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DattPugg

DattPugg

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DattPugg
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  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223687#Comment_3223687

    yes i did run that build before its fun but you know, you never know when the rng might screw you up and honestly i would have ran that but these guys had 2 busted medkits and 2 busted flashlights so i had to go with that build

    Flashlights are nothing to be stressed about, literally the easiest thing in the game to bait out. Pretend to pick up, turn around while they go for the save, and probably get a free hit. As for blinding at pallets, they actually lose distance as long as you listen to then. Also, swf doesn't really mean much. Most solo q survivors run info perks that do the job of a swf anyway. If anything, all it means is that there's a group of survivors who are all better than you. Not a game issue. From your responses, it kinda just sounds like you aren't very skilled yet (no offense, I don't expect you to be a 2000 hour basement dweller like me lmao). Ironworks is one of the more balanced maps, and if anything, that string of pallets means that after you break them (probably in one chase) that side of the map is a dead zone. Other than the main building, which isn't very strong after you break a breakable wall. Have a good one

  • Mettle of Man on release. No protection hit requirement and no aura reveal. Could be activated several times throughout a match without any effort/downside.

  • @toxik_survivor said:

    I always see him in D teir on most teir list and people saying he's really bad. He deffinatly is not bad, it's just that he is really boring . Before he got nerfed he was a go to killer to grind up to rank 1 and now he is a little worse but he plays much smoother than he used too. Freddy is very good in many categories and is mid B teir. True he is boring, but a very strong killer

    This has to be a meme. Freddy has like 3 puzzle pieces in a 1000 piece puzzle as a power. Yes, he has a sorry attempt at antiloop, but a long loop requires two snares to catch the survivor if they have half a brain, not to mention the fact they can leave if they see you set a snare. Yes, you have a teleport but it has an extremely long cooldown and throughout the match it will be progressively taken away from you. Finally, being asleep is hardly an inconvenience for the survivors as Freddy still has a lullaby. And they don't even start the trial asleep unless you run his only good addon! And don't get me started on his addons. When it comes down to it, you are just a 4.6 killer who *occasionally* has a bit of a power.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050412#Comment_3050412

    There wasn’t on the list and honestly I kinda forgot since my PC account doesn’t have it. It would go into near perfect though with just the map letting it down

    Totally agree

  • No stranger things?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933866#Comment_2933866

    How would simply gifting killers a free perk fix that, though?

    It's just not a good way to look at game balance. There's a problem that needs fixing, and something like a basekit BT would fix it. Any problems killers have, or problems with the game's current meta, are related but not identical; they need different solutions.

    Yeah, I know making a different perk basekit is not the way to go about doing this and would be a bandaid fix for sure. I just wanted to inspire discussion with this question.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933866#Comment_2933866

    And how buffing killers with the hemorrhage change help solo players?

    This is entirely unrelated. Solo player balance is an entirely different discussion. BT basekit may be nice for them and not necessarily OP, but think of the consequences of a swf taking advantage of this.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933837#Comment_2933837

    You obviously dont understand how balancing works. Its not about compensating any side. That would be just bad development.

    I do understand what balance is and I do understand that every change doesn't have to affect the other side like you are suggesting I do. However, benefitting the already stronger side without any reprocolussion is an unbalanced decision. Think of it like the scales of justice; if one side of the scale has a brick and the other has a feather, does it make sense to add another brick to the heavier side and add nothing to the side with a feather?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933837#Comment_2933837

    The counter argument, though, would be that BT isn't actually what makes survivors strong. It's a meta perk because people feel they have to run it to save their teammates from tunnelling, because there's no answer to hardcore tunnelling in the base mechanics of the game- the same reason that new DS is run, that perk isn't overwhelmingly powerful anymore but it answers a genuine need.

    If survivors were getting one of the perks that's meta simply because it's strong (Dead Hard, CoH, Spine Chill, etc) as basekit, absolutely. But what's being talked about is a perk that exists to cover a gap in the game's core mechanics, not one of the actually absurdly strong perks that make the survivor meta so robust at the moment.

    Granted, if it really was just the literal effects of BT, that would be quite a lot- but the answer to that isn't to give killers a freebie in an escalating arms race of things being OP, it's to nerf the basekit effects to something reasonable.

    But here's a counter argument to that:

    Whether or not survivors feel like it's a necessity to run BT, its still a perk slot that could go to something else. If that perk slot is emptied, they could run ANOTHER meta perk, maybe a prove thyself, an iron will etc. And again, killers (with a couple exceptions) get ######### on most matches already, so buffing the average swf without helping out the killer would be a laughable decision.

  • @torrigarnet said:

    With the exception of the nurse there is no need for killers to be as fast as they are. EVERY survivor is 4.0 m/s, but you have like three different base speeds for killers? Then they get Bloodlust on top of that? How does that make that fair? Explain to me how a killer can have a 4.4 or 4.6 m/s speed, but survivors just get 4.0? Oh, add .2 m/s for every level of Bloodlust. That makes no sense. Make all killers base speed 4.2 with the adjusted .2 for every level of Bloodlust. That's a max of 4.6 m/s. Whoever said this game is survivor sided is out of their mind. Especially with the buffs to Ghost Face & Legion increasing their speed. So you have them at 4.6 m/s base then add on their special ability speed boosts ON TOP of Bloodlust? Explain to me how survivors can escape that?

    Not all survivors are looping gods. Newer players are having issues just trying to get away and they don't understand the looping/running mechanics like seasoned players. Let's not forget the lag and ping issues when connecting to players on other platforms that cause issues in chases. Make all killer's base speed 4.2 m/s with their adjustments for Bloodlust as well as other perks or special abilities they have.

    I can think of at least a few reasons why killers are faster than survivors.


    1. Killers cannot drop pallets and stun survivors

    2. There aren't four killers

    3. Killers cannot fast vault windows

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/321653/if-bt-is-basekit-what-perk-for-killer-should-be-basekit

    Why should you make up anything for killer side, if a perk, thats just a band-aid for a gameflaw would becoming base kit on survivor?

    This is somewhat cryptic but what I'm gathering is that you think survivors should buffed by basekit without any compensation for killer? I'm sorry, but you have to be joking. A solid swf will beat a solid killer (minus a nurse) 10 times to 1, especially if they can run ANOTHER meta perk instead of BT.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932549#Comment_2932549

    If you're running from one corner to the opposite corner, yes you'll run into the Killer. If you try and go a bit stealthily, you'll be fine.

    Yes, a 120 seconds long CI base-kit would be too strong, I agree, but a 45-60 seconds would be fine

    This I agree with. A shortened duration just to make the early game a little more bearable would be great.

  • @[Deleted User] said:

    Bamboozle without the window blocking, so increase all killer vault speeds by 15%. Some window loops like shack are too strong and bamboozle or fire up feels like a must for me on some killers.

    That would definitely be a nice QoL change but I don't think its strong enough to make up for the fact that BT is basekit.

  • @Chappy04 said:

    Lethal pursuer

    I would love this.

  • Therfore running directly into the killer. Corrupt blocks the three furthest gens from the killer. I don't think corrupt intervention is an overpowered perk because it takes up a perk slot that is gone in the first two minutes of the game, but having it basekit and being able to devote that perk slot to a chase/lethality perk let alone another slowdown perk is too strong imo.

  • @ThatOneDemoPlayer said:

    Corrupt Intervention or Hex: No One Escapes Death.

    Either slow the early game by blocking Generators, or slow the early-mid game with 5 Totems, or less, depending on the Survivors

    Ok, Corrupt is too strong. BT has counterplay; wait twelve seconds. There is no counterplay to Corrupt, other than waiting it out, but this gives the killer enormous leeway in the early game.


    Edit: Definitely not NOED.

  • @dugman said:

    If Borrowed Time hypothetically became base kit they wouldn't need to necessarily make a killer perk base kit as well. Even if they found they needed to buff killers overall to make up for the change it wouldn't have to be a perk, it could be as simple as increasing the time it takes to finish a gen by a few seconds for example.

    Yeah, I know. Maybe increasing the penalty on multiple survivors interacting on a single generator would be a decent change.

  • @oh_salutations said:

    BT as a perk won't ever be base kit, But they might have a small window of enduring after a hook (like probably 5 secs), so if a killer perk would be base kit then it should be a less extent of the original,

    one idea I had was Tinkerer, But it only activates once per gen on base kit

    The two suggestions I had were also toned down from the original perk. Tinkerer would be nice but would be completely overpowered on some of the higher tiered killers (blight, nurse, artist)

  • @GentlemanFridge said:

    None? Why would one perk becoming basekit warrant another for the other side becoming basekit as well?

    Because BT basekit without any compensation for killers would just make the already weaker role more weak. High MMR killer gameplay needs to be flawless, so adding more to their plate is a terrible idea.

  • There is literally an average of 4 pallets per tile and an average of 2 of these being god pallets.

  • This is pretty different from your idea, but I think its a way to make dead hard still powerful but make it so that it only capitalizes on the purpose of it. Basically this removes the ability to dead hard to pallets, hooks, windows etc and instead only allows you to tank a hit like the devs said the purpose of it way. The idea is that you press e and after this you are completely invulnerable for 2 seconds. If the killer hits you during this time you don't acquire a post-hit speed boost but the killer still has a basic attack cooldown.

  • Freddy is difficult to get right because he is canonically overpowered. Therfore, if you attempt to implement an authentic Freddy he will most likely be entirely unbalanced.

  • I unfortunately agree with this, even as a killer main. I still think that this is more balanced than it was before, but it has several extremely killer-favored factors. The houses are still very strong for survivors but the rest of the map is entirely a dead zone for the most part with maybe 7-8 pallets and two or three windows. The generators are also all very close together and a three gen seems to be almost inevitable with the way they're spread apart.

  • Artist, deathslinger, nemesis, Ghostface and blight. These are the killers I most consistently have fun with and also aren't bothersome to face.

  • Y-you have to be kidding. Soldiers Puttee is pretty trash, yeah. But iri head? Is eternal damnation a meme to you? Iri head is one of the most OP addons in the game.

  • I would agree with this list for the most part, but I think you have undervalued certain addons. First, Matias' Baby Shoes is gamechanging on: Tall loops, indoor maps, Jungle gyms etc. This addon conpletely negates the ability for survivors to mind game a bird and you will always land your melee birds if placed correctly. Also, Garden of Rot is actually a very devastating addon if you use it correctly. You had said in your explanation that it shouldn't activate more than once per trial, and if you make it obvious this is very true. The key to this addon is to hide it. Don't use it immediately because a coordinated team will know you have it. Wait until you need this; a generator is about to pop and you have a scourge hook, they're about to reach a safe pallet etc. Then you can make use of this addon when it counts and they'll never see it coming. Another thing to avoid is to act like you have it, don't just hug the survivors back waiting for them to repel. If they're smart they'll know you have it. Make it seem like you're going for another bird to hit them, either fake it or you can even place it and then when they repel-BAM instadown. The reason this might happen multiple times a trial is because there will probably be more situations like this: repel and be instadowned or alternatively take a bird hit and make barely any distance.