BoopMySNOOOOOT
BoopMySNOOOOOT
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@Top_Secret_117 said:
https://forum.deadbydaylight.com/en/discussion/comment/2420770#Comment_2420770
Ok I understand your idea for dead mans switch a little better now thanks for clarifying. So the objective is a somewhat different alternative to noed, that changes up end game with 15-30 seconds of free pressure, I think the easy solution that keeps it interesting and suprising is that we just have the last gen completed paused for the 45 seconds, both parties unable to interupt the entities grasp on its progress
But when the times up gen finishes and gates are available. Now of course, the other 2 gens that were remaining can still be finished, giving the survivors a fair chance aswell as the killer and easy time and free pressure for a short duration. survs could allways hide for the duration, so killer would still have to patrol gates if not in active chase, and its not skill less like noed where you still have to earn your value.
Thoughts?
Amazing suggestion and I feel like this change is pretty fair. Survivors either complete the two remaining gens or wait out the perks duration before escaping. How would you do the tier system on the perk as it levels up? 25/35/45 seconds? It's not a whole lot of time but it might be enough to give the killer a chance to get something rolling.
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@GoshJosh said:
Dead Man's Switch definitely needs a buff or rework, but heck no to undoing completed generators. That is so busted, it is beyond comprehension you would think it's ok as a perk.
Instead, Dead Man's Switch could block all generators upon the Obsession being hooked, and generators that were being repaired when it was activated are shown in a yellow aura.
Thank you so much for your input! I understand where you're coming from but I know the change may sound daunting but in all honesty it really wouldn't be that strong unless you three gen yourselves and managed to complete the three gen. If we stick with my suggestion of the rework what would you change to make it more balanced in your eyes?
As for your suggestion I feel like that is a good idea however it kinda cannibalizes thrilling tremors and surveillance don't you think? I realize it does WAY more than both of those perks inside of just one perk and you can only use it 3 times but it still. How long would you have the entity block the gens?
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@GoshJosh said:
Dead Man's Switch definitely needs a buff or rework, but heck no to undoing completed generators. That is so busted, it is beyond comprehension you would think it's ok as a perk.
Instead, Dead Man's Switch could block all generators upon the Obsession being hooked, and generators that were being repaired when it was activated are shown in a yellow aura.
Thank you so much for your input! I understand where you're coming from but I know the change may sound daunting but in all honesty it really wouldn't be that strong unless you three gen yourselves and managed to complete the three gen. If we stick with my suggestion of the rework what would you change to make it more balanced in your eyes?
As for your suggestion I feel like that is a good idea however it kinda cannibalizes thrilling tremors and surveillance don't you think? I realize it does WAY more than both of those perks inside of just one perk and you can only use it 3 times but it still. How long would you have the entity block the gens?
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Honestly, not a bad suggestion. Same perk but it doesn't really rely on your teammates dying which I feel like is a poor game mechanic. Not to much power off the bat but as the game progresses it'll get stronger. I think I would change it to 5/6/7 meters perk token though. 63 meters is more than enough. Honestly I think the only value in this perk would be countering BBQ late game and info perks like I'm all ears or against spooky Myers.
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I really enjoyed your input and think you have something there! I think there was a little misunderstanding though and considering how all over the place my post was I can't blame you. So in the endgame you're saying you'd be concerned because the gen could be easily camped. That would not be the case. Let me explain a little better.
In the end game, all Gens are completed and the killer activates this perk then the effected generator becomes damaged again and starts regressing. HOWEVER (this is the fair an balanced part of this perk), the last 2 gens keep whatever progress they were at when the last gen was completed. So out of the last three gens remaining let's say the other two gens were at 25% completed and 70% completed then they would become available to work on again at those exact percentages.
Normally (at least I think) when the last Gen is done all gens automatically become completed and you can open the gate. However if this perk was active those Gens would Lock while the gates can be opened but unlock once a Gen has been damaged through Dead Man's Switch. The fact that if you were working on one of the last three gens in the map that didn't pop and power the gates and you see that it's still at the 25% animation would be a clear indicator the killer is running this perk and it might be worth while to stay by your gen to complete it.
Honestly this perk is only meant to change up the end game and maybe give the killer another 15-30 seconds to apply some pressure. If used correctly in some scenario's it may be a lot more effective. I'd just like a different alternative to NOED.
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Nemesis was difficult for me in the very beginning because I didn't really understand his mechanics very well. After a bunch of trial and error I've found the best way to apply pressure isn't hitting them with his ability right away but instead M1. I will then use M2 when they're in a locked animation whether they drop a pallet or vault. I only really use M2 when they're doing these key things. And I'm not afraid to disengage either from a chase after infecting the survivor to go back and apply pressure to the gens. I don't always get 4k's but it's working nicely as a rank 4 killer. My only gripe about his ability is that first infection speed boost the survivor gets. That'd be the only thing I'd change. The plague doesn't give you a speed boost when you're being puked on or when it causes you to go into an injured status. Neither does running into Pyramid heads trail of torment. I don't even think the survivor should be hindered either after being M2'd. The recovery after using M2 is sufficient enough for the survivor to make some distance and find a safe loop.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1927471#Comment_1927471
Since killers basically Dead Hard when lunging, not a single sane killer player would instead opt to walk up to the window and try a quick attack, since that would take longer and the survivor would be long past the window.
Your suggestion makes no practical sense in DbD.
And just to reiterate: windows are open space and one can reach through them. That's not an abstract concept.
Not sure why you're getting so heated up over a thought my dude. I was just thinking of a way to reward fast vaulting and punishing a medium or slow vault. It's super simple in my mind. "Dead Hard" lunge should not go through windows. M1 attacks Should. Just like pallet dropping. If a survivor interacts with a pallet they should become invulnerable for the whole action of dropping the pallet. No more of this dropping a pallet and stunning while getting downed. Although that is more server related and I feel like I'm rambling at this point. XD
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1927130#Comment_1927130
You think the lunge attack should go further than the basic attack?
Not at all. I think if a killer is lunging and the survivor gets through the window the lunge attack should not go through the window at all and bounce off it. Lunges shouldn't go through a window is what I was getting at. A killer should make the decision of chancing a lunge and hit them while vaulting through the window or run up and m1 them instead to hit someone on the other side of the window if they're still close enough.
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I feel like a lunge attack should impact the window and nothing past but a basic m1 should pass the window and hit the other side.
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Alien would be awesome! Especially if their power was like a wall climbing ability that let them "pass through a wall" with a cool scaling animation or ducking into a vent that appears on either side of the wall like object!
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I would almost rather see him stay the same however I would slow down the sleep timer by another 15 seconds in combination with one change. If you are awake when Freddy hits you it puts you into the dream state but you don't take the health state damage. After, in the dream, you could then be injured. I feel like this is more true to the character as well.
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Honestly I would like to have some sort of option available where I can toggle on or off going against grouped survivors. Turn it on if you really want to test your mettle and heck you'll find a game a little faster. Toggle it off and maybe wait a little longer but play the game and how it was intended to play.
Also another option I think would be forcing a hot mic and proximity in dead by daylight. I realize this is probably a bad move because BM would sky rocket through the roof but maybe that could be a toggled option as well for killers. If you're chasing someone and they're on discord giving away information that mic is relaying that back to the killer through the game and the killer can use that information how he/she sees fit. (maybe even disable hot mic all together if it isn't in SWF to avoid the BM) This way it's a little more balanced since the survivors are getting free information and so can the killer.
I don't know.. just throwing stuff out there.