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Viamont

Viamont

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Viamont
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  • For starters rework all maps, some have some absurdly safe areas that can be abused to no end.

    Map size needs a rework to, some are SO big its ridiculous the amount of time it takes to get from point A to point B, add the forementioned terribly safe areas filled with pallets and you are in one hell of a game.

    When maps are adressed survivors perks need to be looked at and adressed, many are overly powerfull and just make games a complete slug, draging out the game more that it needs to.

    After the survivors perks are looked at, THEN you can start adressing killers and their perks to bring them up to line with the survivors

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597812#Comment_2597812

    to follow up your last point about certain areas just not being afflicted with trail of torment. I know all the areas it can't spawn, being around hooks, generators, inside the exit gates and inside basement. However I do wish there was some indicator of when there is no trail being left behind you.

    I meent as in stairs as an example, if you dont align the pating yourself properly a slightly higher or lower ground will completly stop the atack even if you still have range of it. Im completly ok with with the trails not being able to stay on sertain areas like generators or hooks just to prevent sertain abusive plays

  • I feel piramid head just needs smal QoL changes, hes already a pretty reliable killer both in close and mid range with some definitly fun and enjoyable kit.

    Rites of judgment perhaps be slightly faster when activated and deactivated, instead of 1 second taking .75 on both cases, .50 sounds like a good change while keeping the slowdown it gives.

    Punishment of the damed maybe could leave a temporal path of "rites of judgment" after activation, perhaps lasting 1 or 2 seconds on the same area the atack has, OR upon landing the PoD the survivor generates a mark, if PD manages to land two PoD in a sertain amount of time the survivor its aflicted with RoJ even if they didnt pass over it previously.

    On the other hand i agree he neesd the RoJ pating to be improved a bit, sometimes sertain areas eat the power, it would be good to make them more reliable both on higher and lower ground

  • Boons need to have rules that actually make them a tactical choice and not a spam fest.

    Limit the amount of a totem can be blessed, 4 times per totem per trial its MORE than generous.

    Increase the time a totem needs to be blessed, survivors LOVE to throw around they "waste" time blessing them, but they always forget the amount of time they spend doing something isnt equal to the time a killer does something, they want to trully pay with time? make it 45 seconds for a hexed totem and 30 seconds for a regular one and lets se if they actually like "loosing" time on something.

    Put a cooldown on totems the moment they are snuffed. When a totem its snuffed it goes in to a cooldown, on this time that very same totem CANT be reblessed until 80 seconds pass, that way survivors cant keep abusing structures or the same area over and over making it a tactical situation and a valuable resource

    Make it so when a killer snuffs the totem out the totem its destroyed denying that area of it. They still will have more totems to work in other areas, alternatively the devs can add 1/2 extra totems per trial to compensate

    Theres plenty of ways to make the boons more berable, but then again this seems its going to be a hard pass, both survivors and devs keep saying they are perfectly fine as they are regardless they arent.

    On a side note shadow step needs to be made in two diferent boons, one that negates scratch marks and one that negates aura reading, having both in a single one its quite honestly ridiculous

  • @GoshJosh said:

    For how powerful Nurse is and how many complaints she gets these days, it's a wonder I only see one every 100 matches or less. I'm not actually counting but it's gotta be around there.

    Did you lose against one good Nurse and come to the conclusion she needs a full on rework? I would enjoy to see more Nurses as a survivor main. She offers the most exhilarating chases in the game! Can I ask how often you truly face Nurse? Am I that low in MMR after thousands of hours in the game?

    Pretty much, nurse its one of those killers you se a bit more on early game while people are trying her out, se how complicated she is and just imediatly drop her for other killers, OR you se her on high level games because the people sufered hell and back to get good with her, and even so they are far and betwen. But then again complaining about a killer that stomped you once its the norm nowdays

  • Make her work like the banshee from prophunt. When she activates her power you can look up and she moves in the direction shes facing. And indoors maps wouldnt be as much as a problem. The watever flying killer power could speed it up wich would work as a diferent type of high mobility killer, perhaps with the unique ability to lung while midflight making it a very interesting anti pallet killer, on the other hand flashlights could create the unique efect on it to make it drop hard on the ground midflight, like in monster hunter when you use a flashbomb on fliying monsters, they drop hard and get stunned for extra time, i tink that would make it a very interesting idea to play with

  • Irelevant tittle, both sides can be tremendously toxic. As many have already said it, its the player, not the role they are playing.

  • @Kumakx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589691#Comment_2589691

    High risk - high reward? What? Whats the risk, once you have learned how to play nurse?

    Miss charging the power stuns you and breaks line of sight

    Overcharging stuns you and breaks line of sight

    Not calculating the teleport properly can easily leave you on the other side of the wall/pallet, forcing you to do another jump wich if you miss calculated has the same result or stuns you

    Her basic mobility if im not mistaken its the worse on the entire killer rooster, one of the few that without specific addons will NEVER be faster than any survivor

    Shes an M1 killer wich meens she has to be precise with her atacks or never get hooks.

    Yea, shes high risk high reward, as i mentioned before, not just any average Joe its going to be able to pick her and win games left and right, even high levels players can get screwed over if they dont plan acordingly and make good predictions, learning to TP needs skill, a miss calculation can put you on a bad spot, shes totally dependant of her power for mobility and chase wich its limited in charges, you need to manage them very efectively or risk to constantly be stunned.

  • @Kumakx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588294#Comment_2588294

    because most of nurse players can't even play her properly. Once player learns how to play nurse, they can do whatever they want. And that's the problem - not skilled enough, you can't do **** as nurse, skilled enough? Survivors can't do ****. Because of her design, it's almost impossible to balance her.

    Thats the definition of high risk high reward. Shes one of the most complicated killers to learn and play with, and if you have seen ANY high level streamers they NEED to be very aware of what they are doing or they can easily F themselves up.

    Nurse its perfectly fine as she is, not any average joe can take her an win free games, in fact ANY person whos not a genious player will lose a LOT of games before it can even beging to get some value out of her

  • As much as i want the boons to be nerfed and adjusted to be less obnoxious this would be a terrible idea. A team with both totems would be unstopable, they could easily move as a unit not leaving scratch marks and supresed auras, even if you manage to track them down the speeded up healing would make it really hard to put them down unless you can target multiple survivors in a single go, add to that other perks and no...just no.

    Shadow steep needs to have one or the other benefit, the fact it completly negates scratch marks AND aura reading powers its ridiculous, specially since survivors love to complain about wraith or the spirit being invisible but they still how ways to be found out, yet here any decent survivor can run around with no problem, use structures to their advantage by crouching and hiding and boom, you are screwed.

    This happened to me just yesterday, they had 2 or 3 shadow steps, i rarely ever found any survivor, i managed 3 hooks out of pure luck, more by bumping on the survivors that actually finding them, they went on a full 5 gens full escape with very little i could do againts that, and it was a big map, they easily step up the boons in a way they had a really big safety area to move around

  • @Sonzaishinai said:

    Reblessing a boon takes time.

    14 seconds+ whatever travel time.

    Let's say it takes 6 seconds to find a totem, go to said totem and go back to your gen. Which is really unrealistically low but for example sake.

    Then the survivor spend 20 seconds or 25% of a gen to activate their perks that the killer can negate in 2 seconds.

    That's bassically a free pop goes the weasel the survivor gave to you just to use their perks. And again that's assuming a real low amount of travel time. In reality it's a lot more.

    Sorry but if survivors are able to waste their time relighting boon totems over and over again and still escape then you were outmatched and would have lost without the boon totems too, only faster.

    I love when you people "try" to justify the boons are only survivors time wasters but never talk about the other side the killers.

    Using your example your suvivor has used about 20 seconds of its time to find and bless the totem, good.

    Lets play two scenarios here:

    Killer its unaware of the position of the survivor and the totem, after a failled chase it imediatly notices the survivor healing at an abnormal speed wich makes it tink theres a healing totem nearby, lets say this is a quick chase and takes about 20 seconds. Then killer decides its a bad idea to leave the totem around and goes to search for it, for the sake of the argument it takes him about 15 seconds to find and snuff it out. Killer has spent 35 seconds on all this, and im being generous, those are 35 seconds the other 3 survivors have had free reing to do watever they want. Generators without perfect skill checks and tool takes about 80 seconds to be done from new fully repaired, so basically those are 3 generators that are half repaired. But wait, now lets add items and perks, in an optimal scenario those 3 very same generators most likely will be at 75% repair if not almost fully repaired...so mind telling me how the time wasted by 1 survivor its equally as valuable as the time wasted by a killer?, the anwer it isnt.

    The same can be applied to scenario were the killer its imediatly aware of the totem, the only diference is that on this scenario lets cut those 35 seconds to say 15, altought those 20 seconds do make a diference on the other 3 survivors its still a situation where the killer its loosing valuable time snuffing out something that will easily be reapplied at another place with little problem.

    Now heres the fun thing, in team compositions this boons are far, far FAR from useless.

    I got on a game yesterday with what clearly was a team of at least 3 people. About 2 minutes from the start of the game i was unable to track down the survivors anymore, guess what boon they where using. By pure luck i found one of them moving aorund, wich in retrospective probably was there to distract me. The boon already made it hard to track and find, it was by pure luck i saw it and managed to snuff it out. The survivor imediatly vaulted away. Guess what they had already set up on a diferent area, yes another one. Tracking them became almost imposible. By this point they already had 2 gens completed and i was guessing they had already a few worked on. That game became a 3 hooks for me and those where by pure absolute luck with a full escape with ALL gens repaired. The game was indeed a bit longer, but the beneffits where obvious.

    Boons are a tame waster for killers that just make things frustrating and overcomplicated. Im a pyramid head killer so i have a few tools that make my life easier, but i cant imagine how frustrating this will be for M1 killers agains healing boons when they are back or killers without tracking perks (like me wich i started playing not to long ago so im still using the basic ones).

    Boons need a rework, they arent balanced at all

  • for me body blocking makes no sense, specially when every single killer can manhand the survivors with one arm.

    Killers should be able to push them away, sure, killers should be slowed somewhat but never fully blocked as its just ridiculous

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577961#Comment_2577961

    Nope. I still haven't changed my mind. Boons are perfectly fine and can hurt more than the help at times.

    Suit yourself and just keep telling you that, im done wasting time with a wall that with facts on its face it just prefers to say "na im right you are wrong because i said so".

    @Shenlong1904 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577961#Comment_2577961

    Snuffing a boon usually takes less than 5 seconds, so thats a net gain.

    If you are close to it when its blessed and can reach it (many arent reachable or breakable at the moment hence they are disabled), sure, it can be snuffed out in a couple of seconds...unless you arent there and have to actively look for it wasting time while survivors are free to do whatever they want without ANY kind of preasure from the killer. Go back to my example of time wasted from both sides and tell me its the same time wasted for both sides

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577945#Comment_2577945

    Someone not doing gens doesn't affect the game much? That's false. Multiple people use the boon totems to heal and that wastes a lot of time when those survivors could just work on gens instead. I don't even know what you're going on about.

    Unless theres 2 or 3 people doing boons yea, it doesnt afect the game as much. Simple math:

    1 survivor takes 20 seconds to apply boon.

    Lets be nice for a moment and asume it takes the killer about 15 seconds to snuff out the boon because it was close and acted fast, that its still 15 seconds for each other survivor to do something without the killer aplying preasure of ANY kind unless its the doctor just to name an example.

    Add to that the time it takes the killer to get back to the chase or hunt, lets be generous here, another 20 seconds.

    Those are 35 seconds for the other 3 survivors to do watever they want without worry.

    Gens take roughtly 80 seconds with no perks or perfect skill checks, so that basically are 3 gens almost at half repair time.

    In a generous game this meens again 3 gens almost at half repair, but lets add perks perfect skill checks and even toolboxes, those could easily become 3 almost fully repaired gens if not actually repaired.

    But yea, doesnt really afect the game that much at all right?

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577910#Comment_2577910

    I still don't agree. Yep, I play both sides equally. Boons don't bother me at all.

    That you dont agree doesnt negate the fact. 1 survivor not doing objectives isnt equal to the same amount of a killer not doing objectives, its simple as that, unless said action takes the killer 1/4 of the time it takes the survivor its just detrimental for the killer, and thats a fact

  • @GillyBeannn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577913#Comment_2577913

    For the first sentence, by that logic, Killers shouldn't have as many Hex perks as they do. And I'm confused, they don't work properly, what do you mean by that? Are you talking about the Circle of Healing Boon? It got disabled because it would cause the game to crash. Other than that, the perk does what it's supposed to do. And yeah, I can see your point about the whole chase interaction, that can be annoying.

    Except hexes can be snuffed out as early as the first 2/3 minutes of the game if the killer its unlucky and its left without a perk for the entire game, the boons on the other hand can be reaplied over and over and over, and quite honestly the "a survivor not being in gens its a good thing for killers" its a dumb answer, you cant equate the time a single survivor isnt doing gens to the killer having to go out of their way to snuff out a boon, theres still 3 survivors that can get free reing to do their objectives where the killer its completly derailed of their own objectives.

    I worded it wrong, i meent it as yea, they are being dissabled for crashing games.

    The boons in paper arent a bad idea, but i feel the devs arent weighting them properly. One yea, its a strong perk that has a global presence in the game, but the moment its gone thats it, no re applying or way to do something about it.

    The other its a thing that can be applied over and over and over, and as i mentioned before, 1 of 4 survivors not doing something isnt as detrimental to the game as a single killer not aplying preasure wich for the killer its a horrible thing to happen

  • Boons dont even work properly and they are already dissabled...we dont need more, specially the kind that will make chases even more anoying for killers, survivors can already loop killers for ages thanks to ridiculous amount of pallets per map, continious safe areas betwen said pallets and so on

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577831#Comment_2577831

    I don't get the hate. It takes a good chunk of time to bless a totem and you have to run back to the boon in order to heal. It wastes a lot of time. More time healing and blessing totems = less time on gens. Isn't this what killers want? Lol

    do you play killer? because if you dont its understandable you dont get it.

    1 survivor not doing gens isnt as detrimental to the overal survivors game as a single killer not chasing, kicking gens or applying preasure to the survivors.

    If anything unless on mid to high level games there will always be someone not doing gens wich doesnt change the game that much. Theres also the problem wich i have seen VERY often here, the time survivors have isnt equal to the time the killers have.

    1 suvivor time just equates to 1/4 of the time a killer needs to do something. Unless that boon can be snuffed out in 4 seconds for the killer it becomes time wasted.

    Im surprised people dont get that.

  • That actually would be a fantastic idea for him, and very thematic. Not to mention it would be hilarious to hear him ask the phrases from the movie...heck, why not have a super rare one with the "wasaaaaaa" just for the lols

  • No...for the most part killers need buffs across the board with very minial changes for some high tier ones. Survivors on the other hand actually are the ones in need of a serious nerf to many perks and items. Killers do need some work on a few perks, but that should come only after the survivors are worked on to make the game more balanced.

    On the other hand seriously stop with the nurse nerffs, shes one of the harders killers to play with, in the hands of a new player shes unplayable and you will be lucky if you get a couple of hooks, she rewards people for actually learning her and put effort on her mechanics being a good killer.

  • @Fenril said:

    There is something that you need to understand: some killers are so hard to face that we, survivors, do not wish to face'em. We judge them unfair and that is why, sometimes, we kill ourselves in our first hook. That is not "my problem", as in "ego problem". This is clearly a balancing issue. These kind of things needs to be discussed, specially with streamers or content creators, that are closer to Behavior than we'll ever be.

    We do get your point, actually. Playing as a killer sounds completely unfair because you're up against other 4 people. But that's just because you think you HAVE TO KILL ALL 4 SURVIVORS EVERYTIME. If you kill 3 and one escapes through the hatch, "it's unfair". If you kill 2 and 2 escapes through the gates, "it's unfair, they brought medkits, they brought tool boxes, Prove Thyself and yada yada yada".

    Get a hold of yourself. Breathe and think. How's that (2 survivors escaping) humiliating in any way that you get so frustrated and think that you've been wronged in any way? It's time we end this vicious cycle.

    Playing against Wraith, Nurse, Oni, Blight and Spirit has been a complete pain in the ass for quite a long time now. Those killers are way too overwhelming if played correctly. Who the heck allowed Oni to make those 180º drifts anyway? What about Blight? Dude, the drifts that killer's able to do... that is so ridiculous and embarassing. Spirit regains her power so fast that makes her unbearable. I think you get my point. If you still don't, try playing survivor for a month. I'm sure you'll be able to understand what I mean.

    Funny thing you try to pull the "those killers are no fun/overwelming/i dont like it", but mind to remind me whats the counter to killers who dont want to face survivors with a bunch of anoying meta builds that make them unkillable?, because last time i checked, killers cant just kill themselves at the start of a game if thats the case and just have to face the consequences of a DC.

    You do are right on something, the game has aserious problem in balance, but its not in the way you tink as the game as it stands right now it has a lot of things in favor of the survivors.

    Except the WHOLE point of the killer its to try and get as many kills as posible, thats the point of that role in the game, but its actually a fact the game becomes very hard for most killers when survivors bring medikits and tools boxes, ever heard of gen rush? that in just a couple of minutes a game can go from 5 gens to 2 with the killer being unable to do much?, how about continiously facing survivors that heal over and over negating hooks, and lets not even start with the perks, thats a whole can of worms on its own.

    I dunno...perhaps because the mix of perks and extra equipment the survivors bring to the trial make it so instead of having a fun time it becomes a chore?, doesnt help the toxic mentallity of many survivors to constantly try and actively look for ways to humilliate the killer and make sure they have a terrible time playing.

    Ohhh bo ho...people actually manage to play some of the hard killers properly and are rewarded by being more succesfull than others, thats "so unfair". Its not like Oni needs to you learn when and how to use your power, how to steer and have a general knowllege of the maps to get the best out of his charge. Same for blight, its not like you need to learn how to use the charges and when to crash somewhere as you cant turn mid rush. And yea, its not like spirit cant se the survivors and has to guess in a split second where the survivor is, having to pay atention to cues and stuff mid game, but yea, that clearly its so unfair. Try playing some of those killers for a month and come back and tell us how easy and powerfull they are

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562212#Comment_2562212

    Jokes aside it doesn't make sense even if killers wasn't super human creatures. Can't imagine those psychos who jump under chain saw or sword etc just to buy time.

    half joke half truth i would say. Gameplay wise i dont tink body blocking makes much sense, more so when every single killer can manhand all survivors, put them on ther shoulder and move like nothing, and thats just talking about the smallest ones, just tink about nemesis. But yea doesnt really make much sense that people randomly stand in front of someone or something capable of ripping your head out with weapon/claw.

  • im a new player so i just have the basic stuff

  • @Fenril said:

    Does it actually make any sense that the killer can completely ignore your "collision box" and close the hatch even if you are on top of it, preventing him from closing it (but he gets to close it anyway)?

    In my opinion, it doesn't make any sense. ANY sense.

    Please, remove the killer's interaction priority with the hatch. This is overdue, trully.

    Thank you.

    And if you are a killer main and finds my thread infuriating, I have an advice for you: find a psychiatrist. You're delusional if you think this is even fair.

    Sure, ill give you the priority of the hatch but in exchange take away body blocking in any way, doesnt make ANY sense that punny little humans are able to block super human entities by just standing around in front of the hook, doesnt make any sense dont you tink?

    Also, the killer its the one meent to set up the pace for the game, so it actually makes sense it has more priority in many of the interactions of the game, but the truth is most survivors arent ready for that conversation because in the courent state, survivors are the ones dictating the pace of the game, its more of a simphtom of them loosing some control and not liking it at all

  • I honestly feel you, there was this game where i just did poorly so took my loses as best as i could, i was chassing on some corner when they opened the gate so i pretty much knew i was beaten. Near the gate i knew i wouldnt be able to down that survivor i was chassing so i just stoped and waited...this group stood almost all the entity time waiting just to teabag, and i can say because not a single one of them left the game. Didnt gave them the pleasure so i just turned around and went to break pallets and doors.

    I hate when survivors do that, it seems to be some kind of hive mind mentallity that they "need" to humilliate the killers as much as posible as if they werent players themselves, but the entity forvide the killers to do the same sometime because you get bombarder with "toxic" "horrible killer" "tunneler" and watever they can, quite frankly the game needs a bit of a consequence for this levels of toxicity, i left LoL for that exact same reason and its very dissapointing to find another game with the same levels

  • Some details i tink need to be adressed are:

    Moving speed: i would say like most it should be a 4.6

    Size i would say big, aliens are pretty tall when they stand up completly, but animatino wise i feel it would be hunching over and crawling a lot

    Acidic blood instead of giving a limited amout of times to use the pallet, it could have a defined timer, say that after the pallet drops on the alien, it has 10 seconds of unlimited use before it melts, i feel this would be more tematic with the acidic blood as its super corrosive.

    Heghtened senses needs some rules i tink.

    For starters would it be a charges type of power or a resources one?. IF its a charges probably would need to have 3 as most and they refill with time, if its a resource it would be a single use bar that refills in time.

    An alternative could be that the alien enters a crouching animation making itself smaller (like a cat sitting) when it activates the power, after that it takes say 1/2 seconds to reach the maximum of its range and gives back the information depending on the survivors, after that it enters the 4 legged animation with the speed burst, that would make for a literal "hunter" type of power, where it stops for a moment to pick out the movement around to find its prey. This would also be in line with a resources type of skill as it would deplete over time before needing a recharge.

    The pounce needs some numbers definitly, i been looking at demogorgon and whe could use it as a base

    Pounce:

    • Pounce takes 1 second to fully charge.
      • Pounce must be charged to at least 65 %, otherwise The Xenomorph will perform a normal Lunge instead.
      • Cancelling a fully charged punce results in a cool-down of 0.45 seconds, during this time The xenomorph cannot interact or attack.
    • Pounce boosts The Demogorgon's Movement speed to 460 % or 18.4 m/s, for a maximum distance of 11 meters.
    • Pounce applies some efects after being used
    • 3 seconds for a successful Shred attack.
    • 2.25 seconds for a missed Shred attack.

      The mini mor the way you describe seems more viable with a cooldown, the big question would be how long before the xeno can use it again? 1/2 minutes?

      I do agree that by force having the survivor to have 2 hooks AND had removed a chestbuster at least one seems fair, but in the other hand being forced to not have one chestbuster inside (on second hook) seems like it would invite people to just ignore removing it, specially on late game as they would just try and rush gens and escape, negating the mini mori completly, i kind of feel this would make it tremendously hard to use it, specially since the impregnation of the chestbuster seems to take a good amount of time to trigger...an option for this would be that the time each survivor its impregnated by the facehugger doesnt completly reset making it so they have to remove the embrio.

      Time wise the pigs trap take 150 seconds to trigger and kill the survivor, they dont have secondary efects, for balance purpouses i tink the embrio should take about...2...perhaps 2.30 minutes? for a chestbuster to come out. That way it balances a bit the extra side efects of being impregnated with the embrio.

      On a side note, i just had an alternative idea for the mini mori. Each time a survivor succesfully removes an embrio it generates a token for the alien, this tokens work like this:

      Succesfully removing the embrio generates a token for the alien.

      The Survivor its imediatly marked as "dangerous prey", this meens that againts that single survivor, and a single time it can make a full charged Pounce atack for a full take down (if a pounce its successfull the survivor will be taken down from any state of healt to dying state). The token its consumed ONLY on a succesfull pounce.

      Removing an embrio a second time generates a new token for the alien.

      The survivor its marked as "treat to the hive", this meens that specific survivor its now elegible for the mini mori.

      In this way the alien its given a way to push survivors to take the embrios more serious, not only because the potential of being killed by it but also by becoming a treat to the give, this way survivors will have to be smart about when to remove the embrio. In a sense a bit like the plague puke, they can opt to not clean themselves and negate the plague its super puke.

  • @CrimsonMothKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555590#Comment_2555590

    I saw you tried to emulate Pyramidhead, that's also where I drew my inspiration from. But where your idea and Pyramidhead's power differ is that yours works too similarly to an actual Mori offering, PH needs to not only have hooked the survivor twice, but he has to make sure that they are tormented when they are on death hook. While the survivor needs to have removed the chestburster twice, the fact that all the Xenomorph would have to do in order to kill someone is down them in no special way, making it just a regular Mori.

    I would like the idea of where instead of the one that was hooked being the one that is slowed, instead it is the saviour who is slowed for a duration depending on how long they had left the other survivor hooked for. However, the synergy this would have with Make Your Choice and the fact that it would reward camping, would make the perk unhealthy. Maybe if it increased the time it takes to unhook a survivor if the killer was X meters away from the hook, it could work.

    PH mini mori needs the survivor to be tormented to go for the kill, how about something akin BUT with a fair trade.

    When a survivor its on the second hook stage and has at least removed 1 chestbuster its marked as a "treat to the hive", if the survivor its brought down to a dying state it will trigger the "apex predator". The alien will circle its prey for 5 seconds hissing in a treatening way (this is in line with the lack of a previous step, PH needs the tormented status, the alien doesnt need to use an atack, instead it pays with "time" to trigger it), during those 5 seconds the atack can be cancelled by survivors with a flash or similar efect that blinds the alien, past those 5 seconds the mini mori its activated and the alien kills the survivor (this is tought just an alternative idea, i do like your concept of the headbut triggering it as it needs an atack to make it happen)

    I do se where you are coming from with the high camping potential of how the addon/perk works...but i defintily feel the wax part would be very tematic and in line with the alien. Perhaps instead the addon could work like this:

    While being carried around by the alien, the creature secretes a special sticky wax wich covers the survivor. Upon being hooked the wax hardens on a type of coccon wich makes it harder to be unhooked. The teammate unhooking the survivor takes twice as long to save the other person and has to do a skill check, on a failed atempt it still frees the survivor but reveals its location for 2 seconds. The cocconed survivor its slowed down for 2/3/4 seconds by 5%

    @ad19970 said:

    These ideas sound very interesting and engaging, the killer sounds like fun. But he also sounds like he could be op. Increased movement speed for map pressure and chase potential, a pounce that further makes his chase stronger, and a second objective for survivors that they have to complete or they suffer from debuffs and potentially death at the end. Not to mention the mori that could incentivise tunneling a survivor off of the hook if they were in stage 2.

    Maybe I am missing something though, he seems quite complex, which is also something that could end up problematic.

    Still, the ideas and general design seem pretty good.

    Not necesarily, i would say this killer could be cataloged as a short range heavy melee atack type, it doesnt really have many ranged atacks, its lung atack its in line with this type of killer (demagorgon as an example), but to make up for that it has a strong 1v1 game, it doesnt have a particularly strong map preasure as it cant be in more than one place or move tremendously fast trought the map (like nurse or hag), on the other hand it makes up for that with "debuffs" to keep the survivors bussy (chestbusters).

    The tunneling part tough lets be honest, many killers can simply choce to do it, piramid head could be an example as he just needs two hooks to do that, and for what i know PH isnt in general a heavy tunel killer (regardless that i do has the potential) its more of the player behind it but thats just my personal opinion about it.

    I would say the complexity its what makes it SO interesting. As a killer you would be constantly trying to keep the survivors off the medical areas so you can secure extra kills with the chestbusters, but at the same time would need to make sure you dont overcomit or they would work with the generators, the heigtened sensses on the other hand its tremendously in line with the alien, those things are super predators, you would need to comit as much as posible to your preys in order to keep them at bay, in the end the lack of map preasure can play againts you, so as a killer you would need to be smart and agresive to keep the survivors on their tows.

    As a survivor you would need to also work a bit more as a team (something that lets be honest, the game needs more off), making sure your team mates have enought time to remove the chestbusters while working on generators.

    I feel its a fair trade, killers have to fumble a lot of things mid game, making the survivors have a small taste of extra task doesnt sound bad to me, spices things up a bit

  • @CrimsonMothKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555022#Comment_2555022

    Thank you for the feedback. I hadn't thought of how the Xenomorph's full mori would look, and your suggestion is right on the money. And your suggestion for the third hook stage mori would be a bit strong. I gated the mini mori behind the need to pounce so that while the ability to kill a survivor is in it's base kit, it isn't like a standard mori, the killer will have to use its power in order to kill them.

    As for Hive cocoon, while I think it would be great to give survivors more objectives, because both time and movement speed are such critical parts to both survivors and killers, a survivor being pseudo permanently slowed by 5% would be way too strong. It would make sense lore wise, but if a survivor has to spend 30 seconds in order to not be perma slowed, they are not only wasting time, but the survivor, if found is almost certainly dead.

    And for cosmetics, I agree, I would especially love to see a praetorian skin for the Xenomorph, they by far have the coolest design. And I think the other cosmetics you suggested with the tracker and stuff could make really good charms and would be really nice when hanging off the xeno's nest hooks.

    I tried to emulate a bit pyramidhead own judgment move, but unlike PH who only needs the torment efect the alien would need by force that the survivor has removed the chestbuster wich makes it more complicated to use, might be a bit strong but its also timed wich makes it be avoidable by good survivors.

    The hive idea could just be changed to a flat amount of time of being aflicted still keeping the "spend time" mechanic of the hook, that would serve as a tool to put preassure on survivors to save their teammaes. This could be a flat 5 seconds upon being hooked of slow by an increased +1 second each 3 second spent being hooked to a cap of 20 seconds

    Glad you like the idea of the cosmetics.

  • For the most part the game its survivor sided, altought to be fair some of the new upcoming changes seem to have to try and balance things out a bit

  • 1) The incentive its so more people survive increasing the probability of the win, the less people the harder, thats the whole point of 4 vs 1

    2) As it should be, the problem here is that the survivors have had the control of the game for that to long when it should be the total oposite, even the DEVs have said multiple times the Killer should be the one seting the pace of the game, this just proves the entitled mentallity of survivors have and that they cant accept things shouldnt be under their full control

    3) Survivors DC left and right, be because they where the first to be hooked, they played bad and just want to denny the kill, because they dont like the killer they are playing againts and so on and so for, its nothing new

    4) Again thats a problem from the survivors side, they have been way to entitled to "me first" then screw everyone else if they can get out of the trial. Keys as they where just invited screwing over the killer more and more, this its more in line with how moris where nerfed, this is more balanced but again, survivors are to entitled to belive they should always be given all the tools and escape routes posible.

    Welcome to do gens or die, that has always been the whole point of the game, people just got to entitled to get as many alternatives as posible so they could avoid teamwork, if anything you are proving the survivors mentality at its core its the toxic one, give "me" the hatch, give "me" a way to escape, give "me" better perks so i dont get killed, the core of the survivors should be teamwork, but again, its all about "me" and "my" escape

    I will repeat...welcome to the core of the game, do the objectives or die, simple as that, keys as they functioned where pretty toxic so its a good thing they where changed. You say striping victory conditions, but i dont se you mentioning a way to balance it so the killers arent always screwed over, again you are just looking at this at the survivors point of vew, "they took something from me to win that made the killers work harder" instead of trying to find a compromise to both sides. And agai...KILLERS are the ones that are "supoused" to set the pace of the game, not the survivors...people need to stop tinking all things should be in favor of survivors

  • A really well tought idea and nicely implemented, i like that it "feels" like a xenomorph in paper, and this is for a huge alien fan.

    A few sugestions i can tink of:

    If a survivor manages to succesfully remove the chest buster 2 times (two hooks) it will be marked for X amount of time with "treat to the hive" status, this status makes it so when at downed state the alien can do a special kill (they have avoided impregnation, meaning they are indeed a danger to the hive, they must be killed for the safety of it). The alien will pierce the downed survivor with its tail raising them to face level, then the alien will hiss at their face while holding their head with both hands before opening its mouth and piercing their skull with their second mouth, droping them to the ground afterwards with a victorious roar.

    Another potential perk/Addon (not sure about the balance, so people more familiar are welcome to help here):

    Hives coccon: The survivor its aflicted by a sticky wax like substance while being hooked, the more time they spent on the hook the longer this wax will take to take off. While afected by the wax survivors are slowed down by 5% until they clean themselves off, the time required to take it off its 10 seconds+1 second per 3 seconds being hooked to a cap of 30 seconds (this would put a lot of preasure on single targets and make it so teammates have to take care of each other to prevent being slowed down and become easy prey)

    Visually speaking, i would love the alien to have a few color variations and looks:

    Black (standar), metalic blue (like the queen), blood red (comic variation), and acidic green

    For heads the clasic drone tube head, warrior rigged one and a praetorian skull bashing look

    For cosmetics they could have:

    Caseys doll head hanging on somewhere

    Rippleys watch tracking sensor (the one rippley gave to newt)

    Dogtags from kicks and co hanging on its neck

  • Zombies are already to slow dumb and even sometimes straight out useless (stuck on places or just wandering aimlessly), increasing the amount depending on the map wouldnt break the game in any way, but would actually make them much more usefull.

    Big maps 5/6 zombies ingame all the time

    Medium maps 4

    Small maps 3

    That would make them slightly more usefull i belive, at least as a good zombie squead numbers should be what they have in their favor

  • Its not a bad idea, would in theory help againts hackers as the timer of opening the gate would force an entity kill, having it at 10/15 minutes from start isnt that terrible of an idea, of the game its going nowhere, or the survivors are keeping the game hostache for any reason will make it better than just DC, loosing BP and geting penalized for people who are there to mess others fun

  • Alien hands down, having the alien would make me play a looot more as a killer

  • @xX_DeoxRc_Xx said:

    I'm not talking about actions like "not being toxic, not looping an infinite" etc.

    What would you add to the game to prevent these situations??

    I would do it so if the killer was on a certain range of the hooked survivor for a certain time, the killer will get blinded and unable to hear anything until 5 seconds after the survivor got unhooked

    very bad idea...survivors would purpousely loop in close proximity to the hook to trigger the efect and gain the blinding efect for free, making it so killers just get completly screwed over in plenty of ways, lose a hook while at the same time being denied chassing the new survivor, but also will screw them over if theres a generator in close proxmity because people will most likely abuse said efect to be able to work on said generator for a good few extra seconds

  • The game could add a simple fix like in LoL (league of legends) with a sort of surender type of vote, this one should just be available the lets say...first 5 minutes at most of the game (to prevent people from throwing out the game just to screw the killer over).

    This option tought would be for people who might have a legitimate problem, but if they dont want to play thats fine to.

    It could work that the person casting it gets DC one minute after casting it, all the other players can cast their votes if they want to keep or the game its cancelled, nobody gets points but also dont lose any addons.

    Of course this should have a big CD (perhaps about 20/30 minutes) to prevent just going from game to game, after all the idea its a "ohh dang my mom called me and i have to do this" or "dam my dog did something dumb and i have to clean it out" type of scenario.

    With this at the very least people wont be as screwed over and everyone on the game have some input on what happens.

    Also the system should keep track of how many times you do this, if you just keep using it over and over because you dont want to play againts certain killers the system could simply punish you with longer queques

  • You want survivors to have something to do aside from generators?...its not that hard, im going to borrow some ideas from amongus for this.

    Game starts, ALL generators are off, survivors need to turn them on to start working on them, this can be achieved by following a VERY visually easy to follow energy cord to a swich that should be turned on (it doesnt need to take to much time to do this, say 5/10 seconds at most), after that the generator becomes active (to prevent problems the moment the generator its turned on IT CANT be turned off in any way), the cord should be a small distance away to prevent problems. With this the game doesnt start imediatly with gen rushing as an example, betwen finding the generator and turning it on you are already taking away a good 20+ seconds depending on place and situation before the gens starts, this gives the killer some wiggle room to move around and start the chase.

    Out of ALL the generators 1 or 2 should need to use a key item to be found on the map, be a gas can or a fuse or watever, this will also make it so survivors will have to fumble items on the spot but also will give a turn to the game. If by watever reason the last gen its one of this it will make for a scavanger hunt. OF course to prevent soft lockdowns the needed item should NOT be visible to the kiler, that way it can be camped out with killers like the traper or the hag.

    With this two things the game becomes more dinamic and ebens out the field a bit, where the killer has to fumble chases, hooks, generators and hatch, now survivors have to fumble activation, gen repairs and key item finding.

    Might not be the best idea, but in all honesty will give survivors more to do around, altought increasing the time generators need for a full repair isnt a bad idea to

  • @Duke_Ragereaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508734#Comment_2508734

    What about the strength tinkerer and ruin undying give? Or the fact that 99.99% of killers run that build? How is it fair to demand nerfs for survivor perks without even addressing the strength of killer perks? I dont think thats really fair or correct. Just dont lunge my guy.

    simple, those kind of builds are the answer of killers to survivor meta builds, its as simple as one feeds the other on a loop of "meta", the root of the problem is that one side comes with a busted build that everyone else copy, and in answer the oposite side has to come up with a meta build that counters it to even up the battle field, the problem here is that the game its heavily biased towards one side, while the other its continiously called toxic and unfair

  • @Legionair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530558#Comment_2530558

    Its because the devs mostly play survivor. I remember at one time when people complained abt how bad hag was when she was released and the dev said "you just arent using her right". He was invited to play against a twitch team live as hag and was COMPLETELY humiliated. after this hag mysteriously got a buff and flashlights got reworked. I think the problem is the DEVS dont play equally so they dont see or care abt both sides, they just care about the side they play most. Which is survivor

    wich in turn will if not already, create a problem, killers might be "less" when it comes to the player base, but they are just as important as the survivors...both sides should be cared and catered to their needs to create a fun enviroment...but so far seems its always about the survivors fun and anything else left to the killers

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2529417#Comment_2529417

    I personally don't like tunneling, DS or no, and picking up the wrong survivor means I either waste time dropping them back down or I just hook them again. But the survivor with DS could block a doorway or something, forcing you to down them to get past them to where the other survivor crawled while you were in your post-successful-hit animation.

    This game is really bad at giving killers information, I don't know why, especially when it comes to picking up survivors since multiple survivors can crawl on top of each other and clip into each other's bodies. (I'm not knocking being able to do that, it's fun to do while slugged, especially if we start crawling in human centipede fashion.)

    Because for some reason survivors should be the ones that always get information to react to every posible thing happening while killers should be left guessing whats going on around them...funny thing considering the killer its the one supouse to set the pace of the game...and its the total opostive almost always

  • In all honestly i would argue its the complete oposite, survivors continiously get catered to their needs because "its unfun" for killers to be able to do something, more so that certain perks composition that are a complete pain in the rear are considered "good", but hell save the killers to come up with counters to that and try to level up the battle field because they are "toxic unfun tunnelers". Sadly the game shows it has a terrible time creating a proper balance. I have been playing the game not that long, but as a new killer i already loath some games with a passion, more so thanks to the terrible matching system that one moment throws me on a "all" new players and we can have fun, the next one im on a clear 4 friends team that train wreck me so hard its painfull to se, betwen unstopable loops, teabaging like theres no tomorrow, body blocking and so on...quite honestly theres a lot of things going on in the game, but fun...isnt one of them

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2530422#Comment_2530422

    They do not. This is brought up by a lot of streamers. A good example is saying that they nerfed Spirit to 'increase the skill required to play as and against' her. But here is the thing; they decreased the skill required to play against her by making her easier to detect. Making it easier is inherently not increasing the skill required to play against her. And as for playing as her, the things they are adding are not things that can be concealed or manipulated, so there is no skill being added. It's just restraining her.

    I honestly dont se the logic behind what they are tinking aside from catering to survivors and screwing over killers.

    I got the game not to long ago but theres a bit of a vias for suvivor players over killers and it shows

  • @Warcrafter4 said:

    If a killer isn't strong enough to force survivors to change up their gameplay then there is no point in that killer existing.

    Remember the developers said survivors are all the same because the killer is meant to dictate their gameplay.

    the funny thing is that almost all the time the survivors are the ones who dictate how the game goes, killers being the ones to have to adapt on the spot

  • I would say it depends, but as a killer player i can say it has happened to me already, and im just a couple of months old playing around.

    So far the only reason i have given up out of geting angry its full groups that just are there to use me as their source of fun, i can understand people being better than me, thats a given in every game, but when instead of all 5 of us trying to just have fun with each other, i become the source of their fun at the expense of my own enjoyment its just frustrating and anoying.

    I got on a clearly 4 man squead who wrecked me super hard, i new they where when i got gen rushed like crazy, but the moment they just started to body block me all the time, flashlighted me and so on i just got anoyed, worse that at the end of the match the little bastards spent 5 minutes waiting for me at the entrace to just clearly hump the ground like crazy and laught some more (at least i didnt gave them the pleasure to se me there), i just ended wandering around kicking doors to cool down a bit and let them.

  • A bot mode where you can test out both killers and survivors so you dont have to go to a full blown out game and just get wrecked out for literally trying to learn the game

  • Xenomorph, who wouldnt want one of the best space creatures on this game?, thats quite honestly one of the reason i got this game, with the hopes one day i can play as my absolute favorite monster of all times...i want to put chestbusters on them and watch them pop from their insides

  • @GentlemanFridge said:

    If it were a part of the game, DbD would not be the same game. It's honestly as simple as that.

    We do have something called the "Terror Radious", aka the heartbeat, or the proximity music.

    Yes and no, killers Teror Radious its basically an alarm for survivors to start running or hide, wich from a "movie" persective given the game makes total sense, but in the same way why "terror" itself doesnt play in the same equation?...just like in the movies people will slip and make mistakes, breath faster and louder, scream, knock of something revealing themselves, my point is that the presence of the killer near you should also have an impact on the survivors even if you (the killer) isnt looking at them directly, Take it as an example for the xenomorph from the alien saga, he cant se you, but his mere presence terrorises you so much you will end making a mistake to let the chase begin, i belive this would be a very interesting mechanic for both sides, survivors and killers, but thats of course my personal opinion

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