Valik
Valik
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- Valik
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Uhh...
If a Legion is sitting there, staring at you, and waits for you to finish the Mend action before hitting you again - putting you into the Deep wounds status all over... congrats?
Great Job! You not only effectively wasted 15 seconds of the killer's time - the same as a safe loop - but you also made them waste their power twice on you alone for not net gain.
If the legion sits there watching you mend, then hits you again after. They just gave you a free DH and extended loop with a complimentary 2 on-hit speed boosts.
Besides - if your idea of a pro strategy is to instantly begin mending in front of a legion, you're fortunate if they sit there and watch, and don't cancel to immediately catch you out.
What you are complaining about - sitting in front of the killer as they patiently wait for you to complete what amounts to a healing action - only to kit you again to apply Deep Wounds - is the biggest buff to survivors I can honestly imagine giving.
If the Legion uses the 5 hit rule - hitting you consecutively and watching you mend. Congrats, you effectively looped the killer for over 60 seconds without endangering your team or using any pallets!
I'm proud of you, that usually takes pro survivors a lot of chain looping, mind games, and a Dead Hard or protection hit. People usually have to WORK to waste that much of the killer's time. But by holding M1, you're able to captivate their attention for 3/4 of a generator.
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Smurfs are an unfortunate casualty of any SBMM system.
League is full of Smurfs, and many of those don't even play comp.
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I'm not totally sure - but I think it's because the MMR system tries to put you with people of equal skill level, not faster lobbies.
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As a killer, my favorite David King Cosmetic is:
No Dead Hard
:)
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I 100% understand this being in the tomes. But I'm not sure why it's such a big deal to blow up about.
I understand that representation is important, but the characters in DbD are devoid of romantic or sexual interests.
Something like this is paramount in Role Playing Games where interaction and romance are integral parts of the story.
But I can't really understand where this direction is supposed to be.
Is this important or not?
If it's not important, why are we all here blowing it up like gay people are super rare? If it's not important, why should we all be getting excited about it? Why was it important enough to devote team resources to?
If it is important, why is this all that we have? Why was it a half baked attempt to garner favor with a particular community? Why isn't this some sort of larger event?
It's important enough to go through the pipeline, but not important enough to do anything more than have things half-baked.
Salutes to all of the LGBT+ members of our community. I just can't tell if I'm supposed to feel happy for all of you for getting representation, or bad for you that it's such a half-hearted attempt at it.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2919451#Comment_2919451
Wow, I don't know if this is true, but very interesting and unique story! But if it was like this, the same could be said for the opposite.
For example, someone kills 10 people, and then because of that 1 of them, who is a criminal, dies. Does that mean killing is right?
Going to be straight with you, my friend - a game mechanic that gives survivors an effective 1/10 chance to unhook themselves and a 9/10 chance to turn 'Strike 1' into 'Strike 2' is not at all the same as taking human life.
All in all - it's just a game, and how many times do you ever see this in a match?
I can count on one hand how many times I've seen a survivor 'Kobe' off a hook since I met my wife.
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@cpt_hellman said:
https://forum.deadbydaylight.com/en/discussion/comment/2921988#Comment_2921988
You got a better idea for a trade?
Corrupt Intervention comes to mind.
It's free and powerful - requires 0 skill for killers - and is super annoying to play against.
That's a far more fair trade than NOED.
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@Rickochet said:
https://forum.deadbydaylight.com/en/discussion/comment/2920333#Comment_2920333
by trying to disagree with me you overlooked a factual statement in my initial assessment which I will reiterate for you now.
The games developement is stalled in trying to make end game killers against end game survivors more difficult - which has resulted in making early game much more difficult as people don't have your type of skill at killer and thus it's easier to ensure 4ks by tunneling a hook and not even kicking gens for gen pressure now. New survivors seem to think gens are magically going to finish without them on it - while they try to fritz with the killer. I believe I stated this is in my opening paragraph as to being the imbalancing issue they have for survivor vs. killer. Which for you at end game it is survivor sided but for those survivors not at end game tier? we deal with your killers cheap tactics meant to squash gen pressure on people who are'nt even gen rushing. It's created this era where to progress you are mainly focused on doing challenges unless you're god tier looper... which isn't fun for new players (how on earth did you over look this?) to which you clearly agree with the statement of "you need to be a god tier looper or uninstall" in this current newbs age of playing the game. Due to killers released meant to make end game tier loopers/killers...
anyway, I challenge you to reread my intial post from off your pedastol and think of it as someone who's recently picked up the game what it's like... cause everything in my post was agreed to by my circle of friends who have recently uninstalled this game, in the process of moving to other games and otherwise just utterly fed up with the tunneling issue early game killers result to.
(seriously bro you're trying to convince me that I don't see a killer proxy camping a hook with kindred... not even looking for other people just in eye sight of the hook waiting for the unhook to go back to. but sure okay, this is obviously best strategy as killer yeah?? lololololololllllllllllllll)
anyway I must get ready for work... if you don't understand my post enough to grasp the fact that you tried to disagree but actually agreed with what I stated.... then you need to get out from under that bridge you're trollin' from and bugger off.
I agree with your assessment that the MMR system is much more volatile for killers.
I absolutely and fundamentally disagree with just about every other conclusion you've arrived at.
I do not mean to be rude, but the opinions of your personal friends or you getting ready for work does not at all effect my opinion nor its validity. If you post something in a forum, people can and will disagree with the conclusions that you arrive at. It's just a part of the experience.
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The only time it really does anything is when you're revving around loops in a deadlock - so it's not like it ever occurs 99.9% of the time in the current meta.
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De-Manifested being immune to pallet stuns and being able to just walk right through them is 100% needed and totally fits her.
Also, a small change to her screens.
TVs should only turn on when survivors are within range for a few seconds - and NEVER turn off.
At least, until a survivor makes the VHS run - and running the VHS should RAPIDLY regain condemnation, and restore only a portion of it once deposited.
Doing this disables both TVs for 30 seconds, after which they are reactivated by survivor activity as per usual.
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The only explanation for this not getting into the game must be a crippling allergy to success, love, and fun.
But we've seen Victor die to lesser things so...
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2921815#Comment_2921815
This could be the case but I think there are some foundational technical issues with the game.
For instance, back during release you could change your bloodpoints by editing a file.
Absolutely.
The code is very much muddled, and it's hard to improve on a house with a poor foundation.
We can only hope that such things will be overcome eventually.
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Examples of censored content is in the game itself.
It's not behavior's job to police the post game lobby and keep literal children from harm.
This game is rated M -
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Trade a niche, scummy, and 'meh' killer perk for literally the most powerful survivor perk in the game bar NONE?
Sounds like an unfair trade IMO.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2920297#Comment_2920297
you explain your argument well
but you need to remember that the entity feeds on emotion, and by harnessing that emotion it can turn otherwise sympathetic characters into killers. And because of that, you can turn many of the character's stories on their heads.
Charlotte never wanted to kill, but as an outcast she needs to kill anyone she comes across because they're a threat to her! Including US!
Spirit is so fueled by rage that she'll take it out on anyone she sees! Including US!
That's why Artist's lore...isn't that good. She doesn't have anything going for her except for "bad thing happened to me"
While there is an aspect of taste to discuss - you're 100% correct.
I just wish there was a bit more explanation between their 'assimilation' and what they are today.
A lot of the lore, to me, sounds exactly like 'bad thing happened to me' and now they have super powers and do the big kill.
Even if it was just a couple of sentences, I'd love to have a little more of a transition to play around with in the lore.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2920297#Comment_2920297
I quite like having the sympathetic ones, the sadistic are the ones I most dislike.
Honest question:
You don't even want a transition?
Would having any form of danger or horror in their lore ruin the experience for you?
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@Chusan said:
https://forum.deadbydaylight.com/en/discussion/comment/2920723#Comment_2920723
Hi Valik, if you really think they love the game, they would've communicated with the community alot alot better.
Just take a look at the most recent Dev Q&A. The lead dev himself don't even understand DBD at all. "Comparing it with Hockey"
Here. Have a video that I randomly picked when I searched for "DBD Dev"
This is not the only video from DBD influencers.
The grin is so telling, he isn't even trying to hide it - he knows people will be pissed and he is reveling in it. These devs just hate their community.
I've seen the video - and I'm not completely disagreeing with you at all.
But these are not ALL the employees, nor are these the people that actually slave day in and day out chewing through code and wrangling engine renders.
I honestly think that the company has a vast issue with top-down leadership, from the looks of it, which is sad, because there is a lot of passion that is put into the work that makes up Dead By Daylight.
There are tons of systems where the grunts who do the legwork are teeming with great ideas and ambition, but poor leadership choices from the executive levels and strangling pipeline inefficiencies mixed with chaotic production changes from all sides can smother the good willed and hard working employees under a blanket of antipathy.
It is not to say that this is a thing that is happening for sure in the company. But my years in the production field give me the gut feeling that this may be one of those tragic instances.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2920591#Comment_2920591
Totally disagree even with your definition. If you can't manage to use Blights power appropriately, you are performing worse than when you just use M1 to down survivors. I guess your definition of skill floor is not WASD + M1 right?
Besides that the OP asked for "lowest skill ceiling" which means "least time to master" and that totally doesnt fit to Blight
https://forum.deadbydaylight.com/en/discussion/comment/2920751#Comment_2920751
Lowest skill ceiling yes, but the question was also about the strongest. Like "how can I start having fun as killer without investing 500 hours" (roughly translated :P )
https://forum.deadbydaylight.com/en/discussion/comment/2920767#Comment_2920767
yes, but that is exactly one thing that you need to learn to master him and become very deadly.
Fair enough, I cannot read.
In that case, I'd suggest Oni or Demogorgon.
Very balanced in what you need to learn.
Demogorgon Shred doesn't take mental gymnastics, flicking with Oni takes a little practice.
It's a good balance between learning and massive returns!
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While I'm not 100% that it's all favoritism and not just a little accidentally baked-in imbalance, it's plain to see that between maps and perks, survivors really have a super strong advantage with no recourse.
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In that case, I'm Chaotic Neutral!
Thanks! :D
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This is basically the 'solo vs comp' mode argument without the middle man.
But, by default, every killer will just have it off anyway.
it's just going to hurt groups of enthusiastic players without making the game healthier.
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You do, but footsteps are really unreliable.
In places like Grim Pantry or Pale Rose, you'll be able to pick it up bettr on the muddy areas, or hear it on the metal platforms on Ironworks.
Footsteps, generally, are very quiet - especially on basic dirt.
I second Bloodshade, though.
The audio is totally unreliable, because their occlusion is a bit spaghetti at times.
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Bubba is a contender, but I think Meyers takes the cake.
He's macho M1 man, but you have 3 steps to his power:
1.) Look at people.
2.) Stop looking at people when you're 99% to Tier 3.
3.) Look at healthy person just before you hit them.
You don't have to fake vaults, mind-game, path efficiently, respect pallets, manage heat. Nothing.
Meyers is, by far, the lowest skill ceiling there is.
Once you follow the 3 steps which takes all the skill of:
Being able to look at people
You basically learned the killer to completion.
He's Bubba without the AOE insta-down chainsaw, He's Freddy without the TP or dream passives, he's Huntress with 5% Haste and no hatchets.
He's just an M1 machete man with 3 steps to becoming M1 Machete Man+
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I wouldn't mind the TLs if they weren't so concentrated. The middle is legitimately 4 gyms strung together.
Its a disaster, and while someone pointed out that there are a lot of dead zones - there are also plenty of strong pallets to play around the main building and shack side with.
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She is super fun to play!
Just remember to have fun and not to sweat - it's easy to start chopping and not know when to stop!
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I really hate the fact that this IP could be super lucrative if they just made a few phone calls and made some drastic updates to the entire release along side the Haddonfield map. The movies are coming out - they missed their golden opportunity when Halloween Kills came out last year.
But he needs a major facelift.
The worst thing is, they don't even have to give him a total rework. They can keep the 3 tiers and stalking. They just need to give a lot of care to QoL updates and update the model, as well as the perks.
Guarantee you 800% that if they came out with a Legendary skin and new chase music that matched the most recent films, DLC sales would skyrocket and people would be playing him in droves for fun!
Terror radius music already exists:
https://www.youtube.com/watch?v=XmdPe8_BfysAnd they could change the Tier 3 chase music to something different completely to make it more impactful:
https://www.youtube.com/watch?v=m8H3M0DDWDsAnd if they gave the perks a little work around the joints, people would flock to try out the New Haddonfield, buy the new skins, and play with the updated perks in DROVES.
Here's my suggested changes to the Shape:
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· Tier 1 takes 24 seconds of stalking to get out of (twice the normal). Tier 3 takes 12 seconds to gain the first time, and 4 seconds for each subsequent time. Survivors do not remain at max stalk, and slowly reset stalk after having not been stalked for a few seconds ~8s, when at Max stalk - survivors cannot be stalked for 16 seconds. Tier 1 is miserable, Tier 2 is better than the average M1 killer, Tier 3 is a masterful version of the M1 killer for a 30 second period of time. At max stalk Tier 2 – Tier 3 is ready, and pressing the alternate ability key will activate it. Survivors grant the Shape less stalk based on their luck. Shape has ‘blobby’ Terror radius that constantly shifts and bends, those who are affected by it have the immediate effects linger (as if his terror radius is ‘inky’). Chase music in Tier 3 is different than the other 2 tiers. Normal walking animation slightly changed, holds knife more realistically. Survivors hear an audio cue when Shape is able to activate Tier 3. Tier 1 is stunned longer at pallets; Tier 3 is stunned for a shorter time. Stalking has a ‘sweet spot’ for maximum stalk yield. Point blank stalking is discouraged, and stalking within 8m is generally less effective. Stalking at 16m is highly effective, and has great variance within 8m of it, with returns quickly diminishing at great distances and as survivors grow nearer. Survivors with less than half of their stalk drained become Paranoid. All survivors can be Killed by The Shape’s hand if they reach Maximum Stalk.
§ Vault/Break: (T1: -10% | T2: +5% | T3: +20%)
§ Lunge: (T1: -35% - 0.3 open | T2: +5% - 0.53 open | T3: +45% - 0.725 open)
§ Movement: (T1: 106% | T2: 118% +| T3: 124%)
§ Pallet Stuns: (T1: 3.4 | T2: 2.4 | T3: 1.6)
Stalking: (0m: 10% | 8m: 50% | 16m: 100% | 24m: 50%| 32m+: 5%)
(Paranoid causes survivors within the Killer's terror radius to hear maximum heartbeat - which persists for 3 seconds after leaving the killer's terror radius)
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Perks should also be given a little facelift:
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Save The Best For Last
Description: “You know better than to spoil the main course - ”
Gain a token when hitting any survivor other than your obsession with a basic attack.
Each token grants 3/4/5% successful attack cooldown reduction.
Lose 2 tokens when hitting the obsession with a basic attack.
(Only change is that tiers progress by percentage and not tokens lost)
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Play With Your Food
Description: “You relish the chase against your favorite prey, you prefer to let them slip away before you close in for the kill once more.”
Tokens grant 1/1.5/2% movement speed.
Gain up to 8 tokens.
Gain 2 tokens when the Obsession escapes in chase. Lose all tokens if the Obsession is put into the Dying state by any means.
Lose 1 token after making a melee or special attack.
Lose 2 tokens after Injuring the Obsession.
While within 4 meters of the Obsession gain 2 tokens when you:
- Hit a non-obsession survivor (net 1)
- Preform a break action
- Miss an attack or special attack. (net 1)
This perk has a 15 second cooldown after ending chase with the Obsession - during which time it cannot gain tokens.
(Change art to incorporate Michael Meyers [shot of him and Laurie on other sides of the door from the DbD trailer is perfect])
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Dying Light
Description: “Their once vibrant spirit of hope slowly wanes as the darkness within you takes its toll on the weak”
The Obsession gains a 20% buff to repair, cleansing, searching, and healing actions.
Every time a survivor is hooked, gain a token up to 8.
For each token, survivors perform all actions 2/3/4% slower – this is doubled for the Obsession.
This perk becomes inactive in the absence of an Obsession.
~
Decisive Strike
Description: “You will not go quietly. If they try to take you, you’ll stab at them with whatever you can grab.”
After being unhooked, this perk is active for 16/24/32 seconds.
When the killer picks you up, succeed a difficult skill check to stun them for 5 seconds and free yourself.
You become the Obsession when you use this perk to stun the killer.
Cannot be activated while Exhausted. Upon landing a successful stun with this perk, become Exhausted for the remainder of the trial.
While in chase, the countdown is paused. The countdown degrades half as fast while in the Dying state.
The following interactions will deactivate this perk:
Healing, repairing, cleansing, unhooking, Sabotaging, Unlocking, Opening the Exit Gates.
Flavor-text: “’There’s nothing to be scared of… I killed him.’ - Laurie Strode’”
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Sole Survivor
Description: “You can mourn their deaths soon enough. Right now, the only important thing is getting out of this alive.”
More likely to become the Obsession. Become the Obsession whenever another survivor dies.
While the Obsession, any time another survivor dies, your aura is revealed to the killer for 6 seconds.
When you are the final survivor alive in the trial, this perk activates.
Upon activation:
You are instantly healed for a health state
The killer can no longer see your aura by any means.
You leave no scratch marks.
You can open the hatch by hand with a 32/24/16 second animation.
~
Object Of Obsession
Description: “You and the killer share an unnatural and dangerous connection”
This perk is only activated if you are the Obsession and after being chased at least once.
Great chance of becoming the Obsession. Winning a chase against the killer will make you the Obsession.
While outside of the killer’s terror radius, see each other’s aura.
This perk is disabled for 60/50/40 seconds after a chase, while dying, or hooked.
~
I admit, these are mere spitballs. I do not think all of these changes would hold up to professional scrutiny - but it's a solid place to start.
If the dev team could focus their efforts, they could breathe new life into the DLC and make a pretty penny in kind.
These Licenses are major attractions for the game, and I'm sure that a major overhaul like this would be incredibly healthy for the experience overall.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2920276#Comment_2920276
https://forum.deadbydaylight.com/en/discussion/comment/2920476#Comment_2920476
I feel I've just wasted my time with this whole thing. You have ignored, diminished, or misconstrued just about every point I have raised. This game and these forums can sink. I'm done.
Well, at least we're all civil :)
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The only problem that causes survivors to complain and beggar is that there is no perceived COST.
Killers need not preform any setup or make any astounding plays - it is a free late game Devour Hope that cannot be cleansed before activation.
It does not 'Reward' bad gameplay because it is incapable of rewarding action. There is no context for it other than a part of the game that is completely normal.
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It feels miserable, because you gotta know that more than 75% of the game's core issues could be fixed with a little bit of direction and one week of solid work.
Cranking out dozens and dozens (if not HUNDREDS) of cosmetic items, having modelers shovel filler content for the next tome - that's not going to increase revenue.
Adding portraits to the end-game screen should take a team of 10 people (less than 1% of their employee workforce) a single week to implement. Do a couple of closed tests to make it stable, bake it into the PTB by next week. All of the players will be happy, nobody will be upset, and it took very little time or effort.
Hell, you could probably get a single employee to code this with a tiny bit of oversight.
Coding updates for perks should be high on their list of priorities. Currently, Killer metas and survivor metas are driving down player retention as well as DLC sales. (Who wants to buy the twin DLC? The perks suck! Nightmare On Elm Street is probably not pulling a lot of purchases recently either!) What if I told you that adding 1% to Fire-Up on the backend numbers would take virtually no effort and increase the perk's use and DLC sales by more than 1%?
There are over 100 survivor perks, but less than 20 of them are getting any real screen time.
There are almost 100 killer perks, and fewer than 20 are even considered any good.
There's 27 killers in the game and 19 of them are B tier or lower.
Right now, Behavior has a problem on their hands. It isn't a problem with content - it's a problem with QUALITY.
As it stands, the content they generate is ~20% quality, and ~80% problem.
Until Sadako is worth buying, or the perks make the game interesting, people have no reason to buy her.
While the community has a lot of very clever and seriously lucrative ideas for cosmetics - we get things like Shamrock Blight.
While there may be an issue up top at the executive level where the big bosses OVER the dev team don't understand that Quality drives profits much, much more effectively than Content does - there's another explanation at play.
From my experience in the production field, there's a lot of red tape and bottlenecks that constrict and murder progress. Hearing that a company has 100 employees may make you think that they are a powerhouse, a machine. But then you learn that there are only 3 employees generating content and only 5 implementing it in any meaningful way - and that the other 92 employees are administrative and support.
This usually means that production has to go way up to the tippy top and come back down on the other side - choked by red tape.
Loads of project loads fall between the cracks as it trades hands so many times, and the responsibilities of the 100 employees concentrate onto the shoulders of 8 so thoroughly that many things simply get buried under task lists.
I'm not sure what leadership looks like over at Behavior, maybe it's best we don't know for everyone's sakes - but here are the three most important things that we have to remember:
1.) Behavior is a company
2.) A lot of these problems can be solved
3.) The people who work on the game LOVE the game.
I really hope that they can find their footing and continue to enhance the Dead By Daylight experience, learning from past mistakes and paying mind as to avoid such pitfalls in the future.
While I share the community's worries that the game may fall out of grace - the knowledge that such an instance is completely avoidable is enough to know that there are good people inside of the company that see what we see, and likely are trying as hard as they can to get where they need to be to make those changes for US to enjoy.
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Shhh! You don't want to upset the Feng mains!
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Is this by lore, or player? xD
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This has got to be one of the most unironically hilarious and entertaining threads on the forum!
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They really just need to change the Demodog's power to allow him to place down portals regardless of number - removing the foremost from the match.
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@Chiky said:
yeah, sometimes I want to report a player that was trolling the whole game and i just can't because I don't know the player name and there's now ay to know who is who
Hey man! Actually, if you go into the Options and go into 'Match Details' it will tell you what player played which survivor! :D
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I agree overall, but I could see how this can add a certain element of bloat.
Instead, there should probably be a Charm store, and you can use AC to buy charms - and when you look at charms, you can see what challenges they are locked behind or what Rifts they were from originally. It's always going to be more economical to get the pass, but this way Behavior can make a few dollars letting us get our favorite charms, and it also encourages future investment in tomes for the future.
This should also be true for all cosmetics. People should be stunned in reverence at the massive amount of content the game has, but the vast majority of it is sadly locked behind a shroud of mystery, which often fails to draw people in initially.
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I like the Haste status. It's a clever way of bringing killers back after they commit to a break action. It's not game breaking, but it's nice.
Honest, I thought buffing them could be done by extending their numbers and making them effect separate interactions... such as...
~
Brutal Strength:
Break actions, Grab, Pickup, Locker search, and Drop animations are 15/20/25% faster. Breakable walls are broken 30/40/50% faster.
~
Fire Up:
Description: “You’re only toying with them – but if they test you, they will see your true strength.”
For each generator completed, increase the speed of breaking, vaulting, picking-up/dropping actions, locker search, and missed attack recovery by 3/4/5%. When the final generator is completed, gain 5% Haste.
Flavor-text: “’Why are you screaming? I haven’t even cut you yet.’ – Freddy Kruger”
~
I love your Haste idea, I may have to change mine around to incorporate that! It's very smart!
What do you think?
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This isn't a rework - it's making DeadHard contextual... Not a rework in the least.
But I appreciate that it's only able to be used when survivors are damaged from healthy to Injured - puts a soft lock on the perk. Thought it would be best to use Broken, but by putting a hard timer on it, I think you're accomplishing the same ends by different means.
I like this little change!
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While I'd love to have the portraits be 3d renders of the models - so that their cosmetics can be used to help differentiate between players and allow a little more customization - I absolutely love this suggestion.
It's quick, simple, and requires no new assets.
Heck, they can even use the Killer's icon from their adept challenge as their icon without any additional labor at all.
This is the kind of change that should be rolled out by the end of next week!
I love it!
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I love the creativity!
Honestly, just making batteries extend the use of flashlights by 1/2/3 seconds and lowering the base charges to 6 would be more than enough.
Flashlights, as is, have 8 seconds - so adding a green and a yellow battery on a Green Flashy can grant over 20 seconds of use.
God forbid the user takes Streetwise. 24 seconds of flashy saves and blinds across 4 survivors means that the killer can be blinded for over a minute if a team is coordinated, so this kind of change is a long time coming.
But I'd still love to play with your suggestions as-written to try them out!
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While you are very much correct that killer MMR is far more volatile purely on how the scoring system works.
Survivors gain +1 or -1 in their matches, but killers have a lot of variables of +/- based on each chase. Killers that get 2k net 0, while killers that get 4k will get +4 and losing with a 4e is a -4.
There's a lot going on behind the scenes, but because survivors are scored based on the game being a 1v1 and killers are rated on 4 separate 1v1 situations.
But seriously,
My Brother in Christ - after 1,400 hours playing both sides, I cannot disagree MORE with literally everything else that you've said.
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It's not that it has too many pallets, it's that the vast majority of the pallets are extremely safe and the killer is FORCED to break them.
They could lower the pallet budget as a bandaid solution. But if they trimmed some of the loops to make pallets on the map a lot more risky, that would be a different thing altogether.
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Until they give it some form of Drawback, it will continue to be the strongest survivor option in the game.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2919465#Comment_2919465
So you basically want every killer to follow the same formula over and over again with no room for deviation is what you're saying?
No - I want killers to be KILLERS.
For instance, the Blight was once a Survivor, but through his pursuit of survival, he was twisted into the abomination - and survives at the determent of others. Smart. Sympathetic.
There must be a vector, a reason, a call.
Twins lore is a bit lukewarm, but it's very depressing and morose. You're meant to feel bad for Charlotte. She doesn't want to hurt people, she was tricked! She's not a bad person, she's just being manipulated! Oh no!
Spirit isn't bad, evil, or even difficult to understand. Her dad murdered her and her mother - now she's angry! GRR! Why is she chasing survivors? Entity reasons, move along.
Why is the Wraith chasing survivors, when he actively despises murderers and believes strongly in his own brand of justice? Entity reasons, move along.
If The Hag was kidnapped and tortured by Cannibals, why is she living their lifestyle instead of escaping? Why does she want to hurt and eat survivors? Entity reasons, move along.
On the other Hand.
Gotta feel bad for Hillbilly, he was neglected and hurt by his parents his entire life. But you should be scared of him, because he's very territorial and antisocial. He has no qualms with skinning anyone who crosses him, even US!
Gotta feel bad for Nurse, she was a good person - but her mental health declined and she killed several people during an instance of intense Psychosis. She's an insane zombie now - and she's hell bent on killing US!
Gotta feel bad for Huntress, she isn't evil - but she does what she does and hunts prey. Including US!
Gotta feel bad for Plague, she tried to save her people and couldn't. But her devotion is undying and she's willing to make any sacrifice needed, she'll do anything - including torturing US!
you can have sympathetic killers, but you have to include the part that... you know... makes them a killer.
Having a non sequitur 'now they serve the Entity' line at the end is not compelling.
Killers must be killers, survivors must be survivors.
You must include the elements of their story that turn them into killers.
Creativity and Quality are not mutually exclusive elements when crafting a story.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919660#Comment_2919660
I've never seen someone agree that Engineer's Fang turns Pinhead into a weaker Legion, yet saying that's still OP. Doesn't make any sense to me. You can't liken something to the weakest killer in the game, and then say it's OP for that reason. That must be what the devs are doing when they do stupid stuff like nerf Wraith and Deathslinger.
Statistics don't dismiss how you can make 1 or no mistakes in a match and still lose because of the killer you picked. It's not a matter of opinion. It's unfortunate that we have so few matches on video to actually see those unwinnable matches, but even when we do, people overscrutinize them and say, "I coulda won that team." Sure. And "You could have done X." In hindsight, it seems that simple.
If nobody brings perks, killers typically have the advantage. But that doesn't matter at high MMR where it's the reverse, where people know what they're doing. If the survivors can be in advantage while perkless against a killer who does have perks, then obviously neither side having perks still favors the survivors. There'd be no BT or DS to stop tunneling, but survivors can still be efficient on gens and hook trade, and still get out. The killer wouldn't have anything to slow the gens or help them in endgame, so their circumstances would be more dire, not less.
Survivor perks should be less impactful than killer perks, but they aren't. Killer perks should be way more impactful, since it's the 1 in the 1v4. But survivors have perks that make 3v1s seem balanced.
And no, it is absolutely the other way around. Survivor perks aid them; they can do without. Killers NEED perks and add-ons to do well. If that's not the case then the survivors are bad. Of course selecting certain perks makes you want to use them, but you can still win as survivor if they get wasted. Deliverence didn't happen for you that match, so what? It's back to a normal game then, where someone has to come for a save, instead of essentially creating a 5th survivor to do the unhook through your perk. It's not a net loss at all. If you're a killer on the other hand, and you don't see the dead-on-hook person with Hangman's or BBQ, you are screwed, because your whole game plan hinges on you getting someone out early.
Unbreakable doesn't get used once. You pick yourself up once, but the 20-second recovery to full can be used throughout the whole match. It ensures that a slugging killer gets severely punished. Where's the drawback in that?
Slippery Meat, too. Where's the drawback? Trying to do the self-unhook action in and of itself is risky, and that isn't Slippery Meat's fault. I reiterate that survivors not getting use out of their perks simply sets them to square one, and no further back.
DS and BT now. If the killer's tunneling you, you get value from it. If they don't you're still safe, with those perks providing an extra layer of safety if the killer later decides to tunnel. You're making it seem like you have to play stupid by running in a killer's face with those perks AND use the perk AND get away from them successfully afterwards, for you to get value out of the perks.
As I've said before, the reason killers still run perks with drawbacks is because they have to. It is gambling, because you're trying to win big, where winning big as killer in this game is winning at all. It's why Pop and Pain Resonance are attractive to people even though I know better and don't use them, because they do nothing against teams that don't give tons of downs for free. But hey, if you get lucky and the survivors give you easy downs and lots of them, Pop wins you the whole game. If you want guaranteed, you run Corrupt/Deadlock/No Way Out. Agitation? M&A? Who runs those perks? People who don't know any better, or have made peace with losing.
Didn't mean to suggest that EF made Cenobite INTO a 'weaker legion' - I meant that it was like adding the passive effects of Legion to his kit for a low, low price. In the sense that, Legion's greatest strength is that in many cases - he either has massive slowdown or 1 kit downs. Cenobite has the same effect in that Survivors will take several seconds and precious resources to heal, but the Killer's ability to hit them with the chain is understandably simple, meaning healing in many cases is moot. In this way, EF adds the passive deterrence to his kit that Legion enjoys. Bringing Thanatophobia on him with this item is insane, because survivors must choose between being a 1 hit in chase and a 5% burden to their allies... or wasting 16 or so seconds healing when that health state is just going to get knocked off first thing. The Cenobite is incredibly strong in chase because of the physical hinderance that his power grants - making it so that survivors cannot realistically exchange health states while maintaining the potency of his power's ability in chase is stupefying in strength. Legion isn't in the greatest place, but taking Cenobite kit + Legion kit =/= Balance. Punishing survivors for healing and creating an existential threat for survivors that forces them away from gens is one of the killer's entire powers, which is something the EF attachment ADDS to the Cenobite's kit. Forcing the Cenobite player to choose if they want to maintain the Cenobite's powerful anti-loop ability or incorporate the Legion's passive deterrence from Objectives is a drawback that is needed for such a thing. I apologize if the language was confusing or poorly structured. I did not mean to say that the EF makes the Cenobite into a worse killer than Legion, I meant to say that it is strictly additive of the Legion's core benefits, meaning that it - by nature - requires drawbacks to make the exchange balanced.
Again, I think we're getting off topic in terms of talking about the overall balance of the game's ethos. How at high ranks, survivor perks going against killer perks and powers in certain maps have incredibly difficult results. There is a logic to be analyzed that supersedes common knowledge, base statistics, or emotional conclusions - true - but that's a separate conversation that we can have. We can't move to another issue until we do our due diligence and come to an agreement on the one at hand - even if that agreement is to 'agree to disagree' respectfully.
And I understand that you want survivor perks to be generally less useful than the almighty killer perks. But I beg to differ where there's a subtle insinuation that killer perks are themselves weak - or that survivor perks themselves are too strong to fail. Survivor perks are basically all contextual, meaning their strength has a very selective area of potency. The major problem is the overall balance of perks, which means that Meta perks are hot garbage to go against, as their situational value is either generally strong - or the context of their perk's value is so broad as to overshadow the conventions of the game. Asking for survivor perks to have better balance or asking for certain killer perks to be made stronger are completely valid suggestions and solid points to make. However, suggesting that | Drawbacks | are a bad part of balancing is a misplaced sentiment, my friend. More survivor perks should have Drawbacks, some killer perks should have less drawbacks - but Drawbacks are all a part of organic balance.
The hypothetical point of your examples are a bit... misguided.
If you don't see your desired target on BBQ, you have a general idea of where they are: nearby. Using the topography of the map, you can hazard an educated guess as to their whereabouts. That being said, I think that we're coming from different levels of play. In the sense that, I cannot speak to your own experiences just as you cannot speak to mine - so I mean no disrespect, but if everyone's playing without perks and you're still struggling as killer wholesale, we are probably having different experiences. In mine, killer perks are strong and can aid in a killer's mission to seize the momentum of the match and turn the tables of time into their favor instead - but survivors rely heavily on their perks and items to survive chases, to make strong plays, to waste killer time and protect their momentum. If the killer player goes Nemesis and no players have perks, items, or attachments - the Nemesis should be able to reliably come out on top. A good Huntress should have little difficulty chewing through survivor hook states. A competent Oni should be able to end the game relatively quickly once they begin to snowball. Survivor base interactions and some maps are very strong with pallets and gyms - with some main buildings being much stronger than others - but overall, if you know how to use your killer power and everyone loads in with nothing, the killer absolutely has the advantage. Unless you're playing Sadako. In that case... R.I.P.
I mean, saving 8 seconds when you're slugged isn't THAT big of a deal. If the killer is in a position to slug, the difference between 22 and 30 seconds is really not that big of a deal. Even if survivors use Unbreakable to disrupt a precarious slug situation, it was a gamble that paid off. It's no better than, say, Brutal Strength for that reason. Brutal Strength can save precious time. If a survivor puts themselves in a position where that fraction of a second is the difference between life and death - they outplayed themselves. Slugging can be necessary in certain plays, but if someone already used their Unbreakable - or you have observed its affects in game - then you can do the mental math and tell when they're going to pick themselves up or reach find-help. Saving 8 seconds on a highly situational, completely contextual, and relatively uncommon interaction where that 8 seconds may or may not be of any use (I.E. nobody comes to help) it's really not that big of an impact. If you place the perk in its most powerful interaction and the best case scenario is that they have 1 anti-slug action, and nothing else, then it's a balanced perk. It's the equivalent of saying that Decisive Strike would have no drawbacks if, after use, it granted +0.3% wiggle progress on great skill checks. Well, yes it's a bonus, but if you're in a spot where the extra 0.9 seconds is all the difference in the world - you've got bigger fish to fry.
Yeah... setting a perk back to 'square one' is a drawback. Here, I'll make an illustration for you:
If perks find value, they are 1, if they add a lot of value, they are 2. If they add no value, they are 0. With 4 perk slots, survivors have an average 'Perk score' of 4 and a maximum of 8. If you go Deliverance, Unbreakable, Adrenaline, and Decisive Strike... but you don't get a safe unhook before you lose in chase, never slugged, not tunneled, and die before the gens are completed - your Perks have done 0 for you. If you Got a Deliverance, Picked yourself up, stunned a tunneling killer, and got a mid-chase health state at the end of the match, your perks gave you an 8/8 in terms of value. Having a build like this may give you 8, it may give you 0. That itself is enough.
If you try to use Slippery Meat in the match, you're more likely than not to put yourself in the struggle stage. Virtually killing yourself on hook is not 'having no drawbacks' unfortunately.
If you want to unhook yourself, you choices are: Get a safe unhook first and become broken after - or - 2 our of 3 times you use this perk it kills you faster instead.
Those are hefty drawbacks, and if it were not the case, you'd see it a lot more frequently.
I really don't understand the mentality here.
BT and DS are very easy to play around in many cases. You hit them after you count to 8 and leave them on the ground. You can go for a grab - sure - but you can also go for the unhooking survivor instead. The counter to BT is counting to 8, the counter to DS is leaving the unhooked survivor, or slugging them to pursue another. While not super ideal - removing a health state from survivors and either pulling allies back will waste more survivor time, or at the very least eat up their Unbreakable. It's not at all as if they don't have counterplay. They are very strong perks, but their context is highly specific. Remove that context, and the perks fizzle.
I firmly disagree that killers MUST do these things. Especially in the cases where they are seeing the returns dwindle from bad turns of luck.
If bringing perks like Tinkerer, Agitation, Thanataphobia, and Monitor and Abuse relegates your match to certain defeat - I have some pressing curiosities as to your methods while playing Killer, especially when the primary suggestion of this thread are concerns about Drawbacks used to balance perks with concentrated potency.
While some perks are certainly better than others for the meta, you really don't have to play super high risk high reward perks to preform well in match.
Especially so - if your perks are carrying you to MMR levels you cannot sustain, it may be better to forego the meta perks and let yourself sink to an MMR level you can better enjoy.
It's a game, it's not worth getting frustrated over because killer certain strong perks and their combos can become unreliable in certain circumstances.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2919385#Comment_2919385
This would be fine too. For all we know players can alter their MMR or have found exploits to match in unexpected ways.
My experiences in video games where things are kept secret are always bad. The devs likely have good intentions but hiding MMR will only serve to protect anyone that is trying to abuse or succeeding to abuse the system.
I'm pretty sure that, especially at this point, it's about commitment.
MMR came out less than a year ago and the community has been on fire since then.
I'm sure that even at the executive level, there may be speculation on the long term viability of the plan - which means they probably don't want to make phone calls to the UI department and start drafting up code for a feature that may be headed towards an unforeseen rework in the near future.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2919387#Comment_2919387
Thats why you add a delay between the first press and second press. Ie. You press the button the first time and then the perk becomes usuable 3 seconds later. This means you can't just react to making a mistake and double press E, you have to have the foresight to have acitvated it 3 seconds earlier when you believe you're about to be in a situation where you wont be able to make it to saftey.
In that case - it may work, but not by too much.
3 seconds is a lot of time - and the perk use is very quick.
The length of activation time would be the most difficult aspect to balance.
How long should survivors be given to use their 'everything proof shield'? 16 second may be too generous, as survivors can easily activate it once a chase starts and have more than enough time to use it within. Drop it to 8 seconds and the picture becomes so incredibly narrow that it requires either clairvoyance or wastefulness to find use... and that's never a good thing.
It's an interesting and simple concept, but I fear it may add just another impossible-to-balance layer on top of what exists.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2919543#Comment_2919543
The skill check is bugged with the new wiggle option
I hope that gets fixed then!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2919425#Comment_2919425
Even if you hit every great skill check with the beta system - that's a flat 1s off the initial time of 16s.
Apologies for lacking clarity in my original wording, Mandy.
I was meaning to suggest such a change, not at all imply that this was the current system.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919357#Comment_2919357
No, 60-second Pop was fine. The difference between the current version and it was that before you could get a hit before needing to use Pop on a gen, maybe a down if you were lucky. Pop being anything less than what it is now is gonna be a travesty. And it's only meta for mid MMR.
Why does Dragon's Grip need a rework? It's too strong as is if it were to get a numbers buff? Hardly. We need perks like it that actually do something for a killer wasting time to kick a gen, and we need them to be good.
Many times when survivors are able to connect loops together, or it's just a BS long loop, the 16 seconds of blockage literally isn't enough and the survivors are able to vault that window after you've just Bamboozled it, forcing you to Bamboozle it again AND gain bloodlust just to catch them, for one hit.
In addition to the stuff mentioned above, you thinking that Pop, Pinky Finger, and Engineer's Fang, even their pre-nerf versions, would be viable at high MMR shows that you either haven't played with those things at high MMR, or you got extremely niche and lucky conditions in those matches. None of their nerfs were warranted because killers, even when using these powerful things, weren't strong enough to compete with the better survivors. We need to get out of this habit of nerfing stuff that isn't viable at high MMR just because bad solos at mid MMR can't beat it. Additionally, we need put a little more thought into what high MMR is. If you're not losing matches as killer and thinking to yourself afterwards, "There was nothing I could have done differently to win", save 1 or 2 small mistakes you made, then you're not at high MMR. That mindset correlates with the experience of playing at high MMR and actually trying to win, but being unable to.
And no, I will not allow you to go there: A survivor perk having a drawback because the perk slots are finite isn't really a fair argument if you don't say the same of killer perks. If anything, the killer having 4 perks vs 16 survivor perks tilts the perk economy in the survivors' favor. The killer having an ability doesn't change this, and is irrelevant. Killers not using meta perks makes them less strong, just like it does for survivor.
Drawbacks in survivors perks is either them having something stupid, like Visionary having a cooldown, or having difficult activation conditions, which is the same with killer perk drawbacks. Power Struggle would be a good example, as you've pointed out. But Unbreakable wouldn't be, because while not all killers can use slugging very successfully at high MMR, it does happen that they leave you on the ground for ~20 seconds pretty often.
Slippery meat actually doesn't have a downside if you ask me, because it gives you both additional likelihood of escaping per escape attempt AND 3 additional escape attempts, with no increased penalty to escape attempts or anything. The risk involved with that perk comes from the unhook attempt feature itself, and the small likelihood that you'll actually get off.
The meta perks DS, BT, and all that fall in the same basket of having no real drawback. They're hard to discuss because of their unique relation to killer behavior, in that their mere existence is enough to make killers respect them, even if they're not in play. If those perks are meant to stop or mitigate tunneling, they're doing just that whether they get "used" or not, so where's the downside there?
And there's all those other survivor perks that have harsh activation conditions, but the thing is that those aren't meta. The killer meta is riddled with perks that have drawbacks, but killers use them anyway because it's the best stuff they've got. When survivors let go of gens early to play around Pain Resonance/DMS, you now have to go to the gen to push them off to block it, which is the weak and niche use it had before Pain Resonance was a thing. And perks like those, and Pop and Ruin, are dependent on survivors giving lots of hooks and delaying on gens long enough to give the killer a chance to use those perks, which they could very easily not do. That's why killer perks don't have that "useful even when not used" kind of strength that survivor perks have. And just in general, the survivors not getting to use their perks? No big deal. The killer not getting to use their perks? Huge deal.
The fact that Pop is still a very powerful Meta perk speaks otherwise. But your opinion is your own!
Dragon's grip is in a very, very bad place - because if you push it one way or another, it breaks. There are more ways to punish survivors for being greedy with generators. Besides, exposing survivors in these instances is super weak, especially when used with Special Attack killers such as the blight. There must be a better solution to better repel would-be gen jockeys without stacking numerous conditions for limited returns in particular situations... with a cooldown.
I mean, if you're using it in an LT or a long loop - like the main building of Ironworks. But that's not Bamboozle's job. It's not supposed to block off a window forever, or even secure a chase, it removes the window for your next play. If you mess up that play, the survivor can go back. You have a powerful start with the faster vault speed, and with this perk - you can shut down MANY loops, including shack.
1 hit downs with pinky finger are just back-rev versions of IR Head from Huntress. Engineer's Fang could allow Cenobite players to end chases in under 10 seconds. These are disgusting addons regardless of High MMR. Good survivors are... well... GOOD - but they aren't good enough to overcome exposure and Hinderance all at once, nor are they good enough to make yanking chain animations go any faster. Engineer's fang in its current rendition is still stupefying in strength, as it turns the Cenobite into Discount Legion update, punishing survivors for healing, where RHPF Clown is just a discount IH Huntress addition to his basekit.
In addition, MMR is a completely different subject. But how you take your defeats and your demeanor does not demonstrate what MMR level you're playing at. This being said - playing against strong survivors and/or good SWF bully squads at high MMR with those stream-worthy games where you can play flawlessly and still come up short... that has absolutely no bearing on individual cases of balance. If you can recall the wisdom learned from Statistics class, the amount of variables you put into a test sample drastically muddle the conclusions that you can reliably draw upon. There are many aspects to asymmetrical play that are cerebral if not philosophical in nature where balance is concerned, trying to use the current meta of 16 survivor perks, 4 items with 8 attachments shared and map offerings with a Killer that has a unique power, 2 attachments, and 4 perks with both sides having unique interactions, resource pools, objectives, and time economies? That's not hard - it's downright incompatible.
If you want to talk MMR and meta plays, we absolutely can - but I hope I wasn't mistaken when I thought we were talking about the nature of balancing elements in the context of 'drawbacks'.
Factually untrue.
While killer perks are more precious than survivor perks - survivors without perks have no defining traits, abilities, or aspects of usefulness. Killers, however, always have powers that they can rely upon to circumvent the means of gameplay a survivor otherwise enjoys. If killers were 'Machete men' and moved at 4.6 with 32m terror radius and had not but their M1 to guide them - then I'd be inclined to agree. However, let's look at the extremes. If no players bring perks - not survivors nor killers - who TYPICALLY has the advantage? Killers have the baseline advantage in terms of 1v1. In absence of exhaustion perks, Endurance, healing items, information - survivors have nothing but the basic interactions to find their way through, which is enough in many cases. Killers, however, have powerful tools baked into their identity. Because killers have specific and drastically different abilities that completely modify the methodology of the match, it shifts the balance.
I'm not saying that survivors rely on their perks, far from it.
We've all been there where we get to the post game screen and see a really good survivor having run the no-perk no-item challenge.
But to assume that perk slots for survivors are EQUALLY as valuable, or even LESS as valuable than a perk slot for a killer is to be willingly ignorant of the asymmetrical nature of the game.
Killers only have 4 perks while all survivors have a cumulative 16, it's true. But Killers will always have their power to rely on, survivors with no perks have absolutely nothing to rely on to assist them in the game.
To a Killer, perks AID in their gameplay. Few perks inform gameplay or altar it in a meaningful way.
To a Survivor, perks DEFINE their gameplay. Survivors, generally, must be careful with what they select as perks have very particular applications.
Sure, a Killer may go out of their way for a scourge hook - then hurry along to make sure they get their Devour Hope stacks.
But a survivor with BT and Deliverance it will be COMPELLED to go for a risky unhook, because their perks allow for the opportunity, and they are otherwise wasting their perks. A Survivor with Resilience and Prove Thyself will be COMPELLED to work on generators and forego healing. A survivor with Inner Healing and Counterforce will be COMPELLED to search out your Hex totem. A survivor with Dead Hard and Iron Will will be COMPELLED to greed pallets. A survivor with Head On and Urban Evasion will be COMPELLED to play more stealthy and cautious.
BBQ and a few other killer perks may insist on their actions, but they are mere suggestions. Hooking all survivors once isn't a niche and requires no specific context. Seldom to killer perks do more than simply Inform and reward certain behavior with bulky and devastating rewards.
To a Killer, perks are secondary to the killer's ability. (Nobody takes scourge hook on Executioner for good reason)
To a Survivor, perks completely define how you intend to play the match ahead.
Eh - saying there aren't any drawbacks to Unbreakable is kinda reaching for it.
Not only does it have the possibility of contributing 0 value to the match, but if it does - it only gets to once.
If Dead Hard was only able to be activated ONCE to save yourself, then this would be considered a 'Drawback' by all intent.
The Drawback of Slippery Meat is you have a 2/3 chance of putting yourself in phase 2.
That and the fact is isn't at all guaranteed value.
If your friend was nearby and promptly unhooks you - dead perk. If you unhook yourself but are quickly out down again - Dead perk. If you get camped - Dead perk. If you aren't hooked until the very end - Dead perk.
Having only a 1/3 chance of working and a 2/3 chance of blowing your legs into the struggle phase is a pretty big drawback to the perk's desired effect.
Deterrence - yes. The existence of a perk changes killer behavior, indeed. But this is not, by merit, additional strength, it is the presence of such particular strength that it influences others. A fire is strong, but it does not become stronger because you know of it and are trying not to get burned - as if it's Schrodinger's firepit. Strong things will always have a profound effect on others in spite of their existence, but the nature of that effect does not, by merit, increase its strength. Unless you're Freddy Kruger... who becomes stronger because people fear him. But you're not Freddy Kruger, Hahaha! . . . Right?
DS has the drawback of afflicting you with a soft 'Incapacitated' once you are unhooked. You interact with anything, the perk is dead. If the killer leaves you well enough alone, or you have the audacity to... you know... play the GAME, it's a dead perk. What's the Drawback of the anti-tunnel perk? To get the best value, you have to put yourself at risk - or neglect the benefit of your team.
Borrowed Time has three primary Drawbacks that are small - but add up. It paints a target on YOUR back to begin with, if it procs - it still takes time to mend, and it doesn't even have guaranteed value. What's the drawback? If the killer can count to 8 or knows how to grab. Doesn't always work, might get you killed, and - in the best case scenario - you gotta spend several seconds picking up the pieces. They aren't MASSIVE, the perk is still on the top of the food chain - but it's blissful to suggest that Borrowed Time does not have its sense of Drawbacks, especially when it's discovered.
I think I see where you're coming from with all of this, but I believe you're approaching things from the wrong angle.
Your issue with survivors playing around the SH:PR/DMS combo is to release early.
That's like a survivor main complaining that killers can count to 8 before hitting a survivor to counter BT - or that a Bubba can overtake an open-field Sprint Burst - or that XYZ perks generally aren't useful.
Perks are perks, they are not always going to find paramount value in a match. Perks that grant guaranteed value have low returns, perks with higher returns have higher risk. That's just how the cookie crumbles.
If the drawbacks are getting to you, it may serve you well to take some killer perks without 'drawbacks' baked into them.
Go Tinkerer, Agitation, Thanataphobia, Monitor and Abuse - killer perks that give actual value without any perceived drawbacks.
If the gambling life is getting you down, it's time to cash in your chips and save up for when it sounds fun to come back to the risky playstyle. Besides, having perks that you typically don't have to work around or fuss about is a bit less as stressful overall. :)
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The basic concept of The Shape is that you are, by numbers, the most powerful M1 killer in the entire game.
But, you can't start out 1-shotting people, power vaulting, and extendo-arm lunging - you gotta work up to it.
105% and no-lunge is because you're really not supposed to be chasing anyone.
Your only job at Tier 1 is to sit back and stalk.
This is the one thing that sets the Shape apart.
He is an extremely powerful killer, but instead of starting there - he must give the survivors the first generator or two and surrender in chase. Only after losing a few gens and chases can he become a 'normal' killer. And only after letting players go and stalking them even more can you awaken the power mode of Tier 3.