Yffriium
Yffriium
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- Yffriium
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This is not a very good suggestion. I wish people understood game design.
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- Cooldown requirement means that if you hook survivors too fast you won't get value from the perk
- Injured requirement means you already need to be doing somewhat well in order to get value from the perk
- Hemorrhage effect is not that great & can be acquired from Sloppy Butcher, which also applies Mangled so it is oftentimes a better substitute
- Exhausted status effect does nothing against survivors without exhaustion perks
- Even if you do get value from the perk, you get no indication that you received value. You don't really "see" when the survivor does not use their exhaustion perk.
For these reasons, Blood Echo will likely not find popularity.
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@TeabaggingGhostface said:
Desperate measures lets you unhook faster as well though, which imo makes them equal in terms of strength
I address this point in my original point haha, but I'll repeat. The unhooking bonus is not very significant, especially following the upcoming changes which somewhat discourage camping. Unhooking already took so little time that an increase to unhooking speeds only really mattered if the killer was camping the hook with Save The Best For Last.
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@Hannacia said:
Medkits have been an issue in this game for a long time and then came the Boon broken circle of heals...now you want to make this stronger with botany? Not sure why you want to do this when you already noticed that killers have been struggling and part of it has been caused by this boon which now botany makes stronger? Also off the record.. how do you want killers to kill survivors in end game when they have 80 seconds of protection?
You know its going to be impossible against good teams.
I haven't mentioned any of those other things... Just pointing out that the decision to buff Botany Knowledge is strange considering that it now basically trumps Desperate Measures. I feel that if they want to stay consistent in their design decisions, they should buff DM as well to compensate.
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Update: I am now confident that this occurs due to the killer pulling a survivor out of a locker right when they get the Head On stun, resulting in the server favoring the survivor's outcome. The issue goes away for the rest of the match after the survivor player gets hooked.
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Same thing happened to me.
Method:
Step 1: Enter a locker as a survivor
Step 2: Have Victor hold the locker shut
Step 3: Struggle against Victor and exit the locker
Step 4: While in the process of jumping out of the locker, have Charlotte hit you
Step 5: Get stuck in the locker permanently
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@v4lor said:
They talked about this in the Q&A, regarding the difference between maps getting "visual updates" and "gameplay updates" and them not being the same thing or tied together.
Essentially the algorithm that distributes tiles based on strength is separate from reworking the visuals of a map. For example, the Badham maps use the new algorithm that tells it where there should be pallets/windows/useable tiles. The reworked Autohavens, for some reason, only have the visual update and not the gameplay update that Badham has, and still use the old algorithm that says "the map should have [X] amount of pallets" and just puts them everywhere randomly.
So, while the new Autohavens look pretty, they're still plagued by the same massive, massive deadzones that the Autohaven maps have always suffered from, which are now even more apparent thanks to the visual change in layout.
Frankly, I have no idea why they bothered reworking the visuals if the maps are still gonna play poorly because they didn't add the improved map-generation algorithms that they added to the Badham maps *almost a year-and-a-half ago*.
"Frankly, I have no idea why they bothered reworking the visuals if the maps are still gonna play poorly because they didn't add the improved map-generation algorithms that they added to the Badham maps *almost a year-and-a-half ago*."
My theory is that since the new consoles just came out, better graphics would maybe make the game more appealing to new players on better hardware.
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@TheButcher said:
Wanna know what would make it look better? If it was in the trash. Where it belongs.
#RemoveHatch
Yet another person who doesn't know how game design works.
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Victor's cooldown is fine as-is. Survivors have the option to hold him on their backs, and in turn won't be able to heal, do gens, or go for saves, turning the game into a 3v1 temporarily. If you're worried about survivors doing this, try only using Victor on injured survivors.
Victor really should not be able to be killed after successfully downing survivors, you're right there.
Transition period is alright, it gives survivors some time to get away. If it does bother you, there are some low-rarity add-ons you can use.
Mostly though, the Twins really need anti-camping measures. I've played a lot of them over these past few days, and pseudo-camping is far too powerful. Frequently, the best strategy is to camp with Charlotte from 16m away and then run around with Victor, which just feels like face-camping with extra steps. I think that BT should be able to activate off of Charlotte even while she's stood still.
I think it may be too early to call it for the Twins. In my experience, they feel far too powerful and oppressive at the moment. Though, I fear that when survivors realize they can crouch next to a pallet and not get hit by Victor, the Twins will become significantly less viable.
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New Ormond seems a lot more interesting, the main building seems to have been reduced in strength and there's not as much random clutter all across the map.
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I was super excited for this update, saved up my shards to get this killer because I thought they'd actually address the issues with the PTB... Boy was I wrong! Now Victor randomly gets stuck on stuff and will sometimes merge into the ground, all whilst survivors can still abuse lockers and kick Victor after a successful down. This killer has almost nothing going for her, the only thing her power does well is camp. I'm very disappointed that they decided to release an unfinished chapter.
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In my four matches as this killer, this has happened to me four times. They literally released an unfinished killer.
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Blight definitely has a sharp learning curve. I remember being super frustrated with him for my first dozens of games. Now, though, he's without a doubt one of my favorite killers. It is very worth working past the initial frustration, since he is one of the best additions to the game in a long while.
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GDC, in its current state, is actually super strong. Being able to end four chases faster each match is not something to be overlooked. In many cases, the perk can be incredibly oppressive, giving killers hits that normally they wouldn't get.
Consider that in your average 9-hook game, you have to hit survivors around 18 times, assuming they heal after every unhook. CDG would allow you to get 4 of those hits much easier, which can be game changing.
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@cynichism said:
You guys must be playing different survivors than I do. About 3/4 of the games I use ruin/undying, they somehow manage to kill undying first, then ruin shortly after. At best I get two jumps before losing both perks... So things slow down about a minute. If it's a small map I might capitalize, but large maps make the aura reads pretty useless.
Unless I'm really hard up on getting kills I go with something else. Just no fun locking half my perks for a gamble on red ranks.
This is because you are a bad killer who doesn't know how to apply pressure. I've never lost a game with Ruin + Undying. By the time they even have the opportunity to cleanse both totems, they've already lost.
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This is terrible. Wifi cuts, game glitches, or someone's at the door, and instantly a 12 hour ban.
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Looks like someone's asking for a ban.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/1696842#Comment_1696842
The perk says it grants 3% luck per other survivor (than you) alive to all survivors. 3% times 3 survivors is 9% luck to all survivors from a single instance of the perk.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1696842#Comment_1696842
It's 3% per a stack. So it can anywhere from 11% to 17% depending on how many stacks.
Thanks guys, I don't have Ace's perks so I didn't realize it worked like this. In that case, this seems borderline busted haha.
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Just today, had a survivor call me a tunneller. I asked them who I tunneled and they said "everyone." Couldn't make this up if I tried.
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@AGM said:
Not sure what math the guy above me did, but it should be (1 - (1 - kobe rate as a decimal)^(Attempts)) x 100
- (base) 4% kobe rate, 3 attempts: ~11.5% chance to kobe
- (with Slippery Meat) 8% kobe rate, 6 attempts: ~39.4% chance to kobe
- (with Slippery Meat and 1 Up the Ante): 17% kobe rate, 6 attempts: ~67.3% chance to kobe
- (with Slippery Meat, 1 Up the Ante, and 1 Vigo's Jar): 20% kobe rate, 6 attempts: ~73.8% chance to kobe
- (with Slippery Meat and 4 Up the Ante): 44% kobe rate, 6 attempts: ~96.9% chance to kobe
- (with Slippery Meat, 4 Up the Ante, and 4 Vigo's Jars): 56% kobe rate, 6 attempts: ~99.2% chance to kobe
Is this a new toxic SWF build I smell?
Up the Ante only gives a 3% bonus to Kobe chance. Why did you bump it up from 8% to 17%? Shouldn't it be 11%?
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I hadn't considered it on Doc before. Can't wait to play against this, seems like a whole new way to play the game.
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It literally helps survivors who throw pallets too late. Deathslinger with STBFL is the only killer it's good on, but by the time you get enough STBFL stacks, Blood Favor has probably already been destroyed. The scenario is simply too niche.
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I just had my most wholesome match yet. I was trying to complete the "Kill the obsession 10 times" challenge and I accidentally tunneled the obsession out of the match at 5 gens. I felt really bad so I went easy on the rest of the survivors, and let me tell you they were the cutest survivors I've seen. This one Jane in a blue suit kept coming up to me and crouching in a circle, while two Felixes would stand still and stare at me as I walked past. I drew a heart on the ground with trails and they all ran in the center of it and crouched. I wish I could have said something to them in the post-game chat, but they were console players. Still, that match made my night :)
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1615554#Comment_1615554
Okay... What about literally everything else?
Also, I go against good Nurses on a regular basis. You know, actual good Nurses that react instead of predicting, float around instead of spamming and wasting their power, and quickly adapting to your mindgames. I get one every other week. Sometimes even more. That's not to say they win every trial, but it's also not to say that it is in any way fun.
I didn't say anything about everything else. I'm solely talking about the concept of "boring, uncounterable" killers. In my 800+ hours of playtime I've been able to perform some juke or another on nearly every single Nurse. "Uncounterable" Nurses are the vast minority. You're either super unlucky or not as good at juking as you think you are.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1615527#Comment_1615527
Uh... No, uncounterable things are extremely common in DBD. And I'm a huge opposer of competitive DBD, the game is unbalanced at base. But that doesn't mean that genuine BS should exist. The game being more fair and fun doesn't make it competitive - if anything, it removes much of the competitiveness, since there's a difference between OP and So Frustrating You Want To Quit The Game.
If a certain strategy is uncounterable BUT it takes insane levels of skill to achieve it, then it's not really an issue, since players will rarely ever run into those who are perfect at the game. For example, in my ~850 hours of play, I've only ran into one god-tier Nurse. It felt like there was nothing I could do and that she was far too good, but it wasn't a problem since I could simply move onto the next match. Since these "uncounterable" players are so few and far between, and since this game is casual and thus shouldn't be balanced around the highest tier of play, then these scenarios are acceptable.
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@MadLordJack said:
Slinger/PH/Nurse/Spirit while in a chase.
Thrilling Tremors/Pop Freddy.
Locker DS.
DS/UB. Or DS/UB/SG.
Dead Hard for Distance.
Actual genrushing.
I've heard the "counterplay" arguments for all of these. It's all BS. You cannot dodge a Nurse, Slinger or PH if they are decent (Slinger, especially, will just break the pallet and shoot you before you reach the next one), you cannot mindgame a Spirit if she can hear you (either she has Stridor or you don't have IW). There is nothing reasonable to be done with DS/UB, because playing aggressively/lazily is a thing that exists and you cannot just give them free gens/unhooks, but you also cannot punish them as well. You could always facecamp the slug.... But that will lose you the game, and SG removes even that. Locker DS is the same. DH for distance, or "push a button to undo a mistake" also has no counterplay - you cannot bait out DH for distance, only DH to dodge hits. Thrilling/Pop on Freddy is either "have an extra 16 seconds, or the gen gets popped." Actual genrushing... Yeah, no. Doors open in 3 minutes against an Ebony Mori/range add-ons Nurse.
Counterplay is doing something reasonable (AKA that doesn't lose you the game) to avoid a thing. These things have no reasonable counterplay. There are others, of course, but these are the biggest offenders. You can try to shame people all you want, but there is plenty of evidence that they do not, in fact, have counterplay.
DBD is a casual game, meaning that things don't need to be balanced around the highest tier of play. Very few people are perfect Slingers and Nurses. Most all humans make mistakes. Even if there's no counterplay to the perfect Nurse, it doesn't really matter since those games are 1/1000.
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I regularly use pools of blood to track survivors. I think it's fine for the most part, just maybe it could stick out a little bit better on CWF, McMillain, and Red Forest.
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Bond: Am I a joke to you?
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Reduce the time to 1s of standing still. Then, break LoS with the sruvivor at a loop while they're in a corner. Stand still and wait, they'll think you've left and you can catch them out of position. Could actually be pretty entertaining.
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Pig's toolkit just perfectly suits my playstyle. She's so fun and powerful.
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BHVR doesn't record matches. They can't tell what occurred in a match which is why you must record for reports. I believe this is due to the fact that recording matches takes lots of storage and an interface that they simply couldn't set up with the game's current messy code. However, hackers don't usually only hack once. Right when something fishy happens, be sure to start recording (Win + Alt + R on Windows) just in case. For those that do only hack once in a match, it's really only streamers who can catch them out.
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It works, but you'll never be able to get value out of it. The killer has to be awful to slug a No Mither user, and at that point you're probably already beating them.
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@Heartbound said:
As much as I love the idea behind the perk, in practice it's just too limited. Cruelly so. It's unusable in its current form.
Nice.
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Tad bit too complex. Imagine having to learn this as a new player.
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Yes, I totally agree. I hate it when they put beginner perks behind DLC characters. Does BHVR expect new players to buy a DLC character and level them up right off the bat? I don't think I bought anyone until ~60 hours in. If BHVR is gonna continue to make very simple perks that are for beginners, they should at least add secondary effects so they get used at higher ranks. For example, maybe add another effect to Visionary that makes skill checks more frequent but also easier. New players would run the perk to practice skill checks and see gens, and experienced players would run the perk to be able to hit great skill checks more often.
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I genuinely have fun against Spirit already. I think if they just made it more clear when she was phasing, it would be much more fun to verse.
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Imagine being a Steve main and your passive is "See the killer's aura for 1 extra second with Babysitter." Hell no.
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I like playing against Spirit, so it's quite significant when I say that Hag is the epitome of boring. She needs a change ASAP.
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Yes. I got a video of someone doing the same thing. It's pretty comical, but it's 100% a hack.
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@thelittlemonsters said:
Not a survivor main but I was in an SWF with a friend and I can tell you 100% some players actually consider anything camping.
The random Bill was hanging out right next to our other friend’s hook so of course Billy wasn’t leaving. He knew Bill was there.
Our friend not on hook started complaining. I’m the only one with Kindred so I told him straight up, “Bill is by hook. Of course he’s going to stay. How is that camping?”
His response was, “I would call it proxy camping.”
That’s when I learned the survivor rule book isn’t just a meme. Some people truly believe ######### like the killer should not stay by a hook for any reason.
I had to stop playing in a SWF with some people because they thought like this. They got mad at killers for slugging, playing Nurse, or mindgaming them, & then would go on to brag about winning in post-game chat.
As a survivor main, I rarely ever get mad at killers for how they play, only the survivors for allowing killers to play that way. Camping, tunneling, slugging, etc. are all legit strategies, which survivors each have valid counters to.
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I find running from the killer is so incredibly rewarding. Even if we all lose, as long as I get in a good chase, it's a fun game. Despite what others may think, there's an incredibly high skill ceiling for survivor, & I love improving with each match.
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Yes, it's camping. Once you hook a survivor you're supposed to go to the opposite corner of the map, find a survivor, and chase them. You are not allowed to go for the unhooker. You may only chase the unhooked survivor if they have DS, in which case you must pick them up.
(Is this the answer you were looking for? Your question was incredibly loaded, it seems like you already know the answer.)
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I'm pretty sure that the I-frames are a part of the 2nd stage as you describe.
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You're probably right to an extent. I view it as charge add-ons being better for lower-skilled huntresses, iri head being better for higher-skilled huntresses.
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@Demogordon_Ramsay said:
People can debate the strength of Perks all they want, but I will always hold the belief that the "second chance: the musical" build will be the strongest Survivor build, far and away.
Decisive Strike, Unbreakable, Dead Hard, Borrowed Time. No matter what the Killer does, you're probably going to get a second chance. Or two. Or twenty.
Gotta agree with Mr. Ramsay here. DS + Unbreakable is definitely the strongest combo. Pair it with the two other strongest second-chance perks, DH and BT, and you got one "highly skilled" player on your hands.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1568658#Comment_1568658
Her dash is completely useless past rank purple.
Trapp addons are the best at slowing the crazy fast gens at red ranks.
The dash is incredibly useful at fair pallets. Master Pigs like Scorpionz know how to use the dash at generic tiles like shack and L&Ts. It is far from useless.
As a Pig main, I regularly 4k without any trap addons at red ranks. 4 traps is sufficient in slowing down the game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1568666#Comment_1568666
It's really not. Even with the most head-poppin' add-ons, you don't get head pops very often. Non-Stridor Spirit is leagues better than purple add-on Pig.
With the most "head-poppin'" add-ons, if you interrupt the trapped survivor one whole time & they get somewhat bad RNG, they're dead. There's no play they could have made to avoid dying. It's like playing against old Legion, your ability as a player doesn't matter in the slightest. Moreover, if you need all these add-ons for map pressure, you likely aren't a good killer in the first place & you have some other problems to sort out first.
Edit: "You" used as a general term here, not trying to disrespect you individually.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1568658#Comment_1568658
Free headpops are the #1 reason I play Pig. ;) I can learn how to ambush without add-ons that make it easier to do so.
Imo free head-pop add-ons are like playing Stridor Spirit, like turning the game onto easy mode. You don't have to outplay survivors to win, you just have to make their game as boring as possible.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1568459#Comment_1568459
I find it funny that you say Annotated Plan is worth running but not the strictly superior Sketch. :P I'm guessing it was just a name mix-up. Both are definitely worth running, though. Beyond that, I'd say you pretty much nailed it.
https://forum.deadbydaylight.com/en/discussion/comment/1568627#Comment_1568627
Shun the nonbeliever. Crate/Sketch/Timer for life. Also, you can't go wrong with Workshop Grease? :P
They're just super boring and unfair to play against & don't help you improve at the killer. You get free head-pops with those add-ons. Workshop Grease is bad, you're right. I should've been more specific with the addons that are good on Pig. I'd say: Combat Straps, John's Medical File, Shattered Syringe, Video Tape, Last Will, & Amanda's Letter. Everything else is either absolute garbage or completely overpowered.
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As a Pig main, I beg that you don't use most of the trap add-ons. A lot of them are super unfair to play against and don't teach you how to properly play pig (Tampered Timer, Bag of Gears, etc.). Her best add-ons are definitely Combat Straps + Video Tape, though you really can't go wrong with any of the brown add-ons.