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ba_tetsuo

ba_tetsuo

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ba_tetsuo
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  • Monsterous Shrine and Territorial Imperative should be one perk imo.

    same with Overwhelming presence and coulraphobia

  • I've said it before and I'll say it again. All of the second chance perks are balanced in a vacuum. Alone, each on is individually balanced and not a problem. The problem comes with having to deal with 9 of them in a game.


    Till that gets looked at, its mori season. You had your 2nd chance. No 3rd ones.

  • Tunneling the first survivor is the most efficient way to lean the game in your favor. 3v1 is much easier to manage than 4v1. Tunneling loses efficiency the less survivors there are.

    First one is very efficient - Most groups will have one person sneak to the hook, and a second distract the killer, leaving only one person doing gens.

    Second one is alright I guess, but its better to tie up 2 survivors (hooked+rescuer) than one, as they will realize you're tunneling and won't go for more aggressive unhooks.

    Third is pointless. Better to tie one up with healing while chasing the 2nd, than chase one and leave the healthy one to do whatever.


  • @Chaotic_Riddle said:

    Save The Best For Last (or in this case, first!): Everytime you hit your obsession, you get the bonus recovery affect from cooldown hits, however, everytime you hit anyone else, you lose 2/3/4 tokens that were gained from hitting the obsession.

    Thats not a nerf.

    Tunnel the obsession.

    Get stacks

    ???

    Profit


    Mettle of Man:

    No longer gains staks on hit. Gains stacks on hook. After 3 hooks, negate the next one

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/474628#Comment_474628

    @aGoodOldRub Yes, and we know that's not something we should encourage, unless you want to argue otherwise.

    So if you know that survivors dodging versus certain killers/addons/offerings is wrong, why would you think dodging versus (what you think is) a 4-stack be right? In the same vein, why should we fault survivors for dodging certain killers/addons/offerings when you have killers willingly dodging too?

    I thought BHVR didn't like MLGA because survivors blacklisted certain killer players. Why should killer players refuse to play with certain survivor players then?

    Don't tell me you don't see how hypocritical this is.

    Huge difference between DCing from an active match and dodging a potential match

  • I'd rather deep wound actually mean something. All his power is right now is tracking. Legion lacks two very important things right now:

    Map Pressure

    Quickly ending chases


    One change I would really like to see is a stacking MS buff per survivor hit with frenzy.

    IE:

    Frenzy base/tier2/3/4

    You get a tier every time you apply deep wound, and it resets when frenzy ends. Would really tie into the whole run fast and stab people fantasy, as well as give legion more incentive/ability to hit more people in frenzy.

  • @RoKrueger said:

    I have not played as Legion since the nerf. If what you say is true, I will use the perk Agitation with them. I read in another post that the killer will keep the speed buff for the rest of the game if a survivor disconects while being carried. That should be fun.

    Do it. It only occurs if they DC. Since the devs aren't punishing DCers, this is a nice substitute.


  • @TAG said:

    It's not much of a choice in Dead By Daylight when it's either "definitely die" or "maybe don't die". You're gonna pick the second one every time. I'm not saying something like this should be implemented, but if it were, I think it should be implemented as "punish yourself and definitely escape the trap" vs. "don't punish yourself and possibly don't escape the trap."

    My idea is that its Punish yourself for the chance to escape the trap vs Don't punish yourself and die.

    Jigsaw was rarely EVER a "if you hurt yourself, you definitely live". It was a "How much are you willing to hurt yourself to survive?"


    How many people died in Jigsaw's traps right before they would have escaped, even after they had say, dipped their hand in acid, or crawled through razor wire? The point was always:

    You need to be willing to mangle yourself, exhaust yourself, break your self to even have a chance. You need to endure all of those things and keep pushing to survive.


    Because of that, my idea is punish the survivor per box that they search. How far are they willing to go to live?


    Of course, this would require traps to be reworked similar to legion, where the timer doesn't tick in Pigs radius, as opposed to in a chase.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/475114#Comment_475114

    I mean, you are clearly writing Bullshit. It is nothing wrong with vaulting a Window 3 times.

    But vaulting the window 3 times procs the bug. If the survivor doesn't stop and give killer a hit after 3 vaults, they should be banned

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/475089#Comment_475089

    Exactly, nothing to discuss.

    Both are Bugs that are abused.

    Then we're in agreement. Ban any survivor that plays on a map with killer shack

  • @MegsAreEvil said:

    If you play on with the bug knowing its a bug your abusing it and its bannable. thats it. nothin to discuss on this anyway.

    Cool, lets ban every survivor then. They're playing on with the killer shack. They know it exists and keep playing anyway. Nothing to discuss.

  • We can nerf noed when we nerf adrenaline. Currently, adrenaline has no counter other than noed, and noed can be counter by.... doing your secondary objectives?

  • Dodge it. Killers have no incentive to play against swf, and swf have every advantage in that match.


  • @Aven_Fallen said:

    If you dont want to DC, then farming is the only real option here. You cannot simply keep on playing with that Bug going on. And yes, you are clearly intentionally abusing a Bug to gain advantage, because you clearly notice that you move way faster and that you should not move faster at this point.

    If you farm you can get the most out of it without risking a Ban.

    Its only a bannable exploit if you purposely try to recreate a known bug. Its not his fault that:

    A - The survivor DCed. Maybe if the devs punish DCs, it wouldn't happen

    B - The Bug occurred. Its not a bug that he has any control over reproducing. If its bannable, then survivors can DC against anyone running agitation in an attempt to get them banned.

    C - BHVR's game is buggy as #########. Are we gonna start banning survivors for exploiting the weak auras on Ormond? Or for abusing killer shack bug? Are we gonna start banning any killers that swing at windows/pallets to exploit host advantage and get hits?


    Just play like normal. If survivors don't DC, this bug doesn't occur. You can't purposely recreate it, so you aren't exploiting it.

  • Eh, I think the best way to counter Gen Rush is just a scrap mechanic. Gens start at 75% hp. They can't be repaired above their HP. Kicking a gen removes HP as well. Survivors can destroy windows, sabotage other generators, destroy pallets, cleanse totems, open chests, search lockers to find scrap.


    While repairing generators, scrap is consumed from your inventory to replenish the Gens health.

  • Just go with it. No one is punishing the DC, and you're not purposely exploiting this bug, so....

  • As a dead by daylight player, you should give up on this game ever running well

  • "I don't want a free escape, just a slightly better chance to motivate me."


    Do 5 gens, find the hatch before killer, use stealth. Sounds like a pretty good chance as is.

  • 2 hooking everyone, no teabagging/flashlight clicking, 5 gens done. Frantic chase to get the gate open. 3 hook 1 or 2 others.

    Game length of 10-15 minutes. Survivors not Hook rushing and complaining about it.

  • Survivors already have an option to end the game. DC. Its obvious nothing is going to be done about it


  • @Yohan said:

    https://forum.deadbydaylight.com/en/discussion/comment/473466#Comment_473466

    This is.. WRONG.

    Please don't.

    Is there a *vomiting* emoji?

    This comment is wrong. Daddy Dwight could get it any day

  • I'm of a very strong opinion that Rancor or something similar should be base, tbh. Something to inherently punish survivors for being the obsession. Maybe decentivize them from taking 4 OoO perks.


    But yes, I think everything that triggers on 5th gen completing should instead trigger when the exit gates are powered. Even RBTs

  • 95% of my DCs have been right as I down them for the 3rd time, or right after I mind game someone into an instadown

    Suspicious

  • I'd be fine with a crawl ability if we removed loops and the 30 free retries survivors get. I'd love to see this game morph from "How many times can I run this circle" to "Oh please don't let him spot me".


    I came for Scary Killer game. If I wanted to run in circles I'd buy Nascar

  • Hey, whats the difference between getting punched during a fight, and getting punched while you're having a chat with friends.

    Thats the difference between a basic attack and a surprise attack.


    Mettle: a person's ability to cope well with difficulties or to face a demanding situation in a spirited and resilient way.

    You can't face the hit in a resilient way if you're unaware of the hit until its too late.

  • The problem is not MoM in and of itself. MoM in a vacuum is fine. MoM in a world of 80 second gens, 50 pallets per map, 10 different "I messed up, please save me" survivor perks, and adrenaline, thats the problem.

    Having MoM is a perk isn't the worst. Yea, it sucks, but you can deal with it. Having some combination of MoM, Adrenaline, DH, DS, BL, insta-heal add on.... This is when its a problem.

    I have no issues with survivors getting a second chance after they mess up. Its that 3rd, 4th and 5th chance that is really frustrating. Sure, we could camp, or mori or w/e, but how often do survivors complain/DC when you Mori or Camp them? If the answer to bad game design is toxic game play, then its not really an answer at all.

  • @VESSEL said:

    @GenSim12345 The concept of faith when it comes to the devs and players is not a good idea. Considering there are huge chunks of different skills grounds and people with differing opinions within every rank of the game. I'm sure they have as much faith in the killer community as they do in the survivor community, they can't afford/risk to have a bias

    "They can't afford to have a bias"

    MoM says otherwise.

  • @KateLover said:

    I won't lie, as a killer very little frustrates me more than finding a survivor on a gen, the survivor continuing to work on the gen, I wack him(because he stops just long enough so I can't pull him off the gen), he goes back to working on the gen while I'm punished for hitting him(2 second stun/blade wipe), he finishes the gen, his adrenaline heals him, and he takes off for the exit gate.

    This happens more often than it should. Survivors have no fear of the killer or even being hit by the killer because they know he'll be punished for succeeding at something and then they'll be rewarded for not giving a crap.

    The flip side of that is, when I play survivor, I hate the idea of playing MoM, DS, or Adrenaline but I often feel punished because the rest of my team is often running all three and I'm suddenly the easy target to tunnel and kill. It's frustrating on both sides of the ball for me.

    That’s frustrating, but at least you understand what happened. Why couldn’t I hit this guy at all?

  • Being sick should cause an actual debuff beyond broken. Something to actually force survivors to cleanse it.

  • mend

    /mend/

    verb

    gerund or present participle: mending

    return to health; heal.

  • Billy can be nerfed when game times are nerfed.

  • Being injured should definitely carry a penalty by default. Slower move speed, less efficiency on actions, no fast vault. All of these things make sense for being injured.

    The fact that being injured/broken imparts NO penalty at all makes especially m1 killers, and Plague more specifically just ass.

    Combine the above with the fact that MoM might as well be an insta heal on a perk, DS might as well be an extra hook state if you don't play around it, adrenaline makes end game irrelevant, makes m1ing a survivor useless, and makes killers without instadowns just that much worse.

    No penalty for injury+20 extra free health states on perks and items is the reason games go so fast. You want to fix game speeds and slow them down? Make being hurt matter, and stop giving survivors so many free ways to ignore killers hitting them.

    A decent killer can end a chase and have an equally skilled survivor on a hook in less than a minute assuming no perks and no items. Add in all the free escapes and health states survivors get, and chases can last literally the entire game.

    @Peanits

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/467266#Comment_467266

    This would assume that the killer's movement speed is relative to zero, but it is not. The killer's movement speed is relative to the survivor's movement speed (100%). Increasing it by 8% would be the difference of closing the gap ~53% faster. Though it doesn't really make any sense to tie killer movement speed to survival rates, since survivors don't move faster if they're in a group.

    It's worth noting that the average survival rate of a four man group is under 50%, which would be two kills two deaths.

    To clarify something in the OP: Multiple survivors working on the same generator actually repair generators slower already. There is an inefficiency when more than one person is repairing. The most efficient way for survivors to repair generators is to split up on separate generators. Unless you mean limiting them to 1 CPS, which might be a little silly since it would encourage them to split up and fix multiple generators which you can't apply pressure to all at once.

    "Though it doesn't really make any sense to tie killer movement speed to survival rates, since survivors don't move faster if they're in a group."

    Their movement speed number may not be higher, but they definitely move faster.

    "The killer just left the shack, heading your way" Not a higher speed, but they don't have to wait for the TR, they know the killer is coming your way, and can scatter/hide more quickly than they would be able to otherwise.

    "Killer just peeled off the chase, coming back to the hook" Not a higher speed, but when the killer gets to the hook, no scratch marks, no anything to track the survivors because they knew waaaay ahead of time that you were on your way back.

    "Killer shack doesn't have pallet anymore" Now the chase goes longer because survivors know exactly what pallets have been dropped without needing to check themselves. Not higher movement speed, but the chase is now longer than it may have otherwise been.


    SWF may not explicit move faster/repair faster/etc, but they do things more optimally and have information before they otherwise would, leading to longer chases, more optimal gen repair, more heads up to killer movement. Sure the toppest tier survivors may be able to infer this otherwise, but there's no way you can argue that The average group of swf doesn't have way more information than they otherwise would.

    If 8% isn't much, give us 4/6/8% action speed increase. Hell, give us 2/3/4%. Something to balance out the extra information that swf have over others.

    It honestly doesn't matter if its 2/3/4 swf. If I'm solo and I know there is swf with me, I'm gonna follow their lead. If a swf peels off a gen for no reason (No TR, No missed checks, etc), I'm going to peel off as well, because they have more information than I do. I've seen most swf drop discord links in chat pre-game, so solo =/= no voice coms.


    We ALL agree that SWF have advantages over Solo survivors. We all agree that nothing is going to be done to stop swf. People wanna game with friends. Sure there are going to be die-hard groups that lobby dodge to find friends to avoid giving the killer any advantage, but thats no excuse to not at least implement SOMETHING to help the killers.

    If most people are just in it to game with friends without wanting to try hard, as you say, then they're not gonna care about an extra tiny buff to killers for them being queued together. They still get to game with their friends.

    If you think they're just gonna lobby dodge constantly, implement a scaling penalty for lobby dodging for both sides. something like 5/10/15/30/60 minutes per dodge.

    @Peanits

  • I bought the game because I wanted to kill survivors. 5% of my games are on survivor. Everything else is killers. I've gotten my money's worth

  • I mean, most of my games that survivors escape from have survivors that wait out the EGC timer before actually leaving, so I'm just returning the favor :D

  • Thrill of the hunt. I'd make it reveal survivor auras working on totems, as well as making it consume a token to bounce a hex to a different totem, regenerating a totem if all dull ones have been broken.

  • Don't think you COULD do more pallets as a survivor. Maps have rules to generate Tile locations. You could increase the RNG, but guaranteed X extra pallets would probably break the map generation stuff. Killer side would be super easy. There are X pallets on the map, remove Y of them.

  • Just imagine perks that give you speed bursts after vaulting, falling, or just pressing the action button.

    It would really suck if you could just disable someone's abilities. At least the killer has to use addons.

    Could you imagine if killers had a sprint burst perk that could be used every X seconds? Or if Bamboozle gave you a speed increase after vaulting?

  • I'd use the ######### out of that Offering. A+ idea

  • @[Deleted User] said:

    No, any change now would bring to light that she's black. And if they change it they'd be racist. And you know dime-a-dozen youtubers would just make endless videos about it.

    Don't need to change her skin tone. Brighten the dark clothing.

  • All is in place to no chance to escape.

    "The killers have all the power"


    Good. Thats as its supposed to be, since the killer is the power role in this game (Allegedly). If the killer knows exactly where the hatch is before it opens, you need to hide and try to stealth open gates instead of showing yourself to the killer.

    "But Tetsuo, how am I supposed to open gates if the killer is patrolling them"

    Idk, how do you do gens when the killer is patrolling them?

    "But Tetsuo, there's always at least 3 gens to patrol, and only 2 gates."

    Sucks to suck. Help your team not die.

  • @Peanits said:

    You said yourself that the issue with the old Legion is that they had no counterplay. To play Devil's Advocate, what one or two nerfs alone would have fixed that? The terror radius deep wound change covers moonwalking, but what about someone who only repeatedly uses frenzy to down a survivor? Since there is no counterplay there as well, how do you suggest that should have been fixed? With those two changes in mind, would the Legion be good, or would they be weak?

    For what it's worth, I've been watching plenty of people playing the Legion since the update and they've been very successful. The less fun aspects may be gone, but in terms of overall power, the Legion does not appear to have taken much of a hit (if any, they actually seem stronger).

    Fix the moonwalking exploit

    Make missed attacks drain the power faster and offer a slight slow down to legion

    Make FF attacks not deplete the mending timer


    Literally nothing else needed to be touched.

  • @Visionmaker said:

    Vaulting feels so bad. Also the miss on swing coupled with the 4 second stun feels terrible too.

    The animation and sound is terrible and it feels worse than a regular vault. I think they should bring back the fast vault speed, make the power drain while you're vaulting (right now it does not drain), and have missed hits drain the power quicker rather than fully.

    Overall, Legion's power feels clunky as hell. It's a disservice to use Legion's power in a chase. It's not very fun anymore.

    This. All they really needed to change from legion was the moonwalking exploit and the intentionally missing attacks to go faster. Everything else was fine as is and fun. It didn't kill anyone, and killers got to have fun.

    Oh wait, that was the problem. Killers got to have fun.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/460602#Comment_460602

    @fcc2014

    Then we enter a stalemate because the survivors cannot open the gates (EGC kills half of the team) and the killer cannot move (half of the survivors will likely escape). Just like the hatch standoff, whatever side acts first will lose.

    I thought we was supposed to stop stalemates?

    Thats not a stalemate. Thats 2 dead 2 escaped. EGC makes it so that the game can no longer be held hostage once gates are open. Thats a 50% survival rate, IE balanced

  • @DBD_Pinhead said:

    Not by survivor logic. They can't accept that there's a chance some of them will die by going into the most unsafe place in the game. We're Gonna Live Forever!!!

    More like We're gonna cry forever

  • Well that looks like someone on a hook, and 3 survivors picking their bums instead of finishing the game. Nothing is being held hostage there.

  • Teabagging, clicking flashlights, MoMy's boys

  • 8% isn't much? Lets uh, give killers 2% move speed per swf member, and solo players 8% repair speed.

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