Letholldus
Letholldus
About
- Username
- Letholldus
- Joined
- Visits
- 169
- Last Active
Comments
-
I'm hoping P1 is getting it too tbh. If I knew they'd do this I would have just left everyone at 50 instead of grinding prestige to get people to at least 1 for the last 3 months. I feel like I was ripped off. I could have just left everyone at 50 and gotten free prestige across the board? It is EXTREMELY frustrating. This just feels like a reward to the people who were not willing to put in the effort or give up the items they had saved back when the update came. I gave up loads of items, some rare, on survivors and killers to get the prestige levels and now it turns out I wasted my time and items. Bad show indeed.
-
Please god yes, the game needs so much more QoL changes like this, this and a search bar are the two things I want most. I've spent 15 minutes easily in the bloodweb before.
-
@GravelordNito99 said:
https://forum.deadbydaylight.com/en/discussion/343971/every-problem-wesker-currently-has
Great post, though you missed a couple. Sometimes Wesker simply lets survivors go if they are at corners, or against chests up on walls. Or sometimes just randomly. His charge time is also too long for the power to feel smooth and powerful.
My issue is less about the charge time, which feels fine, and more about his cooldowns, after vaulting a window particularly. It often feels so slow that I don't feel like I gained much. Someone on here did some math I believe and calculated that the time saved with his M2 vault is roughly around 0.2 0.3 seconds with its cooldown after vaulting. If this was just a bit faster or if you could do your second bound after vaulting it'd be a lot better imo. I in general just constantly feel myself slowly trudging around waiting on his ability cooldowns. I also dislike that you are often forced to wait for the entire second bound window even if you release M2.
And my final complaint is the cooldown on his ability itself. It feels like a slog of wait especially compared to killers like nurse who are far more powerful yet have a faster cooldown on their ability.
Overall, he can be fun, but as more survivors learn about him as I've unfortunately learned as I raised my MMR with him. He is also fairly easy to counter. His cooldown after vaulting is so slow that in most situations or loops a survivor can vault back past you or just run the loop a second time. Charging his ability slows him down a good bit from the time it takes to ready in addition to how it slows your movement, and you can basically null his ability at a distance by juking or just putting a tree or knee-high rock between you. And having to sit through the long cooldown for enabling and disabling his charge mid-chase or dashing a mile past a survivor can instantly cost you loads of pressure.
-
Many of these bugs are still present despite the patch, unfortunately. I've been frustrated many times with the vaulting not dealing damage as I've more than once managed to time a vault with a mindgame so the survivor runs in front of the window. Only for me to vault and see my feet physically clip through them but deal no damage. Additionally, with how easy it is to dodge/how little it hits survivors can still abuse the vaulting back trick fairly easily.
He ultimately just feels clunky and slow with his bugs and cooldowns. Vaulting a window only saves you a small amount of time with his long cooldown after, and vaulting a pallet is the same. Most loops a survivor can just run again by the time you are done with your CD, or just run past you during your CD and vault back behind you. His ability is easy to avoid on indoor maps or maps with clutter as even putting a knee-high object between you and him can null his ability and force him to awkwardly dash past it and try to snag you on the follow-up, or waste a lot of time canceling the ability he already wasted time charged and was actively slowing him down. He just feels slow and the smallest mistake, charging your ability at the wrong time, or missing a survivor and flying a mile away, will instantly cost you huge pressure.
-
I'm so starved for Myers content. I'd kill for a Halloween Kills or Halloween Ends Myers cosmetic, with the burned mask, burned, bloody, dirty, cut-up coveralls, and the bandaged hand with missing fingers.
-
@Youhadabadday said:
https://forum.deadbydaylight.com/en/discussion/comment/2883978#Comment_2883978
OKAY. I GET IT. Yes, it is a me problem, but maybe this community should consider, oh I don't know, THE POSSIBILITY THAT YOU ARE THE REASON IT'S A ME PROBLEM TO BEGIN WITH!?! You teabag at the exit gates, you always make sure that you come in groups with in-game communication, and when the killer plays unfair because your playing unfair, you call them out on it instead of considering you were doing the same thing. This community is highly toxic, and you seriously expect me to put up with all that as if I were a goddamn robot!?! I can't do that, no-one can, and that's why I leave. You MAKE me leave because you refuse to treat me like a normal human being with thoughts and feelings. I'm not calling out you in specific, I'm calling out the community as a whole, and ya'll need to clean up your act and start playing more casually.
I'm a killer main, I do none of these things as I hardly play survivor and I personally am not bothered by it too much when it happens. Now to note, I know you're apparently not calling me out specifically as you say. And I also don't mean to imply that t-bagging and clicking don't annoy the piss out of me sometimes as well (I have a friend who can't play with clicky survivors due to the flashing light causing seizures with him). But at the end of the day, d/cing when you get mad or if a game goes bad is just as toxic as someone t-bagging or being rude, especially when you're survivor. It ruins any chance your fellow survivors had at winning in most situations. It also is rude to the killer. I mean, usually, it's just free BP and an easy win for most killers, but rarely someone dcing just because their teammates are not very good at the game or they were hooked first, has messed up rifts and such for me before as both killer and survivor.
Anyway, the point being. Yes, the community can be toxic, I do not try to be toxic, that's the best I personally can do as there's not much else to be done from the player side of the situation to improve it besides trying to be better yourself. And d/cing constantly mid-game is just as toxic as a t-bag or click IMO and should continue to be punished. Saying it's the community's fault to justify d/cing constantly and demanding to not be punished for it is just as bad as someone saying "Well, everyone else does it" to justify them bming, clicking, and t-bagging. Supposedly in the upcoming update, they made it harder to t-bag if that makes you feel better.
-
Here is how I'd do it.
Prestige I:
3% greater chance for rare items in the bloodweb.
Unlock the 1st of the 3 blood-stained cosmetics
500 BP discount to everything on the bloodweb
Prestige II:
6% greater chance for rare items in the bloodweb.
Unlock the 2nd of the 3 blood-stained cosmetics
1000 BP discount to everything on the bloodweb
Prestige III:
9% greater chance for rare items in the bloodweb.
Unlock the 3rd of the 3 blood-stained cosmetics
1500 BP discount to everything on the bloodweb
Account Prestige/loyalty level (which currently gives nothing)
For each loyalty/prestige level on your account, the bloodpoint cap is increased by 100,000 points.
I was also going to suggest each perk starting one level higher on the web with each level of prestige, but I decided the discount alone is good enough, prestige is a reward for grinding (though the grind is still way too bad even when not going for prestige). But with the discount and the better chance at rare items. It makes prestiging more worth it, especially on your 'main' as you won't have to funnel as many bloodpoints into a maxed character just to get the basic items you may need to bring into a match without blasting the bank and having to choose between getting items/offerings on your preferred survivor or levelling up another survivor or killer instead. Now you can split the difference a little easier and make it less grindy overall.
Adding a bigger bloodpoint cap as a reward for playing the game in general long enough to gain several loyalty levels which currently do nothing, would also help a bit for more long time players who want to save bloodpoints.
-
Welcome to the grind, I'm glad I've finally reached the stage where I have everything unlocked and just have to start getting it on my killer's bloodweb. The grind turns a lot of new people off for this reason.
-
@Valik said:
First off.
I LOVE THIS!
These are some amazingly creative ideas! They're amazing!
Please, keep making more quality submissions like this.!
Garage doors. YES - this needs to be in the game. Having something that survivors can open and killers can close for a quick advantage would be HUGE! The only slight issue might be clipping with certain survivor cosmetics. Sliding on your back may make some backpacks look a little funky.
Doors. This is a great idea. Killers need more to break than pallets. Pallets are boring. I'd rather have doors to break and less pallets to worry about on a map, because at least there would be variety - and perhaps a reason to bring Brutal Strength!
House Windows. I generally like the concept. I think having more open/close tug of wars with the killer would become more frustrating than it's worth, though. Garage door buttons may take time to open (8 seconds) if the devs felt like it, as it is an electrical switch. But windows become much more difficult. The injured aspect especially, while creative, may make the game feel a bit more complex than it needs to be. I'd love to see it in the game, but I'm unsure how realistic that may be with the other ones.
Pallet Skins. Not a bad idea - it gives variety, but it also has a lot of confliction with the areas around it. The benefit to the pallets is that they are so incredibly generic that people turn their brains off when they approach them - and all players, even new ones, understand what they are. If you make the pallet a bookshelf, for instance, takes a lot of work to model and work... but if you put that into RPD or Haddonfield, it's going to look MUCH more out of place than the original more 'general' design did in the first place. It's a challenge, because if each map had NUMEROUS designs to choose from, it might work!
Locker Skins. A better idea! I like having lockers that fit a bit better - maybe having some that look like actual wardrobes or refrigerators. Would take a lot more effort for little payoff - but I think it would be a great quality of life improvement.
~
I love your ideas, I think they're better than mine.
The only thing I could come up with are -
Breakable Vaults. Like Breakable walls with windows in them. Killer can kick them into openings. Survivors can vault them up to 3 times, but on the 3rd time it breaks after a few seconds.
Light Pallets. These stun the killer for 2 seconds instead of 3. But they are destroyed when the killer hits them with anything - and survivors can only vault it twice before it breaks over a few seconds.
Heavy Pallets. These take a lengthy animation to drop, so survivors will have to anticipate a killer and begin to drop it long in advance - making it hard to use in a chase. Hitting a killer will stun them for 5 seconds, and these pallets take much longer for killers to break - while also being non-traversable as a survivor. Throwing one of these is a massive deal to survivors, and can be used to strengthen certain loops or close off certain passages.
Thanks! Though your description of how garage doors would work is a bit different from how I imagined it. I feel having a button to re-close them would be a bit strong. The way I envisioned it, to keep it balanced, is that they're basically like the one garage door in the resident evil 2 remake. They're open just enough for a survivor to crouch under, but otherwise don't work and can't be opened and closed. Survivors can dive or crawl under them to try and avoid the killer. But killers can use their brute strength and/or powers to fling the door open, removing the obstacle from their path and denying survivors the ability to use it.
Much like how breakable walls next to a few vaults in the game can be broken to remove the usefulness of that vault or deny an infinite or make the loop unsafe. The killer can take the time to go open a garage door early so it can't be used but that's time not spent chasing, pressuring, or checking gens. And if a survivor uses it mid-chase, depending on the map the killer may try to go around like a normal vault if that's possible, or like a breakable wall, they can fling it open and remove the obstacle from the trial.
Otherwise thanks for the feedback. I really enjoyed your suggestions as well. Of my own suggestions, I'm honestly really hoping locker skins get in over all the other suggestions. Simply because of all of my suggestions, and those suggested by others, that one feels like something that's more likely to be considered by devs as it does not change core gameplay mechanics. And I really just can't stand the big red metal tool lockers in the middle of living rooms and bedrooms. Even a single alternative that's just a standing wooden wardrobe would be super useful and nice for many maps That said that doesn't mean I don't want these or similar ideas put into the game. Such changes could a lot more variety to the trials, chases, and the game in general.
@[Deleted User] said:
I love this, can I add
-would be cool if the regular doors just worked normally for killers too, unless you used a key to lock them, it would add actual use to the item, but of course the killer could still smash it, it just takes a little longer.
I'd love for them to make new hiding spots as well! Lockers are all well and good, but variety is the spice of life! I'm thinking
-Hiding inside an abandoned car (many maps have them), the killer checks it and drags you out by your foot
-Dumpsters
-climbing under a table, desk or gurney
I also really like @XStormyXDayzX suggestion as well for other hiding spots to replace lockers.
-
@[Deleted User] said:
I wish that nemesis killing you turned your player into a zombie walking around.
For no reason other then I want to spectate my own body kill one of my friends 🤣🤣🤣
Straight up a great idea imo. If you die while under the infected status effect, after 30-60 seconds your character respawns as a zombie on the map. But if they're killed via head-on, pallet drop, etc, they don't respawn again. IE killing an infected player gives you 1 free extra zombie spawn until it's killed. If mori'd you just reanimate where your body was left after 30-60 seconds instead of spawning someplace random like normal zombies.
Having more zombies creates more pressure, and it may push survivors to use their perks or pallets to kill them more to relieve that, or they can be used by you as extra mutation level. And even with bad AI adding more zombies to the map, even if they are temporary in that they won't respawn, gives a bit of extra pressure to the killer they didn't have before.
Plus it just feels resident evil, imagine the terror of pushing late-game knowing there is an extra zombie or two wandering around now made up of dead teammates wanting to maul you. "Oh hey it's ace, wait what's wrong with him... wait a second ace was killed- oh god"
-
The only buff he needs are zombie buffs.
Fix zombie AI, improve pathing or have them kill themselves if stuck
Make zombies lunge towards survivors when they get close to them to make it a little harder to kite past them mid chase or down halls.
I'd say add a third zombie at the start of the match, but if any are killed the third does not respawn. (maybe make this an ad-on?)
If a zombie sees a survivor enter a locker it will wander to it and start to bang on it, if the survivor exits the locker without head on to kill the zombie it will hit/bite them for infection or damage if infected
Maybe nemesis can have an ability to 'roar' calling zombies to move towards his location as if they heard a loud noise indicator
-
I always wondered why basement hooks were not scourge hooks, I doubt it would encourage camping basement. If a killer plans to camp or camp basement I doubt they need scourge hooks to encourage it and It just feels natural for them to go on basement hooks. Besides most of their effects don't help a camper much besides maybe Pain resonance. And more importantly, if a killer wants to camp basement there are far better perks for camping. I'd definitely want basement to count as scourge hooks.
-
@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2888113#Comment_2888113
I think another thing that should be considered is a weaker version of the pallet, an item that you can, with good timing, stun the killer with, but it doesn't create a barrier that they have to kick. Could be flipping down a small table, chair, lamp, trashcan, thin door, or sign; or any item that would break if it lands on the ground or hit the killer.
I had thought about that before, and it could be useful. The door suggestion above was also kind of made to fit that niche in that it'd only do a short stun and be something you could break quickly. But basically 'garbage' you could drop instead of a pallet that maybe has a slightly longer stun but it doesn't block the path of the killer (or it only blocks it for a second or two while it's falling down and breaking apart) so it has to be timed well? I'm not sure how well that'd work though with balance but it is probably possible to some degree.
-
looking at the new awesome Haddonfield rework really got me thinking about locker skins as well as pallet skins, seeing big red metal workshop lockers sitting in living rooms, and the like got me thinking about how silly they sometimes look in other locations as well. So I decided to add locker skins to the post as well with my reasoning and suggestions for them!
-
@Reshy said:
One thing you could do is also make some windows spawn boarded off, requiring a toolkit or the saboteur perk to unblock.
That's a neat idea, and stuff like that would give survivors other things to do besides gens that would benefit them in the long run
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885774#Comment_2885774
You get It It would just need to be placed In a fair spot for both sides and only two story maps could have them like a mall or hospital.
Indeed, I edited my comment with a few more small points. But comparing it to a god pallet is not wrong in that it is a big damper on a chase, but it is also not the same. To use an elevator you'd already have to have a lead on the killer as you'd need to get inside, hit the button, and let the doors close. If the killer is too close and they get inside with you it's game over. And if they do make the elevator, as long as there is an alternative route up that isn't placed too far from the elevator it'd not completely end a chase depending on the distance.
Or as mentioned with the mind games by sending an empty elevator down (assuming it has the thing over the doors telling you where the elevator is and if it's in motion) if survivors hear your terror radius and see the elevator next to them coming down they may run the other way, or for some stairs leading up to avoid you, only for you to not even be on the elevator and heading down an alternate route to cut them off, etc, etc, etc. I think it can be interesting if done right.
-
To try and return to topic. I can see both sides of the argument. Dbd is a game on such a fine balancing pole that one bad mechanic change can have major effects across the board, especially something that changes the flow of chases on some maps. Elevators do sound cool to me, and maybe in some way could be added in a fashion that works. But they'd also be extremely annoying. Unfortunately, DBD is less of a fun-time horror game (unless you're playing low ranks or with friends) and more of a competitive chasing simulator? Don't get me wrong. I WANT there to be more horror aspects, but something just sounding scary unfortunately is not case enough to get it in.
That said, I'm still not against the idea completely. I'll list some issues and benefits perhaps for them being in.
The first most being, escaping the killer. If there is not a nearby alternative route that the killer can take to catch up to the elevator then it can easily be abused to end a chase early. (You'd also need a cooldown on the elevator so survivors can't just spam going up and down, or it'd have to run on its own timer, which would make it harder to abuse, but also harder to use in a chase.)
But there can be uses as well, lets say a survivor tries to avoid you completely with it by running straight too it from their gen. Well then you just don't chase them. Instead take advantage of the fact they now have to wait to arrive at the location, then wait on a CD for the elevator to be used again, then wait to ride back up to get back to their gen. By then if you kicked it, they'll lose a bit of progress, and if you head the elevator off you can potentially resume chase (A Cooldown on the elevator also means it can't be abused back to back)
Alternatively, you can try to mind game if you think a survivor is running for an elevator that you expect them to take, so you veer off beforehand to head them off and catch them where the elevator will be going, where they'll be trapped in a tiny box with you in front of them, and it's an easy hit.
Then of course as mentioned as a stealth killer you can jump out of one to scare or hit people or jump people as they exit one to come back to their gen or if you see that the elevator is in motion and wait to see if anyone is in it. (It also means you can maybe mind game by sending an empty elevator down towards survivors or killers to throw them off.
Ultimately. I think it's a neat idea, but it'd have to be added very carefully, and likely no more than one maybe two elevators per map that might have one. As they would be the same as a god pallet, that said unlike a pallet that's instant, if the killer is already close to you and they get inside the elevator. You're dead.
-
And a mild disclaimer. I know the game rarely makes big changes like this, and I understand such things would need to be tweaked, done differently, or have other mechanics changed to balance them, potentially on a large scale. And I don't really expect any of these to be in the game, or at least not anytime soon if they were to even be considered in the first place. But I would like to see these things or concepts like these added to the game in the future to help change things up in chases and navigating the map. I know the devs in the past wanted other ways for survivors to navigate and run chases but it just never made it in, and I'd like to see these ideas re-visited.
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885705#Comment_2885705
Please do Id like to see what you think!
Thanks, I'd post it here but I don't want to hijack this post. I actually already posted it, then tried to edit a spelling error after it was posted only for it to throw a bunch of errors then it vanished off the forum page. I may have broken it somehow lmao. Gonna wait a bit and see if it re-appears or something before trying to re-post it
-
I believe he did report them if I recall, though the core issue still remains that people may not even realize that their funny haha look at me flashlight macro could actually harm someone. And there may be those who do know like that person he ran into who don't care at all.
-
I think the idea is interesting. Honestly, this game needs a good refresher to the core gameplay outside of something like boons and the typical new killers and perks. It's even got me thinking about other changes to maps I may make a post about.
-
T-bagging and clicking is just what people do, it can be considered toxic but it's hard to moderate. I will agree on the flashlight bit, however. I've had a friend who had to stop playing twice and close the game because toxic survivors with a flashlight macro nearly set off a seizure for him and he couldn't remain in the match due to them spamming it at him every time he got close. The worst one was the second time it happened where he told them in post game chat that he had to quit out to avoid it triggering a seizure for him only for the survivor to call him trash, say he doesn't care, then tell him he hope he doesn't look away in time the next time someone does it to him. So yeah there you go cream of the crop right there.
-
The way I'd do this would be by consuming a level of his mutation to implant a parasite on a zombie, making it more dangerous. He then has to rebuild his mutation by whipping more survivors. Whipping a zombie he has implanted with a parasite would give double the normal mutation points of a normal zombie in case he decides it's not being useful or needs to tier back up faster.
-
This sounds a lot like a 'me me me me' kind of problem where you don't consider that d/cing when you don't like the situation ######### over other players and does nothing to preserve the fun for anyone except maybe yourself. It's a game, some people make bad plays some people get outplayed. If you get mad and quit constantly then you're the exact kind of person the system was designed to punish. If you can't handle playing without d/cing every time you feel moderately frustrated then perhaps this is simply not the game for you, or you need to get better anger management skills if you can't take losing in a game and want to quit when it gets hard.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2879912#Comment_2879912
I think there could be a few improvements that can be made.
- The Shape moves at 4.4m/s in Tier 1, rather than 4.2m/s.
- The Shape has a regular attack lunge in Tier 1, rather than a short lunge.
- After stalking Survivors and filling the power gauge, The Shape now can completely fill the power gauge and is given the prompt to either increase Evil Within tier, or to lower it (Hold the Primary Power button to increase the tier/Hold the Secondary Power button to lower a tier).
- Add-on pass (condense add-ons that do the same or similar effects into a single add-on, re-balance the Kill add-ons, create new add-ons that apply new effects).
The ability to lower or raise it seems like a pretty neat idea actually, not sure if it fits the character or not since he 'builds evil to gain power' but it would certainly give some form of alternative gameplay. Though I'd change it so if he decides to go back to tier 1 he can instantly go back to tier 2 whenever he pleases, with half his evil within tier 2 charge meter still there, otherwise it'd not ever be worth lowering to tier 1 again
-
Issue with a system like that is you'd get people just setting it low to make it easier on themselves by misleading the lobby/survivors/killer before going in with a meta build and a tight sphincter planning to sweat their ass off.
-
Dances would not only be silly, they'd be used to be toxic, and would destroy what little sense of 'scary' and 'horror' the game has left. What the devs should animate instead, if they were to make animations you could purchase, would be mori's for killers you can buy. Same concept, except it actually fits the game, gives variety to killers death animations, and is far more lore friendly than the alternative, and they'd still make money off it.
-
I personally think a good change for it would be having you start the trial healthy, then once injured by any means you're broken the rest of the game. It keeps the killer from knowing you have it off the bat and they'll only notice if they pay attention to your portrait and understand enough to piece together you have the perk. Meaning you'll likely get tunneled for it at least a little less, and get a free hit at start.
-
I agree he needs a buff or some tweaking. He's not horrible but he was made a long time ago and currently is not up to par with other killers or the game meta with all the new perks. (A new cosmetic would be nice too!) I made a big post about Myers buff ideas a few days ago, you can probably find it on the second or third page of this forum section, but to repeat two or three of the ones from that list that I particularly liked.
One being, once a survivor is completely stalked dry, you gain the ability to see them through walls when stalking within a short-range (like 8 meters or something, also bear in mind you can't stalk in tier 3 so it'd be a buff to tier 2). It would make it slightly harder for them to escape and make looping over tall loops a bit easier for the Shape. I also feel it suits his characterization with him being a stalker that slowly works his way closer to his targets while watching them, before striking.
The second being, when in tier 3, Myers can walk through breakable walls with a slowdown if he walks into them holding the secondary power button
I'm also a fan of the tier 3 being a button press like oni. It's not on my original list but it'd be helpful, especially for new players who don't know to 99 him. I don't think it'd fix his problems, but it would be a nice quality of life change!
It'd also be super cool if the Haddonfield map played the Halloween theme, or a DBD rendition of it when the exit gates are opened if you're going against or playing as the Shape. Like how Midwich plays the Silent Hill air raid siren. If you're interested in the full list of ideas I presented here's the link to the post (If that's okay to put! I'm not sure if that's against the rules or not but if so I'm sure a mod will remove it and inform me.) https://forum.deadbydaylight.com/en/discussion/316581/a-myers-simps-suggestions-for-him#latest
Otherwise, I'm glad to see so many other posts about the Shape! I hope the devs give him the love he deserves as he's one of my favorite killers in the game and one of my favorite slasher characters in general.
-
They didn't ruin hatch they literally just rebalanced it because keys were one of the most disliked mechanics in the game by literally everyone from normal players to almost every major streamer to some of the devs themselves who said they did not like the mechanic as it was before. The only people who actually liked keys are those few survivors who would rely on it for an easy escape after getting just enough gens done to spawn hatch, or by waiting on their team to die in a corner. Secondly, teaming with survivors during the match is not the same thing as giving the last person hatch at the end, and has nothing to do with the point you tried to bring up in the original post. It is a totally separate situation, albeit a slightly more valid one to complain about, but not the same. Everything you've written is just filled with salt and hate and sounds like mad ranting more than anything productive. Literally, there is zero reason to get angry over the killer letting the last person crawl out or take the hatch if they want, who cares? At that point, it's just a matter of blood points as they don't even get MMR for it. It's up to the killer to make that choice. You're just shouting into the wind here.
And to note, killers are already "'punished'" by letting the last survivor go with decreased blood points like you're asking for. You lose any hook points you would have gotten on them AND sacrifice points AND you lose the no one escaped bonus you would have gotten.
-
I'd say it's still useful, it lets you know they have the scourge hook when you'd otherwise not know. Additionally, if the scourge hook is their only aura reading ability then you can literally ignore its aura reading for over half the game (As it takes 12 hooks to kill everyone, and since you can't de-hook a survivor that's died on the hook to activate it, it can only be used 8 times) and that's assuming they get every hook on a scourge hook. Now I can see it being annoying if they do a full aura reading build, but that kind of requires them to run multiple aura reading perks to counter/pressure just the one perk
-
I think it should also auto-lock in survivors 5-10 seconds before the killer and not allow any changes to their build or character after, that way bully squads can't be toxic and change at the last second before the killer can realize and leave or change perks to counter.
-
The old moris do need a rework and I think it was mentioned it could happen someday, Trapper and Wraith have it the worst. Myers is a bit clippy looking too. It'd be cool to have them updated with like, trapper setting a trap then shoving the survivor's face into it to kill them and stomping their head with his boot. Or a mori for the wraith where he vanishes or something, the survivor looking around confused trying to figure out where he is before getting chopped in the back of the head with his cleaver as he slowly uncloaks starting from where he brained them before yanking it out of their skull.
Honestly, if the BE team added moris to the cosmetic shop where you can buy and equip different moris for killers, or set them to a random shuffle I'd pay bank for that, take my money! I'd buy new moris all day. It'd be cool to kill each survivor in a different random way or pick your favorite most brutal one and only use that.
-
It's an age old problem. Though I want to give my piece on it. First, tunneling is a 'playstyle' it's cheap and frustrating but it can be countered and punished. The same is said for proxy camping. The only issues is that teams who are not swf or a very high mmr group won't have the coordination or game experience to understand how to counter these things, or they don't have the perks for it yet like DS.
What is frustrating, are the killers that face camp and hit you on hook to be toxic or BM. In that situation, the devs have said they do not consider that an intentional gameplay design but have yet to work out a solution to deal with it that doesn't have some sort of flaw.
Common community suggestions are
Increasing gen repair rate if the killer is too close to the hook. This could help, but it would have to be tested and may have some way to abuse it. But it is a common suggestion.
Making kindred base kit and changing Kindred to do something else, or have the effect above. An okay idea I guess? But it would only help non-swf when trying to coordinate a counter which does not really 'fix' the issue
Stopping progression when the killer is near the hook. This was tried and abused heavily by survivors then removed.
My personal suggestion, slow hook progress based on the killers distance to hook. If they are right next to it, 30% slower, if they are like, 10 meters away 20% slower, 15 meters away 15%, etc whatever numbers end up being the most balanced. Makes it harder for survivors to abuse and if they want to camp effectively they have to do it from a distance making it easier to get a save. Alternatively, if this is still abusable then have it so if they are chasing someone near the hook this slowdown could be halved or negated to prevent survivors from trying to abuse it and waste time.
-
It takes like 2+ months for a rift to end, with another month or two between rifts sometimes. I feel that's plenty of time. If you only play 2 or 3 games a night and don't do challenges then you may only get halfway, but if you focus on doing the rift challenges you can finish it pretty easily. I took a month-long break from the game during this rift and still finished it in time only playing an hour or two every night or every other night. I feel like it's very doable unlike other games like hunt showdown that give you like 25 days to do their 'battlepass' thing.
-
MMR is a mess in general. Only counting escapes and kills overlooks a lot of what happens in the middle. While the devs feel that that stuff is not important I disagree. You can do half the gens, get 3 dehooks, heal two people, cleanse a hex, then run the killer for the last two gens and then go down at the exit gate and get camped with noed and lose MMR for it. The old system was not perfect, but it measured your abilities more. I think expanding upon that instead of narrowing it down to something as basic and trivial as escapes vs kills would have ultimately been more successful, though at the end of the day the game is a party game not balanced enough for competitive and MMR really isn't needed or only needs to be applied lightly but in a way that's also intelligent if it is used. Hence why I liked the old system more. But basing it completely off chase is arguably just as bad as only counting escapes as it only looks at a single aspect of the gameplay loop.
-
I 100% agree with this post. I bought the game when it first came out, and it, unfortunately, was a bit of a mess so it sat on my steam shelf until 2021 when some friends brought it back for me and I tried again. I enjoyed myself more but the atmosphere, one of the only things I liked about it originally was all gone.
I want maps to be moody and spooky again, I want the spooky sfx, I want the creepy fog and moonlight shining down through the trees. I want to at least FEEL like I'm in some kind of nightmare slasher realm. The animations also need to be reworked from their rework! I think they look a bit better in like, quality of their make, but the design of them doesn't feel good anymore. I miss the old survivors looking around scared, the more desperate looking running animations, etc.
-
A neat idea, an alternate gamemode would be nice but if they were take the time to make one it'd have to be pretty solid. Assuming they would make one, as there is a limited player base (One that has statistically dropped severely, at least on steam) that will be split between these game modes should a new one be added, potentially worsening already long queue times. Allowing more killers in custom games may not affect that as much, but then it comes down to if it'd be worth it or not for the devs to set time aside to make that a thing. As it'd probably create a host of bugs and take time to set up for something that may give them little payback for it.
-
There's not a real way to police bm effectively, but for the flashlights they need a cooldown none-the-less even if it's just 1 second. I've got an epileptic friend who has to stop playing and look away when survivors use the spam macro for it.
-
I doubt it, self-care is okay as is and not many people have asked for one as far as I can tell. You can also buff it yourself by bringing botany, desperate measures, or any other perk that boosts healing speed. It just means you'll have to be more careful about where you choose to heal against killers inflicting hemorrhage
-
@jesterkind said:
I definitely support Myers being able to walk through walls while in Tier 3, and I don't think it'd be overpowered to have him be able to walk through dropped pallets too. That change alone would make him a ton more fun, even if it doesn't help much in terms of strength lol.
I believe I heard Otz mention that one, though he got it from someone else too. It is a commonly heard suggestion to let him walk through breakable walls. It'd not be super useful save in certain situations but it'd be hella cool and even clutch in those perfect situations for omega brain plays. I was at first worried it may overshadow Nemesis ability to do something similar but I feel their mechanics are different enough that it'd not be too similar. Idk about him walking through pallets, but breaking them faster is also a common suggestion as a buff for him. Which isn't a bad one, I just hope for maybe more creative ways to buff him that will also spice up his gameplay.
-
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2875304#Comment_2875304
Does Hemmorage remain after an unhook? Doesn't it disappear?
Depends on what perk applies it but sloppy stays in effect until healed, so if you get hit with sloppy you're going to deal with it until you're healed. As for the discussion overall. This buff will really help M1 killers who use sloppy. I can list the value from this buff with a few points just from using sloppy butcher. As it makes hit and run more viable again.
As mentioned earlier, resilience gamers (or any survivor for that matter) can no longer 99 and heal mid chase.
If you're using a brown medkit or a medkit with one heal left and get interrupted for even a second. You can no longer do a full heal on your own and will need help to finish, if you don't get help soon you lose all the progress you wasted your time getting
Mid chase heal in the killer's face builds will no longer be effective
Interrupting a heal and chasing the healer off will mean the person being healed, if they do not have a boon, self care, or a medkit will lose all the progress on their heal.
Killers that can interrupt your healing remotely or passively will mess with you too, waste medkit charges, deny heals. Such as doctor making you scream, a well-placed nemesis zombie, a huntress hatchet, etc. This is fairly strong, as mentioned if you are interrupted for even a second with a brown medkit or a medkit with only one heal left, you can no longer complete a full heal on your own.
Chasing a survivor out of a boon will undo all of their healing just like chasing their healer off, so even if you don't catch them you'll make them have to go back and completely restart their heal, wasting time. This will also make self care even less useful too.
-
Literally had a friend who had to stop playing the game mid-round twice due to survivors clicking at him and causing a mild seizure. The first one was a survivor mashing the flashlight button rapidly then the second one was using the scroll macro for it. Thankfully the fits were nothing severe those two times as he looked away quickly, but he rarely plays killer now due to the risks of random toxic survivors.
The game had, and still has, zero warnings anywhere about flashing lights or photosensitive imagery and there is nothing in the game to limit rapid flashlight clicking in your face as the killer (or even survivor for that matter). With no warnings and no protections against it, they're asking for someone to take legal action against them the moment the wrong person has a seizure and gets sent to the hospital. Hopefully, they'll realize what a risk it is to them publically and financially before it's too late for both sides. And quite frankly anything that limits either side (killer and survivor) from acting toxic is good to begin with.