WeaverReaver42
WeaverReaver42
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- WeaverReaver42
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@Plsfix369 said:
People are still using dead hard?
Suprisingly yes, I have found some people who use it. I don't know why, but there will be the occasional person who uses it. Although this wasn't what that was about, I'm talking about people who complain about deadhard on the forums where people also say that killers implying that the only reason why survivors are upset is because deadhard is nerfed (which is rude, don't get me wrong, but isn't out of nowhere like some people are saying).
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You were going against a killer who puts deep wound on you. I'm assuming that when you got downed you had deep wound unmended. When you have deep wound on, endurance doesn't stop you from going down. That should clear up the confusion. Also, good riddance. No offense, but dead hard wasn't fun to go against when you could put all your effort into trying to catch a survivor- only for them to use deadhard to negate your hard work.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3084331#Comment_3084331
You.... need a thesis... to use a spacebar?
Obviously not, but I don't see the point in certain things like a perk in dbd. It's just a perk that everyone knows the name of, so why bother gussying up the name when putting the two words together gets the job done.
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@WesCravenFan said:
I'm trying to understand why people think Dead Hard is spelled "deadhard". It isn't one word.
Mostly because it's faster in my case. I don't see a point in doing the capitilization and spaces when people know what I'm talking about. If I were writing an actual thesis it would be a totally different story though. ;P
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I've seen alot of people saying that bloodlust isn't that big of a deal, and that camping would still give an easy advantage. You know what? You're right. Thinking about it I can't remember a time bloodlust actually made the difference in chase. So instead I have an alternative. One that should nip this problem in the bud totally.
Instead entity progression is halved when within 12 meters (the size can be adjusted, just an example) of a hooked survivor. FOR ALL HOOKED survivors. This means that early on catching a survivor near your hook as you hook won't be a big deal since you would be there anyway, but staying near hook will slow the progression to a crawl meaning survivors can do more gens while you're stuck waiting for someone to get to the next hook state. And forget about getting them dead.
to put it in perspective, that's TWO MINUTES before the survivor goes into the second stage of hook, meanwhile a survivor can finish a gen in 90 seconds assuming they both don't fail skillchecks and don't have any buffs or help from other survivors. This would make camping an actively losing strategy as survivors would be able to wait you out rather than the other way around.
Now some would argue this has the opposite problem, what with it countering camping rather than tunneling. But that's where my other change comes in. As long as survivor hasn't left your line of sight for more than 20 seconds (or you aren't around when the effect wears off) than they keep the endurance from being unhooked, and while in that state your misses and hits take twice as long to recover from when hitting the recently unhooked survivor. This means you HAVE to target the unhooking survivor or else you are at a severe disadvantage.
Is this overboard? Yes. Is it deserved? Also yes. I am a killer most of the time and I hate camping and tunneling. I don't care if the people who do it feel it's necessary to win or think these nerfs are too harsh, it doesn't give them the right to enjoy the game at the cost of 4 other people's fun. Especially with how strong killers are now.
Now, what do you all think? harsh enough? Because I wouldn't mind these changes.
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@Jam_Jam_101 said:
https://forum.deadbydaylight.com/en/discussion/336255/there-is-a-small-upside-to-the-update
as a survivor main I do think that the update was a bit much for solo q, but I can’t stand toxic people on my team (I try to help the killer if someone is overly toxic) I just think that there needs to be a change for toxicity to go down without making survivor bad
I appreciate that you actually care enough for that. I used to get teams that almost seemed to get BOLDER when a survivor got cocky. It was annoying even when they turned out to be not that good. I also agree that it was a bit much to nerf survivors so hard so suddenly. I like to think there will be a way to comeback from this for survivors but right now it seems like no one knows what or how that could make it happen.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3080674#Comment_3080674
In a game people play to "win", what better incentive can you give than tunneling someone out?
I agree, while I am not opposed to things that benefit you for not tunneling (Devour hope being my alltime favorite perk for that very reason) they need more than a reason to do something else, they need a reason to NOT WANT to tunnel. Granted if bloodlust is as useless as the other person implies than maybe something like a hindered status near survivors who are hooked and a speed boost the first 5 seconds (or some equivalent time to how long it takes to leave a hook) after you leave the area.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/336218/an-idea-to-hopefully-reduce-tunneling
If you need bloodlust 3 you're either playing a weak killer, or you're bad at the game. I doubt bloodlust happens most of times when tunneling. Better fix would be to give the killers incentives to leave.
They do have incentives (not good ones but they are there) They are stuck behind perks. Getting a speed boost when leaving hook and an insta kill after 5 hooks and leaving are better than nothing, but they aren't much. Thoug overall I do agree that bloodlust might not be that important, but it's better than nothing that we have so far.
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I've been playing survivor games and having fun. I don't get why people are so mad about gen regression I've consistently gotten AT LEAST 2 gens done each survivor game. Heck the last game I got down to 1 gen and if it weren't for being hooked in basement and the killer being between me and the door we might have won. THis is coming from someone who doesn't play survivor often so take it with a grain of salt, especially since from my experiences slowdown perks haven't been that common for me, but base gen regression increase isn't all that bad. Heck I LOST 2 survivors as blight just today. It's not impossible for survivors to win, it's just more is expected of them. Which makes sense because it's a 4v1 where the 1 wasn't preforming as well as they should have. I'd be ok with some nerfs to the gen regression perks, but I feel like people need to at least TRY to understand how to survive in an extended game before complaining that it's impossible. Sure, looping is harder. And yeah, gens take longer. But the base game is relatively the same. It's a matter of AVOIDING the killer now, unlike before where survivors could basically harass the killer and get off scott free even when they messed up.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3076160#Comment_3076160
Just goes to show a lot of killer players didnt want fair games they just wanted to bully solo q players even more to feed their ego.
I mean, before the update I was experiencing mostly toxic survivors. I think it's less one side is toxic and the other isn't, more that the toxic people play whichever role they feel will let them be the most annoying.
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Am I the only one who hasn't had a bad exeprience as survivor? Like sure i have had bad games but the worst experience I had was when people just tried to insta-sacrifice themselves on the first hook... each.
I agree that maybe the gen regression is a bit too much with how much you can stack it, and there still isn't enough base game incentive to not camp (seriously, other than devour hope and monstrous shrine what reason do people have to not camp?). But people still are playing as if the meta is the same when it's not. I've seen survivors acting just as 'aggressive' as before. Some people try to unhook infront of me, some try to use head on aggressively rather than loop, and heck some people are still using dead hard- while I just wait for it to finish and then hit them. I genuinely think survivors just need time to understand they are no longer in a meta where they are supposed to face killer directly. When the survivors don't engage and try to properly loop you it's still possible to get gens done. Give it a month, if things don't improve then we can see WHY rather than just immediately assuming it's because killers are op now.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3067121#Comment_3067121
Ohhh, gotcha, that makes more sense. Can't wait to see the mori animation hehe.
I was thinking they'd have a unique mori where they web up the survivor and step on the neck. Leaving behind a cocoon. Unfortunately I think that killer's aren't allowed to leave anything but a normal body on a mori/kill. But if it were allowed I'd have them be the first exception (then give trapper his own new mori using his beartrap because that just makes sense)
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@SekiSeki said:
Wow, damn I like it.
One thing, I don't like the idea of adding more slowing killers in, I say this because Clown and Freddy are rather dull to play as and against. I do like the window idea though, maybe only apply to medium/fast vaulting. Maybe make that the primary power and the secondary be something like using M2 to infest a survivor, make it a skill shot, they are always more fun, have it where infesting a survivor grants the ability to port to them, like Pin-head and they have to cleanse it somewhere. She would then be kind of weak in chase so maybe make her window power slow or forcus a medium vault. Idk, I'm spitballing.
I was thinking it'd work a bit more like trapper in chase, you lead a survivor to that area so they have less options to get away from you, rather than focusing on in-chase slowdown. you cut off their options and in return the survivor has to plan around you, instead of the other way around.
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@ElleGreen said:
This killer sounds terrifying good job
Thank yoou! glad you think it turned out as a proper threat!
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@SekiSeki said:
I am curious to other's input. I really like the idea though, it'd be so damn cool to see a spider killer in game. Awesome job on the concept.
Thanks! I agree that a spider killer would be awesome. I like the idea of more monstrous killers showing up.
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He relies on addons to be good. While this makes him somewhat versatile, it also makes him weak. That's not even considering some of his addons aren't even that good. Without the setting speed addons? It feels like I'm spending the entire early game setting traps until they've already done 2-3 gens. Without trapper's sack? Feels like I'm always running around for traps. His addons to increase the disarming time of his traps is worthless because you still can't capitalize on it because by the time you know they're doing it's already over making it functionally a deep wound with less risk to the survivor. Coffee grounds is extremely situational and not worth building around usually. (trust me, I tried.... multiple times). So I kinda lied about being versatile. It's more like there's certain paths you can go down with him. Like picking an rpg class. You got fast trapper who places traps quickly, you got time waster trapper who makes escaping his traps time consuming, and you have collector trapper who has all of his traps and a little something extra depending on his other addon. I like him. But I find when you try to play a unique build with him you hit limits hard and fast. Fun? yes. But he shows his limits very quickly against good survivors or when trying new builds. in that way he's a perfect starter character, I guess. Fun at first- but leaves you wanting more.
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@fogdonkey said:
I often drop the chase if the person has deep wound and I find another survivor in a bad spot.
See I've tried that, but it ends up feeling like I end up wasting my time to injure someone when I could have just downed the first person instead.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3031939#Comment_3031939
This is just not going to happen. You can make killers ten times stronger and they'll still camp. Camping has nothing to do with how strong the killer is but exists because toxic players want to make other players lives miserable. If anything, it should be removed because it enables toxicity.
I think you're oversimplifying things. Sure there ARE those types of killers who do it for toxcicity. But that doesn't necessarily mean it's a majority. Actually giving killers other ways to play would be the best way to see how many are doing it because it's the best/only option and how many are doing it because they want to ruin other people's day. It could drastically decrease the amount of camping killers which would help prevent situations like the one describes in this discussion.
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@GlamourousLeviathan said:
On the other killer that gives deep wound (Legion), the stat makes sense since you're hitting multiple survivors with it so it works as a slowdown mechanic. Deathslinger isn't a hit & run killer, so deep wound makes no sense with him. IMO, deep wound on Deathslinger should work like how it worked with OG Legion, so if the DS keeps hitting you with his shots but he doesn't hit you with his M1, he should at least make the deep wound timer decrease.
That would honestly make more sense. Rather than have direct kill potential he's good at running people down. You could even reduce how long the chain lasts so the deathslinger can't two hit down you as easily (which granted still isn't easy as you need to line up those shots in potentially cluttered areas).
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Most people seem to be talking about him from the perspective of how he's unfun compared to before. But as someone who only played him after the nerf I can say he just isn't fun compared to other killers right now in general. Even trapper at least can lock down a specific area and put pressure there (albiet not as effectively as I'd like), but deathslinger feels like he tried to be a jack of all trades without being good enough at any of them for it to be useful. I've tried gen pressure perks, perks that reward basic attacks, I've tried a combination of the two. He just isn't fun as he is right now.
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No offense, but giving trapper less traps is like reducing the amount of times huntress can collect her axes. Sure, it's not a big deal- there's plenty of opportunities anyway. But in trapper's case he really doesn't need to be kicked while down. His map presence is already not that good.
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The problem with this is I've heard behavior say they weren't going to change trappers traps. What that means exactly I'm not sure. Personally if I were to change anything, something small would be making the loud noise sound effect go off at the middle or start of a survivor disarming it. That would provide actual counterplay rather than just going over to reset the trap and hope they don't do it again (or just moving it, but that takes time you probably don't have as trapper). While there is a perk to let you see them when you re-arm the trap they are usually far enough away by then that if they aren't at a generator or a totem you probably won't catch up to them.
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@Mozic said:
If you drop chase, it's an extra 12 seconds of mending on top of a heal, which is pretty impactful. It also must be dealt with before the survivor can do much that's productive.
If the chase continues, the survivor has the deep wound visual interference to contend with in chase on top of the inability to stand still for too long - adding a lot of additional pressure to the survivor over the course of the remaining chase. The average survivor loops worse with deep wounds.
Gonna be honest, for some reason I never saw it as being used for a chase. I kinda had the idea that it was more of a 'set it and forget it' kind of mechanic rather than something that influences the survivors choices in a chase. Thanks for that perspective!