wydyadoit
wydyadoit
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/903257#Comment_903257
He still is incredibly weak in other areas.
i would argue that he isn't. I would instead argue that players are assuming he's weak because they have yet to level him in order to get all level 3 perks.
there's nothing wrong with being a basic attack only killer. Oni needs 3 perks to function in my opinion.
A nurses calling
Coulorophobia
sloppy butcher
and blood echoes.
I personally feel these are the best perks for the job. You have 4.6 movement. if you're not just purely bad at the game you will find a survivor and force him or her into feeding you blood skittles. There's too much of a reliance on ruin and barbecue and chili. Just eliminate your prey one survivor at a time.
They're going to get scared of your demon form and try to heal. so prevent it.
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@Raven014 said:
This I have to dispute...
- Break up the paragraph. Its hard to read.
- Oni is terrible on Console compared to both of those. He needs major buffs or a rework to even be playable on Console high ranks. His kit is atrocious. His dash can be good, but his strike is so clumsy I find myself disregarding his one shot for more consistent hits. Survivors on console can easily avoid it, since there is no flick on his swing on console. Myers at least can turn with his instadown, and Billy can too. I don't know what beHavior was thinking with not having it on Console... he is low tier, but has the potential to be higher if they change his kit slightly...
you can "flick" if you have the capacity to. it's called max or high sensitivity and knowing how responsive your controller is. if you know how long it takes to 180 you can 180. if you know how long it takes to 90 you can 90 and so on as well.. it's purely muscle memory just like with mouse an keyboard. speak for yourself when talking about how hard it is to do something on controller.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/902349#Comment_902349
A friend of mine mentioned that if you run no mither against, Oni, 1) most Oni will just expel their power to pick you up. 2) you're basically throwing because you're constantly creating blood orbs. I hear no mither is the worst possible thing against oni to have. And any killer with a brain would probably not leave a no mither user on the ground.
nah. bro. it's 4D strats. you gotta think above the plane of logic and understanding.
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https://media.giphy.com/media/U7g9YcVnls1EGWYLmz/giphy.gif@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/902363#Comment_902363
Of course...it was so simple... Who's got a box, a stick and a piece of string?
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@SirFloofington said:
https://forum.deadbydaylight.com/en/discussion/comment/902386#Comment_902386
Well Billy in the sense of speed from his power, moving the same speed as Billy,able to track like wraith though which i fair. Using blood to trick the Oni sounds interesting but extremely dangerous. Can make for a fun meme build.
you call it a meme build. i call it science.
dead hard, no mither, head on, and decisive strike for days son.
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@SirFloofington said:
https://forum.deadbydaylight.com/en/discussion/comment/902349#Comment_902349
You aren't wrong, No mither did get a indirect buff, now as a survivor you can carry giant bright red skittles into a match against Oni. Truly a beautiful addition to DBD.
in all seriousness though - it's a cool mechanic. it makes use of the bleed benefit in more ways than one.
honestly though he's more like wraith meets billy because wraith is the one that follow blood pools.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/902349#Comment_902349
I am pretty sure no mither would be horrible against oni, you would be leaving a constant blood orb trail.
that's how you counter him.
https://www.youtube.com/watch?v=BmvLexamrmk -
oni gives purpose for no mither.
so therefore oni is not meyers.
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i want a basement up there.
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you like developing board games do ya? can someone please convince nintendo to do a fire emblem moba already that isn't a phone lite edition with gachapon gimmicks?! what i wouldn't do for a pvp fire emblem in the style of chinese checkers.
also - nice to meet you.
thanks for the pretty good work so far.
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@Cornpopers_Evan said:
I do wish they would prioritize wired, I agree completely with that but I don't think should force people to stick to wired and only wired or vice versa. Also, yeah, lag is bad in everything but especially fighting games where it can destroy your entire session.
why do you think that players should be allowed the choice since it impacts others. as even in america where we brag about the freedom to do - we also acknowledge that if it is a freedom that imposes on others then that freedom should be limited. such as freedom of speech or assembly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/902141#Comment_902141
I absolutely despise Decisive Strike and even I got confused a third of the way through.
i can try simplifying it, but really without the bulk of information provided there will be people who say i'm wrong because I didn't provide a clear enough argument or enough facts to back my proposal.
i'll do my best to simplify it by leading you through my thought process.
Decisive strike is a perk.
there are many perks like it.
there are zero perks that provide protection against moris.
We should change decisive strike to provide protections against moris.
This would make it a niche, but purposeful perk.
by changing the perk from current to the proposed it would allow more perks to be utilized. see the list of perks provided.
decisive strike would also work against other execution items and perks and not just moris.
currently decisive strike will not save you from a mori or an execution.
currently decisive strike is used with many exhaustion perks to get away. if we just put haste and exhaustion on it then I think it will be a better perk.
Connection currently is too involved with whether or not youre able to land the skill check. I propose we make this automatic.
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@CashelP14 said:
I tried following along but I got confused half way through
in what way were you confused? this is a typical policy argument format. though I didn't use standard essay formatting.
if there's any way I can make it clearer to you please elaborate.
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i disagree because it counters moris.
(this was sarcasm.)
i wish it was used to counter moris.
imma go make a post about this actually.
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I'm reading a lot of mixed opinions and views on the matter. However, I have noticed 1 trend among all the replies.
- Bloodpoints and Emblems are the final say when determining your success as a survivor. Which we all know.
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@Vektast said:
Yee It's just completely dead perk. Simply no reason to use it. And I think it's hard for devs to rework it because it's a perk of a licensed char - Bill.
if i were a betting man... i'd bet that a licensed character would have more incentive for the company to want to rework the character.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/493594#Comment_493594
So it's unreliable in every other killer, which sounds to me like a problem that solves itself. It also probably explains why nobody actually uses that perk combination.
Yes, the Spirit can get some use out of it in a consistent way (though only once; afterward, everyone will already know that the Spirit has those perks). That's synergy. That's the whole logic behind builds, that they work consistently.
it's not unreliable in practice, but in data it's unreliable. as far as using it to prove a point it would seem shaky and could be argued against.
you have to consider how many generators repaired, where those generators are, how close you are to the edge of the maps, where lockers are located, what other 2 perks are you running, what killer you're playing, how many survivors are left, is the trap door spawned or opened, etc.
trying to say that nobody does something based on your own personal experiences and on streamer preferences is a bit flawed. according to the video at the top of the screen apparently 100s of thousands of people are interacting with this game in some way, shape or form. even if only 1/5th of those players are private players that keep to themselves, you're still looking at 20000 people that could be playing uniquely without anyone else involved assuming that 100,000 people are playing the game regularly. And what's more not all of those players are going to be on your server nor are they going to be able to have you join because of how network protocols work.
if you're a high tier killer that loves winning and have a top secret build then you're probably not going to share that with the survivors.
tachanka is a great example of something that is popular just because internet memes. The mass appeal of something doens't have to be a direct correlation to that things worth or inherent value.
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@applepie_1998 said:
On a side note BBQ&C rewards killers for doing their job....hooking survivors. On top of stacks they get an aura read on every survivor that’s not in a locker or not using distortion.
Yet the survivor equivalent WGLF requires you to take risks to get stacks. Even then not all protection hits seem to count towards stacks. I would like to see a buff to WGLF such as getting stacks by doing objectives or healing survivors.
it's a bit inaccurate to say that we're going to live forever is a direct equal to bbq chili. because bbq grants blood points AND an aura for hooking a survivor. In order to use wglf you have to have someone on your team become injured.
if wglf was on par with bbq then wglf would be a combination of borrowed time and wglf all in one perk. it rewards you for doing your job and then gives you a temporary buff with no downside.
that's what bbq is.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/493528#Comment_493528
So because one killer, who'd need to dedicate all their add-on slots and half their perk slots just for this one mechanic, might possibly get a bigger advantage than other killers, you want to gut the perk?
You do understand what synergy is, right? Some killers have more synergy with some perks than others. That's what builds are, after all, a combination of things that work well together.
I understand what synergy is.
I also understand that spirit isn't the only killer that can use this combination. she was just the easiest example to prove the statement wrong with raw numbers.
it's hard to prove something when you're not using raw numbers and a lot of scenarios where the killer could hit the survivor exiting the locker is based on interactions that are extremely unreliable. for example legion could do it assuming he has a movement speed buff and is using his frenzy, but the exposed status would have to hit after he has recovered from his exhaustion. if the survivor makes the mistake of walking towards the killer after exiting the locker then most killers could hit the survivor, but those examples are too unreliable to consider a definite thing that could and would happen.
Spirit on the other hand is easy to replicate and can happen consistently.
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@PigNRun said:
Did you actually read my post? I said Distortion and OoO was a dumb combo (like No Mither and SC). Sole Survivor has nothing to do woth that statement.
i did, but you kept making baseless statements and i'm half asleep. my eyes must have wavered. the added "oh boys" and such were cluttering your main argument and wordy so it was easy to get lost between paragraphs. I tend to do that myself where I write with extra fluff, but it's a bad habit and prevents readers from understanding the main point.
a couple of examples :
now where to start...? (unneeded fluff that is meant to relay emotion.)
only 2 killers can use this effectively (which 2?)
iron maiden is a perk no one ever runs (seems illogical that "no one" would use it)
as rare as (you just used an analogy as a pillar for your argument)
you are seriously overestimating (based on what scale?)
and this is all just within the first point. i could do this more on your other points, but like i said - i do it too sometimes and it's a hard habit to break. sometimes you just want to write and type the way you talk inside of your head.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/493533#Comment_493533
More often than not, I see no auras with BBQ. I do take it anyway, for the Bloodpoints.
BBQ is something survivors should want to work, though. There is a helpless survivor on the hook, someone who can do nothing but hang there and wait. They can't do anything to make the killer leave the hook. If the killer doesn't leave the hook, no one can make the save, and that's a lot of altruism points. If the killer sees an aura with BBQ, they're encouraged to leave the hook, giving someone a chance to make that save. The person on the hook can't go anywhere, but the person whose aura was just seen with BBQ is fully mobile. They could juke the killer before they're ever even found, or they could lose the killer after they're found or at least keep the killer busy for a while.
I know some survivors think, "That person got hooked, they deserve to be on the hook; I don't deserve to be found because of it." But no one's perfect, most survivors will get hooked at some point. And don't forget, a survivor being left on the hook will hurt the entire team's emblem scores.
Is Iron Maiden suddenly meta or something? I almost never see anyone running Iron Maiden when I play survivor. I haven't even bothered to unlock the teachable, because I don't want it junking up my Bloodwebs.
you bring up an interesting point by saying that survivors should want BBQ to work. That being said, however, I think it's also important to note that the killer also wants the perk to work because of how sacrifices iridescent emblem works. without hooking survivors 9 times (interestingly enough the exact number of times you need to hook in order to have a single solo survivor remaining) you'll only get gold. this means the killer wants the match to go on for as long as possible - though the other emblems contradict this. so you're not gaining anything as a survivor by saving your ally and the killer could potentially be baiting you into entering their terror radius/the hooking zone. The killer also gets extra points if you're unable to heal the survivor for a long time and if there are 2 people wounded (because one of you might have a borrowed time perk or something similar) the killer is still benefiting more than you are. The points that are awarded for the save aren't worth the risk of having your gold/silver unbroken medal turned to bronze. you can get plenty of altruism points without saving other players from the hooks since iridescent medals in altruism don't require very much with benevolent only requiring 100 points. you start with 35. if all 3 other survivors die their first time on the hook that's only 30 points you've lost. if you unhook a survivor and they go down in 10 seconds you lose 30 points. decisive strike will guarantee you 30 points. if you were to escape the killers grasp, heal a survivor to max hp, and body block 1 time you're guaranteed gold. beyond that you get a ton of altruism points if that's your goal from just running around since your scratch marks can cover up other survivors marks during a chase.
I would argue that there are several perks in the game that are highly underrated because of how many players refuse to play outside of the chase. Iron Maiden is not suddenly meta. The meta hasn't changed as far as i'm aware. it's still noed, ruin, bbq, plus perk 4 and the 4 survivor combos of 2 perk combo class + self care + perk 4.
I think the bloodpoints for bbq and chili should be the focus for the perk. that seems to be everyone's go to argument for why they use it. 150% bloodpoints and an aura flare per 1st time hooks seems reasonable.
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you say giving up, but you still have 2 perks. knowing where the survivors are and where they aren't is a powerful tool. All killers excluding the nurse move faster than the survivors. All killers at or above 4.4 movement speed can and will catch a survivor assuming they maintain chase properly due to the way bloodlust and exhausted work.
survivors get a maximum of 6 m/s movement speed when using abilities or getting hit. all of which last for 2-5 seconds max.
if your reasoning is that losing 2 perks will prevent you from getting your initial hook then I argue that you dont need 4 perks to get a merciless victory. In fact there are "adept" challenges that prove this.
it takes 20 seconds to repair a generator with 4 players and everyone using toolboxes and prove thyself - assuming no failed skill checks and it's a 4 man generator.
if the killer has bitter murmur or discordance (which i mentioned earlier) this build strategy is pretty much derailed from the beginning and the killer can typically tell just by looking at who's in their lobby what is about to happen.
i understand the various uses of distortion. they're kind of obvious.
object of obsession + sole survivor does not counter itself. straight from the wiki :
Can be used with Object of Obsession so that you can see the Killer, but they potentially can't see you. It is possible to fully conceal yourself if both Perks are at Tier III.
self heal and no mither actually counter each other 100%. are you sure YOU'VE ever used object of obession and sole survivor? The line of sight mechanic makes it so you don't even have to reveal your location while on the map you just look away when the killer isn't near you. Perks like spine chill and Dark Sense make it so you never have to worry about where the killer is and if an ally is using kindred you're going to know where he is based on that perk also. once the first teammate dies you're safe 20 meters away and it counters pig, wraith, etc. who would be using their zero range terror radius. at 2 deaths youre safe up to 48 meters which is practically 1/3 of the map and you're never going to be in a terror radius that isn't extended with the aid of distressing or other similar perks. I've used it countless times to counter players that weren't running bbq and chili and it makes hatch escapes or end game collapse escapes that much more likely.
Idk man.. the more you post the more i have to question your knowledge of the game. sure I got the cleansing information wrong - i put objective instead of bold, but you literally just provided about 9 examples that are entirely opinion based without any information to back it up and what's worse is that you've listed perks that are considered on their own better or backed by popular opinion, but you're neglecting the benefits of BBQ when combined with other perks or you're just considering typical generic builds which is a sign of inexperience and a lack of flexibility. And most importantly - you're not providing any numbers. If we neglect the numbers then anything can be balanced or broken.
I've asked for someone to explain how to counter bbq and chili and so far i've had "lockers", "distortion", and "play smart" which are all great answers in a vacuum.
lockers? = bbq+iron maiden.
distortion? = bbq has 9 potential charges. combine that with any other aura reading perk and your 3 charges are likely to be gone before 2nd generator.
play smart? = okay dad. might as well say "git gud" like the guy on the 3rd comment. this means nothing to anyone because playing smart is not a valid tactic nor is it reliable. Playing smart is almost the equivalent of blind luck in a video game because a strategy that wins 100% of the time is broken and if there's a counter to something it will be used. when there aren't counters then you're relying on prediction and prediction is a fancy word for guess. might as well flip a coin.
i mean no disrespect in any way and I appreciate the replies, but I'm looking for something concrete. opinions are fine, but i already have an opinion. I need facts. A lot of these replies are primarily just reposts of the same things constantly being spewed with little or no thought put into them and substantially lacking evidence.
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@Schwifty said:
BBQC is always in my line up when I can get it in the blood web. Even without the aura reading part I'd still take it, the extra BP it brings just makes it far too good to pass up.
Make of that what you will but it's the truth. BBQC is one of the best Killer perks out there. Should best mean nerf? I don't know about that, if that was the case all the perks in the game would be nerfed to Left Behind status.
I say buff all other perks (both Survivor and Killer) up to BBQC status so there are genuine hard choices to be made.
the statement "buff all the others to match this 1" is a bit silly. if the end goal is to create "tough decisions between perks" then buffing the perks to all be overloaded doesn't solve that. It instead makes it so there's no wrong answer. if you're wanting the perks to be tough choices then you have to individualize them around specific game mechanics that actually matter. for example - you mentioned a desire to farm blood points as your primary reason for taking BBQ right? The problem with that rationale is that if that was all you're using it for then you'd just remove it for a better perk and run offerings like survivor pudding and such because "the aura doesn't matter" But we all know that the aura is what's giving you those blood points because without knowing where the survivors are and without actively succeeding at being a killer you're not going to get very many blood points regardless. you have to interact with the survivors to get blood points - whether that be by slowing generator progression, entering and winning chases, successfully hitting your opponent, destroying pallets, and using your ability : if you're not involved with the survivors you're not getting blood points.
The combination of blood points + aura reading that's outside of the terror radius + having an opponent hooked already creates a lose lose scenario for survivors and combining it with just iron maiden limits the counter-play substantially.
would you still take BBQ if it didn't provide aura reading at all?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/493518#Comment_493518
So what you're saying is that the Spirit needs to stack three add-ons, do I have that right?
no. im not saying that. I'm saying that if a spirit uses a single add on - the mother daughter ring and an item that increases her duration of the phase walk to be that of the 15 seconds - so an additional 8-10 seconds she can traverse the entire map.
the mother daughter ring gives you 40% movement speed.
if you were to combine it with let's say katsumori talisman which gives a considerable increase to the duration of yamaoka's haunting duration then you could in theory travel the entire distance of the map in the ethereal plane.
that aside the statement was that you can't hit a survivor exiting a locker 40 meters away in 15 seconds. which is proven wrong by my example.
however, assuming that you dont want to use the mother daughter ring you could still hit a survivor approximately 40-45 meters away before the exposed status effect expired even if the survivor is trying to run away.
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40 meters - spirit moves at 7.04 m/s for 5 seconds while in her ethereal form. let's do some math.
7.04m/s x 4 seconds - 28.16 meters.
okay cool. add the green item dirty uwabaki and you're moving at 191% movement speed.
that's 7.64 m/s x 5 seconds = 38.2 meters. any additional movement speed buffs
(15 seconds - 5 seconds) * .4m/s = 4 meters.
4 meters + 38.2 meters = 42.2 meters. it's possible with spirit. this isn't even including other movement speed buffs that are possible.
assuming you use her mother daughter ring you're getting 176+40 = 216% movement speed buff. so 4*2.16 = 8.64
8.64*15 = 129.6 meters.
the average length of an arena in a perfect square is about 105m. im sorry, but you're wrong.
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@Orion said:
How to counter BBQ:
Step 1: Get into the nearest locker.
This concludes the PSA on how to counter BBQ.
okay. how do I counter iron maiden + BBQ?
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/493463#Comment_493463
That's debatable.
I can still think of some pretty BS mechanics with BBQ. For example - iron maiden negates locker hiding. Infectious fright tells you where nearby survivors are. BBQ tells you where far away survivors are.Territorial Imperative tells you when survivors enter the Basement. Discordance tells you if survivors are doubling up generators. So If you take BBQ, Discordance, Iron Maiden, and Infectious Fright specifically on a fast moving killer or a killer with decent area denial (which is 90% of the roster) you're going to pretty much win. I don't understand how as a survivor you're supposed to counter this?
Let's take all of the anti-aura abilities - object of obsession + sole survivor + Distortion + lightweight (to hide your marks while running away from the killer during the start of the match)
in this scenario 2 teammates have to die before you get enough distance on your sole survivor to combo it with object of obsession in order to avoid being seen when in lockers. If the killer doesn't see you he's going to start searching near the hook - so you cant just hide near the hook. BBQ has a range of 40 meters. Sole survivor requires you to be within 24 meters for it to work and it only works if 1 ally is dead. So for the first 3 hooks that BBQ and Chili activate for if you're far away you can use distortion - which has exactly 3 tokens. after that your jeff johanson perk is worthless. but the killer has an opportunity to get 9 hooks not including the 3 that would kill you. so in the best scenario the killer gets 3 hooks and they're all on different survivors who try to escape using their timers and then they lag or whatever and auto die. so now you're the only one left with a maxed out sole survivor, lightweight, and object of obsession. This is still a loss because even if you escape on your own, you would have to have had zero interaction with the killer the entire match since your character doesn't have any escape perks that will allow you to earn boldness points nor do you have any support skills to aid your allies if you were to try and hook rescue, heal, coop gens, etc. which means no altruistic points. objective points will only be available in the form of cleansing dull totems and solo running gens because if you duo gen there's a chance you'll prematurely use up your token - so your points as a survivor are pretty much dead all to counter a single perk. going further now you have 24*3= 72 meters of aura imunity BUT NOT FLARE UP IMMUNITY so doctor's madness, rancor, and infectious fright still activate and will give your position away - unless you run calm spirit on top of the 4 perks you already have and you literally can't do that!
but let's assume you could and you have a player on your team that is just god tier at running the killer around in circles. so you end up with all gens rushed, all totems cleansed, all chests looted, the game has been going on for an hour and no one has opened the gate yet just because, all pallets are used up, all hooks have been broken because jake brought the brand new iridescent toolbox that no one asked for that can instantly break hooks (not a real thing) and all that's left to do is power the gates. so you go to one gate and another ally goes to the other gate - in this very niche situation yes you can escape assuming that the killer doesn't choose your gate and doesn't catch the person leading them around in circles and doesn't choose the other gate where the support/objective player is hiding then maybe.
bottom line is that this should not be a thing. BBQ and chili has too much influence in the game. If as other people have stated that blood points are the main reason why killers use it then fine give them 150% increase in blood points for all I care, but the secondary aspect of aura reading without a way for survivors to counter it is a bit obnoxious. Even with just BBQ and Iron Maiden the killer has expanded his entire area of denial to everywhere except the distance between 40 meters and his terror radius which is literally where killers want their prey to be in order to find them. Tacking on whispers will tell you who's inside of the 32 meter range. if you're moving at 4.6 meters this is a death sentence to anyone not in a locker, in a locker, outside of a locker at 40+ meters, and anyone that doesn't have some form of sprint burst or distortion tokens. Tacking on predator ruins sprint burst, tacking on spies from the shadows limits hiding behind rocks between the 40 meter and 32 meter range because birds. idk man. I'm not seeing a lot of options here for survivors.
I'd be fine with it if the perk only gave auras for the first time hanging each opponent or if there was a token system for it similar to how jeff has a token system, but the way it is now it's literally a 1 size fits all perk. A killer's swiss army knife. 4 seconds at .6 meters per second is a total of 2.4 meters gained on a survivor after hooking assuming that as a killer they're not running play with your food which grants a potential 15%-5%=10% movement speed bonus
assuming also that you're more than double the distance required of 40 meters at 80 meters you're only going to have 1 of 2 directions to go in order to avoid the killer and that's left along the wall or right along the wall because the rough average of all maps in a straight line from 1 side to the other is about 105 meters - which is once again assuming that you're on a map that is perfectly square and not distorted and irregular in shape. Literally 4 maps are like this out of 27. The science of kinematics proves that a killer will always catch an opponent so long as he predicts the path due to how linear it is. a Killer can accelerate faster than a survivor and will be on top of the survivors tracks within those 4 seconds of hooking the previous survivor.
in no scenario is BBQ not a good option.
@anarchy753 said:
When I play survivor I nearly always use lockers to block it. When I'm playing killer it's pretty common to see nobody and still have clear signs later that they didn't come into BBQ range.
Don't ######### about a perk for being too strong because it has a tonne of counters, including lockers which are ever present on nearly every tile, just because you're choosing to not use the counters provided to you.
i disagree.
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@Boosted_Dwight said:
BBQ is easy to counter. Lockers, one of jeff's perks (I can't remember the name), standing still count to four and then walk away, staying near the hook, and not staying in one area. The perk is fine.
That's debatable.
I can still think of some pretty BS mechanics with BBQ. For example - iron maiden negates locker hiding. Infectious fright tells you where nearby survivors are. BBQ tells you where far away survivors are.Territorial Imperative tells you when survivors enter the Basement. Discordance tells you if survivors are doubling up generators. So If you take BBQ, Discordance, Iron Maiden, and Infectious Fright specifically on a fast moving killer or a killer with decent area denial (which is 90% of the roster) you're going to pretty much win. I don't understand how as a survivor you're supposed to counter this?
Let's take all of the anti-aura abilities - object of obsession + sole survivor + Distortion + lightweight (to hide your marks while running away from the killer during the start of the match)
in this scenario 2 teammates have to die before you get enough distance on your sole survivor to combo it with object of obsession in order to avoid being seen when in lockers. If the killer doesn't see you he's going to start searching near the hook - so you cant just hide near the hook. BBQ has a range of 40 meters. Sole survivor requires you to be within 24 meters for it to work and it only works if 1 ally is dead. So for the first 3 hooks that BBQ and Chili activate for if you're far away you can use distortion - which has exactly 3 tokens. after that your jeff johanson perk is worthless. but the killer has an opportunity to get 9 hooks not including the 3 that would kill you. so in the best scenario the killer gets 3 hooks and they're all on different survivors who try to escape using their timers and then they lag or whatever and auto die. so now you're the only one left with a maxed out sole survivor, lightweight, and object of obsession. This is still a loss because even if you escape on your own, you would have to have had zero interaction with the killer the entire match since your character doesn't have any escape perks that will allow you to earn boldness points nor do you have any support skills to aid your allies if you were to try and hook rescue, heal, coop gens, etc. which means no altruistic points. objective points will only be available in the form of cleansing dull totems and solo running gens because if you duo gen there's a chance you'll prematurely use up your token - so your points as a survivor are pretty much dead all to counter a single perk. going further now you have 24*3= 72 meters of aura imunity BUT NOT FLARE UP IMMUNITY so doctor's madness, rancor, and infectious fright still activate and will give your position away - unless you run calm spirit on top of the 4 perks you already have and you literally can't do that!
but let's assume you could and you have a player on your team that is just god tier at running the killer around in circles. so you end up with all gens rushed, all totems cleansed, all chests looted, the game has been going on for an hour and no one has opened the gate yet just because, all pallets are used up, all hooks have been broken because jake brought the brand new iridescent toolbox that no one asked for that can instantly break hooks (not a real thing) and all that's left to do is power the gates. so you go to one gate and another ally goes to the other gate - in this very niche situation yes you can escape assuming that the killer doesn't choose your gate and doesn't catch the person leading them around in circles and doesn't choose the other gate where the support/objective player is hiding then maybe.
bottom line is that this should not be a thing. BBQ and chili has too much influence in the game. If as other people have stated that blood points are the main reason why killers use it then fine give them 150% increase in blood points for all I care, but the secondary aspect of aura reading without a way for survivors to counter it is a bit obnoxious. Even with just BBQ and Iron Maiden the killer has expanded his entire area of denial to everywhere except the distance between 40 meters and his terror radius which is literally where killers want their prey to be in order to find them. Tacking on whispers will tell you who's inside of the 32 meter range. if you're moving at 4.6 meters this is a death sentence to anyone not in a locker, in a locker, outside of a locker at 40+ meters, and anyone that doesn't have some form of sprint burst or distortion tokens. Tacking on predator ruins sprint burst, tacking on spies from the shadows limits hiding behind rocks between the 40 meter and 32 meter range because birds. idk man. I'm not seeing a lot of options here for survivors.
I'd be fine with it if the perk only gave auras for the first time hanging each opponent or if there was a token system for it similar to how jeff has a token system, but the way it is now it's literally a 1 size fits all perk. A killer's swiss army knife. 4 seconds at .6 meters per second is a total of 2.4 meters gained on a survivor after hooking assuming that as a killer they're not running play with your food which grants a potential 15%-5%=10% movement speed bonus
assuming also that you're more than double the distance required of 40 meters at 80 meters you're only going to have 1 of 2 directions to go in order to avoid the killer and that's left along the wall or right along the wall because the rough average of all maps in a straight line from 1 side to the other is about 105 meters - which is once again assuming that you're on a map that is perfectly square and not distorted and irregular in shape. Literally 4 maps are like this out of 27. The science of kinematics proves that a killer will always catch an opponent so long as he predicts the path due to how linear it is. a Killer can accelerate faster than a survivor and will be on top of the survivors tracks within those 4 seconds of hooking the previous survivor.
in no scenario is BBQ not a good option.
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@Zarathos said:
Bbq is good on highly mobile killers. So spirit, billy and nurse. Everyone else is better off running discordance, nurses or a chase perk.
The reason it occurs frequently is down to the bp bonus. That is the only reason i dont run discordance or nurses on the remaining killer cast.
To counter it get in range or use a locker. Make sure to stay in a locker until 4 seconds have elapsed or alternatively run distortion to mess with bbq.
If your really far away a killer has to guess where your going to move so for 4 seconds run a direction after someones hooked if you cant find a locker or arent close enough. Then move the opposite direction to throw off the killers tracking.
Bbq can also be weaponised aganist the killer. However if you ignore its existence and give free chases then thats not bbq being broken its you playing into the perk. Some stuff like omega blink nurse, gives you no chance but thats a problem with nurse add ons not bbq.
Bbq is honestly a handicap more then a crutch on killers with low mobility as there are so many better perks but because dbds perk and leveling system is a grind people will run bbq irregardless.
LOCKERS! OF COURSE! thank you. This is the kind of quality reply I was looking for.
let me play a few games where I incorporate using lockers and see how effective it is in combination with laurie's perks.
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I think making it so that you can pry open the hatch when you're the last survivor - similar to cleansing a totem would be cool. should take 35/30/25 seconds. for comparison activating a gate takes 20 seconds without any modifiers. resets progression on canceling the actions.
remember this perk is meant to be tied to bill from left 4 dead.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/489548#Comment_489548
This for sure. I also believe Left behind should allow the survivor to open a closed by killer hatch without a key. Not an instant open, it should take however many seconds with a meter like the gates. It resets to nothing though if you let go, like cleansing a totem. Maybe 10-15 seconds long or something. It would at least give the killer something else to think about besides easily going from gate to gate. The killer already has a significant advantage in finding the hatch first, so it is absolutely not unfair if a survivor actually brings this perk and escapes.
im going to quote myself. let me know what you think of what i put.
@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/488435#Comment_488435
https://forum.deadbydaylight.com/en/discussion/comment/488450#Comment_488450
both of these solutions have downsides though. for 1 heal speed is pointless in end game collapse. Movement speed is what matters. movement speed and the ability to power the exit gates and find the hatch.
If you could open the hatch as if it were an exit gate then there would be no point in bringing keys AND it would be slightly overpowered - but i have a thought on that further below.
HOWEVER! i do like the brainstorming efforts. What if left behind showed the survivor where the hatch was for a few seconds. right now we dont have a perk that does that. just an add-on for the map and the rainbow map. And instead of it being just when the hatch spawns it's instead when the hatch opens - and this can be from keys or from deaths.
Left Behind -
Unlocks potential in one's Aura-reading ability.
Auras of black locks are revealed to you when unlocked for 2/3/4 seconds. If you are the last person alive and the black lock has been closed you can interact with it to re-open it. Black locks take 35/30/25 seconds to open this way and is unaffected by any other perks or status effects.
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i think this would balance it enough and still give it that Bill Overbeck trying his damnedest to survive feeling.
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@Mushwin said:
Left behind was always useless...not sure i even know anyone who used it...
There are a ton of things that seem useless at first because people are afraid to step outside of their comfort zones.
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@OMagic_ManO said:
Left Behind is useless in the fact that no one will do gens if there is a last person left. Killer will close the hatch, I feel like INSTEAD:
Left Behind gets rid of the repair speed and instead gives heal speed.
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/488422#Comment_488422
We been asking for a rework ever since EGC was announced. We all knew it would be a dead perk, like it wasn't dead enough before EGC.
But at least before EGC there was some niche use out of it for those weirdos who felt liking finishing the job instead of looking for the hatch, or for those who didn't get a single gen done and now need to finish 2 before the hatch spawns.
Right now, there is absolutely ZERO use for the perk.
I think they should rework the perk to be something like,
"You can open the hatch as if it were an Exit Gate."
both of these solutions have downsides though. for 1 heal speed is pointless in end game collapse. Movement speed is what matters. movement speed and the ability to power the exit gates and find the hatch.
If you could open the hatch as if it were an exit gate then there would be no point in bringing keys AND it would be slightly overpowered - but i have a thought on that further below.
HOWEVER! i do like the brainstorming efforts. What if left behind showed the survivor where the hatch was for a few seconds. right now we dont have a perk that does that. just an add-on for the map and the rainbow map. And instead of it being just when the hatch spawns it's instead when the hatch opens - and this can be from keys or from deaths.
Left Behind -
Unlocks potential in one's Aura-reading ability.
Auras of black locks are revealed to you when unlocked for 2/3/4 seconds. If you are the last person alive and the black lock has been closed you can interact with it to re-open it. Black locks take 35/30/25 seconds to open this way and is unaffected by any other perks or status effects.
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i think this would balance it enough and still give it that Bill Overbeck trying his damnedest to survive feeling.
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@darktrix said:
Yes useless, you can enjoy that high speed repair for all of the time it takes the killer to shut the hatch, then you cannot do gens anymore. They get Entity blocked. Time is better spent either looking for the hatch, a key to open the hatch, or positioning near an exit switch for when the hatch is closed. Or just finding a nice comfortable place to die.
@holywhitetrash said:
there is no discuss here everyone knows left behind is poopy , it has exactly one niche use which is YOU ARE THE LAST SURVIVOR and the killer is refusing to close the hatch (so the survivor will come up to them) and even then it still requires the killer to not respond to gens being finished
do i smell a reworked perk?
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@Frugl1 said:
In the case of 1-2 gens being completed, the hatch wont be visible until it opens, so at that point it is basically a coin flip if it spawns close to either party.
I would argue that the survivor has already failed the primary objective at that point, so it makes sense for the hatch to be slightly in favor of the killer.
Right, but this to me feels too much in favor of the killer. My exact words were "is slightly in the favor of the killer too much"
I understand that the killer has won the battle, and ultimately getting 4 kills is going to be their reward for doing so, but it shouldn't just be handed to them. There still should be some urgency on both ends.
in the best possible scenario for a survivor - the survivor has spine chill, wake up, resilience, and decisive strike ready to use on a killer that picks them up. It still takes 14 seconds to open the gate at maximum effect.
That means you have to be injured with the killer looking at you and you have to hold the lever the entire time. Then you have to succeed in using decisive strike which gives you a 5 second stun and requires that 60 seconds earlier you escaped from a hook (impossible as the final survivor) - the animation takes 3 seconds to activate and channel power into the gate - so you get 2 seconds to put more time into the gate - assuming you were downed directly beside it. anything else and the killer will outrun you to the gate. Once the gates are powered it takes approximately 2 seconds for them to open wide enough to run through and you have to be 85% of the way to the back wall before you're downed to crawl out.
Trapper could just beartrap the two exit gates and if you're the last person he wins.
Huntress has hatches that can travel nearly 30 meters.
Hag can trap the two doors and stand in the middle of the arena.
Hillbilly can sprint between the doors and instantly down you if you try to use the lever
Nurses can blink to you (though she's one of the weaker ones without add-ons in this specific scenario)
shapes going to kill you
doctor can shock you and cause you to stop opening the gate nonstop
nightmare can see you opening the gate if you're in dream world
if pig's trap is activate you cant leave
spirit can phase walk at 7.04 m/s which is 1.8x faster than a survivor and can see you holding the lever.
plague can vomit on one lever and if she sees that you've contracted the sickness buff then it's obvious where you are.
wraith moves at 5.04 m/s while cloaked and he doesn't have to be uncloaked to stop you from using the lever since his presence will deter most actions.
cannibal has barbecue and chili and instant downs. you're not getting away. he doesn't even have to close hatch.
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as stated earlier, if the intention of the black lock is to give hope to the remaining survivor then it's not living up to the lore. as a solo survivor whose team has lost the match it's pointless to attempt a hatch escape. The hatch won't spawn until all 5 generators are repaired if 4 survivors are alive. if 3 are alive then it wont spawn until there are 4 generators repaired and the survivor has to have died before the 4th one gets repaired, 3 for 2 survivors and when you're the last one alive it opens. The only time that hatch is worth the effort is if your team has somehow managed to repair 2-3 generators and the someone dies right before the 3rd or 4th generator is repaired. in this very specific scenario the survivors have an opportunity to scout for the hatch and commit its location to memory. The problem with this is that survivors will stop trying to do generators. And that's my primary point - it seems counter intuitive for the hatch to be relied on the way that it is and yet still be a waste of time.
Perhaps this is a side effect of the hatch now always spawning for the last survivor? if so one (myself especially) has to wonder if it's potentially negative gameplay. Remember, I am a killer mainly so this isn't a post from a survivor crying about OP killers. I don't care either way, I just find it interesting and wanted to discuss the matter with other players.
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@Volfawott said:
You are going up in a 1 v 1 against the power role what were you expecting of course it's going to be extremely difficult.
Honestly the fact they have to continue repeating this is getting annoying.
In all relatively respects you lost the match your team whether they were randoms or swf have failed to complete the generators required you were up against the Killer by yourself you have lost the advantage of numbers you are going to have a difficult time.
The fact that you have hatch in the first place is a generous allowance on top of that once it's closed you still have an opportunity to escape through an exit gate.
After losing the game you were given two extra opportunities to escape and salvage Victory if you think that should come easy then you clearly don't know anything about game balance.
That would be like me getting completely stumped by survivors having all survivors survive when the executor open and then demanding that I should be put on the more equal footing during this time. no I lost the game and getting kills should be very difficult after that
im confused as to whether you're directing your comment at me in a sort of attack in order to weaken my argument or if you're just casually using "you" and framing your stance around the idea of a pseudo persona.
regardless - your opinions about what i do and dont know are unneeded.
Game balance does not have a standard. It's entirely about what "feels" right to the player. that's why companies play test and set up these toxic vats of "passionate" consumers called forums. It's so the company can balance the game to what their players feel is "right". The majority wins usually, but if hired professional testers say otherwise then sometimes the professionals overrule the opinion of the masses.
If I as a player feel that the game is unbalanced then your opinion about what is balanced and isn't balanced is unrelated. If you disagree, you disagree. Don't come onto my forum post and tell me I'm wrong and claim that your opinion is the end all of "balance" while also insulting my intelligence.
State that you disagree, and explain why. If you can't do that without using arbitrary things like "skill" and "matter of fact" opinions then think on it and get back to me.
If it's as simple as "I disagree, I feel it is balanced because ___" then just put that.
no need for insults and attacks on character. It's not like our livelihoods are on the line.
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i'd like to put my 2 cents in if that's okay with everyone.
pig's playstyle has changed. - the intended playstyle from her perks and descriptions indicate that she's intended to be a single hook/single generator camper. She punishes altruistic survivors - the ones getting you off the hook.
hangman's trick - reactivates broken hooks after 30/20/10 seconds. - including ones that you've just used to sacrifice with.
make your choice - puts an exposed status effect on a rescuer. allows pig to get double downs if she is far enough away. that range is roughly the size of her terror radius. 32 meters.
surveillance - any regressing generator will be white until touched. at that point it turns yellow. this perk lets you know which generators are under assault. if you go stealth mode you can camp the generator until it's touched.
combining these 3 perks with her ability to remove her terror radius and crouch and her ability to put rbt's on survivors and you have a camper. simple as that.
you regress a generator, wait for it to turn yellow, hit the survivor, do it again, and again, until you get a knock down, put the trap on their head, hang them up, attack the person that saves them, put a trap on their head, rinse and repeat until all players have traps on their heads, down the players that are trying to remove the traps, once all players have traps on their heads place all of them on the same hook.
it's pretty simple. this is the intended playstyle.
the unintentional playstyle is holding onto your rbt's until the gates are powered and then hitting everyone with NOED as they try to open the gates and beartrapping them. this was removed. this entire playstyle of "well if i can't get them before they activate all the generators then i'll get them with the bear traps as they open the door" doesn't work in the new mode.
this can be seen by simply looking at her add-ons also. the game is meant to be played long before the gates ever get powered.
i'm okay with that because her kit is still effective without the cheese of NOED/gate watching. her add-ons do not aid her towards this gameplay style at all. in fact they discourage it.
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Ghostface's leaked mori shows him taking a selfie with the Survivor he just killed, and then fiddling with his phone for a bit before putting it away.
flip phones could hold several hundred photos because the picture size and quality weren't as memory intensive as they are today. today we're taking 4k photos. back then in the late 90's early 2000's (i know this because i was alive then) flip phones were taking less than a hundredth of a megapixel - for reference a 12 megapixel photo is about 36 MB (or 36 megabytes)
you could still hold several hundred photos on a 1GB internal memory card.
Also - if you've never seen scream - SPOILER WARNING -
but ghostface is actually 2 people. they could be texting each other. They could also just be clearing out older photos and reminiscing.
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This is not just for Korean Characters, but for Chinese, Japanese, and a few other languages. It's crazy how DBD doesn't allow us to see the Characters!
so... the way those characters work is that they have to be programmed into the system in order to be recognized. The rectangles are placeholder values that basically are the same as a broken link or a broken image. there's a huge chance that no one at the company can speak korean, chinese, etc. etc. so there's no one to code the language.
assuming that there is someone that knows both how to code and how to read/write those languages - you then have to think that they might not be coding with a system that supports those languages - which would require an entire port of the gaming software to another coding system.
and then you might want to consider what is more cost effective when considering the average player base per server.
it's not as simple as it sounds. there's a reason why translators and programmers are paid roughly $40/hour on average.
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@WAVAW said:
it's interseting , A variety of gameplay will bring new fun to this game.
there are limits to how much new gameplay can be added. anything too overbearing will break the game's ecosystem. Still though - I'd like for a "small" killer that can position pieces on the playing field and bounce between those pieces as needed. The scariest part about this killer in my opinion is that you wouldn't know which doll they're in if you can't see one running around. Unlike the hag - which you know where she is because she's the only one that can move - with the doll the player could in theory be sitting beside every generator at the same time or not at all depending on how you look at it. The dolls would be lifeless in a corner one minute and the next minute they could be gone and you wouldn't know it because you looked away for a split second. That lack of predictability and the relatively small size creates an element of fear.
imagine if a killer spends all match setting 4 dolls each at the two exit gates and 1 doll at the black lock trap door. then imagine the fear in the survivors mind about going to power the switch not knowing where that final doll is or if the killer is waiting inside of one of the dolls at the doors to down a player. Or you vault through a window just to see the doll behind you now sitting outside the window and you begin to wonder if there's another doll behind you.
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@SlinkyJinky uncanny valley is something that makes those one Dead by Daylight animations so creepy. The decisive strike one specifically. Meg is gross... TF2 animations while funny are also very creepy.
I think dead by daylight needs something that builds upon the uncanny valley and that's why I want something very Annabelle or Chuckey esque. Plus with all the levels that have grass and boxes that obscure mid level vision I think it would be interesting to see some gameplay to incorporate the idea of the killer hiding in plain sight.
According the the ghost face leaks I think BEh know that and they're trying to create another killer that completes the idea of stealthy killer. We have a ton of killers that just stand up and run around. we have a lot of killers that call upon the supernatural to give them super powers. We dont really have anything that combines super powers and slinking around though. We do have the pig and she slinks around a bit, but she doesn't have super powers. She's just a normal human with a ton of creativity. The same will be true for ghost face. He'll be a normal human that lacks superhuman powers and slinks around.
I personally want to see a supernatural entity that slinks around. If I were to create an "archetype of killers" graph that balances ability It'd probably have to be 4 dimensional with "uncanny valley", "size", "reasoning", and "predictability" as the quadrants.
There may be other aspects to what causes fear, but I haven't sat down long enough to think those out. I might add them to this comment later.
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@CasualArmor said:
https://forum.deadbydaylight.com/en/discussion/comment/467034#Comment_467034
I didn't have any good ideas for his power so if you have any idea i'm all ears
Jason's Power
Crystal Waters
- The Killer has a health bar
- Start the round with unique items found around the map that can be picked up and used to lower the killer's health bar. After use the item breaks. Items break upon escape.
- The killer can grab survivors and hold them in place which will begin a timer. The survivor can then perform one of 2 skill checks to see if they escape. Upon completion of the timer the survivor will enter the dying state. Other survivors can use a unique item to break the grab. Upon being hit with a unique item the Killers Health bar lowers by 1 section.
- The time it takes to complete the grab is determined by the Killer's health bar. If there are no segments in the Killer's health bar the Killer drops his weapon and his mask breaks. the weapon then becomes an infinite use unique item that will not break upon use.
- The killer loses his basic attack lunge when he does not have his weapon. The killer can recover his weapon by interacting with it.
- The killer can be stunned by normal means, but will not lose a health bar. If the Killer's mask is broken stunning him will cause him to drop his weapon.
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do you feel that way for real or is that sarcasm? the "lol" at the end of your message makes it hard to imply what you meant.
any suggestions on how i could adjust it?
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I've finished editing the post. Feel free to comment now.
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Let me explain why this isn't "holding the game hostage"
- you can win the game by attempting to complete generators.
- The killer can't leave the hatch without risking that you jump into the hatch (you can't be grabbed from hopping into the hatch)
- If the killer leaves hatch then you can win the game by jumping into the hatch.
- if the killer downs you without closing the hatch then you can crawl into the hatch
- if the killer closes the hatch then you have exactly 3 minutes to get one of the 2 gates open and escape.
all of these options result in the game ending.
The only option the killer has to prevent you from winning is to wait until you show up at the hatch or give your position away. At which point the killer can then close the hatch and proceed to search for you. This was a nurse so her ability to track an uninjured player is pretty limited.
Holding the game hostage means that no one can win and no one can lose. An example would be if a survivor were to glitch out of a wall and walk around until the killer disconnects or the killer were to do some sort of glitch that permanently prevents players from completing generators/opening the door/opening the hatch. typically speaking only survivors can hold the game hostage because 99.9% of all killer actions cause the game to end eventually.
This wasn't an example of a player cheating or preventing gameplay. This was a killer using the new mechanic to their advantage as it was intended. If the killer gets to the hatch first then the survivors don't get to use it. If the survivor makes it there first then they win. The killer can decide when to close the hatch. There's no rule saying the killer has to close the hatch or move around the map. This was just an example of a survivor that hadn't gotten used to the new mechanic and a nurse that had.
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@thekiller490490 said:
Btw devs confirmed that only humanoid killers will be in DBD. No cujo or other stuff like that.LAME
just noticed that this is the post i tried to post, but it gave me an error. looks like it posted after all. i dont know how to delete it otherwise i would.
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oh and for gods sake i hope they do something about the boosters.
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@Causticwit75 said:
Jeepers Creepers was stated to be a no go after the rights owner's Felony conviction came to light sadly.
I'm down with any ideas to add Killers with a unique power that doesn't just break chase mechanics personally though. My reservation about Licenses in general is the restrictions on cosmetics and changes for them. It's so fun to be able to have skins like Santa Clown for special occasions.i disagree about cosmetic restrictions. if there's one thing i've learned from friday the 13th the game it's that cosmetics are whatever you make of them. more importantly is how true the character feels like who you want it to be. besides that there are like.. 10 or so generic killers already for cosmetics. in my mind i feel like having a generic killer and a licensed killer (such as how they have leatherface and hillbilly) would allow players who want to live the glory of a horror icon to exist while also having players that want to be pretty/silly to also exist.
i didnt know about the conviction of child pornography/etc. towards the jeepers creepers director.
i would actually like to see a wrench thrown into the works. like with cujo for example instead of sacrificing on hooks you have to drag them to the basement and instead of a column of hooks there'd be a pentagram on the floor or something where you leave the survivor and then they get bound by the entity or something. that would make it so the dog creates an intense 1v1 scenario, but a less intense 2+v1 scenario.
the hooks/generators are getting mundane and repetitive. im sad that the devs didnt take the time to make "the pig's" unique feature something other than generator hunting. i'd actually love to see a game mode specifically about hunting through loot boxes or a mode where the survivor players have to solve a puzzle.
like leprechaun could have a stash of gold in the basement that works like a totem/hex. if you take one of his coins he can track you, but you get a buff of some kind and if you escape with the coin then you get a bounty of bloodpoints. (though i would imagine that this would lead to boosting)
idk. there are tons of things that could be added, but i just want the frame issue on consoles to go away.
