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jeanperson

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  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877903#Comment_2877903

    Survivors shouldn’t be able to see when it’s on cooldown/force her out of phasing. Unlimited phasing duration is unbelievably busted and terrible design. This basically turns her into a completely different killer. She is perfectly fine as is.

    you obviously fail to understand the concept of countermesure and mechanical game balance...

    1) linking passive phasing to CD allow so information of counterplay,

    off course I forgot to mention in OP that any sound notif of you phasing woudl be removed, so I edited it.

    2)the Phasing duration being illimited isn't busted as your power CD is ratioed on that time use... it's inherently self-balancing; remain only to define the default ratio.

    but that allow to buff passive phasing since it would occur only during power CD... thus is a trade off...

    and the passive phase are a ratio aswell of that CD so the invisible moment of the passive phasing would last longer the londer the CD...

    so you could have a 10 sec moment that other players don'T see you while your power is on CD.

    that open way more versatile game play.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/316864/another-suggestion-of-spirit-rework-to-make-her-more-fun-to-play-against

    All this will do is just make her a killer who can't function properly when interacting with survivors. Keep in mind that interacting with survivors in this game can happen passively with the killer knowing it is happening. So if someone just happens to point their camera in her direction you're asking the game itself to decide whether or not she qualifies as "seen". We know from Ghostface that the game pretty much doesn't have the ability to properly distinguish when someone should qualify as "seen" even when there is technically LOS blocking terrain pieces.

    Why would you want to have another killer need to deal with that headache?

    you understand the passive phasing mechanics right?

    in passive phasing you switch between lapse of being seen and unseen...

    as a killer you aren't aware of it since you remain visible but you are unseen by other survivors already so you point is completly irrelevant since already in-game.

    I merely tied the passive phasing to the power CD and ratioed the CD to the time spent in phasing.... allowing spirit to stay as long as she want in phasing with the trade back of a long CD

    but the idea is that the passive phasing would last in a ratio of the CD duration so the longer your CD the londer you passive phasing invisibility will last...

    so addon that currently affect passive phasing would more likely simply increase the cooldown of your power ( and maybe add BP bonus)

  • @SuzuKR said:

    She’s fine as is. These are incredibly massive nerfs.

    how is that a nerf... I removed point 7 because I'm pretty sure that's the sole base of your argument.

    Husk requiring interaction and player to move toward it to caunter you isn't a nerf, and the time required to destroy the husk would require in-game balance...

    the Husk remaining until you re-use your power isn't a nerf it's a buff,

    if you are not phased then destroying your husk won't put your power on CD, only if you are forced out of phasing...

    and Phasing becoming instant cast to enter isn't a nerf either.

    the main idea is that the Passive Phasing informe player that you are on CD... but the CD is based on the time that you spent in phasing...

    and as I mentionned the passive phasing would be a ratio of that CD time...

    so if you spend 120 seconds in phasing...

    let suppose that the ratio would be by default 1/1

    the your CD would be 120 sec... but you would be visible for 1.2 seconds after exiting Phasing, and then passively phase out for

    10.8 seconds, then become visible for another 2,4 sec, then passively phased for 9.6 sec... etc

    during the passive phasing the other players don't see you but you see them...

    so the passive phasing is drastically buffed and wrapped into the CD.

    Husk also become buffed as they can be used to block windows not unly during you phasing...

    but each of those buff are counterbalanced by potencial counters from the survivors.

    Nothing prevent BHVR from making an Iri addon that place back the cast time and standing still requirement while causign you to not be forced out of your power if you husk is destroyed.

    That would bring it back to pretty much the old playstyle, still buffed.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877566#Comment_2877566

    In my version of a Scourge Hook lullaby there wouldn't be stacks. You get the full power affect for a set time after putting them on a Scourge.

    I know I made that suggestion... to simply transfer that from a Hex to a scourge hook would be an easy fix, which wouldn't be that an issue to be done.

    as i previously said I don't like changing perks into another, the idea tho is that this perks build stack on hook... which is by itself something that would fit on a scourge hook perk, but those didn't existed back then, now that they do, it might be simply reworked into it and fix everything without changing the effect.

    the effect of not hearing notification isn't really something game changing as Hex are supposed to be, it only force players to be more careful, and pretty much mostly counter streamers who are looking at their chatroom ;P

  • I would rather make it gain token with totem that YOU cleanse... that limit the total token possible, and force you to get your way out of the objective to get it.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877425#Comment_2877425

    Another idea could be start with the equivalent of X stacks (let's say 3 for middle ground purposes) and for every hook you get he 5-stack effect for Y seconds (not sure what could be good here. Call it 45 to match it to Dead Man's Switch)

    Offers a consistent effect, a reward for hooking in line with the current mechanic, and incentive to find the totem (not great for killer but part of the idea for totems is making survivors stop what they're doing to find them).

    Alternatively: Make it a Scourge Hook, for every survivor hooked on it skill checks give no audible warning for XY seconds.

    well actually you made me realize that this hex is so weak it could rather be turned into a scourge hook and would be quite more better...

    couldn't be removed since not an hex but would require to hook on proper hook... to build stacs, and the effect isn't that powerfull to deserve a Hex.

    didn't I mentionned that the effect isn't that powerful?

  • I always thought that map should have themed objective... the Hook/Generators objective would fit the coldwind farm (which is hillbilly's I think)

    and autohaven wrecker (the Wraith's map I think)

    other amp should have objective more according to the lore of the horror movies... that would be more interesting and bringing diversity...

    without needing to make a different Queue... only offereing would allow to choose the game mode that way.

  • I don't like changing something completly from what it is to another ... make another perk if you want another one...

    but to fix Hex Huntress lullaby,

    I would rather make the 5 stacks effect the default one, no reason to stack anything, it's not that OP anyway...

    if you wanna buff it I would simply suggest to make it reduce the skill check zone for each stack it has,

    gaining stack the same way it is right now.

  • mmm buffy no.... she is litterealy a super human... it doesn't make anysense...

    ok they can remove Ash shotgun and chainsaw... but buffy is too strong and acrobatic to fit in DBD as a survivor... she is more of an anti-Killer, she is the slayer after all.

    but Willow, Xander and Gilles would be nice... would be nice to see Gloria, which could be an imposter like killer...

    taking the form of survivors (maybe had Ben as a survivor)

  • @Mastermind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996865#Comment_1996865

    Why did you come in with the great idea of having two switches that reset if let go and then butcher it by wanting to make gate opening complete RNG?

    lol well throwing out many ideas everything isn't to be taken, but to have skill check and a greater skill check succes to insta open the gate,

    might make it fun and faster in some occurenre or not,

    I would had thought someone would jump on the infinite time instead ;)

    but you can just keep the same duration to open the gate but make 2 switches and skill check make progression bump by 40%, that would end up being the same.

    I think adding skill check is just coerent with the game, I got Ideas to totally revamp the whole mechanics of repair and gate opening interface but doubt that would be taken into consideration.

    like instead each gen would be requiring 4 differents parts and there would be a total of 10 distinct parts scattered across the map in chest, locker or at hook, thus all survivors would need to search the map to find parts and go fit the proper parts into gens, also a survivor might just take some part of one generator to another, since each generator at least got 6 part good, with 7 gens that make 42 parts, that's enough to repair 4 gens and you are missing 8 parts that could be find in locker or chest or around hook(by sabotaging maybe that would be an idea.)

    thus it would force player to move around much more and make the game way more interesting.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996831#Comment_1996831

    Problem with part of your suggestion is that, while it's a Freddy perk, everyone can use it. So the references to the dreamworld and freddy's hand coming out of the ground would make no sense if you used it on anyone else.

    agree I added it as I wrote the post but that can be just removed then thx for the tip.

    I edited my post to remove freddy based aspect, it's sad tho would had been neat, dunno if perks could have some special killer-orientated effect, would be nice to see the entity endgame kill being a giant claw of Freddy instead when that happen in the dreamworld.

  • I think everyone would agree with the lack of counterplay, I had few Idea and think it would be a good place to share them:

    first make that the shadow on the ground cast by surrounding light by spirit is visible while in phasing (don'T ask any physical reasoning for that pls ;)

    but she will be able to see survivor's shadow cast by environmental light aswell while in phasing.

    Also make that she can be kinda reveal by flash lights, but her form when revealed by flashlight would be pitch darkness with white eyes and mouth (just to make her even more spooky).

    therefor she would also be able to see flashlight's light while phased, and could be blinded.

    thus a counter would be to use the useless widelens flashlight and sweep to reveal her but doing that would also reveal you to her aswell.


    Also the current situation of the meta and counterplay of spirit being:

    injured survivor are too loud -> Iron Will become meta;

    then spirit got hard time to hear meta players -> Stridoe become meta for her;

    all that dynamics is reaking fundamental flaws: Grunt of pain are too loud...

    SOLUTIONS...

    -thus reduce grunt of pain by 50% across the board.

    -Rework Iron will into a preks that prevent your from shouting whenever it's from being injured, falling down or anything you won't shout anymore

    -Rework Calm Spirit to prevent crows from being disturbed even when running, unless you pass through them.

    -then Rework No Mither to reduce grunt of pain by 100% thus if you wanna be silent while injured you would have to be injured the whole game.

    Then you gonna have 2 meta and 1 meme perks removed, and playing against or with Spirit will be less perks based for your success.

  • Agree about the endgame gate 99ing is a little boring.

    Gate exit should be more like totem, you restart from the begining;

    but I would instead make a switch on each side of the Gate and both switch need to be turned on,

    reducing the time to open the gate by 30 to 50% (need to be balanced with testing)

    so one survivor could turn on both switch one after the other and it would take the same amount of time,

    but being interrupted would force a restart from scratch of just one of the 2 switches, and 2 players would open the gate faster.


    PS

    as a side note I would rather change the switch animation by one with the action of a survivor struggling to set the switch because it's hold and rusty, thus making multiple attempt and noise while doing it to finally succeed,

    One Idea I just got would be to make the time required to open the exit gate is infinite... but require only 2 succesful skill check to open.

    the first skill check would open the red light the second would open the gate, but opening it would be based on RNG of skill check

    a Greater skill check would count as 2 success and thus open the gate instantly.

    ( I would like to have those RNG affected by the luck bonus)

  • @UseTheValve said:

    Just realized they nerfed remember me to #########, even tho it's already a perk that was never very good. Can we get a version that's halfway decent for the perfect end game meme build?

    Why not make it to reduce the endgame instead,....

    like making that the Entity kill survivors 10 seconds/token sooner then the endgame collapse for the survivor.

    Those killed by that perk should as being moried, not entity's kill tho.


    With that new current perk the extension on the gate opening make no sense.

    but that suggested version would synergize well with Hex: Noed.

  • gens goes too fast if you chase too long and survivors with all their arsenal got ways to extend chase, but for new survivors chase don't last and they are rolled upon by killers...

    solutions:

    -make Regression activate as soon as survivor stop repairing,

    BUT regression will stop at "piston" repaired, (25/50/75%)

    Kicking a gen should reduce Gen progress by 5% instantly, AND remove the above limit of regression.

    "tapping" a gen would reapply the limit of regression but would enable killer to kick it futher more.


    ALSO


    -Make dodge a default mechanics, usable only when healthy and causing exhaustion for 60 seconds.

    Dead Hard perk would enable it when injured.


    ALSO


    -make DS a default mechanics: after being hooked grant the status effect "panic" to survivor, if downed while in "panic" enable a DS skill check upon being picked up within the next 60 seconds, succeeding that check will also clear you from being the Obsession.

    that way it would prevent from being abused with locker or such.

    Decisive Strike perk would be active only when healthy and would enable that check when you are being grabbed from an action interruption.

    when injured that perks will disactivate, Decisive strike will still increase chances of being the Obsession


    ALSO


    -make that Bloodlust work only on Obsession, and make an Obsession every match.

    having obsession every match will prevent killer to exclude the presence of few perks, so they would not adjust playstyle for that.

    and killer will also be more likely to search and chase the obsession.


    ALSO

    -reducing grunt of pain by 50% by default for all survivor, because by default the sound and range is way to long... hearing a survivor from 20m+ behind a pallet gym is none sense, and that was a claudette.

    Iron Will to just prevent survivor from shouting (taken from calm spirit), from anything, falling injuries, etc.

    No Mither would reduce grunt of pain to 100% making it somehow more coherant and usable; ( I would also make that no mither prevent from loosing health while in dying state to make it somehow more enticing to use)

    Calm Spirit would prevent the Spirit from crying out so loudly... :P joke... no it would prevent crows from being disturbed EVEN when running, unless you litterally pass through them.


    CONCLUSION

    All those change should rebalance the gameplay for high and low level players.

    that would just remove the Meta mandatory perks and balance the game, the reason they are meta is to compensate for weakeness of the default setting.

    -Killer will be more encouraged at chase survivor away from Gens and kicking them by default.

    -new survivor will have more way to survive.

    -Dead Hard and Decisive Strike will be less meta but still useful.

  • that's a good idea and is obviously design in thought to be synergized with sole survivor.

    But it would become useless outside that synergy since no one would want to be revealed every 30 seconds, that would become a meme perk.


    Object of Obsession:

    as it it but the killer revealing last for 3/4/5 seconds and the perks goes on cooldown for 1seconds/meter distance with the killer when revealed;

    but reveal you for 6/9/12 seconds to the killer.

    also if you are the obsession reveal the killer for3/4/5 seconds to other survivor and reveal you to them for 6/9/12 seconds.


    that would still synergize well with sole survivor and be way more useful without being broken. If within 12m of the killer he would be permanently be revealed to other survivors but you gonna be most likely be in a chase.


    Now those effects, should be matter for futur new perks instead...

    -Reveal the killer when you are revealed (survivor perk)

    -Reveal the Obsession for 3 seconds every 40/35/30 seconds (KILLER PERK)

    -Reveal the survivors to whom you are revealed (killer perk)

    that could be 3 news perks for future chapter content.

  • @TheArbiter said:

    If you use BBQ and still camp the hook, you have already lost the game

    ya but the purpose of BBQ is to encourage killer to not camp, and he fail at doing it.

    and no if currently if you BBQ and see the 3 others on a gen then you know where they are and that this gen is done anyway;

    if you see one stopping repair and running toward hook that you know someone is coming thus no need to go anywhere he will come;

    if you se none then there is no reason to go outside because they are nearby...

    that perk do the opposite of it's purpose right now.

    Worst right now when there is 2 survivor left and killer hook one of them, then it force the other to hide into locker, for 4 seconds instead of going for the rescue, otherwise killer gonna see his last target and then will leave the hook pretty much sealing the fate of the last survivor.

    By changing it this way it will actually assure killer that none are nearby so that he might go away.

    The perks will actually do it's purpose.

    Let's not forget the potencial when in combo with iron maiden.

    that combo will remain with my suggestion by even more it will entice killer to stray afar from the hook.

  • @QwQw said:

    Ah yes, let's nerf a balanced perk instead of ds+ub.

    that's a subject for another incoming post.

  • @SnakeSound222 said:

    Lol are you serious? Nerfing a perk that encourages the Killer not to camp and has several counters? Sounds like you need to get good.

    Also that suggestion would encourage camping, which is something you don’t want to do.

    well If that'S the perk goal then it doing it's job badly, most proxy camper use BBQ& chili,

    have you wondered why?

    and you are wrong, my suggestion would not encourage more camping, since it will actually show that no one is nearby;

    that's reverse psychology, the killer will feel more confident to go out in chase,

    right now let say 1 is hook, 2 is within 42 m ready for the unhook , 3 is hiden in a locker and 4 is keeping working on his gen at the far reach opposite of the map... what those BBQ tell the killer?

    it tell him that that dude is to far and gonna finish that gen before yopu reach there,

    and the 2 others are prolly nearby for a save since that other dude ain't moving thus counting on other for the save...

    Result: killer proxy camp

    with my suggestion that same Perk will just show the survivor 2... thus killer will start chasing him.

    giving opportunity for someone else to unhook.

    In the case he see nothing then he will just start looking into locker or more far away from the hook since there is none nearby.

  • @BasementDweller said:

    Barbecue and Chili is meant to encourage killers to leave hook to find other survivors (sort of like devour hope). Your changes will do the exact opposite, killers will just camp the hooked survivor.

    I disagree, by showing there is no body around will ensure the killer leave,...

    Right now if everyone is hiding in locker then the killer see nothing thus camp the hook, because the Chance for people being within 42m when you see none outside are greater.

    By not showing outside but inside you encourage are

    A) looking in nearby lockers

    and

    B) go elsewhere because there is no body around for the quick unhook.

    In the end it will accomplish the goal better.

    I've noticed actually (with kindred) that alot of BBQ killer rely on that and most of the time they are proxy/face camping.

    if the perks goal is to prevent that then it doing it badly.

    with my suggestion that perk will actually accomplish its goal more accuratly, and will prevent to be so broken on killer like Demo, Nurse, Freddy.

  • @Rydog said:

    The aura-reading is not the reason to use BBQ for most killers. Some killers, like Nightmare, Nurse, and Blight, get some good value out of it, but most killers cannot greatly capitalize on it unless the survivors don't know what they are doing.

    then you got no argument here to the suggested change.

    nightmare and nurse are already the Top killer, so changing that perks would just penalize them a little.

    In the end the result gonna be the same, make the killer go AWAY from the hook, but instead by showing those far away, by shoing those nearby, still that killer might look into few locker but eventually gonna go out to find someone else.

  • @GrimReaperJr1232 said:

    Let's think about something. How would this change the game?

    if BBQ revealed people near hooks, this would encourage killers to camp more as they know where a survivor is. If you're, say, a Leatherface, you can see the survivor, down them quickly, and then camp the hook and slug at the same time (or both hooks if there's one nearby).

    This would not be healthy for the game. Right now, BBQ encourages killers to leave hooks and can be countered if the survivors predict that the killer has it (the same way killers have to predict if a survivor has BT, DS, etc).

    BBQ is fine where it is. Changing it wouldn't be good for the game, especially with your suggestion.

    well currently that perks do the same, since killer is encouraged at camping the hook or searching around if he see no one with BBQ,

    the difference now is that by showing no one neardy it doesn't do:

    1)disrupt all other activities to hide into locker to avoid the revealing;

    2)give map wide knowledge for action to take.

    By showing only people WITHIN range that would actually prevent him from camping by telling him that no one is nearby, he might look into some locker but that's it. he gonna go out of hook assured that none are nearby waiting for the hook.

    I would even make that within TR range so that the killer that take the most benefit of it and is the top killer and can teleport to any gen neardy survivor cannot use it... Freddy.

    thus it would get synergy with agitation.

    Because right now you take BBQ & Chili along Iron Maiden and it's GG, you'll gonna get notif and expose on those who exit lockers.

  • @CremelloJoJo said:

    Absolutely ridiculous. You need to learn to play Spirit before coming up with things like this and you'll be a lot happier going against her, trust me. She used to be one of my most hated killers to face because I had no idea what to even try in order to counter her until i actually started to play her...now I do way better and actually enjoy facing her because I have a better understanding of the mindgames Spirit players try to pull.

    If you take sounds away from her, she might as well just be deleted from the game.

    I understand the point is to remove the almost mandatory need of iron will, it's like 80% people go with that,

    and Spirit need to take stridor to counter it otherwise she is pretty much deaf.

    by Making her deaf by default just remove all those aspect but you need to give something:

    I suggest enabling aura detection perks while in phasing, I'm all ear would become a way to go, ironically for her being deaf.