plunder
plunder
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@Huff said:
People have already explained why this wouldn't be plausible.
Either way, you say "The devs need to take a stance on this" and they have. They've said comms is fine. End of story. There's your stance.
Honestly I just made this post to vent frustration. I never really looked into the devs on this particular issue. But I mean they would say comms are fine. Its to cater to people so they stay playing the game to buy cosmetics.
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@Ryuhi said:
no clearly I don't. I've never discussed it on this forum ever. nope.
(dang, where's the LOL button when you need it)
@Seanzu said:
SWF is fine, be a better player.
https://forum.deadbydaylight.com/en/discussion/comment/1205360#Comment_1205360
and as for this, it's because it was console, and consoles are very closed systems, it's entirely plausible that Activision, who was creating call of duty, one of the worlds biggest game franchises would be able to say "hey microsoft can you stop voice chat working if these people are queued in 1v1 so they don't boost".
You can't ask microsoft, or anyone to be like
"Hey when our players are on dbd can you block... discord, steam chat, team speak, mumble, ventrillo, skype... etc etc".
I stated actual logic and reason in this discussion but you both just basically can only say get gud but offer no real argument against it. Because it clearly shows that you have none.
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@Seanzu said:
SWF is fine, be a better player.
https://forum.deadbydaylight.com/en/discussion/comment/1205360#Comment_1205360
and as for this, it's because it was console, and consoles are very closed systems, it's entirely plausible that Activision, who was creating call of duty, one of the worlds biggest game franchises would be able to say "hey microsoft can you stop voice chat working if these people are queued in 1v1 so they don't boost".
You can't ask microsoft, or anyone to be like
"Hey when our players are on dbd can you block... discord, steam chat, team speak, mumble, ventrillo, skype... etc etc".
I dont think you can understand how in a 4v1 situation how unfair it is to be able to communicate at all times. No matter how good a player you can be. 4 people who can say when you are chasing them to rush gens or say hey he gone get me off hook. Or say hey I'm across the map heal me. You can state perks like bond to cherry pick your argument against me but these are perks that take slots away from you.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1205351#Comment_1205351
So survivors who do not wish to participate in voice chat should be horribly punished? What if I don't want to listen to children complaining or people playing loud music or other similar situations?
The game was designed to be played in silence apart from the in game audio. And also a humidifier to make the room all foggy and spooky.
If you don't wish to play party chat is fine. But you dont understand how truly gamebreaking communication is in a 4v1 game.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1205348#Comment_1205348
Interesting. Do you remember which game?
I remember it was mw3 it would prevent party chat in some game modes. Long time ago but it did.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1205348#Comment_1205348
Interesting. Do you remember which game?
It was a fps game. That all I can remember. Was to long ago.
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@BloodMoneyMerc said:
The game doesn't need to prevent people from using comms. That would drive away a lot of survivors since the only reason some of them play is because they can play with their friends. Instead, the game should start balancing around the idea that all survivor teams can potentially be a SWF on comms. Giving debuffs to SWF groups isn't an effective solution either because then it gets all messy when a team is half SWF & half solo or two seperate SWF groups or whatever the case. Also, one could argue that SWF isn't the real issue, but rather that the role of survivor can be quite easy & is not nearly as stressful as being killer. The game should focus on lightening the impact a mistake from the killer has on their ability to win & make the mistakes of survivors a bit more impactful.
That why I said just give solos a in game chat then nerf the ######### out of survivors to compensate.
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@JPLongstreet said:
As far as Xbox is concerned, the party chat is entirely separate from any game, and I believe Microsoft mandates any game they accept cannot interfere with the party chat in any way.
I do remember a game on xbox that did force me into game chat. but when i ignored it. It forced me out of the lobby. Back to lobby menu.
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@[Deleted User] said:
Ok. Supposing Dead by Daylight could block you for playing if you're using any kind of popular chat software. Fine. Then I use my phone. Wi-fi. WhatsApp. Discord mobile. Or I can use my notebook or my tablet to run Discord. How are you going to block me?
I understand your statement, but it has a not very good logic. Especially the way this game is played.
I more intended this to vent really. But yeah no crap people will do anything to gain a unfair advantage. You get rewarded for it in this game. But I mean I rather they give solos a in game party chat to balance it out for everyone on survivor side then nerf the ######### out of them to compensate for the insane bonus of constant communication.
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@YEEHAW_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1204520#Comment_1204520
Your crazy if you think thats balanced, thats already why survivors are being nerfed on gen speeds, too much communication
Exactly the point. Instead of balancing swf because of this issue they nerf survivors in general ######### over solos. That's the problem. Either they make a special icon for swf that nerfs action speeds for each swf in lobby to compensate for communication or give solos that same kind of communication. Then just nerfing survivors as they deem fit.
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Motivation: like idea of a 4v1 gametype.
Able to play as your favorite movie killer
Discouragement: survive with friends fun with your friends. Sucks playing as killer.
Terrible bugs that still dont get fixed.
No real reason to be high rank other then sweaty players.
Singular goals for both roles. Such as maybe other rewarding actions for how you play. You only get rewarded for surviving or killing which becomes lackluster gameplay.
No other interesting game modes or new objectives just boring stare at a wall objectives on both sides.
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Let's be real no dev will read this so not sure why people even think it would matter. I just want to suggest something more balanced in a way that both sides get something out of it. I get a 4v1 game cant really ever be balance but I want something that Is as close as possible.
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@Nicholas said:
No because you can still be camped and tunneled even during the EGC. There's always way too much advocating in favor of making things easy.
I only suggest if they restricted it only turns off if you have 3 or more survivors if less it still works as intended. You dont need second chance perks at endgame if you have 2-3 people left to help protect you.
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@ClickyClicky said:
Why not? NOED gives free kills endgame. Why is it not ok for survivor perks to turn the tide at the last second but it is ok for killer perks?
For what its worth since the DS changes I think I’ve only been screwed by late game DS once in the past year.
I even suggested changes to noed as well.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1200389#Comment_1200389
Its bad because of how restrictive they are for no real reason except you dont wanna deal with them during egc that's why. No other perk does something even this restrictive or close to it. Oh my bad one perk does and its that one Laurie perk that absolutely nobody considers.
And i gave input on how to deal with the perks normally. I told you to eat a DS so it is impossible to show up in endgame and i also said to slug to avoid DS. If you wanna use a perk that will heavily punish them then bring in stbfl so you can recover fast enough to kill them before the unhook. I even went as far as telling you that these fancy DS and BT plays already fall apart if one or two people are dead by then. Why do you wanna limit perks for survivors when all 4 made it to the end. You aren't supposed to be guaranteed a kill just because they all lived past the 5th gen.
If you really wanna hard counter those 2 perks just slug like honestly thats all the advice i can give.
Why would you want them to be active with only 1 or 2 people left? It's near impossible to do any saves like that. They just have to leave because the killer can just camp, like they should, until the final survivor leaves. Most they can do is a 1 for 1 and hope the killer eats a DS.
And i purposely didnt talk about noed because that was not the topic.
Honestly my point is to not make the perks so restrictive and wordy. I also didnt give any other suggestions because I'm fine with how the perks current place in dbd. Like you are adding all these if/so/or/and situations that the perks will be an inconsistent mess.
So it's bad because it has restrictions. So it's bad because it has to much words is not a valid reason honestly. Having restrictions is not a bad thing. Your suggestion to counter is just slugging the most moronic play ever with no real thought. I'm not meaning to ######### on you or your opinion. Just slugging is a crutch for killers imo.
I'm just saying why should survivors need those perks endgame when they have 3 or more people left. They got to late game already why need even more protection.
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@BigBrainMegMain said:
lol
"I wanna camp and tunnel with no penalties."
You're not entitled to free kills.
I sacrifice 1 perk slot for a 1 time use perk and many killers don't see it that way, they see it as a free win, a free escape.
I'm running 3 perks the entire game and slight chance for a 4th.
I clearly stated that only stops working endgame not at all. I only said they stop working if more the 3 people are left again at endgame. you have 2 or more people you dont need second chance perks once endgame starts. I dont state killers deserve kills. That if you have 3 or more player late game you should play smarter not feel safe cause you can stun or prevent a hit
I even stated noed a perk that most survivors ######### about that if 2 people are left no exposed if 3 or more then they are exposed. I even put stuff to prevent tunneling.
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@Marcus said:
You're gonna open the Pandora box with this thread ...
True but I did massively state why with reasons for how the changes could work. But I agree it will be a ######### show.
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@yandere777 said:
Sorry but none of these changes are healthy or that great. I get how you feel but that's not the way to change them. If you don't wanna deal with an endgame DS then either dont let end game happen or just eat the ds. If you dont want an end game BT save then just slug them or force them out. Those BT saves normally dont work if at least one person is dead by the time end game happens.
And not trying to call shots here but what do you want with this post? Its a title that makes the reader think you have a reasoning behind it but all i saw were changes with no reasons as to why. You didnt say why they shouldn't work and why they are allowed to work. Just saying they shoudnt and moving into the next part. Again, not calling shots. I just wanna have a civil discussion
Considering you gave no real input other they suck tells me nothing of real importance. I say they shouldn't work. But I at least stated that I was willing to compromise with restrictions. I even stated that you shouldn't get second chance perks endgame. That they should for only when generators need to be worked on.
How are the restriction changes I suggest bad? I state ds and borrowed not to work at endgame if they have 3 or 4 survivors left because you have 3-2 other teammates to back you up late game so you shouldn't get second chance perks endgame. But at endgame its 2 people left then yeah it maybe should be active it's only you and one other survivor. To work with each other. Same with noed if you only have 2 survivors left endgame you don't need exposed. If you feel like you need it with 2 survivors left you not a good player. I also suggested the movespeed nerf to prevent slugging multiple survivors. So once you hit two survivors into dying state with the change you are slower. So you are forced to hook.
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@Rey_512 said:
Just finished watching King’s video on a few of the map reworks.
https://m.youtube.com/watch?v=3siDmWr1jC4
Have you seen how there’s almost no pallets anymore? Not even unsafe ones. Wretched Shop and Fractured Cowshed have huge dead zones now. With the (needed) removal of infinites and (semi-needed) nerf to strength of pallets/tiles, Bloodlust is a mechanic that needs to be removed.
If you consistently lose as a killer after these map reworks then I’m sorry but nothing more can be done for you to make life easier.
As someone who plays both sides as well, I’m going to have no problem taking out a team consistently in 2-3 minutes after they’ve burned through their 3 safe pallets.
I agree but we need time to tell. If it does seem pallets and are just insanely unsafe dor survivors then yeah bloodlust needs to be removed. But too new to tell right now.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1199920#Comment_1199920
I think the decay should be back because it kind of kills his power without it in a way. If you think about it every time a survivor reaches a new level the Doctor can see that survivors hallucination for a bit but if the survivor cannot go down anymore then they cannot go back up taking away that power. Am I wrong or just dumb? lol
That's why I suggested the ability to go down from tier 2 back to 1. It gives both sides a way to play it out imo. Killer gets more time wasted for survivors to go back a tier instead of gens. Survivors can either wait it out for gen work or go down a tier for fear of the tier 3 effects.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1199824#Comment_1199824
I read this in the updates and just asking if they changed it since then'
With the release of the next chapter, a few existing Killers will be receiving some slight changes.
The Doctor
With the update The Doctor received in the last mid-chapter, there are now two ways to inflict Madness: Shock Therapy, and Static Blast. To make it clearer what is required to increase a Survivor’s Madness level, we are making the following changes:
- Madness no longer decays passively over time.
- Shock Therapy will add half of a Madness level to any Survivors hit.
- Static Blast will add a full Madness level to any Survivors hit.
It says here as one of the bullets that the madness no longer decays passively overtime. I would assume that means once you are in Madness 2 there is no chance of going down to one. I mean I do not know any other way to take it than that.
This update is newer then the update you showed me as well. the update you used is from January 6th. I am sure there is noises and things to listen for but he is still hard to deal with. I mean that reach of his is kind of far. I understand it use to be a constant radius but now that fact he can stun and the madness level will not decrease makes it tougher to deal with. Then to add that with every level you go up he can see your location with each madness level increase.
If you want here is the URL- https://forum.deadbydaylight.com/en/discussion/130537/developer-update-february-2020#latest
"The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual. "
I also do not think any killer is OP but was just making a point to this person. I wanted to point out that if he has a problem with the Plaque then the Doctor must be a nightmare for him.
Doctor imo should have one change that I would like to see be play tested. You should be able to get out of tier 2 of madness. I can see doctor mains say this would kill his power but let's think this through. Survivor can decide either stay in tier 2 or wait till more agonizing tier 3. This would also make the doctor have more pressure by a survivor waste time to get back to tier 1. I'm curious how this would change him for better or worse but we cant truley know until we experience it firsthand.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1199857#Comment_1199857
I still miss the old plague. Fun to play as and against. I do all of these things, it's either the plague slugs, camps, tunnels or my teammates farm. So maybe it's just my luck, but she seems op as of now.
I get it. sucks being camped, tunneled, or slugged. But that can happen with any killer sadly. Plague herself is just not op. Just how killer players act is what more is a problem. But I main killer. I feel like camping, mass slugging, and tunneling happens because of just terrible balance by devs.
They need to just redo the goals of both sides is the issue. Killers shouldn't feel like they need 4k to win the game as survivors shouldn't feel about escaping. We need more ways to feel like we won on both sides instead of how it is now is the problem.
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@CaptainSkel said:
Survivors that say DS is only used to counter tunneling don't play much killer. I'd say that DS isn't that bad on its own but when every survivor you're playing against has it, it has very little counter play. Survivors are constantly abusing borrowed time and DS together to make it very difficult for the killer to do anything. The normal counterplay of slugging them is countered by the survivors getting in the locker or using unbreakable.
If you're playing well there will be times where a survivor runs in and unhooks a survivor right in front of you, they eat a hit and maybe go down sure, but now the unhooked survivor has borrowed time and you gotta chase them twice just to eat a DS if you catch them. Or you could go for the unhooker but whoops, it's only been fifty-five seconds since you last hooked them so now you're stunned for five seconds again.
DS as it is now encourages survivors to play in a counter-intuitive way with very little way for killers to interact. I think the simple suggestion mentioned earlier in the thread that DS ends upon performing game actions I think is a great way to keep it a simple anti-tunneling perk. Are you really getting tunneled if you're unhooking someone directly in front of the killer?
Borrowed time is fine. I do feel like it should turn off when gens are finished but that's it. Ds again is ok but I do agree that it should be tie in with being the obsession considering it makes you a higher chance of being one. Such as if you are the obsession its 60 secs if you are not its half the duration of 30 seconds.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1199617#Comment_1199617
No, she can literally insta down. She just follows a survivor, constantly throws up on them, then hits them once they're injured.
And we can't cleanse, because then she can, again, insta down, because you legit can't loop her. Her vomit is too spiratic, unlike the huntress for example, with is loopable.
I mean to insta down she has to waste time constantly throwing up till she gets that down. I mean if she chased normally and just m1 hits she could get you about the same time most likely so that's a invalid argument.
Cleansing is after the chase or hook not during a chase so again you gave a invalid argument.
Plague is frankly mediocre at best. A tatic I suggest you do which I abuse a lot is take a hit for a teammate. When she goes for a hook to hopefully stall for a escape. Once you take the hit touch something to infect yourself and then cleanse for a easy heal to full. Just a free heal when injured.
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@DingDongs said:
I'm sure everyone agreed that map is too dark and you get bump on the walls/bamboos while you're in chase for both side
Yeah was just terrible in design. It's just frankly pathetic on the devs. So they made a insanely dark map tons of small items that you cant see that can block you from running. Crap that gets in the way for both sides. The fact that it's not being addressed is worse when this has been a complaint since the beginning.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/142092/show-no-mercy-to-the-survivormain-bhvr
Amazing how oblivious and tunnel visioned people can be. All the things you mentioned, survivors well, They need those things to survive. Killers have better speed, insane melee lunges, One hit downs, bad hitboxes on vaults, lag that works in killers favor, tunneling, camping, how is it fun to come in and stare at a progress bar for you every game while you complain that people are using the environment trying to survive ? That’s the dumbest thing I’ve ever heard. It’s not about survivors getting good you need to get good.
I mean killers should be faster otherwise they could never end a chase so that's a dumb complaint. Lunges are hit and miss but lag is just deciding factor here. One hits are mostly situational a tiny few require mediocre skill at best. Tunnels and campers exist as a crutch for bad game design forcing them to employ that boring strategy. I agree that survivors suck right now in it's own way. But it's only cause survivors feel like they only win if they escape. It should more reward players that help the team more then just getting out alive.
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@SurviveByDaylight said:
Its already difficult to play solo survivor. I agree teams of 4 can be a problem, but solo surviving is at the other end of the spectrum here. It’s unfair to be uncoordinated too as most of these killers are built to end chases shortly. Tbh changes that need to be made are Mori’s and keys. That’s it. Gen speed needs to be fast because killers can kill fast.
Keys and moris are crutches imo. But solo is not that bad unless you get constant potato survivors. I mean you either get out or you die its a toss up but its a 4v1. It just seem like ######### for survivors cause it doesn't feel like you get any rewards unless you escape is the problem.
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@AsePlayer said:
I've been accused of using discord when I was in solo queue. Don't use SWF as a crutch for your mistakes.
If 1-2 people are baiting you to run into circles, that's 1-2 people not doing generators. Ignore them if you got into the 0.00001% chance that you have the best 2 players in DbD in your match and catch them out of position later.
If you're dealing with flashlights, look at walls when making a pick-up or look opposite of where the flashlight wielder is.
Good luck out there.
I agree with what you said. But swf in a call can make just end the game in 5-6 minutes. So many games I done this and either all 4 of us escaped or 3 in less then 6 minutes. Which is why I stated my suggestion on swf to nerf it without the need of nerfing survivors all around like most killers think the devs should do.
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@luciferAngelsTTV said:
in the last several if not all my previous games in the past 2 days every game i played had 4 people together in a party that is easy to tell they are in discord which ruins the fun and difficulty of the game as a killer i cant catch anyone and as a survivor who is abusing discord they make the game less fun and less difficult on their end where as harder for the killer
killers get blamed for tunneling and camping which at this point all a killer can do cause as soon as the game starts 1-2 people try to bait the killer into running circles and the rest of them either break hooks or gen rush so by the time u catch ur 1st victim 2+ gens are already fixed cause they abuse several things a survivor can do and while i know its mostly based on skill and i know try hard survivers will just say get good its not about getting good
since everyone is in a discord call together everyone can make it known where the killer is as well as bring counter mesures alot of the games i played recently is 2 medkits 2 toolboxes or 2 medkits a toolbox and a flightlight
the guy who baits has a medkit and the guy with the flashlight comes in and flashes u when ur trying to pick the player up or when they throw down a pallet and thats already hard enough even when they arent in discord
not to mention the fact that while ur holding someone people will litterally run in ur way to make sure u cant move abusing physics mechanics cause when they crouch they are no different then a wall and even after i hit them they keep trying to stall long enough for the player im holding to finish his struggle bar
i know it would be hard to balance it cause not everyone uses discord or has friends to be in discord with but at the ranks below 15 it becomes far more commonplace that they are discord users not to mention the matchmaking is weird since im rank 14 getting placed against rank 4-9 players and very few in double digets
my final point i want to make is im not asking for over the top balancing but something that makes it harder for people using discord and abusing game mechanics
I mean cant really do anything about discord calls unless they prevent discord links in game chat. But mainly they should just make swf have a icon letting the killer know what he is against and add a feature where for every swf you get a specific debuff for speeds for every survivor with the swf icon. I mean you are most likely in discord or party chat system. Constant communication from any distance without recourse in a 4v1 is bot fair to killer.
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@Nicholas said:
Terrible idea but I'm not surprised because every single topic about this Perk is strictly from the perspective of improving the experience for The Killer. Not to mention the fact that your suggestion is addressed with Borrowed Time. Decisive Strike is about being tunneled, not camped necessarily.
Not sure if you mean my idea or his but let's be real 4 people getting a whole a minute of safety is to much. It why most killers end up slugging which is the worst imo. Slugging ruined the fun for killers and survivors. I'm not saying it so I can get 4ks. Most killers I see getting those are from just facing bad survivors skillwise, they proxy camp which is just lazy unskilled imo, or good survivors that are way to altruistic and cocky for their own good and die for it.
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@nicknack said:
Okay so i know what your thinking "oh wow another one complaining about ds" but i belive that this is actually very balanced for both sides. So here it is
Decisive strike activates once you are saved from the hook if you are in the killers terror raidus the desicive strike is active for 20/30/40 seconds then is deactivated or if you start doing any objectives decisive strike will deactivate (stealth killers will have a silent terror raidus and desicive trike will still activate)
This i belive will be balanced as killers who are camping still get punished for camping and tunneling and surrvivors will not get 60 seconds of invincibility
Ds is a fine perk. The problem is 4 people should not be able to use it without any repercussion. Basically all they need to do is make 30 secs if you are not the obsession. But if you are it's the normal 60 seconds. Plus it needs to bot activate once the gens are done. Had a game where I got 3 down all three ds me into the safety of the exit.
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@SurviveByDaylight said:
Don’t fall for loops playing as killer. Protect your gens. Staring at a progress bar Longer isn’t going to solve the issue. They could add parts to find that would be cool, but even then honestly I don’t see why it should take longer than it is now. It’s not fair for survivors to stay in a game longer where it’s possible that a teammate can go down hooked unhooked and downed again within the first minute of the game and get Mori’d. It’s the fact that this is a possibility is ridiculous too!
I agree on ebony moris should be changed. It should be after second hook they can kill the survivor considering they can kill more then one survivor with this mori. But the green/yellow ones are fine they are super situational on how they work plus it only one survivor. Gens only feel fast because of how janky the spawns can be where you can get 3 survivors on a gen each. which has happened to me as a survivor where by the time the killer finds and downs one of my teammates. Then pop 3 gens down is a where killers can feel that the gen speed is to fast. Which this seems to either be this or 2 gens get popped in the first couple seconds of the game. Plus most high tier games I see of killers most of the time the game ends up being 4ks is usually to aultristic survivors who go for early or dangerous saves instead of gens. But that's just me.
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@tippy2k2 said:
The only downfall would be some of the difficult places for the short killers like Freddy (corn field specifically) would be downright impossible if you were some tiny little killer runnin around :D
I agree but if they made him have none or a tiny terror radius to compensate for his short stature he would be playable. Just stealthy killer with a power I suggested he have where he can make a single illusion generator that he can use to trick survivors into doing that shows their aura if they start working on it to just be tricky.
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@MsKayT said:
Anyone else like to see Leprechaun as a killer? His weapon his fingernails and he could cause hallucinations. can you imagine working on a gen and hearing "i want me gold coin" in Warwick Davis's voice
He would use a Shillelagh since he is a leprechaun so it would make more sense as a weapon. But I like where you are going with it. But adding him would be a nightmare. Considering his small stature would just suck for him with chasing with so many loops he wouldn't be able to see over the debris or windows to continue the chase. Better ability would be he flips his magical coin and can create duplicate generator that can deceive survivors where it can be interacted but once it finishes it just poofs away. But they make it have a different sound cue for skill checks and repairing the fake generator.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/140779/gen-speed
stupid as in it’s too fast? It’s not fast. Equip dying light, thanat and ruin and then come back and tell me it’s too fast. Coulraphobia works as long as you can keep them all injured. Map size isn’t even that big on some of the maps. Rather I feel it’s actually quite small with gens being so close to the center or all tightly knit together. They need to be spread out imo. Otherwise killer can camp gens.
I mean if a constant amount of killer's has to use three slowdown perks to slow gens down. then the gen speed is a problem. But I mean I stated before if they did nerf gen speeds then those perks would have to be nerfed in some way. Most likely by not being able to stack the effects together. Cause then killers could just slow it down to much. But if they make the larger maps smaller then im ok with that instead of gen speed nerfs.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1186172#Comment_1186172
The hell is bloody butcher?
The killer perk that makes you bleed more and have hemorrhage status effect
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@HollowsGrief said:
So when is this issue going to be addressed? Cause even survivor mains I play with think it is stupid, most of the entire dbd community thinks current gen speed combined with map size is just dumb.
Ironically though is what killers dont think about is if gens speed gets nerfed certain killer perks would have to be nerfed as well. Because if gen speeds get nerfed which om ok with. Thanatopia, dying light, bloody butcher, pop would have to receive either nerfs or just cant synergize as well cause then it would be just endless games of gen regression pops and just slow speeds
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1183529#Comment_1183529
Just so you and others know I am not trying to at all say you are wrong but just kind of play devils advocate. I genuinely think you are on to something but no idea is perfect the first time it is said. Keep at it and I am sure you will come up with something that everyone or at least a majority of people will like. =)
I understand that it why I responded with rebuttals instead of attacks. It's why I see the changes I suggested to be the most fair to both sides. I gave examples and reasons to how it works both sides giving benefits and negatives. True balance will never exist I know that. But with every response you gave me which I appreciate instead of attacks. I explained in detail how the changes never truly outpaced the other side in op status. Maybe one side gets a slight benefit more but its slight not oppressive.
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@ClickyClicky said:
Its dull and frustrating. But sure buff it more, especially with your legion avatar. Just suck all the fun out of the game even more for survivors.
I mean if you look at my suggestion for changes it benefits both sides.
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@joerispekkie said:
https://forum.deadbydaylight.com/en/discussion/comment/1183004#Comment_1183004
Exactly because in his current state good survivors simply bully the Legion into a ragequit
I even stated how it works both ways for both sides. They still get something out of my suggested change.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1182956#Comment_1182956
It sounds pretty good but it would be weird to limit how different the DW effect works depending on the perk that got used. I would imagine people would get pissed saying why does DW work this way for BT but not that way for Feral Frenzy or for Deathslinger. That timer you mention would not be so bad for basic chases as Legion and Deathslinger. You run up slap them silly then as DW takes effect you can chase them and wait for them to flop on the ground. If this timer took effect as you got off the hook it wouldn't really stop tunneling because either way you know you would get them because if you didn't hit them twice the timer would. How would that help anti-tunneling if now the killer could chase you and the timer would just count down anyway and you wouldn't be allowed to mend? It would just provide the killer a new chance to guarantee a slugged survivor just by chasing the poor unhooked survivor by just chasing them and not allowing them to mend.
I do think you are on to something though. You are coming up with a good idea and at least trying. =) Sorry if I am being dumb but just trying to provide ideas as to why people will poke holes in any idea. I personally think things work well as is.
Not sure if my post loaded or not but sorry for replying same info but.
One different times is not a bad thing considering rarity of killer addons and lvl of the perk should effect times.
Two if a killer decides to waste a whole minute for a guaranteed drop instead of gen defense is something I will say that. Also slugging is something that can happen now so not a real difference
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1182956#Comment_1182956
It sounds pretty good but it would be weird to limit how different the DW effect works depending on the perk that got used. I would imagine people would get pissed saying why does DW work this way for BT but not that way for Feral Frenzy or for Deathslinger. That timer you mention would not be so bad for basic chases as Legion and Deathslinger. You run up slap them silly then as DW takes effect you can chase them and wait for them to flop on the ground. If this timer took effect as you got off the hook it wouldn't really stop tunneling because either way you know you would get them because if you didn't hit them twice the timer would. How would that help anti-tunneling if now the killer could chase you and the timer would just count down anyway and you wouldn't be allowed to mend? It would just provide the killer a new chance to guarantee a slugged survivor just by chasing the poor unhooked survivor by just chasing them and not allowing them to mend.
I do think you are on to something though. You are coming up with a good idea and at least trying. =) Sorry if I am being dumb but just trying to provide ideas as to why people will poke holes in any idea. I personally think things work well as is.
If you are talking different timers based on lvl of borrowed time is how it should work more time based on its lvl. With killers abilities again based on addons of rarity changes the time. As it should be.
On the tunneling thing though if a killer decides that wasting a whole minute for a guaranteed drop is more worth then gen defense is a idiot. Because if I remember correctly it takes a minute and a half for one survivor to do a gen by themselves with no perks or toolboxes so that's almost a gens worth of time. Especially considering borrowed time would scale 60,75,90 secs accordingly to my suggestion. times can be changed. So max borrowed time could give you a gen worth of time. Stretch that out with let's say two hooks of time is 2-3 minutes per survivor so minimum it's a total of 8-12 minutes at peak efficiency, so if a survivor gets that much time and still not escaped they are just morons if the killer decides to wait it out instead of ending the chase. But I see where you are coming from though.
Killers abilities just stay at 60 secs but addons can decrease it by a max of 15 seconds. So you would have 45 seconds in total with high level addons. Which killers can't keep addons so its fair.
I mean you can make the case of slugging. but in current deep wounds they can still just do that now, just chase hit you down.
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@joerispekkie said:
Hello survivors, killers and dev's.
So recently I've bought myself The Legion; they look great, interesting lore and feel like actual killers during gameplay!
But there is just one thing I can't seem to wrap my head around, and that is his ability: frenzy. Well it's mostly the status effect Deep Wound to be exact. Correct me if I'm wrong but the point of his ability is to catch someone, use Frenzy, hit that person, locate others, hit them and then... let them run away? At least for the Deep Wound effect to apply because if you chase them it won't trigger.
So my issue is... that you somehow need to stop them from mending WHILE AT THE SAME TIME not being in a chase with them if you want them to bleed out?! How does that work??? Those two things cancel eachother out. It's as if to say that Mike Myers has to stalk people to get Evil Within BUT he can't stalk when there are survivors in his line of sight. Like.. THAT'S THE POINT. The most common answer I find on the internet is that the use of their ability is to get people in a state where they have to mend/heal, this means they can't work on a generator, and I get that. But you can't win a game that way, it basically just stalling. It's not like the match has a timer and if you are able to keep them away from generators long enough you win. So this use of their ability seems lacking.
I feel like how it's supposed to be is the following: you hit a survivor and inflict Deep Wound then the Deep Wound effect timer only goes down WHILE you're chasing that person. If this feels stupid, hear me out: you use frenzy, catch someone and inflict Deep Wound.. now you have to choose: do you chase after that person to bleed him out OR do you choose to switch targets; repeating the process. This way it becomes a decision: if you chase after the first hit you risk other survivors repairing generators, but you get a dying survivor in return - or you use it to zone a whole team away from a spot by hitting multiple of them and they have to guess who you're going after (like a shark inside a school of fish) - or you could use the first survivor as a frenzy stack to switch to another specific survivor (someone you've hooked before), hit that person with frenzy and down that survivor.
I think all these decisions add a lot of depth to their ability and could actually make The Legion viable again. If this would be conflicting with other killers/perks then simply keep Deep Wound as it is for the others, and give Frenzy a unique Legion status effect called Thinned Blood or something.
If you're still here; thank you for reading all the way and let me know what you think, because the current Legion is absolute nonsense.
(Or am I just doing something wrong here?)
They should just revert it back to its original effect. Where when in deep wound you have let's say 60 seconds for example till the timer goes down and puts you dying state. The only way to pause timer is to start mending once you are forced to stop mending it continues ticking down. It gives the effect a that has a real consequence but not insanely oppressive since it requires a whole minute of the killers time for you to be effectively downed. It ends up working for both ways. Good survivors can still wastes a killers time with good looping for a whole minute for the team. Where as the killers can get a down or waste survivors time to mend or be put in a risky situation if they pressure correctly.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1182611#Comment_1182611
I am 100% dumb but if you are playing legion and DW someone why would you want to spend time chasing someone when you could turn around and now DW someone else by tracking their heart beats? If you DW one person then chased them for the full 60-90 seconds wouldn't that first of all be a long chase that ended with a possible 2 or 3 gens popped? Also wouldn't that defeat the heart beat tracker while in feral frenzy because it only works while you DW one person after another? I mean I guess you could then chase the last person you DW. Sorry I am really dumb.
I just feel like at least while playing legion if I had to chase just one person I managed to DW while in Feral Frenzy for 60 to 90 seconds would almost be just as bad. I personally like legion and do well with him already. I like the way his ability works now because it makes them waste time mending and maybe it is my luck but I tend to get potaotes who then also waste time healing after the mend.
I am not saying you are wrong at all but just saying that chasing someone that long could then cause people to complain gen times are to fast which many already complain about. Gen times with one person without a toolbox is 88 seconds so even at its lowest lets say 60 second chase waiting for DW to drop the survivor would be a problem still.
Well first the 60-90 was for more borrowed time considering it meant to a anti tunnel perk. legion or gunslingers deep wound procs those would be different times accordingly. The time can always be changed to fit what's reasonable. You could also end the chase earlier then those 90 seconds I just meant the survivor cant just run forever as they can now with the timer pausing as they run. They still would have to take the time to mend if you left them alone so it still would waste time as it does now. So overall it would still be a buff considering current deep wounds can last longer then 90 seconds if they keep running pausing the timer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1161572#Comment_1161572
I made a huge post, and then the forums ate it. So now I'm sad.
Well, to abbreviate quickly because I'm not writing all that again --
I sort of agree, but changing chase mechanics or a status like deep wounds too quickly can also do just as much harm to the game as just leaving it to be useless on the killer side (borrowed time for example would become too useless on the survivor's side, and may encourage tunneling more).
I think changing a survivor's vision, or audio (or both) is an example of a good change for the kind of thing without directly limiting what the survivor can do (like Clown bottle drunk effect). I always get annoyed when a game throws a bunch of red jelly and plasters it onto my screen though. I don't think that's necessarily a good way to do it.
I suggest they just revert it back to what it was when it was released but just up the timer to 60-90 seconds. Which would make deep wounds actually worth something to stress about. It works for both sides a killer can chase the time away for a guaranteed drop but on the survivors side the killer would have to waste a full minute or more for that drop. Or if the killer doesn't chase they can still mend as they do now. Just not as safe as current mend is now since running would no longer pause the timer so they cant run across map as they can now. So both sides would benefit from this change in different ways. But for anyone that complains about it promotes tunneling if a killer really wishes to chase you for that long he just wants you anyway cause even in current deep wounds killers can still chase for that down.
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@ppo8820 said:
Can I hear from some survivors and not the bored killer mains with no life who stalk this forum? Thanks in advance.
Considering how many loops I can just a use to derail a killer time. No it's ok. But imo it should be the longer the chase the more speed the killer should get. I rather they put more into the chase instead of how it is now where I sit loop and it's just more work then actual fun chase. Cause right now its rush gens and hope the killer doesn't camp hooks. which i find just boring how fast the game is now. I rather both sides get slower to promote a healthy amount of objective speed with the rush of a chase. But right now just bland.
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/139721/can-we-seriously-fix-deep-wound
I seriously second this.
I can understand the timer not going down when in TR or when in a chase. But now you can freely run??? What kind of Deep Wound is this??? Turns the resource useless to down a person.
I suggested that it goes 60 seconds to till dying state so if a killer decides to chase the target they can get the down once it runs out but it not to OP considering it requires the killer to waste a whole minute for that down letting survivors to do gens in that timeframe. Also if a killer decides to leave the chase the survivor still has 60 seconds to mend.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1178217#Comment_1178217
LOOOL if the killer tunnel and your team do nothing, thats funny my friend
what should the team do? hit you with their knife?
thats just pure lame my friend, pure lame, If the "killer tunnel" so why tunnel? move on and dont be a sweatlord isnt that simple than changing a mechanic of the game cause its "mild inconvenience for survivors" and apparently huge pain your butt!
move on my friend.. you will get over it
This is pathetic. I offered real changes to be fair to both sides where it can benefit a killer to get a down but only if they chase the survivor for a whole minute for a guaranteed down but to benefit survivors it makes the killer waste his time for again a minute long chase to let 3 other people to run gens. But you only response is git gud is just downright pathetic. I actually suggested in a way it can work for both sides.
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@ThisLadyRightHere said:
Honestly the only fix that they need to do for Deep Wound Is with Doctor.
I Can’t stress how dumb it is that snap out of it comes be mending I’ve got down many times to this stupid problem. There’s so many times I’ve escaped doctor only to go down because of deep wound because snapping out of takes priority over deep wound PLEASE FIX THIS. DEEP WOUND IS SUPPOSED TO COME BEFORE THE SNAPPING OUT OF IT!!
If your deep wound bar is 1/4 gone tier 3 BT, if someone has tier 1-2 BT, or you brought BT in a bottle and you are in tier 3 madness Welp sorry but you’re going go down to the deep wound timer because there’s no time after snapping out of it.
You can only catch it if someone has tier 3 BT and you manage to be able to mend early And not mess up if you catch it by a hair strand which is dumb.
I agree that mending should prioritize over snap out of it.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1178090#Comment_1178090
I am a Survivor main, and Deep wound in my opinion does the job, the only reason I would get Deep Wounded is BT or against Legion/DeathSlinger
Now Imagine making the time to mend is longer, then legion can go about hitting every survivor the entire game and get them just busy mending instead of doing anything else while you down them one by one
and all they had to do the entire game was mend, where is your logic? and a the timer is fast enough as long as you are not being chased, and there are some addons that makes it take a good while to mend
so again I dont get your complain or your reason behind your entire discussion to be honest
Deep wound in its current state is mild inconvenience and I mean bearly one at that. If you check I made a suggestion to where it drains while running and mending but the timer is 60 seconds till dying state. If a killer tunnels for a whole minute and your team does nothing in that time is not the killers fault.