zoozoom6
zoozoom6
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- zoozoom6
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why? killer sided? survivor sided?
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maybe implement a voice com system and if you decide to use it only then are iridescent killer items are usable?
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@ytduh said:
lol
whats funny? killer sided? survivor sided?
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ds should be earned
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1483580#Comment_1483580
Have you ever gone against 4 medkits? Bye bye map pressure. Bye bye juggling. Everyone's healthy unless you're chasing them.
med kits run out so fast though what is it 4-10 heals max and this a garentee for no flashlights save and normal gen speeds
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1484503#Comment_1484503
All killers are able to get to red ranks already, regardless of what killer/s you play.
Forcing a lock just means they won't be picked as often, which we will see less killer variety at higher ranks.
if by killers you mean plays yes but if you could only play say clown or wraith you would never make it to red ranks you see them now because you can just climb to red ranks with nurse freddy or spirit and decide to try something else or do a daily on their own they would never see red ranks
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1483972#Comment_1483972
No. Because the game isn't balanced around high ranked play. It's balanced between medium and low ranks.
In that perspective, Wraith is considered balanced.
with this change they can isolate individual killer rank distribution and be able to see which killers need to be tinkered with. i think if they see some killers are not capable of getting to red ranks these issues will be easier to deal with you dont have to always balance for a specific rank exclusivly
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@faff said:
https://forum.deadbydaylight.com/en/discussion/comment/1480972#Comment_1480972
whats the problem with a catch up perk like noed? or a second chance/anti momentum perk like DS for that matter? this isn't an esports game.
even in esports gmaes they balance win-more perks-with lose-less perks example: in csgo round loss money snowballs to rival round win money giving teams on a lose streak a fighting chance
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why? why would you want killers to run redundant perks you can activate at useless times? would you want it blocked on NON-insta down killers?
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1483852#Comment_1483852
Probably not. In my 3k hours of playing this game, this has never happened.
You only have to look at the state of the game and the hundreds of bugs they introduce every patch that never get fixed.
I still don't understand the focus of flashlights against Hag and Wraith, because that is not what my post is about. It was an example.
Besides, no-one is going to play killers such as Wraith anymore at high ranks if your locked into a killer. Again, decreasing killer variety. I can tell you from experience that vs'ing Spirit 9 times in a row is not fun.
sentences like this are what im talking about :
"Besides, no-one is going to play killers such as Wraith anymore at high ranks if your locked into a killer. Again, decreasing killer variety. I can tell you from experience that vs'ing Spirit 9 times in a row is not fun."
this is a short term outcome that will let the dev clearly see which killers need work. right now the waters are heavily muddied by rank 1 killers who switch through many killers but overall maintain their ranks due to most killer being relatively balanced. dont you see separate killer rank are an isolation tool that will made overall balance so much easier?
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@Bill_I_Am__Overbeck said:
One thing I've noticed as DBD has gone on is that a lot of the newer killer perks are very sophisticated in their use (and sometimes very tricky to trigger), versus earlier perks were more simplistic in how they affected Survivors. Here's a few ideas I want to propose:
Hex: Ghostfire: Your desire to maintain power in the entity's realm fuels this Hex totem. When a survivor cleanses any other Hex totem, survivors will be faced with 2/3/4 Tremendously Difficult Skillchecks. Skillchecks will not regress cleansing progress, but will trigger a loud noise notification. The cleansed Hex totem will be relocated to the furthest unlit totem and the totem related to this hex perk deactivates.
Down Under: You find comfort where others do not. During the duration of a survivor being hooked in the basement, all other survivors suffer a 15/20/25% penalty to repair and altruistic actions when you are further than 32 meters away from the basement. This effect does not stack with other slowdown perks or addons.
Dare Devil: Your excitement to secure a kill shakes the entity's realm, terrifying all who are in it. At the beginning of a chase, your terror radius expands up to a range of 50/60/70 meters and lasts until the survivor is downed or escapes the chase. This effect can only be triggered once every 140/120/100 seconds.
Blockade: Your hatred for quick escapes compels you to be tactful in your approach. After stepping over a window, the window's aura is shown with a yellow aura. This perk activates when at least 1 window is highlighted and the killer performs a basic attack. For the next 4/8/12 seconds, the highlighted windows are blocked by the entity. This effect can only be triggered every 120 seconds, and previous window auras will disappear after its use.
Focus: A good chase excites both you and the Entity. When gaining bloodlust during a chase, the survivor being chased becomes your Obsession, and survivors within 28 meters of the killer will have their auras revealed for 1/2/3 seconds.
Let me know what you think of these! Currently brainstorming some more.
for dare devil after 40 meter you might as well just say map wide and cut the bull
for blockade its just bambozzle with extra steps no one would use this
for focus its a direct upgrade to Nemesis that would make a the pwf obession switching combo an instant win especially with leatherface
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1483731#Comment_1483731
It's about increased lobby dodging.
It's about increased wait times.
It's about decreased killer variety.
Is the something you would support?
Please stop focusing on the single player and focus on the player base as a whole.
It won't only be me that may be forced to dodge, it will be every player.
one of the best things about killer rank being exclusive to each killer (which is what this is for) is it will bring alot of these problems to light if red rank survivors over use fladhlights(and they do) then hag and wraiths never lasting long in red ranks will be easily seen by devs and lead to real changes were they are most needed. this is net positive any way you slice it
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@Unfun_Tunnel said:
Here's some things that needs to change in my opinion to make the game balanced for both sides (Yes the majority of the changes are against survivors, because they have the advantage right now. Genrush is the meta, it's super effective and requires 0 skill, so let's make Survivor side a bit more interesting)
1)Secondary objectives for survivors.
2)Hatch don't spawn until one survivor remains.
3) DS nerf/rework (because you can be good or bad, doesn't matter, you will have a minute of immortality). An Idea could be that you can't use it in lockers. Right now it's the most op perk in the game and the official noob saver.
4)Demogorgon buff/rework (Because he's the worst killer in the game)
5)Freddy nerf (I'm basically a freddy main, but I recognize that he's too easy to play and too annoying to go against)
6)Spirit nerf (same as freddy)
7) Serious rank and pip rework
8)totems reposition (because 90% of the times they're in the middle of the map, not hidden at all or Survivors spawn directly on them.
9) Trapper traps are now black by default.If you are injured, step on a trap and escape by yourself, you go on the ground.
10)No more nurse double stun. If they hit you with a pallet you take only the pallet stun and not the power stun.
11)No more survivors holding the game hostage. After some time doing nothing their aura will be revealed for a few seconds.
12)No more fake grabs.
13)Huntress hitboxes fix.
14)Pig traps rework (they're really useless)
15)Doctor, like clown, should have zero slow down while using his power, to make him a bit more effective.
16)Mori changes: yellow mori, you can kill the last survivor. green mori, you can kill one survivor if he's been hooked. Red mori, you can kill one survivor whenever you want.
- what is a totem?
- i assume u mean this as a key nerf but no buddy knowing where the hatch is until the 11th hour doesnt sound better
- get this man a megaphone
- i dont own him but in my experience playing against him hes not that bad. legion, clown and pig maybe even trapper is worse than him
- not enough experience to say
- a tell when using her power when you can see her is badly needed
- yes
- yes
- tar bottle base would be wildly op but injured to dying sounds good maybe even if saved?
- this is so niche its not worth thinking about. nurses never have to interact with a pallets when they play right
- talk more about this what do you mean?
- amen brother
- a man can dream cant he?
- the 1234 box trap fix needs to be implemented along with rule set no2 in her base kit
- doctor is fine now he doesnt need this its not like you cant hit while you do it so whats the point?
- i like it
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ive had a few of those but its few and far between and difficult to reproduce
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1483625#Comment_1483625
It's not just about me. It about how the player base is going to react to the changes as a whole.
There are going to be loads of killers that will dodge lobbies due to one reason or another, due to what killer they are playing compared to what they are up against. In turn, this will only increase wait times for survivors and killers. Not to mention, this will also decrease killer variety. This change will effect everyone, survivor and killer alike.
You shouldn't ever need to dodge a lobby. Putting a system in place that may force a player to do so is not a good thing.
Please read the post as a whole instead of picking selective sentences which is barely a fragment of the point i am making.
the closest thing you can say might "force" a killer to dodge is like 4 rank 1's with flashlights against wraith even its a not forcing anything. rest assured i am reading your full posts/replys
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what like gas cans in the lockers?
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@SCP_FOR_DBD said:
I just wanna see the meta shift, for me the most pressing issue is the bugs.
which bugs?
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doing 2 gens solo is above and beyond 2 safe unhooks isnt much 2 chases doesnt tell me anything its all about that chase time, pallet stuns ect. safe hooks dont mean much more than regular hooks maybe heal them too it sounds like you are low on altruism points
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i was hoping they would have an audio cue similar to a fully wound up hatchet for huntress when the charges are full or empty
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1483580#Comment_1483580
Don't pick apart my post if your clearly going to miss the point...
there huge difference between "do i want to get harassed all game due to awful match up or dodge" and "i cant counter everything? why even play?"
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not wanting to play against 4 flashlight with hag or wraith is understandable refusing to play against 4 med kits unless you can completely counter them is just you being a baby
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1483390#Comment_1483390
1. If you're getting chased all game to have Adrenaline pop, you carried the team, and the killer underperformed.
2. Neither perks are guaranteed to activate. Most teams also will focus on the matter on hand, especially SWF.
3. Hex perks activate late because many of them have broken effects. Like I said, insta-downs plus bloodlust that CAN be permanent during the end-game is broken.
4. You have to keep in mind that people play solo. Solo players are highly unreliant, so a totem counter would have to be added.
- would agree but those not apart of the optimal (1 looping the rest on gens) set up are affected as well not just those doing their part
- yes thats why i made this thread these 2 perks are copies of each other also obligatory :"just do bones"="just pressure gens"
- i assume by 'many hex perks have broken effects you mean devor hope but the rest of the hex perks being underwhelming is another topic. "can be permanent" again late acting hex perk also if you know where things are last gen completion to result screen might be 30 secs if not its probably survivors getting carried or being cocky getting a reality check.
- what to balance around is a hard question with rank 20's and rank 1's screeching constantly but i like that idea you had of a totem counter
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@DetailedDetriment said:
1. People complain about NOED because it rewards underperforming whereas Adrenaline awards good performance.
2. NOED also takes no effort to obtain since it is a base perk that shows up on almost every web until purchased. Adrenaline requires you to play enough to level Meg up to 40.
3. Adrenaline is temporary while NOED is technically permanent. Permanently having Bloodlust 1 is pretty powerful.
4. Many matches can end with the killer not getting any hooks the whole match, and then getting a 3K because of NOED.
- adreline awards underpreforming survivors being carried by their team just as much as noed does for killer
- noed is also a hex perk that can be taken away before it can be activated god help you if they have a map or totem finding perks
- all hex perk are temporary and with late activation conditions not even that
- ive already made this argument above to other underestimating aderline stealing kills from killer with downed survivors and before you make the argument: "well just hook the survivor before you close hatch"= "well just do bones before you finish the last gen"
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lo pro chains: survivor often drop pallets to stop you when they see you coming this seems like a cool way to get free hits
iridescent brick:for some maps this sounds impossible especially if you re new to billy but it is usable if you use chainsaw for mobility on bigger open maps its not that bad
mother's helpers: your you're right these are useless
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@Axe said:
andrenaline rewards survivors for good gameplay, NOED reward killers for bad gameplay. Its that simple
i dont think win-more perks like Adrenaline are just better conceptually than lose-less perks like noed. if every perk was a win-more perk you could call the game for kill or survivor 30 seconds in and the next 4 minutes it be little more than a cut-scene this keeps it fresh. not to mention i bet none of you would dream of make the same argument for survivor lose-less perks like ds, borrowed times, dead hard and the like
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1481042#Comment_1481042
Well, then you can be simply outsmarted by hooking a survivor and going back to tunneling the other survivors. that solution can be quicly outsmarted, and that is not right either.
at that point you might as well say every game the killer tunnels everyone at the same time and survivors need to be invincible for a full minute after hooking and if a killer hooks fast enough so ds is active on all the players he should just lose. if i am characterizing anything you think tell me. define tunneling. to me and i suspect most people tunneling is not tunneling if you are hooking more than one survivor if you dont think so explain why and why this wouldn't work
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1480812#Comment_1480812
Well, he can still tunnel you, making it disable after someone being hooked, is not a solution 100%.
we have to agree on what tunneling is to have this discussion. i think tunneling is focusing on one survivor refusing to chase, hook or even hit anyone else until the tunneled survivor is dead thats obviously not fun for the survivor and perks like ds work to prevent that but when i play killer i dont tunnel but if i pick up a previously hooked survivor without slugging them for half the game 9/10 i get ds'ed even if i won 3 chases in between hooking and re-downing him. thats not right
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480707#Comment_1480707
As I said multiple times, if there are problem child addons that are too strong then they can just be tuned down like they should've been in the first place. And while I respect your opinion me and you have 2 very different opinions on what Pay 2 Win is.
being forced to buy leatherface for bbq or essentially be down 3 addon slots isnt pay-to-win? getting up pretige levels is millions of blood points that would give those with bbq a clear advantage
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1480489#Comment_1480489
No. That's stupid because killers will just hook another survivor and go back to tunneling, this is not a good solution.
if the killer is downing and hooking other survivors they are not tunneling you. what is tunneling to you?
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480656#Comment_1480656
There's no particular reason why addons shouldn't be permanent. The only issues that'd arise are from poorly designed addons that break the game, but they can just be nerfed to tune them to the change. The reason why they haven't been nerfed yet is because they were rare and couldn't be ran every game, so RNG was the limiter and thus made them "fair" by the devs standards.
what you're talking about would only really work on killers that need a better base kit like the 2 you listed. also going by pretige ties it to bloodpoints which makes bbq nearly madatory if you want to play as well as other players which is a level of pay-to-win i can't stand
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this isnt uncommon thing your telling me you never had 2 survivor left saw that they were together downed one and chased the other to the other side of the map hooked them and closed the hatch you saw earlier? thats an easy win for the downed player. ragging on "lose less" perks for being crutches isnt any harder than ragging on "win more" perks for making games too predictable
@CWill22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480676#Comment_1480676
Then just hook the survivor before you close the hatch and I think why most people don't like NOED is because it often rewards bad killers as it activities when the killer literally fails their objective.
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@TAG said:
I support changing both of them, for what it's worth. But to answer your question, it's because Adrenaline activates when the Survivors are basically ahead whereas NOED activates when the Killer is behind (except when the hatch is closed, but at that point, NOED doesn't make much of a difference).
@CWill22 said:
probably because one last 5 seconds, the other until it's cleansed, and healing a health state can be done in 15 seconds without the perk anyway. NOED is an instadown that usually gives the killer a free kill.
but it can heal a dying player to injured when the killer closes the hatch and if the doors are open at that point it can take an earned kill away just as surely as noed can give it
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480504#Comment_1480504
I mean why not? Part of the reason things are the way they are is because there's conditions for them to work that the devs think of as balance. We all know Iridescent head huntress is bad. No one likes playing against it and you couldn't pay me to actually play it, but because it's a pink add on and thus based on RNG the devs say it's kinda fair.
By making everything permanent you're given more room to clearly knee cap the problem children and open killers up to building more off meta things.
I've said it before but If I could do pallet breaker wraith every game I would.
what are you trying to say?
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blind luck doesnt have counters
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@Pr0p3r9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1480582#Comment_1480582
Your statement assumes that everything is currently at a perfect equilibrium. It's not, it never has been, and never will be. Infinites were removed because they disturbed balance, and you didn't have to take anything away from killers to say that Infinites needed to be removed. That's because the game itself was starting from a place of imbalance.
The game is still in a place of imbalance vis a vis moris. I don't want to live in a world where we say that moris are balanced because keys exist, and that in order to get rid of one we'd have to get rid of the other. We can say that moris are a problem and we can (seperately) agree that keys are a problem, but we don't have to treat them like they're perfectly the same, and they don't have to be nerfed in the same patch. They should each be nerfed on their own, based on their own merits for being nerfed, and not because they're inextricably linked or something.
I'm done talking about keys. You can quote me or at me, but I'm done with talking about keys in a thread about moris.
the diffrence is keys are just as unbalanced as moris and infinites dont have an equal but whatever be ignorant
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@Pr0p3r9 said:
@zoozoom6 @andyollolloll Then you should make a thread about keys. These are separate issues, even if they're roughly equivalent, and we don't need to treat them like a tied together thing. Moris are overpowered and unfun. Keys are overpowered and unfun. In this thread we're talking about moris. They are not the same topic.
Striving for balance doesn't mean nerfing and buffing both sides equally every patch, it means bringing the game closer to a 2k equilibrium in high skill play while maintaining a healthy and fun game. Otherwise killers would have had to lose something huge when they removed the infinite loops and most of the quasi-infinite loops.
@dugman I like your idea for yellow moris. My idea of making the mori after first kill (for Ivory and Ebony) be limited to the obsession because it disincentivizes obsession perks, and it also makes most killer-side obsession useless, so there's also a trade-off there on the killer's part.
this comment is a contradiction "striving for balance doesn't mean nerfing and buffing both sides equally every patch, it means bringing the game closer to a 2k equilibrium" yes it does. if you nerf one side and dont touch the other it shifts the equilibrium thats what this is about
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lullaby needs to not be a hex perk or start at what 5 tokens is now
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@Pr0p3r9 said:
This isn't about keys, though. Keys are also an issue, and we also dislike them, but they aren't moris. We should be able to talk about how bad moris are without talking about how bad keys are. We also don't need to get into a competition about which is worse, they're both just bad.
balance is the issue if you nerf moris you need to nerf keys
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please god no. i understand where your coming from with the trapper and wraith and maybe "the ghost" should be in wraith's base kit and the brown trap bag should be in trapper's (base kit) but i don't think permanent addons are the way to go
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ok hear me out. remove the time limit and have it deactivate if the killer downs or hooks another survivor.
maybe if thats too weak have it be able to proc twice or if its too strong have it deactivate if the survivor heals as well
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that sounds like it would defeat the purpose of the key in the first place
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@The_MilkMan_Milk said:
https://forum.deadbydaylight.com/en/discussion/comment/1480454#Comment_1480454
The way they could balance keys is not make it instant have an animation for it like opening exit gates
like the same time as a mori?
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@The_MilkMan_Milk said:
https://forum.deadbydaylight.com/en/discussion/comment/1480447#Comment_1480447
No because you need to do gens for hatch to spawn where as with the mori you only need one hook. I’m fine with all other moris except the ebony
doing the amount of gens needed to spawn hatch (with deaths/d/c's) takes about the same amount of time as downing and hooking someone, finding them again and downing them again. also you forget the open hatch doesn't have a limit you can have a 3 gen set up patrolling it feverishly and one second there are 3 survivors left and the next they all escaped despite still having gens left
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both sides getting a win button 2 minutes in is a kind of balance
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spirit is op. ghostface,doctor and freddy have been fixed aka buffed and nurse's addons have been gutted power has a cool down. otherwise is the same
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because keys exist