Vert3x
Vert3x
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1780131#Comment_1780131
Thank you! I’d love to see something like this that gently suggests to newer players that camping isn’t ideal. They don’t get full-on punished for doing it, but they learn that there are more effective uses of their time.
Now I’m starting to wonder if this perk should apply to 1st hook stage as well. Is that OP?
You want to make base game mechanics that gently do that rather than perks.
Since Bill was released back in 2017 with Borrowed Time, it feels like the developers are overly relying on the existence of perks to discourage bad strategies, and that's just inconsistent, camping has always been a real issue that detriments at lease one player's gameplay experience.
They did only one other thing against camping with is Emblems discouragement and that is just.. Yeah I don't even think I've got to say anything
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@Warcrafter4 said:
i feel like this list is just missing: When you're unhooking a survivor. as one of its disabling factors.
As it shouldn't come to your surprise that survivors weaponize DS to auto win hook stand offs or chain DS unhooks to have a comeback in a game they have misplayed horribly.
Man I kinda feel the same way about Borrowed Time
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@gibblywibblywoo said:
I think they're fine because they now have a global blind time. The instablinds were a REAL problem for a while.
I wish I could pretend that I don't miss those 😂
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Interesting to know there's been no progress with the Hit Validation project and that nothing about Dedicated Servers has been improved.
It's still a great pleasure to see that the worse the Killer's connection is, the better they'll perform due to Bullsh1t Hits®, makes me feel like Dedicated Servers were a great investment to improve those annoying scenarios that would happen on the P2P system.
I still remember being able to see the actual Killer's ping rather than my ping towards a server and dodging those lobbies with 300 ms to avoid being hit from 3 meters away, what an occasion to have tons of fun was I missing at the time! So glad Dedicated Servers are here to make me enjoy those games too!
I also remember playing Killer and grabbing survivors from generator repair and unhook animations to hang them ona a rusty hook, so much violence back to those days, now you can finally calmly and peacefully pat their shoulder to encourage them to keep on playing Dead by Daylight! Glow ups, folks!
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@ALostPuppy said:
Actually as of the new Macmillan update you can't even go up the tree to trigger Balanced Landing. Because no fun allowed, I guess.
Unless they added it back recently which I HEAVILY doubt.
Yeah, I forgot to add this to the discussion, I found out that's not even possible anymore. They had the occasion to change that map up to make it more fun, and what they've done is remove the one interesting thing which was the Balanced Landing trigger on the tree. I just have no words for these developers whatsoever, I just wish I was paid too for doing things unthinkingly, sometimes it feels like the effort that players put into enjoying the game is higher than the effort that BHVR puts into making the game enjoyable.
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@PlantCollector said:
Personally, i don't think a simple hill is enoguh to make this map more fun.
They could add some kind of tree house or platform for the middle tree, where you can go up with a gen on top and a vault with a drop similar to the gallow platform from glenvale. They could also make the tree hollow and add a vault in there to make the tree somehow usefull for looping.
They could make many changes that would change the map and make it more fun to play and more appealing and i definitely would love to see that. Cause right now it has nothing else than a giant tree that you can not even use.
Well, that's a different problem that Shelter Woods shares with Rotten Fields from Coldwind Farm and Wrecker's Yard from Autoheaven Wreckers. It's just the way they wanted to make one map for each of those realms: they didn't want a main building to be there for whatever reason, even though I'm pretty sure everyone would appreciate to have one there.
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@seffard said:
They said the matchmaking is automatically regulated by the triangle time, fairness and ping. Maybe let players prioritize one or some of them. Im willing to sacrifice time for fairer matches with better pings.
Their matchmaking never worked, I'm here either trying to get to see the ping of killers myself or to go for the possibly more bhvr-friendly alternative of getting hit detection calculated based off of the server or the survivor's client in case the killer's got a bad ping (over ~150ms)
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1128611#Comment_1128611
It then comes down to allowing those with bad pings to be lobby dodged taking longer to find games or letting the system be automatic so no one knows and it takes longer to find games.
A stress test to the person's game client should give the real ping in theory rather than just it using an the vpn's connection for it.
The automatic system would be unreliable because that's a standard for BHVR. They should just show the ping of everyone, that's it, as simple as that.
Another possible idea if they really want to avoid lobby dodging is to make sure that any occurrence that is currently controlled by the killer's client (such as hit detection which is the most commonly inconsistent one) should instead be controlled by the server (if possible) or the survivor's client in case the ping of the killer is higher than 150 ms.
Just anything to avoid the idea of reworking the movement engine because anyone that has seen how BHVR works for at least a year knows where it's gonna end up.
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@twistedmonkey said:
The issue with showing ping is the lobby dodging which they have already said they don't want to happen.
The other issue is those who use a vpn as the ping is to the vpn and not the end user so it an give a false one.
Maybe they should do a stress test when clicking searching for match which then matches pings within a set range.
0 -100, 101-150, 151-200 etc.
While I guess the VPN can be handled, it's quite a pity to have to give up the game consistency (because the whole system they have in mind is not reliable, I'm just saying, I sadly know BHVR well enough to assess it isn't going anywhere) because they don't want people with a bad ping to be lobby dodged, that's just not acceptable and ludicrous.
If what you referred to as "the stress test" is what I think you're talking about, it would be an automatic lobby dodge, people with a high ping would just wait longer to see survivors join their lobby rather than seeing them join and leave until some just don't pay attention or don't mind and play the game.
The difference is that with manual lobby dodging of bad pings you know you'll get what you want, with the stress test we're gonna live up to an algorithm from BHVR and I don't think I've got to say anything else, am I right? *pats matchmaking on its shoulder*
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1097396#Comment_1097396
While I see where you are coming from NOED is not why we don't have good totem spawns. It's just one of those problems that happened and is slowly getting fixed like with the lery rework. It's something they are working but it will take time.
Of course NOED isn't the only reason why, to this day, totem spawns are still unreliable, but if you take a look at certain spots on, for example, Macmillan Estate maps, you will realize that some could just be completely wiped off as they are just ludicrous but I'm quite sure that devs are refrained from overall "cubing" every spawn due to certain strong perks that should be easily cleansed because of the incredible advantage they give
With this being said, I wish that some secondary objective was as mandatory as Generators are so that games could last longer and getting to be the gen-jockey isn't as boring as actually holding M1 on one single object type, it's not like I'm here saying that survivors should always be able to genrush without having to be bothered by totems, it's just not enough of an encouragement.
To be completely fair, they could even just repopulate all the maps with a higher amount of pallets, nerf something for killers here and there and make NOED a base kit ability, I just don't like the inconsistency of it.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1095770#Comment_1095770
DS is just as much a crutch. I rewards poor choices on the part of survivor just like NOED does for killer. You can't get mad about killers one second chance perks when survivors have like 6 some of which can be used at the same time.
I completely agree with that, but still considering that a good player doesn't need crutch to play well and keeping in mind that NOED is currently one of the reasons why we can't get decent totems spawns, I would be down for taking a "hit" and getting it nerfed considering it's a perk that I don't need but rather I would definitely need my other Hex perks to spawn in a decent manner.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1095849#Comment_1095849
Really?
*looks at detectives hunch and rainbow map*
No? Really?
Again - don't be lazy.
You're complaining that they are hard to find, yet also complaining that you have tools to help you. You can't have it both ways. NOED is fine. Period.
You either have some comprehension issues which I'm gonna wish you not to have or just don't want to pay attention to what you're reading which is in all likeliness the case.
Just re-read the message you just quoted possibly without ignoring the parts you're unable to provide a counterargument to and try to open up your mind.
If you're upset that the perk can be easily countered then you don't think it's fine, it means you wish it had better strengths which we're all here for, we just want it to have a different and better potential that doesn't impact the game as lamely as it's always done.
I would also like to hear you mention something about Totem spawns because you are really borderline ignoring that part which is just childish to be honest.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1095826#Comment_1095826
For a full comms SWF...or for someone who can count to 5.
Stop making excuses for being lazy or negligent. I play solo exclusively and I'm far from the best survivor. If I can do it, you can do it.
Nope, there's maps where the Level designing team has done a better job in hiding totems (and that's what they're supposed to do, but they are refrained from NOED to continue improving them) and spending the time to find those 5 totems, especially against good killers that know how to apply pressure rather than living up to one no-brainer perk, is just gonna kill you and potentially the entire team.
There's maps and perks to use to make finding totems consistently easy, and there shouldn't even be! Totems should be bloody hidden and hard to find! But here you are, defending a perk that is indeed unreliable, unneeded for good killers, and detrimental for every other Hex perk.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1095770#Comment_1095770
Well, I play both, more survivor, and NOED is fine.
It has a nerf. Do the ######### bones.
Well, it's easy to cleanse 5 totems for a full comms SWF which almost makes it useless for those, while it makes it something completely unfair to deal with for Solo/Duo players.
Considering the possibility of the perk being powereless and unused vs good SWF teams and that no real good killer player needs it and that it's likely to just come in action by giving away free kills that are really undeserved objectively, I really wish that it got nerfed for the sake of actual normal Hex perks.
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What did you say about my favorite random guessing simulator?
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DS needs a rework so that the 5 seconds stun isn't eaten when a killer has hooked someone else in the meantime or other conditions are met, but NOED needs way more of a nerf, it's just a crutch perk that only bad players really need that causes the devs to be unsure on how well they should hide totems.
Having NOED nerfed to the level of a normal Hex perk would make it possible for BHVR to do focus on improving every single totem spawn and making sure that no bullshit cross-map visible totem is ever generated again.
That would automatically buff every single known Hex perk by making it so that you almost never see it cleansed before you even get a chance to reach it physically.
When it comes down to the recent Ruin rework, I believe it's better on some killers like Bubba but not gonna deny that a game slowing perk is needed, maybe even buffing Corrupt Intervention into something more solid would be enough.
Oh and before anyone says anything, I'm usually called a Killer main for most of my opinions even though I'm actually a 50%-50% player, so yeah just keep that in mind before you accuse me of being an "entitled survivor main".
NOED is just a blatantly crutch perk that any good killer player admits to be overpowered.
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@Peanits said:
We do have a quick update for you: The issue we ran into before has been resolved and we're looking to send those cosmetics out to the people who earned them soon (hopefully within the next couple of days if all goes well).
I haven't been returned neither my Untamed Donkey Jacket nor my Hound mask for Huntress, but I did get duplicates for the Free Song-bird shirt and the Pro pain hammer which I didn't even lose in the first place.
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You sound like you're giving off an idea to nerf old DS (?)
The perk will now be usable only for a limited amount of time after the user gets off from a Hook.
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And this is the reason why I think that being democratic for Dead by Daylight surveys is wrong.
Letting someone that is new to the game influence its balance is not ok.
I'm not judging people for being new or bad at the game, we have all unavoidably been there at one point in time, including me, so I'm not blaming people for being inexperienced and for having surreal opinions about the game due to that, I'm just saying that the devs should never listen to them because they just have to better learn the game.
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@Well_Placed_HexTotem said:
This will work very well with the new end-game perk, Ruin.
Oh don't be so negative, new ruin requires killer interaction because old ruin was so good the killer didn't even have to do anything to benefit off of those average 20 seconds of perk usage
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@[Deleted User] said:
By the time you got your shoes on to leave they would pop 3 or 4 gens, all 5 if you stopped to scratch your nose for 3 seconds.
Just use old ruin as long as you can: it doesn't require any killer interaction!
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@Kafei said:
I'd change it so that it does something to help out the survivors during the Trial, kinda like BBQ that aside from the points, it reveals auras.
I always though it'd go well with Steve's Babysitter perk (both effects on one perk) but that'd mean a full rework for Babysitter, which would be cool too I guess?
I agree that Babysitter needs a rework, but I'm down for WGLF to remain a bloodpoints only perk if my change is applied. I don't really mind that, for once there's a perk that it interesting to run without it having to be annoying for the killer side
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@Boss said:
That'd be neat to have, but it'd be like an anime character saying: "Hah, that was just 0.01% of my full power!"
I'd like it more if Blindness triggered a literal tunnel vision: It'd cover the screen in the same visual effect as the Killer gets when Flashlight/Firecracker-blinded, covering all except the Survivor models and a bit more around their models.
That'd be very cool but it'd require Blindness to not affect survivors for as long as it currently does with stuff like the Third Seal
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@Maxomega said:
I'm new to the forum. How likely is it that this gets the attention of a dev?
Strongly unlikely I would say.
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@Fayyar said:
Decisive Strike at its current state is simply untolerable - it's way too strong. From the killers' point of view, it was actually less frustrating before the rework.
My suggestion is simple: just cut the timer in half.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for
40/50/6020/25/30 seconds.What people are suggesting here is too complicated and it makes DS still too strong.
I disagree with that, dealing with Decisive Strike as a killer should be reserved to people that tunnel only.
What we are suggesting right now may sound complicated but it won't really once written down on a perk description.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/965777#Comment_965777
I like the change, it prevents the survivor from becoming invincible by jumping in a locker.
One time I got unhooked with Second Wind, then I jumped into a locker so the killer can either wait (I heal up to full) or grab me (they eat DS).
Now, the killer can slug the DS survivor to at least get some momentum if they decide to show themselves.
Yeah, but slugging should be considered soft tunneling in my opinion and therefore the "punishment" is that it takes twice as much for DS to expire as long as the survivor is on the ground, that way it'll be very much unrecommendable for the killer to pick them up at all and they instead have to just take the map pressure of a slug as it is and let the teammates heal them.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/117094/decisive-strike
I'm going to put your ideas in perk format!
Decisive Strike:
Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 60 seconds. The activation timer is slown down by 30%/40%/50% while in a chase, but will automatically expire when the killer hooks a survivor or you heal a health state.
While Decisive Strike is active, when grabbed by the killer, succeed a skill-check to automatically escape the killer's grasp and stun the killer for 5 seconds.
- Succeeding or failing the Decisive Strike Skill Check will disable Decisive Strike.
- Successfully stunning the killer will result in you becoming the Obsession.
- Increases your chances of being the Obsession.
- The killer can only be Obsessed with one survivor at a time.
I think slugging should also slow the timer, as feedback! 🤗😁
I also thought of doing that, but I would rather a list of rules to appear in regards to the 60 seconds. Something like:
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for a Timer of 40/50/60 seconds.
- The Timer will progress at 50% its normal speed while the Killer in chasing you
- The Timer will progress at 50% its normal speed while you are in the dying state
- The Timer will be canceled if you heal up to full health
- The Timer will be canceled if another survivor is put on a hook
- The Timer will be canceled if you get into a locker during a chase
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/964219#Comment_964219
- 120 seconds was too much but it's ok.
- It is tunneling, doesn't matter if you're healed or not, if the killer is focusing on you it is tunneling so it should not be canceled.
- Im fine with this, but there can be some scenarios where the killer slug one survivor, wait for the hooked one to get unhook, hook the slugged guy and then boom, your DS is cancelled, and the killer tunnels you.
- I feel like you might have misinterpreted this point, it's not right up 120 seconds if the killer starts chasing you, it's gonna slow the timer down to half of its normal speed as long as you are being chased.
- Tunneling is the act of committing for the same survivor right after they were unhooked. If they had the time to heal up or either got a free health state off of a perk or an item then they're already good to go for me, it's true that this makes the perk less efficient against some killers like the Hillbilly which should be the most discouraged from tunneling, but it's still an improvement that it needs.
- Very good point you got there. The scenario you're talking about, albeit it's unlikely to occur, could be prevented through some other rule that can be created in regards to a survivor being slugged counting as soft tunneling and allowing for Decisive Strike's timer to even get completely paused, so that the only way to disable the perk in that situation is by letting them get healed (it's still some map pressure to have a person slugged, it's just not possible for them to pick them up at all)
@YummySushiPJs said:
I think this would be a nice change.
I use DS a lot. As sadly, with the way a lot of killers choose to play nowadays, it almost feels like you need to run it. But I also see how annoying it is from the killer side. I’ve been hit with it plenty of times when I haven’t tunnelled somebody and I’ve just happened to find them again after they’re fully healed. It’s annoying being ‘punished’ for downing a healed survivor. Especially during the EGC. As it pretty much gives them an easy escape.
I don’t really see why anybody needs DS to still be active after they are fully healed.
You may need it against instadowning killers, which is something to be born in mind
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/117094/decisive-strike
- Decrease it to 80 seconds.
- Delete this one, basically if you are healed by adrenaline and the killer is tunneling you, decisive gets cancelled? That doesn't make sense, since the killer is tunneling you.
- If another survivors is hooked the timer goes to 40 seconds, IF another survivors get hooked decisive is cancelled.
- 120 seconds is fine if a killer is tunneling hard, keep in mind the chase has to go on the entire time!
- Yes, a survivor that is healed is already given enough chances to avoid tunneling, it's true that there is some killer powers or perks that allow for an instadown ability, but there's killers that suffer real hard from getting decisive strike stunned after the guy got healed and chased all over again, it's just not tunneling anymore at that point.
- If other survivors are hooked, tunneling is not a thing anymore. In its current state, Decisive Strike could theoretically happen to be activated for the entire team at the same time, and I doubt the killer can be tunneling the entire team at once..
@PistolTimb said:
Fair enough. If you can heal up to full/someone else is hooked, then you're not being tunneled. They should be fair game just like anybody else. DS in its current form gives God mode with no caveats. It should be reigned in, but I'm sure there will be people coming in here to call us killer mains for daring to even suggest touching such a beloved survivor perk.
Well, my idea does allow room for some buffs in order to make it address tunneling more than anything else. You're right though, it's ridiculous how a survivor being unhooked automatically gets body guarded by Borrowed Time and Decisive Strike, sometimes it feels like those perks just rob you out of the only one hook you had obtained when you're about to lose, and they quite feel like, as survivor perks, they are stronger than the killer
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@MegaWaffle said:
The problem with slippery meat is that it gives me 6 chances to watch myself fail hook escapes, and I only want the 3.
As for Hope I wish they would buff the speed to 7.1% because 7% is just too low.
I used to pair Slippery Meat up with Up the ante to make my kobe build before Deliverance came out. It tended to work and I didn't hate the idea of not having 100% guarantee to use it.
Slippery Meat is not brilliant but I nonetheless used to get some pretty cool usage out of it and it deep down is still possible to do so
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/964169#Comment_964169
Looks at mettle of man
Cries in No one left behind
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/964162#Comment_964162
Yeah or if I know BHVR they will take this post seriously
I entirely know bait is not entirely useless, if a dev catches up on the bs of the post they will notice that the perks need a rework or buff, Sloppy butcher indeed is in need of this as its almost useless
Yeah, there's far worse perks imo but still Sloppy also needs a buff
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@Hoodied said:
Bait has really went a long way
I don't like to call these posts baits, it's more like meming, if any experienced player of Dead by Daylight believes this post is serious there's something wrong on their side and you can't really deny that.
With that being said, this post specifically is not 100% useless, making fun of perks by pretending they're anywhere strong points out how weak and almost unviable they actually are and if BHVR listened to their community in a normal way they'd be able to get some information off of these posts too.
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Dude you complain about Slippery Meat because you're visibly a killer main, wanna talk about how broken Overwhelming Presence is? Pairing it up with Mindbreaker and Hangman's Trick will result in the most overpowered perk build to ever exist in this game, can't wait for them to nerf those perks for real.
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Uh I'm quite sure you got things mixed up, you used to have trouble when the game was hosted by the killer and they would have a crappy internet.
Dedicated Servers have got plenty of issues affecting both the sides which make me wish we went back to the Peer-to-Peer system, but one thing that's for sure is that now everyone will be undergoing their own connection problems or at most the issue could come from the server they're playing on.
By no chance will you get laggy due to another player's internet, regardless of the role that you are playing and regardless of whether that player is your opponent or your teammate.
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I remember the good days when I could play on Medium graphical settings and 100% resolution before 2.0.
Now I'm on Low with about 30% resolution and we now have plenty of killers in the game that basically suck but are annoying to go against as survivor.
Seems like a solid improvement
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@yoi said:
is actually sad to see how the survivors dcs and you are not gonna get something better than a black pip most time because of it. meanwhile the rest 3 survivors can still farm each other with borrow time go for some chases and maybe touching some gens and still pip. is stupid.
You forgot to mention that juicy BBQ stack if they dc before their first hook. That's a damn nice idea tho
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@FusionW said:
It's amazing to me what people complain about. Literally takes like 5 seconds to switch role. Finding things to complain about won't make your experience better.
I was heartily appreciating the work of Behaviour in the removal of that button, who complained about it?
I wanna talk to them, tell me who did so I'll handle the situation as soon as possible!
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The most fun fact is that the last two Winter Solstice Events were appreciated and actually quite simple to do:
- Enable "Winter Party Starters" in Bloodwebs and Chests (the items are still present in the game: I still have a bunch of them from the past events).
- In the Bloodweb, replace Mystery Boxes with Gift Boxes and make their (Bloodpoint) prices lower and their rewards better.
- Put in-game Christmas lights on: Hooks, Barrels and Lockers (the Basement used to have them back in 2017 but they removed them last year for some reason)
- Change the look of the lobbies by adding snow and decorations.
I would like to point out that 3rd and 4th tasks (which are pretty much the major ones) are both on the Graphical Designing team which has nothing to do with fixing bugs + most of the assets required to add those decorations have already been in the game at one point so if they have a brain they should have saved them.
If they were aiming for a more interesting event this year, well they ended up not giving us one at all so going for the exact same type of Winter Solstice Event as the past 2 years would have been the best choice under any point of view.
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Definitely agreed, of course this should include a Legacy prestige version.
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Such a nice throwback xD
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Lol y'all are ignoring how the second match has got 3 different strong buildings in one map. Foundry from Ironworks of Misery, Coal Tower and Suffocation Pit's mine. Aight then, let's stick in a couple buildings from coldwind maps at this point, shall we?
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I remember about having some friends of mine giving me their Winter Party Starters about a year ago because they weren't gonna play on PC anymore. I was gonna escape with one and I accidentally activated a macro to spam M2, which made me waste the firecrackers and get those +150 "Disturbance" points.
Haven't spent those points since back then. -
@XavierBoah17 said:
I got Vigil a while back and its pretty bad spot rn. Lvl 3 exaustion perks take 40 secs to recover from exaustion and Vigil only decreases this by a weak 8 seconds.Well, one could value that 20% if it just worked while running, I know that it doesn't feel like it's much but 8 seconds can do the difference and so can the possibility to recover Exhaustion while running the way I described it.
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@tehshadowman33 said:
If my math is correct, at 20% recovery, a T3 Sprint Burst would take 72 seconds to fully recover. This of course, doesn't include the fact that you'd probably gain one or two, maybe three seconds near corners while you wait for Killer to commit to a direction and continue chase.There's definitely ways to get sprint burst twice in a chase if all it takes is 72 seconds in that case.
Nice observation about sitting at corners without running to locate the killer better, it's important to point out that these situations only occur when the killer loses distance off the survivor, leaving them room to either try to stealth away or to do whatever, even simply to recover his Exhaustion.
Now when talking about those 72 seconds that you came up with, unless I misunderstood what you were talking about, it would definitely take longer than that with my idea applied.
20% = 20/100 = 1/5 = 0.2
40 seconds / 0.2 = 200 seconds, or 3 minutes and 20 seconds.
You either messed something up with your calculations, or you were talking about the old Vigil being applied to the Exhaustion that used to recover at 50% while running instead of 0% like now, which isn't out of context but I believe that you should've specified that if it's the case.@poopman said:
@Vert3x said:
I recently started using Vigil again to test out how it feels, and yeah, it is definitely not worth it to use it for how it is now, so one really simple thought that I had about it was to make that 20% bonus apply no matter what.Now, before I explain better, I would like to point out that I don't want to specifically refer to cases in which you're the perk holder or in which you're being given the buffs of the perk by someone else via range, but I'd rather talking specifically about the effects that the perk applies and how to possibly improve them.
So, what Vigil does is grabbing those 5 negative status effects, check if you're affected by them and if they're timed effects and if they are, it's gonna apply a 20% bonus speed in recovering from them.
The thing is, specifically referring to Exhaustion, when the standard recovery speed of the effect is set to 0% (after the nerf that Exhaustion got back in July, while running it's always gonna be set to 0%), Vigil isn't gonna increase that for some "proportionality priority" reasons.Well, my point is that exactly those proportionality priority reasons should be worked around to just make sure that while you're running and you're affected by Exhaustion (with Vigil on), you should recover at 0% + 20% = 20% the normal recovery speed, that way you'd make the perk less useless, and at the same time you wouldn't get to the old 50% recovery speed which kind of sucked to deal with as killer, especially when it came down to Sprint Burst.
Let me know if you guys like this idea, I think that this perk is currently not overly bad, but it's definitely been forgotten by people and that's kind of sad since it used to be way more useful back in the days.
I'm a Killer main but I think this actually sounds like a good idea.
Especially because it would discourage Killers more from chasing people for too long and instead get back to doing the actual objective and trying to catch survivors offguard more.Definitely agreed, I love to still see people supporting this, even though knowing the commitment from this development team and how much they ever look into these forums, this is likely to be never thought about or it's likely to have it implemented but just because they think themselves about it. I really feel like they should look more into these forums and check out some supported ideas about anything.
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@KoolaidInMyCup said:
I actually miss infinite sprint burst loops. At least when I played killer back when there was 2x Pallets and Insta-blind flashlights it actually felt like I won and not like the Devs just handed a win to me like it does now.The problem has always been majorly genrush (instablinds were annoying, ok, pallet vacuum made no sense, ok) but the whole problem was having generators going by too quickly for all the stuff survivors where given back then; and rather than slowing generators down properly, the actions taken by the game designing team actually incremented genrush since any interesting "secondary objective" got ######### over and made useless (e.g. flashlight saving, sabotaging...)
However, I still don't understand what properly those "Infinite Sprint Burst Loops" were.
As I mentioned earlier, Exhaustion has been a thing for nearly 2 years and has always taken twice as the normal time (80 seconds for a tier 3 perk, 1 minute and 20 seconds) to recover fully while running.If the point is that it was too quick, I agree, but 1 minute is not infinite, you can catch up to the survivor in the meantime even though the whole thing starts with some distance given to him by the perk activation itself, it's not like Sprint Burst was ever that much of a deal, or at least it didn't feel like it to me.
However, 3 minutes and 20 seconds wouldn't be even barely close to being unfair or "infinite", especially considering that you've got 2 perks for the sole purpose of being able to recover your Exhaustion while running, no matter if you were to improve Vigil to also affect non-exhaustion cooldown perks, you would still have it used as a supplement to some existing perk in your build, and if you wanna use it on Sprint Burst, you should get its buffs on SB.
I'm really surprised by how many people came out disagreeing after all the consent I had on a first spot even by killer mains, this is really non-sense.
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@TreemanXD said:
making Decisive Strike give you a 50% bonus repair speed the whole match.
I’d prefer the current DS and as for your exhaustion thing I’ve stated my points you keep denying them I’m done with you, I can’t reason with you so bye.You just stated that it's op and about "Sprint Burst infinite loops", that's all I've seen on this thread, your points aren't valid to me to be honest.> @KiraElijah said:
@Vert3x said:
@KiraElijah said:
Imagine having lithe become useful again.. Not only that, but greatly powerful. Even if it took 3x as long it would only take 2 minutes. Something way too easy to do. Exhaustion is fine.Not to be finicky, but it'd take 3 minutes and 20 seconds with Vigil on to recover from Exhaustion (5x as long), 1 min and 20 seconds make the difference to be totally honest..
You guys are reacting to an idea that would just improve Vigil to an average level like I was talking about making Decisive Strike give you a 50% bonus repair speed the whole match.
How would recovering from Exhaustion in over 3 minutes of chase be even close to being overpowered? It's quite hilarious guys, you're not proving any points, it is just nowhere close to being strong, accept it for God's sake.
Three minutes of chase is way too easy. If they last that long, the last thing they need is another SB
It's way too easy on rank 20 dude, I bet you couldn't last more than 30 seconds in a rank 1 chase just because you said that. The killer doesn't need any reward or punishment in that situation where he chased one person for 3 minutes, he's making a bad decision by chasing down a survivor for that long (either because he got unlucky or because he's bad at chases) and a survivor that is keeping the right calm and the right combination of pallets and mindgames should instead be rightfully rewarded in case he's using Vigil and SB, I can't believe there were honestly people thinking that 20% would be overpowered.
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@KiraElijah said:
Imagine having lithe become useful again.. Not only that, but greatly powerful. Even if it took 3x as long it would only take 2 minutes. Something way too easy to do. Exhaustion is fine.Not to be finicky, but it'd take 3 minutes and 20 seconds with Vigil on to recover from Exhaustion (5x as long), 1 min and 20 seconds make the difference to be totally honest..
You guys are reacting to an idea that would just improve Vigil to an average level like I was talking about making Decisive Strike give you a 50% bonus repair speed the whole match.
How would recovering from Exhaustion in over 3 minutes of chase be even close to being overpowered? It's quite hilarious guys, you're not proving any points, it is just nowhere close to being strong, accept it for God's sake.
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@TreemanXD said:
@Vert3x it didn’t recover any slower while you ran, and with vigil rank three it took 32 seconds.You're getting confused, on the 27th of April 2017 in Patch 1.5.0 Exhaustion was first introduced into the game and it was already recovering at 50% the normal recovery speed while running (twice as slow).
Vigil got released along with Quentin back in October 2017, so it's impossible that you've ever seen a survivor recovering their Sprint Burst in 32 seconds while running.
At most you can talk about the Sprint Burst - Balanced Landing combo back to when they didn't share the cooldown and Exhaustion wasn't a thing, and back then you did recover from their cooldown even while running at the same speed, but that has nothing to do with Vigil.
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@TreemanXD said:
@Vert3x said:
@Didiez said:
Yeah, like the idea of exhaustion don't recover when running is for counter those sprint burst or Dead hard infinite loops. But it's not a bad Idea, I would use it in my builds.There was nothing infinite with that, aside from Dead Hard being a pretty predictable perk to go up against, nothing was ever infinite, you simply found yourself dealing with them during a chase instead of at the beginning of it, that's it; and this change would also make it way weaker than it used to be.
I can bet this perk wouldn't even be any close to be too strong, just trust me instead of fearing any idea!
This is exactly what makes genrush a thing: limiting anything to survivors makes them feel more and more oppressed and will force them to only focus on sitting on generators, that's how it works.Did you even play during the old exhaustion? If you did then you would know that the infinite sprint burst loop was very real.
@TreemanXD said:
@Vert3x said:
@Didiez said:
Yeah, like the idea of exhaustion don't recover when running is for counter those sprint burst or Dead hard infinite loops. But it's not a bad Idea, I would use it in my builds.There was nothing infinite with that, aside from Dead Hard being a pretty predictable perk to go up against, nothing was ever infinite, you simply found yourself dealing with them during a chase instead of at the beginning of it, that's it; and this change would also make it way weaker than it used to be.
I can bet this perk wouldn't even be any close to be too strong, just trust me instead of fearing any idea!
This is exactly what makes genrush a thing: limiting anything to survivors makes them feel more and more oppressed and will force them to only focus on sitting on generators, that's how it works.And if you wanna talk about is fearing a idea then what about you and the fact you won’t believe us about infinite sprint burst loop? I’m not the only one who has mentioned it.
1 minute and 20 seconds to recover from the old Exhaustion, if you wanna point out that it was overpowered, do so, don't call it "Infinite", because that's an improper usage of that word.
Also, an Exhaustion perk getting used does give you some distance from the killer, but it's unlikely to have it impacting your game so much.