Whoudini
Whoudini
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- Whoudini
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@SuzuKR said:
The ability to ignore two skillchecks to die should be removed entirely. Frankly, the skillchecks should not affect time left either, just make them Bloodpoint-gain only. Realistically, no one is actually unintentionally missing them outside of lag. In its place, a Give Up button will appear, but only in exclusively either of the following two situations:
- Only one other survivor is in the Trial
- All survivors in the game are downed or hooked
I have people kill themselves on hook as a blight with no addons near the start of the game without doing anything, so this would be kinda nice
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@BastardKing said:
IMO, the gen regression perks that give benefits and information that gets the killer away from the hook should be far stronger to encourage their use. Old Pop was a good example; you had to leave the hook to go get a gen, and it only did anything if you got hooks, not hook states. This meant that camping was far less effective because you had to leave the hook to get value from the perks, and you had to get hooks to get value.
More passive slow down perks like Deadlock should be the ones having less value, since they do not involve the killer actually doing anything to get the benefits.
Rewarding active play by making the perks that benefit from hooks and moving around stronger while making passive ones worse is the way to actually deal with camping.
Agreed, it was a very well designed perk that was strong and rewarded the killer for playing more fair/fun (IE leaving the hook or hooking multiple survivors).
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@HagAdamMain said:
I can't believe I'm saying this but I actually enjoy playing Dead By Daylight ever since update 6.1.0 released. My biggest gripe with the game was how bad the progression system was, it was a nightmare to grind and get the specific perks I needed on each character without having to spend hundreds of hours leveling up each character. Now it feels much better to Prestige 3 the characters I want to unlock perks for and I don't have to sacrifice all my perks and add-ons each time I prestige, it actually feels rewarding to Prestige now.
I have been playing everyday ever since the update released, I've had DBD since the Stranger Things Chapter and I've NEVER played the game this consistently, I would spend months without playing because I got so frustrated with the progression and the unbalanced state of DBD.
The devs don't take ages to address bugs or balance issues now, I don't know if it's because there is meaningful competition now or the devs really want to make the game a better experience for it's players, I'm just so content with the game that I got the season pass for the first time and bought all the chapters I didn't already have.
The devs now actively listen to the players and are making mostly great changes. I like that Dead Hard isn't a "get out of jail free card" anymore but I don't think the Decisive Strike nerf from 5 to 3 second was reasonable. Nerf to killer perks like Dead Man's Switch because of Scourge Hook: Pain Resonance was fair (Scourge Hooks need to be increased to 5/6 on big maps or have 1 spawn in each corner of the maps). I don't think Call Of Brine should alert killers everytime survivors succeed a Good Skillcheck (maybe just the first one). I like that killers are not rewarded for camping or tunneling now but getting -2 in Gatekeeper for being around the hook for just 5 seconds is a bit much.
Some maps are still a nightmares for killers and some for survivors but I'm glad that maps like RPD are made smaller now and I'm not getting Coldwind Farm 5 times in a row. I think a lot of maps need to be reworked and made more fun and fair for both sides.
DBD still has a long way to go to fix all the issues and really be the best game in it's genre but I'm more optimistic now than I never was. Now I just want the devs to let us practice some killers/survivors/perks in the Custom Games. I know the devs are reluctant to put bots in the game because of hackers but I really want new players to practice and not constantly get wrecked by experienced players in actual matches. I also want to try killers like Nurse or Huntress on bots as target practice.
Bloodpoint somewhat have more value now that we can set specific goals towards progression, I grinded killer to Iridescent 2 and Survivor to Gold 4, and now I got a lot of bloodpoints to prestige the character I want to unlock their perks for all the others, I still wish we got at least 1000 Iridescent Shards for reaching Irisdescent 1 though, I'll keep dreaming.
All we need now r solo q improvements and map design fixes and this game is in an amazing spot
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@Rulebreaker said:
After reading Pulsar's....essay, I went to thinking about ways to buff solo. Most were tossed but this one we liked so we'll share it and see how we get bashed.
Base kit Kindred minus being able to see the killer and then buff Kindred so it does the following:
- See the killer if they're by the hook (as normal)
- Highlight things the other survivors are doing. If they're on a gen it gets highlighted, totems highlighted, if a survivor is in a locker highlight the locker. (We REALY want this one)
- Let the effects linger for a few seconds and if the killer is near the unhooked survivor (probably tunneling) then reveal the killer for the duration of the linger.
Thoughts? New ideas? Cookies? (Its late don't judge)
Basekit kindred without killer aura reveal is fine tbh.
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Those suggestions you made to fix the power vacuums such as making maps smaller etc I actually agree with basically all of them. The cooldown and speed burst reduction should be kept though since holding W is boring gameplay and cutting that as much as possible should always be encouraged but other then that good suggestions.
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@Rovend said:
Title.
Help me understand this
I get that dbd is an asymmetrical game as in one strong player (killer) goes against four weaker players (survivors), but that does mean the killer needs to get kills easier and survivor escape less and less?
I truly dont get it, the balance of any game with players against players (even if 1v4) should try to be 50%-50%, or at least try to be close to that number if not if you lose a game as surv (or win as killer) how can you really tell is because you lack skill / items / perks and is not because of game design.
The devs wanted higher kill rates and so they made changes to assist that.
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@Sluzzy said:
I thought I would play a game real quick and this is what happened. It was a train wreck from the very beginning. It was Legion, an oppressive legion, that was stacking so many perks we couldn't heal. The Clown perk, Thanatophobia, Sloppy Butcher, and I can't remember the 4th perk but it was very strong.
I feel like there should be serious discussions at this point about the constant survivor nerfing because I have no idea how stats can tell the devs something that does not match reality. The kill stat target is not healthy for the game. MMR is also not working because survivor having to survive is too out of reach. Killers are winning with ease and there are numerous complaints about how easy killer is now.
We need to stop catering to bad killers, neither should we be balancing around 4 survivors playing perfectly. The following screenshot is reminiscent of what happens most of the time. The buffs to killer have been too much and the nerfs to survivor have been disastrous. There is a reason survivors are leaving because nobody wants to play an unwinnable role. It should be the highest priority at this point to revert some bad changes. Make survivor more fun. The changes to perks lately seems to make me believe that people are playing the game like a job and not for entertainment. As someone else said about Dead Hard, "how is it fun to have to hit a 0.5 second Dead Hard, we are not robots".
The skill floor (the skill required to play) is way too high for survivor and it is too low for killers.
https://us.v-cdn.net/6030815/uploads/WVF43KJHI2A6/bad-start.png
You got 3 man slugged against a legion on Midwich. Nuf said.
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@Iron_Cutlass said:
Dark Devotion is a perk based around deception, but even then, I feel as if the perk only goes so far.
Dont get me wrong, the perk is fun to toy around with and can fit in a few builds really well, but it is really easy to recognize whenever it's in play.
For starters, the Terror Radius is given to the Obsession when they lose a health state. However, I feel as if most people can recognize that the perk is play whenever the killer leaves chase and the Terror Radius is still there.
To make it harder to recognize for others, I feel as if the Obsession's Entity Tendrils in the HUD should move as if the Obsession is still within chase, and the Obsession will still have the chase theme instead of close proximity theme playing for it's entire duration.
It has the classic issue similar to the blindness status effect in that it becomes so much worse in a swf. So I think this QoL change is just fine and would make the perk a bit nicer to use (reminds me a lot of the MYC scream they added, not a huge buff but a nice QoL).
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@GrimReaperJr1232 said:
Thanatophobia has had an interesting history.
It's been buffed numerous times, going from 15% max to 16% and then 20%. No one used it and it's easy to see why.
Thanatophobia is a perk that requires injuring people. At most, you're keeping 1-2 survivors injured at a time. So, that was around 8% to 10% slowdown, which while okay, was fiercely outclassed by other perks. It was a niche perk that never saw uses outside of two killers (Plague/Legion) despite repeated buffs.
Then came 6.1.0. Gen speeds were upped to 90 seconds base and for reasons, I still can't understand, Thana was buffed from 20% to 22%
Little hot take: Thana was overrated. It really was. Yeah, it was common during the week of that patch, but I think that's more because people didn't realize there were much better combinations out there. But that's on general killers.
Legion/Plague? It was... pretty insufferable. They can keep around 3-4 survivors injured at a time, which on Legion especially, was gross. In comparison, Gift of Pain only does 16% on a single person if they heal AFTER getting hooked on 1/4 specific hooks on a map.
And so, one of the biggest panic nerfs since Old Freddy happened. Thana was... it's bad now. Not niche like before, flat out bad.
Thana became 2% per stack until all 4 are injured, in which you gain 14% extra for a 20% slowdown (although the wiki says 22% still, much to my bewilderment).
I believe this was the wrong direction to go. It's effectively a step backwards. Now it's again a perk no one can use, only now, it's too situational for even Legion/Plague. You only need a single medkit, boon, or person who just knows how to evade the killer, and you're essentially down a perk. 6% slowdown is less than release Gift of Pain, which was a non-factor because it did so little. It's absurd. I don't believe a perk should be like this.
Thana was too much on Legion/Plague, but did too little for other killers for much of its time in the game. I propose flipping the idea around.
Currently, you need to injure everyone for a massive payoff that's practically infeasible. I believe it should have an initial larger number with diminishing returns, effectively increasing is lowest potential but reducing the maximum potential so it doesn't get out of hand on Legion/Plague.
For this, I chose 16% as the maximum. It's the same as Gift of Pain which isn't much of an issue.
Now, I had to find the right numbers. In the end, I chose this.
Whenever a survivor is injured, all survivors get a 4% debuff + 3% for every injured survivor to a maximum of 16%. The numbers would go 7%, 10%, 13%, and then 16%.
With most killers being able to keep 2-ish people injured at a time, 10% with 90-sec gens is reasonable, IMHO. 16% is still a nerf from its previous state, keeping it from getting too out of hand on Legion/Plague.
Sidenote: Can Thana PLEASE effect bless speeds?! It's like the biggest issue I have with it, even after it got nuked.
The perk was decent ish on blight and nurse since they can get hits easily but it did shine on legion for sure (less so on plague since other perks were just better).
Now its useless on all killers except those two, so I think your change is fine or even making it so it does not stack with other percentage slowdown is also a fine idea and then you can buff it back to its old 16% or whichever.
I do think that people way overreacted since the perk was buffed by a whopping 2%.
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@ByeByeQ said:
A flat 15% for just hooking someone on a scourge hook is already the best regression perk in the game that doesn't require kicking. Getting a scream as well that sets off both Dead Man's Switch and Merciless Storm is just a ghastly garnish making already strong perks into an overpowered combo.
Here's how I'd love to see Pain Resonance:
- Lose the scream altogether.
- Make it 10% regression.
- Bring back the notification from before 6.1.0.
This would make Pain Resonance only a decent regression perk but a better information perk.
Also it would give killers a target so they leave the hook. It would be better for the game.
The dms combo legit does nothing if you just let go of the gen as the surv is being hooked.
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@TheGentlemen said:
So I main Sadako, and have her to prestige 15 right now, and I see a lot of people uploading videos that are showing off the morri playstyle, and because of this, the playstyle is now being adapted to, due to it's hype that streamers and other good Sadako players are showing off.
And it's good that survivors are adapting to the playstyle and all, but now that more people are adapting to it, there's so little you can do as this killer anymore, you feel so powerless in trials as her and it's absolutely nuts.
I am in no way the best Sadako on the planet, and I wouldn't say I'm very good as her, but I'm being serious when I say playing Freddy, feels better than playing Sadako at this point.
That is, insane, isn't it?
The literal only reason I play this killer is because I have a huge passion for Ringu and Sadako as a killer, I always have since I was younger, and it feels so bad knowing that I have to rely on addons and a playstyle that is just promoting insane sweat and energy for such little payoff.
I've made these huge, 182 IQ PLAYS!!!, and every single time that I make one, I sit there and go,
Well that was cool and all, I enjoyed myself, but if I devoted half the amount of time I put into Sadako into someone like Huntress, Nurse, Blight or Artist, I could've relaxed and got this down/hit/injure without any mind gaming at all really.
It's just a pitiful display really, she's even worse than Myers, cause at least with him you have some busted addons that just break the game practically.
I recall the devs saying they're going to look at Sadako and try to make her better, but seriously, this is just pitiful, her current state.
You know it's bad when literally pallet Freddy feels better to play than her in my opinion.
They need to flesh out condemned to make the condemn mori build less good and make her overall vanilla playstyle much better. Tbh they should have probably given her a chase power since no killer can be good without a chasing power. Overall I can agree I played her a lil bit when she came out and I immediately went and played nurse/blight.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182883#Comment_3182883
For the attack cooldown I think it would help make him a lot less oppressive when a survivor manages to actually dodge a swing, and gives them a bit of time to actually gain distance. I can understand wanting to end a rush early, running off into the void from butter surfaces, but I think the more practical case would help with counterplay.
I understand that Blight would likely still be among the best killers of the game, but I did not want to be like some posters saying "Blight needs to be 4.0m/s with 6.0m/s rushes with only 1 add-on slot." I was trying to keep reasonable levels of nerfs, and add better rewards for counterplay.
As far as the map traversal speed I did partially account for that in the tunneling section, as I give killers a speed boost for leaving hooks without using their power. A lot of the changes were not intended to be in the vacuum of their own section, but forums work best when I could cut parts up to discuss individually.
Ok thats a fair point, again I did not manage to read all of what you put from what I saw it seems fine.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3181214#Comment_3181214
The nerfs targeted at Blight do not punish bounce logic at all, and Blights who use skill will largely be unaffected when it comes to match results. The only reason Blights currently swing is to juice a little bit of extra distance, and can easily learn to take the normal fatigue instead. My changes only punish failed power usage, and using no power at all in the form of 4.4 speed. I also made sure to target Alchemist Ring's excessive power, by the normalization of Blight fatigue with and without the add-on.
My personal goal was to eliminate S-tier and D-tier, and flatten the categories to A through C instead. By flattening all killers in basekit power potential, hopefully there isn't as extreme power difference between say Nurse and Trapper. This would also allow for further basekit changes, such as those found in 6.1.0, to be made if needed, without over-buffing the extremes.
I don't doubt all of Blight's add-ons would need adjustment as well, but I only wanted to make basekit changes. (With the exception of Clown since I believe I have enough experience to make reasonable changes for most add-ons.)
Ig my thing with blight is as a blight main I would not want to have the extra 1 second cooldown when I am simply cancelling a rush. I see what you are trying to do overall with the balancing and I think a killer like blight would still be S tier and be above the others even with these changes and further addon changes. But I think having killers which are much more capable than others is just fine, especially a killer like blight who truly shines if you spend time learning him.
Put it this way you would have to nerf a killer like blight considerably and buff trapper considerably to bridge the huge gap between that example (I think you would need to give trapper some kind of movement speed ability for example for him to have close to blight's map pressure).
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@mizark3 said:
This is a series of recommendations to hopefully change the game for the better. I am posting each section separate, but a lot of them are connected and work much better understanding the other changes. Some are more Killer sided, and some are more Survivor sided, but overall I think it levels the playing field in a positive way.
If you want to read the draft I am posting the sections from you can follow this google doc link.
https://docs.google.com/document/d/1c7RuADzQ0EqtUNPNR6coApTtoJKvZr9SDeFJe0GRDRs/edit?usp=sharing
With that said, here is part 8.
Killers and Survivor’s Items/add-ons performing vastly above and below the norm
Nurse and Blight are ridiculously lethal compared to their counterparts. Here are some ideas to help tone them down without gutting them, among a few others. Ideally when the killers are closer in potential to one another we can receive better basekit changes or perks without the extremes preventing it for the lesser killers as seen with Awakened Awareness for example.
Nurse
Nurse currently starts to recover blink charges when the fatigue starts. I would propose she instead starts to recover after the fatigue is completed. The green recharge add-on would instead lose the 20%, and make Blink charge recovery work how it currently does, on fatigue start. The yellow recharge could be buffed to .5s, from in between the .4s and .6s the yellow and green currently give.
Another commonly quoted nerf would be making Blink attacks count as Special Attacks, instead of basic. This would be fair considering they nerfed Awakened Awareness almost exclusively due to Nurse being able to abuse this, especially when paired with Starstruck.
There are claims that the Nurse would be worthless without basic attack blinks. To counter that I say Huntress thrown Hatchets, Demogorgon Shreds, Blight Rushes, Pig Charges, and Oni Blood Fury uncharged M1s all work fine without being basic attacks. Plus she still has basic attacks if people attempt bodyblocking hooks when carrying survivors, when you have someone cornered on the edge of the map and can hit with the lunge, and when using the Spasmodic Breath or Matchbox add-ons.
Another possibility to help normalize map resource utilization for the Nurse, is to have windows and dropped Pallets delay the blink arrival. If a pallet is dropped or in the process of being dropped, then the connected walls are augmented. If the Nurse blinks through an augmented wall her blink is slowed by .5-1s (numbers WIP/need testing). If a survivor vaults a window then the connected walls are augmented to a lesser degree, for .25-.5s for once the vault is started, and lingering 3-5s after vaulting. A final related change would be returning the Stun/Fatigue combo. If a Nurse was stunned mid blink/blink swing, she would take the stun, then get hit by the fatigue after the stun ran out.
I think the above is good enough, but an additional idea would be to lock the camera when blinking, so that you cannot turn until you reach the blink destination. This would be disabled when using the Campbell’s Last Breath addon, re-enabling moving the camera during blinks. (Personally I think this would be too far if combined with the above nerf/nerfs, but the more ideas to play with the better.)
Blight
For Blight I would recommend a similar change with his base recovery and the Alchemist Ring add-on. Currently if Blight hits a pallet/wall with a Lethal Rush he starts to recover tokens on hit, as opposed to after the fatigue/hit recovery with every other type of rush. I would propose normalizing all Blight token recovery to occur after the fatigue/hit recovery, including walls and pallets. Alchemist’s Ring would be changed to start the token recovery to the start of the fatigue/hit recovery for all types.
Secondly, I would drop Blight’s base speed to 4.4, and boost his rush speed boost to two and one twenty second or one eleventh depending on how the speed formula works. ([209.09% or 200*1.045] from 200%). This would keep his Blight Rushes at 9.2, and slightly tickle nerf down speed add-ons if the formula works one of the two ways. His terror radius would remain 32m, same logic as Deathslinger.
Finally missed rush swings gain an extra second for recovery, from 2.5 to 3.5s.
Those Blight changes are also assuming “bug tech” is removed as well, fixing his hit geometry on map objects to prevent face sliding except when swinging.
Spirit
Spirit’s Mother Daughter Ring has strange functionality compared to similar add-ons. While it claims to have scratch marks no longer be visible once in use, it only prevents additional scratch marks from appearing. Dried Cherry Blossom uses the same descriptor but removes all scratch marks once used. To make Mother Daughter Ring less oppressive, I propose to make the scratch mark feature the same as Dried Cherry Blossom. Additionally it would also deafen the game, making you rely on visual clues only, once entering phasing. It doesn’t need to fully deafen the game, just make the only audio the phasing sound effect. - A friend I asked to review these changes suggested adding the hallucinated dying cries of Rin’s Mother haunting her as the only thing audible when using it instead.
I think she could use more to normalize her, but I cannot think of any basekit changes that are fair for both sides.
After further thought one possible way is always deafening the killer when phasing, this would force the killer to rely on following scratch marks and movement in blades of grass. Less bruteforcing of power use would be possible.
Artist
Artist is a ranged wall piercing killer. To normalize her with other ranged killers her base movement speed should be reduced to 4.4. Same logic as Blight above and Deathslinger, her Terror Radius would remain 32m. (Personally I think she could use more nerfs, but I am unsure how to without gutting her entirely.)
After further thought, I think changing bird cooldowns would be good. Firing 1 stays at 5s, 2 goes from 9s->11s, 3 goes from 12s->18s, 4 goes from 14s->20s, and 5 (which is in the code but not currently possible) goes from 15s->21s. (This would change the cd from 5/4/3/2/1 to 5/6/7/2/1, to not penalize the add-on additionally) Additionally, the cooldown for birds timing out would be raised from a flat 2s, to 2s per bird fizzled/charge used. The idea would be nerfing shotgun spams of birds, but not chase usage for single bird area denial. The Oil Paints add-on would be changed from Killer Instinct width to subtracting 1s off of the cooldown per bird beyond the first. 2 at 10s from 11s, 3 at 16s from 18s, and 4 or 5 at 17s from 20s and 21s.
Freddy
Freddy could use some love. He now gets 15 tokens, and can toggle between Snares and Pallets. Snares cost 3 tokens, pallets cost 2. This makes it so if you used the max number of the current version of tokens you get the exact same number, but now you can mix and match. While holding the power button you can press the secondary power button to toggle, and if you need to set a new trap when you don’t have enough tokens, it will delete the oldest trap(s) whether oldest snare, or the oldest 1 or 2 pallets to give the needed tokens. The deletion AI priority is up for debate for best QoL.
The Freddy add-ons associated with pallets now give +1/2/3 tokens, and the aura reveal for 2/4/6 seconds for trap interaction (from 7 Pallets only and 0/4/6 aura reveal on Pallet only). This would be a placeholder change for until a more proper add-on pass can be done.
Clown
Clown Yellow bottles are underloved, and just as Pink bottles slow survivor vaults maybe Yellow bottles should speed them.
Yellow Bottles now also grant a 20% action speed increase for all actions the Fire Up perk also increases (Picking up and dropping dying survivors, breaking walls/pallets/gens, and vaulting windows). Alternatively they could simply increase all action speeds by 20%. I would recommend the Fire Up selection since that could only help survivors vault in chase if a Clown misplays, as opposed to weird scenarios like boosting gen times or cleanse/boon times.
As a Clown enjoyer I also have plenty of ideas for an add-on rework/pass. The brown throw cooldown now combines the effect with the yellow add-on as well for 90% bottle throw cooldown. Throwing more bottles is typically bad as you waste your precious ammo. The yellow cooldown add-on now gives Oblivious for 60s on purple bottles. The blind add-on for purple bottles is also extended to 60s. The purple gas spread add-on is changed to damage 10% current gen progress and start regression on direct purple bottle hit against a gen. This would not function if a survivor is currently working on the gen, or if it is currently regressing, so you can’t throw a bunch of bottles and tank completion. You could however throw a bottle directly at a survivor working on a gen, and that would damage the 10% and entity block the gen for 5s. (Similar to Ghost Face’s Driver’s License add-on) The yellow spread add-on would decrease the time for yellow gas to activate, I would make it instant. The yellow rarity yellow gas duration is buffed to the purple rarity 2s. The purple rarity would be changed to double the action speed bonus when affected by yellow gas.
An alternative or simultaneous buff would be giving clown 1 more basekit bottle, and nerfing Redhead’s Pinky Finger, in order to keep it at 2 bottles without extra bottle add-ons. I would only do this if you kept one of the extra bottle add-ons and reworked the other, depending on which rarity the new add-on would be. A new purple rarity add-on could be undetectable while under the effects of yellow gas.
Pig
The Pig has no real chase power, just extensive slowdown. I would recommend buffing the Charge attack to be able to break pallets in 2s, the same speed as Demogorgon shreds. Also her Last Will yellow charge attack addon will also silence the charge preparation until completed. Last Will makes the charge take longer to prep, so it would hopefully be fair enough to put on that.
Another change I would recommend is increasing the Pig’s Crouching speed after being crouched for a duration. I would say after 5-10s of crouching the base speed is increased to 4.0, and the add-on for crouch speed buffed to 4.3 after the boost. This is more a QoL buff however.
Trapper
Trapper Makeshift Wrap (unable to set off your own traps) and Coffee Grounds (5% haste for 5s on trap placement) are now basekit.
Traps now spawn in lockers instead of on the map, with the same max limit. You can only reload one trap per locker per 30s. You can reload two traps from two lockers side by side, but you have to wait 30s to get another trap from the same locker. A locker you reloaded from will show up as white (or any different color) until you can reload from it again.
Makeshift Wrap’s replacement add-on would remove the reload timer. Coffee Grounds’ replacement would remove the oldest closed trap (or oldest open trap without a survivor in it if no traps are closed) when reloading at a locker and capped on traps for the map+carried. Bloody Coil add-on reactivates Trapper’s ability to step in his own traps, just so Survivors have a tell that he is running that addon, and to not waste the modeling and rigging work done for stepping in his own traps (plus some people like to step in their own traps for the memes).
Myers
This is a bit difficult. In one sense he is the only killer who can run out of their power, at the same time he can always have a 16m terror radius and faster vaults. Also his tombstone add-ons are absolutely ludicrous.
I would first start the game in T2, with a speed penalty for Scratched Mirror to set him back down to T1 speeds. Now either the first T3 can require the 5 extra stalk points that would have been gathered from T1->T2, or we can just give it to him for free. I think a change to tombstone add-ons would be to require the survivor to be fully stalked in order to insta-kill them. The tombstone add-ons will now allow you to stalk in T3 in order to finish up the stalk. Finally I would replenish 5 stalk points split evenly among the remaining survivors when dropping from T3 to T2, in order to help keep T3 always possible in fringe cases when you either killed someone early, or miraculously got 8 stalks off with no kills and the game still hasn’t ended. This also gives survivor’s a bit more of counterplay against the tombstone piece, because if they wait out the T3 then they need to be fully stalked again to be killed.
Sadako
The tape mechanic is either entirely ignored or abused similar to the old AFK pig style. Hopefully with these changes her basekit will be effectively increased without resorting to abusing fringe cases to be remotely effective.
First, I would have condemned progress at half the rate of active tapes when within range of an active TV and not in chase. This doesn’t stack if you are in overlapping fields, or are holding a tape. The Videotape Copy add-on now removes this passive condemned instead of TP condemned. Secondly, like the AFK pig change, the 2 furthest TVs are selected as tape return locations instead of only one. I think this might be enough, but if she needs more love then perhaps give survivors debuffs at levels of condemnation. I would have a simple hindered condition with 1 or 2% per condemnation level, except when fully condemned. I would then buff the iri Remote Control add-on to keep this hindered when fully condemned. For reference Clown bottles and Dream Snares are 15%, so the max possible slow would be 12%, or 14% with the iri add-on.
Medkits and Healing
In general medkits are too effective at self-healing, and should still promote altruistic healing over healing yourself. These number changes are so that in general, altruistic medkits are more time efficient than self-medkits. The Green Medkit should still fit the niche of self-healing, but at a reduced rate than currently provided. Also co-op healing should be incentivized for its risk of grouping 3 people instead of 2 or 1.
Co-op Healing is done with an additional multiplicative 33% bonus(basekit 8s->6s). Plague has an additional mechanic for Survivors to transfer the infection to an uninfected survivor. The uninfected survivor “heals” the uninjured or broken infected survivor over 4-16s (based on 1% infected and 100% infected, and affected by heal speed modifiers), and the infection is swapped, giving altruism points. Once those 2 survivors do that, neither can participate in that same action for the next 30s, but they may cleanse at a fountain as normal.
Medkit self-heal rate dropped to 66.66% from 100% speed(16s->24s). Altruistic healing rates from Medkit sources are doubled. The new numbers are Brown Altruistic, 12.8s->10.66s, Yellow Altruistic, 11.85s->9.4s, Green and Purple Altruistic, 10.66s->8s, and the new Green self-heal rate is 10.66s->16s. Event Medkits match their basekit counterpart. Medkit add-ons that affect healing speed give the same additional speed boost to altruistic healing, with the exception of Needle & Thread and Surgical Suture (eg. Butterfly Tape now gives +5% all heal speed, +5% altruistic heal speed, for a net +10% on altruistic healing.). Abdominal Dressing no longer gives a -8 charge penalty. (We no longer have heal efficiency perks, only heal inefficiency perks, and this wasn’t updated to match those changes.) Also note that the Anti-Haemorrhagic Syringe speeds will match these updated speeds, with base self-heal taking 24s, and base allied being 10.66s.
Toolboxes
Toolboxes, when used to pump gens, can be quite egregious with synergies. They aren’t a problem when used to sabotage hooks however, due to the risk-reward nature of the action. Charges of all Toolboxes and Toolbox add-ons are reduced by 25%, (8->6, 12->9, 16->12, 20->15, 24->18, 32->24) gen repair speeds are also reduced by 25%, and sabotaging a hook is dropped from 6->4 charges. Also when the killer attack cooldown was reduced, the sabotage cooldown was not changed correspondingly. Sabotage base speed is now 2.7s, from the old 3s, which matched the old killer attack cooldown number.
Keys
Once the hatch spawning logic was changed, keys and their add-ons have become a dreaded item in the vast majority of survivor bloodwebs. Broken Keys now start with 30s instead of 10s. All keys now have the 24m survivor aura basekit for using the key, and the Eroded Token add-on instead adds 24m to survivor aura reads. The Gold Token add-on now is a copy of the current Blood Amber, but only for 24m. Blood Amber loses the increased Key Depletion rate. The Unique Wedding Ring add-on is buffed to additionally reveal your aura to all survivors if you are the Obsession while carrying a key with this add-on. The reduced Obsession rate is unchanged, so you will have to bring an Obsession perk to swap it to you somehow, or donate the item to your ally.
Maps
The basic Map is a bit weak, and could use some love. The basic map now tracks chests and totems by default, but at a reduced 4m range. Red Twine add-on must still be used for Hooks, and killer unique features like Traps or Jigsaw Boxes. Also, add-ons that allow you to track specific things already granted by your map, extend the range by 16m for that type specifically. This is to make the three add-ons not worthless for the Rainbow Map (or if looted with them on it). Red Twine used on a basic Map only sets the range to 8m for totems and chests, and doesn’t get the benefit of the extra 16m.
Edit: Clarity (killer rely -> killer to rely, and re-ordered the numbers for consistency in the healing section)
Cool ideas. I think only caveats from what I read (I simply don't have the time to go through all of these), is the basekit of blight should be untouched, it by itself is actually pretty well balanced and I get punishing for misses should in theory happen, but a lot of even very good blights use a swing to cancel their power during travel etc and I feel like punishing this aspect is a bit unjust. I think we need to hit the addons if we wanted to nerf blight. Alchemy ring should probably recover say 2 tokens on a hit, the change you proposed I think is too small for a purple addon. I am surprised you left compound 33 untouched as well as this is arguably stronger and lower skill than the ring. Overall interesting ideas.
Of note as well I think the trapper idea is a very good one. Reloading at lockers would remove some of his rng related issues with map size and trap spawns as it would overall limit the amount of walking he has to do and would give some iron maiden synergy (probably not worth it but still nice).
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@Youko said:
Wondering if I am the only person who preferred the release hitbox of Wesker over the updated one. I feel like I am bumping into stuff constantly now, whereas before I felt like my grabs were going exactly where they should have been.
Thoughts?
This is 100% placebo, they did 0 changes to object collision. The two hitboxes are completely separate from one another.
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@OrangeBear said:
Right now as Wesker it's possible to use Distressing + Coulrophobia with a midwich offering to basically make coulrophobia's effect unavoidable. With it's new skill check speed buff + unnerving prescene healing is unbearable.
This can be done with Doctor too so i don't think it's a wesker problem.
I think coulrophobia should just be nerfed because with huge terror radiuses and sloppy butcher it's way too much.
Just bring a green medkit.
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@White_Owl said:
I've seen it already once too many times, a Bubba hard camps a survivor, everyone tries to do gens but they keep getting blocked while the killer does absolutely nothing. Add a sprinkle of NOED and the bs cake is served.
I would even dare to increase Deadlock's duration if it meant that such bs would never occur anymore.
Fix camping another way, I dont want my perk to be wasted because someone finished a gen right as I hook the survivor and I intended to go away anyway.
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@unused_nick said:
https://forum.deadbydaylight.com/en/discussion/comment/3173149#Comment_3173149
I can conquer any killer with that perk for instance when inside of building in Crotonus or inside buildings on Shape map, just any killer with K&M, that are the facts .
If they want to sit on top of eyrie of crows main building then let them, its one less surv doing gens
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@Peoplesmachine said:
This needs to be added back in. There used to be spawn protection when it first launched. 10 seconds is fair considering that starbreeze only cares about the killers with cloaking which you can not counter, teleportation which you can not counter and masking heartbeat which you can not counter and since every survivor has the basic same perks, we need something to help out.
There is a reason why that feature was removed at this game's birth if what your saying is true.
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@Zomb1eB0y said:
I understand new licensed killer is priority but you had more than enough time to look at her place on the tier list. She's really fun to play but underpowered. I feel like she has a lot of potential but BHVR is afraid to do something about her.
Seems like all licensed killers tend to be weak. I think Pyramid Head was the only one who turned out really good. I hope you will announce some changes regarding Sadako's power. I don't think she should stay the way she is.
They need to tweak the condemned mainly. Also bhvr do not look at tierlists when they consider how to change a killer.
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@Ratroe said:
Often, survivors will spend valuable time trying to heal someone who's being affected by Broken, before realizing they are unable to.
In many of my matches, usually when I'm running No Mither, my allies will spend ~5 seconds trying to heal me before they realize that I have the Broken status effect. I have almost 2000hrs and I have done the same thing myself a good handful of times.
My idea is to make it contextually visible when near a Broken survivor that you cannot heal them, perhaps something that would replace/be near the usual healing progress bar.
Thank y'all for any consideration!
Agreed, some kind of animation a bit like how an asleep survivor has one would be just fine.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3172212#Comment_3172212
- Bhvr can fix anything they focus all their energy on.
- Kill switch argument is true, Oni was not broken past the point being overpowered.
The idea is unworkable and it is never going to be implemented ever.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3172764#Comment_3172764
12 seconds of gen time. 90% of games in DBD are decided by seconds. Over the duration of the trial that adds,the hell up.
its 10 extra seconds on a gen, it helps but a killer bringing say pre-nerf ruin was way more devastating.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3172497#Comment_3172497
...Ah yes,totally didn't affect chases. It's not like it's much easier to win them now lmao.
its 4 seconds
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3172346#Comment_3172346
That's not the only change that killers got,was it now sweetheart
Sweet heart, getting 4 less seconds of distance also did not do this. Please enlighten me.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170683#Comment_3170683
Then we just need to revert the baseline killer buffs lol
Level 1 basekit brutal strength has not made killer "easy".
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@ThiccClaud said:
Enfury is a stupid combo anyways. I would compare it to old dead hard as in its an killers making a mistake but compensating with perks. Spirit fury is boring gameplay especially with certain killers. It doesnt need a buff
A stupid combo which is legit countered by pre dropping.
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@nValentine said:
https://forum.deadbydaylight.com/en/discussion/comment/3170685#Comment_3170685
nope, 5 seconds is the good balance. perks should be balanced towards the high tier killers not the low tiers. 5 seconds not gonna hurt a low tier killer like Clown because they can simply throw a bottle before picking you up to slow you down after the stun.
If you balance perks for high tiers, then the lower tiers just get screwed considerably more, period.
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@IsMmrReal said:
Too many killers are just eating the Endurance and the DS stun because there is no real punishment for doing so. 3 seconds isn't enough to make killers respect it. It makes for terrible gameplay and ruins the game all together. I am mainly a killer player and I find this to be boring to do and unfun for myself as well. I think DS deactivating at endgame is fair enough. It is legit open season on the scummy gameplay with how easy it is to tunnel with this change.
A 2 second change to 1 perk has not "ruined the game altogether".
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3172126#Comment_3172126
Some will, you're right. But if people want the tunnel, then they should get it :) That's also the reason why I would only let the Basekit DS stun for 3 seconds.
Exactly some will. The nicest killer on earth who plays by the survivor rulebook might just get screwed over by a basekit ds and unbreakable. This would not even prevent tunnelling since a killer who wants to tunnel is still going to do it, the idea is the survs need to make it so they throw the match for it.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3172134#Comment_3172134
If Wesker is a buggy mess, why isn't he Kill Switched then?
The balance argument is exactly not valid cause nobody said we had to add 33 at once. There are many ways of addressing this problem, however thats not how you phrased the problem first. You said it would be a bad idea cause it could be unbalanced.
cool, then we fix those issues.
Behaviour cant just simply fix these issues, have you seen how long it takes them to implement changes and bug fixes?
Don't use the kill switch as an argument btw. It is super inconsistent (Oni dropped way more blood than he should and they fixed it like 2 months later without kill switching him which they arguably should have for sure).
Also they would have to add the majority at once at the very least, because if they just added say one surv with powers then every single person on earth would play that one survivor since they would be objectively the best one to play.
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@Marik1987 said:
Hi everyone,
as u know, Freddy is for a lot of players one of the most boring and one of the worst killers in the game. Especially after the release of The Dredge and the perk-overhaul, he seems to be forgotten by the developers.
The following changes would make the Nightmare a more enjoyable killer, which would probably become a higher pickrate than right now. As we all know, we barely see him in our survivor-matches, only Hag and Twins are more rare than The Nightmare.
1.) Base-Kit Change
Freddy gets Dream Snares AND Dream Pallets by default. The killer-player can switch between these two abilities by tapping CTRL, just like Clown do with his bottles. At the moment, he has 5 Snare-Tokens and 7 Pallet-Tokens. With the change, he should have 7 tokens by default. You need to choose whether placing some Dream-Pallets or Snares, you need to think about it, but: You can only place 5 at maximum from one side.
2.) Addon-Pass
Red Paint Brush (little Buff to keep survivors in Dream more often):
- Causes all Survivors to start the Trial inside the Dream World.
- Survivors are unable to wake themselves up by failing Skill Checks
- NEW: Alarm Clocks doesnt grant immunity for 30 seconds from falling asleep (but still adding 30 extra seconds compared to wake-up-actions with other survivors).
- Alternate NEW: When the exit gates are powered, all survivors fall asleep immedialy.
Black Box (complete Rework):
Survivors inside the Dream World suffer from the following effects:
- Old:
Recently openedExit Gatesare blocked for15 seconds.- New:
- When holding the Dream Snare-Ability for at least 3 seconds, the Auras of all Survivors within 16 meters are revealed to The Nightmare.
- The Nightmare cannot use his Dream Projection-Ability.
Z-Block (added Mangled, remove 30secs of duration):
- Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 60 seconds (reduced by 30secs).
- Healthy Survivors will leave Pools of Blood as if they were injured.
Class-Photo (unchanged):
- Causes every Generator to spew blood while channelling Dream Projection and suppresses the Husk.
- The Nightmare is unable to cancel Dream Projection once initiated.
Swing Chains (Rework):
- Old:
The Footstep noises of Survivors are50 %louder.- New:
- While survivors are in the Dream World, they receive a 10 % penalty to healing, cleansing and chest opening.
Pill Bottle (Rework):
- Old:
Reducesthe Distance range at which awake Survivors seeThe Nightmareintermittently to12 to 24metres.The Nightmareis invisible to awake Survivors beyond24 metresand when he is carrying another Survivor.- New:
- The time it takes for survivors to fall asleep is reduced by 30 seconds.
Blue Dress (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
- The Auras of Survivors failing these Skill Checks are revealed for 4 seconds.
Jump Rope (Rework):
- Old:
Increasesthe volume of Survivors'Grunts of Painby+50 %, if they are theDream World.- New:
- While survivors are in the Dream World, they receive a 5% penalty to healing, cleansing and chest opening
Nancys Masterpiece (Buff):
- Reduces the Cool-down duration of Dream Projection by -7 % (was 3%) for each Survivor inside the Dream World.
Paint Thinner (Rework:
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.TheAurasof Survivors interacting withDream Palletsare revealed for6 seconds.- New:
- The Nightmare can use 3 more Tokens for Dream Snares
Unicorn-Block (unchanged):
- Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 60 seconds.
Cat-Block (added Mangled, removed 30secs Duration):
- Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 30 seconds (reduced by 30secs).
- Healthy Survivors will leave Pools of Blood as if they were injured.
Green Dress (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
- The Auras of Survivors failing these Skill Checks are revealed for 3 seconds.
Nancys Sketch (Mini-Buff):
- Reduces the Cool-down duration of Dream Projection by -3 % (was -2%) for each Survivor inside the Dream World.
Outdoor Rope (rework):
- Old:
Increasesthe audible range of Generator-Repair noises by+8 metres.- New:
- While survivors are in the Dream World, they receive a 3% penalty for repairing generators.
- Note: The only Gen-Penalty out of the three Swing Chains, Jump Rope and Outdoor Rope with a very snall percentage, so "Forever Freddy" is not coming back!
Prototype Claw (Rework):
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.TheAurasof Survivors interacting withDream Palletsare revealed for4 seconds.- New:
- The Nightmare can use 3 more Tokens for Dream Pallets.
Garden Rake (Rework):
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.- New:
- All Tokens are considered to be Dream Pallet-Tokens.
Kids Drawing (unchanged):
- Gain an extra 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare.
- Reduces the Movement Speed penalty of triggered Dream Snares by -10 %.
Sheep Block (unchanged):
- Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 30 seconds.
Woolshirt (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
Reasons:
First of all, Freddy would have both abilities Base-Kit, which means the Dream World would become a slightly bigger danger for Survivors, which could think more about waking up. At the moment, the Dream World isnt doing anything besides you can use your (mediocre) ability, Dream Snares or Dream Pallets.
Now, Freddy can use both.
For the addons, I removed the overall "useless" addons like louder hearing things to more specific things, which are related to his power. On Top of that, I changed some Addons, so that a Freddy-Player is able to play him different. You can use the "Amandas Letter"/"Mirror-Myers"-Gameplay by sacrificing your Dream Projection, you can go with keeping Survivors asleep for the most time of the match or you can use more perks like Nurses Calling, if you go to make it harder to heal with Swing Chains etc.
Id like to add an One-Shot like like Pinky Finger or so, but I think thats not necessary, because he still has his Map-Pressure-Tool, the Dream Projection.
You could nerf the Dream Projection, so that u can only target gens inside a radius of X meters and create addons to increase this duration. But if you do that, you should buff his Anti-Loop-Ability, the Dream Snares, from 15% Slowdown up to 25% Slowdown OR giving him back his 4,6m/s while placing them.
Now I am curious to hear your opinions :-).
These all seem fine tbh. The sad part is even after these changes he would still be weak, but he would at least be more interesting. Right now he is a sad and very boring killer. Only caveats I would say is making survs bleed while healthy with those addons is a bit too confusing, and you played it much too safe with the indoor rope addon (for reference 3% is less than 1 stack of old thana even in its weakest state b4 its buffs). You could buff this to something like 8% and it would be fine. Other then that these are all great.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3172118#Comment_3172118
- Wesker has been implemented, I have been stomping Survivors the whole weekend.
- Time isnt an issue, I have been with dbd since 2016 I am with bhvr here for the long game aslong as they make it fun
"But it might be unbalanced" is a poor argument that could be used against adding any new feature to this game ever.
So what if it might be unbalanced? bHVR can fix that and learn and grow from it as developers.
Wesker is a buggy mess right now. I am doing well with him to but he has some frustrating bugs (I grab and let go of survivors very often).
Balance is a very valid argument when your adding 33 new powers into the game (that is more effort needed than if they were to add the entire killer roster to the game again). Not to mention bugs and stuff like that which again you saw how buggy twins was on their release, the exact same would likely happen with this.
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@Bartlaus said:
https://forum.deadbydaylight.com/en/discussion/comment/3172115#Comment_3172115
Basekit DS is only a problem if you are actively tunneling.
People would use it aggressively to take hits and downs for their rescuer. You could bring unbreakable and once the killer downs you, simply pick yourself up before it expires. At least with old small pp people had to bring 2 perks, with this they only need 1.
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@Emeal said:
Survivors not having a smaller/ minor Power Ability themselves IS BHVR GREATES ERROR.
Why? Survivors have no difference, its just a model and cute cosmetics.
Its a travesty that BHVR didnt do this and that they probably never will cause they are like 33 powers you would need to design and balance more. But Ill keep fighting for it cause Its the best idea ever for DbD.
Thoughts? You agree right, right? 😭
Also, No, dont suggest Survivor Powers should be passives with no choice or agency. no Thanks
Behaviour has had trouble implementing just one new killer (wesker). You are now suggesting they add 33 brand new unique active powers to the game? Even if this idea was good, it could never plausibly happen. It would take ages to implement, balancing would be a nightmare and there would be bugs galore.
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@Bartlaus said:
My suggestions for balancing in brief:
Tunneling- "killer decides to chase a survivor again":3 sec Decisive Strike basekit + it should be active after each unhook unless all gens are done
Endgame slug:
If there are only two survivors left in the match, then a slugged survivor should be able to stand up after 60 seconds.
Camping
If the killer is too close to a hook for too long, then let the hooked survivor spawn on another hook (PH says hello)
Since DS was nerfed, camping and tunneling has gotten out of hand. I actually have no problem with it. The problem is my mates who give up as soon as they are camped or tunnelled. I think if these unfun tactics were removed then survivor mains would be less upset when they didn't survive.
Personally, I tunnel survivor only when they want to be tunnelled. Still, I win most matches.
Average survivor: 3-4 kills
Good survivors: 2 kills
Chuck Norris and friends: 0-1 kill
And yes, I mostly play against average survivor.
If survivors are too strong after these changes, then you can still buff killers that are underperforming. Map balancing is still important!
What do you think?
Basekit ds along with the new basekit bt is just too much. It should be either one or the other and I think most people much prefer basekit bt. The hook thing can be abused as a killer could use it to split pressure when peps try to save or to prevent saves etc its just too risky having the pyramid head cage aspect on every single killer in the game, not to mention this wont stop proxy camping. I think tbh the tunnelling and camping thing is decently ok now, you cant stop it entirely, but you can at least make the killer throw the match to do it.
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@jaerthebear said:
https://forum.deadbydaylight.com/en/discussion/comment/3170974#Comment_3170974
Wesker and Sadako are actually more comparable than you might initially think
- - Both are lack luster "hybrid" Killers that do things other killers do, but much worse (Sadako teleports to fixed positions which can be disabled by survivors and has a "Stealth" Mode that for some reason includes a lullaby, Akin to Demogorgon's Teleport And Wraiths Invisibility, respectively. Wesker Dashes and can vault things like Blight and Legion) and have a poorly Implemented/Far too forgiving "Slowdown" Mechanic built into their power, Condemned on Sadako and Uroboros Infection on Wesker. In fact, in my opinion Wesker is closer to Sadako in terms of Strength than to Nurse and Blight, which he is leagues away from.
- -I stated why I used Blight and Nurse as comparisons to Wesker at the top of the post, before the actual main topic body
- - Just because Nurse and Blight are Strong Doesn't mean Other Strong killers don't have a place in the game. Are Nurse and Blight too strong? That's a matter of debate, but other killers don't need to be frustratingly weak in comparison just because Nurse and Blight happen to exist.
Wesker just needs a bigger hitbox and his bugs fixed and he is fine.
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@Bluebird said:
I used to hate Dead Hard, don't get me wrong. I hated how it gave distance and made loops impossible. Thanks to its recent change though, that issue is no more. After using it in a few games (thematically, Carlos can tank more than 2 hits 100%), I gotta say, now it's woefully unfair on Survivors, but not because of the perk itself, but rather server desync.
In order to effectively use it, you either have to rush a Killer and use it in hopes they don't know you have it, use it in a state you know the Killer can't bait it out (Wesker dash, Billy Chainsaw, Bubba Chainsaw, etc.), or use it properly by timing it, and praying to the Server Gods that desync doesn't hit you and the game actually realizes you used it.
I can't count how many times on both my hands and feet I've used Dead Hard, knowing I hit it before I went down, and it never worked. I feel, personally, its smaller nerf needs to be reverted and it should grant a full one second of Endurance, so it's more fair overall. It can still be easily baited, and it gives more of a chance for others to use it.
Still won't fix Auto Dead-Hard scripts though. :(
This perk has been the most used for 6 years and is still seeing play even after this nerf. Please I beg lets not make it used more.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3170285#Comment_3170285
This would be a good idea too. I considered it, but I would still say it might not work against newly released killers since the amount of people using that killer would be so high, you'd still be going against them.
Exactly, that's why I would say it should just not work for new killers since its not going to do anything and if it somehow did it would just make longer queues for everyone (plus if your playing on launch week you presumably want to go against the new killer).
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3170637#Comment_3170637
Requires stopping to heal first, and goes away upon injury. And again, killers can stack up to four slowdown or gen defense perks of their own.. but there’s no problem there? Have you not heard of Call of Brine + Overcharge following patch 6.1.0? Pain Res + DMS still being a thing? And on and on.
pain res and dms u let go of the gen, brine and overcharge got fixed. But thats besides the point, we want to encourage a non slowdown meta not contribute to it and buffing this perk to make it a solo prove thyself is not healthy and the argument of (just run 4 slowdown) is not a good one since this should be discouraged. You stop to heal anyway as a survivor, and in decent teams its very easy to have a guy sit on a gen without encountering the killer on a big map especially.
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@GoshJosh said:
Serious question for you all: why can it not effect repair times? Requires pausing to heal, then goes away if that survivor takes damage. Survivors don’t have too many perks that effect gen speeds. Overzealous functions similarly but you don’t ever see that run. You obviously can’t stack Better Than New with Resilience. Prove only works on co-op repairs.
But killers can stack all of their slow down and gen defense perks options? I’m seeing a double standard here.
If it effected repair speeds, it would be too strong. It would be a prove thyself but you can use it without co op actions and also stacks with prove thyself.
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@darkcloudlink said:
Exactly what it says in the title. I kept track of every single match I've played since the new chapter released, and of the 65 matches I've played, 38 of them have been against Wesker. And of the other 27, 15 of them has been against Nurse. In fact, my killer distribution has been:
Wesker: 38
Nurse: 15
Blight: 2
Legion: 2
Spirit: 2
Ghostface: 2
Doctor: 2
Pinhead: 1
Twins: 1
I understand Wesker just released this week, and I understand Nurse is a popular killer, but I HATE these killers with an absolute passion, and I know there are people who find specific killers unfun, unfair or boring to go against.
Therefore, I am proposing an option in our lobbies where before we ready up, we can choose a killer that the game will then avoid putting us up against. Just 1 killer. This would make it so that 4 killers at max could potentially be avoided (any more than 1 per survivor would potentially make certain killers unplayable because those killer players would never find a match). This would cut back on the amount of people letting go on hook because they don't want to be forced into a match with a killer they really dislike, and would also provide the devs with information on which killers survivors like the least, which they could use to make balance changes.
In addition, the devs could even make the "avoid this killer" option cost a certain amount of BP per each time you use the option if it sounds like too convenient of a change to make for free. For example, you either spend 10,000 BP to avoid going against Nurse, or perhaps the game tells you that if you choose not to go against Nurses, you earn 10% less BP during the matches which you have the option on. I don't really think a cost is necessary, but it sounds like a fair exchange if there absolutely NEEDS to be some sort of cost to this option.
Now, this would obviously come with the risk that you increase your own queue times, but as someone who doesn't want to go against a 39th Wesker, I would rather wait in a longer queue than get sent into another match with one, and I am sure lots of other people feel the same way. At any rate, the game should warn you about the longer queue times if you do decide to turn on the option.
When a new map releases, many people complain about being forced onto the new maps often because the devs increase the likelihood of going to that map. The remedy for it is to use a map offering/sacrificial ward. But for the 10,000 bug-ridden Wesker players we're forced to endure, we have no remedy. We just have to resign ourselves to playing against a single killer until the heat death of the universe, or die on first hook and move on. That kind of design I believe is unhealthy and needs to be altered to make the game more enjoyable for both survivors and killers who want to play a fair match where survivors aren't constantly dc'ing or letting go on hook.
I think a simpler idea would be to just reduce your chances to go against a specific killer if you have gone against them quite a few times in whatever span of time. (They would have to exempt brand new chapter killers from this though or queuing would be an absolute nightmare on launch weeks).
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3169491#Comment_3169491
I know that and I'm aware, but that's not the idea, the problem is the high mobility killers like Nurse, Spirit and Blight, they can quickly return to the hook even though they're in the middle of the map, my idea was thinking about that type from killer
for killers like clowns, Ghostface, Myers, it won't make a difference, because they need to be close to tunnel, like, they need to see the rescue happening
as I wrote in the text that you didn't read, you can see that you take the base with the name of the post (my fault, I need to learn to elaborate this better), I don't want them to remove it, the idea was just to give a delay of 5 seconds and issue the alert and update the killer's hud, it will know that the surv was saved anyway I just wanted to make things less advantageous for tier S killers
I also don't care if this idea is not approved by the devs, while we are discussing something simple, they are there creating more gen rush perks, things that in my opinion, survs don't need, the purpose of my post was to know the relevance I had in this notification, when I play killer I hate him, I like to play with all my strength, and these notifications make me want to go back on the hook and stay as a tunneler, of course it's not my fault, it's the guy who saved it, at least the BT base kit makes the game fairer on this occasion, because now I can prefer to take the guy down who saved and not what was saved
I apologize for the misunderstanding, it was not my intention, I just wanted to expose my idea, without defending one side and harming the other.
Ok that's fair, tbh I should have probably made mine clearer to. I had read most of your post and when I said "even if u removed it entirely" I more so was trying to go on the extreme end to make my point about the proximity thing, since I knew what you were trying to say.
Maybe tunnelling should be addressed more but who knows? Cuz your right about the high mobility, and one could argue these killers r the issue (nurse in particular) but hell even Demogorgon if he portals near a hook he can easily go back for a tunnel since portals cant be cleansed until he has used them.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/3168807#Comment_3168807
So now you'll get to see other boring same perks being used in their place.
Not exactly, there will always be the "top perks" no matter what. But the idea is there is much more perk variety now than there was and they can continue to nerf/buff perks to try and cycle them around.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3168790#Comment_3168790
for me this is a boring tunneller's excuse
Its not, if I want to tunnel I will simply just proxy in the area anyway. Even if you completely removed any kind of unhook indicator, its not going to matter since someone who is adamant about tunnelling is just going to proxy in the area and watch for a surv going in for the save.
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@scawyxd said:
https://forum.deadbydaylight.com/en/discussion/comment/3168807#Comment_3168807
it's boring to play vs anti looping killers every single match as a solo survivor. what's being done about that? it's boring playing vs wesker on rpd every game, what's being done about that? it's boring having every loop on every map turned into a 2x2 square table that the killer inevitably wins, what's being done about that?
If all of that bothers you, just play a different game. Obviously your going to see a lot of wesker on rpd, people want to try the new killer cuz he just came out and rpd has its rates higher because its a new map. Anti loop has been in the game since it first came out, since trapper even though he sucks, if he hides a trap in grass at a loop you simply cannot loop that tile. So half of what you said just cant be fixed.
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@scawyxd said:
then be like "why is nobody playing survivor?"
It had to happen, its boring seeing the same top perks being used.
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@dbd900bach said:
It's been quite a bit longer than before when asking this question so I want to ask it again.
How strong is Wesker for those actually trying learn his power inside and out? I've been playing quite a bit and have come to the conclusion that he's nowhere near as bad as people say, at least on the killer side.
Despite the small hurt box, it can be worked with, and with the right mind set, the bugs aren't that great of an issue. Especially if you know how to follow up afterwards to correct.
Then there's the many perk builds that help compliment his power and make up for his shortcomings.
Tell me you thoughts Wesker Mains who have almost or have mastered the Mastermind
Its been less than a week, no one has mastered him yet. To conclude, the hitbox is still too small (you can look as if your going right through survivors, which even if u can minimise this with skill, should not happen). Also the bugs should 100% be fixed, there should never be a case where you grabbing someone means you instantly let go, nor should survs slide off of objects when thrown and not take damage.
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@Raccoon said:
According to SteamDB....and the game is currently (as always) in the top percentile on Xbox/PSN metric sites.
RIP game :(
I guess Year 7 is the Death Knell!
Wow you took the stats of just one of the 20 platforms this game is on.
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@JoaoVanBlizzard said:
Since always, the Killers when hooking a survivor, the hook appears with a yellow aura and icon of the hook on the Hud, when the survivor is unhooked the Killer receives an alert that this has happened, and that isan alert that this happened, and that's exactly what I wanted to talk about, the killers really need these alerts today. need these alerts nowadays.
These alerts existed for the purpose of the killer having a control of what the survivors are doing,if there were not these alerts, the survivor would be released and they would start repairing generators and the killer would not even know anything about it
The problem today, is that because the game has lost much of the stealth factor and the arrival of killers of auta mobility These alerts encourage a lot of tunneling and camping at a distance, killers like Nurse, Blight, Hag, among others can chase and capture a surv as soon as they receive the alert after leaving the hook, and repeat this until the surv is eliminated from the game, which ends up being something boring and unnecessary.
Then you ask: "-but should these features be removed, in your opinion? my answer is: "Not necessarily!", this feature sometimes prevents the surv from healing itself or even to be fixing generator without healing and the killer not even know it, the feature has its reasons to exist, but even when I'm playing Killer I do not like this mechanic, sometimes I find it boring to tunnel unnecessarily, but if I hear a signal that the surv was I can not just ignore a surv that was saved near me and I did not even start another hunt, although the survs may have resources to help me.the survs may have resources to inhibit a chase.
So my idea would be the following: when a surv is saved from the hook, the alert would exist, but it would not be instantaneous it would take a while (about 10 seconds or less) nowadays the killers have many tools to find survs, but they are obsessed with anti-gen mechanics, but this I would like to know from you, what do you think of this mechanic? do you like it, do you think it should be changed? I think it is useful, but it is too immediate, it should have a longer interval, perks like "guardian" couldcould have this function to delay this alert, but that was it, leave your opinion there and vote if you like the idea. =)
Honestly, this would just make the game more annoying for killer, people don't just use this for tunnelling, they use this to make decisions. So I feel like if people want to tunnel they will just sit near the hook anyway and see when someone is going in, no notification is required.