katapad
katapad
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- katapad
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@Halloulle is pretty much covering all of the main points.
One thing to add - any perk that causes a loud noise notification will attract zombies. This includes Discordance, Eruption, No Way Out, Spies from the Shadows, Tinkerer, etc - always have one of these in your build, because it helps immensely with keeping zombies near survivors. Survivors getting caught in a loop with you and a zombie will have a massively harder time with looping. If you're lucky you can time double hits with them if the survivor gets too out of position.
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@JimboSanders said:
https://forum.deadbydaylight.com/en/discussion/comment/3057449#Comment_3057449
Just curious, where are you getting these perk tier to prestige level convergence rates? I've seen some threads with these numbers being thrown around, I just haven't seen where they actually came from. If I could just lvl up the characters with event items to have a p3 giving lvl of perk tiers instead of P1ing them and losing them all, that would be great!
Important Progress & save data information has been copied from the Live game to our PTB servers on June 20, 2022. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game. Features Gameplay Generators take 90 seconds for a…Patch notes for 6.1.0 has all the numbers. Each rank of the perk counts as 1 point, so a level 3 perk is 3 points. 70 for the first catch up prestige, 50 more each level.
BHVR just confirmed that ANY prestige level will give two extra prestiges on twitter - https://twitter.com/DeadByBHVR/status/1546861237572702208?s=20&t=fGHANH2GlQKkFGCmpCOfhw
So it works out like this: Prestige level = amount of perk levels converted to prestiges + 3 times current prestige
Whether you want to give up all addons and offerings... I'm still debating on it. A killer at prestige 2 based on the perk count calculation would be easy to P3 after the patch, but killers that have only made it to 1 based on it may be worth to just prestige and take the instant 3 levels.
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It doesn't actually let you show off anything, looks a lot like piss, and if you don't have everyone they feel out of place.
A name border or portrait in postgame would have been better. I'm just going to turn it off.
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@Almo said:
Regarding the Pig's 5-Box update:
When we implemented this, we added another alteration to the key system, which was not announced. We didn't wish to call attention to it due to its complexity, but in light of the community response to the Five-Box update, we'd like to clarify that the Pig's update in this release is not a nerf.
At the start of a match, The Pig begins with three "searches" per trap, or 12 searches in a normal game. Each time she places a trap, a number of the remaining searches is chosen, from one to four. This is how many searches it will take the Survivor to remove the trap.
If all four traps are removed, it is guaranteed that all 12 searches will be used. As an example, we could have the following possible number of searches for the removal of the four traps in a game:
2, 2, 4, 4
4, 3, 4, 1
3, 3, 4, 2
etc.
In the event that addons adjust the number of traps, so is adjusted the number of searches. So with Amanda's Letter, she has two traps and six searches.
Before the update, it took an average of 2.5 searches to remove a trap, for an average of ten searches to remove all four traps in a match. We have increased the average from 2.5 to three, so that's a buff. Also, we have completely removed the worst case scenarios of four or 16 searches to remove the traps, so Pig's performance will be far less prone to RNG weirdness.
"At the start of a match, The Pig begins with three "searches" per trap, or 12 searches in a normal game. Each time she places a trap, a number of the remaining searches is chosen, from one to four. This is how many searches it will take the Survivor to remove the trap."
So then the +1 trap addons would increase the total amount of searches, correct? That would be fairly nasty on 5/6 trap Pig, seeing as if anyone gets a single search, you still have a full set of traps that are guaranteed 3/4 searches.
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Having the same issue in every game. I'm on 1GB internet and not experiencing this in any other games.
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A dead survivor can't come back into the game. A survivor with a trap on will get that trap off unless the map is big or you're constantly harassing them. Then they heal up and go back to doing gens.
If you want kills, you go for the survivor on death hook when you have the opportunity to kill them.
Kills = skill remember?
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@ThiccBudhha said:
I kind of have fun because pelting them with knives is satisfying, but like, yeah, he isn't exactly meta defining.
Yeah, I feel like this is kind of the same feeling a lot of players are getting. He's got aesthetics, he's got a fun power to use (for most people), but goddamn is he ineffective against a team who just split up and do gens. And any map that doesn't have many low loops? Might as well farm.
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Trapper, definitely.
Keep the theme, change the power. Focus on making him more versatile, and make up for his lack of threat when he is out of traps.
The Trapper has 4 types of traps - tripwire, beartrap, barbed wire and explosive. They would be contextual based on what the Trapper is interacting with.
- Tripwire - can only be set in doorways or windows. Very difficult to spot, inflicts hindered on survivors. Addons would add additional conditions/injury. Triggers an alert to the trapper when activated/disarmed.
- Beartrap - same function as now, adjust the hitbox a bit so they can't be walked around as easily.
- Barbed Wire - can only be placed on generators or totems. Completely visible. Must be removed by skill checks (similar to pig boxes) to interact with the objective. Addons would add additional conditions/injury on failure of skill checks. Triggers an alert to the trapper only when a skill check is failed.
- Explosive - can only be set on pallets. Fairly easy to spot, but not impossible to miss (something like a blinking red light on the pallet). Detonates on pallet use (vault or drop), breaking the pallet instantly. Addons would add additional conditions/injury. Triggers an alert to the trapper when activated/disarmed.
One type of each trap is randomly spawned in the map at the beginning of the match, outside of the trapper's terror radius. A maximum of 8 of any type of trap can be on the map at one time.
The Trapper now carries trap kits instead of traps. Trap kits can be used to deploy any of the four types of traps, and can be replenished at lockers. Two (three?) can be carried at a time.
When the Trapper is not carrying any trap kits, Trapper's Fury is activated.
- Trapper's Fury - when not carrying any trap kits, the Trapper's movement, vaulting, and breaking speeds are increased. Trapper's Fury is deactivated and goes on cooldown when a survivor is injured by a basic attack.
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Covered most of the actual builds already so I'm gonna throw a couple of memes in.
All the BP:
- Hex: Thrill of the Hunt
- BBQ & Chili
- Distressing
- Hex: Ruin
Skillcheck Hell:
- Hex: Huntress Lullaby
- Distressing
- Unnerving Presence
- Overcharge OR Oppression OR Hex: Undying
- (Also Iri King/Calm or Double Calm addons for that phat terror radius when blast is ready)
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Wraith - Golden Ox
Swift Hunt & Bone Clapper
Make Your Choice, BBQ & Chili or Thrilling Tremors, Sloppy Butcher, Ruin
Go ahead, unhook someone. I dare you.
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C'mon Sluzzy, are you out of ideas or something? This is the worst bait you've posted yet.
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I think it is really by his design. He's a simple killer - power is simple to understand from both sides. From the survivor side he's not overly oppressive and has counterplay - you can see/hear him within a certain distance and gives a warning when he's using his power. From the killer side, he can easily cut distance between himself and survivors on chase initiation and has huge mobility around the map without needing too much practice.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2071255#Comment_2071255
We can only hope that the fixes with come in only 3 months instead of 6...
Let's be honest here. In six months he will get a very minor buff that will bring him in line with the weakest killers. Then in another 6 months to a year, he'll get a full rework to make him average.
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That is good to hear. I was playing him the other night and thinking man, they reaaaally overtuned for his movespeed buff.
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Honestly, there should be an obsession in every match instead of having to run certain perks to trigger one.
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I love the base feel of the game. Getting a hit on a survivor, seeing them go down, grabbing them off a gen, the little clink or thud behind you when you vault a window/pallet just in time... it just feels good.
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Favorites (To play):
- Wraith
- Pig
- Doctor
- Legion
- Spirit
Least Favorites (To play):
- Myers
- Hillbilly
- Nurse
- Pyramid Head
- Twins
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2035183#Comment_2035183
When I lost to sweatlords because I didn't sweat enough, it put me in with babies, then sweatlords, then babies and this on repeat. I played for a long time and would expect it to adjust, but it just didn't and one of my last matches was again with rank 20's. Statistically, I had about 50% winrate so they were great games, right?
You're expecting it to adjust far too quickly. Even if you played for the entire 24 hours, you would still get some matches outside of your range. Good matchmaking with SBM requires A LOT of games. It should be a couple weeks at least to see real effect for MMR, that's the biggest issue with this test.
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If I already know where the 4th survivor is and can get there quickly? I'll slug. Otherwise, hook them and move on.
I don't want to spend 2-3 matches finding a hatch to get there and watch them jump in.
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@Sir_WAFFLZ said:
Here is the feedback- It doesn't work. Even if it did work it would suck. I don't want to get good at this game and play against or as Nurse and Spirit all day. The killers aren't strong enough to justify this system. I would think each killer would need a high skillcap and a lot of room to grow as a player, but if I play Legion at top MMR I'll just lose because I'm Legion. That isn't fun or exciting, and I don't think the community wants this change. So let's mix things up and listen for once BHVR huh?
The point is if you're playing at top MMR and just lose because you're Legion, you won't stay at top MMR, and you'll stop losing.
If the majority of the community can't get Legion into the same MMR range as Spirit, then Legion needs work and BHVR can see that more easily. There is no downside if BHVR commits to balancing killers after MMR goes into effect.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2035527#Comment_2035527
but then a meta would appear because clearly the things i am using are better.
Only for you. It's only a meta when many people use it and it's successful. If it gets to that point, then there needs to be rework to remove what makes it better than other options.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2035205#Comment_2035205
This would mean everything is equally bad and no reason to use anything. There is always going to be a meta.
Or everything is balanced and you use what you feel is best for you.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/235989/rewarding
Agreed.
I believe they are looking at doing something similar with the rank system when the new mmr is put in place permanently, but am all for anything that gives more rewards for playing the game.
Extra BP each month based on the rank you get to... which are pretty small rewards unless you're getting to red rank every month. Doing a week's worth of dailies rewards more BP than getting to rank 4 on a single side. If you got to rank 1 on both sides, it's 500k BP.
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Ignore the forums for most of the time playing DBD. Finally make account and start lurking/posting.
Less than a couple weeks in, already look forward to Sluzzy's troll posts.
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It depends on BHVR. If they decide that having a strong meta is a problem, or listen to the community and decide it is a problem, then we will get a change.
Personally, I hate metas. IMO the ideal state of any game is getting all perks/characters (or whatever the equivalent is) to be equally viable and letting skill sort out everything else.
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Reading through the other reactions to SBM just makes me think of how little people understand how SBM works, and how badly BHVR needs to explain it to the community.
We also don't know what it takes into account (which we shouldn't) and how much data is has been fed to calculate SBM so far. At best case, it's been taking data since they initially planned, at worst it was live with everyone starting from base rating.
I only played a handful of games on different killers/survivor and they were... fine? Not much difference from usual, so I didn't see anything to complain about. Got some escapes, some sacrificed, some 3/4ks, some 0/1ks.
I just don't understand why people are complaining about having to sweat games with SBM though. If you don't want to sweat, don't. The worst thing that happens is you lose a match, your rating goes down, and the games get less sweaty. Just reeks of entitlement to me.
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Should all 3 get their own maps? Yes, definitely. I would love to see what the design team does with each of them.
A lab for Blight, a gypsy camp for Twins, and a concert venue for Trickster? Love it.
Should they prioritize fixing the current realms? Also yes, definitely.
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I mean...
- Michael is immortal
- Freddy can only "die" if people forget about him
- Pyramid head can only die if the person he is manifested from dies or has a mental breakthrough
- Spirit is already dead
- Nurse is already dead
If we go by seeming in-game strength and not their canon versions, Pyramidhead or Oni would probably do the best in an all out brawl by sheer power to incapacitate the others.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/235136/solo-survivor-sucks
Solo is 90% garbage at all ranks. Sure, you'll get the occasional good games where everyone kn your team knows what to do, but these games are few and far between.
Urban evaders, hook bomb for points, dcers, death of first hook because whatever reason, self care after every hit, memers, I could literally go on.
Personally I usually just do a game or two as solo just to get daily shard bonus. Usually it only takes a game or 2 to make me regret solo queue.
I gotta agree with this - I am actively bad at survivor when it comes to looping in chases. Just doesn't click. I'd love to see me in chase as killer. But the active lack of basic game knowledge when I'm playing soloq is astounding.
I'm on hook running kindred... and watching three people crouch walk toward the hook as a killer camps me. The killer's terror radius is getting steadily louder and people are immersed in M1 on a gen. Running directly at killers who have one-shot downs to try to save someone on the ground.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2025539#Comment_2025539
They don't share things with us because as soon as they decide something different, everyone will inevitably complain. Take the planned OoO change. If it's ANYTHING different than that, you can bet the community will be like "The devs said..." and leave out that they explicitly said "This may not be the final version."
That's not the point. People are going to complain regardless of when they share information, but they need to get community feedback early and often. What they did with OoO is an example of what they should be doing, it should be the case for most changes. Tell people what you're doing and why you're doing it.
You are always going to have scummy people cherry-picking statements, you shouldn't just stop communicating because some people refuse to actually listen. If it's not what they originally proposed, they should tell us why. If they're making adjustments to perks/killers/addons/maps, tell us why. If they're targeting some portions of the game over others, tell us why.
They need to give us a sense that they know what they're doing with the changes being made, and not just "Does this change work?"
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@KingFrost said:
Asymmetrical Games are much harder to change than Symmetrical games. People keep saying "Oh, BHVR has no competition so they don't need to fix the game!" Yet, in the past year we've received MAJOR graphical updates to maps at absolutely no cost to us. The Devs have a plan. Maybe they don't share it with us as much as we'd like. But they do have one. They make small changes here and there, which gives us time to adapt to smaller changes rather than a bunch of changes all at once. I know I'm excited for what they'll have for us for the 5th anniversary. Last year they started Map Changes. Now those are almost finished. Who knows what's coming next?
The problem is that we don't know what they are planning. Almost ever.
How will the new MMR work? What is the goal for game balance? What is being done to address balance issues? Why are perks that are useless or nearly useless not being improved, and perks that are considered problematic being targeted or not targeted? What killers are on the docket for a re-work/add-on pass? What do they consider when re-working a map? Are new mechanics in the pipeline? What QoL fixes are on the horizon?
Apparently the answer is you'll find out when we put them in the game, or you don't need to know. That's not how you interact with your community. We know they're doing work, we can see changes coming out - but they need to tell the community what the goals are, what is upcoming, and why they are making changes. The vague answers or just saying yes and no to things on Q&A streams don't help.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2008962#Comment_2008962
Use detective hunch instead of deja vu. You”ll see the 3 gens and you’ll deny noed, devour hope, ...
Actually just bought Tapp a few days ago, so I assume it'll change things up.
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Mostly chill. If I'm only on for a single game or to clean out dailies I'll go all out because that's all I'm going to do, but if I'm playing for a couple hours I'm just going to take what I get, memes or otherwise.
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Totems are in a desperate need of a rework regardless. The majority of maps have spawns out in the open, in fixed locations, appearing directly next to generators... etc.
@lagosta said:
https://forum.deadbydaylight.com/en/discussion/233700/major-totem-change
So we by chance have to do 5 totems by luck? Like old Undying? The one that just got nerfed?
Before you start hating me, hear me out. There is an element of strategy in NOT cleansing dull totems, one that was cleverly used by many members of the community before Undying's debut. Say you're playing a game where the killer didn't bring hex totems and, by the time the last gen is finished, you've seen 3 dull totems. Then the exposed notification pops up revealing NOED is active and the 60-second clock for your teammate's death starts ticking. Remember that a totem takes 14 seconds to cleanse.
Scenario A: You ignored the totems. You now have a 60% chance of knowing where the totem is and you can head directly to them, check and cleanse if found.
Scenario B: You cleansed the totems. The only clue you have is that the 2 remaining totems are not close to the ones you destroyed, you still have to find them in less than 46 seconds and if they were not found so far, they are in some nasty hidden spots.
If another team member tries to rescue the best outcome is a hook trade for 60 more seconds and the worst is the killer getting 2 kills. NOT doing bones gives a better average outcome than doing dull totems. Exceptions for that strategy are:
1-You have Detective's Hunch and/or a map and know the location of every single totem.
2-You rule out the killer's 4 perks and confirm he doesn't potentially have NOED.
3-You run Inner Strength and need healing.
This only applies if you're the only one doing bones. If everyone is keeping an eye out for the totems during the game and does them when there is an opportunity, NOED is useless and hex totems get cleansed. If you're that scared about NOED, run a perk to counter it.
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Killer:
- BBQ & Chili - Bloodpoints. Duh.
- Thrilling Tremors - Gotta see them gens. I'm going to run either this or BBQ on almost every build.
- Pop Goes the Weasel - Obvious
- Surge - Regression without having to kick gens
- Oppression - Multi-gen regression
- Surveillance - Oppression and Surge go very nicely with this one.
- Whispers - So much knowledge.
- Sloppy Butcher - Slow down that healing.
- Corrupt Intervention - Counter the early game rush.
- Make Your Choice - It's just fun to have a quick down available if things are going poorly.
Not a big fan of Hex perks. The idea is nice having a passive effect, but I haven't had a game in months where it wasn't cleared before the third gen popped, or if it was Ruin they just split up and slammed through it.
Survivor
- Appraisal - love picking up items.
- Borrowed Time - Pretty much a necessity
- Deja Vu - stop that 3 gen
- Spine Chill - I suck at survivor, so extra alerts are nice
- Ace in the Hole - see #1
- Lithe - interchangeable with #7, need something to get away
- Sprint Burst - see #6
- Iron Will - I'm going to get hit, makes it so much easier to get out when they can't hear you whining from a mile away.
- Prove Thyself - Just so useful for getting ######### done.
- Kindred - Knowing when to unhook and when to stay on a gen is key
DS, UB, Adrenaline, DH - I don't find them all that enjoyable, but sometimes you do need them.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2008317#Comment_2008317
Nope, distance-based.
With any 1 Windstorm and/or with his upcoming speed increase, it'll only get better than it is now.
Make Your Choice is honestly my favorite perk on Wraith, so as soon as I saw that move speed increase I was drooling.
Sloppy Butcher, MYC, and your pick of two others is just a beautiful party of slapping down survivors.
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Honestly, I never play Huntress, so I'm very bad at landing hatchets. Iri Head just makes doing a Huntress daily not a complete blowout.
Do I think it's a healthy mechanic? No.
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@JHondo said:
To fully restore faith for me they need to continue doing what they did after the 4.5 backlash and be more transparent in providing public roadmaps/updates on what they are planning on fixing with the next patches and hotfixes.
If they continue to communicate and show they're listening to community feedback without the community having to get up in arms each and every update they'll have restored my faith in them.
This is probably the big thing for me. If the Dev showcases give us more "hey, this is what we're EXACTLY targeting in the next 2-3 patches, here are some details" I will be happy. I can sort of understand waiting on the UI to go live before making final decisions, as it was a major change - but they should have made the rest of that patch rock-solid after that PTB.
In my opinion, the devs have been a little aggressive on changes for the timelines they want to keep. I'm glad that they want to keep new content and reworks coming, but it seems like there needs to be more of a balance between quality control and content.
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Honestly, I just like the amount of love that was put into him. You can tell they put a ton of effort into the new animations and design. Personally I'm not a huge fan of the bright yellow pretty boy aesthetic, but I think a shift from all mangled, deformed, gore covered killers is a good thing. Pull in more types of killers and give us variety, it's good for the game.
All that said, he seems much weaker than the other 4.4 killers in loops. Make this boy our first 4.5 or something... first knife does extra stacks? Less hits to down? Not sure what would help him yet, but he probably needs some time to feel out.
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Killer: Haddonfield
Survivor: Suffocation Pit
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@Zarr0ch said:
SWF groups greater than 2 needs to be shown to killer in the lobby.
The killer needs to get a 10% speed buff if 3 or 4 in the group are SWF
The killer needs 25% boost to recovery speed
The killer need 25% more BPs for playing a match against SWF.
This way, the same can still be balanced around low rank players and solo queue. But the SWF bully groups will have a harder time. (Even give the killer a 5th perk slot to add lightborn or another perk, but limit the 5th to only a handful or perks)
I'd take the extra BP and being shown the SWF groups. Anything else just breaks the game.
Honestly, I think making an overhaul to perks from mostly "...notification when..." to "...reveal aura when..." would slap down a lot of frustration with SWFs. Being able to see what the survivors are doing lets the killer react to what the group is doing without hurting what a single skillful survivor can do too much, like the change to Iron Maiden (even though that perk really has no purpose).
Hopefully the new matchmaking takes SWF into account as it should, as most games do. Large boost to MMR when playing with a group. That is, whenever the change actually happens.
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@JHondo said:
I played as Oni with Pop for that one since I had a daily and it made it pretty easy on me. But I also got Mother's Dwelling so it's not like I was stuck on a deadzone map like the new Auto haven.
The easiest way to do this would probably be play Billy, Demo, Bubba, or Oni or slap on Brutal and burn a The Game offering. Easy 10 pallets.
Don't even need to pick a special killer. Anyone but Spirit/Nurse/Huntress on the game will work on The Game. Did it with Slinger just because I wanted it done.
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- Survivor-sided at high skill levels, killer otherwise. SWF definitely beats down killers at all skill levels - I only play with buddies on the survivor side and it's borderline unfair some times.
- Rank 4/5 killer - R8/9 survivor
- About 200 or so
- Cleaning up perk builds on killers, but what I have is mostly just 1 off for who I want to play. Got the setup I wanted very quickly on the survivor side.
- 95/5 killer-sided.
Realize I'm still newer at the game comparatively/
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Had a nice game as Bubba the other night. Just prestiged, so I was just screwing around with only BBQ on and got a game in Dead Dog. Cleaned up two survivors before endgame, they popped the last gen with me having the Adam dead to rights on death hook. He stopped in front of me and accepted his fate, so I decided screw it - his team gave me some good chases this game, two kills is fine. Gave him a smack, carried him to the gate and let him wiggle, let him open and put him back on the ground then wandered off while he crawled out. Was a good way to end the night.
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Doc is a pubstomper. He's extremely rough to play against for anyone who doesn't know the right way to counter him, and he has a fairly simple to use power. Grab and go for new killers, overwhelming for new survivors. By the time you've gotten to survivors who do know how to play against him, you've probably racked up enough kills to more than make up for the losses.
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Killer
Predator - Make the scratch marks more visible, not closer together.
Beast of Prey - Just needs an entirely new function.
Furtive Chase - Same as Beast of Prey.
Iron Maiden - This one is good in theory, but probably just needs a bit of a buff and it could be at least meme-level.
Hex: Blood Favor - needs either a lower cooldown or a higher radius. The burst of speed from a basic has them already gone out of that 16 meter radius right quick.
Monstrous Shrine & Territorial Imperative - needs something outside of the basement hooks. Unless you're a Bubba basement dweller, these are just unusable.
Survivor
Babysitter - just take off the aura reading and I think it could be decent
Lucky Break - make it the same as Iron Will, reduce the amount of pools of blood you leave behind.
Repressed Alliance - it's a cool idea, but needs some kind of buff (maybe a bonus to repair speed for X seconds?)
Calm Spirit - maybe add a bonus to actions if you haven't sprinted in X seconds?
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@sulaiman said:
I actually belive keys are fine, and dont need to be changed.
Keys and hatches are one of the few things that keep solo survivors going, because there is still hope. Otherwise, they can at times just run up to the killer and get themself killed.
I would rather see keys unchanged and see some all-over-killer buffs, like a lot of the reworked maps (even though some of them went to far in my opinion; i am ok if you can either loop, or hide, and not both, but none is surly not the way to go).
I agree that killers need something, but keys usually only come into play if the killer won already (often due to a dc or something; its not always earned); insisting on the last kill seems kind of petty to me.
When i played killer, a 3k was as good as a 4k for me. But then, i don´t play killer anymore since the mori nerf, because mori was one of the few things i had to deal with swf.
SWF with a key is something different though, since they have the advantage anyway, and then a "what-if-i-fail"-option seems a little much. But for solos its needed, unless you want to turn every survivor into an swf player.
I don't think most people are against the final survivor getting hatch. It's the fact that 2, 3, or 4 survivors can bypass the last gens/endgame collapse with a key. Adding skillchecks, interaction timer, closing after a single survivor escapes - anything would help give the killer counterplay to keys. Bypassing part of the game entirely should not be an option - that's why Moris needed a nerf as well.
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I'm fine with the majority of the changes, but moving the survivors from the bottom left to the top left is gonna be a royal pain in the ass. Gens at the top is fine - it's in line with a lot of games with objectives. Would I rather have it at the bottom? Probably.
@danielmaster87 said:
Keep everything in the bottom and give survivors an individual hook counter. A general hook counter tells us nothing.
Survivors should be able to see each other's hooks - the killer should not. All that does is encourage a killer to tunnel more.
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@Junylar said:
They haven't said anything about it, but I might have an idea why exactly DS stays unchanged. It's because it's just hard to use. I have 400 hours in the game and still can't consistently hit that skillcheck. And there is nothing more frustrating in the game than missing DS while the gates are open. So this perk is like a Nurse of survivor perks: it's strong, but will take a lot of time learning and failing miserably before you can get full value out of it. This is probably the reason behind the perk not being nerfed as well: the numbers show that survivors who run DS die with the same rate as those without it just because there are a lot of new players who miss that goddamned skillcheck.
This also shows that the perk is not really just an untitunneling perk, since you can easily be tunneled and if you miss that skillcheck you won't be saved from it. It's a skill-based perk that can be abused by highly skilled players, but it can't even be used in the basic way by those who are not skilled enough.
Understanding this fact can lead to a good way of changing it into a better perk, by making it a truly anti-tunneling perk. Add all those nerfs kiilers demand, like expiration on interaction with anything or anyone and expiration on hooking of another survivor, but also remove the skillcheck: make it auto-success or just "press action button" kind of perk. That way it will be fair and more accessible to all players who can't hit the skillcheck all the times. I think most players would agree on this buff-nerf kind of change.
I can't see DS as a skill based perk. Unlike regular skill checks, you know exactly when it's going to happen, still have the notification, and have nothing else to focus on in that moment. This isn't healing someone or working on a gen where you're scanning around for the killer in addition to skill checks. The second that killer picks you up is a huge "OK SKILL CHECK IS COMING BE READY FOR IT!" If you can't hit the DS with that much warning, you are going to have a lot more problems than being tunneled.