Maelstrom10
Maelstrom10
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@Toybasher said:
I think if 20 minutes have passed since the last generator pop, the killer should be able to open the exit gate, starting a "Sudden Death" version of the EGC where the other gate remains depowered or something.
Basically something that would only work in situations where survivors are hiding with intent to hold the game hostage. I've seen survivors do this sometimes when it's down to 2 survivors left, they ignore the generators and simply hide in hopes the killer gives up and DCs. (AFK crows don't stop them because you can avoid gaining them pretty easily, even if you're not really doing anything.) If you can't pop a gen in 20 minutes the killer should be able to force the match to end to negate hostage situations.
The timer doesn't have to be 20 minutes, but I think 20 minutes is a decent length of time. I don't want it to be too short (otherwise the killer can trigger EGC too early even though survivors are on gens.) or too long. (If it was like an hour, you still have way too much of your time wasted.)
I think you fundementally misunderstand how the egc can already be activated....
as soon as the last gen pops the killer can already open the exit gates?
survivors can open other exit gate in said situation, so it just allows them to start the end game timer basically.
@[Deleted User] said:
They put in a map offering? I'm ending the match
They put in bloody party streamers? I'm ending the match
I think they might be a SWF? Ending the match.
Two of them have flashlights? Ending the match.
David king means dead hard. Ending the match.
You need to factor in how any change can be abused by the worst of the community.
The only way I'd accept this is if the killer was penalized for the lack of gameplay as much as the survivors will be. Why should I be punished, de-pip and lose my offering while playing SoloQ because the killer got stunned during the first chase and got mad?
There would absolutely need to be a minimum threshold of time/gameplay before this could happen.
As a killer, I wouldn't even use this unless there was something game breaking going on, and if there was, and multiple people are trapped in the game, then I would just take the penalty and quit to end it. I want the match to go on as long as possible, y'know, play the game?
Thing is this already happens.
this already is abused by the community by hitting the leave button -
this would just allow the players in game to actually have a bit of playtime.
@ShinobuSK said:
...at all times?
At all times.
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@Maliken said:
An easy solution would be to have the progress of opening exit gates automatically start regressing again when survivors let go of it so keeping it at 99 and then going around the map without any time pressure wouldn’t be possible anymore.
i don't think you read the post properly at all haha
@Laluzi said:
I disagree with 'at all times' (see: killers smurfing or trolling by starting EGC as soon as the match starts), but I agree that killers should be able to open the gate even if all gens aren't done to end stalemate situations or hostage situations - mainly hackers, trolling SWFs, players stuck in glitched locations, and perma-stealthers.
But it would need to have an activation condition like "the hook counter has not increased in 10 minutes" or "the killer has not had a score event in 10 minutes" to make sure it can't be abused. And opening the gate is important - if it just started the endgame collapse, this would be much easier to abuse with builds centered around making the gates extremely hard to open and the game inescapable (such as Trapper/NWO/Remember Me/Blood Warden.)
10 minutes is far too long. same with score event, expecially since the killer can get score events for simply being in proximity of a survivor (ie that would make it impossible to open egc with a hacker around)
Simply giving it a condition of a minute, would be enough
but what is the problem with opening it right out of the gate/at all times? i mean sure i too dislike a killer dcing immediately, but at bare minimum survivors would get bp and pip up.
If anything to prevent abuse an easy fix, would be to stop the exit gate from being able to be opened when a survivor is on hook (but then a hacker could just "infinitely hook themselves" to prolong the game.
@Grandpa_Crack_Pipe said:
Sure, as long as survivors can't depip from a game cut short and killers don't lose MMR from escapes after an early gate open.
fair. easy enough fix, an escape through a gate opened automatically counts for enough mmr points to equal out, if not "pip" up.
@gilgamer said:
Maybe not always but after a certain amount of time has passed or a certain amount of gebs are done.
i mean, if it was after a minute of in game time i could see that.
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@ImBrakingBike said:
I have mixed feelings about this.
On the one hand, I think it'd be nice to see someone with "upvotes" or "+rep" because you'll insta know that they will be good teammates and not trolls. I sometimes check those things when they have a public Steam profile, even though they are not 100% certain to be true because they can delete messages.
But on the other hand, I don't really like the idea of there being a public positive badge but not a negative one (like YT not displaying dislikes), I feel it's just faking it, because you may see someone with 10 "upvotes" but you are missing maybe another 50 instances when they were trolling or BMing. And we all know having both options to vote for, in a community such as this, won't end well.
Simple fix to that without showign negative results directly
Make negative feedback reverse positive feedback. Not in a 1-1 ratio, but if your getting a significant amount of negative feedback you shouldn't be able to maintain a high endorsement/upvote level.
That and just showing off a new player badge of some kind. for survivors paired with, and at the end of the game for both killers and survivors to see - to show any feedback is neutral, and not representative of time played seeing as their new.
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@bm33 said:
Just show the thumbs up next to their name - it'd be like the likes on social media, doesn't need a message with it.
As much as a BP reward would be nice if you exclude SWF players from it you are punishing them for playing with their friends which is not fair. It's a lose/lose situation that no matter which way you go someone is punished.
Tbf you could say the same to swf with the thumbs up, if teammates can upvote, that does mean infinite "ticks" for any player.
Whilst also, would you really "upvote" or thumbs up every random player that isn't negative? there not losing out on a lot by playing with friends, so much as gaining the ability to play more efficently. sure they do lose out on solo que bonus upvoting points in that arguement, but then those would also be the only ones that would actually matter. if someone truly feels so punished by losing out on upvote points through playing with friends, then there also clearly not playing "nice" or well enough to the opposition.
And if its not displayed for anyone but the person as well then fundementally it really doesn't mean much other then a personal badge of honor. which is nice and all, but displaying it is better,
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@ThiccBudhha said:
Do you want to be forced to board Noah's arc to avoid the survivor main tears by buffing NOED to that extreme?
Noed would be the only outlier with newer totems being brought in - that or dull totems being made considerably faster to break - akin to a killers stomp.
@sizzlingmario4 said:
If killers gain the ability to remove totems from play entirely then I think adding a few more totems is fair.
Could benefit both sides really, survivors still get to use their boons multiple times, but killers could also have more bones for plaything and noed.
Pretty much yeah. They can rekindle their boon totems up to 10 times with my new system, (spread across the 4 survivors,) unless the killer smashes all of them excluding their own possible hexes. Plus a survivor wouldn't know if you had actually detsroyed a totem unless they check, so if they want to put it in the exact same place they'd have to run all the way back only for it to be possibly broken
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2476902#Comment_2476902
Not worth the slot, Discordance Whispers and even Corrupt give way more value, 2 of them for all the match
I wouldn't say lethal pursuer is valueless. Just that it's primarily useful on killers with a movement ability (Ie all the top killers.) Without one, and the ability to capitalize on the immediate knowledge, it's far less useful and even useless
~ it does help the first chase tho, but my suggestion would help players who are already wasting time, by allowing them to check things initially a little bit faster. Ironically enough, it would make lethal pursuer a bit more useful on killers without a movement ability
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@Money_Mike said:
Like as if Wraith needs ANOTHER speed buff.
This literally would not benefit wraith in any single way. - wraith automatically uses his power at the start of the match.
If you read it you would probably realise exactly who this primarily helps - trapper (until he picks up or places his first trap/gets into chase) clown, doctor, ranged killers, and bubb/hag i guess.
It immediately switches off if you get into a chase/use an ability. Which wraith does when he spawns in. So he would be the sole, single exception that can gain no use whatsoever from it. Heck nurse would atleast be able to walk faster at the start of a match, until she blinks.
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2476804#Comment_2476804
Lethal Pursuer already exists for that lol
Ah yes a bandaid solution. Of which, this doesn't really relate to, since using lethal pursuer is far more useful on killers with a movement ability (of which wouldn't make use of this buff.) And its use on a killer without a movement ability, takes up a slot which could be dedicated to other perks.
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@Phasmamain said:
A speed boost with lethal pursuer would be pretty op tbh
And yet Billy, spirit with speed add-ons, wraith, blight, nurse, all wouldn't benefit from the speed boost as they'd instantly use their power.
5% is one pwyf stack, and would save probably an avg of 5s or less with lethal pursuer. This would arguably be more beneficial without it, even though your first instinct would be to pair it with the speedboost, but since lethal pursuer helps you find people instantly, and this simply helps you save time based on you not finding your first chase, the speedboost gets more value the more time you spend not chasing at the start of the match.
(Ie if saves you from wasting as much time at the start of the match by allowing you to search faster, whilst lethal pursuer cuts out that search time entirely, therefore only boosting you slightly to get there, which some killers can already do way better)
@JoByDaylight said:
If this will ever be a thing. The devs need to fix the difference between solo q and SWF first.
This would make solo q unbearable.
Yeah, and just because another issue needs to be fixed, doesn't mean others don't deserve priority as well. I 100% agree with you that solo needs to be brought up (with more information.) But I also feel that lower tier killers (trapper, etc) deserve a bit of starting game help
@Angelicus23 said:
if you want to get your first chase quickly, let me introduce you to this perk
Wow. It's almost as if that would be a bandaid solution that works best primarily on killers with a movement ability,
whereas my suggestion helps boost lower tier killers/killers without a movement ability to gain momentum, rather then forcing them to lose a perk slot.
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@BenihimeWrath said:
The problem becomes replacing the perks with something on their original survivor/killer. Thats why this will never happen.
They've reworked perks in the past with entirely new effects. this would simply be keeping weaker/lesser used perks (purely because their more useful to newer players then experienced or veteran players) and putting them in the general pool, but making the perks for these killers/survivors do something more significant/different, that promotes different style of gameplay.
ie rework zanshin tactics into idk a totem perk that gives exposed to anyone who cleanses any totem for 30s (as an example), but make a new perk called "tactics" or "enviormental awareness" with zanshin tactics original effect, and put it in the general pool
It's really not that far fetched when they already rework perks. this would really only require an extra icon and name. biggest problem i see with it is that it would increase perk bloat for both sides
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2444909#Comment_2444909
Well to be fair they literally won't be able to purchase the DLC any more.
But im talking about still purchasable dlc's....?
ie oni. oni isn't going away because he's not licensed. Having one of his perks added to the general pool and giving him a different perk would simply give newer players a new perk that will help them, and experienced oni players a potentially fun, but new perk to benefit from.
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2440954#Comment_2440954
Shrine has 4 teachables at the cost of shards. No guarantee you'll see the ones from them in any specific ones and you'd have to wait over who knows how many to collect them all if they all appear in it.
tbf the shrine itself should only offer up perks you don't have until theres none left at which point its random. - or at the very least garuntee it once per week to have one survivor and one killer perk that you don't have.
it would balance it out immensely.
@Dino7281 said:
I think there should be more free for all perks. Mainly for killers, because they have quite bad free perks, so new players have very limited options on builds and people wonder why so many players use NOED... It's not that bad for survivors.
well i mean thats what this would do, grant a bunch of free perks to killers and survivors, but also give new perks to those that already have those chapters/paragraphs. effectively evening it out.
@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2440712#Comment_2440712
Hmm are they? If so maybe they should give rewards like extra blood points or something for people who already worked to unlock them.
I mean, if they reworked the already owned perks into something different, you'd effectively be getting seperate new perks per killer/survivor etc, of which are already likely on others due to them being teachables.
you'd be essentially getting a reworked perk for free, with the same perk being able to be found in your bloodweb for free. i don't think people should be rewarded any more for essentially getting perks early and without having purchased the dlcs.
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@MadmegMain said:
No. Make them easier to obtain sure but we paid for access to these perks so should newer players
Mate. half the people aren't paying for access to "zanshin tactics" their paying for the oni. same with other perks. like i said the perks for these killers/survivors should be reworked, and the actual perks added to the general pool
ie say zanshin tactics was added to the general pool. another perk would be created exclusively for oni. perhaps retaining the same name, and simply the effect of the perk is changed and added to a general pool perk. either way oni would get a new perk, and the general pool would have more perks for people to learn and play with.
its literally a net bonus. everyone gets a learning perk. oni gets a new perk.
@SonicOffline said:
Imagine losing to Zanshin Tactics or Windows of Opportunity and thinking they're broken.
Literally whoosh. missing the entire point of the post.
the point is to bring perks like these, that give far more utlity to newer players, into the general pool of perks (like fixated is going into, as stranger things license is no longer going to be with dbd) and giving those killers/survivors newer perks.
doesn't matter if their "so op" or "so underpowered" - this is about giving newer players more perks to utelize and gain off the back, whilst also outright replacing the ones going into the general pool.
like, does anyone really think that visionary deserves to be a teachable? its literally just deja vu 2.0, and isn't nearly as good as tapp's dectectives hunch. im saying put visionary in the general pool, and give felix a new perk. dig?
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2440311#Comment_2440311
Imagine gatekeeping perks
expecially since they can be gained for free by simply waiting out the shrine. except that still hurts newer players... because their perks meant to cover weaknesses that newer players suffer from.
@ZaroktheImmortal said:
I think they should at the very least put the Stranger Things perks in general pool since you'll soon not be able to buy those characters to level them.
thats what their doing. they have said as much. im saying that they should do this with other "learning perks" or ones that would help newer players, as fixated is an incredibly good newer player perk. it helps teach scratch marks, whilst also having a small passive bonus. things like this and technician should be put in the general pool, and survivors/killers with these perks should have them replaced with different teachables.
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@danielmaster87 said:
That's what I'm thinking about. Stuff like Visionary, Better Together, and BBQ should be default perks.
Technician too. Though I feel BBQ whilst it's a learning perk, is similar to wglf in nature.
That being said having a new general perk that makes all survivors scream once a survivor is hooked, would be an amazing alternative to BBQ/general perk to have. Would also make scream archives not be really subject to owning doctor, clown or infectious fright.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2415958#Comment_2415958
So they actually did confirm they wouldn't be able to hit their Q2 goal? I wish they had made an official post about this.
The fact that this wasn't in an official post of any kind outside of another forum post is a bit concerning, and quite telling. I legitimately couldn't find anything on this prior even with searching the forums.
Least I appreciate the honesty provided, even if it isn't helpful by the post in how far away, in that it's still being developed and all that.
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@WexlerWendigo said:
He’s not weak but I hate how my ears get blasted every time he tiers up, why is it so loud?
i mean tbf he is kind of weak. been getting stomped every game i play with him lately, as survivors have learned to counter him now. least in red ranks.
Needs a bit of a buff. nothing major, but more so just quality of life on his flick (hits are slightly wonky and can hit survivors without hitting them, and missing can be quite punishing with it being hard to hit. ie make its hitbox not ghost, and slightly easier to flick into people.), and possibly a bigger bonus in tier 3 (whatever it is, just more then a single meter....)
Also the sprint burst on initial tentacle strikes needs to go. if im not taking away a health state, why are they zooming off. expecially if im still in tier 1.
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@WexlerWendigo said:
These perks are already oppressive against lower ranked players
Your point being..? if this form of skillcheck is made more widespread, it would catch less people off guard.
the reason it being even slightly opressive at low ranks being due to people not knowing how to deal with it or being caught off guard.
these reworked versions don't gain their power through skillchecks, but by how they make you deal with them. overcharge "locking you to a gen" and huntress lullaby potentially locking you to a generator for a while, or removing great skillcheck bonuses/catching a player off guard and forcing them to commit.
Overcharge also has the debuff of removing failed skillcheck penalties. my reworked version would legitamately turn it into more of a survellience perk.
Huntress lullaby would still be removable via hex totem, and 3 extra skillchecks one after the other isn't a very hard thing to do, its just more worth then zero skillcheck audio (which would arguably screw with lower tier survivors more)
if anything there trade off perks, because if players can simply hit skillchecks, they have no reward and the killer gets nothing. survivors can legit commit to a generator through these reworks.
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@Pilot said:
I would agree with Overcharge.
However, Huntress's Lullaby at 5 stacks removes the sound notification you would get normally when you're about to receive a skill check. For experienced players, this would prove no problem but for those that are above rank 8+ let's say, it would be quite oppressive. Just my thought
Oh with huntress lullaby i was meaning to completely rework it. no lack of sound. sure its the only perk in the game that does that, but its quite an unfun mechanic, and whilst unique tends to only catch people off guard who aren't paying attention to the game, rather then any players who are focusing.
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@Shirokinukatsukami said:
I think that punishing for playing bad is not necessary. You're already down no need to kick you further.
Playing well shouldn't be rewarded any more than what you got for playing well. That's just begging to go into snowball territory. Hitting a survivor is its own reward.
I think theres a slight disconnect here - to clarify, i mean playing badly in terms of "misplaying" should be punished by the game (ie backreving infinitely as a hillbilly should generate overheat and kick you out of it to stop you doing so, expecially in front of a hook)
But in terms of actual gameplay playing badly in order to compensate for an ability should not be punished ie chasing without hatchets as huntress. at that point you don't have a power, either you've used it all up successfully, or missed shots, either way you have to reload. But until then your literally a weaker killer.
I'm not saying someone should be punished for playing poorly, but theres a reason that a missed blink puts you into fatigue as nurse rather then immediately allowing you to blink again, or missing an attack gives you a short cooldown. But some of these punishments are worse then others or outright detrimental, expecially if your having a good match as some of these can suddenly set you back an entire game.
Its less about snowballing and more so... why is hillbilly punished with overheat, an attack cooldown, etc upon hitting a survivor. why is huntress forced to abandon chase/treck back to a locker slower then other killers. or an even simpler thing - why is ghostface given a 30s cooldown for attacking someone with his power, whereas knocking him out of his power results in the same negative cooldown. He's forced to attack if he wants to win, whether through marking or grabs/regular m1 etc. and he loses his power for 30s everytime he attacks. wraith doesn't lose his ability to cloak upon attacking and getting a successful hit.
tldr - a better way of phrasing it, is killers are punished for playing correctly, and are punished for playing incorrectly too much at times. theres a degree when it stops being the other side outplaying you, or a lack of skill, and just the game punishing you for playing correctly, or incorrectly too harshly. (thats also not to say that survivor side doesn't have some issues like this, but i find that their a lot more perk related then to the overall chase mechanics.)
@ThatOneDemoPlayer said:
I'm surprised you haven't mentioned Nemesis of all killers. He gives the Survivors 2 speed boosts if he hits them with his power(once for initial infection and once for a hit), extending chase by a lot
@Hex_Ignored said:
Nemesis is also punished for using his power correctly (free sprint burst) and so is Victor with his 5 second stun for a down and a 3 second stun for a miss, it should be the other way around
I didn't want to comment on nemesis because he's still quite recent, (a month and a half ago) but your exactly right both of you. nemesis is punished for using his secondary attack initially in terms of chase potential. sure it sort of balances out by giving them infection that they have to use a limited syringe for. but... the distance gained if they just run in a straight line is a lil bit sad to be quite honest. they effectively always have a single use third health state if you want to use your tentacle strike on them, which is arguably his main route of attacking.
@DwarvenTavern said:
This is an interesting idea, I feel like some of these would be a nice buff to some killers. Huntress definitely seems interesting, if not absolutely terrifying. But, I think her ultra rare that makes her 115% killer should do something else.
The item is a leg brace of sorts, so maybe after she uses all her hatchets she would gain the haste status for 15 - 20 seconds.
But, how would it work with iridescent head? Would she be moving at a constant 114%? Maybe you already stated that and I missed it by accident
In terms of iri head, that might need a rework for that, 114% is a bit fast, though to be fair its about as fast as other instant down killers like lf or billy, she can just have a single use ranged attack instead, so i don't think its too drastic to not change it either, but i wouldn't mind it classifying as a full 5 hatchets, since it locks it to that single one anyways.
Soldiers putee could be either reworked entirely, or give her a speed boost temporarily after reloading - essentially, making her 115% if she reloads constantly.
though to be fair, i kind of think a one in the chamber addon (could override or not iri head) which reloads her hatchets upon a successful hit could be fun. thats just spitballing ideas though, and this post was less about balancing/rebalancing things and more - killers are punished for playing correctly, and punished for playing incorrectly in different ways that are just minorly irritating.
ie its not my fault i have to reload as huntress (though i do get to decide when, or how soon) but i have to do it. and i can't chase with a power until i do so.
@truegod_10 said:
I tend to like most of your ideas, especially when it comes to cooldowns. I also like nurse not having to look down but still having a long fatigue. I do think certain killers are punished very badly sometimes for using their powers, even when they so appropriately, legion and ghostface (with no add-ons) are great examples. However, I tend to disagree with your opinions on the ranged killers.
I think the ranged killers do need some kind of increased movement that could come when their power is gone, but this would need to come with a slight nerf to chase potential as well for balance.
I agree with most of your changes for myers except making his tier 1 115; this is to much with no terror radius and would make him very lethal even in tier 1. I think allowing him to stalk without caps and stalk multiple people would be great though. Also, he probably needs a buff to his tier 3 so it is even deadlier and more on par with oni's transformation cause right now he is outclassed.
Another killer you did not mention is plague. If she plays well and forces survivors to cleanse then she can use corrupt, but corrupt comes with that really annoying music/sound effects that make it impossible to hear anything else. Removing these noises or dramatically decreasing their volume would be a nice QOL change for her. Also, survivors can force her into her power and remove all of her active pools if they cleanse at all of them. I would like to see this change to maybe remove only the newly cleansed pool and 1 additional 1 to really benefit the plague for playing well and punish survivors for playing badly.
The ideas for reworking or doing things are arguably more spitbally examples. far from set in stone ideas. myers would deffinately need a bit more work then 115% in tier one immediately, but that would be an instant fix as well.
on ranged killers though, i think the only one that would need working around for that is deathslinger, who tbf can reload on the fly so thats really irelevant and unneccessary. without hatchets or knives, huntress and trickster either are forced to have to go reload (if they haven't gotten the down then they can't be time efficent and do it in between searching for their next target) or keep chasing, which is very annoying at 110%. Your going to run out of ammo, no matter how well you play. unless your playing with ammo addons you can't even down a whole team with a single "clip". And you can't chase with a power until you do reload (some maps also have faraway lockers) and chasing without a power is both, not fun, and incredibly unoptimal, but you might not want to give up the chase either because that would be very bad for the player, so it drags onto situations where the killer is punished for simply playing correctly.
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Stbfl is honestly incredibly good on him. if you get a few hits on non obsessions, and just always use your tentacle on the obsession similar to a pig, demo, huntress or hillbilly, you can get max stacks and keep them easily. and if someone goes for a hook save infront of you it becomes complete denial. Also its fun to punch someone and instantly grab them, or punch them again, or punch into a tentacle whip combo, which practically instantly downs them.
BBQ in general for locating and extra bp - swap out for whispers or nurses if you don't wish to use it
Pop for gen delay, eruption paired with it. Or just pop in general
pallet destroyer with enduring spiritfury, they can't loop pallets with it and you can completely ignore them after you get to tier 2.
Even just popping on spirit fury allows you to ignore pallets, walk through after their destroyed and hit them with a tentacle whip as the distance gained after a pallet is destroyed automatically is minimal.
Bamboozle allows you to force out pallets easier if used smartly, and can make loops beyond hellish when you can pretty much auto break pallets
If your only focusing on m2's with his tentacle for the most part (since they auto break pallets in t2, and have longer reach) coup de grace, can be incredibly and unironically clutch because no one will ever expect it, and you can save stacks very easily.
ultimate gen delay being pop, opression, eruption. Pair all three together and when you start kicking gens early game, it tells you where people might be. go there, down someone, then by then you likely have opression back up, You kick a gen after the down to get pop, eruption on the first gen, and opression on other gens which is incredibly debilitating if you can get some early pressure, keeping it up. put on brutal as well, for some early chase pressure if people are pre throwing pallets to prevent you getting t2, and also to break gens faster and in chase without losing too much distance.
pwyf nemesis, paired together is pretty funny early game. get hit by a pallet as you tentacle strike, they sprint off and you instantly lose chase temporarily gaining one token, and then catch up and strike them again faster. Maybe pair this with enduring spirit fury for the ultimate don't stun me or your cucked build.
Anything with undetectable is pretty clutch, whether its trial of torment, or tinkerer, he's a pretty quiet killer despite his height and bootstomps. Monitor and abuse is pretty decent for this reason alone, allowing you to get closer before they run away.
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@Power_Guy said:
Just let bot matches and KYF give BP. Full BP.
I have friends that won't touch the game because they like playing against friends, but don't like that KYF feels useless since they don't earn anything.
I disagree on the kyf for full bp, though i think bot matches should.
With bot matches, there is a 0% chance of a farm, even if they are arguably far easier then normal matches
with kyf matches, i could easily get a 5 stack together with bbq/wglf, and farm endlessly and incredibly efficently and quickly. it would completely break the bloodpoint economy, and whilst i would very much find that nice and so would every other player, that wouldn't be healthy for the game tbh
hell someone could easily get max bloodpoints by simply coding a bot to click the ready up over and over button, and play with a second account. Equip lethal pursuer and finish a match in 60s in order to get around 10,000 bp without bbq/other influences
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@Maxthewicked100 said:
I STRONGLY agree with your statement. On top of that, if rift shard progression was included, I think that'd give players more incentive to buy the rift pass and play in that way which means more players and more income for BHVR. They'd have nothing to lose by including reduced BP and rift shards in the bot mode.
Honestly, this guy is arguably the most correct and valid opinion i've ever seen, and probs the most unironic thing that would get the team to allow it bahahha
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@DemonDaddy said:
Something we all would like.
Though I think the devs are hesitant, would be hard to validate the existence of certain add-ons when the sales data truly shows how little we care for them. The "fun" excuse would be thrown out the window.
True
@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2344817#Comment_2344817
They could go the other route and allow people to buy the addons, items and perks they want, rather than selling the unwanted stuff. The initial problem is still solved because now you get to choose which ones you buy, which means you're not going to spend your bp in useless stuff.
But then you'd have a giant bloat of people running very very specific addons matches in a row. when rarity "technically goes out the window" and you can just afford 3 new ultra rares every match to repalce the one you just used, why would you use any other addon?
I respect the randomness of the system to a degree, because it along with not keeping your item/addon every match, allow you to not run the most absolute powerful stuff every game. this new system of selling, would admittedly negate that for players who have played longer, but also just all round lower the perk grind for everyone and retain the aspect of "having to buy" what you might not use
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/7U191Y85I3OR/8f1863ee-5c63-48a4-bad7-6edc687812a0.gif
*proceeds to sell every map offering*
Stonks
@ShinobuSK said:
Thats a great idea. Apart from selling perks tho.
So many offerings and add ons you never use....
I mean personally i very rarely use mori's, so i'd sell a majority of them, and just a bunch of map offerings... fog offerings etc etc
Perks were just an addition sort of like a micro prestige. you bank a ton of earned perks up, and get rid of them on your main killer when a new chapter drops. starting the cycle anew
@GreyBigfoot said:
heck, I'd even do this if the value was only 15% of an item. There's really no downside since you'd never use certain items/addons anyway.
Very true. the inherent value of selling isn't the key point, but the actual ability to sell.
@Aven_Fallen said:
The problem is, they would need to add a Cap to slow down the Selling of unwanted Add-Ons, Offerings and Items. Because otherwise, players end up with Millions (if not Billions) of BPs at once.
So there would need to be a hard cap of X Things/week to sell or something like that.
Possibly, but then only very old players would have so many things banked up. And to be fair, if you have items in the 50+ digits you probably want to sell atleast some of them.
A better way to do it, would incentivise the selling of one item addon etc or a collection of them every week - so people who hoard things can sell all of their singular item/offering/addon during a set time period, but that holding out wouldn't really be worthwhile.
@EntitySpawn said:
Considering most addons on alot of killers are pointless I like this idea! Devs would never do it though, even if it was a small % return I'd be happier
Hey never lose hope friend
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@DemonDaddy said:
I think it's a good place to practice what you have and try various combos, but bp should be kept to ranked play so players earn new perks instead of grind it out against infant ai. Using easy mode to unlock everything in a pvp game is pretty cheap, might as well just add a pass that grants free progression.
That's why it would be supplemental. I mean, if your spending time grinding against bots to get good with say nurse or a killer with a unique ability, you should be gaining *experience*. This would simply allow you to gain a small amount of bloodpoints, hardly enough to cover a level up or two, but enough to get you started. (Even if you Max'd bp in a bot trial, you'd still only get 16,000 if it was half, or 8,000 if it was 25%. 16,000 is barely enough for 3 add-ons, and 8,000 barely covers an ultra rare.)
At that point you'd be literally better off earning in a public match, this is just so that you'd be earning *something* for playing against bots.
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@Purgatorian said:
I think they should give full bp regardless.
Let us take the seemingly never ending grind a bit more chill after many bad matches with real people.
fair
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@Beelzeboop said:
Vaccines: worthless against anyone other than Nemesis, and it would suck if survivors instantly cured themselves of contamination with no effort or time investment in response to a deserved tentacle hit.
Flashbangs: survivors would quickly build up huge amounts of these if they got a new one every match. Plus, with the minimal skill they require to use compared to their effectiveness, it makes sense that you'd need to make some investment to use them. Being denied your first hook because someone had a flashbang before they reasonably should would suck so much.
Both: Every item needs to have add-ons, and there aren't any for either of these.
Fire crackers don't have add-ons as of currently so I don't see that point, but yeah, like I said vaccines are useless against anyone except nemesis, and whilst it would feel kinda #########, at the same time they could atleast grey them out on the item screen much like the killer add-ons, for players who have them in their inventory ie - prevent people bringing them into matches, but still allow for collecting them whether accidentally or not.
On flashbangs again, survivors wouldn't quickly build them up, because they still have to farm for the item, much like plunderers builds do. I equate it to pharmacy more then anything, but one that disallows bringing it out of the match, and requires a bigger time investment.
Not only that but players can simply bring in fire crackers, of which I know people who have 100's. You can see them on the item screen, so "before there supposed to feasibly have them" hasn't seemed to be much of an issue before.
@Crowman said:
Vaccines are part of the killer power, that's why.
Yeah, I get that, but it would still be cool to have them in inventory even if there unusable to bring into a match ie, like the blighted serum add-ons for killer.
@CapricornZeus3 said:
The vaccines are like plagues fountains... you're not unscrewing it from the ground and carrying out of the trial are you? As for flashbangs, you're getting a free flashlight thingy for free without spending BP, BHVR isn't going to do that for you
Yeah, which is fair enough and why I said that one is more understandable, but at the same time I'd still like to bring them into my inventory even if their unusable like the blighted add-ons or moon bouquets.
And on the free flashlight thingy. - pharmacy, plunderers instinct? They both give free items which can be kept, of which are arguably more useful then a single flashbang blind, of which requires doing a gen and then going to a locker. You could simply just go to a chest and get a flashlight.
What's even sadder is during the ye olde Christmas and lunar new year events firecrackers are lootable from chests with an increased chance, and can be brought out of the match.
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@TheClownIsKing said:
It’s a horror game. There’s supposed to be LESS predictability.
Whilst I agree somewhat, the game isn't exactly played as a horror game.
On top of this, if a survivor knows their auras being read, that's all they know. They simply know there being revealed via aura Los. Like a sneak indicator almost.
Yeah it makes stealthing up on a aura read survivor less powerful, as they could potentially move due to an early warning and that's honestly the only part I'm finnicky about/want to make sure remains in the game.
What I'm trying to thought experiment is a way for survivor/killer aura reading to be communicated to the player that it's simply in play. Expecially since solo survivors can't communicate perks between the team, and aura reading perks are some of the most powerful
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@KingFrost said:
- Trapper can carry two traps at base
- Wraith's uncloaking speed buffed to 1.8 m/s
- Myers moves 4.4 m/s in Tier 1 now
- Pig moves 4.0 m/s while crouched now
- Afterpiece Tonic buffed to 15% movement speed buff
- For each successful attack in Feral Frenzy, Legion's stun duration is reduced .5 seconds (up to 2 seconds)
- Demogorgon now takes 1.2 seconds to enter a portal
- Nightshroud takes 24 seconds to recover instead of 30
- Knife Wounds no longer decay without survivor interaction
- While Undetectable, Killers are 50% quieter
The only thing i disagree with is the wraith change, because currently his uncloaking speed is pretty good within loops, expecially when followed up with his post cloak rush. im not abject to it being changed, and it would make him so much nicer to play, but i don't also think it needs a buf fat the same time?
nightshroud by default should be 20-24s, with cooldown addons reducing less, and other addons doing entirely different effects. minimum cooldown should be 16s though, that seems fair.
iudwiudialhwd YES on the undetectable change. that would make the effect so much more noticeable and scarier to go against. could also tie it to oblivious too.
@C_Frank said:
In this state of game 90% of game maps are the problem. Some maps are to big, Some maps are palet paradise. Soma maps have very strong loops. Some maps have this 3 things.
yeah maps need a bit of adjustment. a less simple change, but their adjusting based on feedback slowly. and im pretty sure some of the "worst" maps are being reworked soon too.
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@deckyr said:
i would increase myers to 130% movespeed, until he's within 32m of a survivor or unfinished generator or powered exit gate and remove his shirt
i would make trickster a 115% movespeed killer and make it so you have to "mend" to remove his knives instead of them just decaying
i would make nurse unable to shorten her blinks by aiming down
i would make hag traps removable by smearing them with your hands
i would put a little hat on victor 🤠
i would make trapper able to carry 3 traps as basekit, and make escaping one singular interaction which is longer but guaranteed to succeed and remove his shirt
i would revert freddy's rework because the older version of him offered a playstyle that no longer exists and i miss it, he's boring now (maybe keep the "sleep on hit" effect and make him unable to down awake survivors)
i would give ghostface this mask
https://i.ytimg.com/vi/_KOhxBGm5qA/hqdefault.jpg
i would give spirit a second to swing after phasing and then make her fatigue like nurse
i would make blight break pallets on his first rush instead of having to bounce first
i would make demogorgon wear pants
i would make oni suck blood from the survivor themselves like stalking instead of getting it from those droplets because i think they're kind of unfun when they're used to locate people and also remove his shirt
i don't play hillbilly nor do i see him played so i have nothing to say about him
doctor is fine
i would make legion be able to switch between frank and julie by jumping into a locker. what does julie do that's different? who knows...
i would make plague go to the doctor
fine, charlotte can also have a little hat to go on top of her existing hat 🤠
i would make huntress hum different things depending on what content is coming next. seriously, i think if instead of dropping a twitter trailer they simply had her hum
this, it would set the forums on fire so much better.i would make clown officially celebrate fingers sunday as part of his lore
i would have to put a lot of thought into how to change pig to reduce RNG without necessarily stripping her of flavour, a lot more thought than a goofy post in this kind of thread is demanding of me.
i would make deathslinger be able to shoot people who are channeling keys, but in exchange he is now 100% speed and no longer owns any shirts
i would make pyramid head lose his pants, actually, not his shirt.
i would make bubba a 110% killer because i feel like he should chase a little bit longer. also no shirt.
think that's everyone... 👼
demo pants!!!!
victor hat!!!
these are all interesting ideas, and even keep within the simple theme except for maybe freddy. don't know if any of them are truly balanced but there all unique atleast and could work if done well!
@DawnMad said:
Trapper - Bigger bag by default.
Wraith - Either no footsteps when invisible or make them sound the same as survivors. Also remove flashlights burning him.
Billy - Remove the heating mechanic.
Nurse - Fix her bugs.
Mikey - Needs a full rework.
Hag - Remove flashlights affecting her traps.
Doctor - Remove all the static people get in their screens, people with epilepsy have been struggling with it for so long.
Huntress - She cool.
Bubba - He cool.
Freddy - Too early to say.
Pig - Make her traps more consistent. Make her dash more powerful by maybe increasing speed. Make her speed when crouched same as survivors.
Clown - Anything to make him more fluid and lethal. Maybe let him throw bottles with less of a cooldown so he doesn't take two years to set up a play.
Spirit - Remove injured sounds when phasing. Give an indication on if she is phasing or not.
Legion - Reduce the stun he gets by a second, increase his frenzy speed to 150%.
Plague - She cool.
Ghostface - Reduce his ability cooldown to 15-20 seconds.
Demo - Too early to say. Maybe let him get indication when people are sealing a portal without any addons.
Oni - Give him something when he is in his normal mode, he is countered too heavily by survivors playing it safe from the start.
Deathslinger - Make it so he can't noscope and give him a way to pressure gens by default.
Pyramid Head - I don't know him very well
Blight - Fix his damn collisions and he will be fine.
Twins - Don't know him very well.
Trickster - Don't know him very well.
tbh agree with all of this except billy. I don't like his billy overheat as much as the next billy main, but rather then take it out entirely (it does serve a purpose, it just does it way way too agressively) i'd prefer a "blood coolant effect" where upon a billy sawing a survivor will reduce the overheat significantly, allowing him to chain downs if he's good enough, but still stopping him from endlessly revving.
@Chilli_man2400 said:
I would give trickster the clown treatment where when he aims his knife he doesn’t lose movement speed he stays at 110% but when he starts throwing knifes then he’s slowed down
same
@IamFran said:
Trapper get traps from the lockers (with a limit of course), stitched bag basekit.
Pig RBT activates when unhooked or healed (if survivor was slugged after a RBT is placed instead of hooked) instead of being activated when a gen is done.
Demogorgon Rat liver addon completely basekit, not only part of the bonus as happened in the last patch, it's still the best addon despite being common and still mandatory. I want more varied addons builds with demo.
Plague. When a survivor remove the infection in a pool of devotion when fully infected, he must stay injured (broken status removed, of course).
Calm Class 1 and Mouldy electrode basekit for doctor.
Honestly? not a bad idea for trapper. atleast in order to restock his traps/remove traps being unused around the map. should be a hard cap based on map (size wise) if it added additional traps, to prevent it getting out of hand with him taking a couple hundred traps out of a locker over time and trapping an entire map with resetting traps.
pig - completely agree. more activation conditions need to be added, to make traps more of a priority. i don't know if unhooks in the endgame should count though, but ultimately yes.
I disagree on demo's addon. it really doesn't add as much as anyone thinks it does imo, and he needs other addons to be altered instead. that being said its not as if rat liver isn't significant, i just think its uneccessary to make basekit, since all it does is give you absolutely no punishment for chasing with a held shred (where as of currently, he's hardly punished at all)
Plague.... im really not sure on this one. on the killer side, i don't like the free heal, but on the survivor side i really think its neccessary with how just touching a generator can make you permanently injured - that being said, i think absolutely, that if the survivor was damaged OUTSIDE of puke, ie from an m1, or being unhooked, that they shouldn't be granted a free heal.
doctor, completely agree with. mouldy electrode is too... comfortable to not use. the added distance isn't even a buff so much as it just makes him so much nicer to play, and whilst shocks are easier to hit and you can hit ones that wouldn't normally, it doesn't effect his base gameplay too much, so much as make him so much easier to play and get shocks with. same with calm, the delay on shocks can be very punishing if shocking incorrectly, which considering a shock only increases madness and stops actions, is a far lesser version of the clown bottle tbf.
@ManyAchievables said:
I have a laundry list of changes for Legion. Not all of these have to be added, but some should be added in my opinion.
- Heavily decrease the penalty for missed Frenzy attacks. There is literally no reason for it since Frenzy isn't lethal. Make missed attacks perhaps take off 10% of the Frenzy timer, or about 1 second basekit.
- Slightly lower the post-Frenzy stun, and rework the post-Frenzy stun addons to do something completely different. Nothing too drastic, just lower it from 4 seconds to 3 so Survivors can't make as much distance.
- Faster movement speed during Feral Frenzy. If Legion can only run for 10 seconds, he should at least be really fast with that period of time, especially since Victor can run indefinitely at 150% movement speed while also having a much further delayed indication of being nearby. I think Legion being 150% during Frenzy, or maybe a ramp-up mechanic where they get faster as they land Frenzy hits, would be fine.
- Decrease or remove the loss of Feral Frenzy when landing a basic attack. Again, completely unnecessary due to how unthreatening Frenzy is. At minimum, it should be decreased to only losing 25% of the gauge.
Absolutely agree with these. unironically. if he's to remain a "non-lethal" power, killer. he should have reduced punishments for using his power. punishments for using a power incorrectly should correspond with the amount of lethality or value a power can inflict, and inflicting mend and chasing with feral frenzy ultimately isn't that valuable without stacked addons, and is only really useful against groups. His power in its current state needs more value (not neccessiraly in terms of downing a survivor) against a single person. tbf i'd also like to give the legion an oblivious status effect within basekit for survivors hit with a feral frenzy, expecially the first survivor hit. would make it harder to track him after using it.
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@Gylfie said:
It's funny you post this now, as I had two friends (who always play together) this week who bought DbD on sale and were super excited to try. All went well until one of them tried to play killer and got a severe case of motion sickness due to the very low killer FoV. They both refunded the game immediately...
And I'm sad.
that's a damn shame man, im sorry to hear that :/
@sulaiman said:
How would you balance out the fov-slider? Because stealth is a thing, and should be, in this game. An fov-slider is a heavy nerf on that (especially with color/Brightness-filters), so how do you want to balance it to keep the stealth aspect? Or do you just dont want that at all?
I mean of course it would help a lot of killers, because thats one of the few aspects that make you juke a killer in the first place.
I believe wholeheartedly, that stealth is more reliant on line of sight, then actual fov. the only real stealth one gains from having a lowered fov, is being able to hide directly behind or to the side of a killer, which even with larger fov, you can still do. And people using shadowborn don't have a significant enough advantage to warrant it really being a perk imo. the only use case that comes for balancing to me is nurse players who use it, for players they blink on top of at high speed to get a slight advantage to knowing where a survivors turning. but then why would you use shadowborn for that slight advantage, when there are a half dozen other perks that can do double or triple what it does, even making swings far more valuable so even if you miss a hit, its less punishing (ie starstruck is infinitely more valuable then shadowborn, same with nurses calling, bbq, make your choice, infectious etc etc.)
But a player can still hide to the side/behind a killer with shadowborn. i've done it easily before. because the gained fov, perspective wise isn't actually that great.
on color/brightness filters? never said anything about brightness that would completely break stealth, but color filters im talking about aura colors and tailoring them more to the users preference much like color blindness. scratch marks being unalterable, because their tracking rather then something seen, but like an aura of a killer or survivor, changing it to blue or purple would be a neat change to color code things rather then varying shades of orange red and yellow, and occasionally white.
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2173114#Comment_2173114
Window teching is kind of dead these days anyways since you cant phase through killers model during the vault animation anymore
You can if you channel a key or map, which breaks collison. still, window teching isn't really a thing that makes sense anyways. i think it was useful for survivor and balanced in the game, but im ok with its removal.
@sulaiman said:
I dont think that is true. It happens often that you turn a corner, duck down, and when the killer follows you crouchwalk back around the corner. Because the killer is in a chase with you and is already paying attention where you might have gone, and a bigger fov will help with that.
Sure, if you just pass by somewhere and spot a random survivor, that might be true. But by juking in a chase, i think it would make a difference, because shadowborn already does.
Fov doesn't increase vertical camera nearly as much as you think it does, it only really increases it on the horizontal axis. you can still crouch walk underneath a killer with shadowborn as they round a corner. if there looking down, they'd see you, but then so would a normal killer, and most killers do to follow scratch marks for the most part anyways.
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@ALostPuppy said:
100% agree with all of this, especially the FOV slider. Killer feels sooooo good at 102 degrees it's wild that it's not the default FOV. I hate the fact that I have to sacrifice 1 perk slot out of 4 (another being taken up by BBQ because of the BP grind) in order to play killer without straining my eyes. I can play maybe 2 or 3 games before it starts becoming a real nuisance and I just want to play something else to give my eyes a rest. This really is the only thing I want from this game now, an FOV slider is long overdue, it'd be such a good QoL change.
fov would be an incredible quality of life change, and im not even a personal fan of shadowborn. monitor and abuse is about as far as i would feel comfortable going normally with fov, but even then it makes the game feel so much nicer to play. its not even about the advantage, so much as that i wouldn't have to spin my mouse nearly as much to look around pinpointedly. sure the extra few bits on the edge of your vision are nice, but they don't really help much in the grand scheme.
it's just comfort.
@Friendly_Blendette said:
It would be nice but it took 4 years to get colorblind mode so....
hey man its just a friendly suggestion, and the dev's are known for taking on feedback, even if they don't always act upon it. im just getting it out there.
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@SilentPill said:
Myers is 110% in tier 1.
Ghostface has lower power recovery than 30 seconds.
First pig trap removal attempt always fails.
Brown trapper bag basekit.
great changes!
@Blueberry said:
Here's a general change that would make the game more fun for both sides.
Killers in order to be "viable" currently have to have extremely strong chase potential in order to keep up with how fast gens are right now. This leads to "un-fun" 1v1 interactions for survivors (short chases).
Instead of making killers strong enough to keep up with objective speeds, lets instead slow objective speeds down.
In other words lets make it so killers and survivors can enjoy those long chases without it costing them the entire game. This leads to much more fun interactions.
People hate some of the stronger killers because they can down you so fast and with little interaction but currently the game goes so fast that those downing speeds are required if they want a chance at winning. Let's just make those speeds not required.
IE instead of strengthening killers to the "unfun" levels required to be competitive, just slow the game down instead.
For context I'm using "viable" as against "good" survivors, not average rank 1 matches.
the problem with that is that slowing down objective times, ultimately comes down to the arugement of slowing down gens. and 80's already feels slow enough with gen regression perks on the table. imo opinion, i think that once the hatch changes come through, that depending on the amount of survivors left alive, exit gates should have increased time to open (ie 4 survivors left alive, the exit gate is 40s instead of 20, with each survivor decreasing exit gate timers upon death. remember me would need to be rebalanced, but if done right, this could allow for extra pressuring of gate's as an additonal objective. - other things could factor into gate times depending on how long the match took as well. ie if the generators sped by incredibly fast (ie if the generators were powered in > 5 minutes, it takes longer to open, but not if the generators were "protected" ( < 5 minutes.) this would allow for killer's to emit pressure if they had a poor early game, whilst still allowing survivors the ability to speed through gens if not adequetly protected
@Maperson said:
• Myers 110% in T1 with no terror radius, you would need to make your choice, do you want to stay full stealth killer, or you want to go for instadowns.
• Remove stalking limit.
• T3 120% movement speed.
I can deffinately agree to removing the stalking limit. that seems rather silly having ghostface in the game now. atleast have it regenerate over time so that only individual survivors are dry at any one point. - making him 120% in t3 isn't a bad change, but i think they should rebalance t1 instead and make it more powerful with him being 110% speed personally or even 115% with the small lunge. it would allow him to be a permanent stealth ghostace, or he could choose to tier up upon finding a survivor in order to get some nasty tier 3 potential. (tier 1 either small lunge and big speed, or big speed and small lunge
@AnchorTea said:
Any kind of buff towards Trickster. Being so slow and ineffective is a pain to killer mains and survivor mains since being weak encourages area camping. Everyone would benefit.
yes
@skylerbound said:
Trickster - lower the amount needed to remove health state. It’s ok on PC rn but on controller it’s hot garbage and he needs to be balanced around controller. I buff he’s speed to 115 until he starts to actively throw knives.
plague - instead of having to go across the map to get her corrupt power, make it a sort of teleport ability to where she can summon it wherever she is. If survivors cleanse, they shouldn’t have the power to waste more time.
Legion - I would like a secondary ability like clown has but with different ability. Something that maybe represents Julie.
Spirit - Add a sound for ppl in her tr when she activates her power(not the one she uses when phases but something to let survivors know she activated it)
Pig - more boxes instead of 4 and make them similar to trappers traps so they don’t get it on the first go.
Myers - 110 in tier 1, 2 seconds of stalk to get tier 2, not running out of stalk permanently on a survivor, have it come back after x amount t of time. I’d also boost his speed to Trapper speed in tier 3.
Imo plagues already in a good place, but if we did give her additional abilities as such, i'd prefer she *move to the fountain*, instead. would save on travel time, but still allow for strategic cleansing from survivors as counter play.
on legion - Absolutely. if anything i would prefer for the ability to be split in two with addons. basekit legion works as normal, but addons adjust him to be a more lethal killer and less of a slowdown, gaining his power slowly and being able to unleash it like oni to go slashing for downs temporarily. like freddy pallets only useful! also having his basekit be more fun for both sides and less just mending simulator.
Spirit - i'd prefer for her husk to no longer be left behind actually. if you see her dissapear you know she's phasing. not immediately having it dissapear though, after a second or two. would also allow for her to have a higher skill cap as you could hide your body behind a wall rather then at a pallet, and make a survivor guess on whether or not you've phased or if your waiting behind the wall.
Pig - i think she just need's less rng to her kit. box's shouldn't be so far on a variety of maps, and she needs to never have someone get them off on the first go. - also no aura reading before activate, and possibly no allowing of searching boxes until they activate.
@Schmierbach said:
Myers having 110% movement speed in Tier 1. Still Undetectable and has a short lunge. Basline Scratched Mirror, but limited to 16m. No Bloodlust. Stealth/Hit and Run playstyle.
Myers Tier 2: 10% increased action speed on everything, not just vaulting. Still 16m Terror Radius. Normal Lunge. Normal semi Stealthy m1 killer.
Myers Tier 3: Lasts 60 seconds. 20% increased action speed on everything, not just 15% vault speed. 32m Terror radius. Extended Lunge, and 120% movement speed. Fast Chase, High Risk killer
New Addons to support all 3 playstyles.
Yeah this is how i'd do it. that or make him even 115% speed in tier 1. there's no real reason stealth killers should have a detriment to their speed in stealth (ie pig or myers) if they already have detriments to their attacks (small lunge and charge for pig dash/exiting stealth for her.)
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2011630#Comment_2011630
He already has an addon which allows him to insta down survivors. This just negates the punishment for mixing the clouds, also a longer pallet stun time is meaningless.
His addon, requires you to use one bottle and get a direct hit, much like a backrev with billy on a survivor in order to instadown. little cheap, but not entirely unfair (i don't think it should be an addon, but i can understand why the devs didn't think it was bad enough to warrant taking out of the game.) Unlike iri head, which can lead to instant downs across the map.
He shouldn't be punished for mixing clouds though, he's using half his default power essentially. he should be rewarded for it, or atleast sidegraded into something different. arbitary limiters on killers simply make them worse then the rest of the cast (i mean just look at billy post rework, compared to now.)
And the pallet stun legthen, is to make it harder, or rather more risky, to throw two bottles in a loop and effectively just get an instant down, or getting an instant down through a pallet because you decided to walk through it. with it being longer after stepping in the gas, it is the punishment for playing wrong, but still requires a survivor component of skill to force him to walk through his gas and wait to throw the pallet (which survivors usually don't wait to throw pallets against clown)
the whole point of a longer pallet stun, is to try and get survivors to keep pallets up longer against clown, whilst also throwing them down at the right time, because it becomes far more risky with this buff in mind. But if the clown outplays the survivor or forces them to run through the double gas cloud they effectively end the chase which would be a neat buff.
@GodLikeTerror said:
Clowns addons for the most part got pretty butchered. Clown is in a strong spot, and doesn't need any buffs. He needs his normal tonic to be fixed, because it has problems after the update. He is in the best spot he could be right now. It will be better once they fix his normal tonic though.
I mean, they did butcher a few of his addons, but i'd still agree that there a bit better (some higher raritys got lowered, mangled on the bottle with the update lasts forever, and he still has all of his old good addons.)
deffinately needs to have his normal tonic fixed though, but im not having too too many issues with it. but he deffinately could still be better. i feel he's a lot more playable and this felt more a quality of life rework, rather then one that pushes him from the bottom of the tierlist. he still struggles against good survivors, and whilst i don't want him gamebreakingly op, he could do with a little more to bring him more up to other charecters with more lethality with similar abilities in chase (leatherface, whom i'd say is a good counterpart, breaks pallets faster/goes through loops faster, and has instant down potential in his basekit, whereas clown in chase feels like a worse version. your still kiting survivors and chasing them where you want them to go/chewing through pallets, but he does it arguably a lot worse minus his instant down addon)
@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2011630#Comment_2011630
All they needa do is Rework alot of his bad addons. I.E the Feathers. Increase the Antidote bottle gas (or h/e it's called) Rework the Tattoo Middle Finger. and we'd be set
Edit: For people that are confused about the Tattoo Ultra rare. It's a aura reading like Cigar Box. which is already... a Waste of a slot as it stands, For said rework. Just Change it to This
New: Tattoo Middle Finger: The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.
Survivors are No Longer Affected by The Afterpiece Antidote. They do not Benefit from Invigorated Effect.
Making them not benefit from the invigorated effect would be very very powerful in chase, and effectively when stacked with his other ultra rare lead to a lot of really poor gameplay imo. his bad addons need reworks too, though there not in as bad a place as say demos
but doing that with an ultra rare means every single pallet in the game would effectively become an unsafe pallet. just throw a slowdown and a speed bottle at the pallet, and boom, the loops very unsafe. they runaway into nothing you down them. they go to the next loop, well you've still got atleast two more bottles. it removes any kind of mistake a killer could make by using the tonic. i'm not saying its a wrong decision, but it would lead to very unhealthy gameplay (even by ultra rare standards) which would leave survivors with no counterplay if they try to loop normally, which is what should be avoided.
@Yords said:
the hell I was literally thinking about this earlier
I was thinking the gas could be orange and reward a clown player for perfectly timing bottle throws, but idk this could either be good or bad.
It could be very good if done well, and if done poorly could severely both impact the clowns preformance negatively/positively and add to a negative gameplay experience. but again if done well, it could make the clown even more rewarding to play, along with adding to the skillcap.
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@noctis129 said:
Can u combine accounts?
You will be able to! They announced last year as such, but it's just taking a while for them to integrate it fully.
I have 99% of content unlocked excluding outfits on pc, so having that progress and thousands of hrs, transferred to my switch account is going to be a boon
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@GoodBoyKaru said:
I don't seem to get your suggestion? Are you saying that self-care should be 16 seconds (heal at 100% speed) however if you stop self-caring all progress is reset?
If this is the case, how would it interact if other people were to start healing you/you use a medkit, and then you self-care slightly? Would it just reset all progress?
Also,
Old self care speeds were fine onthereown just not with any additional perks (ie botany knowledge etc)
Old self-care by itself was a meta perk before the healing change for a reason. Those speeds were not okay, and there's a reason medkits are seen as stronger than toolboxes currently. The ability to not take 2 people out of the generators for 16 seconds (which was 12 seconds) should never, ever be underrated. Old self-care was incredibly strong and being able to use it like you proposed- as a permanent medkit- whilst then being able to bring in a Commodious Toolbox with Socket Swivel, Wire Spool, Prove Thyself, Resilience, etc, would be genuinely gamebreaking.
It's a no from me, no offence.
Old self care speeds were judged to be broken because players could simply just... heal in chase. same as an instant heal effectively, just drop a pallet, heal for 2s and run to the next window or pallet.
what im saying with the perk, is to make it so that if your self caring (perhaps even with a medkit on) it forces you to do it for 16s. if you have sloppy butcher on yourself, that time increases to 20s. coul? 32s. etc etc
ie as if you were being healed by another player.
With so many ways to heal far more efficently or faster (ie just bringing in a medkit, using adrenaline, using inner strength, using second wind, having a teammate heal you...) self care is so incredibly harmful in its current state.
it was a meta perk before, but that was also because you could stack healing speed increases on top of it, and there also wasn't half as many ways to heal (only other way with a perk was adrenaline.) Sloppy butcher wasn't buffed by that point, and there wasn't as much anti healing, or anti healing killers in the game.
Making selfcare locked at 16s, just means you don't have to find a teammate (which buff's solo que hugely). it's also one entire slot out of your build. I think what many people tend to forget is that, you can't pair a perk with every single other perk out there, only 3 other's.
I mean, as a player that plays both sides, does this really compete with dead hard, unbreakable, soul guard, adreanline, decisive strike, borrowed time, sprint burst or deliverenace in its current state? - would it compete with them if it were buffed? would it be better then any singlular one of these perks if it were buffed to only be 16s, but be locked at that so that you can't stack modifiers on it?
Would it be so much better then inner strength that inner strength, (or adrenaline for that matter) wouldn't get use?
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@TheClownIsKing said:
We already have totems that grant 1000bp a pop, and they’re STILL mostly ignored (followed by “WAHHHH, NOED OVERPOWERED).
If totems don’t encourage exploration to find them, adding in red glyphs as a permanent feature isn’t going to do any different.
Totems don't encourage exploration towards finding them, due to the bloodpoint cap capping out at 8000 per category and players already getting massive amounts for chases with the killer. there nice, and all. but they don't have a tangible reward to finding them other then match progression (getting rid of killer perks) or using them for your own (inner strength.)
I'm talking giving players a chance every match if they find it, to get something like 8000 immediate bp, external to the cap, to encourage finding something around the map. that or something like 10-50 iri shards, of which can be used to unlock outfits/perks/more blood points.
@jcl_z said:
What a great idea, I was pretty disappointed with the whole red glyph thingies as I had hoped they would be something really cool for the archive, but having them as just a normal thing in match would be awesome.
Same here. having them as a constant thing throughout all matches, that could cause you to go out of your way sometimes for a reward that could possibly either waste time as killer, or get you killed as survivor seems like a nice touch.
@[Deleted User] said:
Honestly I feel like solo queue should have a different objective, or rather additional one such as that I mean.
If all four players are solo, there should be ways for them to earn substantially more blood points or something. If they had some alternative means of judging personal victory; it might not feel so awful to play.
It would also diminish frustrations of bad teammates, matchmaking, etc somewhat as well.
It would a little bit i feel. i mean just having something additional to hunt for inside matches, would make every match have essentially a mini optional treasure hunt inside it. only problem is making the reward feel optional, but still rewarding enough to want to hunt for every match passively.
@Grimmy_Bluues said:
I'd like if people were encouraged to explore the map more, but the red glyphs felt random and annoying at times.
To accomplish the same goal, I would go with ScottJund's idea of generator parts.
I'm talking more a passive reward then something akin to scotts idea. ie something that encourages people to go out of their way, and gives them a boon every match, rather then something that is just there like a totem, or is required to speed up or make game progress like scotts idea.
Ie your not forced into it, but if you do manage to find the glyph, or find it passively, it should feel rewarding, like you just found a secret moon in super mario odyessy, etc.
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Kill rate is a dumb metric, though for a completely evenly skilled team vs killer it should avg out to two kills, or one escape with hatch.
I play both sides religiously, and i typically get 4k's or solo escapes (or just you know solo sacrafice myself for the entire team to get a 3 escape)
But like.. kills aren't the final metric of winning imo. i mean, if a clown can get a 4k vs a freddy who can get a 4k against the same team whilst having vastly different perks and abilities, whose truly the superior player? who feels like they've won?
the freddy likely had a far easier time of it, but would that denote that the clown had a more rewarding game? or a more stressful one. whose the better player if their playing against a perfect team and still get a 4k? are they both masters of their craft and was it a fair win.
did the clown camp until they all died? did the freddy?
how do you define a win in dbd?
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@Phasmamain said:
Intresting idea could be like the tapes in Friday the 13th. They could even put lore in there
They could actually attach lore to them! depending on the amount you collect.
@VonCrow said:
I played like 20 matches since the patch and I didn't find a single one yet. I agree.
Maybe the range should be increased to 16m? or something a little larger?
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@Jay_Whyask said:
An in-trial scavenger hunt that rewards players for exploring by giving them iridescent shards? That would never happen, because that sounds like fun, the DBD team doesn't like it when we have fun.
Remember? This game is supposed to make you frustrated. That's what makes you come back. Remember?
But ultimately overall we enjoy the game. hence why we play it, and have some of us thousands of hrs. the game may infuriate us, but the devs aim to make the game fun with every new power or mechanic they introduce.
mind you they haven't really nailed the mark in a long time, but hell there clearly trying with every attempt.
I get this is taking the pissy's but like mate, cmon man.
@Shirokinukatsukami said:
I agree with this.
i also agree with this
@thrawn3054 said:
I hope we never see them again. That challenge was obnoxious.
Why did you find them obnoxious out of curiosity?
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1918046#Comment_1918046
Stealth killers don't need to worry about OOO really. Not only did it give notice to survivors, but current OOO doesn't even work on stealth killers. You can't see T1 Myers with it at all and it doesn't work on GF or Pig while they are using their powers.
I don't understand why stealth killers are even afraid of OOO? The devs literally nerfed it so Stealth Killers aren't seen by it.
im certainly not afraid of it as a stealth killer. if anything i endorse and absolutely love it when i get a squad of nea's with OoO who die within 5 mins against a ghostface since he basically has perma wallhacks on everybody.
New OoO excluding its obsession status effect thing weirdness, is actually pretty good. gives heads up if the killer is using nurses or bbq and what direction their going. allows you to see addons like wraiths all seeing, or pig's ultra rare.
hell it even alerts you to if you should cleanse against plague with her ultra rare or not. t1 myers would be a joke with new OoO. OoO would completely counter im all ears (except against stealth killers), or bitter murmur.
And in a way it actually makes non-aura reading perks more useful for killers. because they can't be countered. its ironically enough a really healthy perk upgrade, that can make a lot of strong perks a lil less reliable in a healthy way, whilst making other less meta perks more valuable by extent. It's smart.
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@DemonDaddy said:
The changes are great you can't abuse DS and object of obsession no longer negates the whole purpose of playing a stealth killer
Object of obsession currently isn't good against stealth killers? it works like a worse/better version of spine chill, and doesn't reveal auras, if anything it reveals yourself, being a periodic bad thing. hell some of my most fun games as stealth killers these days have been against objects lol. Ds change is great tho, hate people abusing it, and i hate people abusing current object too, i just don't think this is the way
@LapisInfernalis said:
1. The Devs said the "healing" part is when YOU heal someone. Being healed doesn't deactivate DS. I hope this includes a self heal with medkit or Self Care until you finished so you don't depend on other Survivors as much.
2. Object is supposed to give you 4s aura reading every 30s, not 30s of aura reading. And Undetectable would still protect you against it as it does now. No fears.
Thats good, thats good. i've heard some mixed things, including that its only your heals that effect ds, finishing a heal doesn't matter vs it does, but im glad the general consensus is that being healed is ok.
And i know. i didn't mean to make it seem like 30s of aura reading, that would be bonkers. im more fearing for the survivor side in this case then the killers side due to a multitude of issues 30s of aura reading on a clock would cause (2v1 / 1v1 scenarios to be incredibly killer sided, along with stealth killers having an easier time) - along with the fact that it also only effects the obsession, which i don't think is also a great idea.
like, if the killer finds the hatch against a new object user, they can just find them, as hiding in a locker won't work due to egc. running sole survivor is a whole perk slot just for the case of being the final survivor left outside of a hatch standoff. but whats worse, is that in a 2v1 a killer can just slug the 2nd teammate, and wait until your aura shows up, effectively waiting for the survivor to bleed out.
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@Crowman said:
I don't see a problem with OoO being risky against stealth killers. It's a perk that needs to be high risk/high reward.
But its only risky for obsessions - 1/4th the team, and the risk is being tunneled. No perk neccessiarly needs to be high risk/reward, and the reward (seeing the killers aura when they can see your's) i don't think a majority of the time, will be high enough that it deserves such a downside tbh.
I don't mind there being a downside to the perk, but honestly, that portion of the perk being only for one player on the team, and doing such a weird thing i personally don't like.
@TheClownIsKing said:
That was already a risk running current OoO. A stealth killer can already take advantage of an OoO user.
Yes, but you saw OoO Light up when it did so, acting in a way like spine chill. there was a give and take. I will say that old OoO was considerably more risky, but now it lighting up every 30s, won't tell you if the killer is looking at you (as a stealth killer) and any decent killer can just, look around every 30s.
along with this in the endgame, if you have OoO and are the last survivor left, new OoO is just going to periodically reveal you, regardless of whether or not your looking at the killer. only counters are hiding in a locker to wait out egc and die, running distortion and hoping you have tokens by endgame (kinda impossible with it) or running sole survivor, which takes two whole perk slots out of your build for an effect that really isn't the strongest in the game, just to counter its debuff in the case that your the last survivor remaining, or one of the final 2.
@TheClownIsKing said:
And I’m almost certain being healed by someone else doesn’t disable DS. It’s only if the survivor with active DS engages in self heal or healing another survivor.
I hope thats the case. if it is, then im full on all for the ds nerf.
@DarKaron said:
I think the purpose of DS is to prevent YOU from progressing the game, not others.
BEING healed is okay. Healing OTHERS is not.
I really hope so. because then ironically enough its gonna allow for more toxicity by survivors denying each other ds, by healing infront of the killer. along with the fact, that being healed and interupted can still mean your being tunneled if its been under 16s.
@Lycidas said:
I think that in order to deactivate DS you need to be fully healed
And the proposed OoO is very good IMO, it adds risks for experienced survivors who abused it. A workaround against stealth killers? As soon as you know it's a stealth killer, get in a locker every 30 seconds, or bring something that lowers the chances of being the obsession (like for the people or the wedding ring on a key)
A ######### workaround yes, but hey, you chose to bring OoO 🤷🏻♂️
But can you really afford to get in a locker every 30s? is it fair to have the debuff only on one player? (seems like a reverse old ds to me, where old ds would activate instantly for the obsession and for all others it required 25% wiggle or whatever)
And what if your the last survivor alive, or even in the last two. unless you bring sole survivor, the killer is basically garunteed, to go down your friend, slug them and wait for your aura to show so that he can get the 4k, or if your the last survivor and not on hatch, your garunteed a death (since your aura will ineviteably show up and lead the killer directly to you, preventing you from opening a gate unless your incredibly lucky)
the pro's don't outweigh the cons tbh. hell i'd just strip that portion of the perk, or make it do something else, akin to alert or darksense (say the killer injuring a survivor reveals their aura for a few seconds etc)
@Saltjar34 said:
I'm more worried about what'll happen to Distortion. We know that it's mostly used to figure out what aura reading perks and add-ons the killers are using for about 3 times. With the new OoO, you can do that infinitely and not worry about jumpscare Myers draining all your tokens. I do still wish that Distortion gets buffed, I really like that perk but for now I guess the new OoO will fill the role current Distortion does
Yeah with new OoO coming out, it basically nerfs distortion into the ground. sure, your aura's still being shown, but you can act accordingly, and have knowledge of the killers perks. not only do you see them, but you can mindgame them by either acting unaware, or doing something they don't expect after the aura reading ends.
@The_Krapper said:
All you have to do is hold the run button and they won't get a heal prompt
Edit: McLean posted on twitter that another teammate healing you doesn't affect it, only your own actions
Oh thats very good news.
@[Deleted User] said:
DS isn't deactivated on being healed by someone else, it only applies to your actions. See: https://twitter.com/LMcLean_BHVR/status/1357459221806202882
As for the periodic self-reveal...if there's a timer for it, I don't see the problem. Hop in a locker or use it to bait them to you if you like being chased. If you don't like that playstyle, then don't use it. Especially if you don't use current OoO...nothing has changed for you then.
There may be a timer for it, but what happens when its down to the final two players, or even just you left as the last one standing?
2 players left, means a killer can slug your friend and wait for you to show up on aura reading indefinately holding the game hostage until the other guy bleeds out essentially. and if your the last one left and the killer gets hatch, its basically game over.
gates take 20s to open. it can take more then 20s to run to or between gates. the timer isn't likely to be very much in your favour, and running to a locker in order to hide your aura 50s is also going to leave a trail. there is no hiding in a 1v1 or a 2v1 with this perk.
unless you bring sole survivor. which doesn't even counter it fully (no distance tag), along with the fact that your bringing extra perks, just not to poop yourself over in a 1v1 scenario.
aaaaand it also only applys to the obsession. if your not the obsession congragulations you don't have a debuff on you!
i also ran OoO Occasionaly before. its not the most fun perk or one that suits my playstyle whenever i play survivor, (usually go for unhook/pebble builds and diversion builds) but the new OoO made the perk go from its current playstyle which is agressive awareness, to a more agressive anti-stealth perk, with new OoO actually promoting a more stealthy playstyle by you being aware of when your being seen.
@Mr_K said:
OoO changes are not set in stone. Its just something they are thinking about.
I know man. thats why im giving my personal views/feedback on it, not reacting.
@Moundshroud said:
Don't let them? The moment you are unhooked you should be moving off. Don't blame the Perk rework for the actions of a bad teammate. That is an easy fix which will complete with time. Good Players try to heal you when you stand still and clearly want it. That is a non-issue because it clears itself up.
And situationally i sometimes haven't been able to? due to whether latency or being locked in, even occasionally not holding shift key (due to moving from stage 1 hook where im pressing nothing, or stage 2 where im personally mashing the F key instead of spacebar,) can allow a survivor to start healing you/lock you into position which has actually gotten me killed a few times due to teammates not taking hits whilst healthy. - theres also the whole well, are you being tunneled if the killer was a stealth killer, came back within 16-20s and downed you before instantly picking you up, because you thought they left?
Even standing still and clearly wanting it could be a bad play with said thing, because you could be completely unaware the killers come back (stealth killers/teleporters, or very speedy killers) and get downed just because you thought at the time it might be safe to heal.
either way, points moot because devs confirmed its only your heals, not others healing you.
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@Yords said:
Assuming she is reworked to give glimpses of herself to survivors every second while phasing, I think this could work. Her husk could fade over the time she phases.
However, she has yet to be reworked and it is best to just leave her alone for now.
Honestly i don't think she needs a full rework though. just make recovery not scale with duration (so that duration addons do not grant extra recovery) lower the speed on mother daughter ring slightly, and make her dissapear during phase if within range of a survivor
i don't think survivors need to see her every second of a phase, or even glimpses of her. she doesn't see survivors during a phase, simply hears their audio cue's.
if she had her own breathing sounds "magnified" during phase, and dissapeared within a range of survivors ie 16m, it would make it a true 50/50 mindgame for both sides, excluding the ability to hear each others movements or see grass moving. far better then the 100/0 at the moment where the spirit has all the control. i equate it to say, a t wall mind game rather then every pallet essentially being made into a filler pallet.
expecially if you could mindgame around objects, away out of line of sight, to hide you've gone into phase. could even increase the phase transition speed slightly to make it more viable of a strategy.
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@Phasmamain said:
They do it for consistency sake. If for example surge worked on all attacks would twins be really good with it? Would it be 32 metres of Victor or Charlotte?
What about huntress? A knockout huntress would not be fun at all
Stbfl would lose stacks on special attacks? That ruins synergy with demo and pig
Its just too hard to keep track of
I never mentioned stbfl because thats a special perk surrounding the obsession, and people agree its strong/i see it frequently used and use it myself a lot.
Knockout huntress would be fine? how is it any different to a knock out plague or a knockout nurse etc. its just a perk with an effect. you don't know where there going down anyways with knockout unless your on comms or the person has object to see the killer downing the player.
Surge on victor would not work explicitly because no perks work on victor himself. that is a special case sure, but whilst victor technically is an m2 attack, even non attack perk's such as aura reading or infectious fright do not work on victor i believe.
it's... really not that hard to keep track of though. i mean are you really saying that a surge on bubba's saw would be too much? or on demogorgons shred?
@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909429#Comment_1909429
While I do agree that perks that activate upon injuring such as Sloppy, Franklin's, or STBFL should still be tied with basic attacks, perks that activate upon putting someone in the dying state shouldn't. I once thought of an idea to allow M2 attacks to work on non-ranged attacks :
"After putting a survivor into the Dying State in a 4 meter radius around the killer"
That's how you can remove the basic attack restriction without allowing sniper hatchets and honing stone traps to activate it
That's not a bad idea, but i think that surrounds the idea that single perks shouldn't affect multiple attacks for some reason. like. sloppy butcher on its own, only influences basic attacks, and you have to use addons if you ever want it on a secondary. that shouldn't be the case tbh. is there any real reason it shouldn't be inflicted by all attacks? franklins is the same thing with bubba and the twins even having addons to inflict its effect, and whilst i don't neccessarily enjoy franklins effect, is there any reason at all that a demogorogons shred shouldn't activate it tbh?
Honing stone isn't even a real worry to me, outside of for maybe franklins (because your item would drop on the trap immeidately, but then you kind of made the mistake of stepping in it and you know where it is,) because perks like surge activate in a distance around the killer, and perks like knockout effect the downed survivor. this would simply make the trap down the survivor and hide their aura (but survivors already see trap snap notifications so it would be fine?)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1884295#Comment_1884295
Oh I agree with you. They seem to really want a hard ceiling since it seems they are worried it could be too strong. We both think that seems unlikely though.
I mean if we even think about the last time something was made oppressively too strong on killer side when was that? Nurse? lol. Essentially something that does not happen ever to be worth worrying about. The meta stays so stale and never changes because they're afraid to ever make something good. We've essentially got the same meta we've had for literally years.
By M1 killers I'm not talking about killers without a movement ability, I'm talking about killers who primarily or only attack through their M1.
Ie Freddy, hag, spirit, nurse. 4 of the best killers in the game can all proc surge.
Yet on lower tier killers, (community/my own personal opinion) things like pigs dash or demos dash don't proc it when it has nothing to do with attacking.
I could understand if the ability itself was influenced by the perk (ie like stbfl) but it's not.
A nurse who can fly across the map and down you procs this perk, but an Oni in his power or a hillbilly with his chainsaw does not.
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For survivor - I wish I knew to ration pallets. It sounds obvious, but 3 years ago/whenever I started playing right after the Freddy dlc but right before pig, I was to afraid of being hit, and would use pallets as soon as I found them.
Ie run immediately to pallet or window and throw or leap through. Hell I remember ranking up at the time, by reading the wiki, and realizing I could get Sabo points - saboing for boldness after doing a generator and then ranking up due to the old blood point system of rank
As killer... - I wish there had of been a way for me to learn this or pick up on it easier, but I really really struggled with the idea of survivor tracking/where survivors would go. At the time I only ever played kill your friends matches and no one really bothered to teach me about the game. Eventually stumbled into owning doctor, due to wanting fengs perk technician due to being abhorrent at skillchecks at the time.
Doctor made the game a cake walk in those kill your friends lobbies, made learning the game so much easier. People's patterns, passively giving them madness and finding where they were. It helped a lot. - expecially since that lobby of friends banned red items, BBQ and nurses (of which I had no idea what they did at the time)
Starting out, I had no idea where people go, or where people started etc, or how to even follow blood or scratch marks (not that there incredibly easy or difficult to follow mind you, just that sometimes I was following them in the wrong direction or not at all).
Doctor unironically saved my ability to play dbd and encouraged me to play more and get to the point of where I'm at today with almost 2k hr's, typically red rank both sides etc. Just tracking did not come naturally to me.
So tips? Survivors spawn opposite you, usually prioritizing the nearest far generator. For survivors it's to use pallets when you think your about to be or would be hit, and to otherwise run around in circles forcing the killers to be delayed by things in their path.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1882254#Comment_1882254
This is basically the devs intention with the basic attack requirement on a few perks. They want the perks to be good only on weaker killers.
Honestly keep the basic attack and just lower/remove the cooldown. It's such an artificial ceiling on how well you can play.
But all the best killers in the game are m1 killers... what?
it literally only restricts like, a pig or demo being able to effectively use it. hell demo comes with it and can't use it on his shred. blight struggles to use it, its bad on billy and huntress, and you'd find a twins hard pressed to use it.
yet nurse spirit freddy can all use it just fine?
@WishIcouldmain said:
Surge should lose the basic attack requirement. This perk would definitely be better if it loss the unecessary basic attack requirement. Which is very odd considering it came from a killer with an M2. This is sad cause I think Surge is a good perk but I usually play Billy so it's basically worthless for me. It wouldn't be hard to say except on deep wound or Honing stone.
yeah thats what im thinking too, it's just so odd to me that it has one, despite not really being based around basic attacks like other perks that directly are influenceing attacks (Still find it weird knockouts restricted, but i atleast kind of understand due to its powerful effect)
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@cyniChris said:
I think the bigger issue is the status effect icons in general don't explain their effect. If we had an optional text popup to explain stuff like this, it'd make the new player experience a lot better. For example:
- Mangled: You take longer to heal
- Hemorrhage: You leave more blood trails
- Exposed: You can be downed in 1 hit
- Undetectable: You have no terror radius and emit no red stain
- Bloodlust: Your speed is temporarily increased
And so on.
It's just a few words on the screen. It doesn't have to be intrusive. Just tell players how they're being affected by things. Icons and names mean nothing to new players.
Honestly this seems like the perfect change. I wouldn't mind this in game with an option to turn it off, in the tutorial etc. Seems perfect to me
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@Mat_Sella said:
I haven't met a single friend ive teamed with NOT think Exposed meant the killer knows your position.
ikr!
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@ShamelessPigMain said:
I think they're a step in the right direction, but maybe a little too far with the numerical buffs.
Shadowborne sounds good, but 6 seconds might want to be reduced to 2.
Hoarder's exposed might be too OP since you can start heading over there the moment you hear them open it. I think 15 or 20 seconds would be good.
Bloodhound sounds pretty good, but predator might be a little too strong with 24m, while still a little weak without. I think predator's main problem is the scratch marks being harder to track, so you could adjust the amount of scratch marks that spawn to be more dense and more direct, as well as being more visible through grass.
Oh yeah numbers can obviously be changed, though im not sure people would want to have shadowborn on purely for a 2s buff (expecially when theres so many better aura perks and this simply improves it) much like how open handed increases range by 8 (16m as of the ptb) this should do something similar
Hoarders you might be right on, but like with iron maiden, 15s has been found to be incredibly hard to capitalize on outside of them doing so in your face, which is why i said the higher time (much like blights gen perk, and how iron maiden is being reworked) - considering there would be a max of 5x it can activate per match normally with horaders and chests, i think thats a pretty fair trade - expecially since most teams won't activate a chest after the first.
Predator having the auras seen, would make them automatically show up through grass, though it arguably could be too strong at 24 m. that being said the obvious counter would be to just, not run outside of a chase, however there would HAVE to be some tell, that their using predator -much like scratch marks possibly being visible temporarily to the survivor as soon as they've left them, in order to indicate, hey there's something odd about the trails im leaving.