Jarred2504
Jarred2504
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- Jarred2504
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Psst hey your survivor bias is showing.
She was buffed because her performance on PTS was underwhelming and after developing this killer for like a year she quite frankly is still underpowered especially with some of the add-ons available. What you said about the beams is untrue, by default they are easy to dodge and see coming. Aura reading is just the current meta for some killers and the Judgment excels at it because of her setup.
As I been saying, the Judgment is the response to half a decade of toxic survivor metas and bias. The Judgment, along with Jason and The First are designed around breaking some of those metas, her being one of the best with it. Pallet looping (especially after the pallet increase) mostly ended, bully squads now getting their comeuppance, the teabaggers also getting a bit of karma, gen rushers no longer safe. The killer and chapter name is so fitting with this, toxic survivor players finally being "judged" and punished for their sins.
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The invisibility and portals is far too much and needs to be redone/nerfed. It shouldn't be able to hide survivior scratches or wounded ones blood, that's taking things way too far.
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@TropesDaMan said:
Generally i just want a longer cooldown and im perfectly fine, i feel he gets barely punished for spamming power. killer main here
But what sort of cooldown you proposing? He's armed with one spike and then has to reload at a hook (which temporarily breaks it) or at a scrap pile. Referring to his main ability Omnipresent Evil? The cooldown for it is already painfully long for some situations, maybe the jumpscare range could be slightly nerfed maybe so it doesnt travel through walls or upper/lower floors but dont need a cooldown increase.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930039#Comment_3930039
technically they didnt lie since it wasnt bhvr who posted it but it was tcofs devs… and "technically" a legendary skin "changes" the character to not be "trapper" similar to how naughty bear isnt trapper but naughty bear. I still want him to be his own chapter tho with killer/survivor(s)/map
Same could be said about the Were-Elk but your statement I am afraid is false. Why it changes the full look and design of the killer, the killer still has the same abilities and stats, so it is still just that a reskin. Even if he's a different look and maybe has different animations he will still have the same add-ons and abilities as regular Trapper.
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@Halloulle said:
Sounds to me like you want to stun-lock survivors so that the killer essentially gets a guaranteed hit.
I suppose the scenario you have in mind is one where one survivor is on hook, the killer is camping them, there's a gate nearby and one far away and the three other survivors just keep pressuring the close gate (let's assume for a second that is as easy as it sounds) then yes, I can see how this might alleviate the stress the killer player feels in that situation.
But that is one situation.
What about all the times, where gates a rather close or the killer is a high-mobility killer. The second a surv touched a gate and coulodn't open it all in one go that gate effectively becomes impossible to open. Any surv going there and getting stunned will get hit.
The exit gates aren't there for the killer to build immense pressure; that's the gen-gameplay. The gates are there to wrap the match up. Either side can make a last-ditch-effort to score one more point but it should never be possible to completely turn the tables (with the exception of dedicated egc builds — which I also view highly critical precisely because of their table-turning-nature at a point during the match where that should not be possible anymore).
As an example, how would you address a situation where both gates are top-side when there's a high mobility killer who can get from one gate to the other within the stun duration + two seconds. How would survivors ever open either of those gates?
Why your criticism is reasonable you seemed to have misinterpreted the matter of the shocking and stunning, it's not supposed to be like a major impairment, it's basically equal to missing a skillcheck on a gen and making it explode and briefly locked in the face shielding animation which doesn't even last that long, same thing applies here if a survivor grabs the lever during the "damage" time they will get shocked and scream which then gives the killer a noise indicator, why it may hender them a little and could be dangerous if the killer is close by, but other than that can easily go and hide by the time the killer reaches the gate if they are a good distance. What I have in mind is the gates will give off sparks and electric arcs as the indicator they can't be touched, if a survivor decides to go for it than that's not anyone's fault but the idiot player that wasn't paying attention.
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@jedimaster505 said:
killer is already the power role and now you want more crutches to compensate for your skill issue. if survivors got the gate open then you failed at your job as killer and no the devs should not hand you free end game kills because you can't catch survivors before the gens pop like you're supposed to do.
There is no skill issue, only skill issues is with survivors being constantly given second chances after screwing up. The gens should only be phase one of escape, opening the gates should be another, every moment up until the survivors are through the exit should be dangerous, not just the gens. If you leave the gate switch you should face consequences for it otherwise it's honestly pointless even having them setup like they are.
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@Retro_Gamer said:
I fully support you.
Survivors should not bring the gate switch to 99% progress, and then go to save a friend, knowing that the gate is already essentially open.
I think it could be done so that the progress of opening the gates is slowly reset if no one opens them.
I can agree with this as well, anything to help address this nonsense as it's basically "got the gate almost open so don't have to worry about the endgame collapse". It's basically just more survivor bias, the setup right now is being all "Ok gens are repaired, gates are active the killer has failed" Or killer closed the hatch and now the gates are active and last survivor might be swapping between the 2 switches (Which I have experienced this first hand before) It should be mandatory they stay on the lever.
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PC player here. Just so you know many PC players and players who have played both PC keyboard & mouse and console think controller is better. So you may wanna reconsider.
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Because the devs constantly keep adding ridiculously strong perks to new survivors or buffing perks that are already annoying enough as is. First time in awhile the game was enjoyable with Flashbangs removed. Or nerfing killers to catter to survivors dying so easily, as of right now some killers are having their terror radius INCREASED in the planned upcoming updates, so great more survivor assistance. I already think pallet stunning should just make killers "drop" a survivor instead of letting them escape and run.
All the perks that grant endurance for example is flat out ridiculous and that in itself needs to start being looked at, some of long overdue for nerfs.
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@kit_mason said:
Survivors are already essentially customization swaps of one another, I think BHVR would lose money giving players any reasonable level of customization to that extent, meaning they'd have to extensively paywall it and at that point why bother, yknow?
You may be right but by having some basic level customization options available and having a lot of purchasable clothing and full outfits for custom avatars it could also bring in more money as it would be something for players to mess around with and make their own unique characters.
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@kit_mason said:
wdym nerf - it was made basekit and its effect was changed?
The add-on itself was still nerfed, making it basekit is they just increased the total hatchets she can carry, they still shouldn't have changed the infantry belt the way they did.
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We do not need any nerfs to abilities, some killers such as Wesker if anything need buffing for 2v8.
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@WolfePhD said:
Main issue is survivors shouldn't be able to crouch to avoid being inflicted by torment when crouching through rite trails, that completely defeats the use of it and would make it be even more underpowered if more survivors knew of this trick, this needs to be patched or redone so any contact with rite trails inflicts tormentYes! The trails literally go away over time. It makes half his power useless. There does not need to be counterplay for everything.
… and makes survivors scream.That might be a bit much.
Next is Punishment of the Damned should be buffed to be able to inflict torment as well when Rites of Judgement is at least 75% charged as currently it can be difficult to get survivors to walk into rite trails unless you are chasing them and if you use the cage than of course they lose the torment and the survivor rescuing them also loses torment (that should be removed to) POTD is basically a ranged Rites of Judgment trail so it make sense to be able to also inflict torment and it be more rewarding given how easy it can be to dodge.Not that long ago there was a PTB similar to this where we learned this idea cannot, in any way, be implemented into the game. I'm sorry to write that, because you put a lot of time and energy into your post, but the PTB where he inflicted torment on M1 went so bad. Giving him the ability to do the same thing on M2 would replicate the same issue we saw before, at almost the same level. His power is too strong for him to "confirm" trail on another survivor. Survivors must be punished for bad movement for it to be fair.
The current problem is that his trails expire way too quickly, so everyone on the entire planet plays him in the same exact way. And while it is fun, it's extremely boring because when you see a PH on sight, you immediately know how the entire match will go. There isn't much thought into what flavor of PH you are going to play against, you know the exact playstyle, the exact moves, and the exact counters that you specifically have to take against this one single playstyle that everyone runs. It's a stale, stale, stale, yucky feeling.
Glad we are on the same page regarding the being able to avoid the ROJ trails by crouching completely bypassing his area denial that don't even last that long and ruins strategies of like blocking pallets or hooked survivors with the trails, and that last part I believe you misunderstood what I said, when a survivor gets inflicted by torment after hitting a ROJ trail they scream that's what I am referring to.
As for the part regarding POTD I do recall reading about this but I disagree, it may have been a bit annoying to go against back whenever that was tried but of course any survivor main is gonna complain about a tough killer especially the ones who's base kit can counter bully squad builds which Pyramid Head is known for with his setup. The orange path that appears on the ground during a POTD attack needs to be made invisible to survivors at least so it's not so easy for them to jump out of the way, the being able to inflict torment will obviously be debatable.
And additionally there is the fact of the ultra rare add-ons like the Seal of Metatron I believe should allow POTD to sort of "target" survivors like Dracula's Ring of Vlad makes his hellfire attack track nearby survivors, as currently this add-on is basically useless.
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So by your logic should remove like the basement hooks and other hooks that are in hard to reach locations ie: corners of mazes, higher ground, easy to camp spots?
Too many maps are already survivor bias and easy for bully squads to mess around on so no hooks need to be removed or relocated, matter of fact more hooks should be like the one you are referring to so killers can better camp areas and catch rescuers off guard.
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@A_T_E said:
I like the idea, and the concept art, too, but I can't help but feel like it wouldn't make sense lorewise, unfortunately.
I could be wrong, but I've gotten the feeling from the lore, that the Entity could be capable of this, but doesn't want to. The Entity's goals and machinations are beyond our comprehension, but one thing I seem to understand is that the Entity gets some kind of thrill out of watching his little kidnapped puppets play out their roles on the stage it created (the Fog), but not be part of it itself.
As for the Main Ability, it seems a bit too weak, compared to the power level it should have. It's the Entity in its own world, it could kill anybody it wanted instantly. Spawning hooks sounds lackluster. Plus half the ability is useless, if Victims aren't bringing sabo perks or toolboxes.
Shapeshifting doesn't sound intriguing, either, especially so close to the aforementioned Dark Lord's ability to shapeshift.
I would love to see the hypothetical character concept closer to a spider, than what's present in the current images. A scorpion and spider mix makes sense, but a figure I'd feel more like: "That looks like a spider or scorpion, but that's probably only because my mind tries to ascribe something familiar to this horrid abomination I am witnessing."
You make some good points, I was trying to think of some new concepts that can sort of revolve around the world itself when thinking of the powers, like being able to create and repair hooks as OFC The Entity is who creates them.
As for the killer think of it more as not exactly The Entity itself but more something it created in its own image to do its bidding, unlike the other killers who just do what they are told given that they are trapped in the same twisted realm this killer is a creation made by The Entity to torture the survivors in its own ways and can be directly controlled by it and so can actually accomplish things some killers aren't able to.
Small bit of lore surrounding it I thought of is like "The Entity having tried and tested numerous indviduals lured into this world by the fog had become increasingly displeased by the performance of some so has now brought forth a being made from a manifestation of its own anger and need for sacrifices. The Manifest is the Entity unleashing its wrath on the elusive survivors that continue to outwit these merciless slashers that it expected more from." So basically the killer in question is a creation made by the Entity that using only a small portion of its power, intended to make survivors stay more on their toes and still give them some chance.
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Summary of this post.
"I am a bully squad guy and myself and my friends are sick of not being able to flashlight stun and flashbang killers to make them ragequit."
I think Lightborn could use a small nerf (As a killer player) like can be stunned if 2 or more flashlights are pointing at the killer, or it having a small cooldown after blocking a stun.
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807065#Comment_3807065
The touch a window and run to make the guard touch it first instead of going straight for the survivor.
That sounds rather annoying, they definitely should patch glitch exploits
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@SamuelHopkins said:
Bro... are you aware they turned a bug into a 'feature'? You should have 0 hopes by now.
Mind going into detail on what bug they made into a feature?
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@Devil_hit11 said:
https://us.v-cdn.net/6030815/uploads/4I94ASFHMTP7/image.png
according to nightlight, he has some worst stats in the game. he is not hitting 60% kill-rate. he is received some buffs not to long ago but none of them have proved to move needle. i am still surprised that they have not reverted his terror radius to 24 meters. he is only killer in the game to be 4.4 m/s but not be 24 meters.
he does not need lullaby to get this buff. he should be 24 meter with regular TR. the game already has perks like unforeseen and trail of torment to put killer into undetectable status effect. I don't think it would be crazy for deathslinger to just be able equip monitor&abuse as his stealth perk slot.
The other buff that would be good for him is to increase his recovery time to put away his gun to 1 second but to decrease his wind-up of his gun to 0.2 seconds. before we get to this buff, they should work on terror radius buff first.
And people saying this killer is good, those numbers are horrific honestly. A lot of those kills are probably players that main him. I still think he needs buffs to the ranged attack.
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@Zuiphrode said:
I just want his addons to not be awful. No one uses anything but the range increasers because all the other stuff is either useless or too situational to be reliable.
Not wrong, his top add-ons are almost useless, like being undetectable when using Rites of Judgment is not that helpful, and briefly seeing the auras of tormented survivors when using Cage of Atonement is a bit weak also, that should be replaced/changed with my proposed add-on of POTD inflicting torment.
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@Khaan said:
I wish his trails would do damage if you stay on them for too long along with very difficult skillchecks while caged since they took that part from his power when they gave skillchecks to struggling instead of spamming a while ago.
I do think that Rites of Judgment trails should inflict damage on fully healed survivors, and perhaps also be able to inflict torment to downed survivors.