bjorksnas
bjorksnas
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1730829#Comment_1730829
Plague. That is also her thing.
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1730864#Comment_1730864
I meant it mostly about insta down attacks because they give even less time to the survivors to react as a team
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1730829#Comment_1730829
You forgot Plague (with blood vomit) and Pyramid Head!
I meant it mostly about insta down attacks because they give even less time to the survivors to react as a team
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730820#Comment_1730820
Since you didn't see my edit here ya go...
This is just impractical.
Logistically, how do you plan to do this? Are you going to go through EVERY seed and play it to see which is good and which is bad? I'm betting a single map could have like 1000 seeds. You're crazy if you think you could do that.
Additionally what even constitutes "equal strength"? Because depending on the killer and builds used it can vary, meaning you have to do those 1000 seeds 100 times each.
It just makes a LOT more sense to say, hey let's pick out a handful of the most fair maps, those with the lowest possible chance of spawning god/trash layouts for either side and then allow teams to cancel a match within say 60 seconds if they choose to because of bad RNG. That's actually something you could do in a tournament.
Good luck though if you wanna do it the other way.
You probably only have to go through 3-4 map gens each to find 2 map gens with similar power
of course maps have 1000s of seeds thats how procedural generation is meant to work, but that doesn't mean you need to comb through that many
Just because you didn't think of it doesn't mean its wrong and you don't have to knock it why don't you try to build upon other peoples ideas rather than just say no and continue with your own, it would make discussions much more interesting
Seeding it so that teams play on good maps without either side having a massive advantage by playing the same seed is easy to do
just find a few good variants of each map and have it random map and random variant, as long as all of the maps and variants are of similar strengths no team is at a advantage and by the same logic the other team isn't at a disadvantage
for a tournament it should only take probably loading into 30-40 maps to find 10 or so varients they are happy with which for a WHOLE tournament shouldnt be too much work probably 2-3 hours of work
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/1730798#Comment_1730798
This.
Yeah he can down 4 survivors even before the rework, but he's still slow when it comes to move through the map. If 3 survivors fall for one chainsaw, they're playing wrong.
Hes one of the only 2 killers in the game that can punish grouped survivors by downing them quickly with their power the only other is oni and I don't see people complaining that he can down more than 1 person in an attack
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730748#Comment_1730748
You fail to understand the situation.
There are two ways to do this. Either we let the game randomly generate the first trial and then seed the second trial with the same map, or we pick a pre-seed variant and allow both teams to know it before any trial is played.
In the first scenario, the survivor team that plays in the second trial will have a massive advantage.
In the second scenario, you are just making survivors that much more efficient because they can preplan everything. Totems become useless. Gens will always be split. It would be impossible for any killer to get a kill, unless they just face camp the first person they catch with Bubba or something, which is sorry to say NOT good eSport material (both from a spectator POV and from a competitive POV).
I don't see what compromise there is to make. It just doesn't work. You need maps in both trials to be similar enough to be fair but different enough to also be fair. It makes the game both more balanced and competitive.
Like any tournament with a ruleset that says surivovrs/killers must you X builds is already doomed to fail, because you are making it easier for players to plan out what to do and this will always benefit survivors. You need to make the game favor killers anywhere you can to make it a good competitive experience, and one of the ways you do that is through mild RNG.
You fail to see the third scenario that I created in the comments below, where I said give both teams seeded maps (that they haven't seen) with a similar power level it doesn't even have to be the same map just have it so both team has around the same potential, that way the only thing the survivors in the second game might gain is slight expectation for how many resources are on the map
boom no planning nothing both teams different maps with all the same potential to win or lose due to seeded maps making both games balanced
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Because its his power, and if you don't like it play around it because 90% of its counterplay is not being out of position and the other 10% is not putting yourself in that position to begin with.
if you are upset because you unhooked someone in front of the killer and went down then you are probably doing something wrong "hint its the unhooking in front of the killer part"
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1730768#Comment_1730768
Well, the only compromise I can see that wouldn't favor either side is having the teams play on different maps. In other words, the way it works right now. But maybe you can find a better solution.
Alright heres 2 minutes of effort
Have the 2 teams play on different maps but map seed so the strength of those two maps is similar, so 1 team isn't having 16 safe pallets and the other has 8 unsafe pallets or something like that
but still use the map seeding so no teams get royally screwed by map gen, for example all places where jungle gyms can spawn aren't LT walls and all places where filler pallets can spawn don't
the teams don't have to play the same variation of the map or even the same map for that matter as long as its seeded so they both play a map of the same strength both teams should have a level playing field, happy?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1730748#Comment_1730748
Dude, he's absolutely right. You're looking for a compromise where there is none because this is simply a bad idea.
saying that there is no compromise is the easy way out im just too lazy right now to make one
also compromises don't exist because you want them to they exist because people make them and yes looking at this I could probably come up with a compromise for it
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730682#Comment_1730682
No the second team as in there will be at least 2 games, killer A v survivors B and killer B v survivors A. It is physically impossible to play both at once, therefore the players in the second game have information the ones of the first did not, and this will always benefit survivors.
whatever you seem stuck in your ways with this so im just not even gonna bother with it because no matter what compromise I come up with it won't ever be enough for you, good luck
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not really enough details just a surface level opinion, maybe why you think its garbage should be included with the post
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730656#Comment_1730656
But the second team will know. That's the problem.
Alright let me break it down a bit more
All matches happen at the same time but are broadcasted at different times
Do a coinflip to see which team plays killer on the map first or survivor on the map first with the winning team of the coinflip being told which map and allowing them to decide based off that then after they decide tell everyone else which map it is
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I usually go by a few personal rules
1 if you play slowly as a team you will get preferential treatment, higher amounts of hooks before anyone is killed on hook
2 if you get off hook and sit on a gen injured then ds me when I down you thats a paddlin
3 if I hook someone go after you while you are healthy down you and get dsed anyway thats a paddlin
4 if you stay injured for extensive periods of time just to work on gens instead of healing and the game starts to go too fast thats a paddlin
5 if my slowdown is gone early in the game while I was going out of my way to go slow you better be ready for a high speed paddlin
6 hatch is only if im feeling it I don't owe you hatch because your team died
7 if I feel you might be running 4 meta perks or DS Unbreakable you might be tunneled out of the game with suspicion of needing a paddlin
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1730618#Comment_1730618
Actually he literally said it would be exactly that in Umbra's chat. That players would have the seed beforehand and be able to practice on it.
then just do my one instead of that, they shouldn't be able to know ahead of time where all the tiles, totems, chests, hooks, gens, and basement are its just too strong
just have it be the tournament organizers find a seed in advance and throw all teams on the same seed without any practice on it boom balanced tournament
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@RocketPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1730607#Comment_1730607
Well personally i feel like its just used to extend the chase like all others, like look at balanced landing it makes a 0% chance from falling off a high place into a 100% to extend the chase, i know DH is usable more often but when balanced is use its way more effective for when it works. and dh can fail if the killer expects it.
A 2nd chance perk to me is after you got downed you pick yourself up, after you got hook you escape, after you get slugged adrenaline picks you back up, after you get tunneled(well sometimes) you get off the killers shoulder.
So basically things that are after a chase or something coconut said something you need another survivor to help you with to do, i just personally feel like DH fits more into the exaustion category than the 2nd chance one though i see why people see call dodging an attack as a 2nd chance.
Definetly baised do to it being my most used perk.
Personally I don't hate or love DH too much but as a perk its really strong and unlike most other exhaustion perks that make situations like that 100% instead of 50/50 DHs activation requirement being the strongest because you can activate it as long as you are injured makes it just a step above the other ones.
Let me theory craft some versions because I think you might think if its bunched in it would be gutted like a fish
1 Normal Dead hard with a 50/40/30 second exhaustion
2 Normal Dead hard
3 Dead hard with a 70/60/50 second exhaustion
4 Dead hard with a 70/60/50 second exhaustion but you can only use it once until you are fully healed again
Alone as a second chance perk it would be even stronger for the shorter cooldown but if you are stacking it with 2-3 other meta perks is when it starts being worse then current state
Being that its activation requirement is very lenient and its strength is very high among exhaustion perks that would be the only reason to have it be included
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1730505#Comment_1730505
There are actually programs whitelisted by EAC that can be used to finetune it a bit more, but the graphics card settings usually are enough. Heck, monitor settings are probably enough if you wanted to go there.
to be fair im guessing most tvs have settings to make the game better filtered or people have it at a bad angle, seriously they should probably just go through their tv settings if they want a brighter picture
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I think scot junds intension with tournament seeding isn't to pick a seed in advance and let tournament players train on it, I think more the intension is they find a balanced map seed at random and make all teams play on it for the first time in the tournament so they can compare how people are on the same map with all the same resources
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@RocketPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1728939#Comment_1728939
As a survivor main sounds good lol.
Just dont add DH on there because people call it a 2nd chance perk but it basically does the job of ever other exaustion perk.
I mean it would probably have to include dead hard just because its a bit too strong, having a perk that makes most 50/50s go 100% in favor of survivor at the press of a button to turn a 50/50 that they lost into a 50/50 that they won as a perk is too strong on paper
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1730505#Comment_1730505
I agree with most of your points. However when people say “turn off crossplay” it kinda just shows how ignorant people are to the problem.
I don’t tell you, “you don’t like paying a high taxes on your mortgage, we’ll just go live in a box.”
How is that a solution, it’s complete ignorance.
well here's the thing, there is a difference between your argument and my argument, my one is surface level and attacking me as a person for a surface level argument instead of asking me to go in depth is poor Etiquette
but ill go in depth anyway
My view on the turn off crossplay argument is that pc gives players tools that console doesn't have and that is unfair, however like many other games these problems can be overcome if the skill of the individual is high enough
Basically I'm telling you that you have a few option
1 You could become skilled enough to overcome the problem at hand
2 you could disable crossplay and wait a few extra minutes so you don't have to deal with the problems that the devs are trying to fix but don't have enough man power to snap their fingers and make all of your problems disappear
3 you could just complain the entire time and not grow as a player or individual while the devs are work on it then complain they didn't do enough
There are more but you get the idea.
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@Speshul_Kitten said:
Where do I begin?
•Better FPS. No big lag spikes or frame drops when a gen gets completed, Sloppy Butcher connects, bloodlust kicks in, fog-even fog drops the fps bad for console players. Also have you played on PC, the skillchecks are as smooth as butter. You can hit them when they actually get the skill check, no need to time it like on console and where it’s a flimsy stuttering stick.
•The ability for PC survivors to see who the killer is in pre-game lobby through a 3rd party app. This was supposedly fixed, but it has been seen on Twitch streams again and again.
•Ability to brighten/lighten up maps to make it easier to find survivors or detect stealth killers. *If you’re not sure what I’m talking about, watch any popular streamer and see how much lighter in color their maps are than yours.
•Stretch resolution. Literally can see the killer from the other side of a “mindgameable” loop so that the mind game only exist for the killer.
•Higher sensitivity still for PC players only. Why? The devs have yet to explain. Also, this is a big deal, the extrapolation of a survivor or killer with higher sensitivity makes it more difficult for console players to dodge/connect a hit.
•Audio modifications. This is mostly rampant with people who main Spirit on PC, but they’re able to use audio mods to lower the bass/overall chase music and better pinpoint survivor breathing through this.
If I’m missing anything let me know. I’m sure I am. I just want console players to know ho much of a disadvantage you REALLY are at and that I don’t believe this was addressed before the implementation of crossplay and this was all at the console players expense.
Usage of 3rd party applications is cheating and people get permanently BANNED for it
The ingame filters are parts of the graphics cards or instead or just after effects to make gameplay more visible to viewers
Stretched res isn't cheating even though it totally is so until the devs decide its cheating everyone has to deal with it
wait a second on hits you don't always need to swing as soon as possible, just treat it as every survivor has dead hard
I don't know that audio modification exists in this game I just assume they turn the volume up to the point where they can decern it
also if you don't like the disadvantages of console just get a pc and play on there or disable crossplay
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@priere said:
There's a big problem that gen repair speed is x3 before killer downs first survivor - which mostly means game starts at 4 gen. There were good old days of old ruin who perfectly counters this problem... but it caused late game problem, so reworked.
And another problem that before tunnel&kill any survivor, gen speed is near 1.5x, which means 90 * 4 / 1.5 = 240 seconds needed to gens be done.
So, one game, without killer-survivor skill gap, is about 300 seconds in theory.
To make game longer, there must be tunneling (first kill, accurately)... which is countered by DC. That's why DC is one of best perks. And as be tunneled is not fun, devs didn't want to encourge it.
So devs make a dicision. Give killers gen regressing perks which is best when killer don't tunnel-camping!
Now you understand why every gen-regressing perks should be VERY POWERFUL, but CANNOT STACKED?
that is currently some of the biggest problems this game faces, early game progress is too fast and incentivizes killing a survivor early for long games
however the only thing that fixed that problem was old ruin which forced early game progression to go at a fixed rate or not at all
However you can still play nice for a while as long as you make up the difference with skill, as blight I usually manage around 5-6 hooks before I bother trying to kill a survivor and I have even had games where everyone gets first hook before anyone gets second hook, and everyone gets second hook before anyone gets deathhook and still win, the only thing that makes up the difference is skill and being able to use the tools the killer you play provides.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1730072#Comment_1730072
1) I still haven't met all of the voices in my head... lol
2) My ideas are more centered around MM and ranking
3) I don't have all perks unlocked yet so I can't say much on them... But
Corrupt Intervention Will eventually need to be changed into something else due to the devs talking about "reverse endgame collapse"
The made the change to Pop due to having time to search for the "perfect" gen to kick... hopefully DS gets something similar (also adding an deactivation condition like being fully healed/ entering a locker)
Ruin: the biggest boom or bust perk (IMO) by itself... Shouldn't be by itself but not stacked with another "slowdown" perk
Surge... I like the change... can't say I have anything to add to it (one of the perks I don't have yet)
So how about Dying Light cause I think that lessening the bonus to the obsession would be good
Ill just answer these in a random order so you are confused the whole time
heres 4 version of dying light, the number on the left is how many slowdown perks you have
1 Hooking a survivor gives a 2.5/3.3.5% slowdown to all survivors until the obsession dies
2 Current dying light but with the numbers being 2.5/3/3.5
3 Current dying light
4 Current dying light but hooking the obsession pauses the effect for 30 seconds
Ruin alone
Gens not being worked on regress at 225% speed
Ruin with undying gens not being worked on regress at 175% speed
other slowdown perks don't affect ruin only undying
I can only hope they make ds have a condition to deactivate when working on gens or getting in a locker
For MM reasons having stronger individual slowdown perks rather than just bring 4 every game would encourage more build diversity even at high MMRs which would mean the game would still be interesting
Having stronger individual slowdown perks also helps people who haven't quite rounded out their collections to still have impactful slowdown even if they don't have the 4 slowdown perks they want
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@RaSavage42 said:
As I do agree that "slowdown" perks do need (but it's kinda of a strong word to use here) some sort of change to make them "solo" perks... there's only so far it can go before one single perk is "too strong"
@IMhereRUN the Feedback hardly get traffic so I much prefer to have a "general discussion" before it does eventually does get moved
@bjorksnas I too have a few ideas on this topic... would like to exchange our ideas further
alright what ideas would you like more information on, I can come up with pretty much anything because I have nothing but voices in my head.. I mean ideas
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Weak is generally a term used to describe how killers would fare against good survivors or swf, any killer can 4k with a blindfold against 4 pepegus at red ranks which seemingly this game has enough of to make 98% of your games cakewalks, but the real measure of how strong a killer is depends on that 2% which is if you are capable against a swf.
It does at least mean you are better than the common pepegas that tend to reach red ranks just by playing the game and probably have 50-100 hours and can probably beat out the odd solo queue
But if you went up against a 4 man swf even if they were just a casual squad you would probably get rolled just because wraith doesn't give players the tools to deal with that.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1728957#Comment_1728957
I kinda support that since I usually run one slow down perk.
It does support that kind of playstyle quite well, which slowdown perks are some of your favorite to run alone and ill see if I can't theory craft a single slowdown perk version
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1728976#Comment_1728976
Considering survivors can still work in some gens when TT is up I don't think it's a slowdown since if the gen is already regressing you won't benefit from it.
The thing is that using 2 slowdowns now a days can be a must, example if I'm playing trapper I would probably need both corrupt and pop since I'm no god at using him, so that would be weaker for an already decently weak killer.
The corrupt idea is good for killers imo but then you are not thinking of the other side since "corrupt is OP" it would probably create some kind of bad behaviour (yes more), considering there are already some people who outwait CI it would be worse for the survivor side.
I think the best way to make slowdown perks is what the devs are already working, the reverse endgame collapse.
Having 2 slowdown perks would be around the same powerlevel as it already is, but depending on the perk its a small buff so surge being terrible doesn't have to worry about basic attacks and pop is normal
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@Withered8 said:
Seems more like this ruines pop and surge and good regression perks but let’s ruin undying still provide broken gen regression.
at the bottom I made sure to say Undying pared with ruin counts as an additional slowdown perk so for example the effect might be
Hex ruin with no undying 225% generator regression speed when not being worked on
Hex ruin with undying 150% regression speed with ruin undying
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@OldHunterLight said:
Problem with the buff to surge is that it would become really strong like that, imagine a snowballing Oni with IF and Surge, it would probably be the best user of surge.
And well making gen regression perks weaker because you pair them is not a good idea and it would be a massive nerf to killers.
A dev once said "we nerf pop because you have so much time to decide how to use it" and now you want it weaker?
Corrupt weaker as well? 2 gens? Nah my man, there are still a lot of big maps.
If this were to happen then survivor side will have to get massive nerf as well, UB + DS? You use one or the other but you can't use both, then adrenaline at the end? You either only get haste or the 1 health state not both.
And TT is not a slowdown, it's a stall perk and before you say (but Stall doesn't exist in dbd) yeah neither does an anti momentum.
stalling is a form of slowdown?
also the perks are weaker when you are running MORE slowdown perks together
individual perks would be stronger because they support build diversity in not bringing only slowdown perks
Example on if corrupt was used alone, At the start of the trial the furthest 3 gens are blocked for 120/135/150 seconds, if a gen is completed while this perk is still active block another unblocked gen at random until this perks duration ends
also if an oni is snowballing an entire team some gen slowdown is the least of your worries
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@EvilJoshy said:
Nerf for each addition slowdown perk you have they are less effective
If this was ever implemented I demand the same treatment to survivors stacking 2nd chance perks.
"Oh you have DS and UB and Adren and BT? Your DS lasts for 20 seconds."
im not opposed to it happening for both sides
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1728883#Comment_1728883
i know this perfectly, but if it lags i lose even more...
the just bring like a chili or something to compensate for lag until they fix it
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You actually can't reach the full dash duration because the chain dash window is only around 1.75 seconds long so you will also lose a little time this is by design
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1724477#Comment_1724477
I guess it's the correct answer considered what happened in the dbd tournament
which tournament
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1728682#Comment_1728682
What? I am saying it should stay as it is and also giving out some tips on how to get protection points.
more people going for secondary objective of protection hits and altruism sounds like a more fun meta then current meta
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@Yords said:
I feel like if you could gain a stack from a safe unhook it would cause everyone to run it and be unhealthy for the game. The best thing you can do is at least bring a yellow medkit with either gauze roll or gel dressing. Then add a syringe to the medkit and boom, three heal medkit. A tip for getting protection hits would be to take a hit and run when the killer is carrying someone since you are guaranteed to get a protection hit.
changing up the meta to make survivors altruistic and waste time not doing gens is unhealthy for the game, what
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@David_Plague said:
https://forum.deadbydaylight.com/en/discussion/comment/1728003#Comment_1728003
no the remake was made in 2013, 3 years before the game even came out
didn't post the date of the remake I assumed its the 2019 one, no one is right
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dcing against franks mixtape? if a legion is using franks its probably an easy win because of how dentrimental it is
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I think they should go halfway on it with injuring the obsession only losing 1 token and downing the obsession losing 2 tokens
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1728141#Comment_1728141
I've been told I never play killer and clicky clicky tbag because my icon was of Claudette, trust me you see some weird ######### on these forums.
It's interesting though, how when my icon was Claudette or David people disagreed with me, but when it was Pyramid Head I got a lot more support lmao
I know I might not look it but I just enjoy pebble as an icon
that doesn't mean im a survivor main,
in fact all it means is I like pebble
my hours on killer to survivor are probably 5:1
personally if I wanted to flex I could make my icon blight and brag 24/7 about having the 21st most lethal rush hits at around 3.35k
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@YAMIHOG said:
https://forum.deadbydaylight.com/en/discussion/comment/1727230#Comment_1727230
I wouldn't expect you to have thought of it since you have a survivor based icon, carry on indeed.
What does this even mean, an icons an icon, suddenly killer icons mean you are gigabrain while survivor icons mean you are small brain or something
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I was thinking give him a secondary power to use like a snare gun (for placing traps obviously) or something, because being a TRAPPER and only having one kind of trap doesn't seem like the kind of thing a experienced trapper would do
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Why would a remake that occurred after this map came out have new meaning to the map itself
it just means theres a bed because thats where freddy slept I think and where a shrine was made to him
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1727239#Comment_1727239
it doesnt matter if he "yeets" himself. He connects the hit when in the survivor's screen it did not. That's not a problem with "visuals" it's a problem with the hit boxes. His needs to be adjusted.
Billy and Bubba have (or atleast used to have) gen speed affecting add ons but, the difference with those, is that you must have had to get hit by their powers first, which means they must have had to do a good job at hitting you. And they were only there while you were injured. PLUS their effects were/are only individual, not stackable like Freddy's purple add-on is (cant be bothered to learn its name).
Freddy just walks around, you fall asleep after 60 seconds over and over again, and BOOM everyone has slower gen speeds. His power does everything for him. He doesn't need to do anything in order to get that debuff to activate on survivors (which btw, affects other actions too, not only gen speeds).
you mean latency the thing every person faces and having a killer with a small weapon with the exact same lunge as everyone else but the same weapon range makes it feel like he does it more often rather you want his hitbox to match his weapon closer so make his lunge even more yeety so it can look like he touched you with his fingers more
Yes I know that other killers had slowdown addons but HAD is the right word to use because right now only 2 killers HAVE them and I was only bringing up what currently exists not what did exist
just miss a skillcheck then 10% progress on the gen for another 60 seconds of not being asleep and affected by slowdown
8 seconds of lost progress for 60 seconds of regular progress and being able to hear a regular terror radius and not deal with dream traps making freddy an m1 killer
people act like there aren't counter play options, there are counter play options just none that give you an overwhelming advantage over the killer
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1727219#Comment_1727219
Now think about hex blood favor.
Ill just steal someone elses idea for it,
Hex Blood Favor
after getting pallet stunned 2 times a random dull totem becomes a hex totem
dropped pallets within your terror radius automatically break after 14/12/10 seconds
additional instances of this totem decrease break time by 2 seconds
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1727219#Comment_1727219
Now think about hex blood favor.
that perk could use a rework
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Because when they add it people will complain that its not retroactive and yada yada so they probably won't unless way too many people ask for it
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1727228#Comment_1727228
First of all, what;s the meaning of those images?
Second of all, Hag and Blight are shorter than Freddy and they don't feel like they're hitting you from 10 meters away. Yet Freddy does. I'm willing to bet it's because of his 1st person model. We all saw how outstretched that arm was. You can't keep using "he looks like he hits from far away cuz of his stature" excuse anymore.
short killer + short weapon, blight and hag have longer weapons so it matches the hitbox of the animation better
freddy just yeets himself
also the images are saying there is another killer who has addons that directly affect gen speed
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Personally Id say leave the current cosmetic as it is and make a reversed version, white shirt with purple logo to give to viewers instead as a twitch drop that way they can leave the current one as is and not have to worry about the code behind it
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@YAMIHOG said:
https://forum.deadbydaylight.com/en/discussion/comment/1727217#Comment_1727217
Cause I had thoughts to share. So I shared them.
If you're not supposed to talk on older posts, the mods should start archiving them.
Just make the mods work harder 4head, of course how could I have not thought of that, my bad carry on
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@BillyMain77 said:
Freddy is also the only killer that has add ons that effect gen speeds.
Freddy needs a rework with that lunge and add ons.
also lunge is fine they just need to make the animation more clear on the range because all killers have the same lunge however
small killer + small weapon = it looks like he YEEEEEEETS himself at the survivor
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Like autohaven cranes but worse this tile should definitely not be added back to ormond until after the gutting I mean graphical update to the map happens
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Surge has too many conditions, only activates when not on cooldown, on gens within a 32 meter range, only if you down a survivor, and only if you downed them with a basic attack.
and for all that you get 8% basically slapping the gen with a wet napkin



