MobTalon
MobTalon
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- MobTalon
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I'm not exactly a very avid player, as in, I don't play everyday, but this is the second time I even see Killer incentives (1st time being in an Otzdarva stream, and that was at 25%)
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3211848#Comment_3211848
No, it really doesn´t.
For example, gen times and regression perks. Imagine a gen done to 90%, then the killer comes, kicks it, and it regresses, while you get chased.
In swf you can always tell the others what gen was almost done and started regressing, so someone can just spend the time, go to that gen directly, and safe all your hard work.
In solo queue, you just cant. It is not uncommon to come back to a gen you had nearly finished and it regressed down to 0 again.
Thus, the 10 seconds extra and some of the perk changes really affected solo way more than swf, because communication can easily compensate for that.
Sure, dead hard affected both equaly, but an swf can organize a coordinated rescue against tunneling and camping, in a way solo can´t, thus those perks are more important in solo queue when they are in swf.
Also, more information will not help you with bad teammates, that hide in a corner anyway.
In solo queue, it'll be the same as it always has. No recent buff or nerf caused that.
Run Rookie Spirit if you're having trouble tracking regressing generators. Otherwise just pay more attention or pray that your teammates pay more attention. Even solo queue has a certain level of coordination, if everyone is individually decent.
People sometimes treat SWF as 4 Mohammed Ali who will beat on a baby killer, and solo queue survivors as some sort of handicapped children, when in reality, the vast majority of SWF are 4 pepe frogs trying their best (not that good) and solo queue is a bunch of pepe frogs trying their best (not that good either) without communication.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3201177#Comment_3201177
Let's look at the "basekit changes" that have been given. Killers got .2 and .3 second changes, survivors get 2 meta perks basekit now and actually buffed variants if they bring those perks still. Are you really going to compare a .2 second change to sprint burst to basekit BT and unbreakable?
(4.0 * 1.5 * 2.0) = 12 vs (4.0 * 1.5 * 1.8) + (4.0 * .2) = 8.64 + .8 = 9.44 or a difference of 2.56 meters.
In your opinion 2.56 meters less distance holding w is the same as basekit unbreakable and borrowed time?
It's like you weren't here when they announced the new kill rates and how much higher they are now. Stop overreacting just like everyone does before literally any other patch.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201092#Comment_3201092
fair point. What about killer instinct? Like legion. How about getting killer instinct for 3 seconds upon emerging from a portal? I would say his portals are under-utilized compared to his shred. His shred is usable at base-kit but its not amazing from slow pallet breaks. I think killer instinct serves similar purpose to aura-reading in this case, but I guess that is down to preference.
I like the killer instinct suggestion. Sometimes you charge your shred, get killer instinct around a portal, but as you get there, they're already gone. It would be a nice QoL buff to add killer instinct for maybe 3 seconds on a survivor that was around your portal the moment you started travel.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198449#Comment_3198449
no that is not how it works. weakened add-on does not make weak base-kit. The killer will not use different add-on's. Instead it makes weak killer weaker as a whole and makes the killer continue to use the nerfed version of the add-on.
The way you make killer use other add-on is you buff their base-kit by including their most used add-on into base-kit such that the killer has no add-on dependency to effective use the power vs their opponent. By making the add-on base-kit, there becomes a lesser gap between using popular add-on's because the difference between the best and the worst is the same.
For demo, I would say that should be base-kit are barbed glasses and lepron lichen because first add-on helps him be a better pallet-eater and the second add-on gives the killer player information to utilize his portals for ambushing the survivors on a generator. Its just that when you make a killer strong at base-kit, survivor's complain about the killers base-kit being too effective because of certain gameplay style they dislike. In this case, casuals would complain about the inability to stealth demogorgon because of the map-wide aura reading and his ability hit & run using undetectable status. I could go into detail for why barbed glasses would not get complained about but that would be going on to a different tangent, Same with black heart base-kit.
I absolutely disagree with the "make Lepron Lichen" basekit, never once have I heard such a broken suggestion. Literally not a single killer has basekit aura reading on their kit.
At most if we're to add basekit information to The Demogorgon, make Eleven's Soda basekit, as it's more thematic and would give a good amount of info that wouldn't be too broken.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198449#Comment_3198449
no that is not how it works. weakened add-on does not make weak base-kit. The killer will not use different add-on's. Instead it makes weak killer weaker as a whole and makes the killer continue to use the nerfed version of the add-on.
The way you make killer use other add-on is you buff their base-kit by including their most used add-on into base-kit such that the killer has no add-on dependency to effective use the power vs their opponent. By making the add-on base-kit, there becomes a lesser gap between using popular add-on's because the difference between the best and the worst is the same.
For demo, I would say that should be base-kit are barbed glasses and lepron lichen because first add-on helps him be a better pallet-eater and the second add-on gives the killer player information to utilize his portals for ambushing the survivors on a generator. Its just that when you make a killer strong at base-kit, survivor's complain about the killers base-kit being too effective because of certain gameplay style they dislike. In this case, casuals would complain about the inability to stealth demogorgon because of the map-wide aura reading and his ability hit & run using undetectable status. I could go into detail for why barbed glasses would not get complained about but that would be going on to a different tangent, Same with black heart base-kit.
I very much disagree with Lepron Lichen being basekit, that has to be one of the most broken suggestions I have ever read (not that that means much).
If we're going to suggest basekit information on his portals, maybe make Eleven's Soda basekit, as that is DEFINITELY much more balanced than just basekit aura-reading, which NO killer has for a reason.
Eleven's Soda highlights generators that are being worked on as you travel the Upside-Down, which would even be thematic to the killer, since in the show the Upside Down interacts with eletronic devices.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/347441/demogorgons-shred-feels-bad
barbed glasses used to be 20%. Demo barbed glasses were weakened to 15%. Black heart was weakened from 20% to 15%. He got weakened by dev's. Did not deserve it like many other changes.
I think the point of those add-on nerfs was to make it so you can actually see people using other add-ons.
I see it as a missed opportunity to buff base demo in exchange of the addon nerfs instead of "just demo nerf".
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Even if he gets hot fixed I think he won't be as popular as people make him seem. Sure, he won't go through survivors as often, but I sure hope he still needs some precision to catch them, so he can be a bit more on the skillful side.
I like vsing him and I'm eager to play him (I have him but I'm prestiging him first to also upgrade a ton of perks), but I sure hope he doesn't become that popular so that I don't have to vs him every single game. Too much of anything will be boring, just like Nurse players before the omega blink fix, they were everywhere, but now I see a bit more variety.
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I wish there was a way to control the first dash distance (2nd one being locked is fine), since even with Demo you can do that (which is pretty good when you need a fast shred.)
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/C2ZHQ86BNF0T/image.png
A couple of things to point out:
-I'm working on Claire's reworked face.
-I did not realise Laurie or Quentin's age in the original ranking. I've never seen either of their films. This has now been fixed.
-Couldn't find one with the most recent 4 RE Survivors so I'll rank them here.
Carlos Oliviera- You're So Hot
Rebecca Chambers- You're So Hot
Slayda Wong- You're So Hot
Sheva Alomar- Take My Bussy
By season 2 Steve and Nancy are already adults
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3157039#Comment_3157039
Sorry I don't think this OP perk will ever happen. as killer you can slug anybody you want. and it will not be penalized. For example many times survivors group up, to body block, to help eachother so on so as soon as the killer downs someone he goes for the next, as long as there are survivors around. And this would simply make his aura revealed to all as long as the KILLER doesn't run away, or ignores the rest of the team dancing around him and picks the survivor up. Come on. let's be serious.
Same way we can ask for 24 meter aura reading around every gen which was not finished or currently worked on. Basically it would reveal every survivor in 24 meters if they just touch the gen also to stop the regression. It would reveal all survivors around when the killer chases them off the gen also. How silly would that be, right? He would see those who try to come back and resume the repair too. That would make survivors have complete control over the perk also.
So no, I don't think you will be able to use slugged survivors as aura reading beacons, plus it's part of the game, or the devs would make the killer pick up automatically if that would be unsportsman behavior.
As I said. the guessing game is also part of teh game, and not knowing what the killer is doing next is also part of the game. Because by this suggestion you are asking to know exactly what the killer does at all times almost.
You are literally comparing having aura reading around stationary targets about which you can do nothing about for 90 seconds (generators) to a slug that only the survivors that bring "buckle up" will get value out of, you can just pick up the survivor and the value instantly disappears. Not to mention that there's only 4 survivors, which at most will make it so that there's aura reading for the person WITH buckle up at most around 3 survivors, and you're literally trying to compare it to 7 generators right at the start of the game?
Get a grip.
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@Tsela said:
Admit it, you would like some permanent aura reading. Let's just ask for permanent aura reading of the killer at this point and call it a day :))
So yeah it's a stupid idea. The killer downs a survivor, and picks him up, you know where he is because he is carrying a survivor. Hooks the survivor, you know where he is because he just hooked him. downs but doesn't pick the survivor up, yeah you would like to know where he is even then. all the time. no questions asked. This will not happen.
Same way killers could ask for aura reading of survivors around any gen not currently worked on around a 24, area, going up by 8m for each gen which is still standing. That would remove the poking of a generator just to stop it's regression and hiding away. See how ridiculous that is? Each survivor would have their aura shown over a good distance also when you chase them off a generator.
The guessing is part of the game, so no, there will be no such thing as aura reading over a LARGE area just because someone is downed.
The perk would not be that strong if it had aura reading.
The aura reading would only work for the person that brings the perk and even then it'd only work if the other survivors were slugged, not when carried not when hooked.
As the killer, you'd be in complete control over how much value that perk would bring: just don't slug all the time. Might sound hard, but try pressing the button indicated on the "pick up" prompt as a first step.
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I am very late to this, but I like these ideas. Before reading your suggestions I was thinking that maybe Predator could make it so scratch marks, aside from spawning closer together, reveal their aura to killers within a 32 meter radius, while Bloodhound would maybe make it so that the survivors suffer from hemorrhage, so that the perk could have much more consistent value.
I still think my Predator buff idea is better than what you suggested, although yours is much more interactive, but your idea for Bloodhound is simply MUCH better, I would love to see this ship into the game.