avilmask
avilmask
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- avilmask
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Was already discussed a million of times when that thing was done to pig's ability.
I have only one thing to say about it: just make so all perks work with all abilities.
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Sad, but true. You get a bonus if game goes more than 10 minutes, and less gens done somewhere at 4-5 minutes in a game. So best afk build is something like a cloaked Wraith standing in front of a ruin totem, with end game build to wrap it up.
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Rift farming. Because XP in rift = MOSTLY time spent in game.
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First killer that related to another killer as well.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/831133#Comment_831133
I agree with what you say but remember, not every perk is equally effective on every killer. This is how the game is designed. Dying Light is best suited for one shot killers who can get early game hooks. That's why it's a Shape perk because he has the ability to get early EW3 downs
Ironical that he actually should use at least a minute (with add-ons) of early game to get to EW3. His early game actually considered to be his weakness.
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Oh, music is it's own separate story. Killer players ask for toning down the chase music for too long now.
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@Creator said:
https://forum.deadbydaylight.com/en/discussion/comment/831895#Comment_831895
Omg, what kind of nit-picking for gaming conditions? According to the film, Bubba could immediately cut the survivors with a chainsaw, on the spot without Memento and other things, and now what? And Michael Myers could immediately kill the survivor. And in the game he does it with the help of an addon. And?
The developers added step sounds for Demogorgon, so that the player realizes that he is playing for a huge monster, and not for a camera with his hands (although this is partly true).
Exactly. You're nit-picking suggesting that "immersion" should interfere with ability to play properly.
Demogoron nothing like in the movie. The fact that he's a huge monster is instantly wrong, he wasn't taller that an average human, and mostly moved around like a quadrupedal animal. And they also made him loud AF.
You at the same time tell that killers should be hindered by their own immersion but also can't be too immersive because it would be too OP.
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@Eclipsa said:
https://forum.deadbydaylight.com/en/discussion/comment/831916#Comment_831916
TBH That would make her SS tier again. Those changes dropped her to S/S+. Letting her cancel her blinks will make running into her NEVER an option, when its the only counterplay on some parts of some maps (upper floors on The Game and Hawkins).
I was fine with inability to do it because before I could actually consistently catch up with survivors using blinks. Right now just running in straight line against a nurse is actually a viable strategy, which feels odd. You don't charge 0.3 sec enough, you can't cancel a blink to let it finish recharging, surv runs at you, and you are left fatigued with all charges gone feeling disappointed with your life decisions.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/831947#Comment_831947
As in, in Tier 2, his TR is also near zero.
T1 = 0
T2 = 16 meters (can be lowered with add-ons/perks = near zero)
Oh, you meant inclusive, alright.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/830571#Comment_830571
... yeah. That's what I said. He can have near zero up to Tier 2.
Yeah, you said near, when it actually IS zero.
Devs don't shy away to nerf killers in wide sweeps to generalize their similarities. Pig got smacked by that the hardest with ambush nerf (again, without any complains about it at all).
And I'm still waiting for balanced landing and adrenaline to be put in line with other exhaustion perks.
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I thought about 3rd one as well. If you start blinking "early", ability doesn't just stop recharging, it also loses all progress. It would be amazing QoL change if ability kept recharging while activating. Also at this point it wouldn't be a stretch to let Nurse cancel activation by clicking primary attack.
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@Creator said:
What for? Why is this needed? Do you really want to kill the atmosphere of the game? More precisely, what is left of it. The developers have already tried, killed all the top animations for killers, and you also want to remove the sounds. Do you want to play as a killer or as a flying camera with hands?
I don't remember a single episode of ST, where protagonists was alerted by sound of Demogorgon footsteps. And especially don't remember a single case of demogorgon losing a target due to getting mislead by his own footsteps.
BTW Myers shouldn't make sounds when hit by pallets, but he does. Immersion ruined.
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At least you still can hit hooked survivors if you're slightly off aiming at a person that unhooks them! :)
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People generalize much. When somebody says "nobody", they mean themselves first.
I don't care about getting higher or lower in the rank, but I care about game getting too hard or too easy, so it's kind of "indirect caring". I know exactly, which role raking system has in it, so I think that ranking system at least "should be".
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Welcome to the club, buddy. Now you know exactly what most killers feel when they start on haddonfield or at a degree on any of corn maps.
Problem with Hawkins pallets is most of them have a wall on one of the sides, so killer has no problem cutting distance just by walking on one side, because surv have no choice but jump over a pallet (and get hit) or keep running forward (get hit slightly later), and in that case dropping a pallet neither makes distance or buys time. This kind of pallets on other maps are called "unsafe", but there blockers are too short, and they basically are death traps. With enduring perk even pallet stun doesn't do much on Hawkins. So usually best bet is to not hang out in corridors, because they're long and have lots of those deceiving pallets.
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Shroud is that helpful in chases that it's actually arguably better to not bother with stalking, because stalking requires you to stand in place, not hit survivors and look for places to lean from. Ghostface's best add-ons reduce CD on shroud.
Only person that never used lack of bloodstain and terror radius could say that shroud doesn't help with chases.
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@CashelP14 said:
Personally don't think it should be changed. A lot of top killers know how to avoid it and I think it's in a very healthy place. I personally love the synergy between it and perks like head on and inner strength.
I think there are a lot better perks to look at than DS.
I guess you meant top rank killer players, or it's actually top killers that just can power through DS?
If perk is in every game, it's not healthy. Yes, that does count ruin. It's the same as saying that spirit is in healthy state since she's used by everybody.
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@BigBubs said:
I wil never understand people who go crazy over some cosmetics lol
Sure they look nice but I'm not getting a hard on for them. And I sure ain't spending so much money on that.
Me IRL about girls and dresses.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/770503#Comment_770503
Why didnt you guys test this kindred basekit with the community in PTB? I really don't think you guys are aware how healthy kindred basekit is gonna be. It's something which is really needed. At least test it and collect community feedback pls.
Also, what's up with the HUD? When can we finally expect to see entity legs on all survivors indicating who is in the chase? When can we see a totem counter in the HUD like a gen counter?
Chase indicators and totem counter for killers as well, and a hook / stage counter too, please.
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GF & Michael. Definitely coming for them.
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@Theoretical_Heart said:
I don't really know what is meant by low tier killer anymore. Other than Pig whose strength was neutered by End Game Collapse the killers are all pretty good.
I guess some small changes wouldn't hurt here and there but after Freddy got his rework I don't think there is a "bad" killer in the game.
Small tweaks.
Give Trapper 2 traps in his base kit.
Let Pig be the only killer who doesn't trigger EGC. Let her end game play it like the old days. Or at least rework her traps so that they matter during EGC.
Other than those minor things, we are good fam.
>Let Pig be the only killer who doesn't trigger EGC.
Before she was the only killer that could apply perk status effects with her ability. They removed that. Before she was the only killer with 28m radius. They removed that. I don't know, man, I'm afraid of pig changes when it touches something unique about her.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/770533#Comment_770533
*Clicky clicky clicky*
But survivors actually blinding the killer is ok? A few moments in first person isn't going to kill a survivor. It would just force them to play more cautiously instead of going "I can't see auras? Darn.... Good thing I'm not actually hampered in the least."
Jumping from 3rd person to first and back is super annoying, playing with camera never a good thing. That's what I meant. If you want something like that, make so everything is hidden from them when they don't look directly at it (at certain FOV degree), and highlight "blind zone" with gray out.
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@premiumRICE said:
by doing that you apply pressure, and you can start to down the weaker ones.
As long as you keep them off gens you are fine even if you cant commit
Basically, cross fingers that next guy is worse than previous one if you feel compelled to drop the chase, because that's your only hope at this point? Got it.
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@Tarvesh said:
I think blindness should:
- Put the survivor into first person.
- Surround their vision with wispy darkness similar to Legion's berserk.
- Hide auras.
- Hide the killer's red stain.
All for the duration of blindness.
>Put the survivor into first person.
That would be too cruel (and also slightly confusing).
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Making it dark isn't necessary (and annoying). Instead of just hiding aura, hide killer's blood stain and make killer, chests, totems, fellow survivors and gens invisible at range farther than 24m. Blindness with M&A would be a really cool combo.
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@darktrix said:
Killers don't want solos to be brought up to swf levels, they want swf to be brought down to solo levels.
That's actually false.
A lot of killer players want solos to be brought up to swf levels, so killers can be brought up to their level as well. A lot of killers balanced around solo players.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/697020#Comment_697020
Literally nobody likes the pallet placement and pallet design. If this is seriously BHVR's plan with pallets on all maps, then this game will end up in the same position as Deathgarden, pretty much dead.
I like pallets on Hawkins, but not on Badham. Despite that "most" of pallets are unsafe on Badham, it still has enough of safe ones to make it unfavorable, it's just there is so many pallets now that amount of save pallets gets lost in all the unsave ones. Plus Badham map is giantic.
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Does killer really need an explanation, why he wants to kill you personally more than others?
Obsession status supposed to do that thing, btw :/
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/697547#Comment_697547
I really want to believe they're joking, because that would be an amazing sarcastic response.
But the last few sentences make me worry that they genuinely think they're good at the game.
Nah, it was totally not a stereotypical killer main, that just wants to camp and tunnel and tbag survivors, like literally all killer mains always do, or want to.
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/695097#Comment_695097
If you accidentally chase the guy who was on the hook, down him and leave him as bait for the next minute.
It'll either attract other survivors or force them to burn unbreakable.
Wait, you jumped to my post not even getting familiar with the topic? You can't down survivor in a locker, you have to "pick him up".
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/88626/ormond-is-survivor-sided-change-my-mind
Yamaoka, Haddon and New Map is worst
Yeah, i know new map has less safe loop but there's so many pallets that I getting feel sick every time i get stun and my camera wobble around for every minute
New map compliments all benefits of enduring. Plus It's easier to force drops without actually trying to swing, and many of those turn into a small game when surv vaults back and forth until gets hit or killer misses.
And I'm as a fan of low profile and jump scaring killers, like yamaoka as well (just as backwater swamp).
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/696181#Comment_696181
https://forum.deadbydaylight.com/en/discussion/88535/why-are-iridescent-hatchets-a-thing
I have like 50 Ebony Mori on my Nurse.
Ultra Rare stuff stuff should be 50% more difficult to get in my opinion. :)
Nurse doesn't have ultra-rares, so she has only ebonies :(
The same for Billy and Bubba. They accumulate mories easily because they have no actual choice.
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@ProfessorDunwich said:
It would be super obvious going against SWF because of rank disparities and there would be a lot of dodging. Don't see it happening.
You make it sound like right now SWFs trying to be sneaky about it, and killers don't dodge lobbies if they suspect an SWF.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/697197#Comment_697197
Really ? I expected them to give her undetectable stalk and oblivious on succesful charge hit.
I wish! Oblivious on ambush hit would be such a treat. It actually would be worth ambushing survivors with her ambush ability.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/697188#Comment_697188
Still since her stalk is now a status effect she must use the stronger stalk variant no ?
As I said, only two killers was affected with new status effects. Pig is still old pig.
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7) Run one way, after 5 seconds run another.
Good survivor is different from a bad one not only in how well they can loop a killer.
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@TheUnendingNightmare said:
Doesn't the Pig just got "buffed" by the stalking variants rework ?
Like she now use the same stalk has Myers(undetectable) and her old stalk(oblivious) is a status effect you put on survivors.
She's already a thousand time more viable now. Without mentioning all the killers who got buffed by this "new" status effect.
New statuses was only added to demogorgon and Freddy. None of other killers have it (yet?).
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@DocOctober said:
Funny how so many think that a de facto immunity from being picked up lasting for 60 seconds is balanced.
Nah, you can pick up. It's immunity to getting hooked for 60 seconds.
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@thedevalex said:
https://forum.deadbydaylight.com/en/discussion/comment/695613#Comment_695613
I like all the noises. Maps that have no noises are boring. It adds ambience and atmosphere.
That's the same issue as with chase music. On killer side it's nothing more but nuisance, while survs just know that killer is close due to TR mechanic and half of them wouldn't notice killer's breath. For the killer steps and breathing is bread and butter. Hawkins rooms are burning barrels on steroids, it always feels like surv is breathing right next to you.
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@SkeletalElite said:
It's almost like, if you go after the guy who just got off the hook less than 60 seconds ago, you're vulnerable to getting hit by a very strong perk, that could have been entirely avoided by going after the guy who unhooked him.
Responding to all those guys that think the choice is just that simple:
- killer goes away by 16 meters, somebody unhooks a person, but FOV is blocked by a wall. Killer comes here and sees two tracks, leading different directions. He chooses one, but 10 seconds later he realizes that it's an unhooked guy, so it's wasted time, and he just have to let him go, right?
- killer immediately sees two guys, but they both have identical skins. They run different directions. Killer chooses one, and this guy hides in a locker. So, is it unhooked guy or not?
- killer can't immediately see anybody, and after short search finds only unhooked person. He just should let him go because he hid in a locker right in front of him, right?
Only right play here in any case is get survivor out of the locker and let him use DS, because he may use it next time closer to the end of the game. It's a lose-lose, but removing DS is better than just letting survivor go AND keep DS.
That's where subject comes in, where a simple action turns situation into a triple lose one for a killer (let him go, eat DS, wait).
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@blue4zion said:
Not an intentional nerf to hurt her, but it's to help clarify what a basic attack is.
Yet Legion's frenzy attacks count as basic, though they can't down and have almost instant recovery. Guess if attack can't down it doesn't matter. What gives.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/683184#Comment_683184
say I vaulted a window a killer didn't expect me to. he now has to play that window again if I stay near it. unless he has bamboozle, then that's it, no more mindgame potential because no more window.
also, classic "everything a survivor does is abuse" bit. I love it (although I had no idea what u even meant by that).
say I vaulted a window a killer didn't expect me to. he now has to play that window again
Yeaaah, that "again" part always gets to me. But I got your point, I have agree, mindgames that allow you to prolong loops are also mindgames. It's just there is not a lot of window loops where killers can mindgame survivors.
Sorry, just that I as a killer can't see a survivor sitting under my belly when I also look under my belly doesn't feel fair to me. But I didn't quite blame anyone here.
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@Cyro said:
https://forum.deadbydaylight.com/en/discussion/comment/683127#Comment_683127
It's what comes afterwards that makes killers broken if that was the case, imagine being only able to loop every window once, it removes a lot of potential to mindgame people all because bamboozle is now baseline? Just simply vault the window and now they can't use it again. Windows in this game are already really jank and you end up getting hit through most of them even when you shouldn't anyway.
>imagine being only able to loop every window once, it removes a lot of potential to mindgame
Only double use of a window that can be considered a mindgame is when you make slow vault right after fast vault when killer tries to get around. Getting to the window after killer already vaulted... uuuh... It's when you abuse poor FOV of a killer?
Doing a loop isn't a mindgame though. So what I imagine actually seems pleasant.
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@Cyro said:
If bamboozle was a baseline effect it would make killers so broken and the gap is being closed more and more, it would turn the shack into a one loop scenario and make a lot of other loops obsolete, removing counterplay against killers and making it so no matter how well you play you gotta waste those pallets.
Inability to use a window more than once makes killers broken?
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He's visible from unlimited distance when he's cloaked. Maps like junkyard make it impossible to surprise attack survivors. He could at least have a maximum radius where his cloak is visible, like Freddy.
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That's how bad phrasing of the message messes up the whole discussion.
Too many unplugged holes that let "survivor mains" to talk back.
Like that only response you can get is "lol bad killer tunneler cries because he's punished for tunneling".
Unless that's an actual issue here.
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Killer should get extra for hunting down obsession then.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/668412#Comment_668412
The explosion isn't additional regression, it's just the 12% that's already accounted for.
And if you are bringing up multiple chases then you could pick any number between 25% and 300% regression from PGTW, so it doesn't mean too much.
I was sure devs said it's additional +12% to explosion. Hard to pinpoint progress just on visual, so I guess I'll believe your word on it?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/668395#Comment_668395
At best it would reduce it by 37%, not 90%.
Dependes, if someone worked on a gen during surge and instead of leaving kept working, you hit the gen twice, making it 50 from double pop + 12 from surge + explosion.
Technically it's minimum 37 + explosion.
Not 90, you're right, but quite a lot :)
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/666274#Comment_666274
Actually it doesn't because Surge occurs when you down a survivor, while PGTW gives it to you when you hook someone.
It never needed to be fixed.
Is not like you can hit people after hooking someone right? On moment of my comment active PGTW was applied with surge, and didn't deactivate. So you could hook, surge, and use pop again, basically reducing one gen from 90 to 0.