dontTouchMyGens
dontTouchMyGens
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@Nickenzie
@Jannik
Maybe there could be different tiers of deep wound.
Tier 1 (1 stack): dw as it is now
Tier 2 (2 stacks): timer keeps ticking during the chase (maybe at a reduced speed?)
Tier 3 (3 stacks): dw can only be mended by another survivor, medkit or self care
Tier 2 and 3 could be switched, not sure about that.
Reasoning: this would give Legion a choice after one hit to either inflict dw upon another survivor or keep going after the first one. If he does the latter, it comes at the price of being stunned after the second hit, ending his frenzy and giving survivors a headstart.
DW would become a threat on higher tiers rather than being a minor inconvenience. -
I agree that it may be a little bit too strong, but I‘m sure it could be balanced.
Normal movement speed alone wouldn’t do much. You would just end up with a standard chase in which your ability doesn’t help you at all. Frenzy would be a gimmick without any real reason to use it. -
This. This alone would change everything and would make him/her terrifying. It could be a little too strong though if you consider how long it can take to heal with sloppy butcher and/or coulrophobia. And then there’s Nurses Calling... But I think in general this is the way to go.Nickenzie said:
Frenzy should be able to down injured survivors but not down survivors who are in the deep wound status effect. This would encourage survivors to heal to the healthy state instead of running around injured.MhhBurgers said:The people who say that his power is not meant to down people.
Have you tried downing a decent survivor with 110%MS? It won't happen and no, bamboozle won't help you with it.
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The best idea for an incentive to heal up came from Monto: If you hit someone with your rage attack who is injured but not inflicted with deep wound, that person is downed instantly.
It would be kind of weird that someone who is deeply wounded is better off that someone who is only injured, but from a gameplay perspective it would be a huge incentive to heal. -
Good idea in principle, however it wouldn’t change much since the timer isn‘t ticking during a chase and starting the mending stops it as well. So you can always mend, regardless of how long the bar is.
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Soo... what should the Killer do if he does not want to waste his time with Survs d***ing around? How is the match supposed to end?
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You can easily google it. It is how it is. No need to shoot the messenger.borna_lk said:My god, could the half of you kissing the devs asses take a break for half a minute. Stop buying all the bullshit they serve you, Sony and Microsoft approval process is not as complicated as you think. All it is essientially is two questions: do you have rights to sell the content your selling (I.e license)? 2.) do you want to pay us royalties with visa or cheque? That’s it, and stop telling everyone to buy a pc because I’m more than happy with watching YouTube on my phone thanks. -
It‘s the same for every game. There is a a certification process for every patch on consoles which takes about 5 days if everything goes well. So devs can either withhold the patch on PC to assure a simultaneous release or consoles get it a bit later.
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I like your suggestions. However I don’t think that the timer ticking down during chases would be too problematic. The situation is not really comparable to RBTs. Those kill you whereas deep wound merely puts you in the dying state.Orion said:@Mister_xD said:
oh wow... i was expecting something else, but you are actually right with this. if the deep wound status effect was more threatening, the legion would be way better immediately.just make the timer tick down during a chase too, its not that hard... .-.
The timer should not tick down during a chase for the same reason RBTs don't. I laid out some suggestions here: https://forum.deadbydaylight.com/en/discussion/32396/deep-wound-mend-and-legion-changes
(Although I am of the opinion that also the RBT timer shouldn’t stop during chases. The time until it kills you is way, way too long. It’s only a nuisance, not a threat) -
The game should just end after 3 minutes if there’s only 1 survivor left. Suggesting to run whispers is not an adequate solution. Why should I be forced to run a specific perk to prevent some jerk holding the game hostage?
Other idea: after 3 minutes, the position of the survivor gets revealed every 10 seconds. -
It’s not the number of buffs or nerfs that matters. IMO the game balance is okay-ish at the moment. It gets unbalanced if you have a swf team which is competent in looping and 360-ing and runs a lot of second chances Perks such as DS, Borrowed Time, Deliverance and DH. Or if a Killer runs some ultra rare addons and a mori.
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Bait? Bait.
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How would you define tunneling? If I get an unhook notification and happen to run into the guy who just got unhooked when checking it out, he goes back to the hook. If I see both the rescued guy and the one who rescued him, it depends. When I’m struggling in the match, I will probably go after the guy I hooked before. Taking one survivor out of the game massively increases my chances of winning. In general, I will not actively look for one specific guy, but I certainly will not spare him if I run into him.
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Care to elaborate? „Lol“ isn’t really helpful in a discussion. Would you consider it too strong? If so, why? How would you feel if the NOED effect only triggers after the gates are actually open? Or it just applies in the gate area?Whisky_Glass said:
1 - loldontTouchMyGens said:Quoting my suggestion from the other thread:
“An easy fix would be to (1) make NOED baseline and (2) to make it impossible for Survivors to escape crawling. I’m sure survivors would gtfo as fast as they can, as it should be. This would lead to a shorter, more intense end game.“
2 - there's an achievement for doing that, so not gonna happen. -
Quoting my suggestion from the other thread:
“An easy fix would be to (1) make NOED baseline and (2) to make it impossible for Survivors to escape crawling. I’m sure survivors would gtfo as fast as they can, as it should be. This would lead to a shorter, more intense end game.“
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That’s the thing. There are no such moments. If a survivor is healthy an gets hit in a pretty large area even outside of the actual gate area, he bolts and gets a free escape. If a killer manages to down someone „inches from escaping“ that someone just crawls out while the killer is stuck in animation. There is nothing a killer can do. The killers are not asking for a free kill as you insinuated (although it is noteworthy that granting a survivor a free hatch escape is apparently no problem?). I would, however, like to either have an actual chance of hooking someone or just move on to the next game. If the gates are open and the survivors are there I know that I lost. No need to rub it in. Why do I have to spend time chasing them out and being taunted?Peanits said:I don't think so. I like those buttcheek clenching moments at the end of the game where a survivor is being chased and get caught inches from escaping. This would completely remove that. If the gates are powered and they're already there, the killer should not get a free kill just for showing up. -
I agree 100%. That’s basically what I said yesterday in the other thread. An easy fix would be to (1) make NOED baseline and (2) to make it impossible for Survivors to escape crawling. I’m sure survivors would gtfo as fast as they can, as it should be. This would lead to a shorter, more intense end game.
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I‘ve been thinking about this, too. But what happens to the Survivors hanging out behind the gate?AshleyWB said:Speaking of the gates being powered... What if they run out of power and they have to reset the breaker(or some technical thing) in order to repower the exit.
Power shouldn't last forever. -
I think it is a design flaw that there are safe zones for the survivors where the Killer has no chance of getting them unless he uses Billy/LF or NOED. Even then the survivor can still crawl out if he is close enough to the exit, because the Killer is locked in the animation.
What’s the purpose of those zones other than teabagging? In 90% of the matches where the gates are opened, the survivors just won’t leave. This is not an exaggeration btw. I have to walk there and chase them out, on both exits in some cases. It’s tedious and a waste of time (running Franklin‘s demise can be hilarious tho... ). If a survivor feels the need to teabag, he should have some balls and do it where the killer has a chance to actually get him.
In general, the endgame needs a rework imo. Once the gates are powered, it’s pretty much over. -
What even is a tryhard? I have been called tryhard several times when playing Killer just for... playing the game, I guess? Yes, I will try to kill you. That‘s my job as a Killer. I might even use some perks as „crutches“ to help me kill you. Shocker, I know.
Seriously, I had a guy complaining because I used Iron grasp, Shadowborn and Bloodhound (lol) with my level 12 Wraith, because apparently this gives me an unfair advantage. -
Hrhrhrhr... I like it
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Personally, I wouldn’t mind NOED being baseline. The end game is strongly in favor of the Survivors. Because Survivors get a speed boost after being hit while the Killer is basically stunned, you have little means to stop survivors once the gates are open. NOED somewhat levels the playing field, giving both parties a fair shot.
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So I actually had some good games with the Trapper yesterday. My realizations:
Yamaoka estate is a great map for the Trapper. Lots of foliage to hide the traps, not too big.
Honing Stones are an awesome add-on! I actually felt powerful running these. Too bad they are very rare. I see how these might be OP in his basekit if you happen to have a game where people actually step into your traps. If they don‘t you’re screwed. The problem is that you cannot make his ability work by yourself, you depend on the survivor‘s mistakes to some degree.
However, the difference between basekit and Honing Stone is jarring. I don’t think that an addon should make such a difference. Now I don’t say that HS should be nerfed, mind you. The basekit should be buffed in a way that the Trapper can actually benefit from trapping survivors. IMO this should be done by increasing the time required to get out of the trap. The skill check suggestion above is really good.
Also, there should be consequences for an injured survivor to run into a trap. One suggestion could be to decrease the health state by one in general: from healthy to injured and from injured to dying. If this is considered too harsh, a bleed out timer could be added like the one from borrowed time, giving the survivor the chance to escape and heal. Another option would be that an already injured survivor requires an increased time to escape. -
Great input, thanks!ofchickens said:I hit Rank 1 with Trapper this last season, so I don't think he is a bad killer but he does have some issues with time and gen rushing. The new trap setting speed and the update to his add-ons has helped him a lot though! He is pretty dependent on using good add ons, the bags and setting tools are always good.
The most important thing with trapper is knowing where to set your traps, and it's usually wrong to put them near generators. I always put traps where I anticipate survivors are going to go in a chase. Smart survivors will never just walk into a trap near a generator, they will usually only step on them while you are chasing them, and that's when you need to save time too. You can also just block windows or pallets that are "infinite", which is very useful even if they can see the trap.
I feel that it's better to get traps in good spots early than to just chasing someone asap. I will sometimes set a trap in the middle of a chase to block a jungle gym or the killer shack window because those are so important.
Some of the older and really large maps are very difficult for him. The game and lery's have almost no grass for traps which is annoying too. I usually do very well on Bedham preschool, and the updated swamp maps.
My perk setup is usually: Hex: Ruin, BBQ, Nurse's Calling, Enduring / Brutal Strength / Monitor & Abuse.
I pretty much use Hex: Ruin 100% of the time so that I can set a few traps early on. If I have a spare trap, I will put it right in front of the totem so you get an alert when someone disables it.
Nurse's Calling is great because even if they escape a trap before you get them, you usually see them healing nearby.
BBQ is better on other killers, but it's still very helpful to save time finding ppl.
Monitor & Abuse is probably not popular on him, but I find it can save a lot of time at the start of a chase since they start running when you're closer. It also makes ppl think they are safe to heal outside your terror radius, but you can still see them with Nurse's Calling.
I think a good change might be to just spawn more traps near generators, or somehow improve how you acquire traps in general.
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That would be great. You could really save time this way.DemonDaddy said:I think trap collection could be better. Maybe do a locker reload to limit almost pointless map travel. Keep a trap limit but have them accessible when needed. Seems weird he is the only killer that has to retrieve his power before it can be treated as one. -
Please refrain from derailing the thread with such nonsense, thank you.Dudddd said:A killer for forehead players no skills just place traps and “ hope” people step in them, no skills required just a easy killer to play with skills prospective if you’re bad at the game. -
Yeah, I know it was buffed. I was referring to the whole process of setting a trap: picking it up, finding a good spot and placing it.Bravo0413 said:"The amount of time it takes to set 1 trap is a joke" .............. have you updated your game recently? -
Yeah, I agree with the speed. That’s what saves him. But his traps are what makes him special, and I find that he is lacking in that department. The part about walking across the map was an exaggeration, I don’t actually do that. I‘ll try to work on my trap placement, but I definitely feel like I struggle a lot more with him than I do with the other killers.Peanits said:Dirty trapper main here. I wouldn't call him weak by any means. He's a 4.6 killer that can instantly end a chase before it starts.
Regarding having to walk across the map to set up traps, you probably shouldn't be doing that. That'll waste a lot of time and make it painful obvious to the survivors when they see you walking across the map. You should typically make one trip around the map and set up each trap somewhere nearby. There's almost always a good trap spot with 16m.
If people are finding your traps and disarming them, I would suggest being a little more clever when hiding them. Instead of putting them in pallets or windows, hide there somewhere else along the loop in some tall grass. People rarely check an entire loop, and even if they do, they're wasting a lot of time.
The only changes I could really get behind are a slightly larger trap hitbox and maybe +1 trap carrying capacity by default. Replacing the RNG struggling with a set time would be nice too. -
I don’t think dying state would be too powerful. How many Survivors get actually trapped during a game while not being chased? 2? 3? 0? Considering that they still can hit the skillcheck to avoid being downed or can get rescued by another Survivor, there would be 1 or maybe 2 dying states inflicted, if at all. That does not sound gamebreaking to me.
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I like this idea very much.amneoss said:
Survivors should get an "overcharge" style skill check when attempting to remove the trap that if failed puts them into the dying state adding a risk to freeing yourself. -
Haha, will try that! The only problem I see is that I probably won’t be close enough to benefit.AgentTalon said:I would recommend putting one or two on the outside of the map. So many sneaky survivors hang out on the edge but never see a trap coming out there. I get an outside trap to hit once every other game, which seems pretty decent to me being it's only there for a random extra catch,
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The main problem in my opinion is that the reward of trapping someone does not justify the effort (investment of time) of collecting and setting the traps, especially when taking into account how rare it is to trap someone. If you are not directly nearby, you often cannot capitalize on trapping someone at all.
And yes, SWF are a problem. Sometimes I feel like my traps are just a source of bloodpoints for the survivors instead of a threat.
I like your idea of adding skillchecks. It is really odd that there are none currently. However, I still think that survivors should not be able to free themselves or at least it should take much longer (as long as self-heal maybe).
Out of curiosity: How many survivors get trapped in your games on average? What’s the estimated success rate of your traps on average? -
How about they implement a mechanic where you need a specific item in order to be able to cleanse totems. The item would spawn in a random location on the map, maybe in a chest. So the survivors would have to look for the item first. This would slow the game down a bit and would prevent totems from being cleansed in the first minute. Also, only the survivor with the item could do the cleansing.