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@Giuliano1020_Twitch said:
https://forum.deadbydaylight.com/en/discussion/comment/2010105#Comment_2010105
Nurse is still broken if someone masters her, and also Spirit is broken which has no counterplay. But also, not impossible to win
Well that's the point, mastering her is incredibly hard and if you get that good with her, you deserve the win! I don't think she needs a nerf due to how hard she is to play. High risk, high reward.
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@Zesty said:
https://us.v-cdn.net/6030815/uploads/H2XILNASB7U8/praaqucv-400x400.jpg
https://us.v-cdn.net/6030815/uploads/GO9OHTRQ2T2D/516npclrzll-sl500.jpg
https://us.v-cdn.net/6030815/uploads/TIDQYMOSS7EM/b309d24f7c1224af37e4016e510d6c59.png
Just look at this... The monitors, the DBD logo, its all adding up <3
Also if you think it cant happen because of the thing Scott said, they could have did the licensing agreement a year ago, and we all know how Scott likes to troll :/ We will see what happens in the teaser ;)
I mean I would like to see fnaf, purely because it WAS a big horror game when it first came out so I’d like Dbd to include the biggest trending jumps are game possibly ever made. I mean I hate that kids have ruined the later ones, but the first one was a big deal and it would be cool to see it.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1969579#Comment_1969579
Yeah, MacMillan-Maps are some of the most balanced Maps in this game. Since the Map Rework a few months ago (which got rid of stuff like the old Ironworks-Window or the old Godwindow on Storehouse) they are basically the best what you can get when you want a balanced Map (minus Shelter Woods, this Map should get some love at some point, it is not shockingly bad, but Shelter Woods and Rotten Fields are the two Maps where you clearly see how old they are).
Yes! Looking through these comments I have realised that I have no problem with Macmillan maps EXCEPT for shelter woods, I hate it
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@Zozzy said:
so normal jungle gyms with open loopable pallets between them = dead zone now?
No there’ll be entire sections of the map that is just a field with trees. And not many trees either so you can see survivors from miles away
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I absolutely hate the way events have gone. There used to be excitement and fun at the prospect of events, yet now they’ve made it boring and if anything UNeventful. It’s the same game with a new skin I don’t want and a slight change in scenery. There’s no motivation or big prize to win and the game hasn’t changed at all.
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I like the idea of a werewolf killer but unfortunately I think a lot of what you've mentioned is either similar to things already in the game or is made obsolete by existing things.
For example, the Wolf seems to be a buffed version of Demogorgon without the portals. It is slightly different as you can jump and lack portals but I'm not sure if it's different enough for it to be a chapter.
Also, 'I see you' seems like a buffed version of infectious fright and would make that perk obsolete. Hurdling seems like a worse version of dead hard so I would see people just using dead hard instead.
Glass cannon is interesting, acting like dying light but for survivors, I think some risky players might play it so that sounds good.
I feel like Fainting Fit is underpowered, it wouldn't actually do anything, especially with high level players. Maybe if it was witched to the hindered status effect it would be substantial.
I love the cosmetics! And the survivor looks cool, as well as the map looking so fun to play on, I'd love a mansion map with a big main hall. Although, hopefully it'll be better than Midwich. I love the chapter idea but some things may need a few tweaks. Good work! I also love the pictures!
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1864048#Comment_1864048
Hmm, for me, the pregame chat works nicely, a lot of times. Sometimes not, thats true.
Consoles don't even have that which is another issue that should be sorted.
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@RaSavage42 said:
Make what we have now casual.... by removing rank from end game screens and replacing them with either Devotion level or level of killer/survivor played as
Then make the competitive mode by having rank reset mean playing 5 matches perkless and get put into a rank and play from there.... also expand ranks from 4 per color to 10 per color and either make perks weaker/stronger or forcing players to pick from a limited pool of perks (which I don't like) and rewards for reaching rank (like Overwatch)
And improving KYF to be a real custom mode... allow us:
To pick a map seed (from like 10-20)
Have options to adjust (whatever you want to see here)
Have option to change (whatever you want to see here)
And have an experimental mode (like Overwatch) so the devs can put unfinished or incomplete patches on for additional testing... something we all want now (right?)
YES, I WANT THEM TO DO SO MUCH MORE WITH CUSTOM GAMES!! I want to be able to change tiers of perks and ban certain killers/survivors, perks and offerings. Maybe even control aspects of the game like hatch, number of generators and exit gates!
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@[Deleted User] said:
I'm really afraid to ask why'd you put Bubba on A tier.
Clearly because he’s a provider!
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@Metalhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1843068#Comment_1843068
They may. There is an opinion that the game is not balanced and that it favors survivors over killers which if continued will kill the game. This may have been a subtle move by the devs to boost killers.
Many players who main killers may not have deemed it necessary but you won't enlarge the killer pool without making it appealing to casuals and noobs. Granting higher visibility is one way to do that.
Oh that’s interesting, because I did notice a lot more survivors playing. Thanks for the response!
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@Metalhead said:
It's like this for many of the reskinned maps. I imagine it was to help try and balance the maps out to be a little more fair to killers by granting them greater visibility/opportunity while secondarily preventing as much gen rushing (in theory anyway)
Do killers need that?? I found it fine as a killer finding and downing survivors without the massive dead zones they’ve put in now! It just makes the map look bland and the chase boring!
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@dezzmont said:
Nope. If you unhook right in front of the killer, and the killer hits the person who was unhooked, it doesn't mean the killer was toxic.
It means you are bad, and farmed your teammate. The pip system punishes YOU and REWARDS the killer right now, and that is a good design. The killer should be rewarded for high skill plays, and punishing survivor mistakes is a high skill play.
The devs experimented with a few more anti-camp/tunnel penalties before, and found that it just results in the game breaking, which makes sense: Any further punishment to killers defending the hook other than what they already got would mean making hooking actively bad for killer, and removing any skill from survivor rescue plays.
If you wanna unhook in the killer's face, run borrowed time and eat the hit for your buddy so that all together the killer needs to land 3 attacks to down the hooked victim. If you don't want to do that, count to 30 and rescue then so the killer isn't right next to the hook. Insta-rescues, aka hook farming, is a very low skill survivor play that FORCES the killer to tunnel to maintain pressure.
Very good point, I didn't think of if the survivor was just bad and made the mistake. I guess you just have to learn how to counter it as it is and move into ranks where it doesn't happen.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1837544#Comment_1837544
I play killer and survivor both equally and have 9500 hours in this game, I'm a nurse main granted so I don't ever stick around the hook for 15 secs that's a straight waste of time as a killer when every second counts, 90% of the killers I see that camp hooks don't ever leave them and their intention is to secure that kill and they don't care if survivors are right there or not , I'm usually on a gen and once it pops I go for the save and the killer is just circling the area, NO it's not every game and I'm not saying it's impossible to win I'm saying that killers are camping just to be a dick to that survivor for whatever reason they feel like and at that point gens are usually the least of their worries and they've already thrown the game to make sure that one person dies
I agree, they do it more as a toxic play than anything else, that's what I've seen. I suppose you just have to keep playing to get out of that rank 15-20 area and get with actually fun people to play with.
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@MommyDeRose said:
I’ve heard this one a few times and it’s by far the most god awful idea I’ve ever heard on this toxic forum. Yeah let’s punish killers for doing what they are supposed to do, kill. I play a lot of killer and I make a point of not tunnelling so that it’s more fun for everyone but I despise DS. In the last 2-3 months I haven’t once been hit by DS that is a result of actually tunneling. Every time it’s I down someone else, hook them, then down the DS person who has fully healed, then get hit by DS. How is that tunneling...? But yeah let’s make it basekit and eliminate a whole play style and catch up method just because it’s unfun for some ppl. Survivors just love to ######### and moan until the game is tailor made for them and it’s comical. DS should only be active for 30 seconds, it should pause in chase, and should instantly deactivate if you are healed or touch anything that isn’t a window or pallet. There genuinely is no valid argument against that version of DS that isn’t based around,”I want something blatantly OP in this game because I suck”
I agree, it should be nerfed to only prevent tunnelling
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1833404#Comment_1833404
I posted that over six months ago lol. Basically predicted Power Struggle
Nice! XD
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@gatsby said:
A perk that allows you to hit a skill check and stun the killer if they walk through a pallet while carrying. One use per match
Counters slugging, questionable pallet hits and bodyblocking at pallets
Pretty sure this is already a perk on Elodie.
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I think the point is to use your rarest ones as you go, not hoard them, and have the choice to prestige. Because on other games, you do lose everything when you prestige, it’s a restart to keep things interesting. However, you don’t have to prestige at all you can stay at level 50 forever if you don’t want to lose your stuff and farm for your perks you want.
I get that it is annoying losing stuff, I’m also a person that wanted to use everything I owned before prestiging but it isn’t worth the time and at the end of the day, you’ll have around 17 commons that don’t mean much. The blood points spent on them were put towards the useful perks you got with them.
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/215094/your-ideas-for-freddy
Freddy was my 2nd main Killer I committed to after Nurse. Nurse is definitely top tier, but, imo, Freddy is nearly right up there with her, yet waaaaaaaay more forgiving and easy to play.
His passive ability of putting everyone to sleep is strong but, I think what makes him strongest is placing traps with no slowdown in movement speed. He's the only Killer that can do something like that, I think? You can end a loop before it really starts with him this way - you see a survivor heading to a loop, you trap the pallet immediately, follow them around, trap the other side, they scream their head off and you either get them when they drop it, or when they vault back over. Trapping the hooks also is handy, as is trapping gens as you run by. Pair that with gen teleport, he is a great "always moving" type of Killer that, with his passive, forces the Survivors to always be moving too. He's a complete package!
So, make his traps slow him down while casting is one change I'd consider. Possibly revert the Sleep mechanic back to the way it used to be, which I think was you had to hit a survivor and then manually "pull" them into the dream with you, right? Not sure on that as I've only been playing 2 months but I've seen older videos of it. Nerfing both in those ways might be too much so, maybe just do one or the other.
The sleep timer needs to be a thing because before when he manually pulls people in he was absolute crap. I agree with the slowing when placing a trap, I feel like that would affect the game quite a bit
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1819496#Comment_1819496
Hmm, I like where you went with some of that! Especially "Hitting a survivor randomizes their perks for 30 seconds" - that could be really interesting! I hadn't considered any ability that directly manipulates the Survivor's themselves so, that's an awesome route to contemplate! Also, as far as moving things on the map, I kind of chuckled at the thought of being in a chase with a Survivor, tossing a dark energy ball at an upcoming pallet and watching it go poof! in a cloud of black smoke, or doing it to a gen Survivors are actively working on - now you see it, now it's gone! Haha, nice!
Regarding your suggestions for Hooks and Hatches:
On upgrading Hooks to Basement Hooks, this is a good thought but I think 30 seconds is way too short to be worth it. The benefits of a Basement Hook are that it can't be Sabotaged, you can hook multiple people, and it persists even after a sacrifice, but, in my experience, most Survivors don't actively Sabotage anyway, and 30 seconds isn't nearly enough time to chase, down, and carry multiple Survivors unless they're all just swarming you by it. If we wanted to go the Basement Hook route, I think it'd need to last longer once upgraded (at least 60 seconds, unless it can be upgraded while carrying a Survivor, then I think 30 would be fine), persist as long as someone is hooked, and remain for 30 seconds after someone is unhooked or is sacrificed. That'd be reasonable I think.
Hatches... My main thoughts on this (and the Exit Gate upgrade as well) was to have a Killer that could counter Keys and also counter leaving gates at 99%.
The whole Hatch concept is kind of a gimmick in my opinion and I don't really see the purpose of it. I'm fine with giving the last Survivor a free escape, no prob, because 3/4 kills is a win for the Killer anyway as far as I'm concerned, but using Hatch in any case isn't really something to be proud of imo, and no one uses it just to escape in my experience. I've not had a single game where someone merely opened the Hatch and went in - they ALWAYS wait for me to show up first so they can teabag and taunt before making the jump, and if I don't show up, they vault and slam doors like crazy to alert/taunt me until I do, and then jump in.
So, I'd like a way to make Survivors think twice about their Hatch strategy, and so I came up with the Sabotage idea, which, personally, I don't see it as OP. It's the Hatch, a literal shortcut/free escape, it's not even a priority objective. If I took the Hatch idea and applied it to Generators, that'd be OP, but Hatch? I don't see it as an issue. As a compromise we could probably just make the Entity guard it for 30 seconds once opened (or lash out at someone, then vacate immediately) and nix the other elements I added, you know, start with some minimal effects and expand to more if it seems necessary.
I appreciate the feedback though. It's tough to know what will be OP or not powerful enough when just brainstorming like this hehe, especially given the number of perk combinations, balance is a tough job in this game.
i love the idea in general. As regards to the power, I think instead of an orb you could do Freddy’s teleporting mechanic and have an arrow over highlighted objects. When holding the active abilty button for 2.5 seconds, the object (gen,pallet,window,chest) is blocked by the entity and consumed by it, reappearing somewhere else on the map. This ability will then recharge. As regards to the hatch, I think in the same mechanic you should be able to place a trap on it so when interacted with, it teleports somewhere else, robbing the survivor of the escape and you get the noise notification of where the survivor is, and the same with exit gates. However, to make this power more fair, you’d have to be within a certain radius, maybe 32m, so that you can’t just keep moving everything from half a map away.
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Ooh a random perk would be so fun! It would be like a lottery and especially fun with friends, as you could all put one on and see what you get!
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This sounds perfect!! Well done!!!
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The problem with trap killers that can be disarmed is what’s happening with trapper currently: everyone can just disarm your traps very quickly and this leaves the killer with nothing. Now I could see this happening on this killer. You set up your traps in easy to get to locations, which is hard as you only have 8, and you manage to hijack someone near one (which will be difficult in itself) you then have to struggle your way over to one. I could definitely see survivors just disarming them all, making it either so you have no traps left on the field or disabling the traps closest to you when you hijack someone.
maybe then add a deep wounds effect when hijacking someone? To add in an extra benefit to it like Legion, in case you can’t get the down. Then a stub if they wiggle out of it. This just ensures you get a benefit on a successful hijack regardless of whether the survivors have went round disabling all traps.
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How would the power work on two story maps like Lampkin lane, the game and Midwich?
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Personally, I think animations like that would ruin the game, making it more like Fortnite and that’s something I really don’t want happening as they’ve already added charms and battle pass, I don’t want them to add taunts.
However, I do like the idea of Mori animations, although it’s definitely not on their list of priorities it would be cool to have a few different Mori animations available.
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I'm confused about Hex: ancient wrath. I'm assuming this basically stops the game at the beginning until they find the hex. I think this will be insanely good for the killer for their early game and will make the game very boring, as it will become a cat and mouse game of just hex finding. Maybe limit it to a certain amount of gens like a variation on corrupt intervention (like it blocks x-3 gens indefinitely, with x being the number of gens) so the survivors can still progress whilst some of them search for it.
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@Mooks said:
I don’t think licensed killers would work as skins for existing ones (like Jason for Trapper, Xenomorph for Demo).
the license holder doesn’t really get that much out out of it and kn case of demo, you gotta negotiate with 2 different parties.. sounds like hell..
And I wanna see Alien as a killer with an original power anyway!
additionally to what was already mentioned: Hannibal Lecter and the Blair Witch I wanna see, because they are icons of the horror genre and could work well with out-of-the-box power concepts.
I don’t know if they’d do Hannibal Lector because all the killers are either monsters or masked people like Myers. Hannibal is basically just a man. I suppose you could put the muzzle he wears on him but he’s still not very intimidating and possibly boring for the graphic designers.
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@[Deleted User] said:
killers should be able to; given they disabled the matchmaker reasons that it was tied to.
it makes no sense as is tbh; for now anyways.
I’m guessing they’re disabling it temporarily whilst they fine tune it? Because I really loved that matchmaking idea so I hope it stays!!
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Freddy doesn’t see the timers btw, the survivors just fall asleep after 60 seconds I believe. And I’ve been playing rank 1 on Freddy, he’s definitely not been nerfed 😂. Maybe try some addons to increase the rate at which they fall asleep if you’re having trouble.
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@awosek said:
https://forum.deadbydaylight.com/en/discussion/comment/1825020#Comment_1825020
Do u think bans should be up to 60 minutes how it is rn?
It depends on the time span in which you’ve done it. If you’re quitting games once or twice a month then 5-15 minutes is more than enough ban time but if you’re constantly getting annoyed and quitting more than 4-5 times a week then I feel like not only is it good to give an increasing ban up to 60 minutes but it is also good for the player, as they’re clearly getting overly annoyed by the game and should take a break and come back to it at a later date when they’re calmer.
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I think they should just double the time taken to regenerate victor because it is stupidly fast for a good power like that. He’s easy to deal with if you aren’t injured so when playing against twins I’d say your priority is staying healthy. But I do think the recharge time is insane.
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I feel like, if you're unhappy in a game you can ######### pretty easily or throw the game as a killer. What's not okay is leaving a team at a great disadvantage and making the killer not able to have a sacrifice because you're getting annoyed or not letting the survivors play and win if you're doing badly as killer. It especially annoys me (I'm not sure if they've fixed it yet) when a killer leaves and the survivors don't get any of their bloodpoints.
So yes I think the bans are good. It teaches people to keep trying at the game and improving instead of rage quitting.
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@GodDamn_Angela said:
I'm a little confused.
Do you mean for us to have the ability to ban a Killer or something?
How would this even work? This would hurt matchmaking amongst other things.
Edit: Is this about disconnect penalties? I'm seriously confused.
He's talking about banning people for an allotted time frame after they disconnect from a game.