Breadz
Breadz
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@ShamelessPigMain said:
Well I think the thing about stake out is that it's an answer in search of a problem. Generator speeds are very much temperamental. When the game is going well in your favor, generator speeds can seem very gratuitous. When the game isn't going well in your favor, generator speeds slow down to a snail's pace. That's why I prefer perks like fast track. They take the situations that you aren't doing so well and help you make up for them (I really think it should give you tokens when you are hooked, and probably give 5 tokens when a survivor is sacrificed or murdered). Stake out requires you to go out of your way to get stacks, and even then it's such a minute boost that it isn't worth it.
If I could have my say, I would have it so that while in the killer's terror radius, you gain an increase to objective speeds and a much bigger increase to altruistic/unhooking actions. That would help survivors with 3-gen situations, or any other situation where the killer is concentrating a lot of pressure in one area (like slugging situations or getting off clutch heals). It would mitigate high-risk situations by giving you an even higher reward. Even then, it would be situational and probably not meta.
That could be abusable by gen-rushing SWF's. BHVR should just make it so that you get a passive 2% increase in progress for all great skill checks and missing a skill check uses a token to make it a good skill check. That way it's not only used for generator progress and it acts as a safety net for players who activate skill checks too early.
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Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
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These are interesting but I think the smartest one is the monstrous shrine change to scourge hooks, that's actually a really good idea in my opinion.
Monstrous shrine should give you oblivious, blindness, and incapacitated when you enter the basement. That way you can't enter lockers, can't hear the killer coming, and you won't see any auras. This will just force survivors out of the basement regardless. You wouldn't even need to walk over as killer. Personally, I feel that the game doesn't need to show the aura of whoever is in basement as a 4man of fengs are not only going to be indistinguishable but it also forces killers to use their brain and survivor positioning making the killer reason what survivor it is. Not to mention this means the survivors can bait monstrous shrine procs, it's similar to spam vaulting pallets but it's a little more believable.
The predator change just builds in stridor basically and it's very niche, only people with average headsets will see value and in my opinion, the sounds are already loud enough. You just need to learn to track a little better if you struggle with that. Red stain reduction would be broken on insta down killers like Bubba and you can already moonwalk so it wouldn't be used very often. An interesting change for predator would be to slow survivor's walking speed down in chase by 25% to keep them running. The scratch mark effect could stay.
Beast of Prey is so dog ######### and so is my fix because it needs a complete rework. Bloodlust=1 Survivor's vault pallets 15% slower, Bloodlust 2=Survivor's drop pallets 15% slower, Bloodlust 3=Killer breaks a pallet 35% faster, in this case, you lose bloodlust and have to restart. This kinda guarantees you'll get a hit on a survivor, and if you don't you can still break pallets quickly to get some value out of the chase you just played. It also means that survivors will struggle to connect loops as their pallet vault speed is lowered, they will struggle to stun you with slower pallet drops, and if you still didn't get a hit on that survivor then you can just break the pallet. The debuff is that bloodlust is removed after chasing a survivor for 1m15s. That means you have 30 seconds after reaching bloodlust 3 to kill this debuffed survivor.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1634321#Comment_1634321
I'm not sitting here saying he's OP, or even strong. I'm merely saying that once he starts spamming M2, there's nothing the survivor can do but guess.
https://forum.deadbydaylight.com/en/discussion/comment/1634325#Comment_1634325
It's an opinion, yes; but a majority opinion.
Forgot to mention that this isn't as important of an issue as other killers which is why I'm downplaying this. Don't plya him if you don't like him and if you go against him just destroy him because he's weak. Him being unfun in chases is an opinion and if you really hate it then stealth that whole match and just wait it out because nobody plays him anyways.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1629488#Comment_1629488
Not enough of a downside to warrant effort-free zoning.
https://forum.deadbydaylight.com/en/discussion/comment/1629487#Comment_1629487
I mean, the general majority disagrees. There's no counterplay to "killer spams M2 for free zoning". Bro, I've been a killer main since 2016. I even have full Legacy on all killers that have it. Even I can see the awful design in something like this.
Now if guys perhaps just aren't good enough and need that kind of free zoning..well, that's a different problem entirely.
Also there are so many other killers who can zone survivors with minimal skill and people could care less. Some of them being: Demogorgon, Hillbilly, Wraith, Huntress, Hag, Clown, LeatherFace, Plague, PHead, and even Blight. All of the killers I just listed can use their powers to keep survivors from going to certain areas and can basically rediect survivors. I also forgot to mention trapper but there's no reason I could ever see for someone to complain about him because he's so weak that even if his traps are unfun it couldn't matter less.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1634321#Comment_1634321
I'm not sitting here saying he's OP, or even strong. I'm merely saying that once he starts spamming M2, there's nothing the survivor can do but guess.
https://forum.deadbydaylight.com/en/discussion/comment/1634325#Comment_1634325
It's an opinion, yes; but a majority opinion.
Guess? The survivor can keep running straight or dodge. Its pretty easy to go against DeathSlingers and even if his M2 is designed badly it has some counter play to it. At the end of the game DeathSlingers always lose because of how long his cooldowns are and his mobility. He has no map pressure and even his main ability which is used in chases is weak.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1629500#Comment_1629500
It's not about looping. You're strawmanning. Nobody is saying "Take away his reeling harpoon!" which is why the looping is different. They are saying give him some counterplay, make it so if he aims his weapon, he should be making it count instead of just spamming M2 for free zoning with no skill involved. You're making an argument that hasn't been argued at all.
The ONLY issue is his spamming of M2. Huntress has a wind up, and a downside (and she's still the better killer, I should add) to her wind up if she decides not to take it.
If the deathslinger spams the hell out of aim then it slows him down a little and restricts him from shooting, hitting, and performing actions. If a DeathSlinger keeps on zoning you with Mouse 2 then just take the shot because then you make him reload and pull you in which in itself takes forever to do.
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@Zozzy said:
If DS is directly behind you with no obstacles then you deserve to be speared. If you give a counter to being shot out in the open then what is the point?
I already know what survivors want. A big roar with a wind up to the shot so they can awdasdawdasdawdasdawdasdawdad and swish their mouse like they do to Billy with a massive cd for canceling the aim.
The dev's may as well delete him or make the shot insta down.
Thank you. I don't understand why his chain doesn't do damage on impact, like I just impaled that survivor in the chest with a spear and I did no damage because they pulled it out? Even Plague's puke injures survivors. Then theres also the dumb 3 way outcome of hitting a survivor which is you hit the survivor or hit nothing and get a short cooldown or you let it fully break and get a long ass cooldown.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/192790/deathslinger-kill-stat-inflation
Playing against Deathslinger is really unfun, just like versus the old Legion.
I play a lot of solo survivor and there are people who DC or kill themself when they see Deathslinger or Spirit. Of course that makes the game a lot harder for the rest of us, but can we really blame them? They came to play a decent, maybe even fun game and then they get a Deathslinger, Spirit or Pyramid Head... just great.
Its like going into a restaurant, ordering your favourite meal and then you get served a plate with a big pile of elephantshit. I would not like to swollow that either, would you?
But that's an opinion. I find it fun to think quickly about paths I should take to avoid LOS and decisions like whether I should throw down a pallet or not.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1629470#Comment_1629470
Nobody wants a 6 second cooldown - but for all his free, no effort zoning, he should have a downside.
You're just exaggerating. It's not a good look.
Although I do agree that DeathSlinger has an unfair zoning technique it's all he has and he's still weak with that. They need to tweak him by buffing him and nerfing his aim in. I've always thought that he should be able to vault, break a pallet, open a locker, and kick a generator while having a survivor chained. I also wish they would add skill checks or something to his chain rather than spamming A and D over and over.
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@kaeru said:
Streamer Scott Jund said that good Deathslinger has no counterplay. And if survivor managed to juke his power it is not because survivor is good but because killer made a mistake. This is all I know.
Yeah I agreed with this at first but then actually played against DeathSlinger and found he was pretty fun to play as and against. If anyone needs a change it's spirit then we can do DeathSlinger nerfs and buffs.
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I have a good buff for unrelenting. Gain walls hacks when you miss an attack for the rest of the game.
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My god thank you guys. I couldn't understand what the difference between a fully charged shred and a "regular" one was. I thought:"Maybe they just mean hit a survivor with a shred" But then why would it have to be fully charged it there was no other option, It just seemed a little specific. Now it makes sense, thank the developer's for telling us what his power does(Sarcasm).
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Literally had the same thing. I feel like everytime I get console survivors they literally leave me to go to struggle on first hook and also leave me when I help them an insane amount. Just played a game and these teamates were ruthless. They didn't even take hits at the exit.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1610973#Comment_1610973
you should try making new threads instead so that you won't ever get mad at someone calling you out for your bad forum practices again
Umm sorry but didn't I just say that I could care less about what you think hint hint:"Also [BAD WORD] you I do what I want", and no I'm not making a whole other thread just to reply to an old one especially when this is an unpopular opinion and didn't need a thread in the first place. Have you never been on DBD forums? Have you not seen all the stupid ######### on there? No one needs anymore of that and it just makes good ideas get buried never to be seen because someone wanted to rant about Lithe and talk about the perk to randoms who's opinions don't matter to them because they don't know each other. Also I'm not really mad but I do type aggressively to demonstrate my point and put more weight on it. You obviously replied meaning you're focused on what I'm saying(See how that works?)
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1604608#Comment_1604608
Literally every game I've played, any, has accessibility options... and they might look generous to you, but I don't see it the same way, plus I repeat nobody is being entitled, just asking why every single other pass has in game currency in both tracks while DbD being a paid one has absolutely none? It's grindy beyond most of those games, less rewarding, and it's not only fortnite as an example, not so bigger games have got battle passes who do a lot better and yet again, have got in game currency for free.
DbD is generous yet they dodged every single question about colorblind options, even though it's been asked many many times, then again, if you're not colorblind I don't expect you to understand how they struggle and neither am I, but its a matter of respect towards them for paying the game and keeping them around.
They don't make a lot of money yet they've got Stranger Things license which is not any cheap? Or Silent Hill? No, it's fishy, they could do a much better work with the pass and that's not being generous at all.
Several licensed DLCs, and a bunch of non-licensed paid DLCs, you'd expect they'd at least make something nice that isn't paid in this battle pass.
Patches are slow for problems that last way too long, seen multiple games fix critical/important gamebreaking bugs in their games in a matter of days, not until the mid chapter or next chapter come out.
Also, the free pass being so empty is rather depressing, there's not even a few shards, what's the point of it? I'm not paying a lackluster premium pass filled with charms and recolors, love the archives, but the battle pass wasn't needed in this game.
Lmfao you think no colorblind settings keep color blind players from playing? Why would they complain about it if they didn't care? There are boonk ways of doing your own color blind that sure, don't work really well but if they love the game then they will struggle. Like I already said, there are hardly any color blind players. Plus again like I already said in my original post which you ignored, This game doesn't have to give us free ingame currency. If you like cosmetics buy auric cells. Don't bicker to the game especially when it never said it was mandatory and isn't that scummy. How do you think BHVR even makes money? Ask some of your friends if they know this game and I guarentee you they will say no, and even if they don't ask them who makes this game. Also why do you think they act so stubbornly to give us license's that we want? Because some of them don't make them money. Grabbing the Micheal Myers license created a ######### ton of cash flow for them because fans of that series joined their game and started buying #########, same thing with Stranger Things also. Also the reason there are so many ######### bugs that are in the game is because of BHVR built this game on a ######### engine and thats also the reason this game runs pretty bad. Last thing, no one said you needed to buy the premium battle pass so stop making a whole fricking post whining about why this game should give you free game currency that they could of possibly made money off of.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1610941#Comment_1610941
quit nerco'ing threads dude, no one wants these month/year old threads back at the top of general
Yeah but to be honest I still wanted to reply to this dumb ass post. It annoys me a little that people can be this dumb and I still want to leave my take on it if any new visitors look at the post so they don't get guided to using ######### perks. If a new survivor saw this post he would start running dance with me+Lithe which doesn't work against basically all killers because they aren't brain dead. Also ######### you I do what I want. If you're so stoked about it you shouldn't have made an account for DBD forums because you knew this ######### would happen and also you can just change you're notification settings or just ignore the noti if you don't recognize the name of the post. So please solve your own ######### problem so I don't have to rant like this. By your logic you're wasting my time with your notification dumbass.
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@bomb1720 said:
https://forum.deadbydaylight.com/en/discussion/comment/1183636#Comment_1183636
huh? so what perks would a good survivor use?
One's that have a high skill ceiling. For example Decisive Strike is very strong but only if you are able to hit the skillcheck which some players are unable to do. Another one I have in mind is head on. Head on has to be used smartly so you don't get grabbed and it also takes knowledge on the killers play, sometimes killer bait out Head on's or sometimes your timing is simply messed up.
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Okay, here's what I don't understand about Lithe; If you're at a window you're already safe. There is no need for a sprint burst and sometimes that sprint burst leads you nowhere or you can't even make it to the next pallet anyways. A lot of the time Lithe can ######### you over by being to fast in chases making a small mistake huge. Like if the killer moonwalks you run far as ######### and sometimes messes up looping. You also gain way more distance with sprint burst at the end of the game because of the amount of usage you get. Sprint burst is also really nice because you get to use it at the start of the game, And what about hook saves? There are a lot of hooks that aren't near pallets and windows that can proc this perk. I definitely think that this perk does shine when it comes to unsafe pallets though, but then again dead hard can do the exact same thing and if you are healthy you aren't really in much danger because you can already get a sprint burst on hit. I would rate this perk as the 3rd best exhaustion perk under dead hard and sprint burst. Sprint burst is better for coordinated SWF's and Dead Hard is way better for solo queue. Other than that Head On is nowhere even near as good as Lithe because good killers check lockers to keep saves from happening, It has really really low usage, and the last one being that you don't gain nearly as much time as any of the other perks save you. Head-on can be really good though if you're in a SWF and is actually semi-viable for locker jukes and locker saves when looping with friends.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1179042#Comment_1179042
Uh.. You're joking, right?
Rotten Fields, Shelter Woods, Gas Heaven, Azarov's (If they know what they're doing), the entire Backwater Swamp, and Yamaoka to name a few.
Survivors have Thompsons House, two variations of Badham, a couple of Coldwind/Macmillan maps only if a god loop is open, and technically Haddonfield but nobody brings BL anymore so its kinda bad.
I'm going to have to agree that Dead Dawg is definitely Killer sided but All of the maps you just listed are survivor sided. All the maps you just listed are either huge and hard to traverse as a killer and/or have a ######### ton of pallets.
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At the end of a day it is an achievement so it doesn't really matter. It wouldn't be impressive if you got out after EGC started. That wouldn't be an "Achievement"
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1600556#Comment_1600556
Uh... what does that have to do with the fact that the battle pass is terrible regarding the rest of the games that have one?
They are way more generous for being free to play, yet this game has so much paid DLC and stuff that it doesn't feel right to not have decent stuff in it, it's filled with recolors and charms.
https://forum.deadbydaylight.com/en/discussion/comment/1600515#Comment_1600515
Never said I was entitled to be given "free" stuff, but why do other games which are free to play have this treatment instead? BHVR has been releasing a ton of cosmetics, increased the grind in the current tome, give little to no boosts towards getting at 70 in the pass even when you pay for the premium version and way more things are wrong with it.
Hate to break it to you, but amazing treatment? Colorblind issues are not being regarded after so much time, graphical options are still non-existant after 3 years... and I do not believe BHVR would release so many cosmetics if they didn't get a lot of money from it, there's way too many and little quality of life changes in return, you've got it all wrong.
Also just to add other huge free to play games give out free skins because then they make money from those players who get a taste of the cosmetics. Games like Fortnite give out free items which highers the chance of players buying cosmetics. Game companies aren't generous and aren't for a reason. They don't make a lot of money to start off with and it requires a lot of money to make a game. It's hard to have innovative ideas and have a game that doesn't flop for no reason like so many others. Fortnite ofc is going to greed right now because this could be their only chance.
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@Enlyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1600556#Comment_1600556
Uh... what does that have to do with the fact that the battle pass is terrible regarding the rest of the games that have one?
They are way more generous for being free to play, yet this game has so much paid DLC and stuff that it doesn't feel right to not have decent stuff in it, it's filled with recolors and charms.
https://forum.deadbydaylight.com/en/discussion/comment/1600515#Comment_1600515
Never said I was entitled to be given "free" stuff, but why do other games which are free to play have this treatment instead? BHVR has been releasing a ton of cosmetics, increased the grind in the current tome, give little to no boosts towards getting at 70 in the pass even when you pay for the premium version and way more things are wrong with it.
Hate to break it to you, but amazing treatment? Colorblind issues are not being regarded after so much time, graphical options are still non-existant after 3 years... and I do not believe BHVR would release so many cosmetics if they didn't get a lot of money from it, there's way too many and little quality of life changes in return, you've got it all wrong.
Sorry but DBD has been super generous to us. Game developers aren't required to do good and bring out updates and that's their choice. Like I said earlier don't act entitled to anything that wasn't stated as mandatory. BHVR doesn't have in their TOS that the game will be updated when you buy it. Right now the only thing floating this game still is cosmetics and some people buy it hence why they still work on this game. If you think the cosmetics are overpriced then don't buy them. One of the reasons they also haven't worked on color blind settings is because of 2 reasons. Number 1 is that even without colorblind settings the game is still playable by color blind players, If it wasn't than they wouldn't have been asking for that option because they obviously love the game. The game might be harder without color blind options but it's definitely still playable. Number 2 being the fact that there are not many color blind players in this game. Sure its an easy fix but BHVR has way bigger problems then fixing the game for some limited players.
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Sorry I know you've already gotten enough hate for this post but none of these people put it clearly. Basically the game isn't entitled to give you free things. Giving free items and cosmetics is usually done by games to bait you into buying more cosmetics because of your positive experience. Games like Fortnite give players free skins which makes them want to spend money on in-game currency because they get a taste of what its like to look different from other players. Free items are also given out if it can be afforded, for example: BHVR already doesn't make a lot of money on this game because cosmetics are a huge disadvantage in this game and don't look good when trying to fit the lore. They are also extremely expensive because the people who buy the cheap cosmetics are the same people who would still put their money up for the more expensive ones because they have low standards. At the end of the day you should never expect anything that's free but rather be surpised and grateful at the amazing treatment BHVR has given their game. There are a lot of games that don't receive as much love and managing a huge game like this is insanely hard believe it or not. DBD's game engine is also very weak hence why its not optimized. Right now if you really want cosmetics just purchase them.
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I searched this up because I had the same idea for the game. The problem of this is it's impossible to get rid of a survivor to apply pressure. When you have less survivors you have less people doing generators and more people going for saves. You gain way more gen progress when you have 1 person in chase and 3 people on generators instead of 2. A way to combat this is adding a 4 hook limit cap to survivors meaning they can be hooked 4 times before being killed. This means that 2 survivors can go down and be hooked 4 times then both die. The last survivors will only be provided with 2 hooks for both players or 4 hooks for the 2nd to last player and the last dying on hook which already happens. This idea could be fixed by just adding a 10 hook limit to players. This means if you have 2 bad players on your team then you lose but if you had 2 players that weren't good you still would of lost anyways.
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Went afk as killer for the first time in my 500 hours. I never really DC unless I get dead dawgs or someone else DC's. Its rare for me to do things that annoy other players but today was garbage. I was playing Doctor and just quit. I was getting messed up by some survivors. Me being a really really bad killer just decided I didn't want to play.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1593299#Comment_1593299
Holy 1 year old necro Breadz... As for the hatch - killers are just overly obsessed with the idea that 4 Kills is the only way they have won the game. A little known side-effect of that "dirty hatch" from the killer side is that it:
1) Is still at best a 50/50 that you find hatch first while at worst the doors are super far away on both sides and the guy also has a key in which case he leaves and the game is over because he's literally the last person... leading to the other point.
2) It encourages survivors to to not hold the game hostage by stealthing it up and trying their best to waste the killer's time for as long as possible when the game just seems "unwinnable" especially since hatch spawning mechanics is tied to people alive and generators finished. It's also the reason EDC was added to the game.
How is a 1v1 holding the game hostage? There would be a time limit and the amount of generators completed would equate to the amount of pallets. Sounds pretty fair to me and means that survivors cant sit still all game and stealth for their team to die then find hatch. It's not fun for anyone. The only time I've personally ever felt satisfied getting hatch is when the killer had a Mori or was really toxic and doing things like face camping and tunneling when it didn't benefit him at all. Also in no way is it a 50/50 if the hatch spawns near one side. Sure the game isn't competitive but I don't see that as a reason to have a luck based mechanic to take away a kill from you. The next thing I want to say is who said it's about 4k's? You're saying that 3 survivors have to die in order for hatch to open? What about survivors who make it through the exit gate and you're the last survivor? So basically I could care less about the 4 kills rather the fact that a kill was stolen from me like that. I don't mind the result as long as it was fair. Last thing I'm going to say is stop attacking me personally instead of talking about the topic because it just comes off as ignorant and annoying when you hardly know me or have a reason to insult me as if I offended you. If I did offend you then you need to grow up or learn how the internet works.
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@Warlock_2020 said:
Aside from the above points, hatch is very in line with the horror genre. One person usually escapes by some tunnel, door, etc. Having the hatch makes perfect sense. Trust me, the last thing you want is a Blendette hanging out in bushes for 40 minutes because there is no hatch option.
How about a 1v1? Something that proves one side deserves the escape.
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What are these changes? Its super easy to mindgame pallets and windows as killer. The only killers that need their speed buffed is nurse and deathslinger. Nurse running slower than survivors is a little dumb in my opinion because it makes her blink basically every second or else she looses distance and then allows survivors to mindgame to much. Deathslinger's ability is a little weak so they could give him a speed buff so hes not a worse huntress.
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@Shaai1 said:
I am fine for NOED to give you notification once it activates as long as other perks do the same.
Including DS, borrowed time, dead hard, mettle of man etc.
Same will apply to devour hope, huntress lullaby etc.
Never thought of this. Why is this not a thing. As someone who plays a lot of survivor and killer this idea sounds golden to me. Although even with this Decisive still needs to be reworked.
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@korean_zombie said:
killers don’t need another nerf. Period.
We're talking about a perk not killer. Doing nothing the whole match and having a totem that gives you 1 hit on survivors is broken. Anyone can use it and the skillcap is low.
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@adsads123123123123 said:
The logic is simple. If survivors think a perk that increases healing speeds by 33% isn't worth running why would it be worth running a perk that only reduces healing speeds by 20%?
So you're asking all 4 survivors to run 1 perk for healing to counter 1 killer perk? What if the killer does't run Sloppy? What if you don't get to heal the whole match? What if you don't get injured the whole match? What if you get Adrenaline anyways? So you're telling me you're going to sacrifice a perk slot for healing? What do you think Adrenaline is? Delete this.
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@Carlosylu said:
Werewolf, shadow demon, vampire, alien, Dr Jeckylls and Mr Hyde, Pinhead, It, Slender man, Tyrant, scarecrow... They had so many killers to pick... And they chose this one... I have to play as him before I have an offiial complaint though
Werewolf sounds cool and I don't know who Tyrant is but shadow demon? Vampire(Oni), Alien(What do you think Demodog is), Dr and Mr dudes?, Slender Man(wait you cant look at the killer? XD),It (It is only scary because its a movie and he doesn't look freaky in a game compared to the other killers and doesn't fit the dark theme), Scarecrow( So clown?).
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Why do you think they scrapped this killer so hard. Don't you think they are keeping that for the next update after PTB?
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Wrong forum. Goto 4.20 forum.
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See the more you guys post ######### like this the more time its going to take. They keep adding new content because they first need to satisfy the players then make perk changes. Now their timing on the new killer was horrible. We could have waited 2 more months. Now they just slowed themselves down.
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Bro this post is funny af but the forums weren't created for venting. Accept the fact that people who play dead by daylight are usually really stupid. Post like these make other posts further down in the discussion page.
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Probably a troll post but I have a ######### ton of time. First of all why do the ideas matter. I enjoy Blight and theres a few things that need to be changed. Even thought he was made in 3 minutes I still enjoy him. Also PH was from Silent Hill. And the last thing, If its so easy come up with a new killer that is fair, fun, oRiGiNaL, and consistent(As in I don't have to 50/50 all the ######### time). Good luck.
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New killer is definitely boring. But I don't know what you consider fun if PH was boring for you.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1155918#Comment_1155918
I played well, they made mistakes and still got got one out, took a pip, points and all because of a game mechanic I can do nothing about.
Its fine you just have to learn how to let go games like these. You might be a bit newer to the game. Basically you killed over half the lobby and had a good match. Its fine and complaining doesn’t do anything in a game as casual as dead by daylight.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/133041/deathslinger-buff-ideas-sabo-nerfs-gen-speed
They dont need to buff his speed at all if they add the ability to drag over pallets and windows. Obviously, dragging survs over either would heavily weigh on the chain's durability.
Also make the harpoon itself actually damage ffs, so the follow up hit downs. Huntress can get downs just as fast if not faster, and the harpoons miniscule hitbox is also hard to hit with.
Deep Wounds should occur if a surv breaks free or the killer swings without hitting a hooked survivor.
First of all I didn't even say he should be able to drag survivors over pallets or windows. I said he should be able to vault windows,break pallets, damage generators, and ETC. If you're talking about the grapple ability I was talking about well you're misunderstanding how it works. Like I said it works very very similary to widowmaker from overwatch's hook she uses for momentum with a small tweak like hook range, hook availability, and ECT.Also if we made him harpoon do damage there wouldn't be any variety in this game. Huntress would literally be rendered useless and their abilities would be stupidly similar. Plus adding combo's to this game is unhealthy to do because it allows trash players to get free kills. Survivors shouldn't be punished that hard for bad positioning. It would make him a low skill cap killer and playing against him would feel hopeless and then this would lead to more stealthy playstyles. Also if you could get the deep wound status effect even while swining what would be the point of taking the cooldown for breaking the chain. Another thing wrong with that mechanic idea would be that it doesn't allow for different strategies in the game. Right now you could follow the swing to break the chain up with a down instantly or you could get punished for playing so greedy. Adding this would make him a boring plain killer that doesn't have any other decisions to make.
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@ZoneDymo said:
asking for buffs already.... give it like a month or something jeez.
I'ts been a while already and people aren't happy with the killer.The PTB is there to make changes and test reactions from players. If we just wait then give them complain later we're probably not going to get the changes we want.
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@WaffleFalafel said:
Trapper at the moment is on his way to becoming even weaker than Legion due to his excessive weaknesses and mediocrity. Therefore, it only makes sense that there should be some plans to upgrade Trapper in the future. So, I will be explaining a couple weaknesses that either need tweaking, removing, or counterplay.
So the first of the weaknesses is actually disarming traps. Trapper is the only killer in the game in which his power can be completely countered without solid strengths. For example, Nurse may be able to blink on the whim of the person playing her, but the survivor can juke the killer. The teleport is not taken away from Nurse and cannot be taken away (without a flashlight). This is in contrast to Trapper who's traps can be disarmed and rendered useless until he comes back to rearm or carry the trap, abandoning the gen patrol, to place down the trap that is likely only a deterrent.
There is also no penalty to disarming a trap. A survivor who disarms a trap across the map is completely safe while also severely damaging the Trapper's ability. Even Plague gets Corrupt Purge from people cleansing fountains.
Now, there is also the fact that there is no chase potential at the early game. When Trapper spawns, he needs to put down traps and they'll be put down somewhere nearest to a loop near him. Here is the problem: when the Trapper goes to find a survivor, he doesn't have any deterrents at the loop closest to them. This often makes him reliant on perks like Enduring and Spirit Fury to cut down the early chase. Then, after the first hook, gens are likely to be popped and Trapper can either play defensively or gamble on survivors using certain loops. To summarize, Trapper doesn't have anything that is applicable in the chase at the start of the match and is susceptible to being gen rushed due to the lack of pressure.
Adding on to chase mechanics, Trappers traps can actually be avoided entirely by a survivor. Why? There is no reason why a survivor should be able narrowly avoid traps by running in a slanted manner when Trapper is meant to be area control killer. Even Clown's ability prevents this, so why Trapper? Dead Hard is fine because its a second chance perk, however survivors should not get this oppurtunity for free.
And finally, Trapper's traps are easy to both find and locate. Not only is it hard for Trapper to find areas for him to trap, having a survivor follow him defeats the purpose of a trap. If a trap is meant to catch survivors off guard, then why give him no tracking tools whatsoever to find his those watching him? He relies on Whispers and his terror radius is a dead give away to his location.
So, with that out of the way, here are some buffs that could help Trapper:
·Disarming traps now injures the survivor. Injured survivor's disarming Traps are inflicted with deep wounds. Helps put pressure across the map.
·Terror Radius is 24 meters to set traps and help close the distance on survivors and actually catch them off guard.
·Obtain traps from lockers, to a maximum of 9 traps across the map (not carried) without add-ons. Oldest traps are recollected if limit is reached. Allows Trapper to patrol gens and collect traps.
· Slightly increase width of trap. Trap outline stays visible when not being able to be placed down, although it changes colour (to be determined by user for visibility). Confirms a trap's effectiveness and quality of life change.
·Traps now have a set escape time of 12 seconds. This allows Trapper to make it to a survivor in a Trap from across the map more easily and consistently secure a hook.
·Traps can be redeployed to how they were before. Quality of life change.
Thoughts?
I completely agree with all these changes except the one about the deep wound status effect. I honestly think this change could be tweaked a bit to do something else. For example we could give trapper a 20 second aura reading on the survivor who broke the trap and is canceled either when the time runs out or when the trappers is within 40 meters of that survivor. Another effect BHVR could implement instead of the aura is an exposed status effect set for 30 seconds denying that survivor from playing aggressive. These changes could even work together like the exposed status effect being applied based on the health state and if they're injured then apply the aura reading ability. The last idea I have in mind is just allow him to carry 2 traps at once in his base kit because the fact that he has to place 1 trap by 1 is very tedious and wasteful because those traps end up getting sabo'd anyways and gens pop. I think all of the changes mentioned above and this one incorporated to trappers kit could definitely make him an A tier killer and would bring relevancy to interesting strategies that are beyond an average player. Who knows we might even get the next highest skill level killer and the highest potential for profit.
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@Doctor_DoodL3s said:
So I've been playing DBD for about three years now, about 2 and a half on xbox and recently switched to PC. Generally I am a survivor main "mostly due to issues with frame rate drop on console taking the fun from killer", but have put countless hours into playing the Trapper almost exclusively as killer over the years. To me he is by far the most fun killer to play requiring a player to constantly weigh risk vs. reward and outthink the survivors by using foresight when setting up a kill zone. As much as I love playing him there are just too many drawbacks as of late that make him simply underwhelming compared to most other killers. Personally I see three major areas of concern I'd like to see QOL improvements on:
- First is the fact that unless you run ruin or corrupt intervention say goodbye to at least two gens early game and almost exclusively do I have to adhere to the three gen strategy. Simply put unless you have traps readily available your a M1 killer and cannot facilitate early game pressure unless luck of the spawn is on your side.
- Second is the time spent traversing the map to get to some of those far out traps if its even worth the time, since time spent acquiring = time lost applying pressure again risk vs reward.
- And last involves the traps themselves. By design their intent is to obstruct a survivors path and either divert them or trap them. In theory it sounds great until 1 the survivor hit box allows them to simply by pass the trap and as killer your mile wide box ends up trapping you. 2 being the fact that it makes no sense that when an injured survivor steps in a trap they aren't downed after escaping.
I've seen plenty of interesting ideas on this forum in regards to Trapper buffs. Some of them I think are great but others I have to disagree because they would make him way too op. Here is my two cents for what its worth:
- I disagree with having the trapper spawn with all traps on hand mainly because trap happy trappers like myself would instantly lock down three gens and it would become damn near impossible for survivors, even though I play a lot of survivor I still hate to listen to their bitching. Instead I like the idea of having the brown add on for speed and the trap bag standard, this would both speed his setting up and give a bit more leverage early game when setting up.
- The locker is a good idea but with a bit of a modification. Allow two traps max carry (unless add-ons) and every time you go to a locker with a cool down it replenishes x amount of traps up to a total of 8 being able to be in play on the map at any given time. After 30 sec or so disarmed traps are reverted back to the locker and are able to be retrieved.
- Increase the size of the traps allowing slightly better loop coverage and elimination that by the will of god slip trough. Also considered creating an add on that allows the trapper to by pass his own traps but I feel that that's a double edged sword, for the fact that unaware killers should be punished for negligence on their part. Perhaps only when carrying survivors or vise versa.
- Finally I believe that injured survivors should be put in a downed state if trapped. Skill checks should be implemented as part of the escape mechanic either rewarding the survivor or punishing them for failure. Trapped survivors that escape after failing a skill check receive the mangled status effect while successful skill checks simply leave the survivor injured. Last is when disarming a trap within the killers terror radius should render the survivor in the oblivious state.
There are a lot of great ideas out there and again these ideas are the ones I see as the best potential Buffs to the Trapper. They would help reduce time and allow more pressure and feel they would be fair to both sides keeping him from becoming too op but not letting him be a push over. I still play a lot of trapper and have a lot of when I do.
A bit about my playstyle, Currently when I play I use the following perks : Whispers, agitation, enduring, and Bitter murmur. I don't like using ruin even though when I get to red ranks I do, switching it for BM. Most of the perks are self explanatory i.e. whispers etc... The reason I use bitter is for two reasons, first it allows me to see the survivors main priorities like gen. direction or hook save following a repair, second which gate they are planning on rushing to and how many to be expecting. I use this insight when modifying my strategy mid game and reallocating my traps according to their disposition. I know there are a lot of other better perks but oddly enough this one works well for me for the time, any suggestions on an alternative would be greatly appreciated. Thanks everyone and have a good one!
Great Ideas I definitely agree with a lot of these. Well done those are some genius ideas but if you really see this post as a helpful change to DBD then upvote the original post and any other comments that sound like good ideas because this post needs to get exposure in the first place for these to even be thought of.
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@DWolfAlpha said:
Um, deep Wound is between injured and dying. If you mend, you don't go to healthy state, so it already injures survivors.
What are you trying to say? and also if you mend you go back to full health at least I think thats how its working
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@CornMoss said:
Yes I want
Thank you, now for the devs to implement this idea.... wait a minute
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@Mr_K said:
Doesn't sound like fun changes. Maybe if Sabo was instant instead of 2.5s.
Also the killer's line should beak if the survivor teabags.
IDK I think these changes sound fine IDK how they wouldn't be fun to play against. It's hard to argue because I don't know what you consider fun. If this isn't fun than playing against every other killer isn't fun because this is probably the fairest killer to play against and is completely based on survivor skills like awareness and decision making. Other than that I completely agree with the tea bag idea to get out of his struggle. It takes a ton of skill and inexperienced survivors wouldn't understand how to do meaning this mechanic would have a high skill roof. Plus in physics it just makes sense. They should also have an auto DC mechanic for the killer when a survivor gets hooked because if the survivor isn't having fun it's the killers fault for tunneling or whatever he did.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1115039#Comment_1115039
??? so if you ran the killer for 5 gens, you should just get nothing?
https://forum.deadbydaylight.com/en/discussion/comment/1115038#Comment_1115038
i ment if your teammates got a safe unhook while you are getting chased
My point is still valid and I think you agree with me? You didn't really say anything about the points I made and reacted to the unhook part. I honestly think bloodpoints are decent right now. This system is to complex. If this bloodpoint system was implemented survivors would change their play style and start wasting pallets and would play carelessly. Don't reward people for something they can't control. After all the whole reason they got into a chase is(90% of the time) because they couldn't hide themselves
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You can't do a safe unhook and still be in a chase. Anyways this idea is to hard to implement. Good idea but even if the game added this the values would have to be changed greatly. Rather than providing compensation lets actually fix the matchmaking garbage problem. Also if we're going to attack bloodpoint values attack the perks that promote unhealthy game play like WGLF and the fact that for some reason this game has perk tiers that cost a fortune to buy. If they would just immediatley give a tier 3 perk then you're survivor teammates could play better. If anything we need to fix bigger problems anyways. An easier way to not go through all the work of all these ideas is just by raising the max bloodpoints for an objective and raising bloodpoint modifiers. And the last thing is change the garbage offerings that instantly max your bloodpoints out at even 50%