Revolver_Ocelot
Revolver_Ocelot
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- Revolver_Ocelot
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Banning hackers doesn't do much. Hackers can buy accounts or make new ones, mask their IP with a VPN, etc. The server-side scripting and anti-cheat needs an update in order to monitor in-game behavior of survivors and killers. Like if a survivor is running at, say 400% speed or if the exit gates open without being touched.
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@DaddyFatSacks420 said:
Just finding a totem isn’t always easy, but I see your point. You already gave a possible solution... I could see boon perks having a certain number of tokens, with one being used every time you bless a totem. Just spitballing maybe 3-5 starting tokens and possibly ways to earn more tokens (hook saves, cleansing hex totems...)
3-5 tokens seems extremely unfair. You have to take into account that all four survivors can run Boon perks meaning 5 tokens each would be 20 total survivor tokens.
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@ReverseVelocity said:
The pre-requisite is the activation time.
Pre-requisite, meaning a requirement must be met before you are able to perform the "Bless" action.
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@Pulsar said:
Easiest and most likely change:
"Snuffing a boon will destroy the Totem that was blessed."
Devs probably won't do that since the Killer just has to interact with the totem for a few seconds. I don't think Boons need insane amounts of nerfs, just a few tweaks to prevent spamming and near-total map coverage.
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Celebrate
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How about if you've been in the dying state for X consecutive minutes, you can recover to the injured state with Hindered, Mangled, Hemorrhaging, Deep Wound, Incapacitated and cannot hide in lockers, vault, drop pallets, run, or escape through the exit gate until healed.
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How about if you've been in the dying state for X consecutive minutes, you can recover to the injured state with Hindered, Mangled, Hemorrhaging, Deep Wound, and cannot hide in lockers, fast vault, or run until healed.
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The chains are too weak as is.
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Celebrate
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@Mat_Sella said:
It would have to be legal because literally the line couldve just been shortened to "You opened the box..." and that's it.
Would've been equally ominous without the associated immaturity of the average internet person.
As far as the patch notes go, it just says they were having audio issues. If its a confirmed legal issue please attach a link.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2413600#Comment_2413600
That's not an issue. I've watched my friend's streams and he has used this same tactic repeatedly. Try it out.
I'm not going to exploit an error in design. Do you honestly think that Devs designed The Shape to stalk people while facing away from them or approach a survivor while walking sideways/backwards?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2413573#Comment_2413573
Sure, Myers and GF can just stalk from their ear holes huh
Not sure if you're trolling or being serious.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2413570#Comment_2413570
You realise how Myers and GF work don’t you!.
Really?
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@Heartbound said:
As killer if you realize a survivor has spine chill because of how they act, just don't look in their direction as you approach them on their gen. They'll be watching the perk icon instead of the game map, and you can snatch them off.
Just pretend you're hiding your red glow.
"Just use a sideways walk exploit so you can't see where you're going." If someone has to do this Spine Chill is obviously broken against The Shape.
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@Mandy said:
Whilst this would be cool to see, I'd be concerned on time constraints - the extra time needed to do all this, is time I could be spending chasing other survivors.
While you could be spending this time chasing survivors remember that sacrificing all four survivors does not constitute "winning" for everyone and should not be an excuse to brush off new features. This game is lacking in the horror department and needs new mechanics that will encourage playing for fun rather than competitively for no real reward. High scoring events for a locker jumpscare/surprise could be a good incentive too!
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@TheGorgon said:
I’ve played for many hours on end on both sides when it comes to Spirit. When I play as Spirit, it seems like the survivors need to guess. The only way they get away from me is if I screw up myself.
When I’m playing against Spirit, I feel hopeless. There’s too many times where I’ve tried faking a window, walking, changing my scratch marks, running back to where I was, and nothing works.
She’s just conceptually broken. There’s no meaningful counterplay to her, and there has never been any. If you pallet stun a Spirit when she un phases, consider yourself lucky because there was no way you would’ve known.
Well said
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/266034/truth
Well… I defended the Spirit at least 2 times already in the past few weeks so what’s once more? Time to hate myself for sticking up for Rin again..
I’m not a fan of the Spirit nor do I main her but I’ve played as her and against her many times. It can feel like complete BS facing her sometimes but to stay on topic I wont tangent off on what killers have to deal with…
Anyway… for people that complain or demand nerfs for the Spirit…
Have you ever truly played her.. Mastered her.. Faced strong survivors, solo or groups? She does in fact require a brain and skill to succeed throughout a tough match.
….. still can’t believe I willingly defended The Spirit… again…. 😑
You didn't defend her at all. There is no counterplay. Its a guessing game in the Spirit's favor.
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Idea I had for Slenderman if he was a Killer:
Paranoia: The myths that surround you invade the minds of the feeble making your prey easy to manipulate. Standing still for 2 seconds during a chase activates this perk. Once activated your red stain remains in the spot facing the same direction you were while standing still. Gain the undetectable status effect for 5 seconds, after which you regain the red stain. This perk has a cooldown of 60/75/90 seconds.
False Hope: Your enigmatic presence deceives your quarry now and forever more. Survivors cannot see progress bars when repairing, healing, sabotaging, cleansing, rescuing other survivors, disarming traps, opening chests, or opening exit gates while outside the Killer's terror radius.
HEX: Grave Peril: Intruders of your domain show no mercy and neither will you. Injured survivors that perform rushed actions suffer from the Broken status effect for 15 seconds. This effect does not effect survivors already suffering from the Broken status effect.
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@Sowbug said:
The entire purpose of the perk is to detect stealthy killers; a counter. It doesnt do anything more than give you a general heads-up and slightly increase action speeds. You can't always pin point the location of a killer with it regardless. Survivors can still be caught off guard when running it, and that isn't even exclusive to stealth killers. It can be countered too.
A 36m proximity is OP when, as a survivor, you don't need to face the Killer like Premonition.
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@MrPeanutbutter said:
Countering stealth killers is like the whole point of the perk. I play Wraith quite a bit and have no issues with Spine Chill. It’s fine
That's because you can go totally invisible as The Wraith. I'm thinking more like The Shape, The Pig, and The Ghost Face.
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@wxnickxw said:
I don't think I can the perk is very effective against a stealthy killer, much more so than their loud counterparts. But I think that was kind of the entire purpose of the perk wasn't it to detected hidden killers?
Essentially it ruins gameplay for Killers that want to play stealthy characters. It has the same range as Premonition too which is broken. I needs some sort of weakness against stealthy Killers otherwise there is no point playing as them.
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Its an unfair advantage for those with high-sensitivity input devices and should be patched. The same way spinning in place at high sensitivity should be patched (again, unfair advantage + animation looks glitchy as hell).
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@OopsAllHexes said:
Literally the only considerable option on here is the Undetectable change. Everything else favors Survivor heavily, has ways to deal with it, or is unnecessary. Shape rework included.
I disagree and have an entire folder with gameplay captures the say otherwise.
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@Gibberish said:
Being able to stalk auras of survivors who have broken LoS is overpowered, but the other changes are good.
It would only last 1-5 seconds before The Shape would have to regain LoS. Perhaps adding a limit, say within 16m, would make things more fair.