cave_ghost_al
cave_ghost_al
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- cave_ghost_al
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@youarewronglol said:
https://forum.deadbydaylight.com/en/discussion/comment/916459#Comment_916459
the only sabo change i'd make is make saboteur sabo faster with a toolbox, like how self-care is faster with a medkit
i know this used to be how it worked but it should be a sensible change to make sabo a little more usable
I do agree that saboteur should be changed, and that's probably a good way to do it. Thanks for the feedback!
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@Waffleyumboy said:
These are all very good and well thought out :)
That's awfully kind of you pardner.
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@Fibijean said:
I like the changes to Flip Flop, Poised (although I don't think it's a bad perk as it is) and Mindbreaker.
I think that We're Gonna Live Forever, BBQ, Babysitter (although I wouldn't be opposed to the perk granting bloodpoints as well), Ruin, Prove Thyself, Leader and Discordance are fine where they are and don't need adjustments.
I think making the killer completely immune to stuns or blinds with Iron Grasp is too powerful, no matter what else you reduce on it. A perk that hard counters DS would become meta in a second, and I don't believe any perk should have the power to render another perk completely useless. If you want to buff it, perhaps you could make it remove the effects of survivors struggling altogether.
A Boil Over rework is a good idea, but exhaustion is too valuable a stat. Just putting the perk itself on a cooldown would be a better idea, and maybe have it increase wiggle speed by only 10% to compensate.
I agree Hangman's Trick could use a buff, and I like your idea of not making hooks break from sacrifice, but I think just adding that to the existing effects of the perk would be enough rather than reworking it entirely.
When it comes to No Mither, I think the only change it needs is that the killer shouldn't know you have it. So the perk should not activate until the first time the survivor gets hit, and the killer should not be able to see the broken status symbol.
I'm torn with regards to Cruel Limits, because while I agree that it's not a good perk currently, I have a hunch that it could become too powerful with the changes but I'm not good enough in a chase to be able to articulate why.
I'm not a fan of the changes to toolboxes and flashlights, particularly the toolbox changes. Yes, they're annoying for killers, but I think flashlights are okay as they are, and making toolboxes - an item that the survivor paid bloodpoints to use and which is supposed to grant them an advantage ingame - an actual detriment for survivors to carry instead of just nerfing the numbers a bit is taking it way too far in my opinion.
I think changes to sabotage are unnecessary, since it's niche and unrewarding enough as it is.
I like the first two QOL changes, but the third sounds like it would mess with balance a lot. I'm sure there's a reason that the noise notifications are opaque to begin with.
Thanks for all the feedback!
On the subject of Ruin, the point was to make the perk less random, and make the interaction more interesting for survivors. Also I was thinking that the current ruin would need to change if devs would ever change the game to make matches slower. I was really hoping this new version of prove thyself would be a hit because I really liked the idea of this effect and I thought that this perk was not only a good fit flavor-wise, but also one that could use some more depth, but I understand that change for the sake of change is probably not for the best. On the subject of iron grasp, I had completely forgotten that DS was included in the stun category, it was supposed to be more like the wording of nemesis. Your feedback on boil over makes a lot of sense and in the next few days I might change it to that. Your feelings about the proposed version of hangman's trick are also something that I understand, after all the less changed the better. No Mither changes are supposed to be things you have to specifically try to use for them to take affect, but this is probably another good case to stick with simplicity. I suppose the changes to cruel limits would prevent survivors from going to new areas, and force them to use up pallets or stay in a small area, which could be a bit too powerful. Maybe an increase to the size of the unaffected area would fix it.
For toolboxes, I knew that this downside would be a bit too far, especially how it effects vaulting, but I just wanted there to be more of a trade-off when you decided to bring your heavy box of "win faster" into the trial. Maybe even just have it be that you're exhausted while holding one, and as soon as you set it down you're fine. I just thought it would make the game more interesting and fair at higher levels of organization and skill, but I do see why downsides like these would feel annoying.
The point of the changes to sabotage is to make it more powerful, but make it so that it has to be used in moderation to stay effective.
For noise notifications, I just find them to be annoying because they can just pollute your screen sometimes and make it harder to see what's right in front of you.
All in all I'm really glad you took the time to write all that, and I think it was all wonderful feedback.
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@DeKillerKiller said:
I feel like we shouldn't nerf a perk by giving less bloodpoints in favour of a stronger ingame effect. I doubt most people who run BBQ and Chili & WGLF will like seeing their BP gains lowered, making the grind artificially longer than it already is.
BBQ and Chili is very common because it helps killers get to the next chase faster and gives them a nice bonus Survivor Pudding. Which again, reduces the grind by a lot. Also, the fact it's very common is a good thing as most killers who does run it won't be incentivized to camp a survivor near a hook and forcing them to run to the other side of the map to catch another survivor. To both get another stack and a chance at killing them.
I would make a more detailed answer to your other suggestions, but I don't really have the time and I would just be repeating myself a lot. Sorry, but I personally think a lot of these are pretty bad in general. I'm not going to lie to you. The reworks are either unnecessary or the nerfs are a bit too much.
For the blood point perks I totally understand, and those changes were some of the ones I was least confident about. Also I'm glad you took the time to provide your thoughts!
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The name:
"Holiday themed head on headgear"
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Maybe powers like these could cost 2 perk slots? I dunno, but they would be really neat.
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Maybe one of these additional objectives could be random each match. I like the scrap / gas gathering idea the most. It really feels similar to the way that death garden had its objective set up. Maybe you'd have to run and gather these things multiple times for each generator, but otherwise have the gen repair speeds themselves actually be increased. I just really like that idea. I really do hope the devs look into something like these!
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What if it was replaced with skill checks every few seconds that had just one zone, which was double the size?
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@SkeletalElite said:
The flashlight change basically kills batteries for flashlights. I get you want to make light clicking not a thing but it really isn't that important in the grand scheme of things.
Thanks for the feedback! I guess you're right, it's not really that big of a deal. Maybe making the click sound could get quieter instead of the battery draining faster would be more reasonable. What do you think of that? Also are there any other things opinions you had, because I'd love to hear them!
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@youarewronglol said:
the hangmans trick change is uneeded, as it already torpedoes sabo, and hooks come back so fast it might as well not break
however it would be neat if it made bear traps come back in like 30s total
Thanks for the feedback! To explain, the changes to Hangman's Trick would replace the way it functions currently, and the point of the changes is to make it less torpedo-ey. I'd love to hear how you think that could be done better! I also proposed some changes to the way sabotage works, so it's supposed to be balanced around those. I'd love to hear any of your other opinions!
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What do you think of this one:
"Stunning the killer with a pallet or locker has a small chance to apply the concussion effect. This doesn't affect the killer in any way."
?
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@Plaquer said:
Honestly, for the most part, all great suggestions, although personally I believe no mither should stay where it is, it is a fun meme/challenge perk, and I personally enjoy using it if games are going too easy. Although the flashlight change would basically remove clicking at teammates which is literally one of the only reasons I even bring them
First, thanks for the feedback!
To address your concerns, the point of the No Mither changes is to make the perk more reliant on player choice. For example: If you don't like the enduring effect, you can choose not to let players try to heal you. For flashlights, maybe the ramping drain rate could be moved to the bulb addons, what do you think of that?
Also, what do you think of the Hex: Ruin changes, because I'm wondering if I made it too complex or confusing.
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@Plaquer said:
Honestly, for the most part, all great suggestions, although personally I believe no mither should stay where it is, it is a fun meme/challenge perk, and I personally enjoy using it if games are going too easy. Although the flashlight change would basically remove clicking at teammates which is literally one of the only reasons I even bring them
Oops! I wrote a reply on two computers, and it sent both!