Ravio_Li
Ravio_Li
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- Ravio_Li
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Oh also add fun to DBD
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In general, killer isn't fun to play as you either get stomped, or stomp on people.
It's really hard to get a match that's in between. And I even play generally considered Low Tier killers like Clown and Sadako and these still apply.
But what it really boils down to killer being unfun for me is the downtime between chases. That time when you just have to patrol because you can't find anyone. I get why it's there, but it doesn't make downtime any more enjoyable. Then when I do find someone, it's either: Done in 10 seconds, or they're a good looper and it takes a while. And that gets stale, really fast.
Still is more fun than bashing your head into a wall like Solo queue survivor is, but the fun quickly fades into boredom again.
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Yeah it would be nice for them to add something as an incentive to clear any of the tomes fully after their rift ends besides the little bit of BP they give you. Even if it's just a charm you can put on.
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It doesn't even block out a lot of slurs, which it was intended to do.
But instead of just adding a normal list banned words that it blocks out, they go for the option of making something to "try and figure out context"
I've met people who don't speak english at all understand english context better than whatever the AI is doing.
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Then just do better in chases? If survivors are healing, then don't do a hit and run tactic? Commit to a chase and hook them?
Healing is only strong when the killer allows it to happen. Commit to the chase, or interrupt them while healing.
Also: If healing becomes unworth it to do, we'll get on gens. Maybe Resilience which will make it even stronger.
Meaning: Stop hit and dipping. Just commit to chases. Or play one tap killers like Billy and Bubba. Or play killers with strong chases, like Nurse.
Also about Sadoko, she's really good at mindgames with teleporting. It doesn't have to be a hit and dip.
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But, back to the topic: Internet issues and other crashes, and the DC penalty. There should be things to make DCs less irritating for the others in the lobby. A temporary ban and a player gone from the game is not satisfying. We have seen that the devs CAN make AI survivors, see: the tutorial and DBD mobile. A stupid bot would be better than a full player gone, and it gives the potential for the player to rejoin if it was just a hiccup with their internet or game crash, and if it was a full DC or no rejoin before the bot dies then apply the DC penalty. A grace period would be nice for these kind of things.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2845582#Comment_2845582
If you aren’t DCing intentionally, you’re not going to have a big DC timer unless you’re knowingly playing with poor internet which is your fault that you are still responsible for. Just cause it’s your internet’s fault doesn’t un-screw the game for the 4 others you DC’d on.
Let us rejoin then. Throw in a bot instead of just fully removing the person. You know, like MOBILE does.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2844474#Comment_2844474
No every time the penalty is off it gets way worse to a point where you can just stop playing certain killer not because they are very strong like nurse or blight but because survs don't like to face them. I'm a Legion and plague main and the last time the penalty was of I needed to stop playing all together because every match I had had 4 dcs
Sounds like a you problem. Play other killers.
@SuzuKR said:
The game has no way to distinguish them in a way that cannot be abused.
Sounds like a BHVR problem. Add a grace period before penalties start getting added.
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Play Nurse.
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Honestly with how often DBD crashes for a lot of people, they really need to stop giving DC penalties again.
It's been crashing left and right since Boil Over got reworked.
Not like the penalty has really done anything in ages besides piss people off. Disconnects are as common as they used to be again, regardless of if it's crash or rage quit.
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Even if it's as simple as letting us choose from a previous background that would be cool. Honestly yeah the All Kill and RE chapter ones would be my choice for previous ones. Though to compare it to another game similar to DBD, in Identity V you can fully customize a lobby, I think. Like making a walkable area for in between queues.
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/2712367#Comment_2712367
That BNP nerf would do nothing to toolboxes on the whole; it would only affect BNP, which when used in conjunction with a good toolbox is an inordinately large time save compared to the other add-ons.
The issue with instaheals is also that you can use them to get an extra heal (or 8 second immunity) out of a medkit for free; doesn't matter if you have 32 charges left or just 1. Ranger + Gel Dressings + Anti-Hemo on multiple survivors is basically a pre-lit CoH by itself.
Grabs are meant to be a mechanic that prevents survivors from doing certain actions in your face. A pickup or M1 is quite often the difference between whether or not a gen is finished in your face, and baiting it in those situations does far more than just "waste time"
Why should snuffing take more than 2 seconds? Killer time is 4 times as important as Survivor time, so at the moment going 4 seconds out of your way to snuff, spending 2 seconds to snuff, then 4 seconds going back to patrolling—a 10 second time sink—is roughly equivalent to a single survivor doing absolutely nothing for 40 seconds, 2 survivors for 20 seconds, 3 for around 13, or the entire team for those 10 seconds. That's not even talking about the instances where survivors set the totem in an area out of the killer's way.
NOED is a low-risk-variable-reward perk if you ask me. If they do all the bones, they still spent 70 seconds with one survivor not doing gens. If they do no bones and slam gens, you will most likely get value unless the totem lights up directly next to a survivor as the last gen is finished. Honestly the biggest risk of NOED is not having a perk slot until the endgame. My change still would leave genuinely decent players largely unaffected.
Sac Wards are a band-aid on the problem. I should not have to bring a specific offering just so a 4 man on comms can't cater their entire builds around one specific map for a free win just because they feel like it.
The BNP nerf would just be nerfing an already gutted item that barely gets used by deleting it before you can get full use out of it unless BNPs get buffed based on the toolbox + other add-on used.
For the those med kit add-ons, yeah I kinda forget that it works on just one charge left. Maybe could make it charge dependent for them, meaning if they have a lot of charges for a syringe, it will be fast, but waste the entire medkit, or low charge it will be a long passive heal which they can't do in your face, and for the syptic a full purple with a green charge add-on would last more than 8 seconds of invuln, but a near empty green would only give you like, 2 seconds.
I just can't justify having a totem break, but there could definitely be a timer for boons, like once it's snuffed you can't reapply it for like, 2-3 mins on the same totem. They're odd to balance, because of the timesink, but the only one that really anyone seems to complain about is CoH, so probably a nerf to healing speed. Maybe make it only a self-heal increase or less drastic of an increase on healing others. I don't think it'd be fun to shutdown an entire playstyle in like 10 seconds, while also setting up one of the potentially strongest slowdown perks in the game because of totems breaking. If snuffing stays the way it is, fine. But if it's a 2 second for a break, that's where I have a problem.
Eh, NOED has been through a lot of changes, and it's in the most balanced state it's ever been in. I like the "Oh #########" moments caused by it, and it just being able to be drained away by missed swings honestly, just seems lame.
I still don't see a problem with map offerings. Killers ones are weighted more (higher chance than a survivors offering), so you can always bring your own to combat it and go to a map YOU want to go to, and sacrificial wards while band-aidy, are still a good option. The only other options if you really get upset about the 4 Man SWF bully squads are to just not play the game in fear of them. They are not that common, and if you think they're a 4 man SWF with comms before the match starts, you can leave the lobby, and requeue. If you don't notice until after, play the game, go afk, or DC. It's not like they are holding you hostage unless it's a hacker SWF, which is probably even more rare.
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BNP's used to consume the toolbox, but it legitimately did the entire gen, I don't see a reason to consume it, but the inconsistency with the medkit add-ons that functioned similarly is odd. I see no reason to nerf toolboxes more than they already have been, by making it consume the toolbox anymore.
I see no problem with the medkit add-ons in their current state. They consume the medkit, giving you a sign that they used one of the 2, and you have to take the gamble of which. God forbid there be mindgames from the survivor.
I see no problem with the gen/hook faking, it's not like they're trying to get you to grab them for DS, and it's just a time waster move.
If the killer can break the totem, it should take more than 2 seconds to snuff it out, or boon totems should be able to be applied faster. I'd be more down for a rework of the perk than it destroying the totem.
NOED is fine as it is, it's a very high risk high reward perk, as you are taking a perk that potentially might not get any use. It's ok for noob crutches to exist.
Map offerings are a weird mix bag. There exists an offering to cancel them out, but if all 4 of them bring in the same one it overrides it, but to be honest I have never seen every survivor bring the same map offering. I'd say just buff the Sacrificial Ward to never be overridden, and make it a common offering so people can actually try to collect them.
The speedhack suggestion though? Genius. I hope they actually do something along those lines.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2710994#Comment_2710994
Then just walk up to the Killer, it's not hard to get out of the game.
Trust me, it really is sometimes. I have pointed at a hook with the killer looking at me and 4/5 times they walk away.
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I get what they're trying to do, but it is horribly implemented, and also practically useless.
I've had plenty of things that should have been filtered out, but didn't. But you know what does get filtered out? 50% of DBD terminology, character names, and realms. It's pathetic. Either make it actually effective at catching slurs like they proposed it would (which half the time it doesn't), and just make it an option.
Come to think of it, why was this even a thing they put time into, when it's only present on PC, and is already an option to disable the chat entirely?
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No Jake outfits, so therefore, I do not care.
But as a side note, yeah. Ace has a cool shirt, but beyond that, these rifts have been generally hard passes. If I get to the end of the rift before it ends, I might buy it cause I'll get a full refund from it, otherwise, yeah hard pass. Only thing that really caught my eye was a Feng outfit and a few of the killer outfits.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2455251#Comment_2455251
lol. Tell me you are a survivor main without telling me you are a survivor main. "If the uncounterable ability made you lose, you couldn't have possibly won." That is only true if the entire game has nothing but uncounterable features. *Hangs a lampshade*
Anyway, the achievements thing, while somewhat true, is an excuse. They were able to change Killer Adept to make it harder without much effort. (For those who don't know, it used to require a 4k, not Merciless.) They are changing the Stranger Things ones with only 3 months notice. (Out of necessity, but still) It has been, what? 9 Months since moris were changed? And they were saying they were working on it before that? They have had more than enough time to change achievements. That is not the issue. They said they were going to make Moris better too, but that ain't happened. There are plenty of nerfs that could have brought Keys down to near Mori level nerfs without affecting achievements. They just don't.
Tell me you only play killer, without telling me you only play killer.
Keys are only a problem if you struggle to keep pressure. Run Franklin's. Run a hatch offering and camp it when it spawns. There are things YOU can do. And honestly, if you're really seeing more than a key per session, I think you're either unlucky, lying, or your playing too much.
Things YOU can do to keys: Franklin's Demise, Hatch offerings go both ways, if they bring one you know where it is, but bring your own, or a map offering without a shack/main building to counter that. And finally, this is the easiest thing you can besides going AFK and not giving them the satisfaction, is to just not care about it and play the game. Actually, there is another thing you can. Dodge the lobby. It's really not that hard, and remember: The killer sets the pace of the match, if you don't think you can handle a squad, just dodge the lobby or adjust your build.
Stop asking for your hand to be held at every step of the game. I used to only play killer, but god everyones complaining and getting nerfs to survivor stuff made killer just so boring.
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@Seraphor said:
That would destroy matchmaking.
Say a SWF each disable Spirit, Nurse, Blight and Wraith. That's four popular high level killers they can't be paired against, and if those are the only ones within their rank/MMR bracket to match with, then they're going to be waiting a very long time.
Likewise. If 80% of survivors have disabled Spirit, and you play Spirit... you're going to be waiting a very long time.
I see this as an absolute win!
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2428607#Comment_2428607
Incorrect. Objectively incorrect.
Originally Gen speed with a single person with no external boosts from toolbox, prove thyself, spine chill etc was 100s. The current speed for a single survivor is now 80s. Old ruin actively harmed gen progress while you were working on and needed you to hit great skill checks to not regress your progress. Hitting all great skillchecks meant the gen took about 120s. Now ruin no longer actively cripples repair speed nor does it forcibly regress a gen for hitting only good skillchecks. Ruin only regresses a gen if you stop working on otherwise the speed is a flat 80s as usual.
Factor in toolboxes and perks that time shortens a decent bit even though toolbox bonuses and the brand new part add-on reduced their overall efficiency.
Where does it say that original generators took 100 seconds or 120s+? I've only been able to find sources that claim 70 instead of the current 80. Yes, I didn't really account for Old Ruin, but Old Ruin was not as effective as new Ruin is. The only way I can see 100 seconds was during old Ruin and you were gen tapping. The new ruin also more proactively saves you time having to kick a generator and it regresses faster than normal if you can pressure them off of generators properly, meaning you have to more actively be swapping targets and be aware of where survivors are working on generators.
How do you get someone off a generator? How do you get multiple people off a single generator? You slug them. You hook them. Even just injuring can get some noobies off. Even just having your presence be there will get some people off. The survivors run away from the generator into a zone with no other gens or survivors? Corral them to the gens and other survivors so you can easily swap targets if need be. If you really don't want them back on that gen, you can camp it. Set up a 3 gen. Play killers with powers who are better at gen pressure. I don't know who you play, but based on the picture, I'll assume Legion. Legion is not in a good spot right now, so try someone like, Doctor who has gen pressure, as t3 madness will force them off a gen and cannot heal until finished with a short interaction similar to that of Mending. Play Leatherface, who punishes survivors for grouping up with his 1 tap. Play Huntress who can deal with survivors from a distance. Learn Nurse and her unrivaled strongest power. Learn Hillbilly and his 1 tap and mobility power.
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As someone who plays both sides: No. They aren't too fast. This is the slowest they ever have been. The problem isn't gen speed, it's alternate objectives, and by that, I mean there are none. Totems only really are an issue if it's Devour Hope or NOED, Chests are short enough to not even consider an alternate objective and very few spawn in a map, Glyphs are limited to a handful of challenges. If we survivors were able to repeatedly collect glyphs for extra bloodpoints, shards, items, or buffs, there would be people hunting those in a lot of regular matches. Sabotage which used to be an alternate objective was gutted, instead of spending about the same amount of time to prep a hook for sabo (or getting rid of entirely), now is a quick interaction on a cooldown.
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@tuxedoseal said:
https://forum.deadbydaylight.com/en/discussion/comment/2426473#Comment_2426473
this might spawn like alot of more blendettes
Well this is the gamemode for them. Whispers would be meta there.
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I'd honestly would want a simple survival mode.
No gens, just loops, pallets, lockers, chests, and hooks. After x amount of time the doors get powered or opens automatically. Maybe more chest spawns, maybe more time on hook? Doesn't have to be fancy. Maybe even throw in a 2nd killer so your odds of being chased are higher.
Cause let's be honest: Dead by Daylight is the least fun when your just sitting on a generator. Even as killer, I live for the thrill of the chase, not the gen pressure boring-ness. It's why Ruin/Undying is so common on killers.
It would also give a good gamemode for Stealth players, no gens mean they are encouraged to hide around as well.
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Technically, our current Bloodweb is already Bloodweb 2.0. Bloodweb 1.0 was so bad that they gave out Legacies on top of the bloody outfit, I think.
That was in 2016.
And it's only been adding and removing stuff to the bloodweb since.
This was when the game only had 6 survivors (Laurie couldn't get Legacy but she was released around that time), and 5 killers (ditto for Shape), and 2 more tiers of map-offerings for Autohaven, Coldwind, Autohaven, Asylum, and Haddonfield, as well as the moonlight offerings. Bloody Party Streamers were a brown item, worth 3000, and bloodpoint boosting events were common (don't quote me on the events, but I feel they were a lot more common than they are now).
2 pages of perks at most, and some perks were even cheaper at t3 than they are now.
The overall price of bloodwebs feels to have gone way up because there are a lot less available brown/yellow items, and more green and purple items (BPS moving up to green, adding Unique Wedding Ring for keys, making map offerings only in green), and a LOT more perks and characters to use level through.
But onto your actual suggestion: Love the perk and item bloodweb being seperated. Love the lower cost for offerings and items, the upgrading system is cool, but I kinda like the iridescents, but I do think they should lower the frequency of them. I assume you mean Dull Key instead of Black Key (as it's Broken < Dull < Skeleton for rarities), I won't really comment on cause I don't use keys often nor do I care about them.
And finally: 2 suggestions I'd like to also add onto this
A Quick Buy for leveling purposes/just getting items after you get the few you wanted, and a clear Bloodweb button to wipe the current item bloodweb pool for a reduced price to help find the items you want without going through 80 webs for 2 copies of a map offering you want.
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Even more cosmetics than just Meg's mask and a Trapper mask, both referencing the Alpha(? I think) version of the game rather than the final portion of the game where I don't think either of those masks are used.
A lot of the Scavengers and Hunters have similar body types to Deathgarden characters, such as the Huntress and the Stalker, Trapper and Poacher, Jake and Ghost, Dwight and Fog, Feng and Switch. Could see a few other survivors as Scavengers, but Inquisitor and Veteran I don't really see a lot of similar build/body types for.
Seeing some of the awesome maps would be interesting, especially if they come with a new mechanic for players to climb walls, but that might be asking for too much/change the game too much in a weird way.
I could see a new Grave of Glenvale for one of the desert biomes, and a new Red Forest map for one of the more wooded areas.
Thinking about just how they could mix-up the game, adding in an option like vault to Slide through an opening in the ground (as those were a staple in Deathgarden maps), which killers can't go through (but would never be an impossible loops or lead to a spot where the killer can't reach without minimum effort). You know, like the Deathgarden jungle gym.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/2289283#Comment_2289283
Sure, if you want to read it like that. More I just want killer to be less stressful and some of that stress put on survivors. I want survivors to have more challenge, because I find them boring, and killers to have a little less challenge because they require so much work. I just want everyone to have to put in about the same amount of effort.
I find depending on the time of day, survivor can be very intense. Other times of the day it's very relaxed. Same goes for killer. Sometimes back to back I'll have one match where I can struggle to down more than 1 person, but the next match I 4k almost instantly with the same killer on the same map. Try playing in a different time. Killer is not that stressful if you don't make it.
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@MeltingPenguins said:
just to check if they are the culprit for the fps drops and other performance issues.
will the game look 'less good'? sure. But if it runs fine, you have your culprit and can see about fixing it proper
Make it an option to toggle anyways, because I am almost certain that causes a lot of problems for me.
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@Ravio_Li said:
Killer is in a great overall spot. There are some tiles that are really hard to go against, but for each of those tiles, there's one that's equally as easy. If you don't like a certain maps tile set, start stockpiling map offerings for other maps or the wards to prevent survivors from using them. If this was a thread about like, buffing some of the weaker killers like add-onless Trapper, I'd be all for it. Some killers still need a lot of love. But in general, killer is in a great spot.
Like for example: Trapper: Let him carry more than 1 trap by default. Wraith: Fine as is with his recent buffs. Billy: FoV feels off, maybe lower his stun timer for bumping by default and make the bump zone smaller. Nurse: Fine as is for the most part, supposed to be a hard killer. Myers: Let stalk juice regenerate slowly over time or on hook so if someone dies early or DC's they just don't instantly lose a significant part of Evil Within power.
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Killer is in a great overall spot. There are some tiles that are really hard to go against, but for each of those tiles, there's one that's equally as easy. If you don't like a certain maps tile set, start stockpiling map offerings for other maps or the wards to prevent survivors from using them. If this was a thread about like, buffing some of the weaker killers like add-onless Trapper, I'd be all for it. Some killers still need a lot of love. But in general, killer is in a great spot.
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@UncleStabby said:
Let him use it whenever he wants, instead of a five second window after downing that survivor you've been chasing for three gens.
Honestly I think this is all I want for it. Maybe also not include the stun at the end of it, but that might be pushing it a bit.
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@gendoss said:
Yes, Metroid Dread chapter with E.M.M.I. as the killer :)
This was actually what I was thinking. That, or the SA-X.
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I honestly would love a full custom lobby with bots. I think it'd be really cool.
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I still think the charges thing is stronger than people think. If it gets interrupted like it did before it's still overall slowly dealing with the problem. It also makes people who bring medkits potentially not get full heals, meaning you can down them more. Keys are not as big of a problem as a lot of people make them out to be. I can tell you now, you do not see one of them every match. If you do, you either have the worst of luck, playing KYF, or you are lying and ignoring the matches without keys.
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@EvilJoshy said:
If a killer can down a survivor than it is OP and needs to be nerfed
I am being sarcastic but the scary thing is there are plenty of survivor mains who actually believe this.
I don't think they're being serious when they say that.
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@[Deleted User] said:
NGL I'd rather have my arse handed to me by a good Nurse rather than a good Spirit.
A Good Nurse will finish the game in under 5 minutes, a good Spirit feels like a lot longer.
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I've been a big fan of Buff Billy, Nerf Spirit. Billy was one of the strongest killers who was easy to pick up, but had a lot HUGE amount of interaction and counter play, unlike Spirit.
I'm fine with Spirit being a strong killer, if she was actually fun to go against. Blight, you gotta take odd corners and jukes. Oni you have to play on the safe side, and tightly loop odd structures so he can't down you with his dash. Billy was to change direction tightly or hug corners when he uses his chainsaw so he'll miss. Nurse doesn't have a lot of counterplay besides the occasional locker juke, but the way her power works is a lot more interactive than Spirits.
Having 1 killer who greatly breaks the flow of the game is fine, and I think Nurse does it in the best of ways. Slowest default movement speed (slower than survivors running speed), high speed power, but is balanced by the stun and precision needed to use. Spirit is just diet Nurse. She has the slower movement speed compared to a lot of killers, at 110, but not Nurse's 96%. Her power gives her huge boosts of speed without the need of precision aiming, and she doesn't get the stun. Only thing Spirit can't do that Nurse can is move through walls and pallets.
Also, Wraith: Strong killer, has counter play. He has amazing speed when in his power, but he can be burnt out of his power, and he still has to uncloak. And he has a lot more signs to react to when he is even right on top of you.
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I think the idea of promoting people to use other killers is a great idea! Especially in the higher ranks, I am tired of saying the same few killers with the occasional uncommon killer. It's been primarily Spirit, Freddy, Huntress, Pyramid Head, Wraith with the occasional Oni. I haven't seen a Deathslinger in ages, or a Twins, or Bubba. I'll even take Nurses, as usually they are fast matches. Just something to break up the monotonous cycle of the same handful of killers would be greatly appreciated. The extra BP incentive is something I would love, as I'm a pack rat and I want to collect items on my main survivor and have a healthy supply of add-ons for the killers I play often, and then level up the killers I don't have everything on.
Still probably won't get me to play Plague though.
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@flawedspecies said:
https://forum.deadbydaylight.com/en/discussion/comment/2251613#Comment_2251613
This never works unless it's a 4 man SWF. Each phase is 1 minute and solo gens take 80s, so best case they each finish one gen and get less than half on a second gen. But what happens if it's not a SWF or the hooked person doesn't have Kindred? People are going to waste tons of time finding out that the killer is facecamping. Again, "best case" they realize it and go back to gens. However, most people are too altruistic and/or see it as a challenge. I have almost 1k hours played and in solo queue I'm not sure I've ever seen everyone ignore the hook in a facecamp situation, but people keep acting like this is a realistic solution.
On multiple occassions I have had my solo queue teammates power out the remaining gens when I go on hook and get camped, usually when I get basement against a Hag or Bubba, as those are probably the 2 strongest killers in the basement, no kindred. It's not the best solution, but I'm more often the player who does gens while someone else is on hook, because usually my solo queue teammates hook rush. Even just 1 person getting tunneled/camped, can potentially get your team a gen or 2 if you have people working on gens.
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The best way to counter camping is to accept it, and have your team do gens. Yeah, it sucks to be the one guy who dies, but think about it, you just distracted the killer for potentially all 5 gens, and your team gets out. The only way to remove camping is to literally delete the killer from the match, and put them in a new fresh lobby after every hook, because otherwise, they could be "camping". You can physically hurt the player for camping, and they will still probably do it, because of human nature.
Maybe an idea is to points to people who get camped based on proximity the killer is to them and time, probably in bold or survival, like named "bait" or something
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The strongest thing even 3 minute Sabo had was it got people off gens, and created alternate objectives for survivors. If you had anybody running Sabo, it was a free killer Ruin, in exchange for Survivors being able to semi-safely work on gens in a section of the map that had 99'd hooks. I don't think anyone worth their salt would complain if Sabo was reverted to it's old 3 Minute timer 99 the hooks strat, because it will get people off of gens, which is usually the main complaint I hear from people who play a lot of killer. Survivors only really have gens (with the occasional chest, totem, unhooking, and healing), and chases. Sabo is a secondary objective, it could end up not working in the survivors favor, or it could work tremendously well. As it stands now, it's current only semi useful in Mettle of Man or Breakout Builds as the killer has to hit you or have the hook get sabo'd, because they can't hook during the sabo animation (even if you're saboing behind the hook).
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@glitchboi said:
Buff it to 36/39/42 metres, that way if it reaches 3 tokens it completely disables aura reading because 126 metres is like the whole map.
I also like this idea too, a lot simpler than what I suggest too lol
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I don't think this is a good idea. Iron Will is a staple starter perk, that has an EXTREME HARD COUNTER with Stridor.
You have to use more than just noises to find survivors. It's only really OP when it's paired with Lucky Break (especially old Lucky Break, and add like, Fixated or Urban to move faster without running and leave no blood). If you have are having consistent problems with Iron Will uses, run Stridor or a different information perk. It's been one of the least changed perks in the game, and I don't think anything warrants it to be changed again.
Survivors with Iron Will also have a tendency to try and hide rather than move on, and blood can pile up real quick. You can use 2 senses in Dead By Daylight, use both of them. There are very few times where you won't be able to see AND hear a survivor who is injured and nearby, and if they are it's extremely limited due to Lucky Breaks timer. If you happen to find the person with Iron Will, they only need 1 hit to go down, so it's a very high risk high reward perk, which is a big reason it's popular.
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@Tsulan said:
They are not necessarily VPN users. It might be the matchmaking expanding it's search for other players to different regions.
Why am I convinced by that? Because I've had several matches both as killer and survivor, where my ping in the lobby was 100. Usually it's 50. Then during the match I noticed that the other players had pings of up to 200. After the match it turned out, that they played from a different continent. No vpn used.
Yeah, that's probably more likely the case, but I feel like I'm getting players from every region at random, and sometimes it feels like it is more VPN as my ping is usually in the 50s even mid-game, but somethings just feel off.
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Actually, kinda want to touch on this as well. The Emblem system as a whole, I feel is entirely off balance. Even for survivor, it feels off balance. That hook rushing Meg who never touched a gen and went down in 30 seconds? Pipped. The Dwight who did 3 gens solo? Usually won't get a pip if he didn't get a chance to heal anyone or have multiple good chases.
For killer it's possible to kill too fast, if you don't at least double hook everyone, you probably won't get that emblem. Insta-down killers or any type of 1 tap potential also get hurt by the emblem system. Billy who uses his chainsaw to down everyone quickly? Brutal Killer, because he didn't have long chases with 2 hits, and 1 hooked everyone. Plague and her mechanics are also hurt by the emblem system, where it's recommended to not use her power if you want to get adept. Pyramid Head Cages for what ever reason, unless it's been fixed, I don't think count towards the emblem for hooking. Then you get onto the Gatekeeper emblem...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2171824#Comment_2171824
Whoops yep, I meant DCing, since that's the apparent alternative now.
My opinion is that killing yourself on hook is a selfish and bad thing to do in almost every situation. You're likely ruining the match for the killer and your other teammates out of boredom or spite, denying emblems and BPs for teammates and the killer, etc. Just don't do it, and meanwhile the devs shouldn't make it easier.
While I don't entirely disagree with you, I think there is a time and place to let you let go quicker, such as so the teammate can find hatch. The killer has plenty of time to get there during the death animation if the teammate hasn't found it yet either, and with the hatch closing prioritizing/favoring killers, I occasionally want my teammate to have an advantage when they can during a late game match. It's not all me wanting to die early.
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I never said anything about slugging, camping, tunneling, NOED, as I have no problem with them as I also play Killer, I know these things have their place. I have more problems with my Solo Queue teammates than I do killers. I play this game very much solo queue. I just want to take my loss, and move on, rather than being forced to stay in a match, because Meg was trying to set a world record speedrun in Unhooks any%.
SWF is less likely to be a sweat squad, and be a group of memers. There are very few sweat squads, and if there are, you'll learn how to deal with them over time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2171809#Comment_2171809
Let's say you're 100% sure you're being farmed. If you suicide on the hook you lose all your BPs and you throw the match for your remaining teammates. If you don't suicide on the hook, many killers will target survivors that farm their teammates. Absolute worst case, the killer just downs you instantly and hooks you. The person who farmed you would get an unsafe hook rescue and their emblems would get wrecked as a result, which is exactly what they deserve for playing like that.
Suiciding on hook you still get some BP from before you got to that point, and honestly, not a lot of them have targeted the farmers, and they won't care, they got their 1000 bp for just the unhook. And what about the other points when you want to give someone hatch, or just give up and move onto the next game.
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@[Deleted User] said:
I don't think they should add this. Why should the devs facilitate acting on vendettas against teammates at the expense of everyone else in the lobby? And how do you know if you're even being farmed in most cases before you get unhooked? They could just as easily be making a risky play to save you with BT rather than letting you die / struggle.
It doesn't take very long for two skill checks to appear.
I know I'm being farmed because they saved me off hook before half the time, or they saved someone else and didn't have BT.
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I feel like Billy, while he has a lot of strengths and an amazing Billy can smoke you, he has lost what made him so much of a threat. I play Billy, and half the time I feel I run into something I can't see. That's probably me being bad with him. But I used to play him a lot before his re-work, because he was one of the most flexible killers in the game, even without insta-saws. Now I feel he has 3 playstyles: Lopros, Engravings, or Turning. His other add-ons barely are used.
I also want to mention, why do so many of his add-ons have downsides the further up they get? I know his power is strong, but almost every other killer has straight buffs with add-ons, with only 1 or 2 add-ons having some drawbacks for balance. Billy is almost all gain something losing something, and I feel like he'd be just fine if it was just the positives without the negatives due to the amount of skill and practice that Billy needs to use his power for mobility and midchase.
I miss Billy. He's so rare to see now, he's one of the most fun killers to face in my opinion.
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2102435#Comment_2102435
90 seconds is way too long and this perk has no conditional requirement. They really shouldve just caused the survivor to not leave scratch marks, but still leaves pools of blood so tracking is still possible.
This is a really bad change i think.
It does have a conditional requirement. Being hit.
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It's a very hard line to balance, but I agree that it is skewed in killer favor. Obviously some survivors things needed to be re-worked, such as exhaustion all those years ago, and stuff like Mettle of Man. Those were understandable changes.
Then vacuum pallets. Understandable change again.
Killers still have their vacuum hooks.
Killers can just ignore pallets in the current patch half the time.
Hitboxes almost always will lean towards killer favor, especially since the locomotion update.
So why do survivors want to play still? Most of the time when they play they'll get cheesed out by a killer running unrelenting to swing through pallets or hit your desynced hitbox. They don't have many things to counter the killer, and stealth options are limited due to the massive amount of Aura readings in the game now.
Even when things work as intended, it likely will only work once per trial, like pallet stuns.
I'm ok with them buffing killers who need it. But there's a point when one side has too many buffs, universal or directly (more often universal buffs), that it makes certain characters quite unfun to play against.
I play both sides fairly evenly, red ranking in both, most of my survivor in solo queue. I often don't feel like being in red ranks means anything, other than I have played this game too much. Somedays I have a "good streak" but it's more I get weird hitboxes and people giving up. If I can barely go 5 games without someone wanting to give up on the match, I think there is a problem with the balance of certain powers, perks, etc.
I understand the learning curve of characters. It's why I want Huntress to have accurate hitboxes. I don't feel like I'm outplaying people in PvP when I'm just shooting fish in a barrel. It's why Nurse can be so fun to play, because she's probably the only killer in the game that actually has a decent skill floor that takes time to get used to, then has one of the best skill ceilings. Sure she can be annoying to go against, but it feels more interactive than taking a guessing game on where is the killer going to appear from, due to it being more telegraphed, and having some counterplay depending on the skill of the Nurse player. It's part of the reason why people hate Deathslinger, his speargun isn't very telegraphed when he aims down sights, unlike any other killer with a ranged effect.
So, where is survivor counterplay? What can they do? Drop pallet? Desync and they get hit, 10% chance of pallet stunning, 80% chance of getting hit, and 10% chance of both happening at same time. Vault window? Desync and they get hit after they hit the ground and lithe activates. Same goes for Balanced Landing. Head-on is probably the most interaction I control when playing survivor, but sometimes the game decides to not let me out of the locker despite spamming the buttons to do so. Stealth is an option, but not every map is stealth viable, and then there's the billion and 1 anti-stealth perks and add-ons for killers.
Then you hit a killer with a head-on, decisive strike, or even a pallet, and they're ready to throw the entire match just to make sure you die, then pop up wherever they can to ask for more survivor nerfs.
Killer has had it's share of bad moments. But I don't think that's any reason for survivor to be as miserable as it in it's current state.