dugman
dugman
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- dugman
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I’m totally ok with bots assuming they aren’t cheating. 🙂
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You left off the poll option of change it in a different way then you suggested.
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Easily Circle of Healing. Shadowstep is decent but not overpowering (at least in my experience so far as a killer). And Exponential isn’t out yet but because you don’t directly control where or when you are downed or slugged it’s quite possible to not be in the Boon’s aura to get yourself back up before the killer either hooks you or snuffs the Boon out (since in you are in the aura there’s a good chance the killer can hear it.)
Circle of Healing though is the best of the three. It has an excellent healing speed boost along with grants self healing, and because you can decide when you want to heal you can always run to the Boon wherever it is when you’re not in a chase. And because you can go to the Boon totem it can be put in a remote spot away from the action to make it less likely for the killer to snuff it out or know where you are healing.
Of the three I think Circle of Healing is the one most likely to get nerfed on its balance pass in a couple months. My guess is they’ll turn down its healing speed. You can still run to it and heal, obviously, but with a slow enough healing speed that’s an acceptable perk. It has to be slow enough that the time it takes to heal is a significant factor to consider when using it.
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/2641025#Comment_2641025
I absolutely love the idea as basement hook rescues taking longer as well as counting as scourge hooks. The original idea perk would probably be DOA at like 1/1.5/2 though lol
Yeah, getting the numbers right on a passive movement perk is really, really critical. Too high and it’s broken, too low and it’s not worth a perk slot. Ideally I think it should be just high enough to help a killer get a handful of hits over the course of a match that they might not have otherwise gotten. A way to test it would be time a variety of common loops with slight movement modifications and compare hit results. Then set the speed boost to one that raises the hit/evade ratio an acceptable level for a single perk.
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In a sense Freddy’s Dreamworld is kind of a proof of concept of having maps take on unusual tints and effects like ash falling from the sky. If they can filter your view of maps through Dreamworld vision then presumably they can do other similar styles of filters that are just random variants for base maps.
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I think Artist is kind of like if Doctor and Pyramid Head had a baby with a thing for birds. She’s got tracking that’s second only to Doctor, probably, and has an ability to injure and zone out survivors at pallets and vaults and through walls kind of like Pyramid Head. On the overall I think she’ll end up in similar places on tier lists to Doctor.
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Not an original perk exactly, but I’d love to see Monstrous Shrine redone as something like
- Rescues in the basement take 2/3/4 seconds longer
- You can always see the aura of the basement hooks even when not carrying a survivor
- All basement hooks count as Scourge Hooks for related effects
(You could even keep the entity timer is faster in the basement too if the above isn’t good enough.)
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Also a revamp of Bloodlust to be
- Bloodlust levels activate 2/4/6 seconds sooner
or whatever numbers are reasonable. (6 might be too powerful, I’m just using it as a placeholder.)
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And as far as a new killer perk
Persistent Pursuer
- Your movement speed is increased 2/3/4%
A passive always on modest movement speed boost would probably be popular. Again, I just picked 2/3/4 as placeholders, whatever numbers actually keep it still worth using without being overpowered are fine.
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Standing around a hook doing nothing for two minutes being a suboptimal strategy aside, DbD does unfortunately have an inherent design flaw in that it has situations where players can be stuck for minutes at a time with nothing much to do either on a hook or bleeding out. Unlike most shooters, for instance, where once you’re downed you are either immediately eliminated from the game and can freely join another, or where you respawn after a few seconds, the wait between being downed and a resolution in DbD can be one or two minutes long or possibly as long as four minutes while bleeding out. Which is obviously relatively boring.
The devs have commented here and there about this topic, so who knows what they may or may not be working on. But even as a killer main myself I would totally understand if they tweaked the game somehow to try and encourage speedy rescues just so that players can get back in the action more quickly. I’d be personally quite ok with a system that helped survivors get off hooks or off the ground more quickly, maybe in exchange for longer gen times to keep the overall game balance from shifting to the survivors too much. Less time on hooks or on the ground and longer gen times would mean less downtime for all the survivors and killer (since they would have more potential targets to chase for a longer time.)
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@Meg_Survivor said:
I always see the same killers each game, Huntress (85% of the time), wraith, trapper, hillbilly ect....I never see any of the "fun" killers i would say (45-50% hit or miss) like Trickster, Nemesis, Pyramid Head, Blight, Twins, Spirit, Oni, Demo, Nurse, Pin Head (hes okay but not that interesting) It just seems like i see more of the free killers then anything else. I know more new killers are playing the game lately but its so boring going against the same killers everytime.
At least some of that is because Huntress, Wraith, Trapper, Hillbilly and Nurse come free with the game. The others you mentioned are DLC you need to either pay for or (for the original killers) unlock with shards.
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Aftercare (TM) is a registered trademark of Jeff. Side effects may include headaches, halos around objects or people, a sense of altruism, paranoia and persistent running. Serious side effects may include piercing back pain, consult a physician if accompanied by profuse bleeding and screaming. Aftercare is intended as a survival supplement and is not intended to replace professional medical kits. Before starting Aftercare you must be level 2 and undergo basic Aftercare training with a licensed Aftercare specialist. For more information about Aftercare contact us at [email protected] .
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- Not so much a specific killer, but I’d love them to take a pass at revamping add-ons that give you a handicap in exchange for increased bloodpoints for certain events. For example, Padded Jaws makes your traps not injure survivors in exchange for doubling the bp from trapping survivors. Not only is it a significant handicap, bp bonus isn’t that good even assuming you are really, really for bp for some reason. It’s why, as far as I know, these are some of the least popular add-ons. I’d love for them to take a pass and replace their bp bonuses with something concrete that impacts the match. For instance, maybe let Padded Jaws traps reset themselves, or hold survivors longer, or maybe Trapper can grab Padded Jaws traps out of lockers and it causes a random trap on the map to disappear. Really anything, so long as it’s giving an advantage that can help win the match versus just points after it’s over.
- Nurse’s add-on that turns off her teleport after a blink hit for 60 seconds in exchange for letting her move the standard 115% survivor speed during that time is hot garbage. It’s replacing her power, which is obviously excellent if you can use it well, with no ability at all, she becomes a powerless basic attack melee killer for 60 seconds. How is this add-on supposed to be good?! 😄 By all rights, losing her teleport should mean making her a non-teleporting killer for 60 seconds that has some other cool ability instead. Like maybe, for instance, if she hits a blink she can’t teleport but her base speed is 125% for 60 seconds, or it replaces her teleport with the ability to swap places with a target survivor by clicking the power button, or her hits randomly teleport the survivor a short distance and turn them in a random orientation, etc. Basically have the add-on replace her teleport with some other variant ability that is still really good. As is this add on is awful (and I say this as someone who hates playing Nurse because of all the ground stares.
- Clown still needs something probably, he still seems to underperform, especially without his red Finger add-on. I think if his pink gas restricted survivors to slow vaults similar to how Pinhead’s chains restrict vaulting speed it would be a big boost to Clown. Because right now the pallet gets predropped and while he might be able to get a hit at some of them sometimes at that point he often ends up breaking them. If this change somehow made Clown too powerful, then maybe tweak him a bit elsewhere to compensate, like making his gas clouds slightly smaller.
- And finally, not necessarily a balance pass, but hopefully they’ll find a way to reskin or make a spinoff of Demogorgon into an unlicensed killer of some kind. I liked the suggestion of maybe a Werewolf style killer which uses Demogorgons lunges and has a killer instinct ability he can concentrate on kind of like Demogorgon. It’s a shame to lose those mechanics from the store forever.
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I actually did imagine a killer like this could be a cool idea. On the other hand, mechanically, Clown is surprisingly kind of like this already. His pink gas is more or less a "slow time" bubble on survivors, and his yellow gas is a "quick time" bubble on him and survivors. So I think if there were a time-manipulation killer it would have to do something mechanically unique compared to what Clown does.
Maybe along those lines a slow time effect could not only slow survivor movement but also action speeds (i.e. repairs, healing, recovery, etc). Maybe his ability also can restrict survivors to slow vaults as well. Then when he switches to quick time he moves very fast around the map, but the quick time has the downside that survivors are also sped up in their action speeds and movement. (Making it an ability that is useful to get around the map quickly but not something that helps in a chase.
So yeah, interesting to think about.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2639993#Comment_2639993
No offense but your one guy I've seen far more people saying they are faint as hell then oh yeah I find them all the time
Do you see a ton of people saying that? Oh what's that is that a no I wonder why
I can only speak for myself obviously. Although I wasn't the first person in this thread to say we can hear the noise they make just fine.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2639932#Comment_2639932
They are pretty easy to here, if you are already in the vicinity of them. OP is obviously asking for a way to locate (at least by a vague area) them from a long distance, so the sound they make within short range is irrelevant.
Hope that makes sense to you now
Well you could maybe run Undying. It would show you the auras of people working on totems. See the aura, odds are there’ll be a totem soon unless you stop it.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2639932#Comment_2639932
Definitely not bud play with my volume all the way up you acting like its as loud as a generator blowing up when really it's a faint ass hum
I hate to say it but they’re not that hard to hear, I hear them all the time.
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2639630#Comment_2639630
But why is it an issue when people who already know how to play her have both slots free? If you want to make Plaid Flannel do something along with show target locations that's fine, but it shouldn't be basekit. Either learn the muscle memory and have two slots, or don't and have one slot. All making it basekit would do is punish people who actually learned Nurse.
I never said it took 2 days to learn Nurse, I said it takes two days to learn her MUSCLE MEMORY. Very, very different things. The issue is with bad Nurse's attitude, actually. If you don't want to put in the work to learn the muscle memory then you shouldn't be playing Nurse. You shouldn't get a cop out because you're bad.
It'll lead to Nurse getting nerfed because the devs go by kill rates. New Nurses are what keep her killrate down and therefore prevent her from getting nerfed. This will essentially make Nurse much easier to use for bad players and end up in her killrates ######### skyrocketing.
It is about easy mode. Nurse NEEDS to be hard. It justifies her level of power. If she wasn't hard she would be bad design. If you want to play a powerful killer you need to put in the effort to learn them. Do you think Huntress should have a crosshair as well?
Nurse's basekit is literally PERFECT as is.
In other words you’re worried that you think Nurse is actually overpowered, but what keeps her from getting nerfed is all the people that can’t play her because of her unfriendly design. But if they make her more approachable then more people will play her and bother to get good with her and then the devs will realize she’s overpowered and nerf her?
That argument makes no sense to me. If she’s actually overpowered, then yeah, she should be nerfed. If she’s not she shouldn’t. And if she’s not overpowered then making her more approachable for new players won’t necessarily make her overpowered either. That argument also assumes that all the devs look at is he overall kill rate number across all matches, but they’ve explicitly said that nobody should take those overall stats at face value and even used Nurse as an example. Whatever stats they look at aren’t just the overall kill rates.
Also I highly doubt most high level Nurses are unable to adapt to a targeting icon. If anything knowing you’re not about to accidentally teleport into the basement or fall short on a rock would be a minor plus. Sorry, I’m just not buying the argument that high level Nurse performance would be literally hurt by that change. You don’t like the icon, I get it, but this strikes me as resistance to change rather than an actual issue.
Finally calling people who find Nurse’s interface unappealing “bad” is ridiculous. A bad interface is a design flaw, not a fault of the user. And no, this isn’t “easy mode”, if the targeting icon was actually easy mode everybody would keep using that add-on. The fact that it isn’t widely used is evidence that it’s not an easy win with it, it’s just a quality of life feature.
Oh yeah, and her base kit is far from perfect. Like I said before, that wheezing mechanism is super annoying. It has nothing even to do with difficulty or power level, it’s just a plain unfun design.
But I’m done debating this one, we’re just going in circles.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2639663#Comment_2639663
I think it'd quite expensive to run that system, video files are huge and the storage would stack up pretty quickly if you are recording every single game, even if you only held the data for half an hour.
Could be a reason they haven’t done it, who knows?
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Yeah, this is a popular request. The devs have mentioned it I think in dev chats as one of those things they like but think that because there are reasonable third party programs to record your games it’s not a high priority to develop their own internal system.
Personally I think they should have a replay system internally that saves game replays automatically for a limited time on their server, and then attaches those replays to ingame tickets from those games. That would ensure every ticket always has a corresponding replay file for reference, taking that burden off the player to know how to record them and to manually record all their own games on the off chance an abuse occurs. It seems like that would be a boon for customer service probably. (I’m assuming they don’t have such a system since they still require manual uploads of video files to review ingame abuse tickets.)
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I’m more annoyed at myself if I get hit by a headon or flashlight save, they’re not that hard to avoid normally. And if someone is following me around while I’m chasing a different survivor instead of doing gens I’m glad, it means I’m keeping two people off gens for the price of one chase.
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Yeah, I never really understood why they have this thing with using a flashlight to knock Wraith out of stealth. If they took that out would it actually make him overpowered? Seems unlikely.
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2639297#Comment_2639297
Oh so you mean you want to reduce addon versatility for actually good Nurses for no reason? To help bad Nurses who don't want to commit to learning Blink distances? Again, not a good idea. Not to mention the fact that Nurse's muscle memory can be almost completely mastered in two games.
We don't need more people playing Nurse, and decreasing her skill cap AT ALL is a bad idea. Both will literally just be used as excuses to nerf her. I'm not having my favorite killer nerfed because of ######### Nurse players wanting an easy mode.
If it doesn't both you, run the addon. Because if you need it you shouldn't be running addons anyways since you need to master all of her muscle memory, not a modified version of it.
If you don't want to learn the muscle memory, run the addon. If you do or already know it and don't want to be bothered by the marker, don't. Win win.
I wholeheartedly disagree with the attitude that Nurse “we don’t need more people playing Nurse”, that “######### Nurse players” should be discouraged from playing her, or that the problem lies with their attitude and not yours toward them and the game.
You say it takes two days to learn Nurse, but the data objectively disproves that. She has the lowest overall kill rate despite a consensus that she has a high kill rate at higher skill levels. And that’s despite being available for free on all PC accounts. Which means the majority of people who play her haven’t mastered her basic ability, let alone mastered it in “two days”. In fact, you know what can actually be mastered in two days? Getting used to a targeting icons.
Also this notion that somehow a buff to low end Nurses means that Nurse is getting nerfed is preposterous. If she got nerfed following this change it would only be because the change resulted in Nurse over performing all of a sudden. But by your line of reasoning you think having this icon will make her perform worse, not better, so which is it?
And finally what the heck do you mean “reduce add-on versatility”? Where did I say I wanted to remove any of her add-ons? I said make Plaid Flannel part of the base kit and maybe replace it with something else which removes the targeting icon in place of a different benefit. The add-on versatility is identical to what she currently has, and if anything this change is freeing up an add-on slot for new players who want to learn her.
More players playing more killers is good for the game. Making all the killers have a reasonable entry point is good for the game. This isn’t even about “easy mode”, it’s about making a less popular killer more popular. What’s not good for the game is an elitist notion that “I got mine so screw the new people”.
Honestly, though, I hate playing Nurse because of her playstyle. Staring at my feet 1/3 of the match is the most annoying mechanic in the game. I personally still wouldn’t play her even if Plaid Flannel was base kit, so I’m not the target audience.
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In a way the new Hex:Pentimento is kind of like a Hex/Boon hybrid. I don’t know how good or bad that particular effect is but it’ll be interesting to see if works out.
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I think I’d like Ruin a bit better if, instead of being a totem, it was a perk whose strength depended on the number of dull totems on the map. So it could have regression at, say, 40% normal speed per dull totem. At full strength with 5 dull totems at the start of the match it would be 200% regression speed, later in the match the regression would decrease until if there were no dull totems less it would have no effect. That would make it have a similar effect but not be as swingy.
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2630880#Comment_2630880
For the Plaid Flannel one, no. Absolutely not. That ######### scatters my concentration and it shouldn't be basekit. The add-on should honestly be removed imo since it prevents learning actual muscle memory.
It would help trash Nurses while reducing her skill cap, but hinder experienced Nurses by having being distracting and just visually unpleasant. Both of which are not good things. Nurse should have a high skill cap, and experienced Nurses shouldn't have a built in distraction on top of hundreds of bugs to hinder them.
So make it base kit and replace Plaid Flannel with an add on that removes the targeting icon and gives a different benefit. New players get their targeting icon to make the character more friendly to play, and the handful of veterans who find it distracting can swap it out for something else. Win-win.
Also, this change has nothing to do with Nurse having a high skill cap, that’s still the case. It just helps raise the skill floor for new players.
As far as being unpleasant, that’s just personal preference, it never bothered me. 🤷♂️
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8 PM Eastern US, that’s when the daily mission refreshes and lots of players are on,
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2639002#Comment_2639002
I'm not a complete noob nurse, not top tier but decent, but I really, really don't want plaid flannel basekit. It is SO distracting, and if I equip it on I feel like it forces my focus onto it. After you get that muscle memory, you truly don't need it anymore. I know I'm not the only one who thinks so, this has usually been the case I've seen when people suggest this.
My counterpoint would be that high level Nurses like you would get used to a potential distraction pretty quickly, whereas the benefit to new players would be substantial. I think the upside to making Nurse more approachable outweighs the downside of some current high level Nurses taking a few days to get used to the visual.
They could also, once it’s base kit, replace Plaid Flannel with something that hides the targeting icon in favor of some other benefit.
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The great majority of disconnects I see are immediately after downs, hooks or grabs. They’re not internet related. And when the DC penalties are off the number of ragequitters is ridiculous. So no, the DC penalty for multiple disconnects isn’t too harsh.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2639000#Comment_2639000
I think she is boring to play 🤷♂️
https://forum.deadbydaylight.com/en/discussion/comment/2638998#Comment_2638998
https://forum.deadbydaylight.com/en/discussion/comment/2639004#Comment_2639004
Yes Ive seen so many great videos about Plague, but the only times I played her I was bad, but maybe she needs more practice than any other killer.
And her new rift skin is sooo cool 🥺
https://forum.deadbydaylight.com/en/discussion/comment/2639006#Comment_2639006
Thats what I did, they are all P0 or P1 level 50 and are waiting to be prestiged 😁
Hmm, maybe just keep alternating like that then? You seem to be enjoying all of them currently, why stop?
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2638979#Comment_2638979
I should try Plague again.
Ghostface is ok. I played a few games as him. I had some kills because I know how to play M1. But Im not the best at hiding and stalking. Maybe its just a lack of practice ?
https://forum.deadbydaylight.com/en/discussion/comment/2638982#Comment_2638982
Steam !
https://forum.deadbydaylight.com/en/discussion/comment/2638983#Comment_2638983
Yes I wanted to try him again because now I know how to play Nemesis maybe I could get better at Pyramid.
https://forum.deadbydaylight.com/en/discussion/comment/2638984#Comment_2638984
Yes but is it enough to prestige him ? I have good perks on him already and I play him sometimes for daily challenges.
I know I would be pretty good with him with practice, but maybe I I want a more original killer ? With a M2 which can down people.
Why don’t you try alternating? Play Wraith one match, and one of the other ones you mentioned another match. Alternate a while and that should give you a better idea of whether you want to stick to just one.
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I don’t know what Nurse’s stats actually are at the top tier, but I’m assuming they’re quite good since an excellent Nurse player completely ignores almost all vault locations.
On the other hand, I do think Nurse could use a tweak at the low end to make her more enjoyable to play starting out. My suggestions are typically
- Make the Plaid Flannel add-on that lets you see where you are teleporting part of her base kit. That add-on is only used by newer Nurses, veterans don’t bother with it, so adding it in wouldn’t have a big impact on the high skill Nurses but would greatly help new players without forcing them to sacrifice an add on slot to run it. If it did turn out to be a bit too much of a boost at the high end then just slowing down her teleport refresh timer slightly should be enough to balance it back out.
- The reason I personally, at least, find Nurse obnoxious to play is the constant staring at the ground 1/3 of the match. I would love, LOVE if they revamped it so you could at least keep your head upright and see what’s happening during the stun. Of course doing that could be a noticeable buff, so I’d also be perfectly ok with, as above, adjusting her cooldown timer to compensate if that’s the case. I’d happily teleport just slightly less often if it meant I wasn’t watching my feet all the time as Nurse.
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To me you saying Wraith is fun is the main thing. Go with him, worst case you have fun playing him for a while and switch to someone else eventually, best case you like him more than expected and have a new main.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2638911#Comment_2638911
Most DC's are because of cheaters, poor performance, and bugs.
Totally untrue. Virtually all the disconnects and ragequits I see are immediately after downs or grabs or hooks. These are bug or computer performance or hacking related at all.
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https://youtu.be/LH5ay10RTGY
I’m a Banana!!
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@dictep said:
And not only these, keys, fog and luck offerings also are trash level now
Was Luck ever not trash? In its original incarnation it only improved your chance to pull yourself off a hook and pull yourself out of a bear trap by 1-3%, which was total trash. And they removed the bear trap in a patch, making it even worse than that!
Luck is definitely something that needs a serious revamp.
I’m not a fan of fog, it seems kind of worthless to me, but I’ve seen some people swear it’s useful for or against certain killers, like helping hide Trapper’s traps. I’m not convinced personally but I could be wrong, who knows? 🤷♂️
Keys being able to allow multiple escapes with a single use was overpowered, they deserved to be revamped to only allow one escape per survivor. The hatch not appearing until only one person is left, though, might be a bit much - it would be enough if the hatch opened for the key user then immediately reclosed.
As far as the numbers go, the current incarnation is now how risk, high reward. A key only works if you are the last remaining survivor and the killer closes the hatch before you find it. But, when that happens, you get a free escape worth 5000 bloodpoints. So it only applies in something like 7% of matches would be my rough estimate, but when it does the reward is huge, so on average if you carry keys repeatedly you get about 350 bloodpoints per use. Which is… 🤷♂️? For a real comparison, you’d have to calculate how much a single toolkit increases your personal chances of escaping as well. Does a lone toolkit increase your odds of escaping around 7% or less? Maybe not, but maybe? I have no idea there.
So TLDR, a key gives you a small chance per match of 5000 bloodpoints. Whereas a toolkit or medkit consistently gives you some visible effect during the match that slightly improves your chances of winning, but it’s not clear what that exact numerical improvement is on average so it’s hard to compare keys to those.
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Sore losing explains 95% of ragequits. I have zero sympathy for people who ragequit, they’re selfish jerks ruining the game for four other people when they do it.
And yes, there are noticeably fewer disconnects when the DC penalty is turned on. When the penalty is off the number of ragequits can be pretty ridiculous.
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@Mandy said:
First of all, nobody is banned on reports alone, evidence is always required. If you were not actively taking part in the cheating in the game - you have nothing to worry about. Video evidence is required in cases like this and that would show the actual situation. Our team of ACM's knows exactly what to look out for, and are used to dealing with things like this.
Our Easy Anti Cheat is also constantly being updated to remove cheats like this and people are banned (contrary to popular belief), it's unfortunately a never ending circle however, because people constantly update their cheats and bypass the system, then the EAC is updated again for that, and then over and over.
Which reminds me that, in my opinion, the devs really should consider implementing, at least internally, a system that behind the scenes automatically temporarily records game replay save files on the server that it can then attach to ingame tickets. That way users don’t have the burden of trying to figure out how to run third party software to record game replays and attach them manually to tickets or have to manually remember to be recording all their matches just on the off-chance they see something reportable. The replay file could simply be autogenerated, saved, and attacked to the ticket all by the game itself. I suspect it would be an extremely useful asset for the customer service team in that they’d be able to verify a lot more instances of abuse that otherwise they’d have to close for lack of a video.
P.S. Obviously an ingame replay function is a popular request too, and that would be nice, but in terms of verifying cheating for customer service the replay system doesn’t necessarily need to be as player friendly or polished as one that customer service and the devs might use to view a replay. It can something specific to just their internal builds.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2638037#Comment_2638037
It is true tho. You can hear footsteps even if survivors are crouching. It's never silent(as you said, there is a big difference between literally 0% and small, iron will at 10% would be as loud as people's footsteps while crouching). If you have problem hearing sounds, here is the solution: up the game volume to 100% and lower the PC sound settings.
And I didnt say Stridor is the only killer who benefits from Stridor, nor did I say other killers do not benefit from sounds. I said that sound is her ally.
And changing spirit to fit Stridor would basically mean to make Stridor visible while she is phasing.
Also, as for survivors hearing where Spirit is, its not exact. Spirit still has exact sound. Besides, you're pretty much arguing exactly why Spirit needed a nerf, because she had 0 information given. Except that analogy would work if survivors actually had 0 information given. Survivors dont have anything in their kit to remove all information, as they have only 4 perk slots(the best they can do is Iron Will, Quick and Quiet, Lucky Break and Technician. There will always be information to gain from survivors even if they dont have grunts of pain: crows(whether they fly away or return, a returning crow means a survivor was nearby recently), footsteps, rustling, blood(better tracker for injured survivors than grunts of pain, I even find survivors more often through blood, grunts of pain make it only slightly easier to pinpoint), generator sounds, vaulting sounds have been added(which used to be completely silent, fyi, as a killer, you can now easily catch a survivor slow vaulting a window to avoid you), locker sounds. A survivor would need to stand still to not leave any traces, at which point, their idle crow timer starts.
In short, plenty of sources of information to counterplay iron will as vanilla mechanics, no perks needed. Yet, there is no vanilla mechanics to counterplay Stridor, the only arguable vanilla mechanic is hiding in lockers and crouching, and even then you can hear survivors breathing. You literally need Iron Will to counter Stridor, you dont need Stridor to counter Iron Will.
"iron will at 10% would be as loud as people's footsteps while crouching" is misleading - running would like crouching, crouching would be 90% softer.
And I'm not having problems hearing sounds or looking for advice on it, I play with good headphones. No problems on that front.
Also none of what you said regarding Spirit means having Iron Will at 90% versus 100% would make her overpowered in the slightest, which seems to be the whole basis for why you think putting Iron Will at 90% is a bad idea. You're trying to argue on the one hand that 90% Iron Will versus 100% will make Spirit overpowered, but at the same time arguing in the previous post that 10% sound is "useless", and also arguing that there are other sounds you can hear which are just as loud, even if you're playing Spirit. So which is it, a negligible sound difference or game breaking? It can't be both.
And I have no idea what you mean when you say "Changing Spirit to fit Stridor would basically mean to make Stridor visible while she's phasing". That sentence makes no sense at all, what are you "making visible" exactly and why is that a thing you need to do to balance out Spirit if she hears grunts at 10% volume from survivors using Iron Will 3?
And by the way, are you saying Iron Will is useless then at Rank 1 and Rank 2 and only useful at Rank 3 when it completely eliminates the sounds? Because I'm pretty sure there are probably people who use it at the lower ranks because they haven't unlocked rank 3 yet and get some benefit out of it.
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@Irisora said:
There is a way to supposedly hide your ip when you play a game on steam now in preferences>ingame>steam network and select "never"
Although i'm not sure if its effective or really do something. Im playing with that activated after what happened.
Steam does have that option, that's right. Here's the Steam support info on it:
https://help.steampowered.com/en/faqs/view/1433-AD20-F11D-B71EWhat about games that use Steam Networking APIs?
If a game uses our newest networking APIs (ISteamNetworkingSockets and ISteamNetworkingMessages), the traffic can be relayed using Steam Datagram Relay (SDR), Valve's worldwide backbone and network of relays, and you can decide when to allow an app to share your IP address. Under Steam / Settings / In-Game / Steam Networking, there is an option that controls when your IP address is revealed:
Never. Never share your IP with any player. Always relay peer-to-peer traffic.
Always. Always allow the app to share your IP with any player. If the other player also shares their IP address, a direct connection may be established. If not, it will be relayed.
Default. This will not share your IP address, unless it appears necessary to avoid excessive ping times.
Friends Only. Share your IP only with users in your Friends List.
We recommend that most players leave the setting on default. If you experience high ping times and would prefer to risk sharing your IP address to attempt to get a faster connection, you might try changing the value to "Always". Remember that just because you share your IP address does not mean a direct connection will be made. The other player must share their IP address, and NAT traversal must succeed in negotiating the firewalls.
Please note that the game may choose to force the use of a relay for certain connections, such as in a high-stakes competitive mode where DoS attacks are more likely.
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No, the Boon system is in general fine the way it is, they just need to adjust the individual boon effects (i.e. adjust the healing speed of Circle of Healing, and maybe the radius of Shadowstep and Exponential (depending on whether or not the devs think those last two are actually overpowered.)
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2636788#Comment_2636788
I mean, Stridor boosting Iron Will is pretty broken due to the fact of Spirit existing. Even with her nerf, sound is her ally.
Besides, if you can hear 5% or 10% grunts of pain, you can hear footsteps and environmental rustling too. Making the 5-10% really ######### useless.
Iron Will is fine as it is, there are plenty of sounds to capture survivors up close. Heck, if a survivor crouches with 10% iron will, its basically 0% anyway, making that tweak only useful if survivors are standing still in a corner of a loop, rather than crouching(which is less visible), you'd change nothing.
If anything, killers who really struggle with the existance of Iron Will should have an addon that gives them a 50% increase in sound, like Nurse and Freddy, rather than changing the perks so they would have to be careful not to create anything like Spirit ever again.
That's not necessarily true about "you can hear footsteps and rustling". You only hear those things if they're in the right kind of environment and if they're running. You can't hear footsteps when they're crouching or walking slowly but you can hear injured noises normally. With Iron Will though you can't hear crouching survivors at all.
And no, "10% isn't basically 0%". There's a big difference between literally 0% and small.
Finally Spirit isn't the only killer who benefits from Stridor, so why are you so worried about trying to balance Spirit? Balance Iron Will and Stridor for the wider spectrum of killers, then on the off-chance Spirit+Stridor is overpowered tune Spirit so it doesn't affect the other killers using that perk. In reality, though, giving Spirit + Stridor the ability to slightly hear an Iron Will 3 survivor is in no way anything like the old Spirit. (For one thing, survivors can now hear exactly where Spirit is when she's phased. That's a huge difference!)
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2636973#Comment_2636973
He must seek others, not protect
You have the wrong thinking
Games like this only disappoint
I’m not saying not to chase other people, I’m saying if a killer is near a hook and another survivor comes in for a rescue then obviously it’s totally reasonable to expect the killer to attack that survivor. I’m not saying the killer should be encouraged to just stand around a hook while all the other survivors are elsewhere, I’m saying the killer shouldn’t be hamstrung to not attack nearby survivors regardless of whether or not someone is on a hook nearby.
What about this as a compromise, for example?
- If the killer is not in a chase, and is within X meters of a hooked survivor, the hooked survivor’s entity progression timer is slowed or halted (depending on what feels balanced) (setting X to some reasonable distance)
- If the killer is in a chase then all hook timers progress normally.
That would encourage killers to go get into a new chase after hooking someone rather than standing waiting for survivors to show up. But it wouldn’t punish killers for getting into chases with survivors near hooks.
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The problem isn't how Boons are placed or snuffed or replaced, you can balance around all of that. They just need to probably turn down the healing speed of Circle of Healing and maybe adjust the radius or effect of Shadowstep if they're too powerful.
- Slow the healing down on Circle of Healing enough and it won't matter if there are four of them on the map and the survivor can spend time putting them back up. Slow it a really ridiculous amount and it's even too weak to use as a perk. Somewhere between ridiculously slow and a little too fast is the sweet spot
- Shadow Step can be tuned with its radius. If it only hides auras and scratches really close to it then it becomes a lot weaker. Another option is, instead of hiding all scratches or auras, make the effect more sporadic. Maybe hide 90% of scratches, or hide auras for a few seconds every few seconds, for instance. (I don't know if Shadow Step is actually overpowered, it actually seems weaker than Circle of Healing, but hypothetically adjusting its effects is a good way to tweak it if it needs rebalancing.)
- And finally Exponential can be tweaked, if it needed it, by adjusting its radius of effect and recovery speed. The closer you have to be to the totem when you're down to use it the weaker this Boon becomes since crawl to a totem while downed takes a while and, unless you have Tenacity, you can't heal while doing it.
So I think the Boon idea as a whole of having them be limited area but replaceable multiple times has merit. The devs just need to be careful to balance the individual Boon effects and radii accordingly.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2636673#Comment_2636673
Freeze time on the hook if the killer is near the hook
How near exactly? The killer should reasonably be able to defend a hook, why would you expect them to have to not defend a hook from a rescuer? Or say someone is hooked in the shack basement, does this mean the timer isn’t running if the killer is in or near the shack? (Because the entire shack is all within about 10 meters of the hooks.) Also keep in mind that all radius of effects go through floors, so the impact can be slightly different on multifloor maps.
If you make that radius of frozen time too large then you’re just hurting killer’s chances of stopping rescues with nothing to compensate the balance shift. Too small and it may as well not be a thing. So that numerical detail is really important.
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@GillyBeannn said:
Up the Ante.
Luck overall is such an outdated mechanic and only works on unhooking yourself. Not for finding rare items or, I heard, that it doesn't work on traps. (idk if that's true or not) Overall, it's straight up garbage unless you're doing a kobe build. 3% extra luck for each survivor alive, 9%, you're better off bringing deliverance.
Straight up! Luck is totally worthless. I don’t play survivor but whenever I see luck related offerings I’m thinking to myself “why would you use those?” They give literally +1-3% chance to pull yourself off a hook, who could possibly think that’s at all useful?
And on the killer side, for similar reasons, Monstrous Shrine is probably the worst killer perk. It’s main “benefit” is making it harder to pull yourself off a basement hook. Again, who in their right mind would think that’s a perk worthy benefit for a killer? That perk desperately needs a buff or revamp.
My suggestion has been to make Monstrous Shrine do something like basement hooks do the following:
- The entity timer runs faster (same as the current version)
- Rescuing a person from a basement hook takes 2/3/4 seconds longer than normal
- All basement hooks count as Scourge hooks for related effects.
That would make the perk useful in its own right to make the basement rescues even a bit riskier than normal, and also give it synergy with the new Scourge perks that could make for some fun builds.
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I don’t know how good or bad Corrective Action will turn out to be once it goes live, but I do think a lot of people are overlooking how often even skilled survivors accidentally miss skill checks when they abruptly let go of a generator right as a skill check appears. Just ask yourself how often as a survivor or killer you’ve seen an explosion on a generator right as a killer approaches and the survivors scatter. This perk greatly reduces the risk of that happening assuming the perk holder is the last to let go of the generator.
Mind you, outside of that high skill survivors never miss skill checks so the perk isn’t probably going to do much in normal gen repair. But depending on how often those unexpected sudden misses above occur it could make the perk a quality of life one for players who get really frustrated by those mishaps. (As well as maybe making life in solo survivor queue less stressful when paired up with a lower skill survivor who misses a skill check.)
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2636788#Comment_2636788
Please, I don't need a nerf to Iron Will that removes its core function -- to stay quiet when injured.
Iron Will is strong, I get it, it's the only perk I almost always use no matter what.
But they already killed my favorite build (Plunderer/Appraisal/Ace in the Hole/Iron Will) in the last patch, I don't need them to competely alienate me with another nerf on top of it. That would be enough to turn me into a killer main.
I didn’t say “remove its core function”, I said tweak it from 100% to 90-95%. Note that this is still significantly better than the 50% in rank 1 of the perk and 75% of rank 2 of the perk so it’s hardly removing the core function of making the survivor significantly quieter.
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I play whatever killer I have a daily mission for that night (except Nurse, screw her!) so I don’t main anybody. But among the killers I seem to do best with and enjoy the most, I think off-hand I’d say
- Doctor - I love tracking abilities and perks in general because they help keep me in chases constantly with minimal downtime. And Doctor is by far the best tracker. His shock also being useful in a chase and his Madness having unusual effects are icing on the cake. Plus I usually use his “I want them to hear me coming” build of Distressing to expand his terror radius (which expands his blast radius) with perks like Unnerving Presence, Overwhelming Presence, Coulrophobia, etc. The Impossible Skill Check variant of that is fun too. 🙂
- Freddy - Freddy just has such a cool unique aesthetic. All the maps are in that dream world tint with ashes falling from the sky, his teleport is great, and personally I love running his fake pallets. Not because the pallets are better than the snares (they’re a bit worse on the overall) but because they’re so fun when they work! Nothing is funnier than when survivors fall for fake pallets and you get a free hit on them. 😄 Sometimes you even get multiple pallet hits on the same survivor in a match which is 👨🍳 💋
- Michael Meyers - I’m actually not that fond of his base ability, but he has what I consider to be some of the funnest purple and red add-on variant playstyles of all the killers. Jump Scare Meyers with permanent Undetectable Evil 1 is a riot (and got a buff in the last patch). Vanity Mirror Meyers where you are permanently Evil 2 but can see auras is also super fun, especially with the Rabbit add-on and Monitor and Abuse that gives him a super small terror radius outside of a chase. Unlimited Evil just is brutal once you get to permanent Evil 3. And his Tombstones make him the only killer that can kill someone mid-chase which is awesome when you can pull it off. I don’t know how effective he actually is overall, but these variant styles are all super fun.🙂
- Pinhead - He’s my newest favorite. The passive chain hunt is great, but more importantly, while I’m not much of a ranged attacker style player in this game, I can hit way more reliably with his chains than I can with Deathslinger or Huntress shots. Sure, they don’t injure directly, but simply being able to consistently hit survivors with them makes them more satisfying than, for me, the less reliable other two killer’s shots which I’m not as good with. Also I found his teleport is surprisingly useful at getting quick hits. Obviously I don’t teleport if I’m in the middle of something pressing, but that teleport puts you about 10-12 meters from the survivor while they’re Oblivious holding the box which usually seems to make the chase after it quick, even if the survivor is in a decent spot. Just a really fun killer to play.
- Pyramid Head - Ironically I don’t care that much about Pyramid Head’s ranged attack. It’s good, sure, but what I actually find fun about him is trying to get people Tormented and caging them or executing them. There’s just something fun about laying down bits of trails and watch survivors fall all over themselves trying to avoid them, or getting killer instinct pings when they run over them and following their little wispy barbed wire footsteps in the chase until ultimately they get caged. And while I know a lot of Pyramid Heads like to hook, I like to Cage nearly every time simply because it is extremely fast which lets me get back to the action right away and it completely ignores DS and pallets and flashlights. (I’m not claiming that’s the literal optimal way to use the Cages, I’m saying I find it the most fun. 🙂) On top of which he just is a really bad ass looking killer.
I haven’t played on the PTB but I’m really liking the look of The Artist as well, it’ll be interesting giving her a try at some point!
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Note that Pinhead is already getting nerfed on the PTB. (Four or five of his most popular add-ons are being nerfed, and they’re fixing a bug which allowed chain hunt to interrupt solving the box.) We might want to wait and see how those changes play out.
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I think if they just tune down that 100% sound reduction a bit to maybe 90-95% it would be ok. It would still be really hard to hear, but possible, and it also would allow Stridor to amplify the noises like it should be able to. (Currently because sound modifiers are multiplicative Iron Will at 100% completely negates Stridor.) At 90-95%.
I don’t think Iron Will is fundamentally broken, it just needs a numerical tweak.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2636629#Comment_2636629
Just predrop pallets. Clown's entire chase ability is reducing the amount of loops a survivor can do around a pallet by 1 before they have to drop it, and his gas does next to nothing when the pallet is dropped. His chase ability is incredibly underwhelming and it's the only thing he has.
To be fair to Clown, even with pre dropped pallets being a best defense, he’s still strong in a basic chase. If he drops a yellow cloud on one end of the pallet and a pink cloud on the other in the right order, he can potentially run the survivor in the loop around, gain the speed boost and slow the survivor simultaneously, and make normally safe pallets unsafe. (That combo is a pretty massive speed difference.) And without a predropped pallet a really good Clown can catch anybody basically.
Clown is still weak overall though. He has basically very little to offer outside of chases being a bit quicker (yellow gas helps map mobility a bit but not nearly as much as dedicated mobility powers like Blight or Freddy or Hillbilly), and that weakness with dropped pallets does hurt him. Personally I’d love to see his pink gas force survivors to slow vault much like Pinhead’s chains do, that would be a huge boost to Clown’s overall performance.