Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@sulaiman said:
Am i the only one that thinks this idea is horrible?
Yes, it would eliminate all those things, but also any saves. You would either be on a gen or in a chase, because on the hook you die, and there is no need to rescue someone.
Thats basicly half the game taken away.
And what does the killer get to compensate that pressure he can´t build up because everyone not in a chase can simply keep to his gen?
They could do last year style saves lol
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You mean Creations?
As for your perk idea, it is useless against swf so nah.
As for my idea, here's what I got:
Hex: Envy's Sting
Each time a generator is completed a random dull totem is turned into a hex totem with this effect: The survivor(s) who completed the generator are healed and unhooked by others 50% slower outside of the killer's Terror Radius. Cleansing a hex totem, including this one, will leave a dull totem in its place and all dull totems will be blocked by the Entity for 120 seconds.
The Hex effect persists as long as the related Hex Totem is standing
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There's a difference between winning the game and ruining a player's experience. Don't blur the two, please.
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Nope, you would have missed it even without the minus 2 I'm pretty sure. Just didn't find survivors enough I guess lol.
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@AqviK said:
Killer perks:
Mindbreaker
Cruel Limits
Overcharge
Dead man's switch
Unnerving Presence
Survivors Perks:
Babysitter
Camaraderie
Second Wind
Lucky Break
Any means neccesary
I'm a big fan of Steve and I can say that ALL his perks suck and it must be fixed
Amen.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1219476#Comment_1219476
Wow. That is a lot in one ability.
Let's just get through the next patch in map size before we look at gen-speeds again.
It is a bit much. This status effect would only be applied by Cannibal
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1219126#Comment_1219126
You're not trying hard enough :P
PC players get all the cool stuff :(
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@Lambda said:
https://forum.deadbydaylight.com/en/discussion/comment/1219261#Comment_1219261
First off, you're probably playing on PC, I'm on console and luckily I was trying to get footage for a video that I'm editing and I have tons and tons of evidence of the survivor queue taking a ridiculous amount of time.
Secondly, you're missing the point, I don't care if every 10 or 20 or so games I go against a killer that needs to let off some steam or have some fun of their own by using OP offerings or add-ons, that's not my frustration. (Though please rework Ebony Moris and keys, BHVR.) My frustration arises when I'm constantly up against these kinds of killers back to back, or when I'm paired with terrible teammates, and this ties into my third point:
I like to be competitive, and I want to win. People's conditions and definition of "winning" in Dead by Daylight usually vary but my conditions, at least for survivor, are that I escape and get at least one pip. It really upsets me when almost every game I play I'm sent out of it early due to a mori, or I die super quick to an overpowered add-on, or I get paired with baby teammates that don't know how to play the game, in which case I obviously don't even blame them for being bad, they're learning, I blame this game's stupid matchmaking. It makes me constantly lose and lose pips and I feel completely helpless in these kinds of situations. (Honest to God, I don't even know how I'm still even at red ranks anymore.) And I don't want to go into the game thinking "I'll do the best I can." because that just isn't really who I am. I want to go into the match thinking "Okay, I'm going to do whatever it takes to win."
Haha you can still be tunneled with an Ivory Mori in case you didn't know
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1219465#Comment_1219465
Really? For me survivor was a harder one.
Honestly I don't play too many different killers. I probably am not thoroughly knowledged with killer perks like I am with survivor perks(I play a lot of different survivors).
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1219443#Comment_1219443
Well, Mangled is already applied by one of his add-ons. It also won't stop people who don't use Iron Will (such as me!) from healing. It'll add a slight delay and probably add frustration.
Broken is just no. Too strong for such an easy ability to down with.
Maybe there is a better way to slow down objectives? Maybe they get a new status effect, maybe called Gashes that decreases their healing, sabo, and repair by 15% but can be removed by a teammate restoring you of it which would take 8 seconds. AND Gashes can't be removed within 50 seconds of them being applied. AND Gashes being removed makes you scream. AND Survivors move 10% slower while they have Gashes and are Exhausted. AND Deep Wounds stacks on top of Gashes. AND Survivors are 10% louder with Gashes. This would encourage survivors to group up and make their location known to you so you can put your new and improved chainsaw to work. What about that?
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Killer Perks
- Monstrous Shrine
- Cruel Limits
- Furtive Chase
- Insidious
- Mindbreaker
Survivor Perks
- Deja Vu
- This Is Not Happening
- Vigil
- Premonition
- Up the Ante (And most of Ace's perks)
Killer was surprisingly harder. Bonus Perk: Camaraderie
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All of them can be avoided easily...how is that unfun?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1219433#Comment_1219433
it would be a Hex perk without a hex totem.
you still have the totem requirement, they just cant get rid of it after it activated. this still leaves the current counterplay of just cleansing totems but simultaneously adds the downside of it only being active for a few seconds.
at least old NOED had 120 seconds, this one is literally in the best case scenario a 50 second perk.
NOED already has an extremely restricted use, adding even more restrictions on top of that is gonna make the perk extremely bad.
honestly, OPs idea is literally just the "i dont want to waste my time with looking for the hex totem, so ill just have it run out by itself" version of the perk. cause lets face it, there is almost never going to be a game where this perk is active for more than 30 seconds.
The numbers are placeholders lol. Don't gotta be so serious. The main point of the change is to be more punishing to survivors while also being more telling. In addition, it gives more control over the perk to the killer.
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I think dbd is too deep into it to go back now, but I love this idea.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1219432#Comment_1219432
And that second last word was kinda the point. A LITTLE better. I've tried to see how Bubba could be viable with a base kit, but I can't.
He has lethality, but that's it. No map pressure, no tracking, terrible for the Emblems in terms of ranking with people relying on the instant-down.
Can't give him a mobility option, because then he's Hillbilly with a re-skin and you have to pay actual money for him. Can't take away his saw, because that is his entire identity except for his mask.
I dunno. If he ever reaches the status of mediocre, it'll be the equivelant of the Doctor rework.
What do you think about my idea? Sorry if it's unoriginal, I just needed a way for him to slow gens down. Mobility is definitely out of the picture.
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@ZaKzan said:
I'd rather have gens be more engaging than a second objective. I've always been a fan of the skyrim lockpick minigame, something like that would be really fun to do while also trying to manage the terror radius and looking out for the killer. Could make each consecutive success increase the difficulty of threading the needle and then when you fail a couple times the gen explodes.
One objective will get boring no matter how cool it is to start with. I do like this idea, however.
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They could give Bubba objective pressure by making his Chainsaw make survivors Broken or Mangled for a set amount of time after they're unhooked. This in addition to a good chase tool that can speed right through pallets would probably make him viable.
Clown just needs map pressure. Be it a drunken dash after drinking his tonic or the ability to make generators spout gas that makes survivors cough and do gens slightly slower with wacky skill checks, once he has that in addition to his current chase tool he will probably be viable. If they make his reload faster, that is.
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@Mister_xD said:
please stop trying to add a timer on top of a hex perk.
thats really just overkill at that point.
It wouldn't be a hex perk...
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@Hippie said:
Very nice post 🙂 These things are almost exactly what my brother and I were talking about yesterday, in fact!
I personally think that one of the biggest things wrong with DbD is the atmosphere. Now, I don't get mad at crouch-spamming and other repetitive, silly behaviors, but.... it definitely puts a big damper on the immersion. When you're chasing someone as killer and look up and see a Nancy and a Feng crouching up and down on top of a hill, it just feels wrong. Watching the trailers, you see survivors being scared for their lives as the killer creeps up on them and kills them one by one, but in game you just see survivors goofing off and clicking flashlights. I know it's just the players who are doing the silly behaviors (I don't goof off like that in my survivor games, and I actually use pointing/beckoning for my teammates and not the killer), but I just wish that people took the game's potential atmosphere more seriously!
100% agree. Most people say dbd wasn't intended to be a party game but that's exactly how it feels most of the time.
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@AssassinZodiac said:
I agree with a lot of your points. My biggest gripe with the game is how grindy it is trying to level everyone up enough to unlock all teachable perks for survivors and killers. I've been playing since DBD launched on PS4 and still haven't unlocked them all. Granted, I play other games as well. Probably spend around 20 hrs a week on DBD.
Haha totally forgot about that since I don't level up every character. Thanks for the feedback.
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Have you heard of Nemesis and Play With Your Food or Spirit Fury and Enduring?
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1217740#Comment_1217740
Doctor loses Bloodlust when he uses Shock Therapy? I legitimately did not know this.
On that note, for the OP, be wary of the Shock Therapy, the spammable shock, if you're about to drop a pallet or hit a window, because getting hit by it prevents interactions for a few seconds, which could well be critical if he gets you at the wrong time. The area Shock, Static Blast, does not cause this effect.
It doesn't? Disappointing.
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I find it funny when killers nod at you saltily or survivors click flashlights at you cockily. Sometimes they get away with it, and that's not a bad thing imo. Everybody deserves a feeling of victory once in a while, you know?
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/144955/dbd-could-be-great-but
Good thread. Detailed and well written.
Toxicity is something that will never be fixed. Betting my life on that.
Thanks! Sadly, I think you're right about toxicity.
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Some people don't like losing.
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@andyollolloll said:
It's why players should play killer to learn this if it wasn't so exhausting I guess
I play killer and I didn't know this until I saw it in a YT vid. Not everybody uses p2w killers with a power that counters everything survivors can do.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1219124#Comment_1219124
But the killer should still be able to automatically win chases at half the pallets in the game given enough time right, regardless of survivor skill or ability?
I think most loops are either short or 50/50, there are no instant wins for killer except at unsafe loops or deadzones. Luckily they are adding more of those which I think is healthy. They are also removing problematic long loops often referred to as infinites.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1218737#Comment_1218737
Imo, I like the moris as is, but I made this suggestion because I feel like others may like it. Also, when I bring moris myself, I think of it as a "this is gonna be a fun game" or if, as a survivor, I see a mori, I say, "Who's getting moried first?"
It adds a more lethal aspect to the game and I love the plays. Unless they camp/tunnel, then it sucks..
I agree mori games would be fun if they didn't make tunneling easier
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Ghostface, he's easy enough and you can see the terror in the survivors' movements.
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@GrannyonAcid said:
https://forum.deadbydaylight.com/en/discussion/comment/1219095#Comment_1219095
I mean. Pretty close to that. If you manage to have a decently long chase, let's say two minutes. Probably 3 1/2 generators are already done. So as long as one of your teammates can then follow with a 1 minute chase, it's an easy GG with no one dying.
I don't know if I've really run into good killers though. Guess it's hard to judge if they're good or having a good game and the right map. But the days of seeing killer players with 2k hours that are dominant seem to be in the past. Killer is frustrating and you have to try way too hard to try and get a couple of kills. So I'm going to assume the good killers have moved on. But I have no proof of that of course. I just haven't seen them.
Me neither
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Agreed, but it should also be changed so the killer has to have been in that range for a bit since that survivor was hooked, say maybe 10 seconds? Of course survivors will then be able to tell when their BT will proc
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1219112#Comment_1219112
There's a slight difference between outplaying a killer and utilizing pathing where a killer cannot catch a survivor regardless of skill or killer ability.
There is. Hopefully the devs know to only remove bloodlust if this sort of pathing is no longer in the game.
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@Schmierbach said:
For everyone who actually provided quality feedback on the idea. Thank you all and much appreciated.
For those who just called me "Survivor Main" or ect.. Here are my stats. I assure you I barely ever play survivor.
You've never inherited an item :O
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@Okapi said:
Killers already have instant queue times. This would do nothing to help survivor queues. In fact this would worsen them as more killers would doge lobbies with 3 and 4 person SWF groups. The only way to fix survivor queue times is to either increase the high rank killer population or decrease the high rank survivor population. There's just not enough high rank killers to go around.
What is up with this high rank population stuff? I understand it's partially true but you are misleading people by leaving out the main cause for such a disparity and instead saying it is a simple population problem! Sorry to call you out but you seem so certain in your stance it is unnerving!
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Camping isn't really a problem. It only guarantees a kill or so, not 4 kills. The individual survivor experience matters little to the devs.
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@Cheers said:
Infinites being removed is a great thing, the biggest problem in the game for me besides Freddy.
As for getting rid of bloodlust, the devs have stated once they're happy with all maps they'll remove it.
Wow you mean survivors won't get punished for outplaying the killer? Nice!
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If they fix the bugs, it's not perfect but also not bad. The co-op gen speed change only serves the late game and does nothing to stop 3 gens from popping in the early game. Fixing the infinites is awesome but they left some in for some reason. Maybe they will add breakable walls later? Overall it seems good enough to reinvigorate the community but definitely far from a decent balance patch.
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Actually this is pretty fair. The disparity is only 3 ranks, and they were running meme perks to boot. If you were a rank 13+ I would be a bit concerned however.
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@GrannyonAcid said:
Solo survivor is enjoyable for many. One game that you got to snap a screen shot of isn't going to make people feel differently. First of all, very unlucky to be a rank 4 and somehow get into a match playing with all brown rank survivors. I have never had that happen to me. But the matchmaking is a bit broken. Still I'm going to assume that you're going to see that one in maybe 50 matches, if not less then that.
Solo survivors are under no disadvantage as anyone else in the game. These forums are full of NERF SWF TEAMS! When solo survivors run the killer all day long too. Maybe there's more skill and game knowledge needed to get to that point. But once players have thousands of hours into a game they're going to adapt. Like any game out there. DBD is also very easy to climb ranking in. You can carry a team. Maybe not the one in that screen shot. But 90% of the time you can carry your team to a victory if you have the ability to waste a killers time.
If you really hate solo's, that's fine. But realize that requiring voice communication to win is just as much of a crutch as any perks that you claim a killer is using. Everyone has a game like you did. I tend to just laugh it off. Sometimes things just go REALLY bad. Usually due to us survivors being over confident and screwing around with a killer that takes advantage of it. You don't have to win every game to have fun. But seeing as you're up to red rankings. I would assume you win almost every game and one bad game still bothers you.
I'm pretty sure good killers aren't usually run by one survivor the entire game. Although there are exceptions on some places in some maps, a good killer would avoid those chases or use a killer that circumvents them such as Nurse or Spirit.
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@Mandy said:
I absolutely don't think self care needs to be nerfed in anyway. The Healing change that was made has already made self care fairly redundant and I don't see it used at high ranks at all now.
As a killer I'd love people to use it more, cos they waste time self caring instead of doing gens - so I'm always happy when survivors do run it.
Not to mention that's one less perk slot for a second chance perk
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The search box rng is one of the problems with her power imo. This means her objective pressure is extremely variable and making traps more consistent makes this flaw more prominent. Imo she needs a rework but that's not happening. As for this idea, it has potential if you can find a way to make her objective pressure consistent and reliable completely. Also it would be nice if her ambush had more uses and add ons affecting it (although it is admittedly not useless in any sense and applies to a good handful of scenarios as is).
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219043#Comment_1219043
Here's what happened my last game as killer (two weeks ago now?).
Wraith - NoED, Devour Hope, BBQ, Unrelenting.
Devour hope was gone in the first 30 seconds, so I'm left with 2 perks for the game. No big deal since BBQ can be used alone and it's great. Now, 5 gens are done and 2 or 3 survivors are left. I'm patrolling gates since they're relatively close together, but no one is there or they're hiding. But what happens? My NoED goes down, so I find the person who broke it since I was close. By this point the other survivors have the gates 99'd and everyone escapes.
Did I make mistakes? Hell yeah. Did survivors make mistakes? Hell yeah. Did survivors play smart when they saw NoED go up? Hell yeah.
Point is, NoED isn't godlike. It can be countered effectively. I've noticed people just don't want to expend the extra effort to do so. And so they call it unfair. Now if there was absolutely no way to counter it, I'd have a problem with it for sure.
What do you think?
Hmm? Sure NOED can be countered but I think it would be healthier if it had less counters.
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@Okapi said:
The devs could do 5 things to help solo survivors:
- Add a totem counter to the UI.
- Add chase indicators for all survivors, not just the obsession. Who will now have a different looking indicator.
- Show survivor loadouts in the lobby. That way only one survivor needs to run kindred.
- Show who is in a SWF group in the lobby. But only for survivors.
- Add a hook stage indicator to the UI for each survivor.
In exchange for these QOL buffs for solo survivors they should give some QOL buffs for killer too:
- Show killers who was in a SWF group in the endgame screen.
- Allow killers to be able to replace cleansed hex totems by lighting dull ones.
- Show killers what lit hex totem is for what hex perk in-game.
Wow these changes would be awesome! I never even thought of lobby loadouts!
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@Lambda said:
https://forum.deadbydaylight.com/en/discussion/comment/1219002#Comment_1219002
It's not hyperbole. It takes literally 30 minutes to find a game on PS4 and as you can see by the image I posted I'm a Rank 4.
Oh that must suck. Even at their longest my queues haven't even taken 10 minutes. NA xbox
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@xTalon32 said:
Feedback and Suggestions forum.
They look here all the time
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219039#Comment_1219039
i love this because the counter to camping is gen rush yet noed punishes you for gen rushing...So you get punished by camping and when the killer ends up killing 2 survivors by camping then you get punished by noed for genrushing...The irony lol.
Nice to see you man 🤗
I do love me some mathematics
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219021#Comment_1219021
Are you trying to say it's okay to punish the killer for their mistakes but not okay to punish survivors for ours? I don't understand what you mean by "no totem to cleanse at end game to remove all of their mistakes magically." Do you mean Killer mistakes or Survivor?
You punish survivors by not allowing them to remove their mistakes. Lots of logic there, I understand how you got it a little mixed up 😁
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1218994#Comment_1218994
Ya i agree. Just go all in. Noed, insidious, blood warden, and ehhh something? Idk
A chase perk maybe? Or CI for a bigger window for your first hook.
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Want me to hook you up? Visual aid usually helps a lot with presentation of information.
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@SpaceCoconut said:
Either way, this is what happens when insults are thrown out and biases are apparent.
The entirety of the message is ignored and the thread devolves into circular conversations that have nothing to do with the OP.
There's a lesson to be learned here. Hopefully the OP learned it.
The thing is, insults weren't thrown out. Biased users picked apart the thread. Is the lesson to not post on these forums before consulting the council of biased mains? I wouldn't be against that, but that is definitely not something that is required atm. Sorry for continuing the circle btw, I just feel like attacks on this thread are unjustified and that what it needs instead is constructive criticism just like the rest of the forums.