Vulgun
Vulgun
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@glitchboi said:
I like the idea of making Nemesis more reminiscent to his Resident Evil self power-wise, and I do think you did a good job on this one, however I think the hindered effect is a bit too much.
Maybe 1 second every 12 seconds for tier 2, and 2 seconds every 10 seconds for tier 3. To compensate, maybe add a mini action speed slowdown effect for each of those, like 25% slower for 1 second for tier 2, and 50% slower for 2 seconds for tier 3, I dunno.
I've decided to change it up like this:
- Tier 1 is now 15 seconds frequency, 1 second to cough, 15% slowdown.
- Tier 2 is now 14 seconds frequency, 2 seconds to cough, 20% slowdown.
- Tier 3 is now 13 seconds frequency, 3 seconds to cough, 25% slowdown.
This way the frequency isn't too overbearing, but at the same time, letting Nemesis progress Contamination further will lead to your detriment and it will still be on you to avoid his Tentacle Strike attack.
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@Viktor1853 said:
so i can camp
Go play Call of Duty, Street Fighter, Super Smash Bros. Ultimate or something if you like camping.
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@ARTRA said:
Overall i like it, but that hindred numbers are too much. 3 seconds hindred every 9? Nah, you cant run by any means. Nice idea but the numbers numbers are busted.
Also 5.2 of movement its a loooooot, but i would love a fooking rocket launcher xD, how cool its that.
Special attack tentacle is busted, 1 hit 24 m AoE? Too much.
And for Iri addons, i would love at least one that is zombie related.
But sadly this does not matter because no one of behaviour its going to read it or invest resourses of it.
Also, you forgot the meme addons.
Zombies Party: Zombies you kill give no contamination, but gives you extra BP and explodes in confety.
And the one that turn zombies aura yellow when "attack" a survivor change it to when they "see" a survivor.
1) The 3 seconds of hindered every 9 only happens if you let him whip you thrice, and the amount of Hindered isn't too much; it's only by 10%, not the original 20% we currently have.
2) The 5.2 movement speed in Stage 4 is meant to be his mobility; again, Nemesis is known for many things, his mobility included. But this is more to allow him to compensate for the long start-up, endlag and slow movement speed when firing his Rocket Launcher.
3) You're not accounting for how predictable this can be. If you simply notice his heartbeat isn't getting any faster, if you start running or if you notice something from the ground, you'll figure out very quickly that he's using Tentacle Scythe.
4) There are zombie-related add-ons. Wristbands, Brian's Intestines, Mikhail's Eye and Depleted Ink Ribbon all affect zombies.
5) I'm hoping some dev actually sees this and realizes this could've been the direction they could've gone for Nemesis.
6) No.
7) No.
8) N O.
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@Saviorace said:
https://forum.deadbydaylight.com/en/discussion/275679/pyramid-heads-tech-should-come-back
All techs should be removed period. Relying on what is essentially a glitch to make a character useable incentivises devs to nor fix their mistakes
No, these techs existing likely serves a much better functional purpose than just "being a glitch".
Let me ask you this; is it a glitch that Nemesis' Tentacle Strike lingers for a short duration of time? Or that Bubba's Tantrum still has collision on objects and Survivors? No, they aren't glitches. They're part of the characters.
People only discover "techs" when they can use these parts of their kits to their advantage in a unique and surprising way. Plus, the developers seem quite on board with the Linger Tech and the Tantrum Tech, considering neither have been removed since the Killers' releases.
Just because you don't like them doesn't mean that they need to be removed. Techs, if anything, make a game better than it normally is.
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@Tekno_Badger said:
There's a middle ground to be had. I don't think he should be able to insta-cancel like before, but maybe decrease the exit duration from 1s to 0.8s
I think reducing it to 0.6 seconds would be better since it'd feel more fluid.
But I also think that my idea of just making it punishable by adding a second cooldown on miss is just as good. And I could even argue that the attack could have a thin width to balance it out.
@Brokenbones said:
He's already somewhat oppressive in the 1v1 and strong as is, though
He doesn't need this.
Trust me, he's not that oppressive if you just Dead Hard for distance or spin him. This would be another mechanic he could have that would be easy to learn about on both sides.
And again, an added second and a half of cooldown if he misses.
Addendum: I ended up changing it to be a little more balanced. You two should read the changed parts, which are a narrow hitbox, 1.5 second cooldown if you miss and it requiring you to initially cancel the Rites of Judgement move for 0.25 seconds.
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2451353#Comment_2451353
You played Resistance?
I really wanted this game but i discovered it too late when it got removed from Steam. every game with a similar idea to DBD doesn't survive long sadly.
Also i heard about Re:verse but I'm pretty disappointed.
Resistance was never pulled from Steam.
It was just never ON Steam to begin with because RE3R was tied to it. It came with RE3R, so.
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@Viktor1853 said:
so i can camp
At least you're honest about your sins.
@Anniehere said:
Mixed feelings.
I spent a lot of money on this game because i enjoy playing, although the game is not perfect and I'm not always happy.
In this genre, there is no game that compares to Dead by daylight. happy but not 100% satisfied.
This is honestly my feeling, but I had a far better experience with one other game that didn't have much developer support from the main guys at Capcom. Unfortunately, I came over to DbD long after the whole Resistance game died.
And when I came in compared to now, it's 100% not satisfactory (especially with how they made pallets too OP against Killers), but until someone makes a game to compete with it in a better way, I paid for it, and I'm paying for it.
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So the general consensus right now is: Make infection do something and make Tentacle Strike first hit not grant as much of a speed boost (or no speed boost at all).
What if, then:
- Tentacle Strike's Hindered effect from the first hit deals -20% movement speed for 1.5 seconds.
- This also occurs when a Zombie hits a survivor.
- Contamination now works in 3 stages, and coughing causes a slight hindered effect that depends on how infected you are.
- 15 seconds to cough stage 1, 12 seconds to cough stage 2, 9 seconds to cough stage 3.
- Movement speed is reduced by -10% or -15% per cough.
- Vaccines remove all Contamination when applied.
- Tentacle Strike now deals 3 total stages of Contamination, with the first stage allowing it to actually injure the Survivor and the others increasing the frequency of the coughing (and thusly the Hindered status effect).
Would these be reasonable?
- Tentacle Strike's Hindered effect from the first hit deals -20% movement speed for 1.5 seconds.
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@TacitusKilgore said:
Because there isn't a better game. This game makes me miserable pretty frequently but its the only one of its kind, so im kinda forced to play it if i want to enjoy my favorite genre.
It's definitely unfortunate that there's no other game (that's readily available and has a widespread community) like this, but I'd probably keep that chin up. You never know who's coming up with a game in the same genre.
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How I would personally change it myself is to simply make Contamination more representative of the Resident Evil series.
First and foremost, Contamination acts like the Poison status effect from Resident Evil 2 Remake, where the character is slowed down for a period of time when they cough. Granted, this would happen to a lesser extent as the Survivor will suffer the Hindered status effect when coughing, and this rate of coughing would be one cough every 15 seconds, and the Hindered effect would be at around -15% movement speed.
The second thing I would do is make Contamination akin to the Fine, Caution and Danger system of Resident Evil, where each hit of a zombie or tentacle strike increases Contamination levels from Blue to Yellow to Red.
Each stage of Contamination simply increases the frequency of coughing, so Blue would have it at 15 seconds, Yellow would have it at 12, and Red would have it at 9 seconds, which increases the frequency of the Hindered status effect.
This would ultimately make Vaccines still a viable option to try and get so you can prevent yourself from being Hindered, but would give Contamination a new way to play around with as Survivor and Killer.
I'd also likely make Vaccines more frequent, likely increasing the amount of them to around 8 total, but you have to actually find them on the map and pick them up, much like, again, modern Resident Evil games have you picking up items and searching for them.
Yes, the vaccines would be shiny.
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@fogdonkey said:
Because I like to torture myself.
Well, bud, the CIA (probably) uses this game as an interrogation tactic, so you're not the only one being tortured.
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@Hex_Llama said:
Honestly, because it's pretty easy to suck me into a loop where I keep trying to unlock the unlockables.
It is. It's unfortunate that many of the unlockables have to be locked behind paywalls. Would've liked the Trickster weapon from the Cut Thru U set, but guess that'll never happen for some reason.
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I want to know why the community feels a certain way about the game, and which reason you have for still investing time into this game. All results are valid, and I will not judge depending on which answer you give me.
(Unless the answer is raunchy or unnecessary, in which case, I reserve all right to judge you.)
Addendum: I will clarify option 5 a little. I don't just mean the literal "Power" of every Killer, I also mean the feeling you get when you play a dominating role, that rush of excitement and power you feel from playing the side that takes others down.
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@[Deleted User] said:
They didn't do anything but remove a part that lasted a few seconds, otherwise it's the same.
But that part of the music is the flavor of it. It really makes the tune in the PTB version and breaks the tune in the live version.
It's why I started this thread; it's to gain support to actually get the old tune reinstated.
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@Firellius said:
These would be -very- sweeping buffs to killers, massively extending the duration of matches without giving the survivors any way to draw the match out for themselves. Killers would probably get about four to five extra minutes to wipe everyone out.
I'm mostly talking about the blue glyph. It's absurd to give the killer the ability to set a gen to 0%, AND lock it for two whole minutes.
This is an extremely killer-sided suggestion and would probably move the average kill rate from somewhere around 60% to 80%, if not higher.
Do you genuinely feel the need to come into basically every damn thread I make to try and criticize it?
Fine, I'll humor this post.
The Blue Glyph sounds Killer-sided at first, and it was intended to be that way simply because Killers need something that can help them control the match and take the power of the match away from the Survivor, even for the time being. You also got to consider that the Killer has to go out of their way to find a Blue Glyph, earn it, then go back to a generator within a 120 second timeframe and kick it, praying that there's not a single Survivor on it that's running Blast Mine or Repressed Alliance, or heaven forbid both Perks. Hell, speaking of Perks, Ruin would immediately make the Blue Glyph useless since if it's doing the work, the Blue Glyph can't use its own ability for Killer, meaning there's a trade-off to what you want to run as Killer.
So there's time that it takes to even earn the ability, then there's counters to it and even restrictions based on other, very powerful things in the Killers' kits. That's how the game works; you can find ways to actually manage to get around this powerful boon if you play it smart against the Killer, and you can make new builds as Killer to revolve around getting this Glyph.
The Red and Blue Glyphs are meant to make the Killer feel more powerful early and mid-game. Survivors do not deserve to be powerful practically all the time in the game. What these do is balance out the dynamic, if not lean it more toward Killer, which should be how the game should be designed (again, the Killer is meant to be the "power role" and you can't achieve it without giving them power).
My ideas factor in the potential of spawn locations and the time it takes to get to these things, hence why they are so damn powerful in the first place; they take time and effort to get. They deserve to be rewarding.
And what the hell is wrong with extending the length of the match by a few minutes when there's new and exciting gameplay to be had? It would be much better than the alternative (Ruin + Undying, which can extend games by over 20 minutes).
So yeah, it'd be sweeping buffs, but it'd be a step in the right direction for the design of this game.
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@RenRen said:
Forced Penance:I think the broken status for hitting a person who is healing a dying survivor is unnecessary. I believe that the devs don't want to use endgame collapse for anything outside of it's main purpose so instead of endgame collapse it would have to be when the gates are opened. Other then that I'm not opposed.
Trail Of Torment: There's 2 issues with this. Gens don't regress while blocked. That cooldown is longer then oppression, and barely anyone runs that cause of the cool down, 120 secs is way too long.
DeathBound: If they know how this deathbound works. They are gonna immediately split up. Maybe remove the distance requirement for the health state.
Forced Penance giving the Broken status effect to a Survivor healing a downed one is basically adding onto the description of the Perk itself. The Survivor is trying to stand in the way of duty (healing the downed Survivor, preventing them from being hooked/caged), so they get punished heavily.
I'll probably change the second part of the ability, too.
Trail of Torment would be the one perk to specifically allow Generators to regress since a different, unknown force that isn't The Entity is blocking them. The blockage is likely from a power that Silent Hill has over the realms. So, basically what I'm saying is that regression when a generator is blocked would be introduced.
As for the cooldown, maybe 60 seconds is fine.
As for Deathbound, yeah, maybe I'll reword it a little.
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The map is one of the few maps I actively tolerate and get to have fun in. It wouldn't be fair for anyone who likes the map to have it just go after the expiration date of the chapter.
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@Mandy said:
If you've unlocked them already, they will still be in your loadouts. However, for players that do not have them, there will be newer versions available in the Shrine of Secrets.
Why not just make the newer versions universal and available to the people in the Bloodweb, too?
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This is the beginning of the end of Dead by Daylight.
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@FFirebrandd said:
Or... maybe we can do what the Devs... at least tried to do. Nerf the add on, buff his base kit so he isn't only viable when run with 2 purple add ons. Isn't that one of the big current complaints about GF and Trapper? That they're too add on reliant? Why would you want to leave Trickster in a spot where he needs 2 purple add ons to be good?
Because they change up his playstyle unlike those two. Heaven forbid we rely on giving a Killer multiple playstyles.
And it's not like Trickster's not still add-on reliant. Now people will just be using more Iridescent Photocards because that'll be the single best way to get downs with him. The change was a band-aid patch and I guarantee you that once the kids start complaining about Photocard, it, too, will be nerfed and now Trickster will have no good add-ons outside of Melodious Murder.
Speaking of Melodious Murder, now that he has a buffed laceration decay and throw rate, looks like he doesn't need those add-ons that affect those two things, so now that limits his add-on usage even less than it does now. So guess what? Melodious Murder is going to be his go-to add-on, and so will Iridescent Photocard (because again, decay rate was buffed).
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@some_guy1 said:
that combo was extremly busted, good riddance
It was the only thing that made Trickster a viable Killer (granted you didn't sandbag every shot) and, in my opinion, was the most fun I would have ever had with the Killer because it was a great and unique combination that rewarded a different playstyle altogether.
But we can't have fun and rewarding playstyles now, can we? No, we should just let Survivors keep on having EZ mode while Killers keep getting kicked in the groin with nerfs.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2417465#Comment_2417465
What the hell are you on about?
We are literally talking about a situation where the terrain is allowing for people to climb up on top of it when in 99% of cases they can't (ignoring stairs and ramps obviously). How is somebody supposed to just... figure out where and when the exceptions are? I doubt there's anything about that rock that makes it stand out, that indicates "Hey, you can climb me"
Fun perk interactions, neat techs with Killer Powers that sort of thing should generally stay put assuming they aren't OP. This though? This is just weird randomness that breaks the standard rules of the game in one particular spot that probably looks no different than most other spots.
"How is somebody supposed to just... figure out where and when the exceptions are?"
Four words:
Monkey see. Monkey do.
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@FFirebrandd said:
Picture this situation.
The Killer is playing someone without a ranged attack. A Survivor in the match knows how to get on the coal wagon. The Killer does not. Suffocation Pit loads in. The Survivor hears the Killer's TR and goes up there. Killer shows up... sees the Survivor up there, but has zero clue how they got up there or how to get up there after them. So... the Killer goes elsewhere. That Survivor now knows the Killer doesn't know how to get them there and is functionally invincible as long as they're somewhat close to the Coal Wagon.
Alternatively... there's a pallet at the coal wagon loop right? Picture the reverse. Killer knows how to get up there. Survivor doesn't. Survivor tries to play out the Coal Wagon pallet. Killer just says no and goes on top of the loop. Survivor is now guaranteed to get hit because the Killer is *on top* of the loop and there's nothing they can do.
That's why it got fixed.
So you're saying that these people in those two scenarios don't have functioning brains and can't figure this stuff out on their own, so instead of letting them, I don't know, use their brains like humans should, the thing that could be easily learned about should be removed instead?
Removing things that can be learned and used by EVERYONE only makes a game worse in every sense. It removes the fun aspect of the game and makes competitive play even more dull and repetitive because people are going to be smooth braining every loop in the game.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2415000#Comment_2415000
dbd with 30 million players...
Have I missed something?
DBD doesn't have that many players for it. Other games are not asymmetrical games.
DbD's total sales are likely around 30 million at this point thanks to the Resident Evil chapter. That means 30 million (at most) potential players of this game, most of which are probably on console.
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@Munqaxus said:
A lot of players want an MMR so they aren't hook-bots for level 1 Red Rank Killers or continually blinded by flashlights against level 1 Red Rank Survivors.
What makes the upcoming MMR system worse than the current one that matches you against Skittles?
It'll match you against every flavor of Skittles instead of just the Grape and Cherry flavored Skittles. We've seen in the past how MMR actually worked, and honestly, unless this game gets the massive reworks it so desperately needs, it doesn't need MMR yet.
For example, if anything, a reworked Ranked Mode and an actual Casual Mode would be a lot better for the community and the health of the game than tacking on MMR so haphazardly. I mean let's be real, it hasn't segregated the communities of other games, so what's different about DbD and it's nigh-on 30 million players?
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2413228#Comment_2413228
There was no right time. Either the killer was caught off-guard or he got a free hit.
AKA "the right time".
If the Killer was hit and you didn't get hit before the change, that meant you used the pallet at the right time. That's how it should work, no matter what.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2412898#Comment_2412898
So why should Dead by Daylight be any different?
Because it's not two attackers. A couple seconds of stun is relatively little for the killer, but losing one of two health states is huge for the survivors. It wasn't fair that a killer could lag their way into a takedown when the survivor makes the proper play.
The way the system was set up left basically no option for a pallet stun play. You would, in 90% of cases, lose a health state if you got a stun off. This effectively made this gameplay element useless, since you lost a chunk of the speed boost you get upon being injured, and the stun replaces the wipe-off animation, so the killer isn't really delayed. If you went for a pallet stun, you were doing a challenge or soft throwing the match.
In the other games, you can afford to trade. In DBD, you can't. You trade a stun for a hit, the killer comes out very, VERY far ahead.
The system WAS set up with an option for pallet play. All you actually had to do was make the right call and slam the pallet down at the right time, or else you trade against the Killer.
Now, almost 100% of the time, the Killer will ALWAYS be at disadvantage because pallet hitbox sizes were buffed and Survivors are invincible on hit. This is not how it should be; Survivors should never have power against the Killer. In the prior patch, either you trade, or you get the timing right.
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There's one thing I think everyone here needs to really consider about gameplay design and how Dead by Daylight's trying to get rid of good game design, and that's the concept of "trading".
Before this god awful patch was rolled out, the game had an extremely fair system where trades can happen. If a Survivor and Killer traded hit and stun, then that should have been that; the Killer and the Survivor, both at the same time, were detected to have hit each other.
That's a concept basically every other game has, where two attackers attempt to trade hits. Granted, one player will sometimes benefit from it more than the other, but that's been a game concept for practically almost every genre of gaming. Prominent titles like Mario Kart, Super Smash Bros., Street Fighter, Call of Duty, Fortnite, etc. all feature some sort of system where players trade blows one way or another. Even other games of this genre have it, such as Resident Evil: Resistance, where you can trade a blow with an enemy and it was just fine.
So why should Dead by Daylight be any different? Why should Survivors always get their hits in now while Killers will often get next to nothing because of how they buffed pallets and Survivors (not adding rollback in the slightest, trust me, that's not rollback)? It's not fun nor fair gameplay design and it completely discourages aggressive playstyles while making Survivors' defensive playstyles far more prominent and looping much, much more agonizing as a whole.
Overall, the change to the pallet system really gets rid of a good gameplay design in favor of horrible gameplay design. Trading in any video game is good because you know that it was your fault (as the defender) that you got hit, or that the attacker had better reactions or smarter plays than you had. The old system was fine, the new system is horrible and broken.
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@Piwatte said:
https://forum.deadbydaylight.com/en/discussion/comment/2411552#Comment_2411552
60 seconds = insane... Does this amount of time would be reset if you cancel the action ?
No, it does not reset; it requires a cumulative 60 seconds to open up, meaning that the timer does not reset.
Had I said "consecutive", that would've indicated that it would reset, which would be absolute bollocks.
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@Piwatte said:
Two min on gens, now one minute on hatch... Let's play another game, no ?
I never play key, but this is a bit ridiculous : key shouldn't open hatch anymore in this case ?
The change I made for keys is to compensate for the amount of time it would take to finish another generator and pop open an exit gate.
It also still circumvents the utilization of No Way Out, Blood Warden and Remember Me in a much more productive way than simply popping it open. It's now an actual third option of escape that can be earned. That's the point of the changes, to make things feel earned.
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@Soulpaw said:
its always been like this, people are just noticing it more with lethal pursuer.
I told that to Sinow but he didn't believe me. That's the reason I asked, believe it or not.
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@Pilot said:
I want to keep this short so I won't go into full detail. You can figure some things yourself.
I will answer one question tho. Why do I consider these two changes important & why this year?
- They must happen THIS YEAR because I can see them being added in the next mid-chapter update. A 3-month period to work on this should be more than reasonable.
- These two mechanics are really, really outdated & are one of the most frustrating things as killer hence why I consider them important. They're a very important quality of life
Gen Tapping
Probably the oldest mechanic in DBD. A killer can kick a gen only for the survivor to stop it from regressing by simply touching it. The survivor has magical working hands apparently. Give it the Blast Mine Treatment, after working for 3 seconds on a gen with blast mine charged, you can activate the trap. SO... After working for 3-5 seconds on a a gen, you can stop it from regressing, leaving any sooner than that, will cause an explosion and make the gen regress. The explosion is optional and could remove 2-3% of the gen's progress
A killer needs to waste a lot of time by kicking a gen. This allows the survivor(s) to get make a lot of distance whilst he's busy kicking the generator.
In conclusion, here are the changes that I consider important:
- Kicking a gen should instantly regress it by 2-3%
- You need to work on a gen for 3-5 seconds to stop it from regression.
- OPTIONAL - Leaving any sooner than that, will cause an explosion that will remove 2-3% of the gen's progress & continue regressing the gen.
Keys instantly opening Hatch
Ah yes, the good ol' keys discussion.
Simple as day. Opening a hatch requires 3-5 seconds of the survivor's time. Here are two things that need to be settled upon whenever this change goes live:
- If the survivor should continue the action if it gets hit by the killer. Aka, if the killer hits the survivor, it can interrupt the action & allow the killer to down the survivor, depending on the time. Also, if perks like Resilience could affect the hatch opening speed.
- The next thing should be the time. How long it takes for a survivor to open the hatch.
Note 1: One must remember that changing one thing will affect the other. AKA if the hatch opening action is interrupted & the time to open it is around 3-5 seconds, this will allow the killer to down a fully healed survivor. The next thing, is the action is not interrupted and it takes around 4-5 seconds to open, perks like STBL will have a significant impact on this.
Note 2: Perks that open the hatch without the use of keys must not exist, or if they were to exist, they must have a tremendous requirement to activate
Personal opinion: If you ask me, the hatch opening action should take 4 seconds, should be interrupted because this must be done in a safe spot away from the killer & not when ur being chased by him.
I can't wait for this not to be seen and be sent to the Depths of Forum Hades.
You make a lot of logical sense and these changes are very sound and solid.
They'll make sure to nerf Billy again next patch, instead.
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@DoomedMind said:
Spine chill is exactly existing to counter Undetectable, same for Premonition...
Premonition has a super long cooldown, and you can't decide to activate it when you want, making it an inefficient perk.
And Spine Chill is, well, Spine Chill. A good perk, doing well what we ask it to do, and it is not something game breaking. You can even play around if you're smart and have doubt.
Spine Chill is perfect for any Killer outside of range or with a much smaller terror radius than other Killers, but it should never be used for a Killer who "should not be detected", i.e. an undetectable Killer.
Some Killers even rely on the Undetectable status effect (such as Ghost Face and Myers with the "Scratched Mirror" add-on), so it stands to reason that at least they need a special type of Undetectable for their powers.
And honestly, it's not like Undetectable is that good to begin with once you get rid of all the wax stuck inside your ears; Killers are pretty damn loud (especially Huntress and Nemesis), so you can still tell when they're coming even without the perk.
The point of the status effect is to be stealthy. You can't be "stealthy" if Survivors can know where you are 24/7 because of some Perk that wasn't updated for that gameplay style in mind.
If anything, "Undetectable" should be a counter to "Spine Chill", not the other way around.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/270327/undetectable-shouldnt-proc-perks
Undetectable is unaffected by psychic phenomena and the name of both perks indicates they are both psychic phenomena.
In all seriousness, it's a game and just because a word is used, it doesn't necessarily have the same definition in the game as it does in the real world.
If it's unaffected by psychic phenomena, why don't any of the aura-reading perks work on undetectable Killers? Those are clearly psychic phenomena.
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@Mandy said:
There is no "i frames" for survivors at pallets. What's happening is that the server is recognising who did what action first - so whether the survivor had actually dropped the pallet or whether the killer had got the hit.
It automatically shows the killer that they got the hit, purely for the reasoning that the game is designed to give instant feedback - not wait after every action to see whether the hit was an actual hit. This is the issue that most people are having with this, there's nothing to say that the hit then got rejected after the initial feedback.
More like the developers increased pallet stun range + gave Survivors invulnerability to basic attacks. I simply don't believe that there's even any rollback to begin with, and even if there was, this video just proves it was shoddily implemented.
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@Hex_Ignored said:
I always thought it was an addon but thanks for telling me that it in fact is an add-on
It is, indeed, 100% without a doubt, an add-on that does what it describes.
And also sends people to horny jail for looking at him for longer than 2 seconds.
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/2399290#Comment_2399290
You listed a lot more then just movement speed.
Because movement speed increase would make certain things (such as vaulting and breaking for Killers) cause more distance between Survivor and Killer if left alone. It's a compensation.
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@terumisan said:
If your increasing both survivors and killers speed how does that change anything? A better change would be is just shrinking maps to be closer in size to coal tower
Shrinking the size is just the more complicated and costly method from a development standpoint.
Why change the size of every map when you can instead change one simple part of every characters' code and make it so that they just run faster? All that is occurring with my changes would be much less complicated and more cost-effective than having to shorten an entire map and redo every possible placement from scratch.
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@Trwth said:
I see the subtle change and it's horrible. This just guts DS and I'd rather put my life in the hands of Off the Record instead of this.
- 30-second timer: All this does is make tunneler's lives easier since they only have to wait half as long before picking up. Yes, not every Killer tunnels and you'll occasionally be hit with a stray DS, but that doesn't warrant completely slicing the timer in half.
- More deactivation methods: Protection hits and lockers are an unnecessary change. Using lockers to guarantee a stun while being tunneled is pivotal to your survival since DS's main counter is slugging. Removing this just leaves you helpless since anyone who's played the game for more than 100 hours will know to wait out the DS timer... and will have to wait less due to the shortened timer.
- Not activated by self unhooks: Another unnecessary and random change. All this does is remove its synergy with Deliverance. I've never heard anyone complain about Deliverance-DS and it's never been a problem for me since you can gauge the timer based on how long they've been Broken.
The moral of the story is that your version of DS will only stop tunnelers who don't know DS exists... for those few who will run the perk after this change. If a Killer suspects DS, there will be a multitude of methods to avoid getting stunned, all of which are completely out of the Survivor's control, making the perk completely useless against any Killer who has knowledge of the perk, which is approximately 98% of the community.
Please, explain.
Well, well, well. Didn't think anyone would've gotten it.
Alright, as per my word, I'll finally explain why I changed it to be what it is in greater detail than I had.
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Decisive Strike has been a meta perk for far too long and has gotten nerf after nerf, but still remained far too viable a perk to not run. What I desired to do was to change the perk to be an option, but no longer the option to use against Killers.
If a Killer player makes a good guess against you or your team, they should be rewarded, not punished. That's how a game should go in general; someone did the work in order to achieve their success, they should be rewarded. Doing the opposite is antithetical to good multiplayer game design.
Should the Killer have guessed you were using Deliverance and you unhook at the wrong time, you should end up back on the hook, no matter what the situation is. You decided to self-unhook at the time the Killer was paying very close attention, you should be punished for making a bad play. You should never, ever be rewarded for making a bad play.
Another reason as to why I made the changes to Decisive Strike is because the perk has seen overuse ever since it was introduced. Even now, people still use it to an incredible frequency, and it's time that perk gets its just dues. May I have gone overboard with some of the changes? Sure, I can admit that, and I can easily fix that thanks to the feedback I've gotten.
But, there are some justifications to some of my changes that are at least understandable:
- The Locker Deactivation Method: Due to there being many perks that affect lockers, including one that grants you the ability to craft an item, one that can stun the Killer and one that can heal yourself back to full, it stands to reason that going into a locker should deactivate Decisive Strike outright. If you cannot heal yourself with a Med-Kit, you should not circumvent this with a Perk whatsoever, so, let's cut the middle man out instead.
- The Self-Unhook Deactivation Method: Like I've explained before, if the Killer made a good play, they should be rewarded. You made the mistake of using Deliverance or just self-unhooking at a time that they were attentive, you should be given the consequences. If you aren't running Deliverance, a Killer who made an extremely good read should be rewarded; that's how multiplayer games should be designed in the first place. Doing anything otherwise is bad design.
As for the other things, considering the rather hectic feedback of this thread, I've got a different idea for Decisive Strike that will completely change the Perk's functionality and utility. Since this thread has been fruitful for knowledge, I think the next thread I make about it (which will be soon, and I will link it) will be the "version 2", as it were.
And trust me, you'll probably like it more than even the current Decisive Strike we have.
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@OnryosTapeRentals said:
Can we just leave DS alone? It's perfectly fine in the spot it's currently at.
People say something's fine at the spot it's currently at, but that something's usually a problem for the game itself and doesn't fix the issue of what it's supposed to do.
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No one? No one's going to take a guess at the subtle change?
@CashelP14 said:
This is the most obvious I want to make tunnelling easier, DS nerf I've ever seen.
Here's my main reasons why your DS nerf is literally just a "I want to make tunnelling the unhooked survivor easier".
- If the killer is camping a survivor then they can quite easily make DS useless within 1 second of a unhook. All they need to do is make sure the unhooking survivor is injured then they just hit the unhooked survivor immediately after the unhook. You've now got rid of DS. If they don't have BT then the unhooked survivor is going right back onto that hook.
- If the person with DS is getting tunnelled and unluckily go anywhere near an injured survivor then they lose DS. Depending on if the killer sees the injured survivor will determine if they know you can't have DS.
- You can now camp the slugged body of the person your tunnelling a lot easier. This is just crazy that you've suggested this.
- The killer has a mori, I'm on death hook and getting tunnelled by the killer. The only thing to help keep me alive is lockers. Again just making tunnelling easier.
You haven't made the perk "fairer" to killer. You've just made the perk completely useless if the killer has played the game for more than 100 hours. Fairer is the wrong word, I'd say you've made the perk a joke to killers.
In its current state where you can have up to all four Survivors running Decisive Strike at once, it makes playing Killer too frustrating.
Also, there's a lot of already-good anti-tunnel perks in this game. Survivors should just run them instead (not like Unbreakable, BT, Soul Guard or Deliverance exist or anything and aren't already run; let's totally ignore the fact this game has too many anti-tunnel perks already and instead say that just getting rid of ONE of the many anti-tunnel perks is just bad; give me a break and cry me a river).
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@Mazoobi said:
I love RE and seeing it be a part of DBD blew me away, but the patch itself? Honey boo boo everyone was suffering. SMH
The 5th anniversary event didn't feel like an event at all. Copy + paste from last year's with very little innovation. I don't understand how events from 2017-2018 are far superior compared to events that we get now. They're evolving, but backwards.
Because events from 2017/2018 were fresh and new on peoples' minds, and they at least had something to give to the community to make it more and more fun. Even the Eternal Blight event had its moment of greatness with the new ways you could play Survivor and Killer.
This one is simply just a copy/paste of an event. If anyone here's played Overwatch, you know already that it's not fun.
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As many of you will know, I've been a harsh critic of the anniversary event, and my opinion has not been swayed in the slightest.
From a performance perspective, the event had a significant amount of issues with all three of its patches, including keeping the RPD locked for a majority of the event and chapter, as well as heavy performance issues and crashes (especially on console). You even had bugs such as tutorials resetting your builds and losing Bloodpoints while being pushed back a few levels as Survivor or Killer due to faulty servers early on. Overall the single worst performing event and patch in recent memory.
From a gameplay perspective, The Nemesis is the most unimaginative Killer in the game and the AI for the zombies just isn't ready to be implemented whatsoever due to its barebones nature and the fact they get stuck on a lot of collision.
From a celebration perspective, the fact that licensed characters couldn't even earn the crowns was the biggest offense to me because it felt as if I was being cheated out of them for playing the characters I wanted to play, especially the likes of Leon and Pyramid Head. I ended up only getting two crowns as a result of this, both on Deathslinger and Trickster.
And despite it being the big 5th anniversary event, an event that celebrates 5 years of this game actually existing, the event did nothing to spice it up from last year's event. Even if I was not a part of last year's event, it was still a massive letdown to have the 5th anniversary just be the same and basically cheat its players out of what should've been something new and unique, especially after the lie we were told about them cutting events to focus on the Anniversary and Halloween ones.
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So after seeing all of this, let's get to the results. While this is a small pool of people, we have the following poll results for the anniversary event and the reception it has had by some in the community:
- Total Votes: 116
- Votes for "It's Good": 24
- Votes for "It's Terrible": 54
- Votes for "It's Meh": 38
- With almost 50% of the vote, "It's Terrible" won the vote. This means that the mode, at least here, shows that people did not like the event presented here.
- But as the poll suggests, a majority of the people who voted have either lukewarm to negative reception towards the event.
Perhaps BHVR should look at polls like these and actually make their events more entertaining to the playerbase. While again, this is a small sample size, and I could run a poll regarding how people "felt" about the event, this still shows that quite a bit of people weren't positively receiving the event as a whole.
But, I will run one more poll just to gauge how people felt about the event. See you then.
- Total Votes: 116
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@Zacharry100 said:
His 1 v 4 still garbage....no matter how good you are in a single chase gens can fly by really fast. He is now A tier a very good killer to use.
Also wanna complain about a killer addons talk about Nemesis half of that crap is worthless.
You've seen nothing. I have had multiple ideas to rework the add-ons.
Of course, they won't do it, but it's nice to think about what we could have if someone was more creative and the code wasn't low tier.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2391317#Comment_2391317
Ah, I see.
So maybe a post once in a while?
Should I edit my post to only include the threads I'm working on, or edit it to only include one of the threads and exclude the other thread as well as the threads I'm working on?
I would recommend finished posts more than likely since it's better for that.
I would also recommend that you and anyone else try to title your "feedback" posts with headers at the start so it can be distinguishable from the main chatting.
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@glitchboi said:
I like the idea of this thread. I really hope it works out.
I have two threads I'm working on: A Wraith add-on pass concept, and a thread on my ideas on how to fix the Hillbilly to make him more enjoyable to play as. I'll post them on here once I finish them.
Here is my thread on what the killer difficulties should be, in my opinion: https://forum.deadbydaylight.com/en/discussion/255713/killer-difficulties-my-version
Here is my idea for a Breakout buff idea: https://forum.deadbydaylight.com/en/discussion/253707/breakout-buff-idea
If I replied to this thread incorrectly then I apologize.
There's no need to apologize, but I re-iterate what I said in the OP; one subject per post.
And probably to avoid a lot of shenanigans, maybe no multi-posting one after another. Would give people time to breathe and read others' ideas.
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@konchok said:
I disagree on all fronts. I think that the change to the hitboxes are very fair. Now there may be bugs and those should be looked at and fixed, but bugs do not warrant a roll back. It's not like they rolled back Nemesis when Dead Hard was bugged and I didn't see you making a post in the forums back then.
Dead Hard's always broken in one patch or another, that's nothing new.
Plus it was never brought to my attention that it was bugged (or bugged even worse) in the 5.0.0 update. If I had known, I would've made a post, but I never saw what was bugged about it.
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To start this off, let me give off an example of feedback I think would be good for anti-bad manners and making things less annoying.
Consecutive Rushed Actions Punishment
- Survivors using a rushed action 5 times in a locker, vault or on a pallet within a 20 second window will now cause The Entity to block all of the associated interactable objects within a 32 meter range of the object until you begin a chase with the Killer.
- This only applies to the offending player and no one else on the team, and is meant to prevent people from consistently abusing the mechanic in order to annoy the Killer.
- This effect does not overwrite itself when performing a rushed action outside of the 32 meter range; instead, it will stack and prevent you from entering or vaulting any of the associated objects in that area, too.
This is one of the many anti-BM measures that this game could have and would mostly prevent many of the players trying to act in this manner to either stop or be punished for being generally annoying and griefing their team.
Additionally, for anyone who is new to this thread and wants to know how to properly format a post, this is an example. Headers are important to distinguish your post as a suggestion rather than general chat and discussion. You can also do this with links.
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