randonly
randonly
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just reviving one of my suggestions, now that DH is going through changes, maybe it's time for a definite rework on the perk
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At the time of the ptb of this flashlight change, many feedback proposals were given that would prevent the flashlights from appearing clunky, like putting the cd after 2 clicks or after the end when you release the button, which would not have affected all techs and advanced movements , in addition to having avoided messing with the muscle memory of the time of the saves and which continues to contribute to people with disorders, like epilepsy.
But anyway, I'm glad that little by little now they are giving more value to feedback from both sides, and if it were today maybe things would be different, at least they gave a small buff to the save times taking into account latency issues
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@fussy said:
Merciless Storm take skill to avoid its effect. Therefore, it should be in the current bugged state, when you lose all the progress of the generator if you failed the skill check.
Lord please put some logic in people's heads.
you know that there is a part of the skill zone that even if you hit it right, it doesn't count, just like in yellow glyphs (beside the bug with progress lost)
And plus, Doctor completely nullifies any skill stacked with this perk, losing the entire generator free
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I still think that even if they set to 20 charges on base-kit, it doesn't worth time spend to heal youself (45+ seconds) even stacked with other perks (like botany and hyperfocus, even the latter was nerfed, as they lowered the bonus amount for hitting great skill checks from 5 to 3% while healing ) if the values of the anti heal perks are not changed. Something similar happened when they updated the hemorrhagic status and didn't fix perks like resurgence and solidarity that were non-meta and died.
And not to mention that in 2023 we still have few survivor perks that hide the survivor's aura (OR and distortion), not even bite the bullet which would be a stealh perk will work with this new meta, while the killers have a huge diversity of aura reading perk, and will use even more >nurse call<
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devs are basically punishing SoloQ, because since people don't have cooms, they will need to spend an aura reading slot or always use the same healing perk (the Nancy or steve one), decreasing perk diversity since the hemorrhagic system update because compensations has never been made on non-meta perks that died at a good time, like solidarity and resurgence. and increasing the gap between solo and swf
and it's not a matter of knowing "when" to heal. SWF can play injured because they know the >>location of the killer and their perk<<, in addition to sinergy the builds and coord things, being able to easily counter 3-gen, camping, slug etc
i.e. Soloq even suffers to get a person off the hook for not knowing if the killer is camping (already spend time), and they put everyone at risk if the survivor makes a wrong move by staying injured and give snowballs for the killer, and that's why strategies like this work very well against the great average of players (soloq lobbies are majority). It's not for nothing that 2 health stats are the core of the game, nobody has free radar on Killer like swf for everything
there were n ways to solve these problems without sabotaging SoloQ even more
-COH - puts a cd and removes the ability to stack with other perks/items, and removes the altruistic healing bonus, although, keeping the self-heal
- Med-kits: Decreases the amount of charges on all rarities and removes self-heal bonuses from item and addons. So even using built to last, it won't be very useful with reduced charges (will take 16 seconds to self-heal)
- Self-healing: Keeps the 16 ticks, it won't be a problem for med-kits nor for altruistic healing, since the synergy has been reduced (and so you don't decrease the amount of viable perks in SoloQ, like self-care)
so you keep the diversity of healing builds for SoloQ and penalize exactly swf who is the one who abuses the heal mechanics the most.
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I disagree.
healing ticks should be kept at 16 instead of 24 to avoid decreasing the viability of healing perks for SoloQ, as since the hemorrhagic system update, compensation has never been made on non-meta perks that died at a good time, like solidarity and resurgence.
And why punish SoloQ? You want to differentiate altruistic/cooperative healing and keep the 24 charges for self-heal, which without any corrections, will impact in more than 60s using self-care, not worth using even stacking with other perks, such as botany , hyperfocus, etc (3 perks slots for nothing)
just remove the self-heal bonus from the addons and items, but don't nerf the entire survivors base kit from 16 to 24 ticks which will affect SoloQ even more, decreasing perk diversity.
taking 16 seconds to heal on a single-use item (or a maximum of 2, with addon tweaks/perks), shouldn't be a problem (and remove stack with coh)
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3 days now and devs don't killswitch this yet
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kiillswitch Merciless storm urgently
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loved too
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this is my favorite too.
A dream one day being able to play with her like this and without the last nerf in the boxes in the base kit.
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@randonly said:
All this was pointed out in the discussions, all the techs that would stop working and the difficulty curve for using the flashlight that would increase unnecessarily without being able to correct the angle, in addition to the battery that drains faster.
A suggested middle ground to help people with disabilities and to stop macros was to remove the delay when turning on the flashlight and just put it after 3/4 clicks to activate the delay/cd.
But guess what? The devs didn't give a damn again and to solve the problem, they left flashlights nerfed. That way the bonus in the survivors' role will never come out, in addition to the winrate dropping.
ps: and now has the aim bug, further down the center of the screen.
"A suggested middle ground to help people with disabilities and to stop macros was to remove the delay when turning on the flashlight and just put it after 3/4 clicks to activate the delay/cd."
my opinion.
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All this was pointed out in the discussions, all the techs that would stop working and the difficulty curve for using the flashlight that would increase unnecessarily without being able to correct the angle, in addition to the battery that drains faster.
A suggested middle ground to help people with disabilities and to stop macros was to remove the delay when turning on the flashlight and just put it after 3/4 clicks to activate the delay/cd.
But guess what? The devs didn't give a damn again and to solve the problem, they left flashlights nerfed. That way the bonus in the survivors' role will never come out, in addition to the winrate dropping.
ps: and now has the aim bug, further down the center of the screen.
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Ping system/ comunication wheel
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3210388#Comment_3210388
I watched Coconut's video and I'm actually not convinced by his argument that it's a problem. The games he did in that video he would have won regardless, he didn't actually gain anything from explicitly slugging other than the end result was a bit faster than normal. I don't think his arguments holds up.
And no, MMR does not "only increase through death on hooks", moris and bleedouts also increase MMR.
besides he is the best huntress in the game, he gained a huge amount of bp while the others were left with less than 5k in the match (which does not currently happen if you slug every 4 in start of match and waiting bleedout, everyone loses, even the killer in terms of bp). In addition he explained exactly all the perks that could have saved the team or made them gain more time or even including providing a scape for the hatch (that doesn't count for mmr).
about MMR, even if I'm wrong (even because I've seen the devs explicitly say that only kill per hook counts), it doesn't cancel anything what i said or coonut said about last stand (idk why you insist on it, since no one really knows how this hidden system works, only through leakers). Speed runs will be the new meta with mori offerings.
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they should actually be removed completely to discourage "speed runs"to slug with the mechanics of the last stand, since probably the killer in addition to being rewarded with a lot of BP (slug now give a minimal bp on end of match), will also be rewarded for having a fast game and still increasing the MMR, something that doesn't currently occur (MMR now only increase through death in hookswell, this is happening exactly as predicted, coconut even made a video about it, rewarding the killer for playing in the most horrible way possible using moris, anyway, the update was never really intended to prevent slug or prevent take game hostage.
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they should actually be removed completely to discourage "speed runs" to slug with the mechanics of the last stand, since probably the killer in addition to being rewarded with a lot of BP (slug now give a minimal bp on end of match), will also be rewarded for having a fast game and still increasing the MMR, something that doesn't currently occur (MMR now only increase through death in hooks).
So that nobody loses out, the amount of moris you have in your inventory could be automatically converted into BPs / shards / etc. and the last stand mechanics will finally serve the purpose of making no one waste time when killer decides slug the last two survivors for the 4k.
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The simplest way would be to just put kindred or bond as a base kit (easy even to code), but that alone does not meet the needs of SoloQueue, instead it, would be much better a new complete system to code without using auras and without reusing anything, like a ping system in game or a communication wheel, while in the pre-game lobby, survivors could consult the perks equipped by each one like in dbd mobile.
my old suggestion:
I currently have a very different opinion, but since it's complex and the devs take the easy way out, it's not worth debating
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@K139K05 said:
Usually everything that counts as a stun has a score event called 'killer stun[ned]'. I'm pretty sure Blast Mine hasn't this (I personally don't have it, I can't test it). But in theory it should count as a blind and not as a stun, even though it does stun the killer.
if you are equipped with lightborn, you are not blinded by the blast mine, but continue to be stunned for 5 seconds, so it counts as a stun.
well in my personal opinion, lightburn and killer instinct shouldn't even exist in the game anymore, but since they are there, I believe that lightburn should count as a stun, since it "paralyzes" the nurse/whaith powers/movement
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it's a perk that has already been buffed and that doesn't make it so popular, as there are better alternatives.
But the perk itself is pretty consistent and useful in what it does (removing the obsession part), and i agree finally with you on this, a good way to maybe improve its performance would be to give it a small upgrade/QoL adjustment and make the perk regress the gate progress after a while by a small percentage for each second when survivors stop interacting with it. it has to be little precisely because besides not being a hex perk and already increase 16 seconds to open the exit gates, that stacked with no way out, it's very powerful, and much more with a build all focused on end-game.
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@fulltonon said:
It's just baffling how they decided to made BETTER unbreakable basekit while skipping every other problem, like how.
https://forum.deadbydaylight.com/en/discussion/comment/3204150#Comment_3204150
Btw you can already slug every one of survivors and that is instawin as is, last stand or not it doesn't matter.
will change because with last stand you will automatically end the match with all 4 on the ground (3 are auto sacrificed and last will suffer the auto mori), regardless of whether they brought UB, Deliverance, etc, and not having to wait 4 minutes for everyone to bleed on the ground, creating a huge attraction to slug, since memento mori will give BP bonuses if you end the game like this, and slug will finally count as a win for increase mmr (probabily, since you gain a huge amount of bp doing that), creating an attraction to slug from the beginning of the match, and not just when 2 people remain.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3204159#Comment_3204159
That Sadako background should be part of a Swamp map maybe. I mean there are already areas with trees, so this would be cool too.
I really loved that lobby as soon as it came to the game, but I don't think it would fit well as one of the swamp maps because the design is more green, and besides the well, they could add the lighthouse, would be so good being able to explore these structures with loops as survivor/killer.
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I like the current look of the red forest and swamp, I just think they could give it a little polish and add some "breakable walls" that the devs love when rework old maps.
This more green look in the last photo (middle) I wanted it to be a new map, just like sadako's lobby when she came to the game, a kind of swamp with another name and a well in the middle.
As for the first photo of the orange/yellowish, the maps of the farm and the salon are enough, I'm not a big fan (and there's the map of artist too)
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well, I've said it before and I'll say it again, the community is hasty and getting confused, the update has nothing to do with helping SoloQueue or fighting slug by itself, it's simply a mechanic to prevent speed runs and abuse the game design with the new mechanics of "last standing".
But I would, of course, love kindred as a base-kit, or at least bond, would really help, or a ping system like in my old suggestion:
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@K139K05 said:
I like the approach of removing the chests bonus, also this would mean that you potentially get less value out of the perk.
Here's how I would change it: You see the auras of locked chests at all times (in red).
When a Survivor unlocks a chest or picks within 32/48/64m, it triggers a loud noise notification and their aura is revealed to you for 4 seconds after the interaction is interrupted (or completed) by any means.
Hoarder spawns one additional chest in the basement.
you would know that the killer is using the perk just because has 2 chests in the basement.
@dugman said:
Continuing a series of threads looking at the least popular perks based on the Nightlight aggregate data, we come to The Twins perk Hoarder (0.38% usage)
Hoarder - Survivors reveal their location when they interact with a chest or when they pick up an item within 32/48/64 meters of your location. The trial begins with up to 2 additional chests in the environment.
Hoarder is a little unusual because it does see some niche use with Pinhead and now Wesker to help track survivors who pick up the Puzzle Boxes and Sprays respectively. (Also Nemesis might get some use out of it for similar reasons.) It also can combo with Franklin's Demise to let you know when a survivor picks up a dropped item. It sees hardly any use outside of those combos though.
Outside of those specific combos, though, it's a fairly weak perk. For one thing survivors typically use chests only sporadically, you might get one or two pings at most a match and that's it. And it's not an aura perk, so you get the noise notification but have no idea where they went afterward if you're not nearby to check it out. Compared to a lot of other information perks you're only seeing one survivor at a time, only for an instant, and only a couple times at most a match. It's very limited. And then to add insult to injury the perk for some reason adds 2 chests to the environment, making it have this kind of weird downside when it's such a mild effect to begin with.
So I do think this perk could use a bit of a buff to have broader appeal, so long as it doesn't become too overpowered on Pinhead and Wesker and Nemesis or too powerful in combination with Franklin's in the process. Some possibly boosts might be
- Include an aura effect after the noise notification so you can see the triggering survivor for, say, 4 seconds after the alert. This would give you a better idea of where they headed then the explosion alone.
- Remove the two additional chests part of the perk. It's not necessary to make the perk work and is just giving survivors extra items for no particular reason.
- Let the killer see the auras of chests and survivor items on the ground within the 64 meter range of the perk, with the exception that Pinhead probably shouldn't be able to see his box with this perk.
- If a stronger buff is needed, it could also inflict a condition on survivors that open chests such as Broken or even Exposed for a short duration, similar to how Iron Maiden inflicts Exposed on survivors coming out of lockers.
Even with the above buffs, the perk is still punishing opening chests which honestly is something survivors probably shouldn't be doing a lot of anyway since opening chests takes a bit of time and the reward may or may not be worth the effort depending on what you find. But I'll choose to be optimistic and think that a relatively modest buff that helps nab survivors who fiddle with chests and pick things up off the ground a couple of times per match is good enough to see more use but still not be overpowered.
As for the discussion, I believe the game already has too much perks that cause expose or reveal auras. This perk actually is very inconsistente as a track-perk because the killer needs to be around to take advantage , so my suggestion would actually be to lower the quality of items acquired in chests to make it consistent.
I also don't think it would be a good idea to increase the time it takes to open the chests or even remove the extra chests that perk spawn for 2 simple reasons: The first is that taking more time to interact with the chest would indicate that the killer is using the perk, and the second it's simply Time-Sink, you want the survivors to spend time on secondary objectives.
So the perk continues with the notification as it currently is, and it would work not only as a "track-perk", but mainly as a "time-sink" perk, with the bonus of giving at max only bronze quality items.
ps: as for perks like pharmarcy and residual manifest that give especific items from chests, Hoarder can work to counter that and give random items on place
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I was reflecting here another simple idea would be to copy the same effect of devour hope: Make the obsession temporarily with the aura revealed and exposed and simply when hooked, it is sacrificed, regardless of how many times went to the hook, I think it's much simpler and keep the perk original idea/robustness for a end-game.
ps: if the obsession is already on the hook when the last generator pop-up, is automatically sacrificed.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3202621#Comment_3202621
I think the Last Stand should be a thing, but should require a minimum of 5 separate hooks to activate. That way, you cannot just run in and win with a good chainsaw streak, and camping is decentivized because it only gives you one hook, so it takes longer to activate Last Stand.
it's a good idea too, but the way the devs wrote in the patch notes, if all 4 are on the ground at any time, the other 3 are automatically sacrificed and the last one will suffer from the mori animation, which will generate "speed runs" scenarios like the ones you mentioned, with people taking advantage of poor game design
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Even if the aura was permanently revealed, it would still be possible to easy counter with Distortion, which would make rancor much worse as an end-game perk. I think it's better to have the perma exposed effect than the aura one.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202621#Comment_3202621
Nono man! Testing is good!
Testing is always good! These aren't complain, these are opinions, in order to make the people in the PTB to search for critical situations.
Nerfing the slugging is good, for example if these changes will be proven too strong in the wrong hands i think an easy solution is to give every survivor the ability to pick up by themselves once in the trial, you know... like a real unbreakable.
This will be somewhat balanced, usually you do not need more than once, in case of bully squads that will force that scenario you simply tunnel the guy you know used the free UB!
There are solutions. But before you need to find the problems!
i agree with you but i know what i'm talking about because devs easily backtrack due to certain pressures (reactive), and this is clearly such a scenario, many opinions and most unfavorable as far as i see.
And as I said, what people don't see is that these changes were not simply "against slug" or simply "survivor sided" update, but to avoid scenarios that the "last stand" mechanics will greatly favor.
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the way people are complaining so much, even without testing the new mechanics that are yet to come, I think the changes against slug will not come. Same for for the "last stand".
But what the people who complain don't realize is that this change is not simply against the fact of the possibility of slugging, but because the "last stand" would create a very big attraction in the killers to finish the match in less than 1 minute only leaving everyone on the ground, especially with killers like legion, nurse and blight that can easily locate survivors and have a high speed, imagine that in SoloQeue
>>5 generators, no hooks, 1 minute start, all on the ground = end<<.
But I agree, given self UB will make SFWs strong because they would take advantage of this leaving killer to "dead zone hooks", My ideia is just add more hooks to the maps or increase a little the amount of time takes for the survivor to struggle and get rid of the killer.
Ps: I just don't agree with hooks not being sabotage anymore, and they should also remain destroyed after the survivor is sacrificed.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199428#Comment_3199428
its because pig RBT are not meant to be reliable mori's. They're first about slowdown, then about mori's. the mori is highly map dependent and somewhat rng-based. I think pre-work RPD was her most consistent map to mori someone because most players got lost in the map pathing for old RPD to get to jigsaw boxes and then there is just big maps that increase walking distance between each box so your more likely to get mori'd. I am not sure what odds are to get a mori, but I think you can get a mori every 1/4 or 1/5 games. something like that.
As i said, I think the dev consider mori mechanics as fair way to gain kills and they balance around them(by making the killer terrible at every other category besides mori).
RBTs were hybrids, they maintained both lethality and slowdown capabilities and precisely because you can either take it off in firist attempt or die trying on 4 (especially on large maps), RBTs were never a problem/issue, because they depended on RNG, so as in the character's LORE, and it was her most precious asset and justified the character doesn't have any chase power.
The only problem was always the video tape addon that allowed her to keep the lethality without even touching the game (AFK), and that deserved the nerf, since she didn't need to do anything for that (survivors start game with RBT).
Anyway, devs ruined her entire base kit and turned the RBT's into pure slowdown, no longer worth investing in lethality addons, when the right thing to do would just nerf only the problematic addon and listen a portion of the community that also asked for the RBT's not to be removed on firist try, creating a pure slowdown addon to mimicking the mechanics of "five box and 12 global attempts", decreasing the RNG and lethality. Now is pure slowdown + no lethality + no chase power.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199370#Comment_3199370
I think they'll stay how they are because they want myers to stay to his lore on being able to instant kill survivors. that is running theme behind mori-based killers is that their fantasy in dbd gameplay is compromised for the sake of being more lore accurate.
my main dislike behind mori's for myers and pig specifically is how -unpreventable- they are. I just feel like these killers do not feel like they have build-up to earning a mori. The premise that you have to line of sight myers for the entire game feels unrealistic to dbd gameplay for survivor. Its same for pig. you just follow the normal gameplay loop of a killer and mori naturally occurs automatically from rng jigsaw boxes. I feel like these two mori's take away from survivor gameplay instead of add to the gameplay because the expected way to counter these killers is to flawless the game by not going down. that's why these killers have weak chases because they devalue the hook-state system so your expected to flawless the game against them.
Pig RBT's have been completely ruined to the point that by themselves they don't kill and it's not even worth using addon for that anymore, ruining the live or die lore. And look, the nerf in her entire base kit was because of a broken addon that allowed her to simply camp in a box and hope that's the right box in the game.
As for myers, I hope they (devs) rework Judith's tomstone, but not to the point of ruining the character's lore and base kit.
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@Gandor said:
6 players. Nice! I saw 2 killers in game, but never more then 5 players
Hackers can spawn now multiple bots on a match (killer or survivor)
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Well, I already had the same problem, and i agree, there’s no counterplay, but doctor doesn’t need nerfs, just put the prompt of “mend” to stay on top, and not the “snap out” one
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197775#Comment_3197775
Downside you break pallets 25% slower
Would still be very weak for a real downside. It has to be at least 50% slower to compensate for the use of possible perks together that would create synergy and completely nullify the downside that would be Brutal Strength (20%) + Fire Up (20%). That way the killers would be forced to really only use the perk together, not alone, but anyway, zanshin doesn't need that, and a perk like that would actually be a hex type
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well, I've been reflecting a little and if the perk really needs some QoL adjustment, it would be at most to remove the distance limitation of the auras, leaving it much better for the killer to evaluate all the map as for zoning strategy, and not just for mind games on the nearby pallets/windows.
ps: Just for the purpose of fitting with tiers I. II, III, it would be something 32, 64, 128 meters
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197775#Comment_3197775
Zanshin doesn't have a "solid effect" for killers, I think you're greatly overestimating it. Just my opinion.
By "solid effect" read something that does not depend on anything to be activated, which is reading the auras of windows and pallets.
Ps: unlike survivors that you can simply say that a little used perk is in fact bad, since they are all purely "skins", with killer you can't say the same thing, everyone is unique. I.E: Spirit make a insane use of perks like stridor that is currently little used according to the site you extract the information from perks, and there's nothing wrong with that, the perk already has a solid and good effect.
Anyway, this is just my observation and opinion.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197708#Comment_3197708
What makes this perk worse is that a good killer already basically has this perk through good game sense. You will likely remember which pallets you have broken on certain map areas.
A really simple solution for this perk would be to change it's primary function. While in a chase a survivor that runs through a pallet automatically forces it to drop. Make this happen once every 80 seconds. As a bonus let the killer see the auras of vaults/windows as it does now.
https://forum.deadbydaylight.com/en/discussion/comment/3197749#Comment_3197749
-"can't destroy God palettes OR destroying a God palette uses up both charges"
That would make the effect worthless.
drop a pallet every 80 seconds?? Broken and would be a meta perk always used, they (killers) would always use it at the beginning of the game in the most safe, unless it has a strong downside, which would be not being able to break pallets anymore (only after survivor vault it), or else giving the survivors a perk to rebuild broken pallets every 80 seconds.
Anyway, zashin doesn't need that, there's nothing wrong with a strategic perk that has a solid effect and is better and much more used by few killers.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197539#Comment_3197539
There's nothing wrong with strategic perks, it's just that Zanshin Tactics is not an effective one for killers.
The point is exactly that, there's nothing wrong with the perk like i said with stridor, even little used.
The effect is consistent enough, it's just not used much because other perks are more advantageous and better used by all killers.
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giving the killer the ability to destroy undropped pallets as a secondary effect is super strong, even with high cd or limited usage.
In fact, some perks were made just for strategy purposes, as in the case of zashin, which you can zone the survivor to areas where there are fewer pallets available (very good with Deathslinger) or go ahead and win a loop with mindgame using this perk, making the perk by itself a very solid and CONSISTENT effect, even if the perk isn't used as much. In the same theme there is, for example, the stridor perk, which makes the survivor more audible and is also a strategy/chase/track very consistent, not so picked or used, even with the ironwill nerfs.
if you want to increase the use of a perk that already has a consistent effect, it's not giving another good and GOD one, but doing what BHVR did with the survivors' meta perks, nerfing the most used ones or make ohers a base kit effect, like maybe make corrupt, and releasing a perk slot.
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Ping system / comunication wheel for survivors
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3194292#Comment_3194292
It's... not a nerf. Here rng just became a lot more reliable. Sure, you won't get games where everyone loses it on their last search, but neither will everyone get it on their first search like before.
Getting the box off in 2 searches isn't bad. That's 24 seconds + travel time you just wasted without any additional input after getting a down besides a short animation. Do that to all four (which is physically impossible since that would leave 4/12 of the searches unused), that's at minimum 96 seconds. You made them do an entire additional gen, something other killers can only dream of.
RBTs shouldn't result in headpops regularly. They're slowdown; they should only kill survivors that are careless, which should be rare.
Pig is bad, but that's due to subpar stealth and an underwhelming chase power. Make her better in those aspects; her slowdown is perfectly adequate.
As a main pig since 2019, I'm sorry, but for me it was a huge nerf. I've followed the changes here on the forum and seen people using the same arguments as you, and I keep repeating the same answer: Her design is based purely and simply on RNG, as the lore. The most precious thing she has in her entire kit are the RBT's that had a REAL chance of being fatal (or lucky enough to remove on the 1st try - live or die), and not simply slowdown instruments.
There were always people asking for the RBT's not to be removed on the 1st attempt, and for them, it was enough to make an addon that changed their functioning to something less RNG, and there were also those who criticized the "AFK" pig, which was just to change how she work with the VideoTape addon.
The devs' answer was to solve two "problems" at the same time as simply as possible, creating a third one, with the less lethal RBT's, and nothing in the killer's kit that compensates for that.
Since this nerf, do you know which addons I'm playing with her? With a brown and a yellow (Interlocking Razor + Razor Wires), because they ended up becoming the most profitable since the RBT's are just pure slowdown, with no chance of fatality by itself.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3194292#Comment_3194292
No no no no no no no. Absolutely not! 4 boxes were totally unfair. Getting free kill just by pure chance with 0 theoretical counterplay is just bad design.
To be clear - I am all for buffing pig. If people want 28m radius, then so be it. I would be ok even with 24m (which tbh would make her quite strong stealth killer). Heck I would be even ok with making her dash quicker to activate (say even by 0.5s should be fine) or making her dash longer when active (say enough to cover +4m distance) - picking one of these 3 is totally fine with me. But going back to 4 boxes. Just NO!
but I said that if she is using the >>video tape addon<<, the mechanic of the 5 boxes should remain, but not remain in the killer base kit as a nerf just because of an addon that is not being used.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3194341#Comment_3194341
I’m not talking about stupid memes, I’m talking about people who just want to say “f—- you in particular” every match, guaranteed.
All killers have counterplay for face camping if you have a coordinated team, but I’m not even talking about getting face camped, I’m talking about being tunneled. At least with camping you can trade hooks. The camping Pig would do is only so she knows where you’re going the moment you get unhooked. She doesn’t have to hit you, down you, nothing. She just has to follow you and make sure you never get your trap off. You are dead if that happens.
I’m not saying pig is OP or that she needs nerfs, I’m saying a specific part of her power is highly abusable and because there’s no good way to fix it, just give her a total rework with an entirely different power that doesn’t allow her to screw over a survivor of her choosing with no counterplay.
I just listed worse things in the game and that don't actually have real counterplay, because while the pig that doesn't have speed and no power to stop you from getting off the hook has to accompany you crouched all over the map with RBT after you've been saved from the hook to explode your head , Bubba won't even let you off the hook (there's no hook trade even with coordinated team), Nurse can both tunnel and pressure the generators, and Myers might as well wait for you to come off the hook and kill you with Judith's Tombstone.
Anyway, you have the right to think what you want from the pig, but its power is far from being something without any counterplay (hatch and generators) with these things I mentioned, and it still generates a positive scenario of 3 escapes most of the time.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3193593#Comment_3193593
Did you read the last sentence where I say pig needs a total rework? I didn’t ask for a NERF. At no point did I ever say “PIG OP NEED NERF”. I’m saying if she puts a trap on you and follows you around in the match, you can NEVER ESCAPE. What exactly is fair about that?
if she is only doing this for Boop the Snoot , then this match will have a high chance of ending with 3 escapes, which is a positive, not a negative scenario for survivors, where she trolled herself or will see she is doing some quest.
ps: there's killers that doesn't even let you off the hook with the powers (doctor shocks) and much more unfair situations (bubba, PH, trickster, NURSE, etc)
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3194327#Comment_3194327
Any killer can do that it isnt a special power that pig has, lol.
this
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Honestly she's been dead to me since the nerf in her entire kitbase just because of an addon....
Even when I'm playing survivor against her, 2 boxes are enough to remove the RBT most of the time with this universal system of "12 attempts" fixed for the 4 survivors distributed among the 5 boxes, completely removing the lethality of the RBT's and the design of live or die, even more with the reworks in the maps making everything small, as in the RPD.
Anyway, it would even be welcome to reduce the TR, but they need to undo that last nerf, come back with 4 boxes and set the key in one of them, leaving this universal system of "12 attempts between 5 boxes" only for when using the videotape addon.
ps:a rework on amanda's secret addon would be very good too, it's very bad and it's still rare and an addom that makes ambush attack destroy pallets would be very good too.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3188493#Comment_3188493
My guy, I already explained to you on one another post that Hemo (Unless you stop healing midway) doesn't make it impossible to heal with a green medkit. Why are you still saying it like it's true.
And besides that....
The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.You're right, that's why you see more Toolboxes and Medkits. The OP changed flashlights use a bit, however I disagree with 5 sec of use.
ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.Why not? It's still faster than current Self-Care.
As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.Toolboxes work great with Hyperfocus because they increase the chance to get a skillcheck. So using a Comodious with charge add-ons can make gens fly really fast (with a safety-net of Stake out). I've yet to see Fast Track be used tbh. Hyperfocus works whenever, Fast Track if you're "losing".
edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.OP didn't mention map offerings.
I read about hemo last time you mentioned, but anyway, this perk/addon doesn't come isolated, there's always something accompanying it that ultimately cancels out an entire build of niche survivors' perks, while other milder status effects come from hex perks, which is quite paradoxical.
As for the map, I know he mentioned the item, but I said my personal opinion, which is much more radical.
PS: as for CoH, it has to be faster then self-care, even more with item (same story: blessing time + map walking time + healing time), anyway, the perk has been nerfed several times .
well, I don't disagree about the changes in offers from the direct map offering style to map types, it may be good. About Hyperfocus, it may even be but I keep what I said, the killers have more control over the match anyway. Do they sometimes not use some gen slowdown? Ofc, but even not using any perk that counter item or killer that has advantage using all gen slowdown perks like plague/legion,you can use a track/aura perk that counter well one of the survivor's gen perks that you mentioned yourself: Discordance.
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I agree. These empty spaces could give small things that won't affect BHVR economically, like blood points or xp bonus to account. Anyway, you don't need to fill the empty spaces with cosmetics or even shards (unless they are in small quantities).
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I really don't see any necessity to nerf items anymore (any kind), or even let addons or make certain combinations not work anymore (like BNP + 1 random addon).
The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.
It's good that you mentioned Build to Last, but that doesn't even compare to the "item control" perks from killers, such as franklin's demise / Lightborn / Sloppy butcher, since as already mentioned the killer can see the lobby and the items carried by the survivors, and if it is too much trouble, just equip any of these, while for the survivors, well, all that remains is to pray that the medkit gives to heal at least one time, as he/she has the unpleasant surprise of trying to replenish the depleted medkit coming from the pharmarcy with built to last in the locker and finds that the 2 perks have been nullified due to the hemorragic state.
ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.
As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.
edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.
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I've been 5 games on this map, and I don't know which of the two variations, but in one where the right side is smaller, in addition to the 2 gens in the middle (one above the stairs and another below), there's 1 more gen in the broken wall corridor (here>), right in the entrance hall, anyway, the distribution of these generators is very bad.
And I agree, the map got smaller, so it's plausible to have more pallets due to the size compared to the original, but that doesn't justify this bad distribution of generators. It's the same in haddonfield, and it's not even justified on this map, open field in the middle.
Anyway, one thing does not justify the other at all, because with the amount of killer power/perk variations that there are in the game, depending on the map, some even favor some over others, there is no way for the balance to be perfect by fitting everything, i.e as always a trapper will always be able to benefit in closed maps. By the way, not all maps need to be small, to start with, just as not all maps need to be large or medium, open or closed, variations are good.
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@K139K05 said:
I would change it in the following way:
Now last for 12/14/16 seconds and you benefit from the following effects:
- Scratch markes are surpressed.
- Footstep volume is decreased by 100%.
- Gain a 2% Haste Status Effect.
I don't think it should be your standard I-surpress-everything-for-the-duration perk but rather be a unique, niche-filling perk that actually does something. Reducing/Increasing footstep volume would be a cool thing to implement in the game.
I really appreciated your idea. But any perk to have real increased use, needs a solid effect, that is, I would put only the effect of suppressing the footstep volume in 100% regardless of the generator having been made, the others, still need the generator to be made