johnmwarner
johnmwarner
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@kamisen said:
What are the thoughts behind the decision to disable Dead Hard when being shocked by the doctor? To my knowledge it doesn't negate any other exhaustion perks (as they are not activated by a command). It feels unfair though because the distance you cover with dead hard is next to none and is almost always clutch.
I mean it prevents you from vaulting if timed right so it can shut down Lithe too.
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@BattleCast said:
I don't even think they are aware.
In the 4th anniversary stream, Mathieu Cote said this game had an "ever changing meta". lol.
Can't remember where exactly he said this, but I remember it VIVIDLY.
Does he really believe this? @Peanits and @not_Queen did he say this just off the cuff or is the true belief of the Devs?
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@RavCav_ said:
Some people view DCing as rage quitting, and some people view AFKing as denying others a full game experience. I understand where people are coming from when they voice those opinions. I think all that is missing is a surrender vote or some other type of concede option for players who don't want to be toxic but just want to admit defeat and move on to another match. However, I have learned that it is possible to have amazing luck in this game if you play your best at all times and never give up. Yesterday, I succeeded on a 4% chance self-unhook and found hatch against a rank 2 killer. As killer, I have faced a team of strong loopers that I struggled against but two of them made mistakes that I was able to take advantage of as killer and get them sacrificed by being patient. If I gave up and went AFK, I would have never saw those windows of opportunity (just realized that is a Kate Denson perk ha). Another thing you can do if you are being looped hard as killer and losing a game is just keep chasing and watch the paths that the survivors are taking to learn how to loop better yourself. I have found that there are looping paths in the game that I was not aware of until I learned about them by losing chases. In the long run, I think it pays in knowledge to never give up or go AFK or DC unless you have a real life situation that needs your attention.
I agree that you should take the chance to get better, and yes just watching how a better player played teaches some things. The problem is sometimes these players drag the game out longer. Survivors for example if they feel no fear will not finish the last gen until they find the killer and abuse him for a bit. Killers have watched entire teams bleed out slugged instead of hooking them for some reason.
And sometimes the other side is really that much better and you’d prefer a new attempt. The worst is when I use a bad killer or meme build AND get matched against all rank 1s... whelp there goes that fun idea
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@HellDescent said:
Sounds like someone just came from Pug's stream lol
Nope, like I said Scott is addressing some of his viewers’ suggestion although it doesn’t surprise me Pug has a similar idea he’s another smart cookie
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@BattleCast said:
I don't even think they are aware.
In the 4th anniversary stream, Mathieu Cote said this game had an "ever changing meta". lol.
Can't remember where exactly he said this, but I remember it VIVIDLY.
Now that you say that I recall whoever I was watching Stream it laughing at that quote.
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@NeaMainNON_TOXIC3 said:
Why should they change it because of how you feel? Discordance is up to preference. You can chose if you want more noise notifications or not.
How pray tell do we choose? Like someone said if you get really unlucky you can get stuck with 2-3 after prestige. Or some people may not learn until too late that 1 is possibly better than 3, I mean most people would assume the higher rank is better. Should we be forced to prestige someone just to re learn and allow it to get stuck at rank 1?
I have it as 3 on most killers because I’m OCD and it just looks cleaner in my killer perk screen, but I can see why a lot of people want that option.
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It was quite literally always been this way. Distressing, prove thyself, etc are in game but the offerings are post
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@Zeidoktor said:
Alternatively, why not just make all Offerings secret to the other side? The Killer's Offering is always secret to the Survivors and the Survivors' Offering(s) are always secret to the Killer.
This! That way no one knows if anyone had mori, picked a specific map or is just going for bonus BP
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@GoodBoyKaru said:
Lullaby doesn't change through M&A- it plays as a constant when you're within 40m regardless of if you can hear her terror radius or not.
It can be a decent perk still, since usually survivors will only start running when they hear your terror radius so getting within 12m of them is excellent.
@EvilJoshy said:
At least the humming isn't directional anymore.
Makes sense, this is probably why I've been lucky and caught a few people close but probably not worth the slot thanks.
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@chaosdriver said:
Try playing on the game map with bond or empathy. I waited till they chased someone and followed them from the floor below or if they were below I followed them from above.
I did that lol, Actually stood above the killer while we searched every locker in the bathroom
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I have a feeling it will be the last one I do, I'll equip it and just play Dwight until I end up against a quitter/AFK killer like this
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Thanks, I swore I had it earlier maybe I’m just underestimating 10 meters
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1317967#Comment_1317967
Golden rule gang.
It’s called sportsmanship Waffle... it’s like a baseball player who prances around after hitting a home run, then wonders why he gets hit by a fastball the next time he’s at bat. Or a player in almost any sport who does a Clearly choreographed celebratory dance after scoring, then wonders why he gets hit extra hard for the rest of the game.
Act like you’ve been there before, to the people who say “ez game git gud,” in post game chat I laugh. You see the best players don’t say that, these morons are proving that they win so little they have to really run it in when they do.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1316890#Comment_1316890
I see killers give hatches all the time. I've yet to see survivors (other than myself) give kills with my own eyes (just claims of such and one screenshot).
Fair enough, I can only go by gut feel I guess for whether to do it or not.
@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1316534#Comment_1316534
I used "everyone" specifically once in that text, and it wasn't meant literally. I'm not trying to win an argument, the way that text comes across the screen is very inorganic compared to an actual conversation, so I tend to get everything I'm thinking of on the page, because for all I know I won't ever get a response, so there's no dialogue, no conversation to be had. It's just me reading what you wrote and then you reading what I wrote.
But the truth is that we're all making up random rules to satisfy our ethical standards of playing a video game. Most of these ideas are nice and across the board, at least for most people. Stuff like "don't be a jerk to others," and other standard normal behaviors for everyday life. Common decency. Then there are the nitpicky things, like "give last Survivor hatch," "using flashlights is toxic," and a list of other things I won't get into because the specifics don't matter.
The point is that these rules we make are arbitrary and not everyone is going to believe the same thing. If you wanna give someone the hatch, you are more than free to do so. I do it most of the time unless I have some archive or daily I have to do. But that's me, I don't expect the next Killer to do the same, and I don't expect Survivors to give me free kills. None have ever been given to me so far, why should I expect Survivors to show pity on me? It doesn't make sense.
Sooo sooo right, both sides have their unwritten rules they think the game should have or that other side should follow. Never tunnel, never slug with 5 gens left, give last survivor the hatch, don’t abuse a strong building loop more than once per game, locker DS is unfair, etc etc
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1316241#Comment_1316241
That's a ton of UI work for how many perks this is helpful for. Costs outweight the benefits.
Wouldn't it be a lot less UI perk if you only did it for the 3-4 perks that people would actually consider doing this to.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1313816#Comment_1313816
That has been my philosophy. I'll give hatch for every time a survivor gives me a kill.
I'm yet to give any hatches.
What if someone else is waiting for the same, as soon as you give hatch they’ll pay it forward to the next outmatched killer?
Not saying you have to give anyone hatch or free hooks/kills but for me it comes to weighing the results. If I give someone hatch or let the killer hook me I lose 5k points, maybe I Black pip instead of pipping up.
But for that poor rank 19 killer/survivor this may be what turns a horrible tanking session into a bearable one and make them wanna give it one more day to get better. I prefer to try to grow the community because for all of its faults DBD has great potential and had given me lots of entertainment
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@Aven_Fallen said:
This will be my last post in this Thread. It is kinda sad to see how vehemently people defend someone who just queues up, goes into a game as AFK-Wraith without the intention to ever play this match...
Anyway:
https://forum.deadbydaylight.com/en/discussion/comment/1315897#Comment_1315897
In my opinion, the unfun stuff should be removed. Like, I cannot blame anyone for killing on first Hook vs Iri Head Huntress. Or when they get camped by an Insidious Bubba (even tho, it would be nice if they would just struggle, but if they are Solo, I fully understand that they dont want to hang around for 2 minutes). If stuff like that gets removed, sure. Same for Killers btw., if the first thing they see is an Object who burned Ormond, I can understand that they dont like it.
What I dont like are people who suicide on first Hook, just because they are bad and went down first. Like, there is this Clown, doing nothing wrong, and they Suicide. Great.
But at least I get to play a game. Sure, a 3v1 sucks and it is most likely not winnable. But I get to play. And maybe get a decent amount of points, if the Killer is playing chill from this point on (not in a meaning to let everyone escape, but just not sweating that much) so that everyone gets a decent amount of points. Or they just slug everyone and want it over fast, cannot blame them for that tbh, even tho I always prefer the chill version, even as Killer.
But I cannot play a game when the Killer decides right from the start to be AFK as Wraith to get some Iridescent Shards. And this is my point.
But at least you queued up with the intention to play that game. This is the difference from what I am talking about.
I agree if someone starts the game planning to AFK that’s wrong 100% sorry didn’t mean to imply I thought that was ok.
In regards to the killer leaving, you just requeue, now if your queues are longer as survivor that kind of opens up that whole other topic of why there aren’t enough killers
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1313375#Comment_1313375
Would that have made a difference?
If the killer disconnected the survivors would lose the items they had and all BP they may have gained. If the killer just goes AFK the survivors can still get points and keep items.
I agree, even before penalties I never DC I just stand by the door and let the survivors get whatever points they can. This also gives them a chance to loot chests for items and do rift challenges that are possible and even easier against an AFK killer.
Generally doing gens/totems, running near me to get chase points, and escaping is enough to keep them from depipping and depending on rank they may even pip
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1315897#Comment_1315897
If they do start punishing gun afk Killers, people will just play Insidious Basement Hag, Trapper or Bubba and sit there until Survivors show up.
I had a game yesterday where as soon as the match started (I took like two steps), one of the Survivors vault spammed to get my match. They also had OoO. I was like screw this, I’m not going to be anyone’s punching bag, not interested in sweating.
I headed straight to the basement and let them Rush gens. They refused to leave right away and came to me. In their rush to hold M1, they forgot about totems. I downed and hooked two of them with NoEd and the other two left.
End game chat was full of salt. They were mad I wasted their time, they didn’t get the points they wanted. How dare I refuse to be looped by them. But not one of them ever considered how I felt playing a Trap killer while they had OoO and can see me placing all my traps. Not one of them considered how annoyed I would get with the Vault Spamming.
The way I see it, I didn’t break any rules and Killed two people. There is nothing stating that I have to get into chases or protect gens. So if they want to ban afk players, we have a work around, protect the basement chest.
I had a game like that yesterday, I could tell after one chase that I would be lucky to get a hook let alone a kill so I went to the corner and stared at a wall... after the gates were powered the survivors found me and didn’t leave for 10 minutes... think about that, they were so in need to prove their superiority, to be able to teabag me, to force me to watch them leave, that they basically wasted a whole game’s worth of play time standing behind me because I refused to turn around and kept tabbing out to organize files for something else.
And no I don’t need to play against these people to get better, I could turn around and make the argument they need to play against better killers to stay sharp.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1314992#Comment_1314992
If 1 Survivor suicides, there are still 4 other players left in the Trial to play the game. If the Killer is an AFK-Wraith, there is no game.
https://forum.deadbydaylight.com/en/discussion/comment/1314747#Comment_1314747
This has nothing to do with Killer or Survivor. My point stands - if someone does not want to play the game, they should not queue up. If someone is doing that repeatedly, they should be banned. If they want Shards for Rift Progression, they should play.
I feel like you’re somehow defending survuvors leaving, if they suicide on first hook technically there is still a game but it is absolutely ruined. A 3 vs 1 game is drastically different than 4 vs 1.
Survuvors can get out of a game that is “unfun,” by running at the killer and dying on first hook. How does the killer get out of an “unfun game,” in less than a minute?
IF you want to punish AFK killers the punishment should be the same as suicide survivors get
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@Dead_by_Gadfly said:
Im not there anymore but i wouldnt want that no matter what rank i am. A little common courtesy would be nice though. Like not clicking your flashlight 50 times in my ear when I dont want to chase you, or if you just finished stomping me, just go. And if your gonna wait, maybe not try and flashlight me again.
Seriously, it always makes me think of the old sport saying “act like you’ve been there before.”
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1314509#Comment_1314509
This is probably one of the most pathetic posts I have seen so far.
If someone does not want to play the game and decides to go for AFK-Wraith instead, then this person should not queue up. Simple as that. Dont want to play the game? Fine, then dont start a Match.
But yet the survivor's right to suicide on first hook is protected because???
Just had a game as rank 12 killer, from the get go I could tell the survivors were red rank and whether SWF it was gonna be an unfun game because of the clicky clicks. I went to a corner to let them do gens and afterwards they didn't open the gates for 10 minutes... that's right they ran around the map for 10 minutes, they found me like 2 minutes after gens done. Obviously they were mad I wouldn't turn around and let them get their clicks and teabags in, then watch them leave because survivors need that satisfaction.
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@Huff said:
I'm hesitant to say it's bannable, because there's some cases where I'm playing killer and end up dominating a team of survivors, but I don't exactly care about the extra bit of bloodpoints so I'll just signal them to finish the last generator and open the door for them so they can just leave, and I'll go face a wall or something.
There's already been a comment bringing up that it depends on if the killer is doing it from the start, or if it's midway/the end of the match. I can kind of understand people that are against people AFKing from the start like a farming Wraith, but even then sometimes people just have an emergency/forgot they queued and end up being AFK from the start. Same thing with AFKing midway through: some people could just have an emergency they need to go attend to, and I personally wouldn't want to 1. take extra time in an emergency to close out of my game or 2. disconnect and just lose the bloodpoints/xp I had already accumulated during the match.
Forgetting has happened to me, especially when killers have 6-10 minute queue time. I tab out to start checking forums, watching Twitch, grab a coffee etc and by the time I remember there is like 1 gen left or we are in the chat screen already oops
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@Peanits said:
We've mentioned it in the past, but yes, we are aware, although there's no single right answer. Some people prefer 1, some people prefer 3. 1 gives you more regular updates, but 3 gives you less loud noise notification spam. I'm more of a tier 3 guy myself; I don't need a loud noise constantly going off in a chase, and I've never found the 4 second difference to be a game changer.
If you like tier 1, that's totally fine, you do you. If you prefer 3, that's okay as well.
Thanks, understandable and you're right the few seconds isn't gamebreaking by any means.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1314102#Comment_1314102
Okay, I prefer tier 1, but I was forced to accept tier 3 in the early bloodweb levels when I P3'ed some of my killers. There's no way for me to go back. It'd be nice if I could choose to run tier 1 even though I'm now permanently stuck with tier 3.
This would be ideal, there are times I would like to run a lower level Whispers (I know crazy) as well but I get that it's not high priority stuff.
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@ABannedCat said:
AFKing for killer should not be punished, because its the only way for them to give up a match without disconnecting.
Survivors can always suicide on hook to give up, and its not punished either.
This, I always say this. If a survivor gets into a game and doesn’t want to donut because X killer isn’t fun, X addon is OP, my teammates are potatoes, I got caught first, etc they just die in first hook.
If a killer instantly sees he’s against a well coordinated team far superior in skill he should be allowed to leave, but he can’t so the next closets thing is stand by the door and as doin as the last gen pops open the door.
Honestly unless it’s afk invisible wraith you can generally still at least black pip just by doing gens/totems and running near the killer for chase points.
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@sebbo94 said:
What were the devs thinking? Until now, with every challenge you could at least be playing semi-seriously, you could still distract the killer even if you didn't have an optimal build. But with this challenge you aren't allowed to be detected by the killer, so your best play is just running behind him and hope he doesn't turn around, the game essentially loses 1 survivor if he is trying to do this challenge.
If the killer is looking for you then you are buying your team time to do gens that sounds useful.
the one I find less useful to the team is having to touch five gens in one match, I’ve had games where I do 3-4 gens but rarely touch a fifth.
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@Tiersis said:
You can't force players, killer or survivor, to stay in a game they don't want to be in.
If you didn’t wanna be in the game why did you queue up? Oh you mean you only want to be in the game against bad killers like Clown, without Ruin, and he can’t spot you first, or down you... because those all spoil the game.
Alos how do killers get out a game in the first minute without DC?
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/156740/punish-hook-suicides
Killers: Punish the people who DC! I’m sick of getting a safety pip or de-pip
Devs: DC penalties now exist! Killers “Hooray!”
Survivor: *Hook suicides*
Killer: God damn it! How dare survivors legitimately exit a game early......
You’re kidding right?!?!...........
My guess is you play killer in a boring way that makes survivors want to move onto the next game... Ir head huntress, Tunnel, Camp, or something to that extent.
Stop with the “they suicided or DC because you play an unfun style.”
A pretty common occurrence is someone with OoO clicky clicks me into a chase and they aren’t nearly as good at looping as they think so they go down in like ten seconds. They die on first hook most likely so they can try again to get a “bad killer,” that they can loop for highlights.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/878443#Comment_878443
And like that you show what a fool you are. That is not what he said at all. A killer goes afk, it shouldn't penalize the survivor by depiping. He didn't ask to be rewarded with a rank/pip, he asked not to depip for the killers inaction.
But wait, I thought ranks didn’t matter?
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@Dwight_Fairfield said:
The Game map did it for me having the killer either directly above or below me a lot.
Omg I never thought I’d wanna use the game offering I hate that map, but YEAH it’s time
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@Mooshroome64 said:
From memory and your post I'm guessing this is the 1 minute within 10m challenge? Not sure eveything about it but some things that might work
-Breakout, run behind the killer when they are carrying someone and try to stay out of chase.
-Sabo, perhaps not for actually sabotaging the hooks but knowing where they are to go and hide near one and get a good amount of time while the killer carries, hooks and leaves
-Fixated and Sprint burst, go around obstacles as much as possible and then run
-Quick and quiet into lockers near where others are getting chased / gens (That should count towards it?) bonus points for Head On with this after a decent time hiding
I wondered this, if kicker hiding works a quick and quiet, head on, iron will build should work.
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1310607#Comment_1310607
Oh, they did do something with grabs? I wondered why I get so much less window and vault grabs now. I can still sneak up for ones on gen but the ones while in motion have been notably more difficult to pull off. I'd say like 50 percent of my hooks when I first started were from snatching people midvault.
The dedicated servers bug out lots on grabs, your hand reaches out and freezes but then next thing you know the survivor is running off...
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@SpookyStabby said:
I love sneaking up on someone while undetectable and watching them look around for me and just following them a short while and then they rotate their camera and finally realize I'm right behind them and they spaz out and panic and flee in terror. Never gets old. Yes, even people with scardy cat perk, I'm that good.
I used to enjoy sneak attacks especially grabbing! But ever since Dedicated screws up grabs I can’t.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1310247#Comment_1310247
Yeah I don't trust the balance team one bit. Anyone who puts 50 hours into both sides could have told them MoM was a bad idea. Whoever thought of patch 1.9.2 should be fired.
Now that I think about it. A point system may be too difficult to balance. Instead just put the perks into 4 categories. Perk slot 1, 2, 3 and 4. Put all the 2nd chance perks in slot 4 so you can't stack them.
That would be interesting, and again could be done for both sides.
Survivors get Second chance, Exhaustion, healing and chase/stealth as their four groups.
Killers would get location/tracking, gen slowdown, chasing and I dunno some other fourth category?
Would still accomplish not letting survivors stack all 4 meta perks they want and keep killers from doing gen defense slowdown forever builds. It would take away meme builds through like all hex killer or all four exhaustion perks that people for for silliness
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@goatslinger said:
I agree. Huntress seems rewarding. I enjoy playing her and feel accomplished when I do well. a 4k merciless with huntress feels great where as a 4k merciless with freddy is just meh.
That’s the other thing, she is good but not OP, I feel like she is in the sweet spot of killer power levels. If I outplay and outguess then survivors I get some downs and kills. If they juke me or play pallet mind games better I waste a lot of time chasing.
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@Dr_Loomis said:
One issue is that if survivors stand against the Blood Warden barrier, then get downed...they crawl out of the exit regardless.
Now I know some say "Just leave them and let EGC kill them"...but Blood Warden is a limited and the block time may run out.
If they fall against the Blood Warden barrier, the collision should be like hitting a wall.
Maybe this has been sorted, haven't used the perk in ages.
Haven’t had that happen so either it was fixed or my survivors weren’t right up against it I may have to try KYF
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1310407#Comment_1310407
I get that, but as soon as you do they know what youre doing and are out. Ive seen it work, ive done it myself, but its not consistent. Its funny when it works ngl.
This, if the killer pops the gate when someone is down everyone will leave. The one thing I will say is LOTS and LOTS of survivors love running around the map even during endgame popping totems for points, looting chests or just generally trying to be annoying and troll the killer so if they aren’t near a gate you bought yourself two minutes to find and down them.
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@Respectfulnancymain said:
Im just curious. How is making scratch marks more visible not cheating?
Well BHVR, you may have heard of them, had decided that it’s whitelisted and okay to use. It’s not changing any game files like people used to do to get see through red stains, etc
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@xBEATDOWNSx said:
Honestly it is a good idea but how do you go about ranking perks? Even some situational perks are insanely strong and some meta perks are broken at times or, in the case of ruin, not as strong as they once were
For killers it would be difficult, for example scale of 1-4 I still think Ruin is a 4 on billy or spirit because they can pressure Survivors off of all gens at once. Meanwhile on someone like trapper or Hag it’s probably a 2 because they spend a minute setting up and it could be gone by then.
Survuvors could be easier to rank, for example I think we could all agree DS and BT are 4 while babysitter and poised is a 1. But there are some combos that could turn two 1 point perks into a solid strategy.
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@BigBrainMegMain said:
What's Reshade?
A program that lets you adjust brightness, etc in gsme
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1310261#Comment_1310261
I get they are more focused on mid-low rank players as that's the majority of the player base. This makes sense from a business standpoint.
However, it's harder to put a number on the amount of new players that those high rank players bring in through their streams and youtube channels as those people are usually the high rank players. Also, an imbalanced high ranking system causes you to have trouble keeping those new players that come in once they climb ranks. Lastly the negative effect of poor high rank balancing is one of the things we see now which is less high rank killers, which in turn causes the high rank survivors to bleed down and bully/ruin the experience of those newer players.
I honestly think that to fix this problem of trying to balance for all ranks, that they need to implement rank based changes to matches. Ex: more gens required the high rank and less gens at lower ranks. Don't take this idea in a literal sense, but simply the concept of making the game easier for low ranks and harder for high ranks, however they decide to go about that.
This makes more sense when we see we have an unusually high survival rate at rank 1 and an unusually high death rate at low ranks.
There's just such a large skew in skill level between high and low ranks that makes it very hard to balance them all together simultaneously.
Problem with that is people would depip, or whatever is possible in the new system o get those easier games.
@Blueberry said:
I used to not be a fan of this idea but it's been growing on me more and more. It would allow the devs to keep making very strong perks without worrying about them getting all stacked together.
That said, if their balance team were the ones deciding how much points each perk would get I'd be terrified. It's been quite clear for years that whoever the balance team is, they don't play the game at high ranks.
The new strong perks is a good point. Almost anything they make goes unused because there are generally 6-8 perks people actually use. But if they make a perk strong enough to break into that toll group it can upset the balance. And again this goes for killer and survivor builds.
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@xBlackPanda said:
Yes but not every challange in this level is made so easy with this method... :c
They aren’t supposed to be easy at 3-4 I mean people are still getting them done in 1-2 days of playing even if you only go an hour a day you’ll get them done.
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@MadLordJack said:
This is literally just a "nerf killer" idea. It probably wasn't intended as such, but you've got to remember 1 thing: survivors have 16 perks working for them. The killer has 4. And, on top of that, a solid team can go in naked and thrash just about any killer with killer meta perks, because survivor meta perks (mostly) undo mistakes and you don't need them if you don't make mistakes. The same simply cannot be said of killers: there are 2 members of the cast that do not rely on capitalising on survivors mistakes. Everyone else needs all the help they can get, and that means perks.
@Toybasher said:
Insurgency and Day Of Infamy (And maybe heroes and generals) have a similar system. You have X supply, weapons, attachments, and equipment cost supply, etc. so you have to pick and choose. A better rifle or attachments for the rifle (For example an assault rifle with a grenade launcher and a scope) might mean you have to forgo a secondary, less grenades, armor, etc. + a weight limit so you can't lug around armor + an LMG + a pistol and grenades or something even if you can technically afford it.
I like the idea of the system but I don't think it can apply to Dead By Daylight very well. Artificially limiting perks feels too harsh and there's going to be a ton of complaining about why X Y and Z perk cost more "Perk Points" than other perks, if certain perks are too cheap for what they do, or people upset some off-meta but fun combo's (STBFL + PYWF + Dying Light + Rancor, Detective's Hunch + Stake Out + Prove Thyself + Better Together, Tenacity + Unbreakable + Flip-Flop + No Mither, etc.) can no longer be used because one perk costs slightly too much if you were balancing them with being used with other strong perks. (I.E. should enduring and spirit fury be priced as if you expect killers to always run one with the other? Endgame perks would probably be cheap besides NOED but can killers still combo NOED with Blood Warden and Remember Me?)
This then opens up a can of worms if certain perks should cost more on certain killers. Thanataphobia + Blood Echo seems pretty meh but it's very good on Plague or Legion. Unnerving + Distressing + Overcharge + Huntress Lullaby are pretty poo-poo on Myers but are salt-miningly frustrating on Doctor. Deadman's switch is pretty bad but it shockingly has some value on Freddy. Speaking of Freddy BBQ + Pop is used on him way more than any other killer I believe. Should insidious cost more on Leatherface vs Huntress? Should Iron Maiden cost more on Huntress? Stridor costing more on Spirit?
Another option could be "Dynamic Perk Pricing" similar to when dynamic weapon pricing was tested in Counter-Strike. If X perk is used more on X killer, it'll cost more and vice versa. This, unlike manually assigning perks, would be completely automatic would would probably fail horrendously. I'm just bringing it up as a "Possible" alternative someone might think of when they read this post.
After it's added for perks, expect people to want it for killer addons too. I.E. people will complain Infantry Belt and Iri Head shouldn't be able to be ran together, (I hate Iri heads personally but whatever, it's in the game.) or that Myers shouldn't be able to combo Tombstone Piece with J Myers Memorial. Or Plague shouldn't be able to combo Black Incense with an Apple addon.
Basically I like the system in other games, I just don't think it can work in Dead By Daylight because balancing it is going to be a pain, it's gonna upset a decent chunk of players, and it's going to be criticized heavily.
Good points, and I definitely considered that it wouldn’t work as well on killers especially because like you say certain perks are useless in one killer and meta on another.
But here’s the thing you can do it to survivors and not killers without an uproar.
And yes addons for killers would probably be interesting too, but they’d really just doing it to get rid of Iri/extra hatchets and billy insta saw, the combos people see as OP. It would be simpler to just nerf the addons in that case IF IF IF you feel they need it.
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@BigBrainMegMain said:
Like you have 10 points to fill.
DS = 4 Points
Windows of Opportunity = 2
Lithe = 3 points
We'll Make It = 1 Point.
Like that?
Dead Hard = 4 Points
Sprint Burst = 3 Points
Yep, like that.
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@Orionbash said:
No. You sound like a salty killer main that got adrenaline/DS bombed and is trying to find a way to nerf them.
I play both sides, I even said killers should have it too... it would prevent a killer from stacking corrupt, butcher and pop for example.
I could also say the same for you, you sound like a survivor main who literally runs the same exact build every single game.
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@Dead_by_Gadfly said:
I have a blast in those games cause ill run the killer the whole time. Its not fair to him tho and they should fix it
I hate those games, generally I let the killer get some hits or hooks at the end and encourage them in post game chat. This is the kind of game that is going to cause a killer shortage and long survivors queues
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@CashelP14 said:
Ok first I'm sorry I forgot the challenges were released today. This is slightly rushed but I'll recheck it to make sure it's as good as possible.
https://us.v-cdn.net/6030815/uploads/PCJ4PISLX7YX/sketch-1590593987922.png
Red Line = Collect
Yellow Circle = Don't Collect
I forgot too and I even logged in lol
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@RizeAki said:
Cuz blendettes will still wait at that one gen for 2min so you have to go check them out
This, I have actually found MORE survivors stay in the blocked area even at red ranks...
a common occurrence when I run CI is finding someone about 20 seconds in, chasing and downing them, hooking them, and BBQ showing me three survivors kneeling near blocked gens
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1307761#Comment_1307761
This is such a weird hill for them to die on. This mechanic goes from "suspenseful" to "annoying" after like hour 2. There's no argument, no defensible position that exists, around the idea that any player who is not brand-new to the game gets something of value out of mashing spacebar.
I agree, like I said above I think something timing based like the skill check would be better... a little bit of surprise when the skill check is coming instead of mashing