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@SanderYH said:
So basically, what if they just removed the haste effect on balanced and just add a passive effect. So no more 150% speed for 3 seconds, but you get 75% stagger reduction on every drop with a cooldown of 40/30/20 seconds <- just an example.
That would punish the people who actually like it as a speed boost/stealth juke perk combo already. It would only be worth it if it kept the current no noise/no stagger and it had no cooldown at all. But that can't exist as last time it did it turned certain maps into literal infinites.
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Wish they would just add these skill checks to struggle.
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@Icery said:
No built-in Ruin/Corrupt. Add a base %5 regression immediately after killers kick gens. And add a thing survivors have to do to stop regressing.
What will these do?
-It will prevent gen tapping.
-It will punish for gen tapping.
-It will help killers to regress gens faster.
These are enough, more would be bad for survivors.
I like this idea. Remove the skill check on touching an Overcharged broken gen and make it base kit. Add 5% progression to the base kit break.
Overcharge can be taken as a passive that makes gens broken by killer action to regress at double speed. Weaker regression than a level 3 ruin at the price of being a non-removable passive that requires killers to kick a gen.
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@Avarice10 said:
Doing gens is the survivors objective, what else are survivors suppose to do if they're not being chased/pressured?
It's like making a thread asking how to fix the "Killers killing people problem"
Your first sentence are my thoughts exactly. Getting mad at the players for doing their objective is juvenile and stupid.
IMO there more than enough slowdown tools available to killers right now. The main problem is killer imbalance and imbalances between Solo/SWF aswell as problem with map sizes and linked tiles (which is random because map RNG is still a thing for some godforsaken reason).
SWF makes this game a joke, lets just put that out there before I go into the rest.
As of right now you have some killers who turn balance into a joke and don't even remotely require slowdown outside of fringe SWF sweat squads. Spirit/Freddy/Nurse (who is so strong that a lot of Nurses straight up don't use perks outside of shadowborn).
Then you have the mid to low high tiers who can do decently well without slowdown against a good solo team but require some form of slowdown against SWFs to do decently. This is mainly killers with high mobility or a good anti-loop power, that aren't as oppressive as the top tiers that tend to completely disregard mechanics. Billy/Pyramid/Huntress/Slinger, for example
Then you have the absolute bottom of the barrel low tiers who will struggle against decent solos even in the hands of a good player WITH slowdown perks. Legion/Clown/Twins. That level of killer.
Stealth killers aren't really included as they exist in a weird limbo. You will absolutely lose against a good team but decimate a bad to average team with the right perks.
These killer imbalances lead to perks like Undying/Ruin being put into a weird position. That combination SUCKS on a setup killer or a slower killer. But is overwhelmingly strong on a high mobility killer. You also have SWF outright giving you more information than 4 dedicated information perks would ever give you as a solo player. And there's more and more perks with every chapter.
Imagine if they added that "early game collapse" they talked about a year ago now. They'd have to retroactively go back and rework every early game slowdown perk like Corrupt Intervention. Matches would be longer leading to more average hooks meaning end-game centric perks like NOED or Blood Warden getting most likely nerfed. More hooks on average would probably mean another Pop nerf (an already not very good perk) knowing the devs.
And what about the solo players? This game becomes less and less enjoyable for solo every major update, despite them saying for 2 years now they want to "close the gap".
Then theres the busted ass matchmaking. Putting already good killers who are -expecting/wanting- to play against good teams so they throw on meta perks for an intense match, but get 4 30 hour solo survivors against their 3000+ hour killer skills. So these newer players get their ass kicked and assume the only reason they lose was the perks and that they're OP because they have no idea how broken matchmaking is (this goes for both sides).
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@rats00 said:
I mean... I don't understand why people want that at all. I'm fat, like unhealthy fat, largely as a consequence of my depression. It's something I struggle with and am constantly trying to deal with.
While I am completely a supporter of not shaming people for their weight there is nothing to celebrate when it comes to obesity. It's not anymore cool or sexy than a person with the opposite problem. Most overweight people don't over eat because of a conscious decision to be fat. It's because of mental health based compulsions or poverty making it hard to get healthy food.
So, no. No we do not need people with eating disorders and unhealthy body types.
I get what you mean. I've always had a problem with being underweight (I don't enjoy eating and can just mentally block hunger) but my brother is the opposite, he eats due to boredom. He's on the large side right now and hates it. He eats healthier than I do, works a more physically intensive job with longer hours and even does more Cardio exercise than me and is still on the larger side and it brings him down. It could be like your situation that he's depressed as he has trouble with money and is still living at home in a tiny room at 26.
But yeah I agree with everyone else. Having anyone larger than Jeff (who iirc has a bit of a beer belly) would be a little on the "pushing it" side. I'm glad they've branched out a bit from skinny girl body types but I think going further than Jane who's on the curvy side would be too much. It would also look absolutely hilarious when they would Sprint burst away. It's already silly how the survivors can consistently fast vault those windows without keeling over and dying after the 5-6th time.
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@SaintDorks said:
https://forum.deadbydaylight.com/en/discussion/comment/1886049#Comment_1886049
Did It matter If He was good If he was fun?
I mean he is "Good" now...But,he is boring. He basically, is the doctor and hag had some kind of obxnoius baby with some mircomanagement like the Pig to be thrown in for good use..He is not good because of "skill" he is good now cause he basically makes fighting him busy work or just cling to dream pallets to solve all his problems.
He basically is old Freddy in terms of movement and attack
All they did was overload his kit
This. Old Freddy was weak but unique. New Freddy is strong, sure. But he's so boring to play that I dropped him as a 2 year freddy main 2 weeks after the rework. He's also extremely boring to play against due to his absurd synergy with slowdown addons/perks.
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The game would die without new content. Just the fact that there havent been any new realms and the recent killer being a huge disappointment has killed my interest until the next chapter.
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THey're the weakest killer in the game outside of a specific gameplay setup (that is incredbly boring and unfair to play against). I can't see them nerfing a killer this bad. Major reworks to Victor are needed over a nerf.
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Agreed. Theres a few mechanics that still exist that were designed back in the early days. Heck, map RNG is a holdover from when their were 2 realms total. It has no reason to exist now. And it can be the cause of a game where in an entire junkyard, there's 8 pallets, 3 of which are unsafe and 7 of which are on one side of the map.
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The reaction to any means necessary when that perk was revealed is why you shouldn't take balance opinions even remotely seriously until both you and them have actually attempted whatever is the subject in game.
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I imagine Xbox is open for it but PS isn't. They were ######### with Epic for a while way back and that was a game as big as fortnite. I'd love my xbox save on PC but I'm not holding my breath.
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You should have probably clarified solo surviver. You wouldn't have got as many asshurt responses then. If you're talking about SWF being hard OMEGALUL
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Honestly as much I'd want to see her outright reworked or removed just adding an activation sound for the phase in chase would probably significantly lessen my hatred of her.
One sided mindgames aren't fun.
I don't think the visual footstep change would be a good idea as it would neuter her at longer loops which is where her power really shines.
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Overcharge skill checks aren't exactly hard to hit.
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I think escape options are fine. The game just needs more early/mid game mechanics outside of perks to shake things up. I'm getting really bored of the gameplay loop myself.
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Left behind is such a weird perk. Its a perk you take if you just expect your teammates to let you down everytime.
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@ReverseVelocity said:
The Devs have said Legion is in the middle of the pack in terms of kill rates, however, I really think they could use some basekit changes and an addon pass. Legion's addons feel quite generic and the only one that's really that fun to use is the Iridescent Button.
Basekit Changes
- Feral Frenzy fatigue reduced to 3 seconds
This one is quite simple. 4 seconds is way too long for a power that can't down somebody. If you stack double cooldown addons then you'll know that 1 second makes using Frenzy feel so much better, while not doing anything too dramatic in terms of increasing the Legion's power.
- Recharge Time Reduced to 15 seconds
20 seconds is a bit too long, having a faster recharge would help make Legion's power feel better to use.
- Feral Frenzy can be activated at 12.5% charge
This is probably one of the features I miss the most about the Old Legion. Not being able to use your power against a healthy person because you've just hit someone else is a pain. The power gauge will still decrease by 50% on a successful basic attack, meaning that Legion will not be able to use their full Frenzy directly after an M1. Don't worry, Frank's Mix Tape has been changed.
- Picking up a survivor during Frenzy won't deplete the power gauge
This is largely a QoL issue and something that saves time. If you down someone while they're vaulting through a window, for example, instead of having to walk around it or slow vault, you can Frenzy Vault and pick the survivor up without being punished for it. A pretty small time saver, but it would help.
- Feral Slash now applies perk effects that require basic attacks, excluding exposed.
This is another feature I really miss. Allowing Legion to apply perk effects again will open up more creativity in terms of the builds you can make. Exposed does not count, obviously.
- The Legion can see the progress of the Deep Wound Timer
I still don't know why they removed this.
- Decrease the Deep Wound Timer to 20 seconds
This is already being done, so that's one thing crossed off the list!
Addon Changes
This is the long part of the post. I'm not super fond of the Legion's current set of addons. Most of them are quite generic, and some of them feel like they were rushed over from the Old Legion. I came up with a full addon pass for Legion to bring their addons up to date with the newer killers.
COMMON
Smiley Face Pin - Hitting a survivor with Feral Slash applies the Blindness status effect for 60 seconds. Hitting a survivor with Deep Wound applies Blindness until they are next healed.
The Pin addons have been made to activate on every hit with Feral Frenzy. This is to make them far more consistent in their use. On top of this, every Pin addon has been given a secondary effect when hitting someone who has the Deep Wound status effect. This pin's secondary effect causes Blindness until they are fully healed.
Scratched Ruler - Slightly (-2s) decreases Feral Frenzy recovery time.
This addon is pretty much unchanged, like the other recharge addon.
Mischief List - Slightly (+1s) increases Feral Frenzy duration.
This addon does the same thing, except the duration was rounded up to the nearest second. This is the same for all duration addons.
Friendship Bracelet - Missed Feral Slash attacks no longer cancel Feral Frenzy.
This is something I also miss about Old Legion, but I don't think should be made basekit. The Legion will still be punished for missing their power by default, but they can take this addon to swing as many times as they'd like.
UNCOMMON
Never-Sleep Pills - Moderately (+5%) increases Feral Frenzy movement speed.
Speed addons getting removed made sense in the context of Old Legion, as getting distance was basically the only thing you could do. However, since Frenzy is now non-lethal, these addons should make a return.
Mural Sketch - Moderately (+2s) increases Feral Frenzy duration.
Nasty Blade - Slightly (+2s) increases Survivor's mending time when affected by the Deep Wound status effect. Mending will now have skill checks. A missed skill check will reduce the Deep Wound timer by 5 seconds.
I kept the current effect of the Blades, but I added skill checks to make mending more interesting. Missing these skill checks reduces the Deep Wound timer by 5 seconds, so missing 4 of these will make you go down. These skill checks would have no Great Skill Check zone, like Demo's portals.
Etched Ruler - Moderately (-3.5s) reduces Feral Frenzy recovery time.
Defaced Smiley Pin - Hitting a survivor with Feral Slash applies the Mangled Status effect. Hitting a survivor with Deep Wound applies Haemorrhage and makes their blood trails considerably more discernible.
The secondary effect of this pin causes the survivor to Haemorrhage and makes their blood pools bright red.
RARE
The Legion Pin - Hitting a survivor with Feral slash applies the Broken status effect for 60 seconds. Hitting a survivor with Deep Wound applies a 5% hindered penalty for 30 seconds.
Filthy Blade - Slightly (+3s) increases Survivor's mending time when affected by the Deep Wound status effect. Mending will now have skill checks. A missed skill check will reduce the Deep Wound timer by 5 seconds. Mending skill checks are 60% smaller.
The mending skill checks for this addon are identical in behaviour, but the size of Unnerving Presence skill checks.
Stolen Sketch Book - Considerably (+3s) increases Feral Frenzy duration.
Cold Dirt - Considerably (+10%) increases Feral Frenzy movement speed.
Stab Wounds Study - Survivors who are highlighted by Killer Instinct or are mending within your Terror Radius have their auras revealed to you.
This addon allows you to see survivors highlighted with Killer Instinct easier, and provides the Nurse's Calling effect to people mending.
VERY RARE
I made all the Mix Tapes Very Rare, if Nurse's Breath addons are all purple, I don't see why Legion's Mix Tapes shouldn't be.
Julie's Mix Tape - While using Feral Frenzy:
- The repair progression of Generators can be determined by the intensity of their auras.
- Survivors who are repairing a generator are highlighted by Killer Instinct.
A buffed version of the current Fuming Mix Tape. As well as being able to see the progress of generators, you'll also be able to see what generators are currently being worked on.
Frank's Mix Tape - When applying the Deep Wound status effect to a survivor, gain a Feral Token. Hitting a survivor with Deep Wound will apply 5 seconds of Deep Wound damage for every Feral Token you have. Feral Tokens are consumed when Feral Frenzy ends.
Ah, Frank's Mix Tape. Currently a really terrible addon. This idea keeps the ability to down someone during Frenzy, but makes you have to earn it. Every time you stab someone with Feral Frenzy, it adds 5 seconds to the Deep Wound damage you will cause to the next person you hit while in Deep Wound. If you chain all 4 survivors, this results in a down. Feral Tokens are not stored between Frenzies, and are reset to 0 when Frenzy ends. Credit to @JakeHorror for this idea.
Joey's Mix Tape - Grants the Undetectable Status effect while using Feral Frenzy. Killer Instinct detection range becomes 40m while Undetectable. Feral Frenzy vaults are silent.
A stealth addon for Legion. Frenzy's Terror Radius and Vault Sounds will be removed when using this addon, but you'll still keep your default Killer Instinct range.
Susie's Mix Tape - Tremendously (+15%) increases Feral Frenzy movement speed. Considerably (-0.3s) reduces Feral Frenzy vault time.
The final speed addon, to make it worth a purple, this addon also decreases Legion's vault time to 0.6 seconds.
ULTRA RARE
Iridescent Button - During Feral Frenzy:
- The Legion's Terror Radius affects the entire map.
- Any Pallets you vault are immediately broken.
This addon remains unchanged. I think it works well as it currently is.
Fuming Mix Tape - During Feral Frenzy:
- Feral Frenzy's power gauge does not decrease until you have used Feral Slash for the first time.
- Pallet Stuns no longer cancel Feral Frenzy, but reduce the Feral Frenzy gauge by 2 seconds.
- Reduces Pallet Stun time by 60%.
- Does not stack.
This addon does two things. First, Feral Frenzy doesn't deplete until you've hit someone. This means you can use it for mobility. Secondly, it makes Legion shake off pallet stuns while in Frenzy. However, they'll still recieve a time penalty equivalent to a regular pallet stun. The Pallet Stun time reduction does not stack with Enduring.
I fear this does little to avoid 1 of the 2 reasons why Legion was nerfed to begin with.
There's the aspect of moonwalking for a guaranteed down that was fixed, but the other reason was how utterly mind numbingly dull Legion is to go up against (this is why they made the stupid miss attack = cancel). It was near impossible to actually juke Legion which meant you were pretty much forced to sit there filling a bar and thats something survivors already have to do too much of per game. People were literally leaving DBD not because they were losing unwinnable chases, but because every game was Legion and they were so boring to go up against.
Going up against a good Legion (he's ENTIRELY dependant on survivor mistakes, moreso than any other killer) isn't much different than a bad Legion, you sit on a gen alone, wait for him to Frenzy someone and begin running to you, in which case you just hold W and hope his meter isn't still near full, then you either run him out and go into a normal M1 chase or he hits you, leaves and you mend and get right back on a gen. He's so incredibly braindead to play against. There's practically no interaction for at least 2 survivors for most of the match.
I love Legions visual design (despite the complete false advertsisement of the killer concept in the trailer) I just wish they were actually fun to play as/against. Back when they moved faster in Frenzy they were quite fun to play. There's so many weird quirks like losing meter on hit.
I saw a concept here recently that rewarded multiple frenzy hits with a shorter cooldown to prevent one hitting a single survivor and then cancelling (which a shorter cooldown by default will definitely cause). I think the major problem with Legion is that it doesn't really matter how many survivors you force to mend as by the time you've hit the fourth the first 2 are done healing and the 3rd is close.
At this point I'd like a complete rework from the ground up for Legion's power but it'll never happen. For Legion to win in their current form the survivors have to practically let you, which is why I've never really enjoyed playing as them. I don't think there's any way to adequately "buff" Legion in thie current form without making a killer thats too easy and too strong for public games.
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I just wish it didn't use it up if I don't complete the action. The amount of times I get a hook rescue, go to heal and now I'm locked out of sabo for 75 seconds sucks.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1880169#Comment_1880169
But then it won't be seen. But in your opinion how is the change?
It will be seen by people that actually have a (mostly) impartial sense of balance and not the trainwreck discussion in General, at least.
I agree that this perk just isn't strong enough to justfiy it being a hex. It's a marginally stronger version of one of Blights add ons that still sucks even when you have access to it at all times. There's also Third Seal and that Deathslinger one that are in dire need of being reworked into something actually useable.
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@redsopine00 said:
Since one of the metas is constantly using exhaustion perks we should have more adding to counter them and thus making them less over used as they won’t work as well with more counters
They've been phasing them out for a while as they come from a time when exhaustion ticked down while sprinting. Meaning if the survivor was good enough they could potentially trigger their perk 2 maybe even 3 times in a chase. Having them exist when exhaustion freezes while running is stupid and can lock a survivor out of their perk for the entire game, and there's really only one exhaustion perk that is above and beyond the rest in terms of actual power.
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I think the point of Hunch is the tradeoff of not having the perk until a gen is done, with the payoff of getting exact locations of Totems/chest/gens.
As opposed to Small Game where you have it all match but have to search the surrounding area even after proccing the perk. Having it work at match start would be pretty insane in regards to totems.
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I'd rather they just get rid of EW1 in its entirety. Its an ancient relic of DBD. But according to the basedgod balancing team he's "in a good spot" because day 1 players don't know how to break LOS.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1878973#Comment_1878973
i mean how is it just a button to outplay the killer. It literally dodges a hit adding 2 seconds minimum to chase, But.... if the survivor is good it could add ALOT of time to the chase, Not just based of a button though, Its on you to wait it out or counterplay it and i get sometimes you cant wait it out as it allows the survivor to get to a pallet I would not waste anymore time on that survivor in that case. Break the pallet and go back to the gens. I see peoples gripe with DH but i dont think DH is as bad as people make it out to be.
Well yeah its called "E to outplay" for a reason. I think once the new programmed version for dedicated servers is out and it actually works more than 50% of the time it might open the devs eyes to how insanely strong a reusable health state/speed boost is.
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@Kees_T said:
I mean, people used it a lot for a reason right? 95% of the time people will use this add-on with the main goal to negate dard hard, which with a single button allows you to outplay the Killer.
In all fairness those add ons are a holdover from old Exhaustion.
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I don't think anyone with a brain has ever considered it OP.
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@SilentPill said:
Sabo itself isn’t actually needed, but the auras are nice. You can just use a sabo box instead.
I would recommend getting dead hard in there over spine chill. You are going to have to take a hit for breakout to actually work most of the time. Ideally you take a hit, speed boost to the hook, sabo it; and then dead hard out of the way.
Instead of Sabo you might also want mettle of man or we’re gonna live forever since you are going for protection hits. Or potentially decisive since you are going to piss killers off a lot when the build actually works.
This. Breakouts main use is getting ahead of the killer to force a hit. The actual increase to wiggle is pitifully low and only takes about 2.6 seconds or so from a 16 second timer. Best way is to either beat them to the hook and try bodyblock and use Dead Hard, if they come towards a hook you're hiding by, hide of the opposite side of the hook until they are close.
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Same here. Still waiting as I'd like my Rift 1-4 cosmetics and premium store outfits, but I'm not holding my breath. I planned on still playing both but I can't go back to the 20 fps washed out console version.
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@The_Bootie_Gorgon said:
I faintly recall the devs commented on color blind setting before, maybe in a dev stream...I don't remember what exactly was the reason why they are not pursuing colorblind options.
"BaLaNcE rEaSoNs"
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Most of the breakable walls that actually obstruct killer and are worth breaking spawn in central areas of the map, and can be broken 20 seconds in or less. Other times they're a straight up buff for killer. It's SO inconsistent. Especially with how they've desperately tried to force them into Mcmillan/Azarovs.
Like, Dead Dawg you want to break the 2 window doors and the one by the top gen, the rest, even the shack one, are kinda pointless. Badham the one in the basement house is basically a dropped god pallet at match start, but the ones in the main building buff the survivors if opened. It's downright bizarre.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876543#Comment_1876543
Heck no. Even when torment lasted until an uncage you could almost never get any value out of Iri Seal. Remember, Rites of Judgment is a trap and the killer has to be strategic in where they place it. If you're not crouching over it or if the killer manages to lure you to that trap, I think it's safe to say that they deserve that value.
Remember that trails last 75 seconds by default and it takes no effort or sacrifice to completely block off multiple loops by simply leaving a trail in the way. You can easily block off half a maps pallets or more in that time chasing loop to loop. I realise I misread your first post and thought you meant that all survivor tormented or no would be revealed. I don't think it'd be too strong that way.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876511#Comment_1876511
Iri seal is the one that reveals the auras of tormented survivors after caging. My change is to make it basekit as well as having it proc after an uncage. Since the uncaged survivor and the one who uncages them will lose torment, they won't be read. This also comes with a downside of losing the loud noise notification for uncages to avoid tunneling.
Also since the cages will spawn far away from PH, it's basically a waste of time to go to the cage and even then the survivor might just get released before he arrives making it better to just go and hunt someone else, a thing that'll be easier if Iri Seal is basekit. Remember, this thread is about tunneling.
That's a good idea to encourage spreading hooks for newer or less skilled players. Perhaps if that were basekit though they might make it easier to remove torment.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1876472#Comment_1876472
Allowing pyramid head to gain benefit from killer perks, I feel wouldn't really make sense and be very hard to implement (at least hard to ever get the devs to implement this). I say it wouldn't make sense because of the perks having to do with hooks and not cages. Could you imagine devour hope on this guy? He could easily farm stacks incredibly fast and he doesn't even really have to work for it. Now, what about BBQ? How would the devs implement this, sure it can be done. But I don't think the devs would ever do that. With the new undying, devour hope will be incredibly detrimental to survivors against an already powerful killer. Devour hope especially because it is the strongest killer perk if the killer can get it to work. Because of devour hope alone, I can already say that allowing killer perks to work with him would just be such as pain to deal with. Imagine trying to clutch a gen with someone who is tormented and injured, but you don't have time to heal. Pyramid head could down that person, cage them, and then kick a gen with pop. Also, MYC. Instead of tunneling, the madman could just go to the savior and down them instantly. Allowing these perks on p head would be insane and a pain to deal with.
There'd be ways to make perks like Chilli work imo. Either make it proc from Pyramids exact location or make it proc from the cage though that could give Ph a crazy advantage. I don't think Pop would be even remotely OP because gen tapping exists and always will, the initial loss is OK but its not crazy high. Its being chased off after the kick that makes it strong but if you're smart you can hide and tap quickly.
Honestly I'd like this change just because it wouldn't weaken him but would punish the players who use him simply because they can't keep up with other killers without exploiting the cages design, that and I like being able to see how perks combine with specific killer powers.
As the other guy said, in regards to MYC. They could just remove the notification entirely, I'm not completely sure why they even kept that after the cage change.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876472#Comment_1876472
PH can't camp. His cages literally teleport when he's near them for too long. Plus he'll usually never slug a downed survivor if they are tormented. That 2 out of 3 annoying killer strategies gone (Camping and Slugging).
Anyway regarding the thread. I think a good change to lessen PH's tunneling while still making him more powerful in other aspects is to make the Iri Seal basekit but it also activates after an uncage while removing the loud noise notif. That way the unhooker and the hooked survivor get to leave Scott-free while everyone else is screwed. Iri Seal is weak enough that making it basekit would just be niche instead of OP.
He has to be within 5 meters or so to not cause it to teleport which is laughably low ingame. Also is iri seal that weird insidious on trails one? Honestly he has no many bad add ons that I tend to not use any.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1876391#Comment_1876391
Survivors don't have to guess where the cage is, the p head does. I myself have actually memorized where pretty much all cages spawn. What I like to do is cage a survivor and go over to the caged area and yes, tunnel but only if it is convenient for me. If there is another person there who had already saved the person, I will go for who is closest to me or in a bad position which sometimes is the recently saved survivor. I also like to put trails right in front of a caged survivor since it actually doesn't make the trails disappear and will re-torment the caged survivor. If I go to the caged survivor and no one is there, all I do is place some trails and immediately move to patrol gens.
It isn't just DS that doesn't work with cages, it also includes BT, WMI, and off the record. Again, I don't play like a douche (constantly shaking my head and hitting survivors caged or hooked), but I do play to win so if I can conveniently tunnel a survivor I will definitely do that to get someone out of the game ASAP.
The cages are a fantastic and very good time-saver, but what really makes them shine is the fact that they can ignore perks. I know I have said this already, but this is what makes him go from a better huntress to a killer who will murder you at a very uncomfortable rate if you play poorly. Right now, I really don't think that he needs to be nerfed. He is in a better spot than most killers, the only thing I believe is his problem is him having mostly weak addons. Can he tunnel you pretty effectively? Yes, but he is much more manageable than you think. A lot of the time people include clips of them being tunneled out of a game by a p head, they usually just put themselves in a bad spot or have teammates save near the pyramid head. What the tunneling pyramid heads do most of the time is check the caged person for a few seconds and then leave (usually). What you need to do is perform a safe unhook that is stealthy. His cages should stay the same because they can still be dealt with rather effectively.
Yeah, the punishment of the dammed part of his power is very difficult when first learning him. It took me a while but I believe that I have got it down very well. Survivors hate him for this part of the power because they don't know how to deal with it. If the p head is bad, then yeah you could probably loop him. If the p head is good though, then what you want to do is constantly chain tiles together without looping predictably. This is how you deal with his shockwave
In regards to guessing I mean that they can't run ahead of time to where it is. So they can potentially lost up to 20 seconds or so depending on how far it is. You can make a general prediction depending where on the map PH is but its not concrete. Sorry if that didn't come across.
I get your apprehension about perks like BT and such but in my opinion this is a good thing. While I don't play that way myself and it seems like you don't either. I've not played against a PH since his release that didn't immediately beeline to the notification knowing they had a risk free tunnel to death.
Camping/Tunneling is a playstyle that should be discouraged as its boring for the killer and boring for the 3 survivors who aren't being pursued or trying to bait chases and being ignored. Making killer/survivor perks work with them would only buff good killers by allowing more build variety (imagine Devour with quick cages and new Undying, for example). And would punish bad killers. My two cents.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1873968#Comment_1873968
I have seen survivors juke a hatchet at medium range consistently. I'm pretty sure a low missile speed bottle is not going to be that hard.
ITs relatively easy to get long range quick shots by charging to max and aiming down to lower the arc.
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Keys will always open hatches the devs have said this due to their being achievements they can't change on console. They talked a while back about how they'd need new animations and such for the key change so it will probably be a timed action now or something.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1876033#Comment_1876033
True, he can use his cages to save time as well as force survivors to run across the map to get the save, but I still don think that it should be this way. It is a really strong effect and taking it away would make this killer significantly weaker. You yourself may not run DS, but most survivors at high ranks do.
I agree with you on most survivors running it but in regards to the cages dynamic with that perk, if you aren't immediately running to that cage by the time you see them again DS should be well out of action.
With DS and hooks I see it differently as someone can follow you and unhook the second your back is turned and you have the dilemma of "this guy is full HP and will take longer to down and may not be past 1st phase, this guy is injured and dead on hook but may have DS and that could cost me more /will punish me for their bad play". With the distance of the cage and the fact that the survivors have to guess where it is, if you aren't a tunneler it shouldn't even really matter as the time save from the instant cage would allow you to begin patrolling gens way faster and keep your pressure rolling. It should be well over 60 seconds before you see that survivor again. And if they run straight to you you know exactly what they want and can just ignore them/slug them as they waste their teams map pressure.
I know for most people Pyramid heads problem isn't the cages but the chase aspect and how easily he shuts down loops/vaults with little effort, but I feel this mindset is "optimal" loopers who absolutely HAVE to get as many loops as possible before dropping the pallet and end up paying the price.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1874775#Comment_1874775
I remember they were thinking about 24m or 32m. I can't remember which one
24M seems fair. 36M is tough to pull off reliably even for good Huntresses.
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I'm anti-camp but you did nothing wrong. I got hate like this a while back when survivors could hide in the hook while healthy so I just camped the hooked one to death and instadowned meg when I got the chance. The salt from an exploiter getting outplayed was incredible.
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@[Deleted User] said:
The problem with point 3 is that the most efficient way to play Spirit is actually to use her power in short bursts so you get the post-phase speed to hit a survivor in a loop. Besides that, basically everyone use duration add-ons which for some reason also increase her recovery. Aside from that, I agree to the rest.
Yeah this is number 1 and when I see a bad Spirit they always waste their meter to reach a gen or something. If a good Spirit manages their meter properly they'll be phasing every 6-7 seconds. There's not much that can be done about that.
I disagree with their point about Stridor/Breathing though. A good 90% of the cast breathe extremely loudly even without Stridor, especially if they've just been running for a few seconds. Add on that a lot of Spirits (even ones that could easily play without it) use Stridor for extra handholding and tend to jack their volume up and regular breathing is incredibly loud and can be used to track through walls.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1876077#Comment_1876077
if you are as good as you say you are then you should know there is very little risk involved and a lot of reward.
This is why I dropped her myself. Too easy. Don't get me wrong, she's fun. I love her sense of speed when phasing and getting a lunge directly out of it felt very satisfying. But after a while I began realising that they couldn't have lost me/outran me if they tried.
Also I started going against her more and more as a solo player and realised just how anti-fun chases are with her. Same reason I had to drop Freddy. It felt like beating up someone in a wheelchair.
I feel like if Stridor weren't so prevalent on her it wouldn't be so bad but that perk removes any and all possible mindgames or back and forth. But if you make a killers power 90% based on sound obviously people are going to boost that power further. So I don't really blame the players.
I love Spirits design, she's very creepy and the animations are great but boy is she awful in gameplay. Same as Twins but the opposite end of the balancing stick.
This thread made me realise that every time I've stopped playing in the last few months. The last match or two were always against Spirit and I just played another game.
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@Saltjar34 said:
You do realize that if Vigil worked that way, your boy Clown is gonna get screwed over, right? It's literally a hard counter to a lot of add-ons and perks and frankly I think it's unfun. Third Seal is already weak enough.
Fairly certain his base power inflicts hindered so if this were to go through they'd need to nix that.
Others are fine though. No one uses blindness, its worthless as is haemorrhage. Mangled isn't that common of a pick in add ons thanks to sloppy being a general perk and used by a lot of players.
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@Caleegi said:
I mean this would be a nice fun skin to have for people to wear. However, i think first they should redo Cheryl's face because she looks like a drug addict.
This
I get shes supposed to be older but iirc my neck didn't grow 3 inches between 19 and 21
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@[Deleted User] said:
STBFL at 8 stacks will let you attack through BT, let you down someone at gate and still pick them up, and turn entire games around.
It's far from slow if you ask me.
Pretty sure at max tokens you can actually spam pickup and grab them before they can move to, assuming you get the backflip animation.
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DEvs have confirmed a billion times its the same as any other killer. Yes, it sucks that he's so short with an even shorter weapon. Why does no one bring up Ghostface who has the exact same issue?
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Use wired. If you can't lead a full cable then get a wall outlet connector. Its not as good as wired but significantly more stable. You just need a plug near your router and console/pc.
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This is literally the only way I ever get blinded during a pick up nowadays. It's so cheap and unfair.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1873946#Comment_1873946
Wait, so you want perks such as DS or BT to work with his cages? There would be much fewer opportunities where you would want to cage a survivor and automatically make p head a much weaker killer. I think that him being able to ignore survivor perks at the cost of him not being able to benefit from strong killer perks is what really makes him unique and I think it should stay.
For me the obvious reason for the cages is to simply save time. Compare how much time is spent picking up, walking to a hook, hooking and then getting back to the patrol. It's a pretty significant time save.
I'd just like to be able to use more perks on him without gimping myself of the cages altogether. But obviously they wouldn't allow that without enabling survivor perks. And that wouldn't bother me as I rarely proc DS/BT.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1875043#Comment_1875043
"didn't lower his chase potential at all"
LMAO nobody calls it a buff. Nobody. Otz made a point about spamming his power, which isn't really true but thats it. Anyone else is parroting that. Most pyramid mains like myself recognize it for what it is - a nerf. 0.5 second cooldown reduction in return for being completely useless while transitioning, there are situations now where control of the chase has been given exclusively to survivor.
You can debate the extent of the nerf but you can not say in good faith it didn't lower his chase potential one bit. He feels so clumsy now. Trapped in cooldown while survivors vault windows and slam pallets right in front of you.
Feels the same to me and I had over 200 hours on him in release month before getting bored. That said they could do something about turning with the sword in the ground. Something about it is so awkward and weird. Every time I play him after not touching him for a while I end up losing a few chases becaus eI forget about the weird turn radius during trail of torment.
