Endorb
Endorb
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1892748#Comment_1892748
The problem with Self-Care is that in a meta that runs a lot of Sloppy Butcher that sucker is like a 42 second healing timer. That is FOREVER. That's like half a generator completion, for ONE health state. It's just too time-consuming, in a game where time is a resource.
to be fair, it's just as fast as another survivor hand healing, when you consider that takes 2 survivors off gens. Slightly faster if they'd go to the same gen.
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Essentially, you want to learn the most effective ways to go around loops. You need to learn how to read killers, because a misdirection can cost them a good 10-15 seconds and let you get into a safer loop. You need to understand how to route tiles together if they're close enough together (e.g. a lonely pallet right outside a jungle gym). It also helps to know what killers are most likely to expect from you
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I agree with your gneral analysis, but I don't like your specific example of picking up the items. In my opinion, a better way to balance it would to make the hatch take time to open, and the killer is aware the second that timer ticks down
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/1892733#Comment_1892733
I mean, it doesn't really make sense that the locks open slowly when an electrical lever is pulled. So what would the key do you know? Oh great, now you put in the key the electricity flows 1000% the normal rate. TBH I actually do like your idea.
Imagine it like a safety function. I can totally see a switch that needs to be held down for like 15 seconds being a valid response to "the door door needs to take longer to open". And a safety feature that lets the killer catch up to you is such a classic Slasher thing
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Here's how I'd make DS more of an anti-tunnel perk instead of a momentum crusher:
• You get DS after every unhook, and the timer is now 90 seconds
• However, when another player is downed, DS instantly deactivates
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Spies from the shadows. I play it on my huntress because I don't really level her up much (I like her, but I like others more), and I'm already bad at finding survivors. Never got accused of hacking, but some people are mad that huntress can hear crows lol.
Also, as a survivor, once got a killer very upset because of Alert, but that wasn't so much flaming as "God I wish I wasn't so stupid and my luck is terrible" type of tone.
Also, got a survivor very angry because I ran Stridor on Plague because I thought it adjusted puking volume too, and they were not happy to lose to someone who didn't understand the game. The other survivor in lobby was pretty nice though
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1885890#Comment_1885890
Yea it is too fast, should be reduced. And the constant heart beat was just to go along with the perk description. Slight boosting great skill checks at the cost of not knowing when killer is actually coming close. I just don’t know how the devs would take to a perk that doesn’t have any kind of detriment to its user.
I mean, Stakeout also gives a boost to great skill check progression bonus
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no mither's proposed vault speed buff is too fast IMO. It's supposed to be a challenge perk, so I think what it should do is make all your allies slightly faster to further encourage the killer to chase you. maybe 1% haste ior 1% action speed buff
The constant Doctor's Calm effect on This is Not Happening sounds really bad, IMO.
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People in this chat unintentionally be like "There is 3 body types: underweight, normal, and morbidly obese" sheesh.
But yeah, new model(s), potential colision issues, it's asking a lot for this particular game to have different body types reflected. I do wish they tried to play a bit more with what we had, but their models are probably too rigid to do more than resize them. It's why survivors only have 1 facial expression and some very simple mouth animations.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1885845#Comment_1885845
You ignored the fact that I use Kindred and that I saw others running to the hook...
Look, we aren't saying the system is flawless, or that you deserve to derank. We're just explaining how the system works and how to game it. You don't need to be so passive aggressive
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I've not have huge issues with her, personally, but I do have good interente and a good PC
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Freddy is the most powerful of them, but I don't think any of them need a nerf. Doctors who have low enough ping to actually use their power right can be quite opressive, but it's not terrible at least.
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They could also make the map RNG better, instead of just removing it, if they so desired. Give tiles different values, and have the map spawn between X and Y value. Wouldn't be that hard on a technical level, just would need a fair bit of design tweaking
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I don't think OoO needs this nerf. The range is basically the whole map, so knowing where the killer is withing a 90 degree cone doesn't seem very strong at all. And the problem with it is how it interacts with SWF coms, letting the entire team know basically exactly where the killer is and where they're going, which this also reduces.
Also, I don't think they should remove the oblivious status effect icon, because otherwise survivors need to know before the match what causes oblivious or it will be very disorienting and likely often mistaken for bugs or hacking.
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I think we can all agree though, the 2 best licenced killers they should get are Herobrine and William Afton :þ
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Tunneling is actually really inefficient. If you focus all your attention to one survivor, then you give up pressure on the other survivors. They can easily lead you away from the gens, and you'll eat a DS if they have it. Choosing to chase and hook the injured survivor in your face instead of the healthy one, or going after the survivor about to be removed instead of the one that'd be on first hook, isn't tunneling, it's just having the ability to prioritize
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@SilentPill said:
Gens can be done in 4-5 minutes. When it takes the killer maybe 25-30 seconds to find a chase and then another 30 seconds to get a down (assuming perfect play); even just traveling across the map on a 115 killer will have 2 gens popping for your first hook.
When that happens to me you gotta be out of your mind to think I’m not going to be camping and tunneling.
And the fact all the gen regression perks are going to be garbage next patch encourages me to do it even more.
If you want to slow the gens down, camping and tunneling isn't that good a method, it's better to go for slugging to draw the other survivors without alleviating the pressure or letting them get into position first, especially if you think they're nearby
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@LegionRunner said:
So I played legion for a bit yesterday and didn’t get a single survivor kill but got all 4 using a different killer one match. I banged, sweared and promptly threw a glass at the wall. didn’t help with those a hole survivors who camp instead of leaving which should be banned. Legion needs a buff Agustin stupid survivors they are ok. Against anyone and I mean anyone with a working brain they are absolutely hammered dog..... I just layer one day did pretty good but they were idiots played yesterday not one survivor kill as I said above. The power is booboo garbage. All matches I used it they of course got a way because you can’t down which is stupid and promptly all healed and I must have been playing with wizards as the speed at which they repair d those generators made my head spin so much it should have fallen off. The survivors are in way to good of a spot for Legion do *-all. It’s honestly giving me ptsd with how respawn handle The Ion titan from TF2. made her the mascot for being useless. kinda like how you guys are doing with legion. I feel no love for legion I layers. Frenzy should be able to down. Legion should have a higher than average sprint speed as with how out there they are can see them from a mile away with no way to down survivors. Or how about no stun from it ending none what so ever then at least they could catch something. Maybe because they are so small they should have little to no terror radius. Or a terror radius but no stain like Micheal. And I dont want to hear thats to much from 2 guys with no red stain and can instadown. But sweet Jesus make them faster...damn. Also probably not the place to do it but would like to request an all black outfit for frank and a mask with red eyes. And I mean deep black not the black green thing that is Frank’s regular jacket. I own a jacket that looks better than Frank’s. Those who saw my last post probably think I’m beating a dead horse but I’m going to keep beating it until there is no meat on the bone and keep going until the bones are powder. LEGION NEEDS A DAMN FREAKING BUFF. End of story bye bye, see you later. Also how do I change my profile picture. Please and thank you.
Let me break down your ideas one by one:
Frenzy should be able to down: This negates the whole point of frenzy, which is to bounce between survivors and slow them down by forcing them to mend
Legion should have a higher than average sprint speed as with how out there they are can see them from a mile away with no way to down survivors: Legion runs at 130% survivor speed when in frenzy, meaning they gain distance 2 times as fast as a normal killer (or 3 times as fast as a slow killer)
Or how about no stun from it ending none what so ever then at least they could catch something: This would again defeat the purpose of the power. Besides, Legion can make people waste pallets by baiting them, as well as get into a good position before ending frenzy to perhaps block a window or pallet from use. And they have the easiest time injuring healthy survivors in the game
Maybe because they are so small they should have little to no terror radius. Or a terror radius but no stain like Micheal: Aside, that's not how Micheal works. But to the point, having no terror radius or red stain at all times would be extremely powerful, well beyond the power of any of the other stealth killers. It would also require reworking their power to not depend on terror radius.
And I dont want to hear thats to much from 2 guys with no red stain and can instadown: What you're missing here is that those two have to take time out of their day to do this. They have to stand still (or mostly still) within the survivor's line of sight for a good 10 to 15 seconds, and their day is ruined if the survivor looks at them and decides to evade their eyes. Myers also still has to chase like a normal person, while Ghostface has to either forfeit his progress or ignore the survivor until they can sneak up a second time.
But sweet Jesus make them faster...damn: Legion's power has the fastest movement speed of any killer who doesn't lose control of their handling (even faster than wraith's, whose tradeoff involves not being able to attack in that state), and if you'd prefer to either steer like a car or lunge yourself like a human projectile, it's better you get the right killers for that instead of asking they change Legion (respectively: Hillbilly & Oni; Nurse, Demogogran & Twins).
Legion's power isn't meant to be a 1v1 chase power like Trapper, clown, or Nurse. It's meant to be a pressure tool used to really slow down the survivor team. Besides, many survivors won't waste time healing, meaning your power is basically just being tier 4 myers all game, and that speed tradeoff of double speed now for a semistun. The only buff I'd personally give to legion's base kit is to lighten up the visual effects of the stun.
If you're still having trouble, I reccomend you bring more chase-helping perks. Bamboozle, Spirit Fury + Enduring, Brutal Strength, Unrelenting and Fire Up will all help you get to hit the survivor faster once they're injured and you need to chase with your normal lunges. (sadly, Unrelenting is the only perk not a teachable)
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An aside: everyone says spirit is easy, but while she isn't mechanically difficult like Nurse or Huntress, she requires a lot of game knowledge to use well, meaning you have to already be good at the game to really make use of her power the way Survivors complain about.
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Some survivors see cleansing totems as this impossible task. And I suppose it can be if you just bum rush it with the killer around the same way some survivors approach finishing a generator.
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@ALostPuppy said:
https://us.v-cdn.net/6030815/uploads/V12FYC8LQBP8/image.png
Yep, that's how the perk is supposed to work. Honestly it's not that gross, it only affects people who rely on SB too much to get out of danger whilst they're working on a gen
https://forum.deadbydaylight.com/en/discussion/comment/1883309#Comment_1883309
Mindbreaker got buffed to have an effect for the entire duration of the gen in the 4.3.0 update
oh my bad
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I believe so. And I don't think it's that bad, considering that they just have to get the gen up to half and the perk vanishes, basically
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I'd certainly rather face a spirit than a trapper anyday. Trapper you get a normal M1 chase but then suddenly you lose. Spirit you get a unique chase experience of trying to see who's a better mindreader (not that dissimilar from Nurse)
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@Crowman said:
The addons where introduced at a time when exhaustion went down while running. Now that is no longer the case these addons still inflict a huge duration of exhaustion.
Survivors can only realistically use their exhaustion perks once during per a chase, either at the beginning of it or during it. If a single exhaustion is getting too problematic I would rather see that perk get adjusted than using addons to fix a balance issue.
It's not like killers don't have other options. There are two perks now that do inflict exhaustion and I wouldn't be surprised if more get added in future chapters.
@MadLordJack said:
They're outdated. I would actually like more killers to have exhaustion addons, so long as they're closer to 3 seconds of exhaustion than 30.
@Kolonite said:
Huntress' hatchets make you exhausted for what 30 seconds? Mindbreaker takes up a whole perk slot and makes you exhausted for 5. It's just a case of the game evolving. Exhaustion add-ons are outdated man
So, you want the duration to be short enough you can still use the exhaustion perk in the same chase? Besides, isn't the counterplay to just use your exhaustion perk early? It's still just as effective at creating distance that way.
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The first time I played nurse was for a mori ritual (I might be a fairly long-time player, but never been interested in trying to learn her blinks). I had 2 survivors give me the sac and mori, and it was the sweetest thing survivors have ever done for me
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IMO what they should do is let you recycle offerings into BP; even if it's at a 20% rate, it would still be great for offerings I will never use, like mother's dwelling on Hag, Haddonsfield on killer, or those "hey your power now does nothing, but have extra BP" addons.
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@illusion said:
Not listening is not the same as "not implementing ALL the ideas". Of course they shouldn't implement every ridiculous thought that comes out of people's heads, but they should listen far more than they do, to the reasonable and well thought out suggestions.
And "listening" doesn't mean "implementing". If someone has an idea, and Behavior listens, they can say "no. This point is wrong, and the side effects of your idea, which would be these, don't improve the health of the game", for example.
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Wait, what's the glitch?
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No, that would make the game too volatile to really balance well
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Who brings bond on voice coms lol
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People often say Dead Hard is the best because it extends loops, but why extend them when you can just run to a better one? (plus I far, far more often see DH only extend by 2 seconds than extend more than the 10 seconds running in a straight line with a normal exhaustion perk does)
Other people often say Sprint Burst is the best one, but that one means you have to let the killer catch up to you before you start running away, and besides, some killers can get that hit anyways by exploiting the behavior of SB survivors
Lithe does its job well. Vault a pallet or window and skedaddle. Plus, it has way more synergy with other perks than any other
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There's a bit of nuance here; I don't bother hunting for the 4th survivor, but if I know where they are, I'll go get them. But yeah, boring on both sides.
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Overcharge is the weakest gen defense perk of them all, and often provides basically 0 effect against higher level survivors (especially those used to old Ruin)
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1881449#Comment_1881449
How would spawning survivors closer to killer get gens done faster?
you posted after I loaded the page so I didn't see your comment, and I'll edit mine now
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Besides "play [killer]" "use [perk]" and other suggestions like that that try to remove your problem without solving it directly, here are pieces of advice:
• Know when to leave a chase. if the survivor seems to be pretty good at looping, especially if they're in a strong place. It's better to apply pressure to the gens and down the weaker survivors first
• Don't immediately break every pallet. This gives the survivor a big distance gap on you, and sometimes isn't neccesary. Especially once you master the next tip:
• Mindgame. This is the biggest thing you have to end chases faster. Look away so they can't tell what side you're coming from as fast. dance between two sides of a wall to get them to commit to jumping over a window/pallet when you're already on that side, or to make them hesitate too long so that you can hit them when you finally go for it.
• Learn how to play the tiles. Besides the dedicated video guides out there, Tru3Ta1ent tends to be pretty good at explaining what he's doing during his streams, and the matches are uploaded to youtube. He even has playlists by killer if you want to see how he plays your faves.
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Doing the math, using the bottles to speed yourself up to cross the map does save time; even if we assume reloading has you stand completetly still, you still gain 0.2 seconds a bottle. And as mentioned by others, if you use it in the right situation you'll be gaining speed without giving the survivors speed. If you speed yourself up and slow the survivor down, you'll catch up in a much quicker time than was possible before
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This is only really viable if you're all playing with Dead Hard. Otherwise, this would have been a terrible idea lol
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So, you're saying you did nothing the whole game, found the RNG hatch, and want to be rewarded for it?
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The first two comments above me and the original post's suggestion would actually make the generators get done faster than applying pressure, I don't understand your logic. Are you just using a different generation of "genrush"?
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You don't lose the points if you drop rank, they said it'll give you points for the highest rank you got through the whole season [even if it's not your final rank]
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Franklin's demise should really only destroy items if either the survivors don't care/make bad mistakes to waste that 90 seconds, or the killer is already dominating pretty hard. It's more of a time wasting perk than item destroying in most cases, like having a hex that isn't actually a problem but you convince the survivors it is
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The way I've thought of fixing it is simple: right now it disregards if a survivor is too close to the hook (16m I think?) So what they should do is apply that same radius to the killer, as well. Because it should not be considered camping when I'm trying to get this survivor away but I'm not technically in chase because the loop is too tall for me to get sight on them
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The spirit has more counterplay than DS :þ
more seriously, the spirit is an exercise in understanding the other side's persepective. She can't see you, but she can hear you. If you drop a pallet, she can't know which side it was dropped from. If you run to a window and run to the side, she can't know if you'll double back or not. And you say stridor completely negates iron will, bit it doesn't; you're still quieter than normal brething, not to mention quieter than stridor breathing; that'll mess up their aim.
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Killers need a perfect game, while survivors need only escape. Like, to be honest, what would be equal to "escape as survivor" is "Hook all 4 survivors as killer". Both are pretty easy to achieve in 2 or 3 games with average luck at green ranks or better.
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I thought his high kill rate was due to his powers covering gen slowdown, map pressure and anti-loop all at once, in a way solo queue survivors really struggle with
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The hatch can spawn pretty much anywhere, but it won't spawn on slopes, and it won't spawn if there's any sort of walkable area (whether the killer basement, the Badham basement, or the Haddonsfield basement) below it. It also seemingly can't spawn on certain raised terrain features, like those gazebos in the Yamaoka estate (but it can spawn on hills)
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I find the best way to do it is twice per second; that's a relaxed pace considering that some people mash as fast as they can.
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Honestly, they should really make it so DS deactivates when someone else is hooked or when you're the only survivor left. If they feel that weakens it too much, then here are suggestions:
• don't make it once per match
• Make it last longer
• Make the skill check easier. Or even automatic (I know I hate getting screwed over by the skill check being so choppy it passes over the zone entirely)
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Last time I remember Killer queues being long was the first blighted halloween event, when the serum vials had an equal maximum for each side, and Killers had to do way more games, depending on how many people brought the event offerings
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Lots of people saying "Make opening the hatch take time" but I have a variation of that idea:
The survivor uses the key instantly, but then a 30 second timer activates, as well as a map-wide sound to let every player know the hatch is getting opened. Maybe the killer can see the exact time remaining. This fixes several issues with the key, such as:
• Being abandoned with no warning as a survivor (often I find the killer doesn't close the hatch, so it closes on its own without finishing the gens)
• Survivors who want to waste the killer's time by standing there waiting
• the amount a key escape depends on RNG would be decreased
• This nerfed key might make killers fear it less