yobuddd
yobuddd
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- yobuddd
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@Almo said:
TAG has it right.
😈
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1105728#Comment_1105728
Is that when you and the survivor are both within 16m of the hook, or just any survivor within 16m of any hook?
Exactly what I want to know! If it’s the latter, I might need to swap out my BBQ for this one!
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@karatinac97 said:
https://forum.deadbydaylight.com/en/discussion/comment/1102066#Comment_1102066
Oooh and then we can tie it in with an Until Dawn wendigo killer and Sam as survivor? 😁
Oooooh! That could be fun!
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I like it!!!
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From a physics standpoint, it all comes down to mass and velocity.
- A slow rolling car has low velocity, but high mass, so it can cause great damage.
- A bullet has very low mass, but very high velocity. Therefore it can also do great damage.
Legion is the bullet. Not very big, but quite speedy!
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I see these walls more like pallets that are already down. If you get into a chase before the killer breaks the wall, he has to choose to either follow your loop like normal, or take the time to go break that wall.
Yes, it may shut down the loop for the rest of the match, but the loss of awareness (nose against wall with no view, plus time spent breaking it down) means that the survivor will have no trouble escaping that particular chase.
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One of the ideas I’ve thrown out there in the past was to add in a timer system. My original idea was for a new game mode, but this could work as an alternate objective as well.
Basically, as the match progresses, dawn approaches. If survivors can make it till the sun is up, they survive! The killer though, he wants to make them “Dead by Daylight!” The sun takes and ridiculous amount of time to rise, but survivors can drastically speed it up by repairing crumbled sundial relics around the map (alternate objective!)
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Quick thought about alternative modes vs their effect on queue times: how’s that working out for them so far?
A new mode might do more to draw in new players (and keep old ones) than maintaining the same ol’ same ol’.
I can imagine the first couple weeks with a new mode would be rough, since 90% of players would be trying it out. Just like when a new chapter is released. But then I would expect to see things even out and have steady populations in both modes.
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Any chance we’ll get those splinter offerings to STOP appearing in the bloodweb for players that already own all characters?
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You know, a weekend like this would be good opportunity to try out other things with perks too.
For me, what comes to mind is giving every character a 5th perk slot that can only hold one of the teachables from that character. If the reaction is positive, maybe they’d put it in the normal game! (With so many perks now, and more to come, something like this needs to happen.)
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1098515#Comment_1098515
You know the mist caps out at 1 murky reagent, right?
I’ve always wondered..... I mean, murky says “stackable” in its description, so it’s fair to assume it goes further. Are you absolutely certain it doesn’t?
I’ve always wanted to see a match with 5 murky offerings!
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I think having 2 different routes to success would be nice, because it would
- Provide variety from simply repairing gens all the time
- Make matches longer since some survivors would start with gens and others would start with the alternate tasks.
- Allow for a wider variety of new perks.
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Dang! A space makes all the difference. The title said NO ED doesn’t have realistic counterplay. I read it as: No, ED doesn’t have.....
Im sitting here thinking ED? What perk is ED? I must’ve forgotten about one. The only ED I’m aware of is.....um, inappropriate.
had to read several responses before I finally realized this was about NOED! Lmao!
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@Ohlookahook2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1095487#Comment_1095487
Yes I read it. Then I laughed.
I truly want balanced perks. So then, what didn’t you like?
- No counterplay? (There is).
- Killer sided? (2 of 3 depend on survivor actions to even be used. A different 2 of 3 provide significant benefits to survivors.)
- Not fun? (Open for debate, but why do you think this?).
Please, share your thoughts. Elaborate.
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1095483#Comment_1095483
Definitely sounds stressful also would be fun with surveillance because you’d instantly see all the gens
Oooooooh! Nice synergy, yes!
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@Ohlookahook2 said:
Lol no
Did you read it? What didn’t you like? Did you notice that one of them is a survivor perk granting you a 4th hook?
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1095373#Comment_1095373
When I posted I didn’t think you meant that gates could be de powered
No worries! So what do you think of it now? Can you imagine the dread and panic those survivors will experience when they see that 5 become a 0? I think this would add a whole new layer of excitement for both sides in the match!
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1095441#Comment_1095441
That just seems like it'll further the divide between solo queue and SWF even more than it already is.
True, but SWF is unbalanced anyway. Designing a balanced perk that accounts for an unbalanced situation leaves you with 2 options:
- make the perk practically useless so that SWFs don’t abuse it
- make a good perk that is fun for normal gameplay, and tackle the SWF balance issue separately.
Recent perks seem to have gone with option 1. I’m choosing option 2 for these.
For what it’s worth, SWF can still have a hard time with Equilibrium. If they “gen rush” and ignore totems, then the fear of this perk might help protect the killer’s NOED after gates are powered.
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@LustForBP said:
It would add a unique new factor to the game. But there would also need to be maybe a secondary life state for survivors that have been hooked or else it would be crazy unfair imo
The 2nd perk I suggested, Enshrine, does add another hook phase for survivors.
As for the Equilibrium suggestion, there is significant counterplay to this one. Either cleanse the hex early so that the effect is minimal, or don’t cleanse hexes at all in late game. The effect can be strong, yes, but the beauty of it is that it all relies on survivor actions!
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@brokedownpalace said:
No, killers should not be able to have any effect on completed gens. They are completed. You failed to prevent them from completing it.
That's like giving survivors a perk that gives them 4 hooks till death instead of 3.
Sarcasm can be lost over text, so just to be sure — did you see that I gave survivors a perk that gives them 4 hooks instead of 3?
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I think both of your suggestions are fair, especially the aura idea for Equilibrium!
For Balance of Power, I went for the lower number because (and I should have specified this) the gens are reduced, but not regressing. I think 80% makes it too easy for survivors to quickly finish them, though I agree 50% might be a little steep. The killer risk, and survivor reward, is huge (3 open escapes), so it needs to be enough of a challenge to make the risk worth it. However, I think I could settle for a tier 3 at 65% or 70%. 😏
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@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1094689#Comment_1094689
The hex seems pointless because survivors don’t cleanse anymore anyways also it would be pointless in the end game the average would be like 95% also I’m not so crazy about recharging items because hook saboing is annoying enough I think the third perk is fun and could add an interesting play style to end game builds but it would be unusable on pig
I appreciate the points you made, so I’d like to address your concerns by describing a scenario where these would be extremely useful.
Equilibrium: all 5 gen pop and survivors are headed for gates. Someone thinks they found a NOED hex and cleanse it. Boom! All 7 gens blow, gates lose power, and survivors have 0 completed gens now. Yes, they all have a high level of completion, but they’re also all regressing. Survivors have to go find them all again just to slow the bleed. I see this as being VERY powerful!
Enshrine: The recharge effect won’t actually see much use except for very coordinated teams. For max effect, all 4 survivors have to finish one of the final gens together (after their items have been mostly used up). This alone would be very difficult to arrange. Most of the time it’ll be 1 or 2 survivors benefitting from a little bit of recharge in the early match. This is because they want to pick an ideal generator that’s
- far from exit gates — so the killer doesn’t save it to cut power to the switch when chasing you out
- and out-of-the-way in general —so that the killer doesn’t accidentally discover that it’s kickable just by walking by.
If you wait too long because you want to max your recharge, you might have to apply the effect to a riskier gen.
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@CrescentGent said:
It's a snitch perk, you look at the killer when he's looking at you while your team is gen rushing that killer, he'll see where you're at.
Rank 20 perk.
Yup, and snitches get stitches!
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Technician for noobs
No Mither for pros
Boil Over for everyone else
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The Brute
or
The Pet
or
The Yobuddd
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I think removing a survivor’s certainty-of-progress could go a long way toward reintroducing tension to the game. Imagine running toward an 99% exit switch just to see it power down right before your eyes!
This new aspect could certainly evolve the game play some, both in terms of strategizing and in increasing the chances of clutch moments occurring, for both sides!
So what do you think? Are these too strong, too weak, or just right? I know I’d get some use out of these perks if they were currently in-game!
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At the very least allow us to trade in splinters for something else. They’re buggy!
When you own all the dlc, but you still have to buy a splinter in order to get a certain perk..... or you’re cornered into buying it just to progress the bloodweb.... byebye 7,000 bps!
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Come on, let’s get some perks out there which shake up the idea of popped gens being untouchable!
I’ve got another perk idea called Equilibrium which strives for this goal as well. You can read about it here if you want: https://forum.deadbydaylight.com/en/discussion/125667/hex-equilibrium#latest
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I’m seeing other people start to mention ideas about hexes that only activate after cleansing. I think this and others could significantly add to the pool of “trap” hexes. I would love to see more options beyond the current Haunted Grounds!
If we get enough of these, we might need more totems out there! Quite a while ago, I suggested a perk called Boneyard that addresses this. Feel free to look it up in my Discussions if you want to read more about it!
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I’m not trying to be critical, so I’m sorry if it sounds like it. I just think I’m misunderstanding something and want some clarification.
If the killer hits you, isn’t it still the same effect as the perk essentially? As in, he either picks you up or he doesn’t? I see the benefit from added luck and no noise, but it seems that this perk is entirely riding on the killer planning to slug you anyway.
Worded a different way, what’s the difference between dodging a hit with Fake Out and taking a hit with Unbreakable? Is the recovery from dying state meant to be significantly faster? Or instant? If that’s the case, then yeah, I see a lot of uses for this perk!
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@Nos37 said:
I see the Plague making good use of this perk. Would also give Survivors facing the Legion a reason to heal.
My thoughts exactly!
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1088699#Comment_1088699
Not to mention less generator progress in exchange for working on the hooks.
Yes, that too. It’s actually a lot of fun, but difficult to get much use out of. And it doesn’t help toward the goal of escaping.
Oh, one final note. Basement hooks can’t be sabotaged, so at the very least those will always be available and reliable.
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@shane32 said:
I just got done playing a game and mind you I have played hundreds of matches. I have never seen this....I am a killer main and Everytime I was walking a survivor to a hook another guy would go by a hook and somehow de-attach the hook and make it fall.... Almost every single hook this happened.....is this a thing I have never had this done to me before. I have seen hook that were not there before but never has a guy just made them disappear right in front of my face.
You were going against a sabo squad. They worked each hook to 99%, same as you do with exit gates. A quick tap to complete and your hook is gone!
Why don’t you see it more often? It uses up your toolbox pretty quick, so you can only get a few hooks prepped. If you use the perk, it goes hella slow. But if you have 3-4 players coordinating with toolboxes AND the perks, then they can get every hook primed for immediate destruction!
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So The Entity DOES have a weakness!
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I’ve done that while doing my best to look like a super noob. Miss my attacks, lose chases, attack pallets before “figuring out” which button to break them. Same with gens.
The survivors get super cocky once they’ve all seen me be terrible.
Gates open, but they need to taunt. No fear leaving the safety of the exit area.
But then, woah, all of a sudden they can’t lose me in a chase. Timer ticks low. Someone actually goes down! I hook, but “take the bait chase” so someone can rescue quickly. We all run to the exit and, yup, they toast! Extra crispy
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1088468#Comment_1088468
Thanks, mate.
I've tried to be as impartial as I can, play both sides with some regularity, when matchmaking works as intended, and try to leave my bias at the door. Where it belongs.
Hopefully I can do more of these without getting the same level of hate as I am on this one. I'm caught between Pig, Ghostface/Wraith or Bubba as my next one. Clown was a lot more well received, but not many people seem to be as interested.
Well, for my 2 cents: Bubba.
He’s got some serious problems and is in need of both nerfs and buffs. Honestly, he just needs the Freddy/Doctor rework treatment.
This one maybe too easy for one of your articles, considering the multitude of issues to address. Actually, that may make for a complex, interesting read. Not to mention the fact that EVERYONE has an opinion about Bubba!
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Props for a thoughtful and well-written article! I saw where you made one about the clown the other day as well. I’m not going to take a stance one way or another on these killers, simply because I don’t really have an opinion on them. Never played as or against them to any great extent. As for my Hag and Shape, well.... 😏
But anyway, there are so many squabbling posts out here: “I think this”. “Well I think you’re dumb”. “That’s cuz you’re a toxic ____ main”.
I think it’s refreshing to see one with actual thought, reasoning, and evidence. Not to mention proper grammar and spelling!
We need more like you bud. Kudos!
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In all seriousness though, the selection of offerings could use some freshening up. Here are a couple more ideas.
Split Realm: half the map is red forest, the other half is cold wind. Or whatever other 2 maps are randomly chosen to have a dividing line in-between. Maybe even let people use offering “fragments” to try to pick the 2 sides!
Colors. Every light source this match will emit _____ light (blue/red/white/green/purple/etc.). This could be used to make bright cosmetics stealthy and vice-versa.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1088161#Comment_1088161
Just think about a 16k bp boldness cap lol.
Imagine a “bloody party streamers” version of this! Aaaaaand let the farming begin!
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Hmmm, I think either way is fine. If we remove the cap, then it could be an ultra rare offering. If we increase the cap, maybe make it stack. Either way, there are only 5 gens max to complete, and rarely will one survivir claim all those points.
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@emptyCups said:
Brighten or darken pallets
Weather effects
Add totems, change totem speed
Change crows to tuccans
I like them! Except maybe the toucans, but that’s just from the perspective of maintaining the feel of the game. Bats perhaps?
Some others to add:
- number of crows
- distance between generators
- ambient noise
- Remove bp limit of a particular category (personal/shared variety)
- random natural disasters (meteor shower, lava flow, earthquake, tornado....)
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Ever heard the phrase “you can tell a lot about a person by the company they keep”? Take a close look at your friend, and then a close look at yourself. Just sayin’
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He’s a drunkard, right? Let’s let him drink a tonic and gain a temporary buff from it!
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@Joelwino said:
- Uses Vigo's Shroud
- It's a Legion or Plague with discordance and now your entire team has deep wounds/the plague
- Uses Vigo’s Shroud
- David immediately throws a pallet and starts sliding. (We’ve all met “that one guy”).
- The other 2 bolt off in random directions, never to be seen again.
- Offering effectively wasted.
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@VolantConch1719 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071563#Comment_1071563
Yeah, but Rin retained her injuries and is likely forced to feel that pain for either eternity or until she is no longer of any use to the Entity. Tapp didn't retain his.
Sadly, Tapp didn’t retain his gun. That empty holster on his hip has always been a burning question of “what if...”
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Well, if you want a new game mode altogether, please see my thread of a fun one here: https://forum.deadbydaylight.com/en/discussion/126956/death-or-daylight-take-your-pick#latest
Otherwise, here are a couple of events I would add into the DBD Olympics:
- Hatchet throw. The survivors run along a circular track around a Huntress. She has unlimited throws to try to hit each survivor 3 times. The survivors can move like normal, but are limited to the narrow track, narrow enough that they can’t pass each other. There’s a timer. Can the survivors evade until the end?
- Toxicity Showdown: All players are in the basement, but there are no hooks. Every survivor squat is worth a quarter point. Every killer head nod (complete up and down with no sideways motion) is worth 2 points. Their score bars grow at the top of the screen from the left (survivor) or from the right (killer). When they meet, they have to try to push against each other all the way to the other side of the screen. (Higher points for killer because this requires significant skill, especially on console!)
- Pallet Mallet: All players start off in the exit area. Survivors run out into the map which is absolutely LOADED with pallets! They have 60 to pull as many as they can and then pick one to crawl under and hide. The killer, who’s been blocked in the exit area, now leaves. He has 90 seconds to use his super-effective pallet mallet on as many pallets as he can, hoping to smash a couple survivors in the process!
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Maybe shrouds should be replaced by something that affects generator spacing. Seems fair since we can already affect hook spacing.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/1070689#Comment_1070689
I actually think the fog ones are more useful, for those who play stealthy or 'immersed'. I don't use them either as I don't stealth. They are also useful for stealth killers, or killers like Trapper.
Has anyone ever actually seen a match with 5 purple fog offerings stacked? I can only imagine!
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@Heartbound said:
David just freaking popped into existence. It permanently injured him but he's just too strong for child birth.
No mother no problem.
With strength like that, well, let’s just say his initials aren’t DK by accident! 🦍
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This may be a war, but I’m Switzerland. 😏