Waffleyumboy
Waffleyumboy
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- Waffleyumboy
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Comments
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053505#Comment_1053505
Couldn't that just apply to BT normally? Hit the unhooker, and then you are pretty much in the clear.
Yes you are in the clear because 15 seconds will end by the time you down another survivor. Stop trying to ease the difficulty of tunneling, there is a reason BT was added in the first place.
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@thrawn3054 said:
In another thread I saw the idea of BT having tokens. I actually like that idea. If you start with 1/2/3 tokens. Each time you unhook somebody it spends a token. If it's a safe unhook, you are refunded the token. If they take a hit it acts like current BT, but you don't get your token back. That's my idea anyway.
That's pretty neat. Maybe a small altruism bonus at the trial end per token you save?
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1053501#Comment_1053501
What I usually do is 99 the chests for the BP, I found it, 99% of the BP are mine now, hehehehe. He can open it to get a better item though
Same
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They are about to, right?
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@Yung_Slug said:
My problem with BT is that deep wounds is getting constant nerfs and it's no longer punishing. When I first played the game, I had no problem with BT because the unhooked survivor could not stop the timer from going down. But since Legion was added, BT has seen nothing but buffs to the point where it's no longer an anti-tunneling perk and is good in any situation (much like DS). There is pretty much no chance of going down from Deep Wounds unless you actually just forget that you need to mend.
If they insist on keeping Deep Wounds on BT, I think you at least shouldn't be able to mend yourself so you'd have to find a teammate to heal you.
Deep wounds are a time waster, not a free down.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053466#Comment_1053466
If the killer was facecamping, they would hit the BT person before the unhook and then hit them again for the down. So that doesn't really change much.
The killer would then be able to tunnel without consequence...don't tunnel: get a down
Tunnel: get a down
Balanced?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053454#Comment_1053454
Or maybe camping needs to be knocked down a peg. Perks are not suitable bandaids for game balance.
The devs have made it clear modification to the base game is not on their mind. Why else would totem counter and chase indicator not be in the game yet?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053441#Comment_1053441
If it protects the unhooked person from a hit, is that not anti-tunnel?
Bodyblocking protects the unhooked person from a hit as well...
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@Hamtroll said:
https://forum.deadbydaylight.com/en/discussion/comment/1053432#Comment_1053432
Half the killers camping have a 1 shot. You almost can't save against a 99% myers who is facecamping. You literally cannot save against a facecamp bubba, especially if they just stand there with insidious and block out the BT anyways. You can't save against facecamp billy. Wraith can facecamp while cloaked and uncloak the second you get saved.
BT doesn't work against facecamp freddy either. Nurse / spirit will just tunnel them down through BT / DS and not care.
Trapper / hag can place a million traps around the hook, especially if it's basement, and you are dead if you try to go for the save.
Almost all the killers have really good ways to camp. BT needs to be strong, really strong.
No survivor perks need to be severely undertuned so weak killers can have a chance! /s
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@humanbeing1704 said:
botany knowledge it makes sloppy butcher redundant
BK is actually really good after the medkit buff.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/1053435#Comment_1053435
https://us.v-cdn.net/6030815/uploads/705/6PLV54LH4RW1.jpeg
It's because they are in the spirit world when using their powers
^this
Don't touch my lore bro!
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053351#Comment_1053351
How? You make the save, run run run, and if BT procs while you are not near the Killer, the Killer isn't going to be around to down you. Meanwhile, the unhooked person tanked a hit with no damage.
https://forum.deadbydaylight.com/en/discussion/comment/1053353#Comment_1053353
People who are willing to take a hit but don't want to waste too much time to make it happen?
https://forum.deadbydaylight.com/en/discussion/comment/1053385#Comment_1053385
I'm not sure what the idea would change based on what you described except that you probably want to be Healthy if you're going to try to take advantage of BT.
So BT would be a slight efficiency perk instead of an anti camp/tunnel perk?
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1053242#Comment_1053242
Considering that the game tells them they have Babysitter on, that shouldn’t be happening, and deducing that the Survivor is running towards the Killer should be very easy. If it does happen to you, I’m sorry that you’re playing with people who underwent severe cranial trauma at some point in their life.
Most people probably just don't know what it does I bet.
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@NuclearBurrito said:
You could change the perk to an aura or location reveal instead of a scream. That way the Survivors wouldn't be alerted and thus would keep procing the perk.
They would get exposed effect though
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9. Don't bring in [BAD WORD] map offerings(The Game, Hawkins, Lery's - too frequent as is)
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Hopefully something tangible like hooks, gen time, or chase time.
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@Pulsar said:
Because the amount of times I've been put into a lose-lose scenario as I've been walking away is staggering.
I hook someone after a decent chase, I walk maybe 10 meters away, they get unhooked. I can hit the unhooker and start another long chase, or I can hit the unhooked guy and start a long chase.
Bad plays should be punishable. Blueberry suggested to transfer the damage and I think that works well for everyone. It still counters camping but at least you get some value from it.
Blueberry's idea makes BT lazy bodyblocking...
As in useless and it no longer punishes camping.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053303#Comment_1053303
Yeah, so BT lets you effectively bodyblock at a distance.
Yeah well I don't know who would run BT instead of just bodyblocking. Maybe against teleporters like wraith or hag it could be useful but they don't even proc BT in the first place.
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@TAG said:
I like @Blueberry 's suggestion of making it so hitting a player protected by Borrowed Time will transfer the damage to the unhooker who used Borrowed Time.
That's pretty much just bodyblocking though...
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1053236#Comment_1053236
Tell that the survivors I'm playing against :)
DS doesn't prevent a survivor from being downed if I remember correctly.
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@Infinity_Bored said:
BT should become inactive, once the exit gates are powered. While there are still gens to work on, it should stay the way it is or may be even become the way it was before (give BT to both).
That sounds pretty good...discourage end game altruism and give 50% of all survivors invincibility...what could go wrong?
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@scarslookgood said:
I dread when my solo queue teammates run BT. Without fail, the Killer hits me and then just tunnels me through the whole timer, rendering it completely useless.
I've had it work once in 18 months of play, against a Hag -- and I mean literally once, no exaggeration. Every other time has been a tunnel fest, so I wouldn't miss that perk even a little bit
Extending chase is not useless at all imo.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1052059#Comment_1052059
No I didnt. But in another thread @Blueberry had a great idea. Make that the unhooker gets the hit from the unhooked. For example if you get unhooked and hit, the damage is transfered to the unhooker. So the unhooked has a protection but not the 15 sec invulnerability. What do you think?
Bodyblocking is already in the game...
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@korean_zombie said:
https://forum.deadbydaylight.com/en/discussion/comment/1051847#Comment_1051847
The consensus is that the game is heavily survivor sided and needs balanced maps to be a fair 4 vs 1. I don't know what you are talking about, sounds like you don't play killer at all.
"Heavily survivor sided"
Where do you get that from?
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Just play a killer that doesn't need add ons.
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@Demogordon_Ramsay said:
Babysitter. Seeing the Killer’s aura is remarkably useful information to help you judge if the unhooked person is safe to heal or not, and if you’re good at looping, you’ll want the Killer to come for your ass since doing so will make them waste time catching you while your team hammers gens.
Babysitter is terrible in solo because the unhooked usually runs toward you or the killer.
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@Xzan said:
D-Strike: "I can make bad plays for 1 Minute and the Killer will be punished if i fail"
NOED: Rewards bad Killers.
That's not exactly how DS works...
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You farmed them so...
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@Thatbrownmonster said:
Haven't had a killer dc in over 2 months
Most survivors disconnect soo
Anyways devs are working on the best way to implement the system
Wow thanks for derailing...
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Give clown a mobility option. Maybe even just some generator pressure.
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Xbox is the best though...
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1051956#Comment_1051956
Also DS doesn't stop tunneling, it just makes the chase slightly longer
Yes because the chase is too short as is.
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How would tunneling be prevented?
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1051928#Comment_1051928
Tbh thats a neat tech but I never waited for BT to run out and go for the unhooked. Mby I dont deserve to be a killer :'( coz Im too nice
No other way to punish cocky swf...gotta be mean and use big brain lol.
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@Aztreonam78 said:
Dead Hard and Knock Out.
DH is extremely useful on right hands.
Knock Out hurts specifically solo players, and has pretty much no effect for SWF
Lithe and BL are much better in the right hands...you do know how fast 150% speed is right?
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1051911#Comment_1051911
Mabye I didnt phrase it right. Sry english is not my first language.
I mean the unhooker gets protected by the unhooked. You go as killer for the unhooker and the unhooked one tanks a hit with BT to protect the unhooker. Hopefully that clarifies it
Just let them try to bodyblock for 15 seconds...it always catches them by surprise.
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@grassdirtsky said:
DS and Blood Warden
Can't wait for the tunnel fest...
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Noed and adrenaline. Their old school design lacks balance
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@TheNewWebhead said:
@CrescentGent @SnakeSound222 @Unicorn This is an interesting thread to read and everyone's takes are fairly reasonable. I believe that this community could really use less toxic attitudes though like "get good" and dismissing across the aisle complaints. The way I see an arguement where someone just says "get good" with or without a perk (killer or surv), I think that arguement is counter intuitive to the point brought up by the host and is essentially a poop post. All of that to say, I see why you think a change needs to be made.
I'm a hard survivor main and I often see people abuse the system set in place by BT. Now you said making it only happen once or twice would be optimal. Why? That isn't an attack but a genuine question because as a survivor main I usually only use it once IF twice a game. Would instead a prerequisite, counter, or rework all together be better? Really curious what you think because I have a couple ideas that might be able to be built upon.
Prerequisite - Some perks come with these to counter balance the overpowered nature of the perk. For example Hidden Strength for survs. You must clean a hex totem yada yada right? So, would this seem like a fair balance to the nature of the perk. (Here is an off the top example and not some deep analysis. Please feel free to insert your own) Like maybe you start with (1,2,2) charges of BT and can only regain a charge every (110,100,90) seconds in the killer terror radius. Again, please dont hang me for my ignorance here, but I'm just trying to brainstorm.
Rework - this would be a mid chapter update most likely and change the dynamics of the perks fundamentally. Many, MANY perks have been slighted over the years (better or worse) and this perk is not immune to that. This being said by someone who runs this perk religiously (again, forgive me 🙏). Like everyone with the perk starts with (0,1,2) charges of borrowed time. Everytime you are hit after unhooking someone, you gain 1 charge up to (2,2,2). After being hit post hook, you no longer gain charges for this unhook. (Incase I worded poorly above). This would make the killer decide on whether or not to hit the hooked person or the unhooker.
Please respond with an idea or two of your own so we can explore the best use of this perk!
If they nerf BT at all they also need to make it work against stealth killers.
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Just run insidious if you want to camp and tunnel man.
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@TAG said:
Honestly, I don't have a good justification for it. Just giving solo Survivors comms would help a lot in paving the way for actually balancing the game. Make it opt-in for people who don't want to deal with it, and add some in-game pre-written messages similar to Identity V so those who don't opt in still have a way to communicate to some degree.
If only the devs were as reasonable as you :)
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@Infinity_Bored said:
No. It makes survivors find each other and team up on other gens.
TEAMING UP IS WHAT YOU WANT SURVIVORS TO DO.
Smh these people...
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Yes because emblem system is very special.
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The patch didn't change much for me. It was really small tbh
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Don't lose points while an unhook is being performed?
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@TunnelVision said:
We just need a solo queue for killers.
Let the masochists enjoy playing swf and let the rest of us have reasonable balanced games.
What masochists?
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@FleshTorpedo said:
Without SWF this game would die. BHVR needs to balance around SWF and buff killers to match.
Without solos this game would die
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The movement speed is already fine, but faster hooks and pickups would be nice QoL.
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Found the guy that kills himself in solo
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@HawkAyeTheNoo said:
Sorry but i dont want some squeaker shouting in my ear to save him. If voice comms were to come there would need to be an option to disable them.
That's a given lol