bernardo6526
bernardo6526
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- bernardo6526
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@DBD78 said:
Please as survivor I love the fact that it's dark. This is what makes Dredge fun to play against. If you are scared of the dark play games with less horror.
Its not that I am scared, I am just annoyed because I can't see #########. On PTB it was a debuff for dredge because you could see him better which made no sense. They tried to fix it but they missed the line because now it feels like my screen is turned off. I am just asking for they find the middle line and make it work like it supposed to (you can see near you but cant see anything further than x meters). Now I cant see anything, sometimes even not myself depending on the map. I dont want to increase my brightness and hurt my sight just because the devs cant fix a simple thing :/
And also, yes its the Dredge power but you really think he needs to make you blind IRL to win chases? He has teleport and already has that antiloop ability, increasing nightfall brightness a little wont hurt him. Actually it will make fun for both sides because now people will stop DC'ing agasint him.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3085735#Comment_3085735
Are you saying they should work near the hook?
I am saying the devs acknowledge some killers powers are too strong and can be abused to camp or tunnel people easily. So to keep the pattern of disencouraging toxic playstyles they should nerf Bubba camping potential.
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@MrPeanutbutter said:
What do you suggest? Take away his ability to instadown potential unhookers and he’s easily the weakest killer in the game. No chase power whatsoever and easily countered by windows and any loop with a pallet.
I dont mind buffing his anti loop potential if that means they remove his facecamp ability
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/336698/we-need-to-talk-about-bubba
If Bubba is staying near the hook, just do gens.
just do 90seconds gens with deadlock? Otzdarva and Dowsey proved you can facecamp two people to death before all gens are finished
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I felt it too. Zombies are coming in my direction without seeing me and they are patrolling hooks and gen. They should nerf these zombies because its basically 3 killers on the trial
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These are cool ideas bro. I hope the devs rework demogorgon add-ons to something like that. I feel like most of the killers has bad ultra-rare addons. Why them cant make add-ons that change the killer playstyle like Myers or Hag?
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@Danu said:
I don't know about yamaoka but dead dawg I thought was fine because i only really play survivor but I just played two killer matches on it and it's far more noticable that its very dark for killer, very easy to lose survivors with dark clothes, even just say prestige ash or ace
Same here. Maybe its a bug?
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1154525#Comment_1154525
Yep. Like not being funny, I can see the bushes and everything fine.
Granted, i play on a monitor that is a little "washed out" in terms of color, so everything seems a little brighter than my big ass tv, but yeah I can see things great. Only when I'm all bloody claudette by a jungle gym on yamaoka is it close, but I can still see that as well.
My first match on Dead Dawg was as killer actually and wasnt terribly hard to see.
Now if I was on the tv, or had my pc settings dark, I can see how that may be a little harder to notice, but overall they seem about the same as the rest to me.
I think you monitor is helping you out haha. I had another graphic cards that made the game brighter. Now with a better one the graphics look great but some maps are dark as hell. I think is the way they are supposed to be. I hope the devs fix this :(
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You can see even the bushes and inside the houses?
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@finitethrills said:
Back when there was a lot of actual discussion around camping (not just bitching), several folks tried to point out the flaw with an idea like yours.
You CANNOT punish campers. Literally. Someone camping in order to be a dick is rewarded by the act of camping itself. Someone who downs the first guy and stands there watching him die in order to ruin his day has already decided they don't care about points, and don't care about the match. So any blood point or time penalties you apply are pointless at best, or punish people who have a good reason to stay at that hook.
The only way to actually end camping is having Survivors die on the first hook. And even then, the guys who camp to be jerks will just down em and camp the slug instead.
I agree that the reward is the act of camping itself but right now, you can pip while camping a lot so it's not fair. The bloodpoint penalty should apply outside of the game also so the toxic camper feel it harder. A player who is camping because its needed and not to be a dick wont suffer with the penalty obviously. I will edit the post to explain more about that idea.
@ShadyNicNack said:
https://forum.deadbydaylight.com/en/discussion/comment/1143895#Comment_1143895
Feel exactly the same way. Keys need more nerf as well. You get to 3 genes and finally the game is playing in your hands. Then all of a sudden, either 3 survivors or all four survivors just randomly escape because of a key and give you a middle finger. In my opinion, it should just be that one person with the key escaping and not all four.
You cant escape with all four when there is 1 gen left. And honestly, if the three survivors escaped you deserved because it means they ran around the entire map to find the hatch, them find each other and them open it. If you dont find anyone in this a lot of time, you just deserve to lose lol.
@Deadeye said:
@bernardo6526 The problem with the key is, it is irrelevant if you find the hatch. Or the survivor. If the survivor has a key, you need to hit him in a distance where you can hit him a second time without him being able to reach the hatch in time. If the survivor is close enough with a key, he has simply escaped.
And regarding camping punishment... this topic gets old. You will never be able to get a solid solution to this and if this nags you, I'd say add a "20 sec unhookable" timer on freshly hooked survivors. And make flashlights need to charge like the aura ability of keys do. And add a cooldown on crouching. We can discuss that, but it is simply community and that will never change and there will never be a solution to this that does not look silly to everyone that is not behaving like this. I'd rather say, add a base killer ability to stare at hooks without moving. For each 10 seconds face camping, one gen pops and the hook state is increased automatically. That way you don't have to facepalm when survivors prefer Domino Downs over gens. This is not a serious suggestion btw.
But I also think that Plague is not weak. Great counter to not cleanse. Simply take the infinite Tier 3 Myers while coughing like hell. But I think she is in a good spot and does not need any change. And I agree on addons that should change the playstyle like Myers and Hag has. Just shifting the numbers up and down and in many cases just to make the killer power viable at all is simply boring.
Regarding the Forever Freddy Build: That was a problem of the perks, not the addons. Addons can be way stronger than that 6% slowdown, while the perks do up to 30% or in late game. And the perks are even stronger on Plague and Legion as they have built in perk triggers for that build. On Freddy Id rather say that the addons were a bait to make survivors waste even more time to wake up. The interaction takes longer after every wakeup and going for the clock also takes at least 20 seconds, before you go on a gen again. How long do you work on gens to get a 20 sec delay by a 6% reduction? It is almost 4 full gens
Btw Monto can get ez 4k with Clown as well. If you take him as reference, every killer is OP
If it takes longer to open the hatch and you can cancel the survivor action, there is no problem on hitting him the second time. He wont make it in time if my idea is implemented. And about Monto you're right, he is good with every killer. But the Plague potential is sick (no pun intended lol), her vomit on gens last 35 seconds only with the base power. Her power can pressure a lot of different spots on the map, not like Hillybilly but no survivor wants to be free infected. This isnt normal, what other killer can get a free hit on everyone 35s after going to other location? Monto explores this potential to the max in his vids and wins only with the power itself while in the Clown videos he only wins because he loops better the survivors.
@ThiccumClownBoi said:
Mori's are a staple item in killers gameplay if they wanna use it. It's not going anywhere nor should it get any changes. You don't seem to understand that Mori's already require someone be hooked at least once. So your suggestion of they should hook survivors a certain amount of times is a bit of a mute point. But if you wanna go there with Mori's then let's go there. Let's go ahead and Nerf adrenaline. While we are at it nerf balanced landing those are some strong survivor perks that are OP. Better comparison, let's just do away with survivors ability to choose maps. I'm sure killers are tired of sweaty try hard survivors always burning a Cooldwind offering. No we shouldn't. We shouldn't nerf any of that stuff. We should not nerf Mori's.
I don't see keys often so I don't care much about them right now either way
Legion is not the only killer dependent on Add-ons. Name one Hillbilly player that doesn't run spiked boots and Thompson's moonshine almost all the time. Name a Billy player that unironically runs the silencing muffler add-on. Name a Spirit that doesn't run Prayer Beads add-on. Name a Huntress that doesn't run infantry belt and either ebony head or other heads or status effect Add-ons. I couldn't bring my self to care enough. Let survivors or killers bring whatever add-ons they want. If add-ons get changed or don't so be it.
Freddy is fine where he is right now. His add-ons aren't as difficult as you paint them to be. I've beaten my fair share of Freddy's with some of his tougher add-ons and I've played my fair amount of Freddy games and had a mixed time. Did good, did ok, did bad. Honestly as it relates to Fred and Plague there isnt much to be done to make them 100% perfectly balanced. Particularly Plague. They made the apple add-ons because she was weak and now, she feels more fair i'd say. She's not perfect don't get me wrong but she's a lot better from how she started. The only reason plague was considered over powered is yes because of corrupt purge. But guess what, good/experienced players know how powerful her corrupt purge is. So you know what they do? They don't cleanse cause it's easier to loop an m1 killer then plague with corrupt purge. So simple, don't cleanse. Of course with the apple add-ons that's a bit harder but point still stands. Don't cleanse and run her around the map. At the very least, if you do cleanse do so at a pool that's as far away from your objective as possible. That way when she gets corrupt purge a bunch of her time is wasted traveling across the map trying to find you.
Loops are powerful though I'm not sure what could be or should be done to them.
As it relates to camping there already due exist means of punishing campers. You have decisive Strike for survivors I. The event they pick you back up after getting off the hook. There's breakdown which breaks hooks (not basement hooks) she. You get off it yourself or with help. There's kindered which shows the aura of the killer to the other survivors if they are within range of the hook you are on. There's borrowed time other survivors can use to allow you more time to get away from killers. Besides killers are already punished for camping. Not as hard as you may like but they do get punished. Standing there doing nothing watching you die means survivors are around getting their objectives done. The killer isn't doing what they are supposed to and thus they get de-ranked by the end of the match.
Balance landing was already nerfed. Adrenaline you can only use in the end of game and there is noed for adrenaline gamers. I understand the mori, its kind weird the way I wrote, I'm going to fix the post but check my other comment about it. It's interesting the idea of not letting survivors choose maps, this can make easier to face toxic swf squads but if they fix the bullshit loops maybe we wont need that. The means of punishing campers aren't good enough, I see a lot of toxic campers (camping on first hook on the beggining of the match) pipping. This isn't normal, if they dont get punished enough they wont stop doing that because it can still be a valid strat.
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@ChainsawCharlie what you mean with demogorgon sucks? You think he is weak or too strong?
@Todgeweiht said:
Freddy slowdown addons were nerfed but they are still too strong
5% slowdown is too strong?
6% actually + Thanatophobia (16% max) + Dying Light + Pop Goes the Weasel.
But what bothers me is that Freddy have this free 6% because the survivors enter dream state passively. So you can make the number stronger but make freddy work for it.
@Kwikwitted said:
Are you not aware that Mori's require you to be hooked at least once to be used?
Also sorry, not taking anyone seriously who think Mori's are overpowered but thinks keys "are ok, just need some counterplay" as if the problem with keys is that I can't time the grab in a hatch standoff and not that once I've worked my butt off to get a defendable three gen in a tight game that survivors can just find a key in a chest and be all "Ight, Imma head out" and give me the giant middle finger in the process.
Yes I am aware. I was saying to keep this condition AND add the condition of minimum hooks. If the survivor finds the key and find the hatch before you is his win bro lol. He did enough gens so the hatch can spawn and found it. This process takes a lot longer than hooking one person. So mori's are definetly stronger than keys (And you are hearing a killer main here). As a killer , you should look for the hatch too if you find that no one is doing gens and manage to find the survivor looking for it. The only thing that bothers me now is when I do this and get to hatch but the survivor gets priority because there is no counterplay to the key usage. But if you add this animation thing, and play right you can stop the key use.
She doesnt need any buff, people need to learn how to play with her. And when they do, this game will be literally hell.
@BunnyTheHutt said:
I don't think you know how too balance the game. Freddy's slowdown addons needed nerfs, but the numbers they gave him made them a waste of bloodpoints, just like Z block. They should revert the numbers and just make them unstackable.
As for Plague, have you ever played as Plague at red ranks? she's super weak if the survivors never cleanse, since she's just an M1 killer at that point. The buff they are giving her will make her a strong killer but not an OP one, and will let her have freedom with her addons.
The rest of the post I agree are problems, but I don't think you understand how little the things you said "needed too be nerf" are in terms of strength.
Bad plagues struggles at the rank 1. Watch Otzdarva and Monto playing against rank 1 teams, they stomp easily. Plague is a m1 killer except that if she gets everyone sicks she is basically a infinite tier 3 myers and now that she has the free pool of corruption, she is a irisdecent hatchet machinegun huntress with 115% mov speed. Watch this https://www.youtube.com/watch?v=Jhs_5tM6l6A and tell me I'm wrong lol
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@Rivyn said:
You are aware that her addons are being reworked in the future, right? Her base kit is getting some slight changes as well, so they've said.
Omg thats nice! Do you know when this is going to happen?
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@PudgySavage said:
I like what I reaf, very nice.
You have a typo though
-Cautious Hunter:
"Even hurt you still can think straigth."
Sorry, english isnt my main language haha. I will try to fix that
@shingouki121 said:
I want to like this, I really do, but all I can think about is a 4 man SWF with DS, adrenaline, protector, man of action with insta heal med kits at the end of the game. You'll have most of them on death hook and all of a sudden you would get cucked but 16 shots of 2nd chance perks and boxes and have 4 man escape. No thanks
Dude, franklin's demise exist for the boxes and slugging is always an option. Protector is not that op. Is a high risk and high reward perk. To perform the save, mostly of the time you will need to follow the killer around when the survivor is on his last hook. If someone is following the killer, it's one less person working on a gen. Think of protector like a flashlight save but that only works once. It can still be countered by dropping the survivor just like the flashlight. The only differences is, instead of aiming with the flashlight you will need to hit the DS skill check. But yea, I understand your fear. The truth is, SWF is a problem. Maybe SWF should be like "normal games" and solo play should be like "ranked games". And about stopping the mori, is really a tiny window of opportunity to make this happen. The mori animation is fast and you only can stop it if is in the beginning.
@Shamrock said:
Danger calls is just a better version of Empathy. Danger calls would probably have to be nerfed for it to be implemented.
Not true. Empathy will work all the game when people are injured. Danger calls only works on the late game. I did the "show killer aura thing" because there was almost no reason to use danger calls instead of empathy. But now, danger calls can help you to bodyblock the killer because you will know where he is. These perks have different purposes.
@AshvsDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/588621#Comment_588621
I loved supernatural too. And Ash vs the evil dead, but they dont belong in this game where you're always running from the hunter, they need to be constantly fighting the hunter, cause that's what they do in their respective programs.
Yea, Sam and Dean are hunters. They dont run of the monster, they chase him. But the DBD concept is about the entity taking people hostages in that twisted game, and making them powerless (no weapons). The thing is, Sam and Dean are also survivors. They know what they need to do in order to survive. So putting them in DBD would explore more that "suvivor" side than the "hunter" side. But the "hunter" side is also explored because they dont just kill monsters, they also save people. And that's all about their perks, doing the most in a unfair situation to safe as many people as they can.
@A_bomb1107 said:
How would the cautious hunter work, would it cause you exhaustion every time you vault or would it only activate when the killer is in radius?
Cautious hunter is an Activate-able Perk just like dead hard. You can do a normal vault without getting exhausted or you can press the ability while near a vault location to do the safe vault. I really like this perk because I always get that bullshit hit while vaulting haha
@coconuty04 said:
If you some how incorporate Castiel into this dlc, and he has a perk that does something involving him yelling " Hey, ass butt!" at the killer, i will buy 10 copies
I really like Cass but he is an Angel. I think that having him in DBD would be too much. But maybe if he was powerless I could think of something. Or, we could make him a killer who is possessed by Lucifer or a Leviathan.
@canedpeanutshels said:
How exactly does the new status effect work? And do you have a reddit or mind if i post this on reddit and reference you?
This status kinda already exists in the game. The devs must have a variable to tell will which state of the sacrifice the survivors are in. So if you are in second state, the next time you are hooked you die. I only thought of making this information visible to survivors and naming it in a cool way. Also, I didnt wanna write on the Protector or Danger calls "you can use this perk if survivor is dead on hook or can suffer a mori". I think saying "if the survivor At The Death's Door" sound cooler.
My reddit is Bernardo6526 and yea! I dont mind at all if you post it there, actually I'm happy that you will help me by sharing this idea. Lets make it reach the devs boyyyys
@dubsteppaman said:
Really the craiziest consepts i've ever read. Great job. Keep going doing such incredible work. I strongly hope, that devs will pay attention on your idea.
I've also mentioned you in my translation of your concept into Russian. I believe, that a great part of Russian Community, who are the big fans of "Supernatural", will rate your concept. Thanks for that great work.
Thank you for helping me spread the idea bro!
And thanks for all the others who commented. It's getting hard to reply everyone haha, so here is another "Thanks to all".
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@Tenshi0108 said:
I applause to you man.
Great frinkinssssss Ideaaaasss.
Would love to play like the Winchester's.
You man derseve the best for this perks ideas are cool because it change some of the pace of the game.
Thank you bro, Winchesters rocks!
And thanks to all the others who commented. I'm happy about the compliments and excited with the suggestions/critics. You guys are helping me to see which perks should be buffed or debuffed.
I'm sending here this "thanks to all" because I keep forgeting to thanks while I'm responding the other questions.
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@Infamousboi said:
I think you should make so that savior cancels out dead hard. It would be repetitive and annoying for killers to go against especially if you bring some of your other perks in the mix. First you would use protector to save someone late game then you pick them up using savior then you use dead hard or cautious hunter if your near a window to get major distance or you use dead hard to get away then use cautious hunter to get through a window or a pallet.
But other then that I love the perks they go together quite well
You cant vault while carrying survivor and dead hard can only be used if you are injured. In the Savior description it's written "When not injured and near a dying survivor , press the Active Ability to pick up the Survivor.". Carrying someone is hard enough but doing it while hurt? Nope. So the only perk you could use with savior is sprint burst , adrenaline and balance landing. But maybe balance landing would be too unrealistic while carrying a person.
@PoisonHurts said:
Is danger calls not just a worst empathy?
It depends on your objective on the game. The thing is, empathy doesnt show the survivor aura if he is picked up by the killer. So you probably wont know where he is heading to and wont be able to catch up and bodyblock or break a hook or use Protector. Not all perks are supposed to be good. But danger calls isnt useless. The mori or death hook information can be useful if you can take the aggro of the killer.
But this was a good question. When I was designing the perk I thought of making it work with survivors who are also not injured. But I think it would be too op, since it would be a After Care but without the need of interacting with other players. Maybe Danger Calls should also reveal the Killer aura while he is chasing the "almost dead" survivor. That would make bodyblocks easier and the perk less garbage haha.
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@Ispn said:
-Strategist: I just don't see how this perk could be relevant in any context.
-Cautious Hunter: This is essentially just a conditional dead hard. I woild say it needs to be more unique to be worth making a new perk for.
-Saviour: This perk is super niche, I couldn't picture any time i would want to move a survivor that I could just heal up.
-Man of Action: This perk wouldn't make sense to use. Exhaustion is meant to be used during a chase to escape the killer. There would be no useful situation for this perk.
-Danger Calls: This is basically just a conditional Empathy, there would be no situation in which this would be better than Empathy.
-Protector: This is just a conditional DS which is a perk we just got fixed.
Overall most of these are just more conditional versions of perks we already have.
Strategist : could be used to sabotage style gameplay.
Cautious Hunter : basically fix the problem with dead hard (lots of situations I used dead hard to avoid the hit and then vault a window but the killer recovered before I could vault)
Savior : you could pick up a survivor and then run with sprint burst to move him to a safe location. Also, in the high ranks there's always a lot of slugging. While the killer is chasing someone else you can pick up people to put them in a safer spot. Healing isn't always a good option because Sloppy Butcher exists.
Man of Action : It's a good perk for people who want to bodyblock the killer to get those mettle of man stacks. You also lose less time to run to the hook and save someone. And this perk can counter Barbecue and Chilli. If you are away of a locker when the person is downed, you can sprint faster to avoid your aura being seen by the killer.
Danger Calls : It's basically the perk that would turn Protector viable. Also, you can lose track of survivors hooks in the middle of the game. Knowing when someone is about to die is a useful information. You can take the aggro and avoid losing one man or prepare to get that juicy Hatch.
Protector : yea its pretty much the altruistic DS, but I think it would trigger a lot of emotion in the late game. And it's not that easy to use, since it has really restricted conditions. Let's be honest, if you dont chase the killer, the chance of getting this save is almost 0. The sacrificial hooks are everywhere on most of the maps and you only know a person has a mori if they use it. Protector would be op with Danger Calls but them you are using up two perks slots. So basically people would be forced to drop one of their meta perks (Adrenaline, Decisive Strike or Self Care). So no, this perk is not that op. It can be annoying in the hands of SWF but you can counter it by droping the survivor. And most of people wont use this perk because solo games are like "i need to take care of my own ass".
All of these perks aren't supposed to become meta, except for Strategist. I imagined them with the purpose of opening new gameplay styles possibilities and to create crazy epic moments.
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@kelias5906 and @newavitar thanks for the suggestions and for the compliments. I also play killer and was worried about making these perks too op but I think the only problem with them would be against SWF teams. Otherwise, its not so easy to coordinate saves or hooks sabotages on solo games. Oh and agitation may counter Protector because sometimes is hard to reach the killer before he hooks the person.
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@kelias5906 said:
I don't know any of the story for supernatural and i know I'm about to hear "You should watch it yadda yadda yadda" and I will... Eventually lol. But my comments on these perks are that they'll be really good, but I expect a lot of the killer community (yes I'm a killer main, but also a survivor main so shut up both sides lol) to complain about Protector bc it will be the only sort of way to cancel a mori and there is no way to counter a mori cancel. 70% of the perks in the game can be countered in some way shape or form. Not all of them are easily counterable, but still counterable none the less.
I'm cool with these perks. Also don't know if the "think straigth" was a pun or not, either way it's ironically funny lmao. Also cautious hunter would have to be tweaked just in case it causes issues by overlapping the same button with Dead Hard. Otherwise I love these perks and great job :)
I dont think it would overlap dead hard because the Cautious Hunter can only be used on vault locations so if you are in range, you do the cautious, if not you do the dead hard.
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@newavitar said:
Because of the nature of Moris, being able to just outright stop one and make it unusable would be too much. If you make it so it can only be used during the time that the "kill" bar is being filled, that would be more plausible.
Also...you want another DS in the game? Really? We shouldn't have had the first one at all. How it is now is fine, and in no way justifies a second version.
The ability to carry survivors is a really fun idea that I do like. However, I would maybe increase the slow amount. Carrying a person is not as easy as you think.
The other perks sound situational but fun.
Yes I was thinking of being able to stop the mori only in the beginning of the animation (before the survivor got stabbed to death). I agree that it's basically another DS but it's too situational (can only save survivors who will be dead if hooked or being moried). And the killer can counter play it by dropping the survivor before the other survivor gets in range for the save. Also I agree on increasing the slow amount of the Savior perk, I will edit this.
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@DarknessFollows2 said:
Only word i got for this is. Please?
Yess, please please BHVR
@Inji said:
Big fan of the Winchester's. So the idea of them being in the game excites me. Good job on the icons.
It would be so cool playing with them right? And Thanks for the compliment! I'm glad you liked it ;)