UndeddJester
UndeddJester
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It hard to deny... the lighting here looks great...
I don't really understand why the map was made brighter. Most DBD changes make sense but this one kinda eludes me... variety maybe?
Though if variety was the goal, would be cool if it was at least a dice roll. Day, night, or twilight filter... which would be a cool addition to maps like Eyrie of Crows too...
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@Shuma said:
Doesn’t anyone else think it’s really interesting that, for the most part, it’s killer-mains complaining about survivors quitting instead of survivor mains complaining about it.
I think this is very telling. Survivor mains seem to be way more understanding about survivors quitting even though it affects survivors way more than killers.
Not a killer main, I play both at a split of 55/45, usually in line with bonus rewards, and whether I'm Survivor or Killer I get very annoyed at survivors quitting.
In fact I get far more annoyed about it as Survivor than I do Killer, to the point where if I'm playing killer and someone quits, I will usually play out the game and let survivors who don't quit go.
This is just inflammatory nonsense, and if I wanted to say something equally as narrow minded and click baity, I would say anyone who defines themselves as a "Main" is almost always biased, and their opinions aren't worth listening too. If you disagreed with that statement, that's what us vs. them posts like this sound like.
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@Chocolate_Cosmos said:
After the PTB changes that took two years to test I don't want any kind of rework, thanks.
@Venusa said:
Most of BHVR's "reworks" are flops I'm sorry.
They end up having to rework the "reworks".
Skull Merchant is still atrocious . Onryo is awful you either stomp or get stomped. Blight was about to be disastrous but they finally decided to listen to feedback on that one after the PTB. Twins PTB was so bad that they didn't even end up going through with it which I appreciate.
But at some point it's like how do they mess up everytime? Like didn't they have the vision to see that Twins PTB would be disliked so much and that it has the most obvious design flaws?
So at this point idek what I want because I know BHVR would screw it up to make sure it's the most unfun thing ever.😭
The only thing is it would be nice to find a way to not make slugging the only viable strategy for them.
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711768#Comment_3711768
sad but true. If every rework was as good as Billy’s that would be a dream
@Krazzik said:
It's really sad that they first announced the Twins rework years ago, kept pushing it back, and then ended up making them so absurdly OP that it was clear they were gonna have to revert most of it.
Twins players waited years for some number changes that could have added ages ago.
It's pretty much this why I want to raise this thread.
BHVR are listening more than they have in the past, they obviously don't blindly go along with whatever we say, but they are at least listening... the walk back on the Pig in conjunctions with her buff, the Clown rework was good (would you believe I actually like Clown now! I was wrong when I said he was weak), and Huntress changes to leave them overall in a better place was something I have to applaud them for (though Huntress was questionable). Doctors QoL improvement was also undeniably good.
Hillbilly was an absolute triumph... and what all of these reworks had in common was a guiding purpose, a particular idea fundamental to the killer playerbase that was realised. Pig had her macro game in tact, Clown had his anti loop power kept in tact, Doctor is no longer add-on dependent, Huntress is also freed up alot on her add-ons, Hillbilly is throwing out his chainsaw like the madman he always was without a care in the world.
So even if our suggestions weren't put in place, having a guiding idea made these reworks all a triumpth... and Sadako isn't quite there, but she isn't far away, a couple of stones thrown for her, and she's got it.
So if we can at least define some goals for a rework, even if what we suggest might not come to fruition, something with the right principles in mind should hopefully make Twins a Billy, not a Trickster.
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For myself, this is kinda where I lean:
(1) The Twins should allow for really smooth transitions between them, make them feel as if they are one.
The Twins were once conjoined beings, and their whole shtick should be about complimenting each other; bringing unique skills the other does not possess. This is realised well enough with Charlotte being the large and powerful M1 killer who can break pallets and pickup survivors, while Victor is the fast chase pouncing menace, but this does feel like Charlotte got the raw end of that deal. Lexi's idea is one I like:
Allow Twins to press and hold the swap button to channel for 2s and switch places between Charlotte and Victor on a cooldown.
This sounds like a good extension of the Twins idea. It would help with hooking, and thus reducing the push towards having to slug constantly, and interchanging with each other depending on the situation (with an appropriate cooldown of course) could see some interesting mind games, and make Charlotte feel more like shes part of the party. It also plays nicely on the trope of twins being of 1 mind, especially as conjoined Twins.
(2) Victor should be encouraged to Pounce from afar, instead of always crawling under people's feet.
One thing that always bothered me is Victor is punished hard for missing... which is fine in of itself, but it creates this issue where Victor basically always crawls up under the survivors feet and pounces at point blank to ensure he can hit survivors. He COULD go for a long pounce, but if he misses, he eats a kick, so if he wants to help himself, he attacks point blank. A change I would propose is:
Make it so Victor is stunned the same for both wall and survivor hits, and scale down based on how far he leaps.
Hitting a wall/survivor at point blank stuns him for 5 seconds. Air balling or hitting a wall/survivor with a long range leap scales all the way down to a 1s recovery, as if he caught himself and sprung off running instead of rammed into things with his face. Combined with the swap idea above, I feel like this would reward Victor for trying for longer leaps, which becomes more fun for survivors as well trying to juke it, and also makes slugging less appealing without trying for big leaps.
(3) Further discourage Slugging.
Just male it less effective. Feeding off my second suggestion, I'd be tempted to:
Increase Victor's stuns for both hits and wall hits by 1s for each hit he scores on a injured survivor, without switching back to Charlotte or grabbing a healthy survivor.
Make it as if he's suffering with fatigue. This may not be necessary, but it'd be a way to nerf him if the other changes are too much.
Tackling these issues would be what I would consider, and how I would consider doing it... but how its done doesn't really matter, these are things I'd like to change about Twins gameplay in any kind of rework.
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The idea of more interesting mechanics is good, though I'm not sure this exact iteration of letting go and triggering other effects is the mechanism to go for. The problems you'll need to overcome are mostly related the question, are you considered repairing for the entire duration?
- How are skillchecks that trigger as you let go to do the advanced repair version handled, and how is this made distinct from just letting go normally?
- How does this interact with Madness and does it limit the number of madness skillchecks that can proc over it's duration?
- How does this interact with killer perks like Oppression, Eruption, Surge, Dead Man's Switch?
- How does it interact with survivor perks like Prove Thyself, Better Together, Friendly Competition, Hyper Focus, Stake Out?
- Whats the skillcheck failure condition for the moments where you aren't physically repairing gens?
The core idea of making skillchecks more interesting is fine, but changes can't be too radical otherwise we start getting potentially problematic interactions.
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Is annoying how the mere existence of these people eats up so much dev time that could be so much better used elsewhere.
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Edit: Wow... just watched the video... all of this from disabling pips, all of this exploitation... Yikes...
Only allow it when only 1 other survivor is left standing and the rest are in the dead/hooked/dying/escaped states.
It's annoying cause I want to keep the 4% unhook chance as it ia now, as it does give one last ditch attempt when everything else hits the fan.
The correct way for this last ditch to be implemented is how it currently is, where the agency is left to the player... but it unfortunately allows this SoH, and as per usual people need to have their hand slapped instead of a carrot dangled to get the message.
BHVR should keep it as is, but build a SOH report system that is tracked over a large number of games. They need to track self unhook attempts in the game logs, allow players to flag a player for SoH in the report screen, and if someone gets enough aligning reports/events within a set timeframe, that person is issued a ban, or put in a special queue with other SoHers.
That's the only way to stop it if you aren't gonna disable it.
The one upside to all this SoH, is maybe it'll finally get enough attention to the point BHVR can't ignore it.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711371#Comment_3711371
they’re not an adequate replacement, no. But a bot is better than a corpse. And I don’t think hook suicide should be addressed. A player shouldn’t be forced to play a game they aren’t enjoying. Like if hook suicide is removed, they’d probably Just go afk till they die.
Going afk is actually against the rules, and is reportable.
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Would be nice if there was like a pool of say 20 perks (10 a side) that see very low usage and a thread thrown up to discuss potential changes on them. Or even if no discussion of changes are there, just a community poll of "we think these perks might be a little poo and are considering updating them, which perks would you like to see tackled first?" would be cool.
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I was getting issues in about 1 in 4 games before. Now it's more like 1 in 20… and I'm not even sure it's the same issue... so give it a try I guess? Maybe you're one of the lucky ones.
I'm wired up to my router though, I wonder if there is more network traffic that is hindering people who aren't on ethernet connections/strong WiFi signals or something.
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@LapisInfernalis said:
For Survivors:
- Exhaustion, although this is covered by free survivors (Meg, David, Nea and Feng on consoles); maybe something like getting a boost every time you completed a gen
- Boon (Alan Wake's boon would have been perfect)
- Good Anti tunnel
- Flashbang/Blind, if you are not good with a flashlight, there is no way to blind a killer unless you own RE.
For Killers:
- Gen defense
- Obsession
- Early game (something like corrupt/lethal)
As an addition to that.
Survivor:
- A decent Anti Camp perk.
- A perk that reveals nearby locker auras would be nice, obviously not as a solo effect, but part of another perk.
Killer:
- An anti Protection Hit perk for the end game and vs. Body blocking.
- A Toolbox detection/regression anti gen rush perk.
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My worst one that weighs on me to this day... I was playing my usual game as Pig, maybe 4 months after I started playing, so I was still getting used to holding killer info and game state in my head... trying to 2 hook everyone before killing anyone (which has since become more a suggestion for an honest attempt at 6 hooks overall before murder switch unless absolutely necessary as I go up against better survivors), and had a commanding start. I hooked a Feng Min and even though it was completely uncontested, I saw she just got left to go to second stage... no reason, just her team shafted her.
Having been on the receiving end of that myself, I was irritated with the rest of the team, and went more hardball... and in my mind I made a mental note, and said to myself "Feng Min gets hatch".
I'm still going for 2 hooks on everyone, but now I want to win... I get to hook 7, and in the heat of the game I remembered I was giving her hatch, but just totally forgot the reason. I saw her and chased her down, ignoring other survivors to get my 8th hook... and as soon as I hooked her she was instantly sacrificed.
I looked back confused at first... then realised that the hooks I counted in my head for each survivor only remembered that for her I'd only hooked her once... I wasn't looking at my hook counts, I was justvtracking each survivor alone, and I gunned really hard for her to get my 8th hook to ensure I had enough time to kill everyone else...
I felt really guilty about it cause I proper beelined for her when I saw her like she owed me money... can only imagine what she thought 😟
I'm sorry Feng 😰
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Yikes, this thread got heated fast...
I suppose my take is the killers game is all about efficiency. Trying to sniff out a Distortion user is a time sink that the killer cant afford... so:
- Distortion tends to screw over teammates more than the killer. If the killer can't find one or more survivors they are more likely (and usually have to) resort to chasing and killing the only survivor they can find.
- In the same vein, if Distortion sneakery has wasted enough time, the killer must switch gameplan tunnel and ignore the Distortion user to gain a foothold on the game, so even a non rat Distortion users tend to limit their ability to take chase, even if they want it/really should take it.
- Distortion users tend to hide and come off gens very quickly, and spend a lot of time walking around. This has usually resulted in gens taking way too long to progress, survivors frequently reaching second stage on hook, and actually wastes little of the killers time as they instead go back to interrupt hook heals instead to remain efficient.
With all this in mind, I hate Distortion users as a survivor, they cost you games, and you can see them a mile off by the way they play. By proxy I am less forgiving on them as killer. They're like drivers on the motorway who stick constantly in the middle overtaking lane; they force everyone else to have to work around them and pick up their slack.
Is the perk OP? It's strong... and I'd argue its a little BS that it charges both in and out of chase in the killers TR. The Stake Out model makes more sense (or flip it so that its earned back at a very fast rate by taking chase). However in my experience Distortion doesn't tend to work out too well for thr rest of the Survivors, which then creates a potential snowball the killer would struggle to ignore.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710753#Comment_3710753
Yeah, I am in agreement on not being a fan of these types of strats and I myself don’t use them either. But I think until these type of strats become against the rules, it’s safe to say they will always have a place in the game. And I do agree that many people acknowledge tunneling isn’t fun, and perhaps even boring as you said, but in my opinion that doesn’t mean it still doesn’t happen. In fact, because DS was recently buffed, I don’t think it’s unreasonable to assume that tunneling has been so popular that the Devs felt comfortable enough to bring DS back. So I guess on that front we disagree about 1 being accepted and the other is not. Simply because I believe if tunneling wasn’t accepted as a viable strategy, it wouldn’t be used, and if it wasn’t used there would be no need for a perk like DS to even exist. So I think the idea of DS breeding a more unfun environment isn’t necessarily true, as DS is a symptom but not a cause. That unfun environment is the the reason DS was made to exist. Anyways, thank you for your perspective. :)
Cheers you too, I suppose my point is neither is unacceptable.
I get annoyed at tunneling, I get annoyed at aggressive DS use. Neither is against the rules, so the argument of Aggressive DS being considered wrong/toxic is purely subjective to each individual. If it were actually wrong/toxic, there would be a rule or mechanism in place to prevent both. I don't see any objective evidence that either is.
One could say where AggDS is "wrong" is the fact the perk got extremely hard nerfed to make it so survivors literally couldn't use it aggressively, to the point it made the perk extremely difficult to use in general for the average player. The fact it retains most of its other nerfs indicates that things not the intended way to use the perk.
You can by extension say that tunneling is "wrong" by virtue of survivors getting basekit Borrowed Time and Decisive Strike being buffed...
However in both cases, the are isn't any actual rule against it, so without a direct quote, we can't really conclude anything more than there is an indication that BHVR wants to "discourage" both of these things.... and both can justvas easily be chalked up as "balance changes" as part of the expected gameplay loop and nothing more.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710570#Comment_3710570
I think the last sentence really sums it up well and I agree with it. I'm not here to say that using DS offensively like this is fun. Many haved explained situations that it could be very frustrating to deal with. But the entire point of DS exsisting was to counter something that others also found very unfun and frustrating. Most people don't have an issue agreeing that DS is annoying and feels like a "punishment" to someone who didn't "deserve it", but some of the same people won't admit that a survivor being tunneled feels like a "punishment" and claim it doesn't matter if they "deserved" it or not because tunneling is accepted as a valid strategy.
It's hard for me to justify or sympathize almost because the reasons why using DS offensively is "bad" and why tunneling is "bad" are the same argument, but one is accepted and the other is not.
I do agree with pretty much everything said there, but the one statement I disagree on is "one is accepted and the other is not".
Most killers I know here in the forums generally consider tunneling to be boring. A fair number consider it unnecessary and those that do tunnel and feel they need to to win tend to lament that other strategies available to killer have slowly been made weaker and weaker. I fall in the prior category; I don't think tunneling is necessary, and deem it to be a risky strategy that puts the game on a dice roll of depending on how well that specific survivor/team works around the tunnel, and isn't fun for anyone involved.
Decisive Strike being used offensively is in the same camp to me. I don't believe it is an optimal way to play, and just like tunneling is a dice roll. It CAN potentially win the survivors the game, but what it results in is a game where the whole game is decided by the 1vs1, and serves more to make the game bpring and frustrating more than anything else.
So I would not say that using DS offensively is unacceptable, you can do whatever you want with your perks and playstyle....but if you use DS offensively you are more often than not gonna hit killers who don't tend to tunnel, and are thus pushing for and breeding an unfun and lame game for everyone. If that killer then resorts to unfun and lame strategies in return, tunnelling you out and ruthlessly continuing that gameplan to kill everyone, it's kinda on you.
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@jesterkind said:
While I wouldn't go so far as to call DMS overpowered or too strong on its own, I do think the perk is unhealthy in a very specific way: It's a time bomb just waiting for a synergy that makes it obnoxious as hell to face. In the past (and currently, for some reason) it's been Pain Resonance, as well as Ultimate Weapon and synergy on the Doctor specifically, among others.
The throughline between these obnoxious synergies is obvious. They're all scream perks. How do we fix this? Simple: Make DMS a scream perk too.
Here's my proposal for what DMS should do:
- After hooking a survivor, Dead Man's Switch activates for 30 seconds. During that time, if a survivor stops repairing a generator, they scream and reveal their aura for five seconds.
Now, while this does shift it away from being a slowdown perk and into being an information perk, I'd like to point out that on its own DMS has never been especially good at being a slowdown perk. You basically only ever run it alongside something to force its use, because a survivor letting go at the tail end of the timer was basically useless. The only use that had was information, you knew that gen was being worked on because it was highlighted in white.
So… cut out the middleman. Make DMS a useful info perk and prevent the obnoxious, unhealthy synergies from ever forming again.
The problem you'll be contending with is DMS still needs a survivor to let go, and you need some way of making that happen, otherwise its a very subpar perk.
Currently when a survivor let's go, it gives info on survivor location on its own via the white gen block aura, and ofc had the benefit of also blocking a gen... as well as the scenarios you cite, the niche scenario where this really comes in clutch is when 2 survivors are working on 1 gen together, but 1 must leave to go save.
This new version will only work when a survivor lets go to head towards hook... and doesnt preserve this niche. For other scenarios if you make them let go via screams or coming close withyour TR, you've already found them, so there is little to no value to gain.
Overall its quite a hefty nerf for DMS, because its providing effectively the same info, but no longer has the ability to block the gen and loses any niches it has.
Overall it doesn't strike me that DMS really needs a change.
- The Pain Res combo can be avoided by simply guessing it's in play and letting go prior to hook.
- The Grim Embrace combo can't be avoided realistically, but also obscures the survivor location info DMS otherwise provides.
- Ultimate Weapon, Doctor and other scream perks combo tend to go off nearby locations or TRs, and the killer making them scream without DMS will push them off the gen anyway. Given the travel time to gens to trigger these effects a good chunk of DMS will be gone already, so it isn't that strong.
So tbh I'm not convinced DMS creates any scenarios really that warrant a strong look.
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The reason why Killers hate body blocking with DS, is those of us who don't like to tunnel, don't like to camp, don't like to play mean and try to make a game of it, end up being the ones that have to compromise our playstyle.
DS being used to body block, is effectively punishing the killer for NOT tunneling. Instead of taking 10s to down the DS user, eat the 5s stun, the become free to tunnel them out after that, it now takes up to 80s to eat that stun and costs the killer far more for effectively the same gain. So basically by being aggressive with DS, what you're doing us effectively saying "killers should tunnel to minimise the impact of DS as much as possible".
I don't know about you, but being forced to tunnel and camp out someone just because they MIGHT weaponise DS doesn't sound like a fun time. That said I don't think DS is a problem at the moment... but this is the concern with it being strong... it kinda encourages killers to play in a less fun way for everyone.
This is the common problem though isn't it? A mechanic is added to limit an unfun and obnoxious playstyle on one side, which in turn is used to create an obnoxious and unfun playstyle for the other side.
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I certainly know my stupid voice coming from my Kate would make her seriously less cool... and I don't wanna cramp her style.
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@AngryDuodenum said:
Face camping wasn't fixed….They either A) Proxy camp or B) slug a survivor in the vicinity that pauses your progress. It needs to be re-worked. And the slugging is 10000000% a problem in it of itself. If you are left slugged, you should gain unbreakable at a certain point.
@AngryDuodenum said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710288#Comment_3710288
It is non-stop at this point…..The game is unplayable if I have to wait 10 minutes each round to bleed out.
You might want to fact check your sentences.
A) Proxy camping is not the same as face camping. The Anti Face Camp mechanic stops the killer from FACE camping. It does its job exactly as intended.
B) It is not possible to be left to bleed out for 10 minutes. The bleed out time is 4 minutes.
Whatever point you're making, it is grossly undermined when you don't describe the problem accurately.
Slugging a survivor under hook to allow a camp is a mistake on the survivor part. You should almost always be able to at least trade. If you go down without even getting the unhook off, you blundered hard. The reason it disables the AFC is firstly to prevent exploitation. Any killer who wants to pick up a survivor who has gone down under hook shouldn't be punished for doing so. Secondly its because with 2 survivors remaining standing there is no reason for the killer to leave. The killer has pressure on at least 3 survivors in this scenario, and the purpose of the AFC is not to force the killer to vanish off into the night and let survivors make saves for free.
Regarding 4 man slugging, being bled out to death out of spite is not fun, everyone has had it happen at least once, however basekit unbreakable was already tested and was absolutely dire for the game. Slugging is not inherently bad. Survivors often linger around for flashlight or pallet saves, or even just dont take the chance to run and try to stick a generator. There are legitimate non troll occassions to slug, and whatever solution you come up with shouldn't punish those occassions.
Lastly DC penalties must stay. Survivors are already fickle and weak willed enough, and quit for the dumbest reasons. Even just removing the loss of a pip seems to have increased DCs among survivors, which is why we can't have nice things. You remove DC penalties too, this game becomes a bot simulator.
So all in all, a lot of this is not a great take, and the bits that are worth considering are untenable solutions that cause more problems than they solve.
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Hmmm... issue you might have here is if the killer sees the gen vanish, they know exactly where you are. It also gives you away on 3 gens at the end, where if the gen is gone, the killer knows which one of the 3 you're on... Soooo I get the feeling it wouldn't be a popular perk cause it can just as easily rat you out, as help you.
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You could take Hex: Blood Favour.
That prevents pre dropping pallets if you can catch a hit before hand.
You can also consider Game Afoot and Friend's Til The End to ensure you can break a pallet and keep sticking to people.
Regarding Spirit Fury & Enduring, I see it as a combo you keep under your hat as long as possible. If you don't need to reveal it, don't reveal it; save it for a moment where its really gonna count.
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@MrSheep51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710177#Comment_3710177
so you got all your DLCs, cosmetics and the game for free?
Y'know you're right.... I paid a lot into this game, my free gift should absolutely be scaled by how much I've spent.
People who bought just the base game should get 2 rift fragments (onviously its free on Epic store, so doesnt amkunt to much), whereas I should easily get into the region of 100.
I can't wait for my 5 million blood points next week.
EDIT: Overly surly of me on a re-read, so to be constructive, the amount of money any of us have spent shouldn't be a factor in deciding a free gift. It's free, for everyone, regardless of how much has been spent.
Would it be nice to get a big stack of iridescent shards? Yes... but other than that, what exactly are we all hoping for from a free gift?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710090#Comment_3710090
I just found out that in the perk decks, its missing a perk from each character, turned out each character has their purple unique perks that only available to the exact characters.
And the purple perk seems pretty bad on its own. But it works extremely well with the power. I think I and friends totally missed about this. Definitely our killer games will be improved alot when combined this new info with our new Offering rule.
😲 today I learned...
Survivors have them too, I guess for flavour I suppose, make the choice of character meaningful 🤔
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@Feneroe said:
No. I think they should either be invisible for the first 30-60 seconds of the game or until their effect actually starts affecting things.
Good on a case by case basis I feel.
Hexes that gain a token or triggered by the killer might be a good way to do it when they are triggered/gain a token. e.g.
- Hex: Devour Hope - First time a survivor is pulled off hook when the killer is >24m away and grants a token.
- Hex: Huntress Lullaby - First time a survivor is hooked and grants a token.
- Hex: Blood Favor - First time a survivor is hit.
- Hex: Third Seal - First time a survivor is hit.
Other hexes that turn themselves on are unchanged and illuminated immediately e.g.
- Hex: Plaything
- Hex: Pentimento
- Hex: Face the Darkness
- Hex: No One Escapes Death
- Hex: Two Can Play
Hexes that guard other hexes turn on when another hex is revealed, or after 60s e.g.
- Hex: Undying
- Hex: Haunted Ground
- Hex: Retribution
- Hex: Thrill of the Hunt
Hexes that are triggered too easily by survivors turn on after 60s. e.g.
- Hex: Ruin
- Hex: Crowd Control
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710017#Comment_3710017
On game 8 (Hill billy), we had a really close game. Killer made 2 great mistake (wasted 8 BP for nothing because they mis-remember their 2nd movement card), at the same time, Survivors missed like 10 skill check giving 10 extra BP for killer, so I would say the mistakes trade were fair.
On game 9, a Gen was completed before killer's turn. This happens quite often if survivors are lucky enough.
I feel the problem lied on survivors making 4 moves before killers, after killer moves, survivor makes another 4 moves. I dont want the game rule changed too far away anyway.
We do have house rules gonna added to the game. I find the game is quite balance if killers know what to do, so I dont buff killers too much. Just soften abit on survivors' first round is all they need.
I just create myself "Killer Offering" that they can pick 1 of these into a game. 1 time use. Again, the goal is to soften survivors' first round. nothing much.
https://us.v-cdn.net/6030815/uploads/TGRPWWLB5RR4/image.png
What catch you interested in the most?
I like that idea a lot.
They all make a decent deck for a killer to pick from actually. I'd probably take the streamers myself more often than not. 4 Bps at the right moment could be huge... but they're all good.
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I find it quite unbelievable the lack of critical thinking and cynicism in this thread. The prevailing attitude of "the store works, and that makes money, whereas the Twins rework didn't work out and that is gameplay for the players, thus this shows BHVR puts more resources into monetary greed rather than gamer experience". The leaps in logic here are extremely loose and are completely asinine, your whole argument is founded on the fact "the store works".
Several things I would point out: -
- Building what is effectively a glorified web page interface is far easier than managing numerous physics based interactions within a video game engine across multiple gaming platforms. Of course it's more likely to have bugs and issues in gameplay updates/reworks
- Any notion that the store is somehow more about making money than the Twins update is inherently stupid. Everything that gets updated in this game is in aid of making money… the update of the Twins intends to make them more fun to play, more popular and therefore more likely to sell. That's why the game gets updated or even built in the first place. Any notion to the contrary is the opinion of a fool.
- Every bit of negative press and bad player experience cuts into DBDs potential sales and profit. The game being buggy and reworks being a failure doesn't aid BHVRs potential profits at all, so to conclude that these are low priority because they aren't about making money is ridiculous.
- The Twins are the least popular killer in the game, therefore are one of the lowest earners in the game, and yet are still getting dev time. This is also true of Trickster. Putting dev time into these characters is just likely to not provide returns as provide them, is there evidence of a sudden surge of Trickster and Twins sales since their rework/improvements? I don't think so.
- BHVR upgraded the game engine at no extra profit to themselves, only significantly more work and dev effort to improve the reliability and future development of the core engine of the game. They only gave themselves a greater headache updating the engine, and otherwise only opened themselves to criticism from the short-sighted members of the player base who can't conceive of the long term benefits. Again negative press and bad player expereinces cut into their profits, if anything this is a great risk to their profits rather than a guaranteed gain.
- BHVR have made a lot of money off DBD, and continue to make a lot of money for their continued dev time. They can pull the plug any time and stop development and say "that's your lot, the servers will stay up, but we're not updating the game anymore". The only reason we have updates at all is because DBD is profitable, and if it ever stops being profitable, kiss the game goodbye.
I'm not some kind of BHVR apologist, but I really get annoyed at poor logic, clickbait titles and bad argumentation.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709692#Comment_3709692
Oh wow. Yeah, I'm just reading the perk description again.
I thought the gates had to be open and someone had to be hooked for the aura reveal to activate.
You're correct that it would activate their Distortion.
This is really depressing. I really wanted to pull this off.
Do it anyway!
It's tricky, but meme builds are fun. I've died to it myself against a Nemesis. You might lose a lot of games trying, but if you slug with NOED up and survivors open the gates themselves (which is what happened to me), then you're in business.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709946#Comment_3709946
Nah, even with five perks worth of gen repair speed bonus', the regression meta will still chew through your gens.
If Visionary had like "Increase your generator repair speed by 8% if you're blind." Fits the theme, blind is semi-relevant atm. This way, if the killer blinds you for whatever reason, UW, Third Seal, etc, then you get buffed for the duration.
It still fits the theme of game: You bring flash lights, so killer brings Light born. With this change, killer brings a blinding perk, you bring visionary :)
Balance balance balance balance balance balance!
I like that one. Counter Mindbreaker.
While we're at it Rookie Spirit should gain 150% repair speed while repairing regressing generators (stops regression in 2.0s).
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You are very cool...
I'd much rather play with you than most of the lightweight survivors of today, who quit playing just because they lost a normal m1 killer mind game at shack.
I am curious if you've tried Empathy instead of Alert? You can deduce the killers position based on other survivors being chased, so can avoid the blind side. Though you might need to HUD to help you there if you can see it?
This might also help you find a wounded teammate to heal them, and also if you need healing yourself.
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@Seraphor said:
"DS should disable killer's power" has been a popular suggestion to level the playingfield between killers for quite some time. I just don't think anyone considered Plague would be the first one hit, she's not exactly on the level of Blight and Nurse.
I'm not particularly concerned about DS, but I do think that could make Blast Mine a little problematic for Plague players. You now can't take 2 seconds to kick a gen while in power, and with how effective gen kicking is now to gen defence, that's going to significantly affect how people play her.
This my gut as well... DS is perhaps fair enough... but Blast Mine taking it is pure BS. Like if it was a flashlight save stun, that would at least makes sense as that takes survivor skill (BGP not withstanding)... but Blast Mine though? Of the 2 that seems a weird buff to give Blast Mine...
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@C3Tooth said:
Sorry for digging up this thread.
Ive played about 10 games with friends. Well, alot of early games we misplayed the rules. But do you think the game is fair? To my pov, its quite survivors sided.
given in a most luckiest case. Survivors can complete 2 Gens before killer can make the first move. Some survivors’ perks work really well with other perks to create multiple extra moves.How many game did you play? And what was the win rate on killers? We only had 1 win on killer
We played:
1 Trapper
2 Hillbilly
1 Nurse
1 Doctor
2 Plague
1 Spirit
1 Oni
All good! Would you believe seeing this thread again makes me very happy... I might try and get some games going of DBD more...
I've played about 7 games, and I have to admit survivors have won 6-1, so I do think killer is definitely harder, you have to play very cagey and aren't afforded many mistakes. If the Survivors play to win, its very hard to stop them. Knowing when to give up a gen is veeeery important.
I've played mostly Trapper (3) and Hag (2), Hillbilly once and Nurse once I think was the other...
I not sure how much of that is up to my inexperience with the game though. Usually my second time playing the killer has gone WAAAAAY better, so I think there's a degree of figuring each killer out. My later games have been much closer, and actually I SHOULD have won another of those games but I rolled a fail on a 1 space carry to hook 3 times in a row with 1 hook state left to go 🤣
If you're finding killer too tough though, the good thing about board games is you can try house rules. Some things you could try: -
- Limit survivors to 2 perks and have the killer choose an extra perk.
- Increase all bloodpoint gains for killer by 1.
- Have survivors roll on the danger dice instead of the regular dice when doing skillchecks if the killer is in an adjacent tile (to simulate their terror radius).
Hopefully one (or multiple) of these should even out the playing field some!
As an aside they're releasing an expansion!
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@E5150 said:
Power creep is inevitable, there's no way a game can go 7 years+ without some sort of power creep.
Not only the game is different, but the players got much better over the years. Your average survivor knows how to chain multiple windows and pallets. Killers can't be like Trapper anymore, even good old Huntress suffer against competent teams.
I actually feel like BHVR has done a great job avoiding power creep... they are one of the few gaming companies I know who are willing to actually nerf things and take the flack for it.
People react 5 times more intensely to having something taken away, compared to being given something. This is why power creep happens, to avoid the flack they and bad press they would take. Most companies just buff other stuff, and very rarely nerf... this of course is how power creep happens.
BHVR on the other hand does nerf things that need nerfing quite often, and they take all the slander, insults and whine that goes with it directly on the chin…
I actually applaud them for that.
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The main difference of Lullabies is they are non-directional and have a fixed unalterable range. It's quite niche, and context specific to each killer, but my understanding of it is:
Though survivors can hear the lullaby, the audio doesn't give them any cues of where it is coming from. This is useful on someone like Huntress or Trickster, who effectively wants to "flush out" survivors, to have survivors run out in to the open but without good knowledge of which way they are coming from. Contrary to popular belief, undetectable is quite good on them because it allows them to get much closer before the survivors figure they are commiting, and if they don't see where they are coming from, can run right out in front of them and make it much easier to score hits. I've seen Coconuts demonstrate this, and been caught off guard myself by a few undetectable Huntresses…
For Freddy and Sadako this is the same, because they can teleport, survivors can't easily predict where they are coming from based on other events in the game, and hearing the lullaby but not having a TR can cause them to try to escape to a tile but without knowing exactly where the killer is, running into a bad locaton, or even right into the killers hands.
It's obvious problem of course is that if the survivor hears the lullaby, they start looking out for you, and if they see you coming, all the above value doesn't mean squat, which tends to make these nuances quite map dependent.
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If you know Nemesis whip hitboxes, the whip is effectively a series of sausages that come out of Nemesis parallel to the floor from top to bottom. Each one is independent, so if any of those hitboxes hit terrain, they stop, but the others keep going. This is why it's possible for the whip to hit terrain and the player, but its difficult to whip over terrain (you only have the first 1 or 2 hitboxes to land the hit, before the others are cut off). This doesn't make sense, cause its a whip, it should be able to hit over terrain, but that would involve a more complex calculation of allowing hits if the hitbox above in turn is not impeded.
So instead of that strength we have sliding, and if you think of the hitboxes again, they go in straight line from top to bottom (12 o'clock to 6 o'clock). Due to the fact there is a slight delay for each hitbox to come out, strafing changes the starting position of the hitbox when it comes out. When you slide, you're effectively whipping at an angle instead of straight up and down. If you strafe right, your whip goes from 11 o'clock to 5 o'clock. Strafing left is 1 o'clock to 7 o'clock. This is realistically something you would do if you were using a whip, you don't just whip in straight line, you attack at angles.
Along with that Nemesis specifically has a power that needs to be charged throughout the course of the game; it starts off weak and gets stronger over time. He's not particularly oppressive as a result of his whip needing building up, and as survivor its often better to deliberately get hit by a zombie to get a speed boost away from him AND slow down his power build up on his whip. Most survivors heal his infection early, which is a mistake because you only get 4 in the game, and healing the infection allows him to infect you again and power up sooner.
So with all that to consider, I think Nemesis is quite fair being able to drag his whip. It makes logical sense, and he's not strong at all without it, and especially on console. Without his drag, he'd basically be a far more limited, crap version of Huntress.
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I'd be a bit more humble in my perk requests. I'd mostly want to cover the weaknesses left from the Stranger Things perks being removed from the common pool.
@UndeddJester said:
With the loss of Stranger Things from the general perk pool, I thought I'd put forward a few suggestions to replace them. BHVR has said they have no plans for new perks, but maybe we can change their mind....
The goal to my mind isn't to necessarily create super strong meta perks, just some nice/decent perks that fill a roll in the general list that has decent usage to get going in DBD and offer some potential perk synergies. Here are mine.
Trip Wire
You anticipate your victims to bring their best, and prepare accordingly.
- After 3 continuous seconds of a survivor using a Toolbox while repairing a Generator, you get a loud noise notification centered on that survivor.
- If that survivor let's go of the generator before it is complete, the generator is marked yellow for 90s.
- If a survivor is downed while the generator is marked, the generator explodes and loses 25% progress.
"It's the red one... it's always the red one!"
This is quite simply an anti-gen rush perk. It gives the killer information on where survivors are committing their resources early and provides a chance to interrupt. It doesn't scale well throughout the game once toolboxes are spent, but it may allow the killer to get a foot hold early.
Disproportionately good on the mobile killers is the only concern... however a less mobile killer can't get there as fast, so they have potential for more of the Generator/Toolbox progress to get used up... so still balances out.
Survivors do have counters to this once they know its in play, which is why the regression is strong. They can only use toolboxes to finish off generators, only use toolboxes when the killer is a long way away, or even take the add-on that prevent skill checks for the duration and keep tapping. They can even decide to let go early once they know Trip Wire is in effect to lose less of their Toolbox while the gen progress is still low.
Malicious Castigation
Those who dare interfere shall be punished severely.
- For each hooked survivor, gain a token.
- Survivors who take a Protection Hit, are Hindered for 1.8s, reducing their movement speed by 6/8/10% per token.
- Once a survivor is killed by any means, you can no longer gain any tokens.
"It was as if it saved all its fury for the bravest of us... like it was trying to make an example out of them..."
This perk is a chase perk, designed to help against off the record, dead hard, and other protection hits survivors might employ, as there isn't really anything to help killers here other than Forced Penance... which especially at end game doesn't really help.
The post hit boost for survivors is 1.8s long and is 165% movement speed. This perk hinders for the same duration, and gets progressively stronger the more hooks the killer gets. This actively discourages tunneling, and the reward for doing so making it so that hits in the end game (a potential 90% hinder) overpowers the 65% speed boost from taking a hit when trying to muscle survivors out and body block towards the gate.
The fact survivors taking protection hits are slower also makes them juicier targets for the killer as well, and knowing they can build up this perk with more instead of tunneling naturally places a carrot to break the tunnel. We may even see "looks like tunneling, but actually isn't" starts which would actually be pretty cool.
These are my common killer gripes. Rushing with powerful toolboxes feels like there is nothing I can do about it, you just hope you can pressure enough in the mid game when the early game ends inside 1 hook. If we make it to end game, the mass hook rushes are frustrating, especially when you havent tunneled or played mean, to be rewarded with a 3 man body block chain. These perks I feel would grant some decent options to the general perk pool to address as such.
Feel free to comment on any of these with suggestions, or add your own? What would you add to the general pool of perks?
@UndeddJester said:
With the loss of Stranger Things from the general perk pool, I thought I'd put forward a few suggestions to replace them. BHVR has said they have no plans for new perks, but maybe we can change their mind....
The goal to my mind isn't to necessarily create super strong meta perks, just some nice/decent perks that fill a roll in the general list that has decent usage to get going in DBD and offer some potential perk synergies. Here are mine.
Quiet Retreat
You have a knack for slipping away unnoticed.
- Shows auras of lockers within 16/20/24m.
- Slow locker entry/exit speed increased by 40%.
"We need to pick our battles... Every second it spends trying to find us, is one second closer to getting out of here... "
Locker info is something I've wanted for a while on some perk. The slow locker bonus helps for perks like Built to Last, Lucky Star, Red Herring (LoL), Inner Strength, etc, and since lowbies tend to hide a lot to make up for their lack of looping skill, this will help them hide while learning the ropes.
It also has natural usage against Ultimate Weapon and Friend's Til The End, which would be a nice method of reigning in those perks instead of giving them the nerf bat.
There is the potential for rats... but truthfully, rats gonna rat regardless, this won't be anywhere near as impactful compared to Distortion.
Gallows Humour
You know how to keep your head in the game, even in the most desperate of times.
- Activates after being hooked for the first time. Every 15% that the AFC meter fills triggers a skillcheck (akin to decisive strike).
- Successfully hitting this skillcheck pauses the sacrifice timer for 3/4/5 seconds.
"Well... it won't surrender... just give me a minute to catch my breath..."
A general anti camp perk with some interactivity. Low level games see players not commit to unhooks or trades when being camped, so this gives some means of getting more time depending on how mean the killer is playing... and may even buy enough time to keep filling the AFC if a killer insists on camping and interrupting unhook attempts.
This makes a nice alternative to Reassurance, as it is perk you have direct influence on yourself in response to being camped.
It also might help alleviate the CONSTANT barrage of people asking for anti camp to be better... even though it's fine.
Evasive Manoeuvres
You know better than to expect mercy from your foes, and act fast when needed.
- When you are unhooked you gain an additional 10% haste for 6/8/10 seconds.
- Your rushed actions do not trigger noise notifications.
- Disables once the gates are powered.
"I just ran... there was little more I could do..." - Bloody Journel, Anon
An anti tunnel perk. Helps make distance to some form of safety like a pallet or window and potentially Bamboozle the Killer with a couple of silent fast vaults, or maybe even a silent locker hop. Too often a killer can just cut off and intercept, or even just hug a unhooked survivor and wait out the BT to tunnel easily. With this the survivor is actually faster, so has a decent chance of making safety, can break line of sight, and potentially make huge distance.
This however has to be unavailable once gates are powered though, otherwise it trivialises the exodus to gate, which can already be rough enough on killers, and would push this perk to becoming potentially problematic.
These are my common survivor gripes. Locker perks feels annoying to use, and camping/tunneling are always a pain. These perks I feel would grant some decent options to the general perk pool to address as such.
Feel free to comment on any of these with suggestions, or add your own? What would you add to the general pool of perks?
Might be a little boring of me, but these would be my suggestions.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708505#Comment_3708505
https://us.v-cdn.net/6030815/uploads/RFGIZXP92H0J/power-hayden-christensen.gif
I will tunnel through a 20 seconds DS. I'll tunnel through a 2 minutes DS before I let that dick that bodyblocks with it escape.
I pledge allegiance, to the stab, of any body blocking DS user. To any survivor who in doorways stand, one Chainsaw, under hook, sacrificed, with merciless camping and tunneling for all.
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Hmmmmm... it's an interesting concept. It's mitigated by hitting a deep wounded survivor causes Feral Frenzy to end as normal, which makes just rushing down a survivor with Feral Frenzy not possible.
By my calculations it would be, 5 hits overall and at least 3 Feral Frenzy uses to get a marking proc, no matter how you go about it:
- Tunnel: 30% - 50% FF1, 80% - 100% FF2, Mark down for FF3.
- Spread: 30% FF1, 60% FF2, 90% FF3, 100% - Mark down for FF4
If the Legion plays around it, and uses 1 survivor as the "Marking Sponge" and only using them to spring board to others, smart survivors would then be forced them to take time to heal (or stay in deep wpund) to slow down the build up… It seems like something better built up over the course of the game, the longer the game goes, the more marking your chosen survivor will build up until it reaches a tipping point, so it forces some healing.
It also has some nice in built penalties for body blocking a Feral Frenzy hit, as you accelerate your own marking effect... and it does pose a risk to survivors not healing.
It might be a little much to handle for your average survivor pub group... but it's got potential. Rather than "Marking", perhaps something a little more thematically satisfying like building up "Maiming", "Lesion", or "Mutilation".
Pretty interesting idea.
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I actually have the official answer here 😁:
@Peanits said:
There are currently no plans to reintroduce the achievements for the Stranger Things DLC. When the Chapter was originally removed, the achievements were repurposed as generic achievements to ensure they were still possible to earn without owning the content.
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@ScottJund said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708175#Comment_3708175
You have massively overcomplicated a non-issue for some reason. Its true you can't just say "Make sound big louder" without ramifications, but you are talking about 10+ dB increases that are ENTIRELY unnecessary. Nothing you described is in any way relevant to fixing survivor sounds.
I'm not an expert in audio as I say, but I am a software engineer, and I work with people who are, and I have read and reviewed the source code of various libraries and tools that do the kind of things we're talking about, and from my limited knowledge, it is extremely complex.
To simplify an explanation, do you think that your own voice when recorded saying the exact same thing at different volumes is exactly the same waveform just bigger? Obviously it isn't, and that is effectively what just cranking up the volume in audacity would do. You will get some distortion, the question is, is the quality still good enough to get away with it?
There is a reason why major motion pictures tend to have to rerecord lines of dialogue rather than edit out mistakes in the audio, modifying a waveform is a very complex process. As I stated, you can try to modify audio via software, a small gain might be something you can get away with... but it isn't guaranteed to produce a satisfactory result.
I am not defending BHVR, nor rubbishing your video dude, I'm a subscriber of yours, and I enjoy a lot of your content. You may be right, maybe it is possible that tweaking the audio as much as BHVR needs to do can be done to a satisfying degree. Without trying it and seeing the results, I cannot say... but BHVR stated themselves it was more complicated than it seems at first, and if it was really that simple don't you think it would be done by now?
So given my admittedly limited understanding of audio processing, I have to give them the benefit of the doubt and believe them its more complex than it seems... cause if it could be rattled off in a couple of hours one afternoon, I'm pretty sure BHVR would have done it.
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Can confirm, I found this spot too back when the map was launched.
It's next to shack window so is a very typical trap spot. I actually didn't bother reporting it cause its such a standard spot, I figured it'd already be known.
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Watching a Background Player 200% sprint just makes me giggle.
Getting hit by a drive by from Scoops Ahoy Steve with a flashbang who ends up in Narnia is as hilarious as it is infuriating.
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The thing that would be nice about a Nurse rework would be all the janky balancing features, such as yanking her head down, can be removed.
Whatever would be done to limit her power, it frees up the removal of the parts of her that make her a pain to play.
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@StarstruckFrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708212#Comment_3708212
The thing about playing Trickster on controller, and just in general is: Your knowledge about trickster matters more than precise aim. If you can get used to his projectile speed, windups, and where survivors path, you can do pretty good.
Here is some footage of me playing trickster before the update (yes, the version with recoil,) on controller. I rarely use controllers for games let alone FPS games, but i still think I did pretty okay, just because my knowledge of how trickster works.
https://www.youtube.com/watch?v=9ukY17s33xo
This isn't a flex, it's just to show that if you put enough time into the character you can get good results regardless of your controls.
Man has done his research... fair enough.
I suppose there are things like Trick Blades and Edge of Revival album that a console player can use to make it a little easier to hit survivors to not lose stacks.
Fair play that man, objection withdrawn 😏
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701984#Comment_3701984
It's a good movie, but don't go in expecting it to be as much Saw as we know it from some of the other films, but more of a good guy John anti-hero story that includes classic Saw elements. Revenge is also a big part of the story in this one. I'd say more narrative driven and, of course it's Saw so it's gorey, but I don't think it's nearly as gorey as Saw 2 or 3. I've seen more bodily fluids at a Gwar concert.
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702119#Comment_3702119
I really enjoyed it though. More story time with Amanda is all we want to be honest.
❤️🐽❤️
My fellow Swines...
Thankyou so much for the recommendation! I finally caught Saw X on Amazon Prime, and I have to say I'm impressed, and very pleasantly suprised. After being burned by the others I was wary, but it is actually a very solid entry in the series, and it was great to see the core idea of SAW back.
Strangely nice to John in this one though… they made him quite unambiguously easy to root for in this one. We always did of course, but there was this kinda darker feel to John in the originals, where it left this question of if his actions were justified or not... in this one I definitely felt far more unquestionably in his corner, and flet pure malice and absolute contempt for Im sure you know who of the victims... ending kinda left me feeling a little bloodlusty xD
No sure why everything I saw about it said this one was the goriest one yet... it had some good moments, but "The Rack" from 3 still sits there as the gold standard for making me wince.
Amanda was great, I loved watching her character moments, and her push backs/challenges against John. Her sympathies for the drug addict was a nice touch, and I like her and Johns little student teacher intereactions. Still trying to decide precisely where it slots in the timeline... but while there are some minor quibbles, I can't pick any major flaws with it at all.
I'm glad this group got their act together. Great to see Saw back on form... and the after credits scene was superb.... Saw XI better deliver!!! 🤘🐽🤘
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The design of this is really good, making Trickster not about spamming knives over tiles, but instead about precise chains of shots. This would make him the least obnoxious version of him.
You have the double penalty of each miss costing you distance by virtue of tbe movement speed reduction for each consective throw, and a loss of a charge towards main event. This would actually be solid for making Trickster a skill character with payoffs for accuracy, and otherwise a m1 killer with inefficient down potential for people who spam.
The problem you're gonna have is that this rework is VERY punishing on console. Trickster is usable on console in his current form, challenging, but playable. This set of changes would make him very difficult to play on console... and I can't really think of a way to mitigate that...
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708106#Comment_3708106
but what is there even to do when it comes to how loud /not loud some survivor are. sure im no game dev but im convinced it cant be that hard to up the/down the volume on some sounds
I'm not an audio engineer myself, but I do actually work with some truly exceptional audio engineers, and have learned enough to know how little I know. I am mostly regurgitating information I've gotten from them here, but just to debunk some misconceptions, turning up audio is definitely not as simple as "opening the file in audacity and turning up the volume".
To change the volume you can try to raise or lower the gain a small amount and avoid any distortion, but it isn't a guarantee, and the further you push it, the more likely/more severe the distortion you can get. Even small adjustments can screw up the waveform.
You can try to normalise the signal by finding the maximum(or minimum) absolute sample in the waveform and then scale the whole waveform so that those limits value hit the dBFS (decibels relative to full scale) ceiling/floor of the system to avoid distortion, but even then it can create a result that doesn't sound right or butchers certain frequencies.
I imagine this is likely the issue BHVR hit, and sadly the true best way to fix it is to record it again but louder. You can try and correct it with software, but there is only so much you can do.
Edit: Ofc in this brave new world of AI, it might be possible to create an AI that can basically record a new version by basically impersonating the survivor... but you'd need to teach it somehow.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707426#Comment_3707426
I appreciate your candid post! And you've pretty much narrowed it down. :)
There are far too many scenario's that already existed that stopped Adrenaline from working at all. Terminus, certain killer powers, being in deep wounds, so in my opinion, the perk already had a chance of being a dead perk all game.
I don't mind the 3 second change. I don't mind the Freddy change, and if someone does, please reassess lol.
Getting the effect off hook was the thing that made me think "Ok, could be a dead perk, but its favorable that it won't."
I do understand that for any killer, M1, or not, this is a pretty abhorrent situation, and doesn't feel fair. so that's why I'm not parading and making this bigger than it is.
If I could tweak things a bit, I'd say let either the heal happen when unhooked, or let the speed happen. But gutting the perk entirely because RNG decided now was the time to get hooked makes it less than efficient than most other perks.
It will be great with coordinated SWFs, but I mostly soloQ. Maybe thats where my perspective comes from… I dont have that SWF coordination. Gens will just.. pop when/if they pop lol.
It's not an unhealthy change, just a bitter one to swallow. Hope that helps! :)
I'm glad I asked, you've made me have to stop and think. 🤔
Truthfully I've always been kinda torn on this perk on two points:- It's an end game perk that can potentially not do anythng, so has to be strong (unlike NOED, the survivor isn't guaranteed to be there at end game).
- All of these effects together, especially when multiple people are running it, are extremely obnoxious… it does kinda promote tunneling players out to make sure you can't be hit by it at a crucial moment.
I am fundamentally against the hook heal, because you have been caught, and it's better for the killer to NOT hook you and slap you down as you stand up, instead of hooking you.
That said, I do also think that deep wound blocking Adrenaline is a little harsh. Broken is meant to be the counter, having 2 effects nullify it is a little unfair.I do think the perk is still strong, but with the speed being dropped as well, I would feel the floor is open to debate on healing through deep wound. That doesn't seem an unreasonable compromise to me. Even FTP+Buckle isn't a problem with that change because of the broken effect.
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@HexHuntressThighs said:
Removing the 4% won’t change much. If a survivor wants out they’ll run up to the killer after being unhooked and go down again. This happens very frequently to me as a Huntress main if I down people too fast or hit a gap shot. And I do oblige and kill them immediately because they want out of the game so why not? Better than them getting angry and exploding gens/ dropping all the pallets. Proxy camping would be solved either as the distance for the cage relocation is 8 meters. And 1/4 the roster can comfortably camp 16 meters away.
Killer can always leave em bleeding out on the floor if they show they don't wanna play. Some killers take exception to Survivors who give up and sell out their teammates.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707833#Comment_3707833
You could fix that by just showing all boon effects next to your perks, but the ones which are not applied because you are too far out are greyed out. In your example Shadowstep would be lit but CoH not, but both would be visible.
Actually a pretty awesome idea. Approve this!
