Valik
Valik
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- Valik
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I was once a killer main.
Solo que as survivor isn't all that bad. Sure you get sandbagged or body blocked - maybe a player DCs or a killer tunnels. But that happens from time to time. Regardless of it all, even on bad maps and poor matchups - I still always feel a relative sense of control. When the killer is chasing someone else, I have the power to pick the generators or what objectives to pursue. Survivors have access to powerful perks and items that often allow them to secure an advantageous position over the killer - and even with complete strangers, it is often that these are used effectively enough to make the match worth while.
As a killer, I often feel helpless. Survivors make the same power plays with meta perks - or bring the odd off-meta build that still works as they are supported by a team. While chasing and mind games are fun at times, it never fails to feel as though the deck is stacked against you. Survivors always have an out, always have second chances, always have the upper hand - it is your responsibility to play flawlessly enough to steal their momentum and arrest it for yourself. This, at its core, is not a fun mentality, and degrades one's mood after a short while - in my experiences.
You may 'win' as a survivor by escaping, or holding the killer as your team persists and survives. You may even 'lose' as the killer prevents your plays and obliterates your team. But regardless, there's always the semblance of control and power in the hands of survivors that makes the gameplay more worthwhile. The game is yours to squander.
You may 'lose' as a killer by having more than a couple of survivors make it out of the trial. You may even 'win' as a killer by attaining more than 2 sacrifices, or killing every single survivor in the match. But regardless of how well or unwell you play the part - you enter the game at a severe disadvantage, and the only power that you have in the game is what you can forcefully take from the other players. The game doesn't belong to you, and the developers are keen on reminding you of this aspect. If you are not fast enough, smart enough, careful enough, or efficient enough - you cannot hope to take the power of the trial away from the other players.
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NOED can completely stop the momentum of a good team and catch cocky survivors off guard - completely shifting the paradigm of the end game and stealing momentum away from the survivors - who now have to deal with the perk or face an almost certain defeat. NOED will allow strong killers to maintain an even greater advantage, while also allowing struggling killers with a profound advantage to steal the game back from the clutches from that horrible 'Entity Displeased' screen.
NWO can lock survivors into the match for the better part of an entire minute - but the momentum remains the same throughout. It can be an incredibly powerful tool against cocky survivors that midbudget their time, genrush builds that hold little utility outside of making the match as slow as possible, and low-tier survivors who struggle in the end game. Truthfully, though, NWO is best when employed by a good killer that has retained their own momentum throughout the match. It does not grant downs or kills - but a killer that is GOOD will be able to utilize that 40 or so seconds with efficiency - and make the downs and kills where it matters. However, if a survivor team is shredding the killer - roping them along with only a couple of hooks for the entire match, it is unlikely that an additional 40 seconds or so in the match is going to turn the game to their favor.
Between the two - NWO is by far the best general perk to take for value if you are confident in your abilities as a killer, but NOED is simply the stronger option all around - as it punctuates each game with an emphatic power play that crushes survivors more often than not.
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I prefer the blight for consistency.
The Nurse is alright, but I feel like her dynamic is lopsided. She's a frail woman, but throws around a comically oversized bonesaw. She's supposed to be this haunting, spiritual being - but wears generally contemporary clothing. It's compelling, but a bit disorganized thematically.
The Artist is a bit extreme, in my opinion. While the ink is neat - it doesn't match very well with her personality. Her lore does little to make the notable aspects of her visage a comfortable fit as well. That being said, while interesting, she lacks a certain consistency - not quite avian, not quite human, not quite inky. A happy in-between that is creepy and effective, but not nearly as striking as others.
Spirit is a strong presence, but I find the dissolving sword to be somewhat mismatched with the rest of her visuals. She is a levitating, chopped up youth who is dressed in bandages alone - with floating hair. It's very basic, and I find her to be one of the least interesting killers to look at or watch. While her animations are beautiful, she requires skins to look the part IMO.
Huntress is the runner up - she's concise in appearance and has elements of both rugged survivalist with soft, maternal imagery. My one complaint with her is that the rabbit mask is a bit of a non sequitur. While the other elements well balance being a woodland laborer and an heir of a loving mother - the mask itself clashes with the tone with a non-serious and impractical addition. It looks iconic and phenomenal but the tone can waver slightly because of it.
The Blight, however, is utterly and completely consistent in visual tone. The themes of age, putrid growths, and twisted humanity show clearly in every inch of his character art - and his animations, as well as his power, show a profound mixture of twisted intellect with a tired, aging body trying to fight the ravages of the land through the power of the mind.
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They need to be slower and hold less utility. Otz was fundamentally correct.
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I've never felt particularly broken as the Artist - but hitting survivors through walls and sending them to brazil always feels powerful.
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I want to see that IP in the game, but it has to be handled carefully. You cant ruin the artistic vision of DbD - but you want to be accurate and loyal to the original series as well.
Also, it depends on what killer they choose and how the perks tie into DbD as a game as well as Bioshock as an IP.
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Cause players that use it to become Broken for 90 seconds.
It cannot be activated until made healthy again
It won't be a get out of jail free card - it will turn into a legitimate choice, "do you want to evade this killer if it means you will stay injured for longer... you may not be able to use this power again if you cannot reliably get healed"
It will be taken less often and in matches, used a lot less often too - but it will retain its potency. It's a strong perk that makes incredible plays, but it will need some serious consideration before use, and will punish players that are unwise or frivolous with its employment.
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Opens up a portal to hell itself and sends you there - not even a body to clean up after.
Chills every time.
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Seeing condemned status is a bit too strong.
Nerf the Condemnation loss from inserting a VHS tape.
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Hard choice.
While part of me wants the poetic simplicity of making him the only killer with the 'base theme' - If ever given the option, I'd love to see what Michael F. April could do with a little emphasis on metal.
Of all Killers, I think he's the one who would benefit the most from a Mick Gordon style score.
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Ghostface fills me with a sense of paranoia and dread that is occasionally gratified with a punctual jumpscare.
A lot of killers are actually scary in many ways, but I find that Saduko is up there with Oni and Meyers.
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Doctor is strong in specific circumstances - but he is very wanting for many reasons.
His power serves best for information, with small slowdown and situational chase potential.
Against a strong team, these are nearly non-factors. Pro Survivors will become hell to pin down with your power, and power through madness with uttermost efficiency. You ability might as well be a squirtgun against a team of highly competent survivors - who will make you pay for each and every health state by prolonging chases and timing their pallets and vaults with the killer's power and making mental notes to circumvent illusions.
Average teams, however, fair slightly less as well. While information is useful, it is not always useful, madness will not always be a strong factor in the flow of the game, and while the killer's ability is strong enough to shut down many loops, survivors will still pre-drop pallets and play the game very safe as a direct counter. While the Doctor is strong, he usually doesn't create issues that average players cannot work around.
Newer survivor players, or struggling players, however, face great difficulty. Their aimless travel makes them easy to pick off with the Doctor's information, the skill checks and dispelling of madness can become daunting if not impossible, and trying to evade the doctor's power turns each and every chase into a doomed march that will certainly fail.
Because the doctor is nearly inescapable to newcomers, they can see him as an extremely difficult and OP killer.
However, he falls off - and skilled survivors can run circles around a doctor, who lacks the ability to control the map or punctuate chases with deadly abilities and strong utility. While a talented killer player can work wonders with his abilities and thrive off of the information he provides - the average player has more significant killers to choose from if they want to play a game with victory in mind.
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The game could always use more skins - and you know that people will buy them.
The only issue is theming. You want the outfits to be scary and imposing to meld well with the art direction of the property, but you also want it to be a funny, derpy addition.
The skins would have to be tweaked - but they would be welcome additions.
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Get it right the first time.
How about you be competent at your job and don't screw things up? Is that so hard?
People get fired every day for failing to provide quality, I cannot for the life of me understand how an entire team of well-paid developers cannot wrap their minds around numbers and concepts that can be juggled in stride by your average D&D Dungeon Master.
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There's nothing more infuriating than having a massive chunk taken out of your hard-earned generator after your buddy is hooked. It's the very definition of insult to injury - which works as a Clown concept, but is still very annoying to play against.
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@Petforces said:
Boons, should probable be global, if they can be destroyed, to balance it out.
I was just thinking though. COH also premotes tunneling in a way. If you know, that an injured person has a 100% chance to just run off and be healed in 10 seconds, Why would you not chase that person down?
Very true.
But I will remind you that multiple people will run the perk. If you make the boons global - you will run into issues of their perceived benefits becoming redundant. If someone wants to bless a totem at that point, it would be a waste. In addition - it would become all the more difficult for killers to extrapolate the location of the totem through map awareness.
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@GarlicRice said:
No, because a hex covers the entire map like NOED, or Ruin affecting all gens. Boon totems only cover the specific area they are set up in.
I do think the boons need more nerfs though or something like a token system.
. Have to do something to gain tokens (maybe like you have to do altruistic actions for COH tokens or something)
. Only so many tokens per match (that way people wouldn't be able to constantly relight a totem once the killer snuffs it out. They would have to use their tokens wisely.
The gains that NOED or RUIN bring, while having potential, are nowhere near the potential of CoH specifically. Especially when used across 4 survivors.
Killers have 1 perk slot, survivors have 4. There is no map in the game that will not be covered if all survivors have active boon totems at the same time.
In addition - each killer has about a 40% of their perk being adjacent to a survivor spawn point at the start of a match. Especially at high ranks, many hex perks are cleansed before they can be of any effectual use, this is the gamble. Survivors, however, can pick and choose when and where their blessings are placed - which can be costly to killers to an extreme degree. If you place the boon on the third floor of the library in RPD, the killer simply cannot afford to travel the distance to snuff it - especially if you re-boon it once more. By choosing where and when with discretion - survivors harbor an extreme benefit that can all but guarantee value - unlike Hex totems which are at a profound risk at all times of the game.
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I personally believe that boons not have their own 'blessing' action - but will automatically bless the first totem that you 'cleanse' - which prevents it from breaking. When the totem is snuffed by the killer, it is destroyed and turned into bones - as usual.
For this, the totem must not be made visible to all survivors. It must have greatly reduced audio and perhaps a complete change to the sound it emanates within its shortened range.
I fully believe that survivors should hold powerful perks that, like hex perks, can be destroyed as a gambling addition to the game.
That CoH perk can be super strong and grant multiple health states to the team, but one the killer takes the time to find and snuff it - it's gone. Survivors will have to be more deliberate with their placement and timing to maximize their benefit.
In addition, making it so that boon totems automatically apply blessing on the first complete cleansing will allow the perks to best synergize with other perks that increase cleansing speed.
There is no killer main that would feel bad if someone went a boon build so long as they could snuff out that totem if they should find it without a loud audio sound.
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While they have certain utility - their usefulness is highly situational and skill based, with a large margin for error. You may not land that flashy save, you may not gain value by blinding a killer at a pallet, and you may not find opportunities to exploit killer sensitivities to the light's beam (Wraith, Hag, etc.)
With a medkit, you have 100% guaranteed value on 1 health state - or faster healing on allies. If you use a toolkit, you will always repair/sabo faster. Not only are these aspects that players are constantly engaging in reliably, but the systems they work through are consistent and deal with flat, numerical values. Brown medkit will ALWAYS allow you to heal a health state, a commodious toolbox will ALWAYS save you the maximum time on repairs. But a base flaslight... may... do... something? It really doesn't have any promise. If you're in the right place at the right time, you can pull of some saves, or juke the killer - but that's a big 'MAYBE' you're putting on it.
Bringing a wirespool toolbox or a purple medkit are better ways to save your friend or keep yourself alive than a flashlight anyday.
Besides, neither the medkit nor the toolbox have perks that DIRECTLY and COMPLETELY counter it. Lightborn will render all flashlights completely useless against the killer - making it a nearly useless item in all but the most niche circumstances.
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Survivors have the right to strong choices of perks. While Iron will is particularly useful in certain situations - it doesn't break the game and can, at many times, become useless.
If survivors want to dedicate one of their precious perk slots to no sounds while injured, they have a right to be able to do just that. Not only is it practical for gameplay, but it also matches with horror movie tropes of 'holding your breath' and what not.
I think the devs should keep a close eye on it, however, as it has some powerful synergies.
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The problem isn't the time - it's the utility.
BT needs to have a cooldown, or perhaps an Exhaustion debuff.
This would make it just as potent without allowing players to abuse it. By making it an exhaustion perk - you can effectively prevent quick escapes and place a hard cooldown on it. No longer can you sprint burst to a hook for a BT play - you'd have to choose between being the powerhouse team player, or great in a chase. It would also make mind games much clearer - killer sees you use Balanced Landing or Lithe mid chase, they know you aren't about to use BT on the subsequent save.
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Not balanced
breaks the game
basically no way to counter it
extreme value for survivors
no cooldown
can have multiple in a match.
There's nothing you can do to discourage or punish it.
The very definition of a frustrating and poorly designed perk. Even worse than old ruin, old DS, or old Undying.
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It's neither of these by a longshot.
By far, the Nightmare's map, the preschool, is the worst. It has the most difficult loops, a house of pain, and pallets abound. Lots of frustrating features that push it beyond Haddonfield as an incredibly negative killer experience.
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Brevity is the soul of whit.
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Every time I boot up the game, it's clockwork:
1st match: Get placed against babies - win without issue.
2nd match: Clunky match - some survivors are good, some bad. Somewhat balanced.
3rd match: Close - I can see the cracks in the games balance. If there were a few other plays, it would have been a super difficult trial.
4th and onward: I get destroyed. Everyone else is a hyper meta player with a thirsty killer - and toxic teammates. I usually quit playing for a few days if I play more than 4 matches at a time for this reason.
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I need to read more carefully, I should have selected Monstrous Shrine
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@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2798657#Comment_2798657
I respect your opinione but do Not agree. The game is already in survivor favor, and probably Borrow time, one of the Best anti tunnel and help vs camping perk, will became basekit, and I am ok with it, because fix some issue by team work, but only if killer will Be buff. Killers are already became quitting the game. 10 seconds is not thing, even if 3 survivor dont repairing makes 30 seconds less in objective progress. Lethal persuer is not good for that, but because give you the possibility of be in chase early game, get a down and be rewarded by pressure. Corrupt can be ok on 30 seconds/ one minute basekit, no More less. Deadlock 15/30 seconds minimum. But also basekit BT so has to be a nerfed version. Par condicio, equal rights for both sides. If devs will only help survivors (I hope no), then they will pray killer bots will Be added, or take pop corn cause matchmaking will be very long.
Like you said - I respect your opinion, but do not agree.
May I say - the fact that we can be so civil about our differing points of view is one of the best things about this community. Thank you for being respectable.
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@dugman said:
A much easier buff if they need an across the board boost for all killers is simply add a few seconds to the time it takes to complete a gen. Changing that parameter is a simple numerical change in terms of programming and it can be fine tuned up or down in whatever increments are desired. I imagine at most they'd need to turn that completion time up a few seconds to compensate for Borrowed Time being base kit since it would probably only shift kill rates a few percent.
One thing they could do (But idk how smart this is) is lower the BASE generator progress by 15% (68 seconds) and increase the progress needed to complete a generator by 5% (4 seconds) for each generator remaining in the match.
The first generator would take 20% longer (96 seconds), but the moment it pops - the cap of other generators is reduced by 5% (4 seconds). This would increase the time it would take to complete the first few gens, but make the match gradually more tense and competitive. The final generators would take the default 100% (80 seconds) but the added time would prevent early game genrushes - while also making it very satisfying for the entire team when one generator pops - as the progress of the other ones basically gain 5% progress nearly instantly.
This is just a wild suggestion, the values would have to be tweaked and balanced. But this would give the killer 16 more seconds to react before the first generator pops, and give the time between the first repairs to the last generator popping a potential 40 seconds additional time to the match. Not insignificant - as it can easily be chewed through with a coordinated team and good items - however it may be a bit much.
It's just a more eloquent solution than adding a flat 8 seconds to all generators (10% more) it will make the last two generators to compete far too difficult as the killer closes in. 3 gen situations will become unwinnable. You want the first generator to be much harder, but make the last generator as it is - or even easier than before.
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@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2796938#Comment_2796938
10 seconds is literally nothing. At least one minute, and is not a big deal, cause in one minute you can do totems or chests for items. Ok, gens do Not progress in corrupted area, but survivor can play stealth and really safe and counter it. Corrupt is a perk that already survivor sometimes counter waiting, and then gen rush if not paired with other gen regressions. Also you can brake hex and boom totems in the meanwhile. 2 minutes is good cause you have time to find people, especially the one travelling map going to not corrupted gens or other with aura read perks helping you. Deadlock scema a good alternative to me, cause not map control or early help like corrupt, but preventing more then 2 gens popping togheter.
It's really not. Preventing survivors from getting a 10 second head start is huge in matches. This is why Lethal Pursuer is such a strong perk - because it allows the killer to prevent the momentum shift in those first few seconds. While it's no corrupt intervention, stalling generators for 10 seconds and forcing survivors to look for totems, search chests, or reposition first thing would completely change the game dynamic and may even be too killer sided in some respects.
60 seconds is far too long. Corrupt Intervention is one of the strongest killer perks in the game and you're basically going to set that to default at half potency.
Corrupt is, legitimately and without dispute, one of the STRONGEST killer perks in the game right now. Giving it to each match as default, even at a reduced value, is extreme overkill. Giving deadlock to base kit is also extreme overkill, because it's extremely strong in almost every circumstance and has guaranteed value.
If you'd want to introduce these aspects to the game by default, you'd have to annihilate their potency to balance them out and keep their core perks relevant.
Blocking all gens for the first 10-12 seconds is a massive shift in the game dynamic. I believe it would be a healthy alternative, but it may bee too strong for certain matchups.
Blocking the strongest gen after generator completion actively punishes survivors for doing what they're supposed to do. It's a good perk, but it's a bad core mechanic. While it may stop survivor momentum, you'd either have to make it low enough to be balanced - which makes it more annoying than useful (Block for 5-8 seconds) or it would shatter the fun and effectiveness of playing survivor.
My point is not that either one of these are good or legitimate suggestions, it is simply that Deadlock - by design - cannot be base kit. At least Corrupt can have a tiny, tiny application and hold a powerful dynamic shift. But in truth, neither of these perks should really be made base kit in any capacity.
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@DesignDad said:
https://forum.deadbydaylight.com/en/discussion/comment/2796835#Comment_2796835
The great zones don't give a flat bonus, they increase the progression speed of the wiggle bar for a short duration. They are tuned such that if you hit every single great skill check during the wiggle, you will wiggle free 1 second faster (15 seconds instead of 16 seconds). If you miss any then it'll be less than a 1 second difference.
Good discussion in here, by the way. We're taking notes on the feedback from all parts of the community, so keep it coming!
Thank you for the correction.
I appreciate that you're listening to the community on this topic!
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I don't know why they don't make as many skins for this as possible, to be honest.
While I cant speak to the license or their contracts, you'd think that whoever holds the IP would be down for a bunch of awesome skins for mutual profit.
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Forcing players to commit to playstyles and make hard choices are part of what balances these perks. If you could easily select WHEN you want to use Sprint-Burst, it would be far too powerful. If you can choose specifically WHEN you can use Lithe, you'd have people saving it for the most opportune times and abusing vaults.
This simply circumvent balancing properties and create problems without solving any in the first place.
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The fact it hasn't been made yet with how much production value Behavior has, it's appalling.
We pay up front for the game, pay for each DLC - every chapter and 'paragraph' - then we pay for cosmetics - then we pay for passes.
Behavior is charging dedicated players in 4 different ways - and yet they cant afford a single player mode.
You know, things that games with 0 budget make given a few months. The kinds of things that GameJams can crank out in a matter of hours.
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At least No Mither blocks blood and grants unlimited revives. Its bad, but at least it tries to do something.
Sole Survivor does basically nothing. Not only does it do almost nothing, but it does basically nothing in super specific circumstances without feedback. Even if the perk works (ON INCREDIBLY RARE OCCASIONS) the killer cant know you have it, and you don't know that it's working. Confusion all around!
No Mither is a meme and at least makes things interesting - with a slight bit of synergy with a few other perks.
Sole Survivor is just a waste of space.
They should just make Sole Survivor the 'forget keys, I'll open the hatch anyway' perk and at least let it be viable for dumb, cheesy reasons.
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The latter options are cop outs. It isn't if you enjoyed them, its which one do you like/dislike more than the other.
Deathslinger takes certain skill to play as and you can juke his power at times. It can be hard and very powerful - but there's always the chance of counterplay.
However, I feel that the spirit is too difficult in certain circumstances, and forces players to gamble at times. It's never fun to gamble a 50/50 at a pallet because you are unsure of their approach. At least with 'Slinger you know where he is and can use your skills to get out of it,
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If Behavior didn't turn each and every little change into a balance trainwreck, we might one day be able to achieve utopia.
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I'm straight.
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Some of these do not belong in the mythos.
At no point should Lovecraft be tied to this IP. It simply does not fit.
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Far more utilitarian.
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There are reasons for animation changes. You cant change the repair animations and keep the new generator models, for example.
Even worse - trying to divert resources to something like this is a big challenge for no benefit. The old animations were better in some ways - but trying to create an entirely new coding system to inject and maintain unique animations is a lot of load when the devs don't even know what the hell healing is or how to balance it.
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Totems themselves need to be nerfed.
Until totems break when killers snuff them - no change will be enough, because you're trying to teak the numbers of bad core design philosophy.
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Fixated (Self Aware) | This way you can walk mid-chase without losing too much ground. Maximum Vigil value.
Deliverance | If you wanna use SB the most, get a free unhook. Getting hook resets your SB, so you don't even have to wait for Vigil or a teammate to jump off and make a getaway.
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He should have a couple of skins as throwbacks to the other non-cannon movies.
There should 100% be one from the most recent film installment with his terror radius music changing to the John Carpenter soundtrack. Imagine the chase music being something from Halloween 2018.
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It used to be 7.
You know, they haven't had this low a player base since 2020, right? Things went south since late October - which is not a surprise to anyone. Bad leadership will kill any project.
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Bill is best because he gives you two of the most powerful, game changing perks in Dead By Daylight.
Borrowed Time and Unbreakable have the power to shift the momentum of nearly every game. I believe he is rivaled only by David King for perk value.
(Anyone who thinks Sprint Burst is better than Dead Hard can fight me in the street <3)
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While good blights can score flicks and dashes that make me ragequit life itself - usually having to anticipate a Blight and tricking them into rushing away feels very satisfying. Narrow escapes feel great and it's always a blast trying to squeeze out the last little bit of generator progress as you hear his terror draw nearer.
He feels fair and rewarding to play as and against. There are some high end players that need to scale it down - but generally worth while.
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I honestly think that it's just a bad design.
The way it is now grants a lot of value with little actual utility or interaction.
It isn't "Really good' so much as it is annoying - much like the most recent boil over update.
Not only is it not that good, or fun, but it also doesn't make much sense in the scope of the killer.
They should do one of the following:
Make it a strong Obsession focused perk that rewards the killer for prioritizing the Obsession. | or | A perk that punishes survivors for playing risky.
1.) Effect causes generators that are abandoned by survivors to pop for 5% of its total progress and become blocked by the Entity for 10/20/30 seconds. When a non-Obsession survivor is hooked, this only effects the Obsession. When the Obsession is hooked, this effects all other survivors. The effect lasts for 30 seconds total.
2.) When stunned by a survivor, the nearest unblocked generator explodes for 5% and is blocked by the Entity for 5/10/15 seconds.
The benefits for the first perk are to create a genuine tension between the killer and their Obsession. This promotes killers to focus on their Obsession, but also to leave them to rake up the value of the perk. There are not many perks that cause the Obsession to become a priority in the match - this would allow the Killer to regard their Obsession with malice, but also to reward them for timing their takedowns. It creates a dance that incentivizes other survivors to stick their necks out for the Obsession once the perk is revealed, while also allowing good Obsessions the discretion to play smart and lure the killer into unfavorable positions. The Deathslinger has a chosen enemy that he hates to his dying breath - and if he finds an enemy in you, you're going to wish you were dead.
The benefits of the second are simplicity, thematics, and functionality. A huge problem with high level matches is just how much survivors abuse pallets and try to use them as a free escape while they play things dangerously. However, this perk would cause those cocky players to think twice. They can either surrender a loop, or travel away from the important generator. When the perk takes off and is used correctly, survivors will be forced into either giving a hit - or pre-throwing the pallet for safety. This turns the killer into a walking bomb that punishes the brave and foolhardy players with penalties for needless stuns or greedy pallets - especially in chases nearest to the action. If survivors want to pre-throw more, punish their tactics. If you hurt the Deathslinger, he's going to make you regret it. Best play it safe - which can often place you right in his sights.
Flavor Text:
"You're not about to let them stop you - at least not without revenge"
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One exception is bad design. If survivors are escaping because of BS perks and addons that tell of a broken game, headed by a team of inept designer team leads - then I get mad.
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They need to use a system that is based on bloodpoints and stop trying to reinvent the wheel.
They already dish out points to the best players, why they aren't leveraging the in-game assets and systems is mind boggling. They'd rather stir controversy and make poor choices than make an eloquent and intelligent decision.
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More than 100. There should be enough to buy 1 or 2 green-tier cosmetics with each season.
At this point there are HUNDREDS of options all around. BeHavior isn't going to go hungry if they let diligent players get 7-10 free hats a year or so. At least it would incite people to play more, maybe increase that player retention.