TurboTOne
TurboTOne
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i would like there to be an Update to the Tutorial. And to really show these these to new Players.
heck. Make it so everyone has to do a Tutorial for this stuff before they can actually play normal Ques again.
(this is a Joke)
Because while i think it is a really good System that has the Potential to help SoloQ Massively, if no one uses it, or just uses it incorrectly, it's not gonna help bridge the Gap between SoloQ and SWF as much as it could. -
@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104336#Comment_4104336
Whats the point in letting thousands of biased players and thousands of players that have not a tiny bit of gamesense, decide on perk changes? Actually not even the devs do their math on perks properly.
Well, even if the Players themselves won't know, the better People will see the Effects. And talk about it.
And they will still be getting Stats on everything. Which is always Valuable. -
Naw whoever downvoted you is insane. This idea is actually Gold.
It would be way easier then the PTB which only PC Players can access, and it would probably also be easier to make changes or just remove something from the Gamemode instead of Killswitching it entirely.
My only concern is, i think they are quite literally, not able to do that. Probably because of the Code.
If they changed it for the Gamemode, it would probably also be changed for the normal Que. Which is probably also the reason why The effects in 2v8 for example are completetly different from Perks. -
Well, nothing i could add to that.
especially because so much was said lol.Great stuff, they should Hire you.
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honestly, the First Part of your Idea sounds pretty okay.
But Pain Res actually gives 20% Regression.So maybe instead you Start with 15% regression +5% for each unique Hook.
Meaning the First Hook will still be 20% since it will be a unique Hook.
From then on, you can get 25%, 30% and 35%. Which aren't crazy Numbers. Especially for not tunneling.
If you instead go for a Survivor again, you lose your Benefits. Which will still give you 15% so the Perk isn't Dead. But it's still okay'ish.
But honestly, the Game shouldn't be balanced around a Perk. There should be Base Game Mechanics for that. Not Perks. -
With the new Basekit BBQ, could you now Revert it back to how it was before? Giving the 4 Stacks on First Hooks and a 100% Bonus to all Categories at the end of the Trial?
Sounds like a good Reward for Hooking every Survivor.
(Come on DEVS you play this Game aswell. We all know we loved it. Let's just bring it back.)
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@JeremyDX said:
@TurboTOne Yeah so with the recent announcement i honestly think their solution is so bad. Sure it'll be fun for survivors but holy crap is this going to suck for killers. Its far too punishing and doesn't provide any real buffs for the killer that can push the game in their favors. Whats your honest thoughts on my suggestion and what you think on behaviors upcoming changes.
Honestly, i think you have a very creative idea. It's not super overwhelming aswell as some of my suggestions are.
Just simple Haste if you play fair.As for the announcement… Well it all comes down to the Numbers. Each time you get a unique Hook. Which doesnt mean Unique Survivor but just not the same Survivor who was hooked last, you get a bunch of Buffs.
Depending on how big these Buffs are. The Haste, the Bonus Damage on Gens and the duration of the Aura Reveal, it could be not helpful at all to the Killer, to being actually quiet good.Let's say you get like 10% Haste, a Bonus of 10% regression (so 12.5% overall) And like 6 seconds or maybe 4 seconds or Aura reveal.
I think that would actually be kinda good. Well, again, depending on the duration of the Haste and how long you get the Bonus Gen Kick damage.
It would be crazy cool if you could stack the Damage. Like you can Hook 4 Survivors, never kick a Gen inbetween, and then after your 5th Hook go kick a Gen and get like 50% off it. That would be amazing.
But, as we know BHVR. It's probably gonna be a Haste of like 3% and a maximum of 5% that lasts for like 10 seconds.
Probably like 5% Damage on Gens. And maybe 3 seocnds of Aura reveal.
If they go lower then what i just said. We should start complaining big time. Cause then it would just be an insult to Killer Players. -
@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989155#Comment_3989155
I am also playing on the European servers, and whenever I play killer, I usually see 2-3 dead hards and the usual second chance builds. Example: unbreakable, deliverance, exhaustion perk of choice and resilience.
Or the odd flashlight / head-on squads.
Usually, I don't mind either, considering that I am mostly a survivor main myself, with an 80% bias, so I know how to counter most strategies. But they can get annoying if you see them too often. - Don't get me wrong, I also see a lot of meme builds and chill survivors too.
Also when playing killer, I usually try to secure a 3K, which is defined as a win. Last man standing always gets a chance.
In my own experience, as someone who enjoys playing Wesker, I am sitting at around a 70% killrate, which lines up well with mostly 3K wins. Note: I don't always go for the 3K games either. Sometimes I just chill out and being goofy with the survivors.
Personally, I find that you should absolutely drop the chase if you see that a survivor is running into an unfavorable area. However, if you can get a good chase going very early into the match, then you should try to make the survivor use the resources as much as possible, which will significantly weaken their late game. This is especially true if the chase takes place in the area where the generators are closest together.
Also, break any pallet that creates a strong loop, and leave those that create weaker loops.
Play around generator protection within a smaller area of the map, and let the survivors have the rest. If they want to get the last gens, they better work for it. Remember that the game can quickly turn into your favor if you play your cards right.
I am not 100% sure how well it works with Chucky, considering his base 110% speed, but the stealth should make up for that.
And most importantly, you need to play in a very unpredictable manner. Chucky is very telegraphed, and relatively easy for survivors, and especially experienced survivors to play around.
Perk choices is also up for consideration. Pain Resonance or Surge and Dead Man's Switch are almost mandatory to slow the game down enough to buy you enough time. Agitation can also help a lot with saving time, thanks to the speed boost you get. And lastly, you can bring an unassuming perk like Tinkerer or Unforeseen to extend your Undetectable, and also not making the usual noises from using your power, which can sometimes get you some sweet gen-grabs, which means free hooks.While i do appreciate the Tipps and Tricks. I kinda have to remind you that i stated before that i am not new to Killer.
I have over 4000 Hours currently and play basically both Sides equally.Yet, having these Tipps out there could help someone who stumbles upon this Post and doesn't know them already. So it's still great you posted them.
Thank you :3
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@JeremyDX said:
So I do think Tunneling is an issue, but I also don't think it applies as much as you think to a Good Coordinated Teams. With a hook stage being 70 seconds that means 2 hooks are 140 seconds of time. + 2 loops + potential anti tunnel perks means it's very likely a good player who's being tunneled even without their team saving them can likely do 4-6 minutes of the killers time. It takes with no pressure around 3 minutes to do 5 generators. So a coordinated team will very likely get 5 generators done and be ready to rescue their 4th player for an escape even during a hard initial tunneling. Even if its a partial tunnel or the get 2 players to 2 hook stages then tunnel both out i think a strong swf team wanting a 4 man escape and not there to troll or be toxic will very likely get all 4 people out under most situations.
As such as I believe your concern is more in line with a non coordinated group, non SWF stack, or weaker survivor skill group regardless of SWF, Solos, etc.. In these cases where the the group is not able to take advantage of the perks available to capitalize on a poor play style of he killer the survivors end up snow balling trying to save people doing little to no generators and trading hooks/hits in attempt to prevent a tunnel or simply put they let the player die anyways but still don't play effectively enough to complete all the generators before the tunnel completes and snowball from there once the 2nd, 3rd, and 4th survivor are eventually killed.
So what I believe needs to first happen and this is all coming from a 100% survivor main i'm not very good myself but I watch a lot of this game.
Hook Timers adjusted to be based off the total hook stages as if the Entity kills faster the more sacrifices that are given. This mean at first the Hook benefit the survivors and sitting on hook doesn't really hurt you much, but as the game proceeds it becomes more balanced and then eventually killer sided.
- Base Game is 70 seconds per hook stage. Below is how we can adjust this to sole the "Toxic" form of tunneling while providing a slight benefit to killers later in a match when getting those final hooks becomes a bit trickier and when camping hooks actually is reasonable / assumed to occur.
- 1st Hook = 150 seconds
- 2nd Hook = 130 seconds
- 3rd Hook = 110 seconds
- 4th Hook = 90 seconds
- 5th Hook = 70 seconds
- 6th Hook = 50 seconds
- 7th Hook = 30 seconds
- 8th Hook = 10 seconds
Now this is a more survivor side but in most cases people will unhook much sooner then the 70 second timer. This is more or less to combat Toxic tunneling at the start of the game and in non coordinated lobbies player will be more likely wanting to work on generators then figure out who is going to unhook the person so giving them ample time to "Find Generator, Do Generator, Run to Hook" solves this slightly. Where 70 seconds turned into snowballs because it's too quick and players aren't quick to make these decisions in non coordinated lobbies.
Now this doesn't really solve the dilemma that you provided as that's tunneling because you have to. In this instance the killer could still hook 2 people (twice) and thus the 5th and 6th would be 0 seconds because "Dead" allowing the last 2 survivors to get pushed into 7th and 8th hook for near instant killing or even the 3rd survivor only have 40 seconds on the hook. Overall I think this is fair since if the killer is truly tunneling and you don't rush people off hooks you're given an insane amount of time initially to sit on hooks which can also be buffed by perks for the extra 34 seconds or pause hook timers essentially you could literally sit on hook for like 3.5 minutes on first hook, but yes i said it snowballs into killers favor the more hooks they do. So it moves away from the toxic tunnel system and into the playstyle tunnel system which i feel is better and not quite as bad and overall more reasonable as well can be seen by survivors occurring if you see that only 2 players are ever getting hooked.
From here I think we honestly need more generators in the match, but allow them to be performed quicker. Currently its 5 generators needing 90 seconds each, but this is not 450 seconds worth of generator time. This is rather
- 3 People do 90 seconds of generator
- 2 People do 90 seconds of generator
Essentially 3 minutes.
Now what if we did a similar idea for Generators
- While 5 Generators left repair speeds take 150 seconds
- While 4 Generators left repair speeds are 20% faster at 120 seconds.
- While 3 Generators left repair speeds are 40% faster at 90 seconds (base value currently).
- While 2 Generators left repair speeds are 60% faster at 60 seconds
- While 1 Generators left repair speeds are 80% faster at 30 seconds
So although over time the killer gets stronger with hooks the killer also gets weaker with generators. Might sound wrong? But think of this way.
3 Generators worked on takes 2 minutes and 30 seconds to get your 1st generator meaning between kicks, surges, pain res, etc.. this is just significantly harder to get started for survivors. Meaning it might actually be worth a team knocking these out with 3 people which is what non coordinated teams are likely to do anyways.
So 3 people is about half the speed but overall it would be 71.4 seconds with 3 people on the first generator. While someone loops. Then 57.1 seconds on the 2nd generator while someone loops with 3 people. About 2 minutes.
Now with 3 generators left you're working at the old speed of 90 seconds. You can move everyone to single generators at this point so 3 people 90 seconds
- Essentially 3 minutes and 30 seconds.
Now in this case though because its 3 people on 1 generator if the killer can find this group mid chase or back out of chase to push them off or do things to nuke their generator they only have 1 generator to worry about. Meaning the killer has to focus on stopping the 1st and 2nd generator from being completed and the survivors have to figure out how they can get the 1st and 2nd done by any means possible. After 1st and 2nd its pretty much over 3rd, 4th, and 5th will be done swiftly. This essentially solves the 3 generator problem because once there's a single generator left it'll only take 30 seconds or 15 roughly with a 3 stack on it.
So what does this overall do and why do i think it could help and may needs tweaks but here's the "Idea"
- Killer no longer should focus on camping or tunneling because the 1st and 2nd generator are so much more important to them and defending those 1st and 2nd completions becomes the strategy. Where currently the strategy is to let survivors do 4 generators and tunnel someone out so now you 3 gen them with only 3 people and hopefully other who are injured wasting their time to hopefully get a 2nd or 3rd kill even and potentially the 4k.
With this new idea they are no focus on hooking and leaving and going straight back to their generators to secure a generator with 150 seconds they had over 2 minutes potentially to loop with or less if the team went on all one generator but that means they won't be ready for the 2nd one yet. Meaning even verse a strong team you could potentially get 2 or 3 hooks before 1 or 2 generators are done. Essentially meaning even at a high skill level its likely you'll have 4-5 hooks by time you're at 2 generators left. So now the survivors can't rush the generators because your hook stages are 50,30,10 from here on out so any hook need quick attention.
Some tweaks on numbers might be needed if one side is too advantageous, but i felt this was a fairly reasonable system.I'm gonna be honest, i don't think this is a System you could implement into a Casual Gamemode.
I think you could only realistically play with this, with a full SWF on Coms.
Because SoloQ Survivors just aren't that coordinated or efficient.
I like that you brought new ideas to the Table though. And maybe with some slight Number tweaks,
this could be looked at again.
But i feel like in it's current state, it would make Games just extremly stressful. Even more so then they already are.Thank you for your ideas and suggestion. And of course putting in the time and effort to write this all down.
It is appreciated :D -
@UnicornMedal said:
No offense, but we've been there, done that. You'd want to believe it to be true, but incentivizing anti-tunnel isn't strong enough to stop it. Historically the best combo to fight it was stronger second chance perks on Survivor and old BBQ like @GoodBoyKaru mentioned. You essentially have to introduce a mechanic that makes it so weak that it only makes sense in specific scenarios (like a true comeback), introduce something as broken for Survivor so it's much more of a give-and-take, or make spreading hooks more fun than the opposite (making it more attractive is nice, but if it doesn't feel good it won't work as easily).
Yeah i get that. That's why i had old BBQ as one of my ideas aswell. Even before @GoodBoyKaru mentioned it. I can remember myself really trying to get all the Hooks and sometimes even throwing the Game all together just so i would get that sweet sweet Bonus BP At the end of the Match.
Maybe we don't need a perfect system for that. Maybe we just need a few small ones.
Like, make it just feel a bit more rewarding to go for each individual Survivor.
I think @Rulebreaker had a pretty solid idea. It would need to be super Obvious and Visual though. Or have an Audio Cue.I really like the little *pling* you got from BBQ back then. It sounded like a "good Job" when i hooked a Survivor.
Just small things really make a difference.I don't think you can "fix" tunneling. But we could try and make the Opposite just much more appealing.
This is what im trying to get here. Just find small or big solutions.
And maybe, if we find something good, the devs might stumble upon it some day. And completely ignore it <3 -
@Rulebreaker said:
While we don't think this will help the extreme cases where the killer just wants someone dead, having more dynamic scoring events would help those who want points.
For example, you get an amount of bp for first hook. You hook someone new you get a larger bonus. Hook all 4 like a carousel and you get those bonuses plus an extra. Ping pong between 2 survivors will still get you a bonus, just not as large. Conversely you'd lose out on bonus points for repeat hooks. Something like DMC style points. This would work better than old bbq because you can still tunnel with bbq and get the full bonus.
I quiet like this idea. Even if there was a new System to be implemented that would help more against tunneling. I still think this would be a great incentive for playing fair.
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I mean, it's not about winning. It's about feeling helpless and that no matter what i do, i cannot change the Outcome of the Match in any meaningful way.
I wouldn't complain if i was getting crazy good Hits with Chucky. But the Survivors just keep holding W. Dodging me easily in the Open. And Predropping Pallets.I don't feel like there is much i can do. And that is what's making it so unfun for me.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989155#Comment_3989155
If its recent, its just bc of 2vs8.
At average stronger players prefer 1vs4, more casual ones play 2vs8.
That's probably it.
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I mean, the idea would be that every Survivor has 3 Hook Stages. Unless the Killer Hooks each Individual Survivor once.
Then he could either Kill them by Hook or by Mori.But then the Problem would be, that you actually need to get each individual Survivor first. Which can be pretty hard and also annoying if the last Survivor is either really good, or very stealthy.
I can imagine Killers thinking it is too annoying to do so, and rather just tunnel out a Weak Player.
Also, whats Stopping them from going after the last individual Survivor they have Hooked?
Now the next idea was, to make certain Perks just Basekit. But the Problem i see is, that i would want a System, that isn't just helping Killers. But is also there to help Survivors turn the Game around when the Killer messes up. If we just made these Perks Basekit, that would just be a Flat buff for Killer. Which would still not disincentivice them from tunneling. They would just have an easier time doing so, because they would just have more slowdown Build in.Also tying these Systems to Perks would be kind of unfair to Players who don't have them. And just straight up buffing Gen Regression Perks, will just make us rely on them for winning. While also making Games much tougher for Survivors without anything they can do about it.
I would personally prefer a System that works without Perks. So everyone can benefit from it.Thank you for your suggestions though. I really appreciate your input :D
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@RafterMaster said:
It's simple, disallow tunnelling, until gen 4, then no holds barred. Gives people some time in the game (with friends), then it's less of an issue.
I don't mind the tunnel, as long as it isn't immediately into the game.
Alright. interesting concept.
How would you implement it into the Game. What would keep a Killer from tunneling?
Can you please go a little bit more in depth with you idea? -
@vol4r said:
Well, I felt like I was losing all the time lately too, but my kill rate is fine
https://us.v-cdn.net/6030815/uploads/M64DDJO62U0T/image.png
It's last 30 days. Let's say it's decent.
In my case it's because I am playing much less killer lately and feel rusty - queue times aren't good enough for me.
So I consider myself survivior player lately, I know their struggle too.
Thing is - surviviors stopped playing "the chill" way, because if they do so, they get stomped.
That's why we are having more efficient people, better builds all the time.Europe for example now always sweats, I am never having chill games so people adjusted.
Yeah i'm playing on Europe Server too.
It's just annoying. I simply don't have the time to keep up and practice my Killer all the time to be strong enough to Face these super efficient Survivors.
I hate that i'm being forced to Use these Super Strong Perks and unfun Tactics to even stand a Chance.Like, i get that i can't be winning every Match with ease. But, maybe 1 or 2 in between would be kinda nice.
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I don't need advice. I'm running back my Games myself and i can see that i do miss a slice and dice here and there. Still, that doesn't explain why i keep facing Players clearly above my Skill Level.
I understand that i could play better. But i don't think it is fair to expect me to practice a Killer every day look at all the Mistakes i do and try and get better and better.
When all i wanna do is play a couple Games of DBD after work and then just hit the sack.
I don't mind losing. I mind losing over and over and over again against clearly better Players. What use is there to getting better if i never feel like i'm getting better? All the effort, no reward. -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/454715/dbd-match-making
Why am i still getting the same extremly strong Survivors who can seemingly loop me for 2 Gens each. No weak link, nobody wasting.It's hard to say without seeing videos or what killer(s) you tend to play. Is it a recent thing or has it always been this way?
Also, what's your kill rate? Even if you are killing 5 to 10 points below the average it can take a long time for any MMR system to adjust.
I play Chucky. I have played him since release.
I have also had good Matches and 4K's even after his latest changes so that isn't the reason as to why im suddenly struggling so hard.
I would say it is a recent occurence. Before i had a Killrate of arounf ~64%
Now i have dropped to 52% over recent time.
I think i might have had a bad day. I checked my Stats and saw that i was averaging 2-3 Kills before and now i just had a bunch of 0 kills for like the last 10 Matches that kinda hit my Killrate pretty hard.
Still. Something has changed. And i think im not the only one noticing. -
Damn, all this effort. And bhvr is just going to ignore you. Such a pity.
I would love to be proven wrong. But alas, it's bhvr we're talking about…
You're doing a good thing here though. And i highly respect you for it. I just wish stuff like this wasn't in Vain. -
yeah i think im gonna uninstall until they buff chucky again or revert the changes. No Chaos Shuffle is gonna bring me back.
I wish the Chucky community would just go on a strike and not play him anymore. But, i dont think anyone would listen to me.
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Thank God they do listen to the Community.
Now it might actually be a good event for farming bp afterall.
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All im really scared of is that they might actually turn this into the most profitable Event all year. Meaning they are going to nerf the bp gain on every other Event.
If that happens, i really hope we get a lot of people leaving the game, like as many as possible. Cause at that point its just the devs wanting to make bloodpoints more valuable then the should be.
If anything Bloodpoint gain should rise up in time because of all the new Content that gets added all the time and the Grind new Players will have to do to catch up. Not decrease.
This is truly the saddest Event i've ever witnessed and i have been playing for over 5 Years.
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its not useless, its just hard to use and actually takes more skill now.
If you say you cant play with it, do it like everyone else and Run MFT. No thinking, just Doing. Just like with old Deadhard.
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@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550882#Comment_3550882
Yeah I have had the idea to make EMPs print to only a certain point, but I like the idea of survivors being able to pick up an EMP during chase because of how risky it is and having to pre-emptively EMP pods to give more slowdown rather than just carrying a EMP once they automatically print and sitting on it until the moment they're slipstreamed.
As for the EMP's breaking in lockers yeah I should've said losing a health state, completely forgot that it doesn't work with Sadako lol.
I just think it would be simpler for them to change values to make him feel more flexible to play as and add a similar effect rather than adding new features.
i dont know what is risky about picking up an EMP mid Chase. Its not. As long as you dont use it, you dont get slowed down. And the picking up animation is really fast.
Its not like with Sadako where picking up a Tape can be really bad if the Killer gets you or with Nemesis or Wesker were you have to Perform the Action Standing Still.
Simply throw a Pallet, wait for the Killer to break it and Use the EMP and there is no Drawback.
Thats why im against Survivors being able to just pick up EMPs during Chase.
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So i dont know if anyone has said it already but by flying over everything i havent seen it yet.
The reason why Gens feel so fast now is a combination of a few things.
- The healing nerfs making Survivors rather stay injured
- MFT increasing Chase time for Survivors just enought so you can't apply your Gen regression Perks in time
- Survivors still having pretty strong Toolboxes which are sometimes necessary against certain Killers
- Survivors being tired of losing to Nurse/Blight/Wesker/etc. and bringing stronger Stuff next Match.
- Gen Regression Perks being Nerfed.
- The Match making is a Mess.
Its not just One of these Factors. Its all of them Combined.
Not one side is at fault but all of us. The Survivors, the Killers, the DEVs.
Perks like MFT that have the Ability to just extend a Chase by a maybe not insignificant Amount are unhealthy for the Game just as Deadhard was. But as we know its gonna take a long while until the DEVs will do something about it. Even more so because the only way someone will buy the DLC is because of MFT as noone really seems to care about the Singularity. (except few People)
My suggested change is to have an Activation time of 30 seconds after getting injured.
That way Survivors will not be able to have the effects for too long so chases are not streched by a too large amount, and it forces Survivors to heal which will in turn create some slowdown again that makes up for the time increase in Chase.
Survivors get to have an increased Chase time which is the most fun Part of the Game and Killers wont lose too much time because they will get their slowdown back by Survivors needing to heal to regain their MFT.
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honestly, just changing it so the EMP breaks when you Hit a Survivor might already be enought.
But i would add these things:
- Survivors using an EMP get slowed down by 2.5% per infection cleansed and Biopod Destroyed for 5 seconds.
- EMPs break when you get Hit by the Singularity
- EMPs break when you get Hooked (in Case a Survivor goes into a Locker)
- Printers now only Print up to 50%
- The Range of EMPs is increased once you are the last Survivor alive (so Survivors can do something about Biopods on Exit Gates)
That Way Survivors using EMPs in Chase are getting a bit more punished and getting an EMP is not as easy as just picking one up.
You could also add that Survivors are unable to see Boxes outside of a 8m Radius unless they are already Slipstreamed.
But these are all changes that could be made by themselves and not all together. All of these changes together would probably be too much.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509891#Comment_3509891
this makes him super oppressive what the #########.
do people even think about the other side before suggesting stuff like that.
I play both Sides so yes, i do think about the Survivor Side in that regard.
Also these are just some suggestions. I didn't mean he should get all of these changes. But just 1 or 2 of them would be nice.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509877#Comment_3509877
Xbox cannot use the Anonymous Mode at all
That's honestly on the Devs. They need to add that ASAP
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@Kebuzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509877#Comment_3509877
At least anon mode should hide prestige aswell. I really dont get why you should get punished for spending BP on your fav survivor.
Edit: Spelling
I think that should be an Option aswell.
Being able to Hide Prestige but also being unable to see Prestige as a Trade off.
Maybe give this Setting a One Day Cooldown so you can't just switch when you feel like it.
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@Meepy13 said:
I wonder if making it so emps don't come back on their own is a good idea
The Fact that they just randomly appear and all you need to do is just pick them up bothers me a lot. At least with every other Killer there is actually an Interaction needed that takes a few seconds.
I would be ok with it if it at least penalised the Survivors for running around with an EMP. Maybe a Base 5% Hindered while holding an EMP could help.
It wouldn't stopp you from using it on Biopods located near Gens.
But using it in Chase would be far less worth it and since you can't just Place it on the Ground when you would like to, Survivors wouldn't just pick up EMPs everytime they see them.
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Im simply for adding a Mechanic to the EMP Boxes similar to Skullmerchants Drones when Hacking.
If you miss it, the EMP gets destroyed and it starts to 3D Print again.
Being able to pick up an EMP in the middle of a chase is stupid.
Also using an EMP doesn't slow you down but instead makes you just stand in Place, it then slows you down by 3% for every Slippstream cleansed or Biopod Disabled for a few seconds.
This way it's actually a Trade off.
Fix the Slippstreaming on Survivors. If there is more then 50% visible it Slippstreams. No matter if there is a Tiny Twig in the way or a stupid leaf.
Also yeah, increase his Movement Speed by +5% while in Overclock.
The Addon that already does that can be changed to something else. Maybe just make Survivors Hindered by -5% for 10 seconds after becoming Slippstreamed.
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Im gonna be honest, i think it's fine the way it is.
If you really want to make it more anonymous and Hide basically any Info about the Survivors for the Killer, then i at least want something to show me who is in a Team together.
I've been able to dodge some Bullets and therefore terrible Matches for Myself by simply checking Steam Profiles.
I don't want to go against a 4 Man SWF Sweat Squad when i just want to play a Meme Build on Demo.
An SWF can have so much Info right at the Start while a Killer has to gain that Info themselves over the course of the Game. At least let me have the chance to not play against People i know will clearly Bully me.
But I don't think that would be a good idea aswell. Just keep it like it is now. If you don't want the Killer to Lobby Dodge you, then simply go into Anonymous Mode.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501652#Comment_3501652
the irony is that he is underwhelming in anything but 3 gens at base-kit. so by weakening him, they made him only good at 3 gens.....
I have played him a lot recently and im gonna be honest, playing him for defending 3 Gens is really not Optimal. The way to play him best is in Chase.
You need to think, plan and predict a lot with this Killer in order to play him well. Knowing at which places to place your Pods so you can Catch Survivors often and TP to them when they don't expect it is not that easy.
Using him for 3 Gens is not all that viable because Survivors are able to disable your Pods too easily.
While in Chase you can easily place a Pod and get them slipstreamed easily, the same isnt the Case for Gens as you have to go there Manually and Replace them only to find out your other 2 Pods at the other Gens have been disabled aswell
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508060#Comment_3508060
In order to keep you occupied for a while.
If the only direction is up, 90 pips will be accumulate quite fast with the only stumbling block being the 4 Iri emblems in Iri ranks. But having 200 good matches in one month ain't that hard, remember, as long as you don't DC the only direction is upwards.
There are People who don't have time to play that much.
I like being able to quickly grind some Ranks fast if i want to. Which i actually never do but right now i need the BP to P100 my Nicolas Cage.
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Yall need to stopp complaining about Killer or Survivor Players sweating too much.
As Stated earlier it's a Circle, and it's up to each of us to break out of that circle.
Of course it isn't easy to continue playing a Meme Build after you've just been completely destroyed. But by switching Gears and equipping stronger stuff you just become part of the Problem.
"Be the change you want to see in the World"
The good Way is never easy.
And if you don't want to suffer bad Games just so others have fun then you will understand now why others won't do it either. If none of us are willing to change something and break out of the circle, then nothing will change.
No Perk Overhaul or Basekit Mechanic will ever change a Mindset.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508027#Comment_3508027
Awww, thank you. But yes, I 100% support this.
You need about 90 pips under the current system to reach Iri1. I would propose to just do away with de-pipping besides DCing, and then increase the pips needed to reach Iri1 to something like 250 pips. This everyone can sweat when they like, give hatch whenever they feel like it and play anyway they want all month from day 13 on and still feel like that are progressing their side objective, it would only add to the enjoyment of the game, without taking anything of substance away.
Why increase the Pips needed though ?
Just removing depips should do the trick.
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The Problem with decreasing the Time on the Pods is that by doing so you make Camping 3 Gens stronger.
I would rather see it have a bigger Slowdown as you also couldn't change the charge time because of the reason stated above.
Maybe give a bigger Hindered to Survivors charging up EMPs.
Or just give a Basekit Hindered for just having an EMP in your Hand in the first Place. That way Survivors can't use EMPs as much in Chase which is the most Fun Part about their Kit.
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@nars said:
Basically the 3% speed, while seemingly worthless, is quite impactful. Think of it this way; if a survivor moves at 100%, and killers move at 115% (typically), then the speed advantage the killer has over survivors is 15%. MFT takes away 3% speed from that advantage, effectively increasing the time it takes to reach you by 20%. I know it sounds ridiculous that the 3% bonus is that impactful, but it is. Essentially any killer who has no way of downing you beyond m1 takes 20% to down you period.
This actually applies to all but the S tiers. Any killer that isnt nurse, blight, or spirit cant use their power to down you at ever single type of loop. Wesker for example cant use bounds at short pallet loops, meaning that with MFT he takes 20% to down you at those loops.
Think of any killer; can they use their power to down you at any loop? If not, what loops make their power pointless/significantly less good?At those loops, MFT can guarantee at least 10s extra time since it will take 20% longer to reach them.
That effect is very powerful, but you might say being injured puts a limitation on it, making it balanced. However, in the context of MFT, being injured is not a requirement or earning it. Theres no reason to stay injured outside of chase with MFT, because MFT's benefits are useless outside of chase. So, you heal. Being healthy with give you a longer chase, and you still get MFT value. This is contrary to resilience, which provides gen speed bonuses that are just big enough to be worth the risk. MFT has nothing to encourage that risk, all its effects are only valuable in chase and will get more value from choosing not to take that risk.
So essentially, peoples issue with MFT is:
- its very powerful, and overpowered against many killers
- Its extremely easy to get for such a massive effect, rewarding you for the killers success
- It has a secondary effect for no reason
- it affects low tiers far more than high tiers
Thank you.
I really didn't get how just 3% could make such an impact.
But i also did a calculation in the Meantime.
If you are about 5 metres away from the Killer. Made for this is gonna give you roughly 1 seconds more before the Killer is able to Hit you. And 1 single second is sometimes enough to reach a Pallet or Window in Time.
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Change all the Bloodpoint Offerings for Categories to increase your Bloodpoint gain in that Category and also make it affect every Survivor.
For example: Grants 100% Bonus Bloodpoints for Actions in the Objective Category.
That way even the Lower Tier ones could have more of a use. Especially since they keep removing Bloodpoint effects from Perks (Rip Prove Thyself. The only reason i ran you was because of the points)
Make Map Offerings work Backwards. You can use them to choose a Map you don't want to go to. (Lerys as Hillbilly- need i say more ?)
Luck Offerings Strenght could be increased but now only Work for yourself so SWFs can't abuse them.
The Shroud Offerings for Survivors could reveal the Auras of the other Survivors to you at the beginning of the Trial. You would also need to remove the Killer Spawn one.
For Killer we couldn't use the same thing as Lethal Pursuer already does that. Maybe just remove them from Killer and give them something else.
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There is just too much going on with that Killer Power.
Wayyyyyy too complicated.
Organic Collection
sounds kinda meh. Also it could promote Tunneling which should not be rewarded.
Fear eater
This could Promote Slugging which is also something we shouldn't buff
Hex: Crusher
And now we have something to make 3 Gens stronger which also should really not be buffed. We just came from the 3 Gen Meta.
Interference
Sounds honestly too strong of an effect especially since you can charge it up while being inside a Chase. There are some breakable Walls you need to break as a Killer in Order to play the Game. Just a few uses of this Perk and the right Team of friends and i would absolutely start hating this Perk.
Translocation
I don't think you should have the Ability to just straight up teleport someone to you. Most importantly not against their will. Also having Perks like these would make it harder to tell apart from cheaters.
Creator's Connection
This one is just too strong. I know there is a bazillion Restrictions but still.
Overall i like that you're creative and trying something yourself. But you seem to make things way to complicated. Keep it simple.
Also, just because something is heavily restricted doesn't mean it should be too strong.
Still. Keep doing this. Post like these are the reason i even come to the Forums :D
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Freddy is just boring.
To play as and against.
Also i agree. He got massively nerfed from the Movies. But so did many other so that's fine ig.
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Im sorry to tell you this, but Spirit is still very strong.
She is still amongst the best Killers in the Game.
And if you're unable to win with her, then that's a skill issue. Get a good Headset and Practice her some more. You will get the Hang of it and win most of your Games eventually ;)
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Im for removing all the other Bloodpoint Offerings since Nobody really used them anyway.
That way we would have an increased chance of getting BPS and Escape Cake / Survivor Pudding.
Also just get rid of the Brown 25% ones. I honestly dont even bring them cause it's just not worth it ever. Rather bring a Map Offering which gives you a Better chance at winning which in turn may give you more BP in the end.
That would at least get rid of all these Useless Offerings Nobody except Beginners use.
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Inner Healing.
especially after the COH nerf. im so glad i dont see more People using it.
But then again ... If everybody would use it, it would become weaker.
It balances itself out so well. I Love it :3
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Old BBQ and WGLF.
I just really like that 100% Bonus Bp if you played well.
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We talked earlier in your Chat, let me know what you think of these changes and if they're maybe a bit too much or if i completly missed the Mark with them :D
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@Steakdabait said:
The price of bringing a toolbox is that you can't bring a medkit, so they have better be good when i can just bring 2-3 heals every match. Toolboxes will do nothing if the killer has snowballed and gotten massive pressure they're honestly a win more kinda item imo.
Or we also Nerf Medkits aswell :)
Then there is no Item that is so much stronger that it wouldn't make any sense to take anything else.
I honestly had a feeling already that Medkits should also receive a small nerf. But im sure if i would put out a full List of Nerfs to Survivor Perks and Items aswell as Killer Perks and Items Nobody would look at it because it would be simply too much to read.
And also, who am I anyway ? Why would anyone ever be interested in what my thoughts are and what changes i would suggest. Im not Otz or Scott Jund or someone else that People look up to and Respect their Opinion.
That's why I don't do a full List and instead just one thing at a time. Because of course you couldn't make these changes without also nerfing Killer Perks and maybe Addons aswell.
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@Gandor said:
Yes. Gens are flying like crazy. Especially against skull merchant or knight guarding his 3gen. The only thing we need is the ability to break those 3gens quicker and then we can finally have our 30-60mins game....
I think that these Killers are more a Symptom of the current times. The Devs see that People are annoyed at Gens being done too quickly so what do they do ? They give us Killer who help Protect Gens better.
Same as back then when Killer said that Survivors are too strong with looping so they made a few Antiloop Killer like Clown and Doctor.
But still, just because Knight and Skullmerchant are horrible to face when they have a 3 Gen, doesn't mean that Toolboxes and Brand New Parts are ok. They are still way too Powerful and need a kind of Nerf.
Im also pretty sure that many Killer just decided to play these Boring Playstyles, because they feel like they don't have a chance at winning if they don't play that way.
Maybe People would play differently if they didn't feel the need to play a certain way. Cause why 3 Gen right at the start and have a boring Game if you don't need to ?
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I think what they tried doing was make her Chase weaker so we dont get another Knight or Artist Situation.
In which the Killer Simply Places their Power and Survivors just leave the Area in Order to avoid it.
So they made her Drones not be really scary so Survivors wouldnt avoid them at all Cost.
I still think the Skull Merchant needs a little Buff.
Fully Tracked Survivors for example should either receive a hindered Effect when they are injured cause the exposed does literally nothing then. Or at least Reveal their Aura as a Basekit Mechanic. Or something along those Lines.
I havent played her enought to give really a good Opinion on her.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367070#Comment_3367070
Good survivors won't even try to disarm your traps once they realize you have Iri stone...
It doesn't matter if they successfully disarm the trap, because the trap will reset literally WHILE THEY ARE LOOPING THE TILE. It's funny how you claim yourself that "it only works against survivors that play with their feet" and yet you give bad advice on how to play against it... You also keep mentioning bloody coil for some reason, but Iri stone should almost always be played with one of the bags (purple ideally), otherwise it's way less strong because it keeps resetting the random traps.
"Survivors will mostly ignore these loops" easier said than done, that often means they will lose the chase especially if you camp a 3-gen from the start and trap every other loop. Again, maybe this counterplay used to work pre 6.1 but with DH nerf and the 3-gen meta it just doesn't work anymore.
Give this add-on a try again. You'll almost never lose
i wanna ask you a Question. How Many Hours do you have in DBD ?
And how Much of that Time is Spend playing Killer ?
But most importantly, how much of that time is spend playing Trapper.
Because Otz has around 10.000 Hours in Dead by Daylight and frequently puts out Guides for Killers, Perks and their Addons. He knows what Trappers Addons can do. But do you really know as much as him ? Are you sure you know more then some Guy who basically makes a living off of playing this Game and is known to know much more about it then most ?