costume. (I.E. when their identity is revealed, it's often surprising that whoever it is was the killer the whole time.)


    DBD Ghostface's lore is decent. Some smug narcissist journalist who writes articles on his own murders.


    I wouldn't mind some survivors from Scream, however. Or a map.

  • No but actually yes.


    I think when a survivor DC's they should become a bot like on mobile. Or they become a "husk" (A bot trapped in dying state with no AI) which was planned at one point by the devs.


    DBD is the only game I know of where ragequitting can actually provide a tangible gameplay benefit that affects the outcome of a match.


    Technically, if you are "min-maxing" (to the point where you're not even playing for fun anymore) the meta strat is to disconnect right before the killer hooks you on third hook to prevent perk activations. It's stupid and it shouldn't be a thing. (And I'd argue it falls into exploit-abuse territory, as the player is using an out-of-game mechanic (disconnecting) for a competitive advantage. (Countering perk activations such as blood warden, Pop, BBQ, Dying Light, opening the hatch, etc.))


    Don't forget challenges/achievements like 4k basement sacrifice, tombstoning all 4 survivors as Myers, etc. I'd argue more than half of the difficulty of them isn't doing the actual requirement (although they can still be hard) but survivors disconnecting out of spite just to deny the challenge/acheivement.


    In R6 Siege one of the characters can interrogate downed enemies to reveal enemy teammate locations, and people kept disconnecting when downed by her to deny the ability. (Only to re-connect next round.)

    Ubisoft later added a system where DCing keeps your character in the match for about 20 seconds or so, so this strat no longer works.


    BHVR needs to add something similar. I know DC's are at least auto-penalized with a temp-ban from matchmaking but I feel more should be done to minimize the effect a DC can have on the outcome of the match. Because currently, for some people, the matchmaking timeout was worth preventing you from getting an achievement, as petty as it sounds.


    I also wouldn't be opposed to the "husk" being moriable basekit. Like, even if you don't have a mori you can mori them instead of hooking them. Would cut down on those childish "haha I DC'd so you didn't mori me get rekt baby killerino" players.

  • I forgot exactly when, but I DO remember in early builds of DBD, "Auto-Sacrifice" for the last survivor wasn't a thing.


    The survivor could attempt escape and struggle the entire duration.


    Was changed to how it works now to move the game along when the last survivor is hooked so it's over with quicker and people can move on to the next match/end the play session.


    I will say while I think it's better for "health" of the game, it was a source of survival BP for survivors (struggling the entire duration) and BP for killers (Kick pallets, gens, spam your power if just using it gives you BP, etc.)


    I think a good compromise is not auto-sacrificing on the first hook stage, but sacrificing on the second since at that point the match is over. When it triggers, give the survivor a flat amount of survival BP similar to if they struggled the entire duration.

  • I got two gripes with DH.


    1: Dead Hard for distance. No counter. You can't "bait it out". There's nothing to bait if they're DHing for distance on a long loop outside of killer's lunge range.


    2: The way it flat-out removes survivors hitboxes during the dash. Granted, that's how it's supposed to work, but my issue is you can use it to dash "through" Trapper's traps. On a narrow long loop this wins you the chase right there because the Trapper has to get his leg caught or pick the trap up and place it back down to continue the chase. I'm ok with it removing hitboxes actually, it's just DH through traps that shouldn't be a thing.


    EDIT: I think DH needs some tweaks but I am not sure how it can be tweaked in such a way it's still a good perk but not as frustrating to play against.

  • It's ok. I consider it around the same tier as Spies From The Shadows, which I also think is underrated.


    It's not a meta-perk, but I can think of much less useful perks like Up The Ante, Beast Of Prey, Sole Survivor, Monstrous Shrine, etc. (I'm not counting no mither because even no mither can be semi-useful in combination with other "Injured perks" like This is Not Happening, Resilience, etc. while having quieter grunts of pain (Not as good as Iron Will sadly) and not leaving blood trails. You also don't have to wait for the killer to injure you.)


    I prefer Spine Chill, but Premonition can't be countered by a killer who turns their back. (VERY few killers actually do this in my experience, but I'm sure there's some maniac killer players who will do it.)


    Alert's another off-meta "killer awareness" perk I like to use sometimes. I rarely play SWF and it can give you an early warning who the killer is as well as where they are when they kick gens and pallets.

  • It'll be abused. Killer you don't like? Bleed out on first down before the killer can even pick you up. Second to last survivor downed? Insta-bleedout to open the hatch.


    That sounds like a disconnect with extra steps and no penalty.


    I do think there should maybe be something like if everyone is downed (Including dead survivors, so if 3 survivors are dead and the last survivor is downed) the bleedout timer is faster. (So 2 minutes instead of 4 minutes.)


    This would at least "move things along" a little faster.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730516#Comment_2730516

    It's probably not. BHVR is probably making the decision. The people who own the license probably don't care.

    One issue though is you'd also have to contact the license holders for licensed survivors. Like I personally do want more Leatherface masks, ideally one for every survivor in the game, but you'd have to contact the Halloween IP owners to get Laurie Strode's face as a leatherface mask, etc.

  • Same with achievements such as Evil Incarnate. (Tombstone all 4 survivors as Myers)


    Honestly, I think the best solution is to have a DC'd survivor replaced by either a bot or a husk (AI-less bot.)


    This would prevent stuff like DCing on third hook to deny a BBQ or Pop activation, dcing to open the hatch, etc.

  • I agree it's an unneeded nerf.


    Unrelated, but I remember when Spies From The Shadows (Crows trigger noise notifications) had the range increased from 36 meters to 48 meters for a bit, only to be changed back. Seemed unneeded considering crows are not a "consistent" detection method (Some maps have a lot, others have very few) and it provided a neat alternative to whispers that still had counterplay. (Crouch, or even run Calm Spirit)


    Same deal. A perk got nerfed for no real reason.

  • This issue is also leading to totems on at least 9 maps being uncleansable.


    I feel rather than bothering to adjust the physical totem locations they could make the activation zone bigger.

  • How's the performance now? I remember reading they planned to fix a VERY annoying issue where the game hitches the first time a status effect is applied on console. Like one of the patch notes very recently (this update?) claimed to have fixed it.


    Is it fixed?

  • I can't find it, but I actually DO remember a moderator saying this wasn't bannable. It's a dick move (Similar to facecamping people to death with 5 gens left), but not bannable.

  • Detective's Hunch is an excellent way to find totems.


    IMHO NOED is balanced. It is annoying though, especially when a seemingly unstoppable escape gets taken out from under you, but the killer is down a perk for most of the game and NOED can be prevented from activating by cleansing all totems.


    I think the real issue is survivors are not doing bones enough. I'm serious. As someone who uses detective's hunch it feels like I'm the only one who actually bothers to do dull totems. (like a suckerfish sucking on the side of a fish tank, I do bones because I need the boldness BP because I'm bad at looping so I make do with what bold BP I can get via totems)


    NOED is still a bit of a crutch, but a necessary evil, and IMHO some killers need NOED. (Clown) Or you're running a certain build where reaching the endgame is very likely. (Pre-buff Vanity Mirror Myers) Or you're running NOED with Remember Me and Blood Warden, etc.


    EDIT: I want to mention when I run NOED, I feel like I don't have to camp at endgame and can afford to leave the hook. I also feel like I tend to play way better with NOED, (I.E. I don't even reach the endgame) but that's probably due to feeling much less stress since I have my "safety net".

  • Sounds more like OG matchmaking to me.


    IIRC in the old days (I'm talking "Victory Cube" era) rank/pips was explicitly determined by number of kills.


    Then we changed to Killer Goals or something.


    I'm mis-remembering actually. But I swore at one point only kills mattered, and the whole point of the killer goal and then emblem system was to try and make matchmaking take "Context" of the trial into account. I.E. 8 hooks and 4 escapes was better than facecamping 2 people to death, you'd still be considered "Successful" even if you die if you contributed to the match heavily enough, (gens, unhooks, heals, etc.) and so on.


    Then we made rank and emblems not used for matchmaking anymore (Making it more of a monthly "how high can you get?" thing for rewards), but matchmaking now only cares about kills and escapes. It just feels like a step back.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525996#Comment_2525996

    I wonder if the killer can change it back to their hex totem if it got blessed...say get their ruin back or haunted grounds.

    That might be to overpowered though 🤔

    That'd be pretty strong, although I like the "Risk vs reward" concept.


    When you run a hex perk as killer, you risk it being cleansed very early.


    When you run an obsession perk as survivor, you risk the chance of going up against a killer with Remember Me (who will tunnel you) or something like Rancor. (We used to have the old "Kill the obsession slow everyone else down by 25%" dying light but that was reworked.)


    When you run a boon, maybe there should be the risk of going against a killer with a hex perk, who can "Hijack" your boon to restore a cleansed hex.

  • I remember there was plans for a killer named "The Teacher" who was later cut, or it was a red herring designed to distract/confuse dataminers.


    They'd probably be female, and it's a bit baffling they never revisited it. We have an insane doctor, an evil gunslinger, an Oni, an infected women who spreads disease, etc. Why don't we have an evil teacher to complete the set of "Stock horror villains"?

  • Yeah I agree Doctor should cause more hallucinations and mindscrew.


    As you mentioned the fake doctors ought to do stuff like suddenly appear around a corner, blare the TR, and lunge and take a swing at you, only to vanish without doing any damage.


    Dull totems appearing lit, lit totems appearing dull, etc.

  • I predict Tombstone getting changed heavily.


    I feel Judith's is too weak, and Tombstone Piece is better than Judith's Tombstone for normal play.


    My guess is Tombstone Piece will either be replaced entirely or nerfed, and Judith's Tombstone will get some buffs AND nerfs to compensate. (I.E. locker and ground moris at the cost of removing Myers lunge, maybe playing the old EW1 theme as a warning Myers has tombstone etc.)

  • Detective's Hunch would like to know the totem's location. (One of my favorite perks even before they buffed it. Post-buff, I almost want to say it's a little overpowered because it pretty much invalidates Small Game.)


    EDIT: I agree on lack of survivors doing bones. I'm usually the only one on them, but it might be because I'm preemptively doing dull totems with Detective's Hunch, so I usually "See" the totems before other survivors do. I like doing dulls for the boldness BP as I'm a bad looper.

  • My only big complaint about Dead Hard is when it's used for distance. Frustrating to deal with as the "Just bait the dead hard bro" argument I keep hearing doesn't really do anything. There's nothing to bait, they DH outside of lunge range to make it around a long loop again.


    This is a minor gripe, but I find out dead hard works pretty janky. It seems that for the duration of the DH dash, your survivor simply has no hitbox. This means you can dead hard over trapper traps for instance, which is chase-ending on narrow corridors where the trapper's only option is to step through the trap and self-stun.

  • Moris and Keys changed a bit over the years.


    In the VERY old closed beta days, IIRC the hatch actually spawned shut at match start, meaning a team could escape through the hatch at 5 gens left with a key.


    Moris had no hook requirement whatsoever. Down and dead. I kinda miss the extreme anxiety when the second survivor gets downed and you don't know if a mori was kill 1 survivor or all survivors.


    The Brand New Part was literal insta-gen. 4 survivors with BNP's = 4 gens done right away.


    I do want keys changed a bit, but I also want Mori's added as a base-kit mechanic similar to Pyramid Head that can be done on death hook if certain conditions are met (I.E. a fully charged Huntress Hatchet hits them in the head at long range while they're injured and on death hook, they're in madness 3 and downed on death hook as doctor, they're fully drained of evil as Myers and they're downed on death hook, etc.), or they are the last survivor. (Mori offerings can stay as a way to trigger the mori on death hook regardless if you've met the special conditions.)

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478389#Comment_2478389

    Well we just got yet another "i cant say anything" from the mods, its either licence problems.or they fed up something really bad on that i guess, so k wouldnt hope much about it

    Link to where they said it again?

  • What's a reverse pallet stun? That when the killer lunges through a pallet, and they get stunned because the "back" of the pallet (from the killer's perspective) hit them?

  • I hope it's not due to memery of the "I CAME!" line.


    The line from the first Hellraiser movie was "The box, you opened it, we came!" so it's not like it was extreme creative liberties taken with the line.

  • @C3Tooth said:

    You said you dont have time to hunt Boom, so you dont have time to set your Hex.

    Beside, good luck with your Hex build if 4 Survivors bring in Boon. You're not able to use your perks.

    Though I guess Boon only lit for a limited of time, then gone completely, or requires them to bless again. Im not sure after Boon un-lit and become Dull again, will Noed spawn?

    In a perfect world, it would act like Freddy's teleport, basically. You spawn in, all totems auras are highlighted, and you look in the totem's direction and push a button to "Bind" the hex to the totem. (Which would be instant and has no range limitation.)


    So you'd arguably "still" have time, I guess. It gets hairy when you have multiple hex perks though and if the totems are far away you have no idea if they're exposed or not unless you recognize their placement.

  • Classic Freddy was pretty strong if played correctly, even against high ranks.


    The problem is you'd have to juggle targets and sleep-tag everyone constantly and the game would last forever. Like, by the time you won a Freddy game, you could have won 2 or 3 Billy games.


    He wasn't that weak but he definitely had a "Slow the game down until literally every pallet has been broken" playstyle.

  • @Laluzi said:

    Gatekeeper emblems could be fixed somewhat by not doing the thing where they give rewards per gens left per second - this means using Corrupt Intervention will give you huge early game gen defense points as long as you're vaguely competent, and playing a killer like Trapper or Hag that sacrifices their early game to have a powerful late game suffer heavily in this area, because even if it took the same amount of time for all gens to be completed, the game rewards you more for protecting the first gens than it does the last ones. But the first gens are also the ones most up to your perks, killer, and the RNG of how survivors spawn and how hard it is to down the first guy.

    The game should also automatically give you iridescent gatekeeper if the game ends and the generators were not completed. Change the +28 to a +100 so there's no funky situations where you get gold because you won the game too early.

    In the old days Gatekeeper used to still give you progress as long as gens weren't done.

    Like, for the entire match. This was a "problem" (Although I agree with the reasoning) because there was many games where the survivors would blow through 4 gens quickly, but the killer stiff-arms them with a nasty 3-gen at the end, (Typically, a Doctor.) and they can't pop the final gen, and the match lasts like an hour. Iri gatekeeper.


    Basically gatekeeper was too easy to get iri on, but I dislike the new system because it's very heavily influenced on the early-game, where gen defense is the hardest, and once you "fall behind" the game's expectations for gen defense there's no real way to recover the emblem even if you wind up defending a 3-gen against 4 survivors while coming out on top.


    Also the other emblems have issues as other people mentioned. I forgot exactly but one emblem gives you points for HITS on survivors, yet you get penalized for them healing, meaning a one-hit like BIlly's chainsaw (+1 point) and the survivor recovers and heals completely (so -2 points) docks the killer a point he can never get back. Plague is also unfairly punished since IIRC infecting survivors with vile purge and they cleanse also docks points.


    I'm not 100% on this, but I believe Myers tombstoning someone also counts as them losing a chase, since the survivor "Escapes" during the tombstone animation, and I'm pretty sure the actual transition from Alive to Dead once the animation is over with doesn't count as a hit either. I know Myers can tombstone all 4 survivors and depip over it.

  • I liked old Dying Light but it was 100% a "Toxic" Perk.


    "I'm gonna go chase down and murder this one survivor and everyone else gets punished for the obsession's failure at staying alive! Now watch me mori him!"


    It was strong when procced early, had synergy with certain builds (I.E. OG Freddy with Black Box and a Mori + slowdown addons to get 95% slowdown when asleep. Aka the REAL Forever Freddy. Not that crappy excuse we have now.) etc.


    https://www.youtube.com/watch?v=FammJA_UltM&feature=youtu.be

    Footage of OG Dying Light in action.


    New Dying Light on the other hand sucks. By the time you reach OG Dying Light levels of slow, 2 survivors are dead and 1 is on death hook. So what's the point? The obsession isn't even affected by the perk so they can do gens at full speed and get a healing speed bonus to boot. Hook them? They don't give stacks! Kill them to stop them from doing gens? Dying Light deactivates.


    Also I'd like to note the new Dying Light literally rewards tactical disconnects. I've had a few obsessions DC to deactivate my perk once it was obvious I was slugging them to prevent them from making themselves die on the hook.


    Dying Light? More like Living Light, or "Slugged in the corner of the map with Knock Out and hoping nobody finds them while praying to the entity they don't pull a tactical disconnect to counter my perk Light"


    EDIT: There is ONE other thing I liked about Dying Light. It added a "Risk" to using obsession perks as a survivor. All of the killer obsession perks revolve around keeping the obsession alive in some way or form to take advantage of the effects, besides Remember Me. Even Rancor arguably gives you an incentive to keep the obsession alive for the chance of a one-hit-mori in the endgame if all gens are completed.


    Dying Light was the one Obsession you didn't want to be.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285605#Comment_2285605

    So Dead Hard should be nerfed so it doesn't negate a killers power but other perks that negate other killers powers should not be nerfed, so what makes Dead Hard different from all the other perks that negate other killers powers?

    To be honest quite a few perks were reworked or nerfed to reduce the "######### You Factor" against certain killers.


    Small Game used to proc on killer belongings such as bear traps, hag traps, freddy fake pallets, etc. (This change I actually don't really agree with since it gave small game a niche compared to Detective's Hunch, but I understand the reasoning.)


    Object Of Obsession used to proc on stealth killers.


    Slippery Meat used to increase the chance of wiggling out of trapper traps.


    Sabotage in general was nerfed. Bear Traps used to be saboable and it was absolutely infuriating at launch since originally sabo'd traps never respawned, meaning survivors with toolboxes could destroy your power entirely. (And it worked on non-armed traps too IIRC so they could get to work destroying your traps as soon as the match started.) First they changed bear traps so they respawn when sabo'd, and it was changed again so they're no longer saboable period.

  • Again, the main reason why I hate dead harding over traps is even if you have good placement the survivor can dead-hard over it. If it's a narrow loop YOU can't go around the trap. So if you trapped something like a doorway or a narrow corridor and they dead hard over it, you've lost the chase because you have to stop, pick the trap up, (and optionally set it back down behind you) by which point the survivor is long gone.

    If your hands are full with traps already, you have no choice but to go through the trap, eat the self-trap, watch the animation (during which the Trapper is looking down at his feet, so you can't see in front of you) and once the stun is over, the survivor is long gone.


    Honestly at this point I don't know what the solution is. Ideally dead hard shouldn't make you immune to trapper traps but I'd settle with Trapper not being able to step on his own traps anymore. (Maybe only when carrying a survivor.)


    It's the self-trapping that makes DH in this situation frustrating because without it, DHing over a trap would still be a little annoying but it wouldn't lose the entire chase.

  • This is probably the main gripe I have about Dead Hard. Trapper's not exactly a fantastic killer but he's still decent.


    Spending a ton of time getting set up, leading a survivor into a narrow area, and they dead hard over the trap is extremely frustrating. If it's in a narrow area it's much more annoying as you have to either pick up the trap or go through it and get your own leg caught.

  • How about Napoleon or Alexander The Great?

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