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Trwth

Trwth

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Trwth
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  • @OtakuFreak said:

    The direction the developers need to take is to start fixing maps, as they play a major role in the issue of Killers getting gen-rushed and struggle to apply any pressure at all. If it takes you 30-40 seconds just to walk to the other side of the map, then that is a massive flaw in the balancing system of the game.

    With maps being fixed, loops need to be less ''safe'' for the survivors. Many structures/maps have loops which are not able to be mind-gamed, which not only makes the interaction between Killer/Survivor boring, but gives the survivor a temporary state of invulnerability (I.E you cannot do anything to me on this structure).

    Once the maps were properly fixed with the addition of loops/structures being balanced, perhaps they could look at some specific survivor perks like Decisive Strike, Prove Thyself or others which create unfair issues on the killers side. However, fixing the maps and loops of the game would probably solve a majority of the issues Killer face.

    TL.DR - FIX maps to be smaller and make loops less ''safe'' so survivors/killers have more mind-game potential.

    Exactly. They should do what they do with loops where all tiles are 16x16, except with maps it’s about 100x130 or something like that. They should vary it slightly, but nothing too major so that we don’t have too big or small maps by accident.

    But not just that, there needs to be a secondary objective of some kind. My idea is that the generators are the primary objective across all maps, but the secondary objective will be specific to the map and be incorporated into the map’s structure. Among other things...

  • @Leonardo1ita said:

    It's Devs intention of course, even if they don't say it.

    1 if the game was balanced for both there would be too many killers, and to make people play survivor they would have to offer like double or triple experience just to play survivor ( in order to keep 1 killer and 4 Survivor s)

    2 they're too lazy and they have to make money quickly, so they just confuse things every update and forgive ± things

    3 it always worked for them, while should they change this brand? Forget the old players! There will always be new meat to use!

    4 Gen rush? Shhhhh... It doesn't exist! And if you mention or criticize me in any way on Twitch or YouTube you will never obtain my partnership

    5 there are too many swf survivors who like to win to nerf them

    6 they always thinked the game to be random, and that's why I am out and now I'm on Rainbow six, a game where Devs actually listen to the community, have good game designers, fix bugs and all sorts of stupid stuff quick and players know the GAME WILL BE ALWAYS BETTER IN THE FUTURE, INSTEAD OF JUST TRYING TO FIX IT WITH PERKS AND PROMISES EMPTY OF EVERY HOPE

    There already isn’t enough Killers. Have you seen Survivor queue times? We need more Killers!

    Also, I know they’re not lazy. BHVR isn’t a big company like Ubisoft is and doesn’t have as many employees. Not to mention that there aren’t many games quite like DbD, so there aren’t any models for them to follow in terms of balancing.

    Lastly, I never asked for a SWF nerf. The whole Survivor’s side needs looking at: objectives, loops, even little things like healing and altruism. Then when maps get changed for the better, there shouldn’t be a gap between SWF and solo-queue at that point. If so, build a bridge. How? That’s why we’re here.

  • I’d call those “quality of life” changes, not buffs. I’m sure that BHVR has plans to tinker with weaker Killers somewhere down the line, but that takes time. We’re just gonna have to be patient.

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144242#Comment_1144242

    Oh I must be making things up in my head then because I always found it odd how killers always knew I was going to get saved without vision of the hook and before another survivor started the unhook sorry 😂

    That just goes to show how hard it is to notice. 😅

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143554#Comment_1143554

    The flashing bar also appears for killer if I am not mistaken. The killer should not know about Camaraderie and I find this to be the most frustrating part about Camaraderie.

    The bar actually does not flash from the Killer’s perspective.

  • @Milo said:

    I just wish it would give you a little mark on your hook icon that you have Camaraderie

    Anything like that is what I’m hoping for. The bar flashing isn’t enough info.

  • @Blackhouse said:

    Completing generators is not the objective: escaping is the objective, of which completing gens is a necessary step.

    Additionally, NOED is not a reward for killers allowing gens to be completed: it is a punishment for survivors missing dull totems.

    I know this seems pedantic, but it's important distinctions to make in the aging argument that NOED (in its current form) is in need of changing.

    I personally don’t have an issue with NOED. This was more of an experiment to see what people think. If people want NOED changed, then this is what I would envision for it to hop on the bandwagon of skill-based perks.

    The outcome? Barely a difference unless the Killer gets utterly destroyed.

  • Maybe they could dedicate a chapter to bug fixes like Rainbow Six did in Operation Health. No new content. Just squashing bugs, tweaking matchmaking, and perhaps even touching on base-game.

  • I can see your point, but I feel like if anything was changed about Shock Therapy, the ability will get screwed up from the Killer’s perspective. The three-second cooldown from the PTB was already bad enough, so just try to adapt to Doc’s shocks.

    Throw down pallets early, avoid staying at loops for too long, keep your distance to avoid getting shocked since not many people run the range add-ons anymore.

  • @AppeaseTheEntity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065809#Comment_1065809

    Likely just way that youre phrasing "recall all traps into his hand" im still confused by that. And it doesnt matter if thats how its intended, hag doesnt have infinite traps either but if trapper could possess all of his at once it would likely lead to that unlikely consiquence

    Unfortunately, that’s a risk every that comes with every Killer with a powerful ability. There are plenty of people out there who simply want to ruin the experience for others, and that’s out of our control. But just because that happens, that doesn’t mean we shouldn’t buff Killers for the sole reason that their camping potential increases. People could play so much better with all traps in hand when possible. He is an “area-control” Killer after all.

    Also, the Recall works like this: hold down a button, and then all UN-SET traps are picked up from the ground and stashed into your inventory. All set traps are left alone, which means you’ll have to go pick those up if you need them. I wrote this in a rush, so it’s phrased weirdly. My apologies.

  • @Ohnoes said:

    All trapper needs is dead hard to no longer bypass traps and more traps as part of his base kit. He don't need unlimited traps or recalls. If he is going to get something new it should be something that is actually engaging like poisoned traps. Other than that it wouldn't be a bad idea to have at least some(if not all) of the traps armed by default.

    He doesn’t get unlimited traps. Where is everyone getting this from? He gets about five or six traps by default and can hold them all at once. That’s the concept. The recall is to compensate for his lack of mobility.

    Hopefully when his add-ons are looked at, he gets something like poisoned traps or something. We can only hope.

  • @AppeaseTheEntity said:

    I dont think that trapper should be like the hag, the moment he hooks someone hes just going to camp while putting all the traps around the hooked survivor and then repeat the process.

    I don’t know where everyone is getting this impression that I’m saying to give Trapper infinite traps. Also, just because a power gives a Killer some form of camping power doesn’t mean it was designed for camping. On top of that, you can only recall UN-SET traps, not all of them.

  • @PacifiedByDaylight said:

    I think there should be a 30-60 seconds delay before trial starts. Trapper wouldn`t be just "walking" he would observe the map from above, being able to set all his traps wherever he wants to, after that preparation the trial starts as usual

    Although that sounds nice, the game isn’t designed for things like that unfortunately. I did have an idea for an add-on though that made all bear traps spawn under pallets pre-set when the trial starts and they can’t be disarmed or sabotaged until interacted with, thus permanently blocking off certain paths unless the Trapper picks it up or someone prematurely steps in it.

  • @Marcavecunc said:

    Mhm. I think recalling every unset trap to his hand would basically just be like the Demogorgon, really.. let's say he has 10 traps, if he sets a few and some of them get disarmed or someone gets caught, they can be re-used.. not sure I like that idea, the supernatural element of it doesn't fit the character

    But I do agree that Trapper needs to start with more traps, or at least with the ability to carry more on his person without needing to use add-ons. It's ridiculous he can only carry 1 on his base kit and it takes forever to set them when (almost) every other trap based killer can set infinite ones in a speedy manner.

    Just that one change would make him more powerful.

    The Entity could gift him with that power, as simple as it sounds, similar to Doctor. Also, Trapper has about 5-6 traps I believe. But thanks for the feedback anyway.

  • The Killer’s weapons are different from their hitbox, which is always just a frontal cone. In this case, you probably just grazed the outside of the hitbox.

    (That’s also what happens when you 360 and get hit, your sporadic movement makes it appear as if the weapon didn’t connect when it actually did. I’ve noticed that a lot. Not saying you shouldn’t do it, it just happens.)

  • They are buffing/reworking some weak perks in the game for both sides. Recently, they announced that a bunch of perks are being looked at. I don’t remember exactly which ones, but there’s a lot. Unfortunately, there’s only one perk for Killer in that list, and it’s Cruel Limits. But hey, beggars can’t be choosers.

  • I’ve never used Ruin that much in the first place, so I’m having a hard time understanding the issue everyone else is having with the Ruin change. I tried out the new version on one of the newer maps(with hidden totem spots) and it was actually pretty helpful since it did one of my jobs for me at double speed. Sure, it’s not as strong as it used to be, but it has its place as a well-rounded slowdown perk.

    People never should have let one perk hold their hands into Killer games anyway. If I, along with hundreds of other Killer players, can wipe the floor CLEAN with Survivors without Ruin, so can everyone else.

  • He just needs bug fixes and an add-on rework. That’s it. Hopefully the devs won’t make the same mistake as they did with Nurse and “modernize” her basekit too when the changes were unnecessary.

  • You'll have to find out yourself, but I don’t think it was an instablind. Rather, the animation for being blinded was cut off. It still takes the same amount of time to blind a Killer, I tested it, it just looks like an instablind from the Killer’s perspective.

    In other words, it’s a visual bug.

  • If you played Survivor on Lery’s, you’ll know that a few pallets in some of the rooms are really, really unsafe. They also contain a window too to balance it out. I guess what I’m trying to say is what everyone else said: pallets can be broken while windows cannot.

    Overall though, Lery’s is one of the most difficult maps in the game to play on as both roles. It’s very dark, nearly impossible to memorize, and the loops are small but powerful if used correctly by both roles.

  • Just persevere.

    I guess they just think they’re hot stuff because they got past Rank 13. I’ve played in a bunch of those KYF community lobbies on PS4 and they’re filled to the brim with kids who call themselves “toxic” like it’s some kind of fashion statement.

    ...fortunately they’re never usually good enough to actually put up a fight, so just kill away and move on.

  • As a player who uses Autodidact regularly, I’d like to make it so that the healing skill checks trigger similarly to the Snap Out of It ones, where there’s a skill check at 25% and 70% guaranteed. That would make this so much less frustrating and would make for some great saves.

  • If he loses some weight, perhaps this could work. 🤔

    In all seriousness, I like it. I’ve always wanted Killers that could interact with lockers in different ways other than Huntress.

  • I agree that Doctor is much, much stronger than his previous form. He’s much more effective at spreading Madness and his looping power was drastically improved. I personally would say that he’s definitely one of the stronger Killers now. Everyone has their own tier lists, so I’m not gonna be specific. That’s just what I think.

    People should stop freaking out every time something gets changed in this game. They were so afraid of Doctor’s changes, yet here we are now. He’s a really dang good Killer!

  • If a Survivor is looping you, vault the window and they’re screwed unless they have a pallet or something.

  • Just like they have been doing with the dedicated servers, they’re going to test Ruin’s change via statistics. Now that the servers have been implemented, the devs will be able to see how games go without Ruin and reconstruct the base game depending on the stats.

    It seems bad at first glance, but I’m 99% sure they’re gonna do something to make playing Killer actually playable without completely relying on certain perks.

  • I see this working for those with a more unconfrontational playstyle like myself. I like it. The only thing I have for you is how to write perks. Only choose one value to be affected by perk tiers, not all of them. Also, the “25/30/35 seconds” should be reversed because it looks like the perk gets worse with each tier.

    :)

  • It’d be a tad bit chaotic, and I think the Killers would have a tough time dealing with eight Survivors since regardless of what they do, there will still be six other Survivors doing gens. Not to mention, those other Survivors aren’t really having much fun.

    Maybe instead of it just being base-game x2, it’s like a last man standing, where a bunch of random events occur to thwart the Survivors’ escape while the Killers give chase.

  • Definitely not.

    No one should have to buy exclusive chase music to Killers that you already have to pay for.

  • Nancy players are usually really smart in my experience. They tend to get a little big-headed if they go on a streak, which isn’t my favorite. :(

  • My guess with their Billy change is that they’re gonna fix the chainsaw’s hitbox and/or make it more like Oni’s kanabo attack, meaning harder to control. Other than that, not much is gonna change besides the add-ons... I hope.

  • Oh, the title made me think otherwise. If you want my critique, your art’s better than anything I could ever do, that’s for sure. 😅

  • Tough decision. I feel like a medkit would be a lot more reliable than a flashlight though, so I’ll go with a medkit. Just some charge and speed add-ons and I’m set.

  • A lot of people seem to like making these perks that deny moris, yet I still don’t see a reason to run them since they’re so rare. Maybe there could be an offering that has the same effect as Providence, but as a perk, I don’t think so...

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000910#Comment_1000910

    Actually for the items I have to disagree. The entity indeed feeds them with hope,but she doesn't want survivors to get comfy. Imagine that survivors are homeless people,the entity would give them a glass of water an a jar of rotten beans. You suggest of giving them a spoon 😂

    A drop in the ocean, and take the heat both promote something to help with genrush. The first one is obvious I believe and the second just says; I'm gonna swf,I'm a red 1 survivor and I will loop the killer infinitely while my team will do gens. Equip a flashlight or an instaheal and it's over :3

    I just want more variety with the items, that’s all. The lore is confusing enough. 😅

    As for those two perks, I think I see where you’re coming from. Gen speeds are really fast right now and with the recent change to Ruin, literally anything that increases it further is a horror. I agree. It wasn’t my intent to make any “gen-rushing” perks. Maybe in the future when the base game receives a few changes, specifically to the objective, these perks could be more lenient than a means of ending the game early.

  • @CLAUDETTEINABUSH said:

    I didn't like the complexity of the killer and the survivor perks that much. You created a perk that helps the survivors gen rush while they are swf. These perks are the worst for randoms,and op on swf.

    Secondly,I believe there shouldn't be more survivor items. The entity will give the survivors what little they need to survive. Nothing more,nothing less.

    I found your chapter interesting and exciting. I would like further explanation of the killer power,and please don't create a "prove thyself" that has infinite range xd. I can clearly see your points,and everything here is good on paper. But imagine swf gameplay with all these perks,a bit op correct?

    Offering wise,I'm ok. The end game collapse is interesting addition,so good job. Otherwise,the "resist an attack" is kinda too op imo. And if a survivor starts injured,they will just heal on the spot,or not,but they won't care. If someone starts injured,while they have no mither, what will happen? Will they get downed,or they won't be affected. A bit 2 op offering for oni imo. I don't enjoy the idea of more gamechanging offerings....

    Great job tho. You have exceptional fantasy. Keep on the great work!

    -J

    I... don’t think you read everything correctly.

    None of the Survivor perks encourage gen-rushing, nor is there a Prove Thyself with infinite range if you’re referring to A Drop in The Ocean, which is actually better for solo-queue. The aggressive perks come with huge drawbacks and require you to put yourself in danger in order for their effect to be useful.

    As for the items, the only things we have in this game are toolboxes, medkits, flashlights, keys, and maps(and firecrackers). It’s been that way for years. There’s gotta be more coming eventually. Also, the Entity motivates the Survivors with hope, teasing them by holding an escape in front of them only to take it away before they can grasp it.

    Other than that, I’m glad you enjoyed reading. I just wanted to clarify a few things.

  • Thanks for the feedback!

    Storm Flail is more like Demogorgon’s Shred if anything, but instead of throwing yourself at the Survivor, you’re sending the flail. Unlike Huntress, the flail is sent straight forward with no arc, and has a limited range, just enough to cover most loops. Missed attacks are also punished, since the flail must return to you before you can attack again.

    No Apologies is a “don’t mess with me” perk. If you wanna assert your dominance to the Killer, just use this perk and go nuts. When they get the slow-down, that’s usually the time they decide to leave you, and that Hindered will keep them occupied for a while.

    @EnderloganYT said:

    This is actually amazing. wow. I like how you added items and offerings tto, makes it stand out. only issue I have is the rain dancers Storm Flail as that may be very similar to huntress. besides that, No apologies may need a tad bit of tweaking, but overall one of my favorites I've seen


  • I feel like that’s more of an Offering’s doing than a perk, starting in the basement, that is.

    Also, you’re calling this a perk buff when nothing in this post says anything about changes to the perk at all. It’s just a bit misleading.

  • You’re right. “Be careful what you wish for,” is the old saying. The problem with our community is that people are too close-minded and stubborn to understand why some things are the way they are, and why others are changed contrarily.

  • Autodidact

    Buckle Up

    Empathy

    Second Wind


    By far, the best possible healer build you can have. It’s also the closest thing you’ll get to an insta-heal.

  • After this change, I REALLY hope that the Survivors’ objectives get some adjustments. Not just gen time too. I think the reason they’ve yet to do this is because their maps are designed for generators and generators only. Adding more objectives requires them to touch on all maps in order for any new additions to the base game to occur. This is definitely needed, without a doubt.

  • I’m pretty sure this is just the rough draft of his chase theme. Both Demogorgon and Oni’s chase themes were changed upon the final release.

    I personally think the chase theme he got is alright. I neither like or dislike it.

  • That’s some serious pessimism, my friend. You’re overexaggerating a lot of stuff here.

    The Snap Out of It was barely changed. What’s wrong with snapping out during a chase anyway? It distracts the Survivor, and also Doctor can just give it right back to them because Shock Therapy is unlimited.

    You're acting like there’s gonna be a 5-second delay between shocks. It’s probably going to be the equivalent of how it is now, or a bit like Clown’s cooldown, which isn’t much.

    Treatment Mode was a hinderance, not ifs or buts about it. Now you can shock whenever and makes him less annoying to place as and against. Instead of waiting until the Madness reaches the next tier, you can shock everyone whenever. Use Whispers and you’ll know when to use the Static Blast. Also, 60 seconds is all you need to find someone, shock them into a oblivion, down them, and hook them. By the time that’s over with, you’ll have it again.

    Why don’t you seek out the positives instead of the negatives?

  • @LordGlint said:

    The big thing I got from it was that they believed people used ruin for the gatekeeper emblem. While its true this was a nice benifit, it was far from its main purpose...which was to provide early slowdown so killers might be better off at getting a hook and forcing survivors off gens to save the first, before multiple gens pop. Early game is when gens get worked on the fastest, due to the killer not having ANY pressure on survivors at the start of the game.

    The change to gatekeeper I feel like would simply cause killers to rank up, even when they're struggling to actually kill anyone. If you can't do decent work at your current rank, the last thing you really want is to rank up and have your next match even harder.

    I'm trying to have an open mind, and see the potential...but sometimes thats hard. I really feel like abit more information is needed with both the changes to ruin as well as the Doc changes. MAYBE theres something key that hasnt been said that would make both changes better than what I'm thinking. I'm seeing threads talking about people quiting playing killer, or the game entirely, or ppl bringing moris every match as a sort of protest. On one hand...I dont wanna be a dick to people who had nothing to do with this. On the other hand...I never use moris really, and I have QUITE the supply... its tempting. I try to stay positive on here when I can, but this one is hard.

    I agree with everything said here. I’m usually the one to think, “you know, this might not be as bad as it sounds,” but now I’m skeptical. Early-game was always the most difficult since Survivors often spawn together gathered around a generator. Without Ruin or Corrupt Intervention, you’ve already lost a portion of your objective. I don’t use Ruin usually, but I know well enough that without it the games go by fast. And by fast, I mean FAST!

    Also, as mentioned by different user, Ruin is a hex. Hexes tend not to last very long anyway, so their effect has to be concerning for Survivors so that they’re attention is diverted from generators to totems. If they make Ruin regress generators while they’re NOT being worked on, then Survivors will be incentivized to repair even MORE to counter Ruin’s effect, thereby making the generators go by even FASTER. That sounds awful to think about.

    On the other hand, I’m thinking...

    I feel like the devs are hiding something. I know for a fact no human is dumb enough to realize that their game is, excuse me, a bit outdated. They recognized that Ruin is in fact a very important tool for slowing the game down in the devlog, so why would they change it? Maybe, they’re changing base gameplay to balance this out? Maybe not slower gen times, but perhaps something else. They’ve been quiet for some time now, so we never know. I’m hopeful as usual.

    And if I’m wrong, I’m sure they’ll listen to the community and revert the change.

  • @ZoneDymo said:

    No you think of a possitive as a negative.

    Cleancing portals means no gens being done means you win some time.

    Cleancing portals means you know where some survivors are.

    Cleancing portals allows you to put new portals down, its actually a survivor strat to leave now useless portals (because everything of interest in that area is done) laying there as it limits what the killer can do.

    And for survivors, its just about the only reason why Demo is still fun to play against unlike...Freddy.

    Portals are sealed way too fast in my opinion. It only takes about ten seconds for one person to seal it, and even less with up to FOUR people being able to seal it at once. If we’re talking current Demogorgon, that’s one of the issues I have. The related add-ons don’t help much either.

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