tesla
tesla
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- Username
- tesla
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Comments
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@lauraa said:
Should be an option. Tap to snuff, hold to crush
Snuffing would make it obvious you have noed or plaything, but I still would very much love to have the option to snuff.
That'd be nice.
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Boons, MMR, Hit/DH validation, BNPs every match (many times with prove thyself, resilience and other bs), so many unbalanced maps... Nerfs to low tier killers.
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@Johnagon_Infinity said:
Boons and MMR were the solo-que buff.
MMR is inconsistent and needs so much change and boons just have to be nerfed cause it's just broken.
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@KajdanKi said:
It already has such function. The i-frame is like 0.3sec long. DH is terrible perk overally. it gets a lot of hate because many survivors troll killers with it
if it is terrible, then why not change it?
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I think the body blocking is fine, the survivor is taking a risk in doing so and most times you can play around it or just wait the BT, but the DH play is very cheap and easy to use. One alternative way to prevent this scenario would be if BT made the unhooker exhausted for 5 seconds, like mindbreaker (or even made like a normal exhaustion perk). It would make a lot of sense actually, since BT is an altruistic perk, you should take some risk to benefit your friends.
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Yes please. Yellow glyph is so much fun, there really should be more mechanics like this in-game.
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Perks like shadow step, lucky break and iron will already push the game towards an untrackable survivors scenario, which is really bad considering how time is essential for killer to start chases, specially how fast gens get done nowadays.
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@Dino7281 said:
Yeah, we will have to wait for that like 1-2 years.
Thing is: from what I have seen, they really don't like to acknowledge any mistakes. So when they change something, even if it is terrible, they keep it that way and it usually takes a long time to get any changes.
Only exception I can think of was HUD change, but even that was kept, they just changed it, so it's not that bad. Thing is, that was done because it pissed off everyone.
Single killer sucks, because of their changes? Not enough people for them to care.
sad but true, friend.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2696341#Comment_2696341
They should just make it so that stomped totems are broken.
I agree. Infinite boons are a joke.
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Remove the invulnerability frames and make that you can curve when dashing.
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This perk is a joke since every match has boons now. It should work on boon totems to be actually useful.
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@DorkianBae said:
That's the issue, he should of never been nerfed.
If they didn't like his current playstyle they should of rebalanced him, not nerfed him into the ground.
His kill rates weren't high and his ranking in most tier lists were mid tier, there was no reason to trash him.
I agree, but he is never going back to what he was. At least they could balance him better now...
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Builtin kindred (just for survivors auras) and an icon status for survivors indicating what they are doing at the moment would be a good start to short the gap between solo queues and swf's. But no one actually wants voice chat in this game.
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at least they could make it longer to destroy, forcing them to spend more of their flashlight charges....
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I think for killer it doesn't work that bad, but perhaps they could consider the number of hooks prior the endgame. It's for survivor the current systems fails to succesfully evaluate the player strength. They could do gens, unhooks, protection hits, flashlight/pallet saves and none of that matters, and it should, because they helped their team towards victory. Perhaps when there is more than one escape through the gates, the survivors that helped a lot in the match sould win some mmr. One other thing that could help would be to have a multiplier per map based on the kill rate of that map.
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Survivor q is insane after evening
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Just let the killer know how many people are together in the lobby
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2677755#Comment_2677755
Doing everything you can to ensure one player doesn't get to play the game is a crappy thing to do. I don't care if it's effective or efficient. It makes the one person you're crapping on feel like they're being personally slighted. It's a crappy thing to do and requires a lack of empathy for the people you're playing against and immediately removes the possibility of it being a "good game".
Yes, killers should just play nice distributing hooks equally and let survivors open the gates before getting a single kill, just to be t-bagged at the exit anyway.
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@AhoyWolf said:
New boon: Takes only 8 seconds to set up (instead of the default 14 seconds), but doesn't do anything, if the Killer stomps it they get stunned for 3/3.5/4 seconds.
Boon: Haunted ground
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I think they could rework this perk. Make it a gimmick one like Deception or Diversion.
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@DarkbeastPaarl said:
https://forum.deadbydaylight.com/en/discussion/comment/2622489#Comment_2622489
How is it fine now? There is LITERALLY no point to bring a key into a game, now. Yes, the Hatch is supposed to be a last resort escape, I'm not disputing that. What I am disputing is that it's now damn near impossible to find the Hatch because it ONLY spawns when there's one Survivor left, and that's not really all that fun.
I do think the key having a bar to unlock the Hatch is pretty nice, though. Gives the Killer time to stop Survivors when they have a key and are trying to escape that way.
if you want to escape through hatch so badly maybe bring Left Behind lol
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2622471#Comment_2622471
Rare and ultra rare items should have powerful effects, otherwise what’s the point? Just look at some of the game-changing killer add-ons still out there, yet survivors aren’t afforded any chance to escape apart from gates or the hatch for the last person now. Even if they did contribute a lot of effort in the match.
Keys keep me from having to die with rank 20 potatoes the mobile team pairs me with (the hatch and key nerfs aren’t live yet on there). Guess they prioritize quick lobbies over fair ones. So I just do my gens and go if the team isn’t working out (or working period).
You still have a chance to be the last person and leave through hatch. If you have a key, you can still leave after the killer closes it, is it not powerful?
Do you think it was fair in the old days when they could make a 2 or 3 escape with keys when the killer sacrificed 1 or 2 people?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2622405#Comment_2622405
It was 10 seconds flat for Dull or Skeleton Keys, the time usage on the different keys is for their aura reading add-ons.
Bringing back hatch spawning after five gens are repaired is a great start in the right direction. Or just reverting the whole hatch nerf altogether.
why?
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2620730#Comment_2620730
Your way of thoughts is just like the devs...
Needing perks to balance everything
Why?
Why not just buff the kick and nerf the tap so the kick deals like 5% of the current gen progress down and the tapping needs à 2 sec work or à double easy skillcheck to restart the gens
Dont be scared to change things
they could actually buff the kick and keep the tap, so if they tap they risk losing 3% more or so, but if the killer kicks it, they are giving time to survivor running away.
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@dbdisdbd said:
https://forum.deadbydaylight.com/en/discussion/293099/kicking-gen-needs-3s-but-tapping-gen-0s
Lmfaoo wow killers are really something else huh? You guys gonna start complaining that survivors just even exist next? The devs have already said that they like “tapping a gen” because of a survivor does that in the middle of a chase it was a risky play for that survivor to stop mid chase and tap the gen, losing time they could’ve been running away..
plus I’m pretty sure gens take 2 seconds to kick, not 3
yeah so risk to tap a gen when the killer is breaking a pallet...
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2622418#Comment_2622418
Gotta break the totem. There needs to be a way to let survivors know visually that the totem is not a bless target anymore.
If they've already blessed it they will know. If not, they will know when they don't get a bless prompt. Also, when they are carrying a boon perk, maybe they could see a highlight in a nearby totem when it is available for blessing (if the totem is visible in their FOV).
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@YOURFRIEND said:
No to hex reactivation. I don't like hexes, I don't want to have to use them to counter boons. Just let me break the damn totem.
But that is essentially the first part of my suggestion. So that a snuffed totem cannot be blessed again. Or do you mean you want to break a dull totem as killer?
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@uniqid said:
Honestly, even before patch I never found boons to be OP and after playing with, and against them I still think they aren't.
By choosing to play with boons you're giving up perk slots and possibly the item slot depending on your build.
I think they're fun as-is and killers can deal with them just fine. Any nerf would be bad.
People want options to the current meta perks but then complain when something new comes up.
It's way more fun playing against boons than agasinst the classic 3 + 1 - BT + DS + DH + another good perk.
I hope they don't change them unless it's for the better.
Not hating on your post or anything, just saying what I feel.
I undestand the mentality about "changing the meta", and the boons are still something very new, so it's natural we are still feeling the effects of those changes. I disagree though about them not being op, because it just gives too much: multiple effects, wide range, unlimited uses... I don't know how they should balance, but I think a balance is in order. For instance, imagine a killer perk that would let you kill a survivor after their fist hook, like previous mori... wouldn't this change the meta for killer? But it wouldn't be so healthy for the game. So I guess everything should be analyzed about how it affects the balance of the game.
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@TMCalypso said:
The main issue I find with the boons is mostly the size of the area it affects. Not to mention multiple boon effects can be active all at once in this area. Plus, we will also no doubt get more boon perks in the future. So just imagine what could possibly be combined in a single area, let alone possibly having 4 boon totems set on a map at once. I think a good change would be to reduce the area of effect by 'X meters' for each additional boon perk you have on your build. Just the one boon perk, you get the full size. Have 2 perks? Then it gets reduced by say...4 meters? I don't know how much the size should be reduced, but I do think it would help balance the amount of effects you could stack on a single boon.
I hear you, specially shadow step being able to block aura reading so widely. I would reduce the aura reading blocking range from shadowstep and requiring that each boon perk should be activated in a separate totem, in the same order that you equipped in your perk slot. The healing range from CoH could also be reduced, since it's not hard to get near the totem to heal (you can even see its aura) and it could prevent scenarios when the survivor can just lose you (because no scratch marks) and start healing mid-chase. It's actually too op sometimes, I have done this a few times as a survivor, and I don't even bring boons because someone always does lol.
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It's fine now, it became more of a gamble. The survivors always had more opportunity of looking for hatch near the end. The very hatch itself is a way of winning by accomplishing nothing in the match.
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@selflessnea said:
Honestly the only thing that I would do to nurse them is to give a counter for the number that can be placed per person. Like maybe 3. Or Maybe each totem can be blessed once per survivor.
If the hex perk can be re lit after snuffing the blessing over it then the bless speed would need to be reverted back to the same as a bless on a dull.
3 tokens for each survivor is too much. The killer already has to deal with too much in the game. As for the speed of blessing, I guess your suggestion is fair.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622088#Comment_2622088
Or freeze all gens if killer is too far away from them.
It could honestly be a good perk idea. Whenever you are at least 32m away from a hooked survivor(s), all gens get blocked by the entity. They cannot regress as well.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/292974/kinship-a-k-a-camaraderie-needs-this-buff
This perk is trash it must be built into the very mechanics of the hook.
No, the perk must be good, but still requiring that you use a perk slot.
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@AnObserver said:
Sure.
https://forum.deadbydaylight.com/en/discussion/comment/2619362#Comment_2619362
Would need to nerf the duration significantly so you don't have Survivors intentionally leading Survivors in chases near Hooks, the Killer "respecting Hook AoE" is bullshit.
Just make that a survivor in chase cannot activate the perk.
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Just remove map offerings.
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Just wait 60 seconds without healing, doing gens or totems and you will be fine. Why would want to heal yourself so fast anyway if you are still invencible for some time? You can even ask for a team mate to heal you.
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Just remove the immunity or nerf the dash to 50% and give the preference to the higher ping and it would be fine.
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@R1ch4rd_N1x0n said:
Then give 5 perks to survivors.
do you realize it's 4 survivors vs 1 killer?
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But yes, I agree... The criteria should be the same for survivor and killer, if survivor just has to escape, killer should be able to just 4k or 3k with gates closed + hatch. I do think that survivor adept should be only through exit gates with all gens done.
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@IrishRedCap said:
After about a week of trying i finally finished my adept killers. Quite a grind and having to learn tricks for each killer in order to reach merciless. I did notice that my last adept, hag, managed to get merciless with 3 iri 1 gold emblem.
Some tips I feel I can give. If you play a killer with stealth, dont use it. If you play a killer with a one hit down, dont use it (Shape being the only exception).
Even if its not optimal kick gens over going into direct chases. One of the killer emblems requires you to delay the game to 9+ minutes. If you pub stomp the survivors even with a 4k you get screwed.
Dont be embarrassed to tunnel but dont camp. Keep a mental note of hook states. I never managed to get a single adept if I didn't hook all 4 survivors before finishing a sacrifice hook. If you hard tunnel someone out you will get the -1 to -5 for being "to close to hooked survivors".
I mention all this because I literally used shards to get new survivor yesterday. Got her to level 10 for 3 perk slots, all innate perks at level 1 and inolayed a single game before servers kicked me out due to bug... managed to adept in that 1 game. No I didn't play any PTB with her and never even managed to use the boon totems. Still extraordinarily easier.
Also only tunel when you know you won't get DS.
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Well, if Haddonfield had no pallets at all, it would still be a strong map for survivor... I honestly don't know how to rework this map... it needs at least to have less fences on it.
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At least you shouldn't be able to just 99 the heal and get the same boost.
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Make it that it doesn't target the survivor SOLVING the box, but remove the possibility of cancelling the solving, as survivors do that to annoy the killer.
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yes if it only lasts about 20 seconds, it would be fine
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The nun would be really cool.
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@Gibberish said:
Total rework. Their whole lore gimmick is that the'res 4 of them, but you only ever play as one per match.
Beyond stupid. Especially now that Killlers can have AI partners (IE: Nemesis zombies).
The twins mechanics are really interesting too, but it encourages camping and slugging.
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SBMM could be an interesting idea, but not the way they implemented it.
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The ADS needs to be at least half. And since now his TR is 32m, he should be 4.6 when his weapon is not loaded.
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but no, I don't think it will
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If they are not breakable, at least a boon totem should be treated as a dull totem when a hex would be activated, like hex: plaything