rhodamia
rhodamia
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1024755#Comment_1024755
What about the fact that the doc can shock you and prevent you from vaulting, essentially ending chases very quickly?
Usually you can just keep running the loop when he shocks you because it slows him down to do the shock. And you gain ground there.
Another (lower skill level) method is to simply throw the pallets early before he feels the need to shock. Don't recommend long term as you will eat pallets that way. Work on tight loops. Eat the shocks. Not the pallets. But both will work.
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@Sleephartha said:
It’s WAY too easy to find survivors with that. Probably the single best survivor locator in the game. I realize you still have to chase and catch but this solves half the equation with no effort. You can locate survivors once a minute. You can sort of counter by timing hiding in closets but it happens way too often. Only other real counter imo is gen rush, which sucks for solos. Whatever. I just think it really destroys any chance of stealth play. If you aren’t a good runner, you’re now fd.
Hey. To skip all the toxicity and answer your concern, killers have kits that help with chasing or detection or a slight mixture of both. Nurse has no detection other than her eyes. But if she finds you she can chase like a mother.
The doctor has very little to aid in chasing. If you scream, just start running from him. He can only walk at you. Throw pallets a loop early so he doesn't shock you. Etc.
Doctor is the embodiment of "you can run but you can't hide" whereas the nurse is the opposite.
I hope this helps explain things a bit. Doc is good at hide and seek but really bad at tag.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/889873#Comment_889873
I mean most killer hex totems are already a huge advantage to killer, so it would encourage survivors not to break them and vice versa.
I hear ya there. But there are 2 positives for the survivor. Buffs near hex. Debuff near dull (alerting them of a nearby dull).
The killer gains nothing except MAYBE a chance at survivors ignoring a hex totem.
Perhaps a better incentive not to break would be a bonus in bloodpoint gains to all survivors for each hex totem left. This would REALLY inspire survivors to leave hexes alone. But without major gameplay advantages.
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That's a survivor buff in my opinion.
A survivor being buffed for a killer using a perk that can be taken from them.
And the debuffs from dull totems would (to a skilled survivor) act as an improved (and free) Small Game.
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30 seconds is a long time. Perhaps if you take a hit within the first 5 seconds... But even 10 seconds should be a safe unhook in my opinion. You can get far in 10 seconds.
I like the concept of punishing farmers. But im not sure that's the way. I'll think on it too. As a community we can come up with something cool ;D
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I like her changes. For my killer side I mained nurse and hag. Nurse feels more balanced now. A bit harder to play. But still strong. Which makes it feel more rewarding in my opinion.
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Speed is fine at some ranks. But I think for red ranks it should slow down. Gen rushing is hard to stop, even with ruin once people can hit the greater skillchecks. Not a big change. But a few more seconds per gen at red ranks. I think it could allow more killers to be viable there perhaps. Just my opinion :)
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Though unique, it would make it harder to time things as the OTHER survivors. For instance you may want to finish your gen knowing how much time they have left. Making that dynamic would essentially be a "Nerf" to survivors. Which I'm all for. But that's just my opinion on it. Good idea though :) keep em coming.
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/884624#Comment_884624
1) Implying that looks like pure sophism to me, and you make it look like Freddy has utterly no power right of the bat, wich is not true either. Freddy manage loops better than Billy ( My opinion tho ) he's just less lethal than Billy.
2) Current values are good, but I feel like you should get more rewarded for putting a lot of pressure to the game by at least getting everyone injured, the only problem that comes with it, is the indirect buff to Legion that this will cause, it could get out of hand, especially with the perks from next patch.
3) I'm clearly not triggered buddy, just tryna explain you why this isn't the end of the world, especially because the game is ( kind of ) balanced with the idea of having 4 survivors to face, so it's a pretty decent trade in the end. By the way, Ruin is not a default perk as far as I know, PGtW and Thanatophobia is pretty good, and you're not using those only to slow gen progress down, but also waste people's time when healing. I don't really know what you mindset is but it looks like you want to promote Everlasting Freddy's build with your arguments.
Just to focus on 3 since that's the only one I have a (hopefully fresh) opinion on.
Yes killing one person makes the gens slower. But that's the same as not taking a perk. DC or not, having the obsession die should slow gens. Death... Dc.... What's the difference?
Now. To not raise a problem and not propose a solution. Perhaps DL could simply not alert the survivor that they have DL. They MIGHT have it. But might not. And not many other obsession perks make survivors DC quite like DL. So removing that notification would at LEAST stop the "oh yeah, well then I'll DC".
Or. Make it so DL still triggers if say... 3 hooks have happened? That should be mid-game ish. If they DC REALLY early I agree. That's a punishment enough on the team. Just my thoughts. :)
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I think it's fine as a common add-on. Once you learn her well enough you probably won't want that indicator. Like forcing training wheels on a bike. It's a common add-on. Use it until you are comfortable riding the bike.
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Personally I don't purify against plagues, but I'm also good at running. She's not good at chasing down that last hit if you can run loops well. (Also ducking behind things to dodge puke is good. Regardless of the puke type) she can snowball though if everyone on your team isn't competent against her.
Spirit is a tough one. Mind games with the scratch marks you leave. They just removed her collision while teleporting so that's a huge buff to survivors (she can't "feel" running into you now). She's the queen of mind games. It's your mind vs the killers. Who can trick who. Takes time. But I think she's one of the most balanced. In that if the survivor is tricky, you can chase for a good while. But eventually, every killer should catch the survivor. It is a killer after all.
Of course these are just my opinions / experiences. Which is different for everyone. :D
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As this is all opinion, I hope you take no offense. But I believe more vision is a buff (even a slight one). Since it takes you from a disadvantage to normal, the majority of players will take it from normal to advantage. If that makes any sense. And in an effort to keep things balanced for the majority. I see the change as unfair. (And don't get me wrong, I'm all for killer buffs. If they called it a buff I'd be fine with it. But call it what it is). Again. My opinion. I hope you find a way to enjoy the game without motion sickness in the future! Good luck friend.
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Though it is funny to have something killer-equivalent to DS. This is overkill. Unless it was a joke post. Lol.
As above said. That's just removing a hook phase. Much too stronk
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Go for the person that did the unhooking is my usual go-to. If the unhooked person lingers around to take a hit and add another heal to their to-do list, that's on them. But usually the BT user goes down. (Remember, you have to be *somewhat* close for BT to activate anyways.)
As for the proposed change, 30 seconds is a full hook state I believe (or it's close. Don't quote me) IF there were a rework, I wouldn't suggest this as the solution. Just my opinion though. :)
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@Clockso said:
honestly, d-strike just needs to have a smaller skill check, ppl are so confident that they can hit that they will body block, jump into lockers and bait the killer to pick them in the exit gates just cuz they know for a fact they can hit it
I could see that too. Maybe like doctor style where it's random location on the screen?
However, that makes it harder to use. Which doesn't exactly make it better or worse at it's job. It would act as a deterrent from using it. But it could still (with enough skill) be abused as it is currently. I was trying to fix the overall issue. Which (to me) is stabbing killers who didn't even tunnel me.
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I think all of them are cool EXCEPT "this is not happening". I am good at running. 5% speed is "Hope" with no timer or trigger condition. Extra run speed, resilience for faster vaulting... A good runner would quite literally be uncatchable. And I love playing as survivor running. But that would be much. Perhaps a faster Sprint after getting hit? Or a bit longer of a Sprint after getting hit? Other than that perk, I enjoyed reading. Good tweaks without overall changing the perks. Well thought out imo
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Most moris are weak/unused. Perhaps toss eboni Mori into its own rarity (even more rare than it is). And/or allow decisive strike to stop a Mori. If you are gonna die, may as well get a little more chase out of it before you get splattered XD
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/885016#Comment_885016
Dunno why my comment disappeared, but I moved it to polls now... It can't go into other sub categories.
If it's okay with no poll, you can repost it in feedback and suggestion without the poll and I can delete this thread.
I would love to have it as a poll to get a vote but I don't want to have it in the wrong area. I copied the text. If I need to post in discussions I have no issue with that. But if it is okay as it is now (with you moving it) then I will leave it. Just let me know. And thank you for your help.
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Thank you. My mistake.