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Visionmaker

Visionmaker

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Visionmaker
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  • Ruin doesn't need a buff.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/464963#Comment_464963

    How are they going to do that? The one time they thought of a change to prevent camping it just didn't work. Camping is already heavily penalized by the emblem system so you could say it already is less beneficial to camp if you even care about rank that is. If they want to deal with camping directly then they can go ahead, but perks should be based around making killers stronger not trying to fix a problem that only agitates survivors.

    Like removing hook grabs... making hooked survivors start at full health after being unhooked, making the area inaccessible to killers after hooking, raising the chance of self-unhooks, increasing between hook stages, etc. Again, I'm throwing all bad ideas because weakening camping directly is a bad idea. Unless you have a better idea, since you are the one unhappy about them doing it indirectly through perks.

    The emblem system is even less direct than changing perks. Tell me, what does it even matter? How does losing "emblem points", which we get no feedback at all in-game, affect our behavior?

    There are plenty of perks on the survivors' side that dictates their behavior too. It's not at all unique to Killer, if that's what you are implying.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/464782#Comment_464782

    I mean I guess that makes sense but that's not really an incentive for me that is just a straight up restriction. They need to stop trying to regulate killers actions through their own perks.

    Then they will make camping less beneficial through more direct means like removing hook grabs, and I highly doubt anyone would be any happier with something like that.

    What other alternative would you suggest?

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/464738#Comment_464738

    I'm not sure why you even give it a timer in the first place.

    It's intended to be an incentive to immediately leave the hook.

  • Using the power feels awful now. The vaults feel so disgusting.

  • @Vassyle said:

    Spirit fixed? Why? Does she have any bugs or glitches? I didnt notice them if so

    She made a very obvious sound cue if she was using her power. It broke last patch or something.

  • https://us.v-cdn.net/6030815/uploads/036/HVSL8A3794TF.png Why was the blood in the arms removed?

    Ugh, her tank tops are already bugged as it is.

    Her prestige was so cool originally. Why do they keep doing this?

  • @SmokePotion said:

    just saying, there are ways to stop full on game hostage on the stairs, wihtout gutting valid killer tactics.

    Something like "if killer remains at the entrance of the stairs for 15 seconds, they lose collision"

    bam, easy fix. No more hostage, huntress still gets her basement game.

    I suggested something like this months ago too. They'd have to modify it a bit if they don't want EGC cheesing, but that wouldn't be so bad.

    I'm just guessing that the current change was the easiest solution. Not the biggest fan and I hope they change it to something like that and to address survivors griefing survivors too.

  • Reducing killer collision sizes would be a massive buff to killers and would require far more balancing than just changing the basement stairs.

    Killers would actually benefit tremendously from a smaller hitbox. Cutting corners will be easier and faster, survivors wouldn't be able to body block hooks very well, and those stupid looking pallet stuns that touch your pinky toe won't happen.

    Making the hitbox small enough to allow a survivor to pass through on the stairs would actually make looping nigh impossible. It also would make chunky killers look dumb when survivors phase right through them.

  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/462953#Comment_462953

    @Dehitay It does for now. Until enough Survivors cry about it, of course.

    Chainsaws trigger SF too so hopefully not.

  • @Raizinz said:

    https://forum.deadbydaylight.com/en/discussion/comment/463098#Comment_463098

    When game compositions consist of 80% of one side and 20% of another, maybe they should listen to them equally instead of sheer volume. Whole principle granted by state's rights in the US, so the minority isn't subjected solely to the whim of the majority

    Most people play both.

  • @FSB75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/462758#Comment_462758

    This is steer feces!!!

    No really, it is. Now it's greifing? It used to be holding the game hostage. Blocking the stairs for the last 3 years wasn't a priority!!! And that was before EGC! Killer used to hold survivors in there in a very real way for a very long time ACTUALLY taking the game hostage forcing a disconnect!!!! And NOW!!?? You solved that problem with EGC...but nooooooo, that wasn't good enough...after you solve the hostage problem, now survivors can just slip right past the killer.

    You know, honestly, I can deal with the body blockers, I can deal with the flashlights, I can deal with looping and tea bagging....what I can't stomach is how you guys decide to fix a problem, then fix a problem that doesn't exist because you already fixed the problem!

    So...NOW that you've proven collision is whatever you make it...how about dem body blockers? Still working as intended? Devs always thought survivors would just waltz right up to a killer and prevent them from making a hook? That about sum it up? Doesn't kill your immersion? Tea bagging survivors with flashlight running TOWARDS the killer....yeah.

    You fixed the "problem" for one side and not the other. THAT'S my real problem.

    But you can hit survivors and phase right through them. There's intended counterplay and consequences.

    And yes, it is griefing. If I trapped a teammate doing a totem in a corner and prevented them from moving until we both die or disconnect, that is holding someone hostage AND griefing. It's the same thing... griefing just encompasses a lot of harmful behaviors.

    "A griefer or bad faith player is a player in a multiplayervideo game who deliberately irritates and harasses other players within the game (trolling), using aspects of the game in unintended ways." - wiki

  • @Plu said:

    Here comes the "Just adapt" post...original.

    As for the change you propose, Op, i agree about the two last changes but not the miss attack penalty, Legion should get punished for missing attacks, especially with how weird the FF lunge was and that it gave you extra speed when spammed.

    I liked the FF lunge. It was unique, fun, and I used it to bait pallet drops. I think it's fair for it to drain faster while lunging though.

    I don't really see why whiffs needs to cancel, now that Frank's Mixtape + Cold Dirt isn't an insta-win anymore, and Frenzy hits do nothing to Deep Wound timers.

  • The main strat is using Frenzy to get the first hit, then catching up and cancelling into M1 a la Wraith.

    If you're already good with bland M1 killers, you'll be fine with Legion. If you hate M1 killers, don't bother.

  • how about when EGC starts the sun starts rising on the map you are playing on and right as the timer runs out and you die it is daylight ...make it a literal…

    That's cool. Would make hiding around in dark places a little harder.

    But how would they handle indoors maps?


  • @Boss said:

    The Killers generally have less cosmetics available.

    Not even trying to insinuate anything, you can see the counts on the Store.

    I wish there's a better way to fully appreciate the cosmetics than just the title and end screen. The cosmetics are so expensive and well detailed, but killers don't get many opportunities to enjoy them.

    I still wish they made Cypress mori default to all killers.

  • I don't understand why people get angry over teasers and leaks, let alone harass someone over it.

    I get this community loves complaining and being salty, but how disgusting do you have to be to go this far?


  • @ShyN3ko said:

    Survivors:"Killer get 1 nerf and now they crying.

    In the last years, survivors got only nerfs".

    Survivors didnt get nerfs.

    This things were fixes.

    2 times SprintBoost in 1 chase is rly annoying.

    And this pig nerf was totally stupid.

    Because it destroy endgame piggy and they nerfed a low-mid tier killer.

    I dont play Survivor, because I hate Nurse in High Rank.

    I want pig in High Rank.

    Healing nerf, removal of pallet vacuum, exhaustion nerf, flashlight nerf, fewer safe loops, etc.

    There are plenty of nerfs. They were not "fixes". What is realistic is that you simply don't think they are enough.

  • @ItsYourBoyGuzma said:

    https://forum.deadbydaylight.com/en/discussion/comment/462465#Comment_462465

    but survivors can abuse other things and no seems to care right? LOL

    DoUbLe StAnDaRdS

    Yeah like the window exploit that they fixed this patch? LOL

    You're not even using the meme right buddy.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/462585#Comment_462585

    Considering how quick killer mains are to panic about anything that might make them work a little bit harder, I'm not surprised they're waiting to hear more feedback on MoM than just the first two weeks worth of crying. The fact that they said they're listening to feedback means they're open to changing it. Especially considering they said they're not touching NOED despite survivors throwing a fit over it constantly.

    Ssshh, don't go against the grain. I mean...

    Devs stink! They're all survivors mains! That's all the devs care about!

  • Dedicated servers are coming.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/462573#Comment_462573

    Do you know what actually means?

    This game is balanced by stuffing potatoes into highranks who dont belong there.

    Guess what the current new survivalrate at rank 1 is? The former rank 18.

    The former rank 18's are now rank 1. Thats how boosted they are.

    Are you joking? When did this happen?

    Last I heard people were complaining about how hard it was to pip.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/462462#Comment_462462

    This is true. To be perfectly fair, the perk grants tokens on hooks, not deaths. Since you did not hook them, you should not get a token for it.

    You could make a case for getting a token when someone DCs, since you would often be about to hook them and that removes your chance to do so, but if you failed to catch someone the entire match, that's a different story.

    Wouldn't it be more fair if survivors got a WGLF and killers got a BBQ token for a survivors D/C? It incentivizes people to stay rather than chain D/C.

  • @KateLover said:

    https://forum.deadbydaylight.com/en/discussion/comment/461675#Comment_461675

    LOL What are you basing that on? There is literally nothing in the history of this game to support that statement. :)

    The Spirit got like fifteen buffs after her PTB and release.

  • While I don't like the direction they took with the Legion change, whining like children isn't changing anyone's opinion.

    At least it won't be as hard to mindgame loops anymore.

  • Her cosmetics are looking super sexy.

    Hope to see more in the future.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/461649#Comment_461649

    Yeah, quite sad that you actually need Skill (if DBD has any) to kill people and not get them by just standing at some Stairs.

    But I know that this is the Level some people expect to get rewarded for.

    sUrvIvOrs SHouLD leArN tO AdAPt

    Anyone else get deja vu back from when people went ballistic over camping nerfs?

  • Oh no, I can't trap survivors in the basement and leave to grab a sandwich anymore.

    The basement wouldn't have needed any change if some killers didn't abuse it.

  • @twistedmonkey said:

    They can but just put out some numbers quickly as people asked for some more stats on the survey.

    Who knows we may have a better breakdown soon but with how much people complain over every little thing It makes me wonder if they should.

    Yep. People aren't looking for information, they are looking for validation.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/460884#Comment_460884

    Oh, was it? I thought it was set up to where if the last pool got used, there was no more left to use; and it was powerful cause everybody was permanently broken and Thanatophobia was a fixed at full stacks. I never play the ptb for more than a few games so I must have gotten my information wrong.

    Oh. Maybe I'm wrong. I thought it was. Perhaps someone can confirm.

    I still think it's too powerful to cleanse only one at a time. It would be more balanced if Plague didn't automatically get her power in that event.

  • Because it’s a little unrealistic and a little bit unfair for Plague that the only times survivors MIGHT cleanse is when they’re broken and they feel like cleansing because they literally do not see Plague as a threat (especially when her power is in their control.) As of right now, green puke is essentially just an icky special effect that gives a mildly mediocre ability to track (although made pointless by the fact it’s on a timer and even infected survivors don’t really care because Plague vomit is not threatening.) What would help is if being infected itself was not desirable for survivors.

    50% action speed and 50% exhaustion penalty.

    Jesus Christ. Talk about unrealistic.

  • @Dehitay said:

    Having all the pools cleanse when they all get used is annoying as hell. Why don't they just do what they did with Hag's traps. Like the hag trap that's been around the longest disappears when another is placed over the limit, why don't they make it to where the pool that's been corrupted the longest gets cleansed when the only clean pool left gets corrupted? That way you don't completely wipe out all the Plague's options and completely open all the survivors' options simultaneously.

    It was like that in the PTB. It was ridiculously strong when the killer just didn't pick up the pools.

  • It's funny how many people in this thread consider this not holding the game hostage.

    People freak out over 10 seconds of teabagging but this? This is okay.

    @Mat_Sella said:

    I dont mind smaller killer hitboxes, there's more to the game than looping.

    Killers would actually benefit tremendously from a smaller hitbox. Cutting corners will be easier and faster, survivors wouldn't be able to body block hooks very well, and those stupid looking pallet stuns that touch your pinky toe won't happen.

    Making the hitbox small enough to allow a survivor to pass through on the stairs would actually make looping nigh impossible. It also would make chunky killers look dumb when survivors phase right through them.

  • @pemberley said:

    1. All action speeds and exhaustion cool downs are increased by 50% while infected or broken
    2. Make iridescent seal permanently infect objects. The more Plague infects them, the faster survivors are infected by them.
    3. I like your idea of vomit being a built in bloodhound!
    4. Plague should have fun and devious add ons that enhance her gameplay. Like delayed skill checks while infected. Infection causing exhaustion. Being infected causing deaf and blind effects. Etc.

    #2 and #4 would be super duper cool. They should emphasize the uniqueness of sickness.

    #1 sounds awful and unoriginal and for #3, I don't think Plague needs built in tracking.

  • Why put an effort into putting down less than 5% of all players?

    Why not put an effort into raising up 95% of the player base instead?

  • That's not No Mither-style hard mode by any means. The benefits outweigh the risks.

    Here would be my take:

    Sadist:

    • All hits to injured survivors (including M2 powers) grant Deep Wounds status.
    • Killer noises and TR reduced by half.
  • The slow queue time for killers is probably the most annoying. Please play survivor. I'll farm if you let me stab you a little.

    And on the contrary, I used Cold Dirt + Frank's Mix Tape + Survivor Pudding and no one dc'd. So not all games are salty.

  • Orion said:

    @powerbats said:

    @CrowS said:

    @Wahara said:
    They say that it will increase lobby times by splitting the player base in half, but that seems to be overstated.

    Every other competitive game can get away with this. I'm sure dead by daylight will live.

    I'm with @Wahara every other competitive gaming community seems to do fine with this, why is it a problem for DBD?

    All these other ones you refer to all have MASSIVE player bases to them.

    The devs said that ten million people have played the game so far.

    And yet it still gives me opponents with ridiculous rank disparities!
  • @Terratoast said:

    @Visionmaker said:

    @Terratoast said:
    Yes. But it also buffs many other situations where the survivor shouldn't get the free unhook.

    For the record, it's not a free hook. It's an unhook coupled with a perk designed to allow unsafe hooks.

    Your argument should be framed with the fact that the survivors are deliberately running a perk that complements risky unhooks.

    I thought that the comment I responded to was in direct reference to the OP's suggestion (which was a blanket change regardless of perk being run), not the upcoming BT change. I have mixed feelings about the BT change but it wasn't what I was referring to.

    My fault. I didn't think anyone actually took his post seriously.

    To be fair, I responded with the prior knowledge that OP only made this troll-suggestion to vent about the BT buff, so that confused me.

  • Hint:

    All players are people, whose performance differs across time and depends on various factors, many of which are outside of their control.

    1. SURVIVORS HAVE THE GAME EASY, ALL THEY DO IS LOOP FOR 5 GENS AND ESCAPE

    2. SURVIVORS ARE ALL IDIOTS AND THEY DIE THE MOMENT SOMETHING GOES WRONG

    Pick one.

    Also:

    1. RANK ONE IS FILLED WITH GEN RUSHING SWEATY SWF DEDPIP SQUAD CLAUDETTES WITH META PERKS
    2. RANK DOESN'T MEAN ANYTHING. RANK ONE SURVIVORS ARE ALL STILL A BUNCH OF USELESS IDIOTS

    Pick one.

  • I slapped a teabagging obsession Meg through the killer shack window, who D/C'd right after I picked her up and dribbled her.

  • I like Nea better.

    She has cooler threads.

  • @tt_ivi_99 said:
    MhhBurgers said:

    I think survivors unhooking others should not be grab-able and hitting them with stuff like a chainsaw should put them in deep-wound status since killers even after all these nerfs will still be totally OP it shouldn't hurt them at all.

    You can't be serious.

    I get why you want that, its disgusting to find a face camper but with the new Borrowed Time its enough.

    People would just abuse that and start unhooking survivors right in face of the killer.

    Of course he's not. He's just salty so he's throwing a temper tantrum.

    Like a kid told to eat his vegetables screaming that he'll never eat meat again as protest.

    As many of the posts suggest, camping killers feel personally attacked by the BT buff.

  • @Terratoast said:
    Yes. But it also buffs many other situations where the survivor shouldn't get the free unhook.

    For the record, it's not a free hook. It's an unhook coupled with a perk designed to allow unsafe hooks.

    Your argument should be framed with the fact that the survivors are deliberately running a perk that complements risky unhooks.

  • @bloxe said:
    Visionmaker said:

    SWF is a part of the game and will always be. It is everyone's responsibility to adjust.

    Similarly, just because I don't like to and don't want to play against Nurse, widely accepted as the strongest killer, doesn't mean I get to opt out.

    Thats one of the stupidest things I've ever read. Nurse is a pick. And it also requires some skill to be strong.

    The mere act of communication as SWF brokes the game.

    For example: if I'm using a Hex perk, and one of them finds it. I kill him, and bring him to a hook away from it, but then all other 3 know where it is. He broke my game by using a communication app, outside the game. Is that fair?

    Thats one of the stupidest things I've ever read. SWF is just more than one person playing together. And it also requires some skill to be strong.

    The mere act of teleporting past pallets and obstacles as Nurse brokes the game.

    For example: if I'm using Borrowed Time, and Nurse sees me from across the map. I unhook a teammate and try to run, but then Nurse can just ignore my Borrowed Time and teleport straight to the injured guy. He broke my game because Nurse is overpowered and we can't do anything in the game to run. Is that fair?

  • @purebalance said:
    SWF is pretty much survivors with 7 extra free items/perks/killer perk negation that _honestly is NOT about playing with friends, but rather having an unfair advantage over the killer to make themselves feel good tormenting someone else. If you can't see that SWF is toxic for the game in general, the problem is you. _ SWF should be its own entity and offer no BP or rank.

    Oh my god, you honestly believe people play with each other in an elaborate scheme to hurt you.

    You need help. You all need help.

    I'm just going to give you an "Awesome" because I genuinely feel bad for you.

  • Hit him? Slug the second to last next time?

    I just slap the guy because it's a waste of time. Killers get way more BP just by starting a new game.

  • @Avariku said:
    right, just like the supposedly universal "camping" signal of flailing around like a epileptic mongoose while on the hook... except most people are ignorant of the meaning or ignore it... 

    so again, unless all people are aware of how to trigger the code, it would be pointless. 

    and yet again, I prefer the current system as anyone who is going to employ such obviously toxic behavior NEEDS to be properly dealt with.

    You're equating an unofficial signal to a built in, intended game mechanic. Okay.

    You act as if there's no way for information to spread in the game. They can add a visualization. A tool tip if survivors are in one area for an extended period. Patch notes. News. Anything.

    Working on a code that'll last the rest of the game's lifespan is far more efficient than manual labor of reviewing video evidence (and anyone that works for a living can attest to that..) but you can try convincing yourself otherwise.

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