Tsunami
Tsunami
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- Tsunami
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Comments
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Damn again I thought I pressed quote maybe I clicked too fast ah well.
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I think some sort of short silence for both perks and powers would be good idea overall in dbd. As long as it would remain short. The nurse or blight wouldnt insta downn survivor thsi way after ds.
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I meann its more of quality of life for epileptic people but I think its hard for them to play the game cosindering killers like doctor exist.
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@[Deleted User] said:
Athleticism ratings for each survivor. A survivor like Bill should randomly stumble and fall when they run. No, I'm not serious.
you clearly didnt play left 4 dead. Bill is absolute ######### unit.
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Yea some kind of natural disaster would probably make a mush out of the code and the game frame rates but even tho its incredible cool. Some kind of blizzard, flood, fire or how crazy it sounds even tornado would be insane thing to witness in dbd that would spice the game. Of course they would need to be low in quality in terms of visual so it would the game wont be laggy for players but limiting the place of disaster perhaps it could help.
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Even if its meme thing Its strong enough for it to work xd
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@UnicornMedal said:
I think we need more things to trick the Killer. I'd prefer setting traps, but the ability to block Killer aura reading or M2 for a period would be something interesting.
Like distortion? Yea i dont think hidden aura its in more than 2 perks so sure its under utilized. I dont want it to become easy to hide aura tho, I think it would be too frustrating for the killer if they coudlnt reveal you for most of the game. So perhaps this could also be put under trapping mechanic that would prevent the killer from reading aura for some time. Overall I enjoy those slowing bombs perk, I think its one of the best perks they added.
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Ah I shoudlnt choose the question option of post…even tho its question but I wonder if I press Yes under answers it will block the post. Well now I know.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063105#Comment_4063105
from a meta perspective they wouldn't unless you took away the heath state and even then it'll mainly be used with swf so it'll be niche
Well few perks basically define meta but look for example at shoulder the burden. Its a decent perk, its niche yes but for sure its not dead and you see it from time to time. Its fine design hoenstly perk doesnt have to be used in every game and with some many added I think its normal that some perks are rare. And looking at shoulder the burden and that swapping would also prevent tunneling its not crazy to say that this perk would also have its use even if it wouldnt be meta. Especially that you could do some crazy combo with deliverence etc. Besides that its just one use of this mechanic. And oaths wouldnt rely on swapping. You could for example trade no fail skillcheck notification for forcing other suvivor under oath to scream. Honestly there are many possibilities and I think it would be more common and fun to use as incantations for example that are really dull.
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@terumisan said:
change of fate personally i would use it but it would be a dead perk for survivors
i can see people stacking pop machinery and dms the killer perk might or probably see use tho
I think the swapping would be too fun to use in game to make it dead perk but some people on solo q would for sure have bad experience with it.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061093#Comment_4061093
all hexes are trash because of 3 things rng spawns, they can be destroyed, often weak effects/tedious activation which isn't worth the effort
your tyrant whip perk requires aomeone to get blinded/stunned then wait 20 seconds then get blinded or stunned again in order for the perk to activate 1 time
it's worse than 2 can play even though it's a hex since at least if you get blinded twice consecutively it works if it doesn't break
Hexes arent trash they are inconsistent. You can have games when hexes carry and win the game on their own or do nothing at all. Two can play have too short blind to be of real use at thats the issue. The effect of cleave is strong thats why you shouldnt have tons of use and the stuns and blind is just example how you would get stacks of it over time. You may have diffrent requirement and its fine, we just have to prevent overuse of this status on indoor maps with no terror radius killer.
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Old boons were amazing? oh brother xD. It was pain fiesta for killers to deal with it. We need more boon effects and perk reworks? Well hwo we can do that without new status effects and mechanics? Newa aura reading perk that activates while you crouch after repairing generatar for exact 41 seconds. I dont know how long they can bend perk descriptions to just have same perk with diffrent lenghts, activations etc. New voicelines? Yea actually its the least important thing in the game xd its nice to have more interactions but every issue and every idea comes before it. There are tons ideas for perks and mechanic the problem is only to put it into life, but attitue that disregards any idea is waht keeps us in the same place without bringing any innovations.
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@terumisan said:
unless you made it like sloppy where it applies to every hit it will not be used because it almost has the same activation conditions as hex two can play and that perk is trash
I think the biggest problem of this perk is the fact its the hex. Usually hexes should have stronger effect in exchange for being able to be destroyed and this isnt strong enough to be hex.
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@Sepi said:
your suggestion is way too op. you don't understand how this would literally affect the game so bad that the game would die. if killers get this. then survivors should all get INNATE perks that every surv would have personalized.
This game didnt die at its worst, so it wont die when they will add new status effect that will just need adjusting. We survived ne shotting hatchets, mori after first hook, face camping, infinite loops, boons and so so much more. This is nothing in comparison. This game will die sooner when they wont introduce anythign fresh. You are really focused on survivors, and thats why I continue this posts from time to time. Because I want both sides to have more interesting tools. I wish behavioru at some point not only add more mechanics and perks but also diffrent game rules as well, with something more than generators, some other objects to interact with for both killers and survivors but well… its easier to introduce new mechanic than to do this.
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@Temak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059274#Comment_4059274
I have miserable appliance experience with perks, being mostly a new player. Since new players doesn't play this game for 10 years and not having 1k+ hours.
I just want to have variety by default. We should have choices not only general buffs/nerfs, levels of perks and the perks themselves.
If we have situational and interesting conditions in base game - we own game. If not - we spend time (or money) to buy such.I understand this, tis game is terrible for new players in terms of knowledge, perks, dlc etc. But even tho you have decent perks as new player available on basic survivors and also this game is pay to win anyway honestly, u need to spend soem cash to gain perks, killers that would fit you so i dont think we should limit new mechanic and its introduction to the game becasue of it. I still honestly hope new players will have some good startup because of new tutorial that would for example, and I dont think its something crazy so its worth to apply to behaviour for it: that you can choose some decent perks, survivors or killers, non licensed one after completing tutorial. I dont think behaviour would be hurt financially for giving 1 survivor and one killer of their own creation to the new players and that would be a huge help.
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@NeverSolus said:
Seems a bit strong. How would this interact with existing status effects, such as expose? In your imagining of it would the proposed idea trigger M1 effects, such as Rapid Brutality, Forced Penance, etc?
You wont down two healthy survivors in that case. Cleave should only be programmed to damage surrounding survivors, not benefit from exposed status effect. In case of forced panance, it would probably activate but I think its good idea if you would be allowed to combo it with some other perks. Its strong effect but so is exposed thats why we can balance it with such things as conditions, lenght etc. The big flaw of this perk like in case of spirit fury is the information, survivors will know how to split up fast enough to avoid you using this perk. I know the real strenght would come if we would start playing but do you have an idea of tuning down this perk down?
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059255#Comment_4059255
You're already at an advantage with two survivors being pressured at once by both of them being near each other and you in chase.
Seems very situational, and I see this mostly being effective at hooks for proxying to leverage forced Mend delay on the unhooked survivor.
Side-note A perk idea popped up in my head from the term cleave:
Mince: Your basic attacks cause survivors to become Broken, dropping a Pickup where they were injured. The survivor will stay broken until this Meat has been picked up, or they enter the dying state.
Of course there should probably be huge discussion how this perk should work on the hook but what I had in mind is protection hits or situations when survivors didnt manage to split up like when they want to desperately finish the gen. Free health state is huge thing but also like with spirit fury survivors can avoid this perk by just being away from each other, so i think there is balance in that. With minced basic attacks it would be nicer I think if it would destroy a pallet from basic attacks, instead of using the already existing status effects. Maybe sounds strong so there shoudl be also certain restrictions for that. I just wish there was bunch of new status effects or mechanic introduced that they would focus on isntead of just giving us same perks with diffrent stats or activation.
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@Temak said:
I like it. But I don't like this being a perk. This would help against squatters who tryna save their teammate being in 1 meter near hook.
I am personally really eager to see such things in perks becasue basically mostly we have the same aura reading mechanic in diffrent flavors, additioanl boost to healings, doing gens etc. Perks like bombs on pallets and windows are minority. We didnt have anything new for many years and incantations and boons well they also boost healing or reduce gen repair time etc so even if its diffrent form it still ends up as something that we already had. I really liked behaviour recent killer powers but the perks are really stale after so many years.
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@Sepi said:
THIS IS THE WORST SUGGESTION EVER. OMD. stop making killers more powerful and give survs something. also this would be too op to come into the game AT ANY POINT.
A fan of bilions aura reading perks I see. No wonder we dont have anything knew with that cry baby attitue.I suggested things for both killers and survs but I see you are just the kind of person who thinks that the entire game revolves about their side.
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@SoGo said:
The hitboxes are bad, yes. I'm not sure why a hatchet has a hitbox of a beach ball, or why survivors have the hitbox of a cylinder. Maybe it would be too wonky to hit then, idk. Also, latency hits are killer sided, what happens on the killers screen happens irl. Your weapon hitbox didn't shrink, it just displays what actually happens.
The new event…. could have been much better, still not sure why we ditched Lunar New Year events for this. They could have at least readded the blood basins from last year.
Tunneling, well, yeah it can't really be removed. The only asym that achieved that was FT13th, which allowed the killer to kill you instantly.
Honestly, I think all my luck is stored in the hatch hitbox, because I haven’t had a single problem with it in the past year—even though M1 attacks are still as inconsistent as ever. I know my hitbox isn’t actually shrinking; it just feels that way because I can’t land the same hits as others, and suddenly the game starts working the way it’s supposed to.
I understand they can’t just remove tunneling, and that’s exactly why I said the core issues of this game can’t be fixed. To truly solve them, you'd probably need an entirely different game made from scratch.
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Should I send entire folder or just the file?
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The file is too big… Dear lord I…I know the game runs poorly but even this forum
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@OneGoodBoyDemo said:
I don't think it's fair to say that they don't have any new ideas for perks because not much time has passed since they introduced new perk mechanics such as Boons, teamwork and invocations.
I really think they are afraid to introduce new mechanics into the game so that the CoH situation doesn't happen again, which if we're honest really broke the game. This is why perks that introduce new mechanics are usually weak.
You have a point about the status effects. I had totally forgotten that the deafness status exists in the game and I agree that it was poorly explored. It would be cool if there were more perks or even a power that affects hearing.
Of course, I give them some credit for introducing new stuff, and as I pointed out, there are still some cool perks and ideas. However, these are overshadowed by the many less unique, tweaked versions of other existing perks that are too similar to one another. I really focused on this, which is why I sounded so harsh, but after so many years, there really should be more additional mechanics and status effects than what we currently have. When I see new perks for the killer or survivor, I am mostly just disappointed.
Invocations, overall, I find pretty dull because of the time they take. In my opinion, they should be faster, with smaller benefits, and easily heard by nearby killers. Something relatively quick and risky that offers a handy buff would work much better.
And oh yeah, I remember how Circle of Healing broke the game, but they honestly introduced it poorly. The problem, in my opinion, was that the boon mechanic could be endlessly activated without any cooldown on the perk. It feels like they did not give it much thought.
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@BlueRose said:
The pain res nerf is the only perk nerf Im honestly upset about. As always the devs go way too far with their nerfs even when the perk really doesn't need it. Pain res wasn't that unfair of a regression perk by itself. If they had to nerf it why give it such a hard nerf? If you want to keep the token system that is fair but buff its regression to 25% to 30% or give it 6 to 8 tokens. As it is stated now the new pain res wouldn't be worth a slot. 60% max is so bad plus you have to single hook every survivor and I can tell you if you play that fair 60% isn't going to save you from all the gen progression that's why to do it while you chase each survivor at least once.
I remember a year or two years ago how pop goes the weasel worked, and how the killer could regress fully repaired gen ad the end game. The pain res was much less frustrating than this situation. Like a comment ago I wish behavior would update things more frequently but without so extreme changes. I hope they will just add that extra few % to make the nerf less painful.
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@Blueberry said:
PR is definitely dead after this nerf. No one's going to run that anymore. For people to run that with 4 tokens only, require a scourge hook, and requiring very fair play you'd have to have at least 25% regression per token to make people even start considering it.
I would rather start with a small amount the see the effect. I appreciate that behavior put their work into balancing but their changes are too drastic, more consistent perk updates with smaller adjustments would be more precise in balancing and less hard for players to adapt.
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@Marc_123 said:
It is a hard nerf. You get 60% max regression now. Don´t think it will be used much anymore.
I love that it rewards non tunneling now in design but yea it seems like this perk gonna be replaced by such perks as Deadlock Corrupt Intervention Jolt or Merciless Storm. So additional % wouldn't seem too overpowered and it would give this perk some attractiveness.
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That would be another way to deal with that problem. I like that concept very much.
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@Veinslay said:
Sounds like a terrible perk you'd get value one time and you'll never down anyone again with it. Bodyblocking trying to hook is much less annoying and easier to deal with than regular chase bodyblocking
Well, certain solo q survivors can be oblivious to what has happened before. I admit this perk would mostly be a one-time value, but also it would possess instant endgame potential since certain perks combo allows you to move faster and have no penalty to attack all that while you carry a survivor you could know down an entire team of survivors. I think that possibility shouldn't be overlooked.
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@Mandy said:
Sorry it's taking a couple of weeks or so right now with replies from Support, the team is inundated with tickets at the moment. I apologise for the delay, but they will respond.
Thank you for your answer. I suspected they are inundated by the number of tickets.
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@[Deleted User] said:
I made one about missing cosmetics which took 11 days to get a response.
My second one is about a cheater and it's been 14 days and i have yet to receive a response.
It seems that the tickets about other players' behavior are taking longer to check.
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@cantelope said:
The only real way to deal with it is to not respond.
For these people its the attention they want. It validates them. Even being nice doesn't work because they still see you as acknowledging them. If you ignore them, and they stop getting any response, they will either stop or slow down immensely.
Even this post if seen by the player will encourage them to do it more. If anyone says anything negative that will not only make them feel validated but vindicated as they will use what is said to justify future behaviour "see they are just as bad as me!".
This doesn't mean don't look at chat if you like it. It means talk around them. If you toss out a gg and someone else does as well talk to them, but don't acknowledge the screaming kid.
It's true, better to ignore that kind of person for the future, but there was a case in which I managed to calm down the angry player when I joked around and admitted to some of his points about what's irritating in the game, but this guy was beyond saving. Also if this guy will be banned then it was worth continuing the conversation since he won't meet a kid, or some other guy with mental health struggles.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2621777#Comment_2621777
For all I know you could the Russian hitman now and it's already too late
RIP Tsunami
How did you know? Delete that message now!~`
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@GannTM said:
You handled that well. Hopefully he does get banned.
Thank you, I do hope for that.
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@JPA said:
Imagine if OP suddenly stopped posting cause the Russians got him
Haha, I don't usually use the forums ( I just had to share that story because I never experienced such a toxic guy before )so there is a high chance that Russians gonna be to blame when I won't post anything xd
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@Elena said:
Waiting for the victim blaming comments
The best thing is we didn't even gen rush. One of us had a green repair box without add ons, none of our team had generator speed perks and I for the majority of the game just looped the killer that's why my team had so much time to finish the gens. Its like unhooking ur teammate in front of the killer and then call the killer tunneler and camper.
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@Chocolate_Cosmos said:
Good job on the report.
Another reason why I should not bother to open end game chat.
I will still be opening the chat for that wholesome moments I sometimes have but unfortunately, you do have a chance for something like this.