dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
- Supernatural - Winchesters as the survivors, a Demon who can turn to smoke and possess survivors briefly as the killer, and The Bunker as the map. (I suspect this won't happen since if it was ever going to happen it probably would have by now, but if it did I'd buy it in a flash. 🙂)
- Werewolf - A Werewolf killer to pseudo fill the void of Demogorgon in the store. The Werewolf could have a lunge similar to Demo, but instead of tunnels they could have some sort of heightened senses where if they focus they can do something like detect a directional scent to the closest survivor in their terror radius. Plus a limited sprint ability to help get around the map quickly.
- Medusa - Ever since the Greek set I've wanted to see a Medusa style killer that when survivors look at her they are inflicted with worsening conditions. I think a killer that survivors are actually afraid to see while they run away or do gens, etc, could be pretty fun and tense! (I could also maybe see an ability like this for Sadako in the upcoming Ringu dlc, it'll be interesting to see how she works!)
- The Shining - I actually don't think Jack Torrence would be a great killer mechanically since he's basically just a crazy guy with an axe, but as a new set of Maps The Shining would be great! Imagine two maps, one which is the interior of the hotel and the other is the exterior with the garden maze in the snow.
- Phantasm - It's kind of a cult movie thing, but The Tall Man as a killer sending murderous pinballs after people would totally fit this game. 😄
- The Thing - Or really any sort of doppelganger type killer that looks like a survivor outside of a chase. When this idea usually comes up, someone will comment about how it's weak against swfs, but keep in mind that mimicking a survivor implies the killer is Undetectable while doing it. So even if you know that "The Dwight is a fake!" he's still got no red stain or terror radius so has quite a decent stealth ability inherent to him. They could even make this kind of killer very simple otherwise - make them the only 120% or 125% speed basic attack killer with maybe an enhanced vault speed and the only power they'd need would be to use their Power button to refresh their mimic out of chase.
- It - Pennywise would be a huge get for the game. There's even a great concept video out there for it. I'm a bit skeptical it'll happen because it feels like if it was going to they would have done it around when the movies were out, but who knows?
- Chucky - Aside from the mechanical question of how does Chucky do hooks, this would be a really fun killer. Kind of like playing Victor all game, but maybe with some sort of magic related ability. He could even be a killer that gets special spots placed around the map that, if he visits them all to do quick rituals, some effect happens that gives him a big edge (a bit like how Plague gets a boost from fountains or Hex: Pentimento gets powerful the more of its totems you can place.)
- Avatar of the Entity - One killer we haven't seen so far is something which is actually an avatar of the Entity itself. So powers involving summoning those branches and spidery legs to harass survivors, block vaults or generators, and so on. Basically thematically using the environment or summoned entity aspects to do their dirty work.
-
Reptar Clown skin = confirmed
-
Yeah, when survivors go crazily altruistic it can go badly for them quickly.
-
@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2777830#Comment_2777830
Not Good Enough. We want the real thing
I mean he doesn't breathe fire, but he belches a lot? 🤷♂️
-
Probably not a Godzilla chapter, but a green dinosaur Clown skin I could see. 🤡
-
Yes, I am all for Monstrous Shrine having one of its effects be that the basement hooks are Scourge Hooks. That shouldn't be its only effect, it should be able to be used on its own, but as a secondary effect that's good. The other effect should be something other than what it current has as well since reducing the chance of a self-escape and shaving a couple of seconds off the hook timer in the basement are basically useless. So replace those with something a bit better, let the hooks count as Scourge Hooks, and that combined with the basement hooks generally being pretty good anyway would make it a decent perk.
-
Thanks!
-
@Pulsar said:
So, if you make killers so powerful that they don't need to camp and tunnel to win... what do you think would happen when killers still camp and tunnel?
If there isn't a need to camp and tunnel, then we can punish camping and tunneling more harshly. That's...kinda the whole idea.
There are a few issues though
- Nobody actually agrees on what "tunneling" is, let alone how or whether it should be "punished". Tunneling is often just shorthand for "I got downed and hooked two or three in a row", but that's not behavior that needs to be punished somehow, that's just normal gameplay.
- If the goal is simply to make it more likely to spread hooks more evenly around the survivors, then something like the loosely proposed idea the devs are apparently looking into of making Borrowed Time base kit would help in that regard. On the other hand, that would also certainly push the overall balance in survivors' favor, so they'd have to simultaneously maybe slightly increase the amount of time it takes to complete gens to compensate. Beyond that, trying to force killers not to down the same person twice in row or stay in a chase with someone after they injure them is kind of silly, it's just making it harder to play the game normally at that point.
- They've recognized literal face camping as an issue since it's something that's kind of boring for the killer to do and for the survivor who's stuck on the hook. That being said, actual face camping is typically a bad strategy overall anyway, you're more likely to get a higher average kill rate by being more proactive and looking for survivors when they're not coming to you. But they have experimented with ways to make face camping even less appealing, the problem being that the methods they've tried either apparently weren't effective or they made normal gameplay more frustrating (by, say, hurting killers who see a rescuer coming towards them and chase them). There's a line between face camping and just doing zone defense - the former makes for a dull game, the latter is just part of a typical match.
-
I don’t think there’s much you can do there other than hope you don’t need that box. This is a known issue though, maybe someday the devs will make it so the boxes can be used from the side like gens are.
-
What convinces them to nerf things is internal stats, they don’t go by just anecdotal posts. They’re probably monitoring both how popular a perk is, escape rates with and without the perk, and what other perks opposing sides use and escape rates with various combinations. So for Boil Over they’d look at how often survivors escape when someone has Boil Over, how often when nobody has it, how often when survivors have Boil Over and the killer has Iron Grasp, and how often when the killer doesn't have Iron Grasp. If those number are out of whack then they’ll nerf it.
That’s why they nerf add-ons which get confused posts saying “nobody asked for this to be nerfed”. Well also nobody actually tracks game stats with and without various add-ons and load out combos aside from the devs themselves so it’s possible for particular add-ons to be somewhat too good but not draw a lot of attention by not getting into the meta or being used by streamers.
-
Monstrous Shrine. Absolute garbage perk.
Of the perks listed in the poll Beast of Prey is the worst, stealth is mostly pointless during a chase.
- Territorial Imperative is bad but at least it hypothetically helps track survivors if you are using the basement. It’s still better than Monstrous Shrine whose effect is utterly pointless
- Overwhelming Presence and Unnerving Presence both see some use in builds which rely on expanded terror radiuses. I think I actually currently use one or both of these on my Doctor at the moment.
-
Literal face camping is usually bad strategy, it’s more time efficient to be more proactive. Aside from specific sorts of scenarios you’re better off looking for survivors than waiting for them to come to you at a hook.
Moving on from that, there’s nothing “unfair” about so called tunneling or slugging. There’s not even any consensus about what tunneling is, let alone why it’s somehow unsportsmanlike or rude. Obviously if you have a choice between downing an injured person over a healthy person you should down the injured one, and if you have a choice between hooking someone twice in a row versus two people once each you should hook the same person multiple times to get an elimination faster. It’s just common sense, and the only reason most people seem to complain about it after a game is sore losing, plain and simple.
I’m not saying there are some anti-social behaviors killers sometimes do. For example, I don’t do any of the following
- Hit people on hooks for no reason
- Let people bleed out for no reason other than to make them wait longer for another game
- Insult people in chat for playing poorly
- Bodyblock survivors so they can’t do anything for the whole game
Stuff like that is clearly just being rude. But playing the game normally and trying to down and stop survivors? That’s not “toxic” or “unfair”.
-
I think I need a new monitor...
-
I’d be perfectly happy if map offerings were entirely removed, they cause more trouble than any benefit they give.
-
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2775838#Comment_2775838
Yes. Free medkit - good.
Don´t know why they had the idea healing needs to be faster.
They probably want it to still be useful for other survivors who happened to bring Self Care. They just went overboard on the bonus.
-
@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2775484#Comment_2775484
Is there any way you'd be able to think of that would make it stronger?
I don't know that it would need to be stronger than that. Depending on how often and quickly the killer can teleport and how quick the killer is at vaults that combined with often being Undetectable sounds like a good combo.
-
@Mandy said:
I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.
Hi Mandy, I haven't received shards. Not sure what the qualifications were exactly but I've definitely played Leatherface periodically.
-
I don’t play survivor but I like having toggle on for my killers, mainly because it eliminates those times I accidentally let go of the button too soon when kicking a gen.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2775609#Comment_2775609
Ormond os extremely abusable. If they get to the second floor you simply don't get them. Thompson's House, Eyrie of Crows, Disturbed Ward and Ironworks of Misery have the same problem. Also, depending on the hook RNG, Father's Chapel and Coal Tower can also be a problem. Not even talking about Haddonfield, which has been disabled.
Midwich surprisingly is not even problematic on that aspect.
I can’t speak to every map but Eyrie has at least one hook on the second floor. Thompson’s House usually has a hook on the second floor too I think. I mentioned Disturbed Ward in my post as a maybe. Ironworks of Misery could be a problem though, I agree.
Coconut actually has a video on Midwich where he had a spot where the killer couldn’t reach a hook because of a lack of a hook on the second floor near where he ran.
-
@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2775666#Comment_2775666
FOr sure. Before it didn't really matter. In 90% of cases you could just make a hook. Now if you have to drop down survivor is at like 40% wiggle in 2-3 seconds and it makes killers panic. Rightfully as it should....
Yeah, I definitely don’t have a problem with Boil Over sometimes getting a save, if it never worked it would be a worthless perk after all.
So far the issues with it seem to be a combo of
- Maps which have bad hook or no hook placement in certain spots like RCPD library. The ultimate solution there probably needs to be placing an extra hook in those spots
- Boil Over might be too sensitive to height dropped. I saw a video or two where it seemed to trigger while just walking down an incline or stairs. It should really only trigger probably when the drop is at least two meters straight down (a little less than a story)
- Boil Over probably shouldn’t trigger more than once per carry. This is exacerbated by the above sensitivity question.
The stagger is impressive and effective but not game breaking so that’s probably ok. The aura hiding to 16 meters is also effective but if a killer is smart they should be watching for nearby hooks before they pick someone up anyway.
-
@Brokenbones said:
It's weird how nobody seems to play her anymore, she was super popular pre-stridor nerf. Did many people really just play her for the fact she had no real counterplay and had stuff like Stridor?
I played her last night, got two four k’s in a row and went up a Grade. 🙂
-
@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2775619#Comment_2775619
I gotta say I don't think it will survive in its current state
I recall them saying they changed balanced because they didn't want to have to balance maps around it. This situation is very similar to that if you ask me. Heck, even the lackluster aura blocking part is now super strong due to the 25% drop because it actually matters now. lol even THAT stat got buffed as well.
Perhaps it needs a cooldown? idk.
I wonder if the aura blocking is causing some of the misses from Boil Over as well? It might be that some killers aren’t seeing a hook aura and assuming they need to go way far away for a hook when there’s actually one nearby that’s not highlighted.
-
@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2771285#Comment_2771285
Lol already showing up in 75% of matches.
Yeah, I’m not surprised, it seems like a good perk now. 🙂 Plus it’s a flavor of the month. The main question is whether it’ll be a short term fad or part of the long term meta.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2775543#Comment_2775543
There is far too many maps that can be abused by such thing.
Most maps don’t seem to have this problem actually. RCPD does in the library. Midwich can sometimes not spawn a hook in the upper hall. Mother’s Dwelling might need an extra hook near the house. Maybe on the Asylum map there’s a problem?
A lot of other maps don’t though. Slaughterhouse is all one level I think? Game has lots of hooks on both floors. Dead Dawg Saloon has hooks near the stairs I think, and definitely has hooks near the gallows.
Maybe I’m overlooking something but it doesn’t seem like a lot of maps have that kind of broken spot on par with the library in RCPD. 🤷♂️
-
I don’t think they necessarily need to kill switch Boil Over, but they may end up wanting to temporarily kill switch a map or two in order to add hooks to problem spots.
-
I didn’t get any shards so far (I thought I played Bubba at some point but maybe not? 🤷♂️) Either way I’d just be saving them for the next original killer probably.
-
@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2774764#Comment_2774764
You think that wouldn't be overpowered to let survivors be downed normally even with undetectable present? That's actually pretty neat, because I thought with the killers mobility it would absolutely be a bit strong, but maybe I overestimate how oppressive that would be.
An 'Undetectable Killer' I like that. The idea was that it was a stealth killer, but calling its primary power undetectability sounds way cooler, and gives me a lot of ideas to springboard off of that as far as add-ons are concerned.
I'm glad you can see that appeal in swapping with a survivor, it sounds great to be at a loop, see a second survivor close by, quickly change positions with the survivor turn around and deck that 2nd guy in the face.
You're probably right that it would be better for the survivor who's isolated to be able to rescue and revive dying people. That would be pretty nifty from a story perspective. The closer a survivor is to death the more able they are to see a friend that they lost.
Thank you so much for taking the time to read my ideas and give feedback on it. It actually gets me more excited to brainstorm ideas (Even though I know it won't ever amount to anything IG.) It's good to know that this power doesn't sound underwhelming/overpowered to someone else.
Well Ghost Face is already a mostly Undetectable killer out of chase and he can hypothetically get Exposed hits by stalking. Your character would be about as stealthy as Ghost Face but their only advantages in chase would be they have slightly faster vaults and they can teleport in at the start of a chase to get surprise. So I don't think it would be all that much better or worse than Ghost Face.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775192#Comment_2775192
I'm convinced you're just throwing out a mass of numbers in an attempt to obfuscate the issue.
The bottom line is that the Wriggle QoL change added a 1 second reduction to wriggle time for Survivors. 1 second is 6.25% of the wriggle meter if they hit every check. This is not some freaking bell curve or front end or back end loading equation.
It's 'Up to 1 second' which is 'Up to 6.25% of the wriggle meter'. You're just throwing out bullshit statistics and math problems to sound like you know more than everyone else on the issue.
The Survivors were buffed in the Struggle QoL change to get up to 6.25% of the wriggle meter for hitting Great skillchecks. No freaking math and bell curves and graphs required. You don't need to graph out 500 matches to see IF it happens. The bottom line is that it CAN happen.
And if they have Boil OP and run to ledges; this means the fall, plus wriggling can give Survivors 31.25% wriggle meter. Again; no graphs or anything needed. It. Can. Happen.
You're basically throwing fake statistics into your comments to confuse everyone else and sound like the smartest guy in the room.
Lol, I'm not trying to sound smarter or obfuscate anything, I'm trying to explain where you have a fault in your logic. But hey, I can only do so much if you don't understand what I'm saying.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2775192#Comment_2775192
With the difference, that the hook spawning is heavily dependend on the map and offerings. Depending on the position where the survivor gets downed, those 6% can make a difference. Especially if we take sabotage into account. RCPD was already a bad map for killers before the Boil Over buff. Since it was hard to reach certain hooks, even without the 6% additional progress. Sure, not every map is like this, and on some maps, there are enough hooks around. But this is RNG which has a heavy impact on this.
I understand what you are trying to say, and i know that a 6% wiggle increase as a perk would be absolute trash. But it still bothers me, how this unasked buff was introduced.
Yeah, I agree with you on certain spots on certain maps being an issue. Boil Over in particular is basically making those specific troubled tiles even worse. I think for the long term solution they need to add a hook in those spots to patch those holes where it might be impossible to hook someone with Boil Over.
-
I agree, Boil Over is really just emphasizing certain tiles on certain maps that are already slightly problematic. The best long term solution is therefore to add an extra hook in these specific tiles.
Now that being said it’s possible that Boil Over might be too sensitive when it comes to deciding a killer fell from enough of a height to warrant the 25% boost, since I’ve seen a video or two of a killer walking pretty normally down a ramp and getting hit with one or even two boosts right in a row. They may need to tweak he falling distance trigger to be a little higher, and also might want to limit the boost to only happening once per carry.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2775127#Comment_2775127
Why isn´t it the same? Objective wise, those 2 bars have a lot in common.
Basically the length of time it takes to carry someone is going to follow something like a bell curve where the peak is probably around 8 seconds or so and then it tails off toward either end. It’s not a uniform distribution where, for example, the chance of a carry being between 8-9 seconds is the same as the chance of a carry being 15-16 seconds or being 4-5 seconds. The outlier ranges are less likely than the middle ranges. So the outlying 6% of the bar represents a much smaller proportion of carries in games than the middle 6% of the bar. This wiggle boost only changes the results on carries in that outlying 15-16 second range so the portion of carries it affects is similarly much smaller.
With gens the time to complete gens is basically fixed. So adding time to complete a gen at the front end is the same as adding time to complete it at the back end. If you Pop a gen that is 25% completed and reduce it to 5% it’s having basically the same impact on the chances of the gen being finished as Popping it at 90% and reducing it to 70%. The distribution of games which are impacted by a flat percent increase in gen time is more uniform.
-
This mostly looks like the specific map tiles just need a hook near them. Put a hook at the top of the library balcony for instance and that should be fine for example. The Midwich one had no hooks in the upper hallway for some reason, again just put a hook in that area and it’s fine.
The only other thing that might actually need a tweak based on the video would be it seemed like sometimes Boil Over was doublecounting falls because the killer “fell” down a ramp. They may need to adjust the height sensitivity so very minor height differences don’t trigger the 25% boost. Either that or only give the 25% bonus once per carry so it can’t get a double boost.
I think dealing with the specific map areas that don’t have enough hooks is the better long term solution since those same areas are already going to be slightly problematic anyway even without Boil Over. Boil Over is really just emphasizing certain layouts that need an adjustment.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775126#Comment_2775126
Where are you getting '6% of the carries' from? Are you just making up a percentage of people who can hit all the skillchecks and acting like it's fact?
I’m saying “carries” because that would be the relevant statistic, not the size of the wiggle bar that’s shaved off. The question of whether or not that last bit of the wiggle bar is important is isomorphic to asking how often it is used during a carry. Saying “the bar is 6% shorter” does not equate to saying that anything like that proportion of carries are impacted.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2774809#Comment_2774809
Eruption(6%), Huntress Lullaby(6%), Jolt (8%) and Overcharge(5%) all give between 5 and 8% gen regression. All of them are perks that the killer needs to equip + do something specific to trigger them, in order to get the same regression survivors get with the new wiggle meter for free.
So please don´t claim that this 6% reduced wiggle time doesn´t have an impact.
You’re comparing apples and oranges. 6% of gen progression isn’t the same as 6% of the wiggle bar, nor is the last 6% of the wiggle bar used in 6% of the carries.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2775023#Comment_2775023
The skillchecks ARE broken because it's 6% of the bar given for hitting them. You can say '1 second is not much' but it's a different story to say '6% for free is not much'.
Again, as I said before, 6% of the bar isn’t 6% of the carries.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2774910#Comment_2774910
Umm...Nowhere does saying 'Survivors get 6 boost to their wriggling' mean 'It happens <x> amount of times'. I have no idea where you got that idea.
What I am saying is that a Survivor who can hit the skillchecks (and who can't after 6 years of generators?) and makes the Killer fall 1 inch (Pretty easy, if you lead the Killer to a ledge or hill, given the 75% wriggle effect), gets 31% of their wriggle bar for free. This is broken.
If you’re saying that the extra 25% from falling is broken I have no opinion one way or another on that. The Boil Over survivors I’ve played against so far haven’t forced me to fall while carrying them but that’s just me. 🤷♂️
Boil Over though is a separate question from the great skill checks on their own. Those aren’t broken or even a significant buff.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2774809#Comment_2774809
The stagger increase doesn’t change the wiggle timer itself at all, it just makes you move suboptimally as a killer.
Except, on some maps, Survivors can run into an area where you wither 1) Have to fall, and thus give them the 25%. Or 2) Can't make a hook because of the 1 second reduction.
Saying “but it’s 6%” doesn’t make it have a significant impact on play.
Yes it does. Saying 'It's one second' is hiding the problem by pretending '1 second is not allot'. Hence why percentages exist. If something was 3 seconds long, and the devs removed 1 second, that would still sound like 'It's 1 small second' but it's 33.33% of whatever the 3 second timer is.
This also works in reverse, as with the CoH non-nerf. Where 'It's 25%' is hiding the fact that it's a tiny 4 seconds nerf that did nothing to change the perk.
In essence: 'It's one second' or 'It's 25%' needs to be taken into account WHAT is being changed. Virtually 80% of all Killer hooks are 'My wriggle bar was at 100%!'. Every single one of those is now a wriggle-free. Every one. Yet another mechanic changed to favor Survivors.
And that's not adding the drunk-effect Boil OP gives, making it that much harder to GET to a hook, even if dropping is not in play. Or that Boil OP has no minimum drop height, so no more dropping into the basement! Not even by 1 inch! Take the longest way around you can, which ensures a wriggle-free due to the SIX PERCENT buff to wriggle speed Survivors got for no reason.
- I already commented on the broken maps in a different post. That’s more of a map issue than Boil Over really, they should probably add a hook in the broken tiles to remedy it.
- Just giving a percentage doesn’t tell the story because it’s not 6% of carries that are impacted. You’re saying 6% of the timer means 6% of all carries but that’s not true, carry time is actually more like a bell curve with its mean probably around 8 seconds. It’s not a linear distribution where every section of time in that 0-16 second range has equal probability of happening.
-
I haven’t called for Boil Over to be nerfed. The only thing I’ve said is that the stagger is gives is wild! 😯 I lost a carry or two just from not being able to get around an obstacle or through a doorway.
As far as the height thing, it hasn’t made a difference so far in my matches. The stagger did but not the dropping from a height. However there are apparently some specific maps like RPD which have potentially broken hook spawns where it can be literally impossible to hook without a drop. I don’t think that means Boil Over itself needs a nerf per se, but rather that those specific maps should have additional hooks placed in the problem tiles.
-
@GannTM said:
It’s not bannable sadly.
It actually is bannable, it’s just that it’s almost impossible to prove someone else was using stretched res in your own ingame report since it only shows up on their screen. But the devs have, for example, warned Fog Whisperers not to use stretched res.
-
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2774791#Comment_2774791
The increase is very minor, between 0-1 seconds depending on how many Great checks you hit.
That's still up to 6.25% man. Not all that minor when you put it as a percentage.
Add in Boil OP and that's a possible, free 31.25% struggle meter.
Two things wrong with the above
- Boil Over’s 25% boost only applies when you fall off something during the carry which I actually haven’t had a problem with so far as a killer. The stagger increase doesn’t change the wiggle timer itself at all, it just makes you move suboptimally as a killer.
- Saying “but it’s 6%” doesn’t make it have a significant impact on play. 6% of nothing for instance is still nothing. Essentially it’s a 6% boost to the least likely proportion of carry events, namely ones that take 15-16 seconds total. Since the great majority of carries aren’t in that range it’s a boost that has very little effect on gameplay.
-
The increase is very minor, between 0-1 seconds depending on how many Great checks you hit. (And if you accidentally miss a check your wiggle time is worse.) That only makes a difference then if the carry took between 15-16 seconds normally which is rare. (If you don’t think it’s rare then go watch a lot of streamers games and count how often their carries were within one second of a hook or a little more than arm’s reach of it. Most escapes happen before then or they get hooked before 15 seconds elapses.)
The more impactful change is Boil Over’s stagger is massive. If the person with Boil Over is also hitting Great skill checks it’s hard to even walk in the right direction to get to a hook which significantly lengthens the time it takes to reach it. I’ve missed one or two hooks on Boil Over survivors simply because the stagger kept me from being able to maneuver easily through an entryway or around an obstacle for instance. That perk has much more effect on carries than the potential 0-1 boost from hitting Great checks.
-
Sounds interesting. In fact you probably could let the killer down survivors normally while swapped and it wouldn’t be overpowered, no need to limit them to just Deep Wounds.
A couple of quick thoughts
- Note that being swapped implies being Undetectable for the duration which is a pretty great ability. Sure, survivors on comms will immediately know you swapped, but that doesn’t get rid of the Undetectability which is still really useful even against swfs.
- Effectively this killer then is an Undetectable killer who can vault more quickly and teleport to locations survivors are at. The fact that they look like a survivor is a cool side effect but it probably wouldn’t fool other survivors that much, especially if they’re on comms.
- Being able to teleport to where another survivor is located could be an effective tool in combination with that Undetectability.
- When you say the isolated survivor is invisible to everyone else and everyone else is invisible to them, that might cause an issue where the isolated survivor is unable to do rescues or heals which could be a bit unfair. Maybe just make the isolated survivor themselves invisible to other survivors but they can see and interact normally with everyone else. That way they can still rescue someone if they want, for instance, it would just look to the rescued survivor like they got pulled off by an invisible force.
-
The devs did mention they are already working on a way to reduce bloodpoint "grind" for the long term but didn't go into specifics, other than that it's more than simply removing tier levels from perks (which they said would be a short term mitigation but as new characters are added each chapter the problem would reappear so they're looking for something that will work more permanently).
Off the top of my head, some things that could make spending bloodpoints more efficient would be:
- Allow people to sell unwanted things back at, say, 1/2 or 1/3 the original price.
- Instead of putting specific individual perks in the bloodweb nodes, put a generic "Perk" token that when you buy it lets you pick any perk you've unlocked
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2771278#Comment_2771278
We can only go by what little data they show, and that doesn't indicate why they've made the decisions they have. They can't fall back on "The data shows that we needed to do this" but refuse to demonstrate the data, when what they have done is widely acknowledged as idiotic. Twins being "monsters"????
They're not under any particular obligation to go into a lot of detail on the data. The fact that they even give the data they do is a bonus for the players. Don't get me wrong, I'd love to hear more detailed explanations of their process or data because I'm curious about it. But I don't feel like I'm entitled to get it or that just because they don't show the data doesn't mean they're making baseless decisions.
-
It's hard to give suggestions for your killer's ability without knowing what their theme is. Ideally you want a killer's mechanical ability to mesh with their thematic background and presentation.
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2773883#Comment_2773883
yeah, you need to get used to strafing instead of panning the camera as you lunge and move in general.
Right, the thing is on PC I can both strafe and turn simultaneously, it's way more effective.
-
Yeah, I tried out the mobile version last month while I was out of town and all the features you mentioned are great. 🙂 The only thing I didn't like about mobile is the controls are super awkward, at least for killer. You move with your left thumb, pan the camera with your right thumb, but also need to use your right thumb to do attacks and use abilities. So when I play Doctor for instance it means I have a choice between turning and using Shock. I can't turn simultaneously while I use Shock, it's kind of frustrating. I had SO many chases where I knew 100% I would have downed a survivor really quickly on PC but couldn't do jack on mobile.
So kudos to the people who have the patience to stick it out as killer with those controls, I'm just not one of them, which is a bummer because the mobile version is otherwise pretty great.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/2773522#Comment_2773522
Man, sometimes you get some absolute legends when it comes to villains like your Venom, Joker, Thanos, Darkside and so on and so forth... then you get people like this and friggin Hypno-Hustler. lol
Don't forget the Condiment King
-
I don’t think I’ve ever had much trouble with Pyramid Head’s dailies personally, that’s just me though. 🤷♂️ I like to put short trails right near vaults and pallets rather than long arcing ones. If a survivor wants to avoid a trail blocking a vault or pallet then that’s a win since they easily get run down.
-
I played a few times last night and had a couple of survivors with it. The dropping from a height thing never came into play but the stagger from Boil Over is massive! 😯 I lost a hook simply because I literally couldn’t steer myself into a nearby hook, it kept forcing me off into obstacles. If Boil Over becomes meta I may consider Iron Grasp just as a quality of life perk.


