thebrentster911
thebrentster911
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/296625/game-mode-no-perks-items-add-ons-or-offerings
In concept its good, but the problem would be that most people would orbit towards certain survivors in favor of a set of particular perks, same for the killers.
An alternative could be that you pick 3 diferent characters and you get one at random, same for the killer, that way you have a bit more wiggle room and doesnt get as abusive as say...4 mikaelas spaming boons all over the place.
Alternatively the idea of no perks for everyone could be an interesting mode to, simply diferent from everything else
You may have misunderstood what my post was saying: no perks at all. That includes the base perks characters have. I understand this will defeat the variety for survivors (pretty much choose your skin). This would be a full vanilla, basic mode. Killers would still have variety with their killer power.
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But demo is still a good boi.
Unfortunately you can't buy him anymore...
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Man, this is depressing to read about and all the comments.
I'm still newish, and I keep thinking "when I put more hours in and learn and develop my skills as killer/survivor, the game will be more fun".
It seems like the more you play and higher your MMR goes, the less enjoyment you'll have.
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As a newish player in solo Q, I have problems with everything
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What gives me the killer jitters and anxiety is the toxic behavior from survivors when they outplay me. I get looped for days and whenever there is an opportunity for the survivor to BM, they do it.
I just feel like crap when like four people are bullying me, even though I'm the killer! I'm still considered a beginner I guess (around 200 hrs), but every game as killer, even when I don't want to care about winning, I just worry about getting harassed by survivors.
It's so funny when people start saying survivor queues are longer, and then they treat killers like crap due to the broken balance and matchmaking.
Maybe I'm just having the beginner blues. It just sucks being outplayed all the time and I feel powerless, even though I'm supposed to be the big scary killer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2654801#Comment_2654801
Probably not.
30 seconds of instant downs per Dull Totem?
Yeah, I think those are good changes that you and Nathan talked about
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2653294#Comment_2653294
Hmmmm.
I suppose I can agree to that, but I'm afraid that day will not ever come.
I think I agree with Pulsar on NOED, that it has to be changed to reflect the effort survivors have put into cleansing totems during the trial before it activates. It can be pretty rough for solo Q.
Maybe NOED can be changed to work similar to No Way Out. No Way Out rewards the killer for the effort they put into the trial, increasing time exit gates are blocked with how many different survivors were hooked for the first time.
Maybe NOED's effect can still activate when gens are done, but has a timer on it. The more totems are cleansed, the smaller duration NOED has.
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If I feel like I've won, I give hatch or close hatch and give gate to keep my MMR lower.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2639756#Comment_2639756
I don't mind if second chance perks were to get removed in favour of more resources.
I think the game organically should have resources ready to play against killers, but by adding so many killers that specifically have range and focus on anti-looping, the only natural form of counterplay is reduced.
Yeah, I agree. It seems like the past few killers have just been a different version of anti-loop. This results in survivors just holding W to draw out chases more, leading to less interactive gameplay. Geez, they're even adding a perk specifically for the holding W strat.
It would be cool to add resources on maps that would replace second chance perks. This could help with more build variety on the survivor side (and indirectly on the killer side too). Like, maybe you can find certain items from chests (or buildings) that give you a certain one-time use benefit like vaulting faster for a short time, use a DS, or something you can use to temporarily slow down the killer for you to create some distance. Don't know if this is the best way to approach it, but just something to put out there.
I don't know how/if/when Behavior would pull this off, but I think if they can create more interactive gameplay between survivors and killers, the better.
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@ThatOneDemoPlayer said:
The devs said they aren't going to remove it, which is really disappointing. The speed boost is so unnecessary, especially at the start of the game where it's only giving them speed boosts and nothing else
That is sad... Hopefully they can look for other ways to help Nemesis with this, like increase the hinder duration. Otherwise, I don't really see Nemesis getting out of B tier.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2638460#Comment_2638460
Why do you think that currently second chance perks are a necessity?
That didn't really answer my questions?
I agree with you on the boon totems, but survivors have second chance perks as additional resources to escape.
Are you wanting to remove those and be replaced with something else, like map reworks with additional second chance elements for survivors instead?
Or are second chance perks, loops, windows, pallets, sabotaging, and flashlights not enough and you want survivors to have more?
You're not really clarifying the solution you want to the problem you're addressing.
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Don't survivors already have a bunch second chance perks/resources and pallets/loops/windows? Why do they need more and at what point would you say they have enough?
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2637426#Comment_2637426
They do actually. For a whopping 0.25 seconds. If they would just increase the duration, since they adamantly insist that removing the speed boost would make him "ToO oPpReSsIVe", it would go a long way in making him feel less punishing to play as.
Yeah, I don't really notice the hindered affect lol. In fact, I would even take this: remove the hindered affect and have no speed burst for the survivors. I would trade a hindered affect that is only a 20% penalty for a 150% speed boost that the survivor gets.
Pretty much dealing with landing 3 hits (contaminate and 2 health states) and facing a Dead Hard possibly is kinda rough.
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I don't know, I think the scourge hooks are an alternative to slowdown perks, like Sloppy Butcher, Pop Goes the Weasel, and other gen/healing slowdown perks. I don't think they are an alternative to information/aura reading perks like BBQ & Chili (at least, not yet).
The upcoming does give some information, but I don't think it's enough to replace an aura reading perk if your killer needs more info on where survivors are at.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2631993#Comment_2631993
I believe scourge hook was designed in this way to soft counter using BBQ and chili for the auras. You'd either have to choose between the aura reading by moving to a farther hook, or go to the more centralized scourge hook and risk not getting any aura information.
I don't know, it doesn't seem like these perks are made to be an alternative to aura perks like BBQ & Chili (or at least, not yet). I think these perks are made as an alternative to perks like Pop and other gen kicking/slow down perks. Both scourge hook perks are to slow down healing and gens.
The upcoming scourge hook perk does give you some information, but I don't know if it's enough to replace aura reading perks if your killer needs more info.
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It would be great if it was just applied to all hooks. If survivors can do boons unlimited times and with any totem, I don't think it's unreasonable to have a scourge hook perk apply to all hooks for it to be reliable and consistent.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623673#Comment_2623673
Thing is they can just stay injured and just work on gens, or heal and take a protective hits to remove that effect, which killer really don't want neither of those to happen...
If it would work on each hook, then I would probably try it on Oni. That's only killer where it might be valid, because sloppy doesn't work with his power and he wants survivors to be injured. But I hate RNG things, so I just don't wanna to use it when you can have games where you don't get any value from it...
I agree, the less RNG the better :) especially when the killer only has four perk slots to go against whatever survivors throw at them.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623659#Comment_2623659
Yeah, that's a good point. Sloppy and Thanatophobia work probably work better on avarage, because you just need to injure them for it to work...
Let's be honest getting two injure survivors is not hard, so at that point Thanatophobia gives you 10% reduction to each survivor, not just 1 compare to Gift of pain. So it probably works better on avarage as slow-down compare to Gift of Pain.
Also isn't Gift of Pain useless when survivors just stay injured?
I don't think it would be good perk for most killers even if it would work on any hook...
Yeah, they probably need to revisit this perk. The idea is great, it just seems to have a weird interaction with the killer's goal. The gen regression and healing slow works until the survivor is injured again. As a killer, don't you want more injured survivors for more pressure? Just seems kinda counterintuitive.
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@Dino7281 said:
Hmm, would it be that broken just to make it work on every hook?
I tried it for few games and it's just hard to see effect and you often get ######### by RNG now, so it's hard to tell.
I agree, I think it should be for all hooks, especially with its effects and making the perk more worthwhile than others. With how it is now, you pretty much have to use Agitation and/or Mad Grip to make it effective. Might as well use Sloppy Butcher and Thanatophobia, which is comparatively more useful and easier to do if you're going to use two perk slots.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2618861#Comment_2618861
I may have worded it incorrectly. But my point is. While that mindset is fine for them. It is NOT good for the game.
They can have what they think is fun/good chases and have all 4 escape with 2 hooks all game. And that's great for them.
But it is NOT good for the game. And is not a mentality that killers should just "adapt to" Because it can be borderline impossible to catch survivors without forcing them to come for hooks and exchanging.
Don't get me wrong, a 4k feels very satisfying and I try my best to end chases and get hooks as soon as possible (or slug if that may be better), I noticed that when I focused so much on preventing gens from popping, I put this mental stress on myself like I am always playing catch up and worrying the whole game.
In a chase, I feel like I have more control (especially with perks that help chases) and that's what helps me feel better playing as killer. With gens, I just kept worrying so much they would finish it before I'd even get there to stop it.
But yeah, definitely learning a lot. I'm just glad to be in a better mind set with playing killer lately :)
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@TragicSolitude said:
The devs just made the grind even worse by adding six perks with three tiers to the survivors' general pool. They've said they're working on reducing the grind, but their actions show the exact opposite.
I'm extremely annoyed/pissed off at the moment because I'm trying to level up characters and at level 50 in the Bloodweb I'm being forced to spend ridiculous amounts of Bloodpoints to get past these stupid Stranger Things perks to get perks I do want. The BP they've given away for Halloween doesn't even make up for it.
Yeah, the event this time around has felt pretty underwhelming... And now that the Stranger Thing perks are now an "All" perk and appear on every survivor/killer blood web, that will be just additional grind if you didn't unlock them as teachable perks before.
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@Junylar said:
The devs have already let us know they are not going to do anything with the grind. The grind is here to stay forever.
Feels bad man :(
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599305#Comment_2599305
No, it sure isn't lol.
What other killer perks would you consider second chance perks?
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Isn't this the only second chance perk the killer has? Why should this be changed when survivors have multiple second chance perks? If NOED is removed or changed, something on the survivor side needs to be changed/removed too.