not_requested49
not_requested49
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superman? You mean homelander?
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@chknTM said:
Security Doors:
https://us.v-cdn.net/6030815/uploads/CRIVF3C52VNQ/image.png
The most flawed part of The Animatronics kit for many reasons, from the Jumpscare mechanic being obsolete, to the Doors favoring Survivors more than the Killer, to an abundance of design flaws.
Most can probably agree that the Doors add more to the Survivor-side than the Killer side.
For Survivors they add Cameras, 4 Different Jumpscare POV's in the Office (8 if u count Glitchtrap having 4 others)
While for Killer its 1 Jumpscare POV in the Office, regardless of skin aswell, no Cameras, no Information, just a Movement ability with Undetectable slapped onto it so people actually use the Doors more.
Lets start with the raw numbers.
Springtrap Animations: 2s to Enter, 1s to Exit, 3s to Teleport. (6s)
Survivor Animations: 1s to Enter, 2s to Exit, 5s to Teleport. (8s)
Survivors take Slightly longer overall.
There is also a Stationary state, for when Survivors are using Cameras, and when Springtrap is waiting in a Door.
The problem lies in the fact that u can only Catch Survivors (Jumpscare) during either Stationary state or Teleporting state, meaning half of Springtraps animations have no Interaction with Survivors, allowing a lot of moments where you pass through eachother during Doors, which feels like either a Bug or a Oversight.
Which leads to situations where you are better off waiting outside the door to get a normal grab, due to the fact the 2s Enter animation on Killer-side makes Jumpscares almost impossible if they dont enter in your face, or you are camping in a door, losing the game.
Example of me Entering a door thats being travelled to, and seeing the Survivor exit after im already inside the Door: (U can see the panel flashing, i enter, then Weave + Franklins showing the Aura of the exiting Survivor after im already inside, passing through me, this is quite a common occurrence)https://us.v-cdn.net/6030815/uploads/UM4ZQ7T1LICG/image.png
Office Jumpscares are so horribly tuned that you would think all the effort that went into making that cool part of his kit was meant to be wasted, considering how you can go countless matches never seeing that part of his power.
To fix it, any Survivor/Killer exit/entering the same door should cause a grab interaction, them walking through each other is just.. bad design i dont know how else to explain it, it just feels awful, this has to be a massive oversight, cause the amount of Overlap the Survivor Exit/Killer Enter animations have considering they are both 2 seconds is massive.
The other problem is you cant even chase a Survivor who enters a door unless you are within 4 Seconds of walking distance, which causes Forgotten Ruins portal shenanigans, but inbuilt into your power.
Examples of Doors used out of reach:
Examples:https://us.v-cdn.net/6030815/uploads/4IVSR6TEBJMI/image.png
https://us.v-cdn.net/6030815/uploads/V52XV6VM8CS1/image.png
https://us.v-cdn.net/6030815/uploads/399GL113Z0DD/image.png
(All of these did not lead to Jumpscares due to Springtraps Enter animation taking 2 Seconds, which means even if i reach the Door while they are still inside, i wont reach the Stationary phase before they reach their Exit phase)
And yes a Teammate can Bodyblock a hit to help another Survivor getting a Door Escape, Springtrap cannot use a door if a survivor is blocking it, so Doors are also a way of having built-in anti tunnel, for Survivors, and the Weapon Swipe/Axe 1s Windup + 2s Cooldown + 2s Door Enter make it very unlikely to catch anyone doing this unless they mess up the timing.
Examples:https://us.v-cdn.net/6030815/uploads/W38CU92UQ2OC/image.png
https://us.v-cdn.net/6030815/uploads/WPL4OB1YC064/image.png
Global Ambience:
The biggest weakness to the Doors themselves is Pre-running.
Due to the Global Ambience when Springtrap is using a door, it does not matter where the door is, every Survivor can just stealth away the moment when a door is used, no element of surprise, and with the amount of time commitment a door takes you are just losing the game slowly everytime people pre-run you.
The Flashing Panel is good cause it requires LoS, paying attention to the door.
The Ambience just alerts everyone globally, so much for Stealth, when a door requires you to walk to it, and then 6 Seconds of Animation, its not even worth it in a lot of cases, you are likely to get a better chase just walking up to someone with 24m TR.
Battery Power: The Biggest Flaw
Barely Noticeable, Recharges in 45 Seconds, Does not affect the Game in any way apart from making Survivors unable to use it for just 45 Seconds.. Across over 600 Matches, 125 Hours, of The Animatronic, I dont think i have ever noticed it affecting a match, even slightly, apart from making annoying beeping sounds.
Firstly, its Obvious his Security Doors are mainly based on FNaF 1, Losing Power in FNaF 1 is tantamount to a Game Over.
Of course it shouldn't cause survivors to lose, but, it should be a threat to run out of Battery, as it is in FNaF.
What other Killers have Powers that apply a Temporary increase in Threat when Certain Conditions are met?
Let me pull out some Killers i wanna pull inspiration from.
Dredge: Nightfall
Myers: Tier 3
To fix the threat of having 0 Power, The Animatronic would enter a mode where he can grab anyone he gets close to, without the axe, for the duration. (M1 Prompt) (This would Require a new Grab Animation) (Myers inspired)
The other part that i wanna change is the Doors, when there is 0 Power, the doors will remain open like when Power runs out in FNaF 1, but only to The Animatronic, therefor there will be no warning from Teleports, along with Faster Teleports, Something like 1s Enter, 1s Exit, 2s Teleport. (2s Faster than Base) and if they wanna make it a bit scarier, darken the map a bit during power out. (Dredge inspired)
Now the main issue is, Power still wont Run Out, due to multiple factors, people either wont use the Cameras/Doors, and even if they do, they can just leave it at 1 Charge.
Solution:
Lower Charges, Charges will Reduce over time, so it will happen eventually regardless.
A big Flaw remains.
Camera System: No real Incentive to use, and while the Doors work fine that way due to a present risk and reward deal, Cameras just kind of.. exist.
With every Killer objective there is a real threat to need to use them, except Cameras.
Which means its the only killer power where Survivors arent spending time off gens cause its less important.
Pig: You NEED to remove the Trap or else you die.
Infections: Not removing leads to you being an easy target.
Xenomorph: Survivors have to spend Time setting up turrets.
Dredge: Important to lock Lockers.
Freddy: Important to wake up.
All of this is time not spent on Generators.
Springtrap is almost the opposite, not only are people always on Generators, they will also be extremely hard to track cause whenever they know your position they can just relocate to any part of the map at no risk using 'YOUR' power, meaning any form of locating survivors becomes harder.
To Fix this there needs to be a looming threat to not Discovering Springtrap via Cameras, this would also contribute to a constantly draining battery, and some Pressure off gens, cause currently Springtrap is probably the killer with the worst built-in gen pressure, due to literally allowing survivors faster map traversal for free.
What would this Looming Threat be?
Well, it could be anything.
Stealth: A decreasing Terror Radius until he is Undetectable, reset upon being Spotted. (Simple)
Phantom Hallucinations: Survivors could slowly hallucinate Phantoms and other stuff if they dont Spot him on the cameras to reset it, along with fake Phantoms/Springtraps appearing on Cameras that if scanned would Jumpscare the Survivor and drain the Battery by a bit. (Would require alot of dev work)
If the Cameras get a real reason to use them, perhaps also make him a bit harder to Mark via Cameras, so you cant do it completely through walls, but maybe make it take longer to regress so it saves the Camera Progress,, so they have to jump through all the cameras to spot you, instead of just finding your rough location and X-Raying you with them, currently there is not much u can do to avoid Cameras, they can mark you through walls but u cant throw an axe through walls to disable the door.
Also pretty sure there is a bug where you can Mark Springtrap while he travels through Doors due to marking his teleporting Character, I sometimes hear the Static of being Spotted while Teleporting.
Not too sure on how to add a threat to not spotting him, just throwing some ideas out here, would love to discuss, but it has to be done somehow, people will never consistently use his Camera dynamic against him without a real reason, its just how the game is designed.
Final Notes:
I could keep going but i dont want it to be so long that no one reads it, thank you if you read this far.
This is a month post-release, Springtrap will only get worse as it stands, even when no one knew how to play against him he was Mid Tier, and he will only fall further as more people learn to abuse his Power against him.
Lets Compare to Dracula, by the same Killer Designer, who has a Projectile option, a Dash Option, a better Teleport option, and is constantly 4.6m, or faster with Bats, or Wolf Haste.
And i dont wish Springtrap to be a top 5 Killer, but when his peak of Strength, puts him at the Weakest on release in possibly the past 10 Killers (Unknown debatable, but Unknown isnt known to be Strong either)
If Pyramidhead and Vecna (Already Solid Killers) can get these great Patches that are well received i dont think its too much to expect some Love for Springtrap.
Cause i think playing it too safe has been the biggest flaw with this release, both on the power and balance.
Kaneki had a pretty buggy PtB, and was really Strong, but he got some feedback to get his sliding addon to basekit, simply due to the fact people found it too fun to use.
Meanwhile Springtrap a much weaker Killer, had his most popular/fun addons nerfed from PtB → Live (Foxy/Celebrate)
And Springtrap has not had a singular basekit change, a month post release.
People have stated how his Office Jumpscare and Cameras are basically useless since the PtB but no concerns have been addressed
Or the very obvious fact that Survivors and Killers can walk through eachother eachother in the Doors due to no Interactions with their Exit/Enter phases of the Doors.
This is my 2nd post about a part of Springtraps power, might go into his Perks next, why they are Underwhelming, which also kind of ties into the fact most Recent Killer perks have not been great.i love the idea of phantoms, and the power outage. It would make it feel a lot more like fnaf, especially if the fnaf 1 power out song played as an audio timer for the outage to end
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@Chiky said:
Make deerstalker base kit!
Also, since the moment all 4 survivors are slugged the killer already won, make an option to mori the survivors when all the ones alive are slugged (even tho that would only incentivate slugging more).
A fun thing would be to let the downed survivor stand, but that increases the speed at which they bleed out. Let's say they get hindered and incapacitated, their bleed out speed increases 300%, and only if all the alive survivors are downed, they can heal others.
Yeah mabye like a last resort type thing like 4% off the hook but for recovering when you hit 90%, if you fail it decreases the bleed out (by like 30 seconds) but if you succeed you can get up
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618844#Comment_3618844
What? No, this would be horrendous.
4 man slug playstyles are now made even stronger by sitting at the entrance to basement and picking survivors as soon as they are about to get to pick themself up, and thats assuming youre on a map with a basement thats feasible to get to within 4 minutes from anywhere on the map (which for large maps with basements in corners it wouldn't be).
It would give the survivors to *something* to do and force the killer to hook, even if they just sat and waited inside the basement for them to crawl there
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/401039/anti-slug-bleed-out-mechanic
There are completely fine reasons to slug, though. Say we're on Dead Dawg Saloon and I have boil over, flip flop & unbreakable. The only win condition for the killer (if I take chases with a single braincell engaged and go down upstaris in main) is to bleed me out.
And that's fine. I have employed a strategy, and they have employed the countermeasure.
I get the frustration with unnecessary slugging, but any use of a basekit feature must consider the abuse of that basekit feature. I've essentially bought myself an extra chase beyond those four minutes with my build - if the door is opened in that plot twist final stand (i.e. after I use this feature to get picked up) I just blatantly win in 99% of cases - they'd have to have a way to Expose me, or find a way to hit me twice before I get through the gate and out.
A good solution would be to make the survivor go to basement if they want to recover fully and lack the perks to do so, with everyone downed or in a 2 person situation, that way they can't just hide in a hookless corner or boil over on dead dawn saloon and get free recovery
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616183#Comment_3616183
Instead of actually coming up with a counter to what they wrote just revert to an ad hominem. Nice!
Yeah because it shouldn't really be an issue unless you keep *everyone* slugged and just sit there, especially since it won't really be ideal for bully squads to get up when literally at death
Though I might agree with the basekit deerstalker, but tbh I'd just imagine that survivors would need to go to basement to recover fully when all survivors are downed or hooked, mabye even make the timer 7 minutes as well to further discourage it (and to prevent reshuffling every time they get up, add a basekit soul guard for a random 3 to 10 seconds, just so that it's unpredictable for the killer to "count" it down
Of course disable this when hatch spawns tho cuz I can imagine how much it'll be a nightmare trying to look for hatch before the survivor or camp basement in hopes that they crawl to them, reveal & reduce the timer to 1 minute if the survivor is downed and lacks the ability to fully recover with any perks (unbreakable, no mither, exponential, adrenaline, etc)
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@tjt85 said:
I went against two infinite tombstone Myers in a row the other day (different players as well). I guess this kind of thing just happens sometimes.
Whatever happened to regular and vanity/scratched mirror Myers, anyway? It feels like all I see these days are the infinite tombstone ones :(
The achievement perhaps?
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@ABAEX said:
lol
survivors love FREE perk.
first is FREE 8s Borrowed Time.
then survivors have FREE Babysitter (PRO) Haste 7%→10% and 10s borrowed time.
even now survivors have FREE 16m Deliverance.
and YOU still want more FREE perk and that looks like unbreakable + Adrenaline, just because "should receive an effect, having a last chance"
If you don't know how to handle slug, just learn how to deal with it. not cry for more FREE perk.
If killer cry for FREE perk:
16m Deerstalker+ 20s just -50 % Crawling speed Knock Out for “last downed survivor hide Weast time”.
6s Insidious for “this is more fun”
just Basement Monstrous Shrine for "this will be great"
only Haemorrhage Sloppy Butcher + only Increases the Rotation speed of Healing Skill Checks Coulrophobia for "survivor easy heal"
12m Spies from the Shadows for "Hearing impaired"
40m Whispers for "can't find survivors."
0.5s Mindbreaker + just The next Survivor interacting with that Generator is faced with a difficult Skill Check Overcharge. for "if the survivor decides touch gen and leave"
32m Territorial Imperative whitout Aura for "it should be."
2s Mad Grit for "having a chance to hook if the survivor decides bodyblock to not let killer hook any survivors."
pick 4 FREE perk for killer, imagine that Influence the game.
Found the slugger who doesn't hook anyone even if everyone is downed at once with no hope
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600315#Comment_3600315
There's a clear difference between a "tough time" and "guaranteed death". There is zero counter play and that's the issue here.
And is it not guaranteed death when you're tunneled the whole match as strong killers either?
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@Xyex said:
Because head traps are fine and no one with more than 5 hours legitimately thinks there's an issue with them.
Except those who are mad that only they died while their whole team escaped lol
Or nobody was doing anything and everyone died
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@SimpleSage said:
Face the Darkness does make searching the boxes harder, but its not impossible when you look at the numbers.
Base search time: 12s
Longest base search time possible with add-ons: 16.68s (Both gear add-ons decrease the speed by 39% total.)
Missed skill check: -10% progress and a 1.5s pause on progress = 3.17s added to search time
So, if Face the Darkness makes you scream every 25s as long as you don't miss too many skill checks and time your search well, you do have plenty of time to search the box before getting kicked off. My best advice is to wait to search until immediately after you scream, this will give you the most time possible and means you can miss 2 skill checks before you scream again as this takes about 23s max.
These numbers obviously change based on the add-ons. If you run Crate of gears with Razor Wires (makes skill checks harder (25%)+injures survivor), search time is 15s and gives you 1 more chance for a skill check (3 total), however you only have a little under half a second of wiggle room to start the search.
Yes Impossible Box Pig is a pain and not fun to deal with, and other perks can also make this much more challenging. Fortunately, the name of this play style is misleading and it is NOT impossible, you just have to be cautious and take your time even when you want to rush.
And obviously there are some tweaks that can be made that could make Pig a little more bearable in general without rendering her traps useless like:
- Search Progress doesn't reset it just de-pleats slowly.
- Trap timers stop when within a specific distance of the Pig not when in chase.
- Survivors cannot die to the trap while in the act of searching a box, or the timer has a significant slowdown during search.
That is just an overall nerf 💀 you'd have to at least give something to compensate like be able to re use traps or something
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@adaw0ng said:
I do think that from what you said what I stand the most with is your complain about her being able to follow you in stealth when you have a trap and it stays on. It does not make sense at all gameplaywise (boring, there is nothing to be done against that and it’s a secured death if paired with deadlock and other passive slowdowns) nor in actual lore of Saw. Saw traps are meant to give a chance of survival to those who are tested, so you are not suppose to make sure somebody dies like she can do in the game if played like that.
I really hope and wish she will get changed to buff her chase potential and remove her ‘me puts trap me follows this person crouched until head blows up” gameplay style.
The thing is, Amanda didn't care about them being able to succeed so if you think about it that's actually lore accurate cuz she rigged the games she set up much to John's dismay
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@NatePotate said:
saboteur will go on cool down soon as you start using it, meaning if you stop mid way through you will have to wait the 60s before you can actually sabotage the hook. this wouldn't be that big of a problem if it wasn't for the fact that healing someone is the same button as using saboteur, ppl heal under hook after unhooking a lot meaning often times you end up using saboteur instead of healing your team. this leaves you with 2 options.
1 finish using saboteur witch will not only leave the player injured longer it make another loud noise notification right over the injured player.
2 stop using saboteur putting it on cooldown for 60s without sabotaging a hook so you can heal a player without making a loud noise notification over them again
this locks up saboteur more then im able to actually use it
5 or 10 second cooldown if you don't complete it, just so that they can't spam it to prevent abuse
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@TrueGuardian32 said:
Ah. You guys are getting Movie and Lore mixed up.
Movie Wise this killer could make sense. As the Entity could make the children think that they were "making friends" by hooking them. Like in their view the hook would look like a animatronic suit. In the movie they really don't know what they are doing, so they could be made into a killer from Entity manipulation.
Lore wise, they could have it where the entity took the AI version of Freddy and told it to murder. So technically we can use more than just Springtrap using the Entity's actual lore. Remember it is really manipulative and can change what the Animatronics and Afton sees.
Richt but imagine how many people would be dissappointed if it was Freddy and not afton
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@SHWN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590223#Comment_3590223
In fact, The William doesn't show any method to dominate or control the animatronics. And in mind of creater, William is very abstract to make itself for dbd character. Furthermore he doesn't show anything why he kidnapped, killed and planned events intentinally in movie. Rather, it also can be plagiarism issue that I made a story and the fnaf game's original story. So we should made the another story but we refer to in movie's story to make collaboration character.
Plagiarism? You know this would be a liscenced chapter right?
I'm not sure why you are talking only about the movie specifically when it was based on the games
He kidnapped and killed them to gain remnant to become immortal but of course in the end it only sort of worked
He CREATED the animatronics, sure he couldn't really control them when the souls came to get him but again, I never said he would control them, just stuff them into suits which activate after someone dies in them, plus some extra abilities to make him more interesting
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@SHWN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589464#Comment_3589464
Why do you think that so? In the movie, the animationics are kidnapping and killing people. They also can be killer for the collaboration. In additional, Springtrap doesn't have any story.
If you want to make the springtrap for killer, I want say you please think and does it have stories for killing and movie?
Also, The springtrap's main story is only the William is the kidnapper and he put on the springbonnie suit to avoid ghosts, finally he died.
So, making springtrap for killer is not appropriate suggestion.
Do you even understand the lore of fnaf? William afton was the main antagonist, not the animatronics, the animations only killed because they mistook the security guard as their killer, since they were murdered in cold blood by afton and wanted revenge, they aren't even the main antagonists
If anything though I like the concept of Springtrap being able to stuff survivors into suits to slowly die and if they do die successfully, that animatronic becomes activated, there was a lot other that I kind of forget but that was the gist of it
Plus, they're just dead kids haunting the abimatronics in the end, they wouldn't be able to "create" anything or actually *want* to kill, they're just trying to get revenge
It would be in bad faith to make the killer Freddy or anyone else, and a lot of ACTUAL fnaf fans would agree
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@RFSa09 said:
On chucky's ptb I noticed that you guys updated the nemesis syringe animation, this made me think that you are planning to buff or even do a rework for this wonderful killer, I would like to give some simple buff ideas to make him more enjoyable to play, firstly, I will divide it into 3 topics, the zombies, the tentacles and the infection.
zombies:
bhvr have a lot of problems with AI, buffing zombies numerically would be a great option
for each infected survivor, the movement speed of zombies is increased by 5%
for each infected survivor the zombies' field of vision is increased by 5°
the time zombies are blinded is reduced by 8 seconds
tentacle:
the tentacle is in a good state, but i would like to have some changes to make nemesis feels more like nemesis
Uninfected survivors hit by a tentacle are slowed for 1 second
in tier 2, the tentacle has a range of 5.5 or 6 meters
In tier 3, the nemesis tentacle has a range of 6.5 or 7 meters and your penalty for missing a tentacle attack is reduced by 0.15 seconds
nemesis can use his tentacle to grab survivors in the dying state from a certain distance (like wesker can do with injuried survivors)
infection:
infection is literally just a 3rd health state for survivors, so, making it like, do something decent would be amazing
infected survivors cough more commonly (I don't know exactly the time interval between one cough and another, but making it more common would be a big help)
Infected survivors will vomit leaving pools on the ground, like pools of blood, but... blue
Infected survivors suffer a 5 or 10% healing speed penalty, because like... they are infected by a deadly virus or something like that
For survivors, each supply box must have 2 vaccines to balance the power that the tentacle and the nemesis infection possess, it can prevent the nemesis from being too oppressive
idk about his addons, it´s really hard to balance them around his power
I just want a zombie mori addon D:
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@Mew said:
No, and ill go a step further and say buckle up is the problem.
whats the point in ever running WGLF or new MFT when Buckle Up exists?
This
I think they just ran out of ideas on buffing it lol
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I'm only saying no because its not springtrap as the killer
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586132#Comment_3586132
Yeah they added it in when they were nerfing every aspect of Freddy a week or so after his release. He got a lot of pointless nerfs. I remember them even mentioning on stream they wanted to nerf Remember Me so if you kill the obsession you lose half your stacks but the backlash stopped them.
I still have no idea why they decided to give it to Adrenaline, a perk that was still meta at the time, and not Wake Up!, a low tier perk that literally is called 'Wake Up' and belongs to Quentin.
This interaction is long overdue to be removed and Freddy still needs a lot more than just this change.
Wow I'm glad they didn't go thru with that change, it would have been ABYSMAL
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Is this really what people care about?
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@akaTheBARON said:
So you can buy a perk you already own in the shrine for 2,000 iri shards and get 100,000 bp. We all know this really isn't worth it when you consider how long it takes to earn 2K shards vs how quickly you can earn 100K BP. And I'm not even counting cakes/flans/streamers, or tome challenges. Even in non-BP boosted matches you can still earn 100K BP WAY faster than it takes to earn 2K shards.
Taking this into consideration, how much BP do you all think would be a fair amount of BP to recieve in exchange for buying a perk you already own in the shrine for 2K shards?
Yeah I agree, imo should be 750k & mabye lower the shard price amount to like 1k-1.5k
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@Hunkulese said:
100k seems fine.
Did you read the post though? It's much easier to get 100k than it is to get 2k shards
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@Archol123 said:
All you need to do is give him back charge time addons but without the ability for them to stack, so you have basically old crack Billy, but without the ability for instant saw, would be completely fine.
As for your proposed addons changes, some of them are alright but some are still useless, I will go over them in a second. I would like it if his lower rarity addons were solid as well, similar to Ghostface addons, where basically the browns are some of his best but just increase numbers, you could do the same for example decrease charge time and cooldown by a bit and maybe add a third weaker engraving so you can run those two together.
I would maybe make it so decreased cooldown doesn't stack because a 2 second cooldown might be a bit much.
Big Buckle is still completely useless..
Black Grease:
I don't really see a reason to put any condition on a charge time decrease, if it does not stack with other addons of that kind, needing to get blinded is just way to situational to be considered a good addons.
Pighouse gloves seems to be even more useless than right now, a 4 m terror radius decrease really is not worth much.
And Iridescent Brick just seems like a worse version Infectious, sure you get aura reading butHillbilly isn't much of a slugging killer anymore, he is not Oni or Nurse in that sense.
Like I said before you could basically bring back all of his old addons and just make it so the charge time decrease does not stack so Insta saw is not a thing anymore, that would be the easiest solution and you could still just run crack Billy and be fine. I think the curving is the kind of gameplay most people like to go against and I am not particularly a fan of the stealth gameplay because getting hit by a cross map chainsaw from an angle you could not see without much of a visual/audio warning is not really fun.
Yeah I think it might actually be cool if big buckle *increased* terror radius by say, 12 for synergy with other perks
And also mabye an addon that has both hemmorage and mangled like wraith's one addon?
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@Vulture said:
The first killer idea is a zombie. not sure how it would look, I could go further into detail for that if you would like but this is how he works: The Zombie will be a stealth killer and his two abilities are both active at all times, meaning there is no need for swapping between the two. The Zombie is similar to the pig in the sense that he has no terror radius when crouching, and is provided with the ability to crouch. The other function of The Zombie’s ability is the “Observe”. This ability works just like Michaels stalk. while holding down activate ability button 2 you are tremendously slowed down and observe whatever survivor you are observing if the survivor performs an action while being Observed, you receive a difficult skill check, being nothing but the great bar same size as usual, making it more difficult to achieve. while observing if the survivor is to perform any action you as the killer obtain the ability to do what the survivor has done. if the survivor vaults over a pallet, you as the zombie gain the ability to vault over the pallet for the rest of the trial. this also goes for any other action. if you observe a survivor enter a locker, you also gain the ability to enter and exit a locker. if a survivor tries to hide in the locker you are in you grab them by the neck and walk out putting them over your shoulder. while in a locker, you have no terror radius. if a survivor is to enter a 25 meter range of your locker, your terror radius appears to slowly get closer. attempting to scare the survivor into hiding in the locker. If you are to observe a survivor fast vault, then you as the killer gain the ability to fast vault. all these abilities will remain available to you as the zombie for the rest of the trial.the zombies three shared perks will be
1- You Can’t hide
This perk will activate after a chase if broken. one chase is initiated, if it is to break the survivor you were in chase with will scream, giving them the exposed status effect, and oblivious. revealing them to the killer as well and them not hearing any terror radius if the zombie is to get back into chase. this perk has a 60 second cooldown.
2- I’m Always Watching
This perk activates whenever you stare at a survivor for 3 seconds. once active you become completely undetectable to all survivors, and gain a 15% haste status effect along with a 250% increased lunge to your. lunge attacks. these affects will stay active until you hit a survivor. but deactivates if the survivor you used to activate this perk leaves your terror radius.
3- You Won’t Get Away
Whenever a survivor fast vaults away from you, or drops a pallet on you this perk activates. While this perk is active, the survivor performing these actions will have the exposed status affect for 15 seconds, receive a 15% speed penalty for 10 seconds (only affective if survivor is healthy), and if they become visible to any other survivors the others will scream and gain the same affects as well.
for this killers weapon, it will be a Scythe.
If you are interested in hearing my second idea for another killer, please let me know. and I will be happy to provide.
Killer mains trying not to make overpowered perk/power suggestions: (impossible)
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@BlueMoonBRUHMOMENT said:
Lucky Break: Instead of it being heal 1 second for 1 second of Lucky Break. Instead, have it be a percentage because you may be using a medkit, COH, and Botany Knowledge. And you get "punished" for healing faster.
Speaking of Botany Knowledge: I would love to see the item efficiency removed, and instead medkits don't get effected by the healing speed 50% boost.
We'll Make it: Survivors that unhook You also get increased healing speed for 90 seconds. (This healing speed can also be used on other survivors not just you)
No One left behind: A rework that is like Fire-up. Whenever a generator is completed your healing speed is boosted by a permanent 1%. When the exit gates are revealed all survivor's aura's are revealed to you.
Bite the bullet: This is more of a just because it's a healing perk, not necessarily because it needs a buff, just because it's kinda situational. Whenever you heal in the Killer's terror radius, you heal 50% faster. This does not apply to downed survivors.
No one left behind nerf?? W t f? Why?
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@Callahan9116 said:
What would you think about a battle royal mode? Where gens open gates, but gates close after someone leaves, and another few gens have to get done. Also extra escapes like hatches with keys in the map, but survivors drop the keys when hit so other people can take them. I think you could put in 6 or 7 survivors, and give the killer 6 or so perk slots. Obviously the killer would be nasty in this mode, but there being 6 or 7 survivors would be an equal challenge. As more survivors escape the pressure would mount, and things like new pallets could drop from the entity. Just a thought to make the game a little fresher.
And how well did that work out for Evil Dead?
Grantee, your idea is different, but that doesn't even sound like a battle Royale lol
A battle Royale would just be everyone shooting each other as Dwight or trapper and whatnot
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@LanyaKatena said:
Had my second run into this killer and spent time searching 4 boxes with no luck of removing the head trap. Why is the removal rate so busted?
It's not % based anymore, well it still is but by a set amount, so if you have bad luck that means you got the short end of the stick, but your teammates will have an easier time since they searches are all a shared pool, it's just random who gets what
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@Healthore77992 said:
As we know, current Freddy is one of the weakest killers in the game, outdated and not true to his identity, hopefully they will fix it, I have some idea, please let me know what do you think.
Freddy Krueger, 115% Movement Speed, 32 meters Lullaby Radius.
Dream World:
As we know, Freddy is the God of his dreamworld, he can do anything in it, sadly, we got placing snares and teleport, which is really basic and boring. His current dream world isn’t even a threat, for such iconic license, that shouldn’t even be possible and it’s a tragedy.
When in dream world, Freddy would keep fake pallets, but what i would add on top of that, i would add fake tiles, loops and jungle gym aswell, they would be placed like dream pallets. It would be cool if Freddy’s dream world would be interactive. Maybe even fake generators.
Second ability.
As his second ability, currently no killer is good if he doesn’t have some kind of anti-loop. Like Xenomorph’s tail and Nemesis’s whip, Freddy extends his arm, like in the movies, if successfully hit, damages the survivor.
I would keep the teleport as it is.
Survivors would be able to wake up like they do now.
Honestly? Just repurpose the void realm for his power
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@lav3 said:
Don't understand why Buckle up doesn't have either cooldown(Soul Guard) or specific requirement(WGLF).
They ran out of ideas of having buckle Up be more used lol
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@IHSGames said:
Ever since the Alien chapter (at least what I've seen) There's been a surge of STBFL users. Nothing wrong with a lot of killers using a decently strong perk. HOWEVER, it's not just certain types of killers but they're playstyles as well that makes the perk VERY annoying to go up against. M2 Killers like Demo, Slinger, Wesker, etc etc. These killers usually use STBFL since they can get almost UNLIMITED value off the perk due to them having an M2 attack that doesn't rid stacks since M2s doesn't remove a stack if you hit the obsession's with it. So what problems does this cause?
-Survivors will have a harder time countering a perk as only the obsessions will have the ability to do so. But since killers can M2 attack, the perk is almost uncounterable. All perks should have either a counter or downside and if those can be avoided EASILY I mid you, easily, then the perk is not healthy.
-Killer performance plummeting to the ground. No need to learn useful Demo shreds at loops. No need to find places to trickshot with slinger. No need to go for unique tech bounds with Wesker when all you do is M1 as its easier, less punishing and you get a benefit to your M1 cooldown reduction. Basically you get rewarded for playing safe and easy. No need to even learn how to mindgame loops since you can Zone them with your M2, pushing them from a loop making it easier for you to hit them. This makes killers worse in terms of overall performance as they never learn how to micro and macro game, use their abilities to their fullest potential and lose more often because they spent time micromanaging they're playstyle to a single perk. This brings people to say "X killer needs a buff" when really most are not playing them optimally due to a single perk. This creates boring games which...cmon.
On top of that one midchapter from a year or 2 ago that shortened the cooldown of a killers basekit M1 attack cooldown (basically basekit 2 stacks of STBFL) and a shortened duration of the Survivors speedboost after an attack, it's safe to say that this perk, though not overpowered, can be very problematic to both survivors and killers in the long run.
-How would I nerf STBFL?
First I'd start out with removing 2 stacks, bringing it back to it's original stats before the midchapter that reduced killers m1 cooldown. Second, I'll make it to when the obsession loses a health state by ANY means, they'll lose a stack. Meaning M2s can cause them to lose a stack. No more using M2s to avoid stacks. Third, I'd also make it to wear if the obsessions dies, a random survivor becomes the new obsessions. This will stop the killer from tunneling the obsession out the game in order to gain stacks without having to worry about the obsession taking hits to remove stacks or just worry about losing stacks while in a chase with them in general.
I would also like to BUFF STBFL.
-M2 attacks can ALSO help you gain a stack. Is this controversial? Yeah. But it'll be unfair for killers to lose stacks M2ing and not gain them from M2ing. We want to encourage M2 killers to use their power more in order to make more better, smarter and more skillful killers without a perk hindering them. STBFL still ONLY reduces M1 cooldowns though, not M2s.
All of these changes will still make STBFL viable to all killers, but discourages M2 killers from utilizing the perk while avoiding all the downsides that come with it. These changes will also force killers to use their M2 more as they can't use it JUST on the obsessions to avoid stacks, but they can also use it to gain stacks as well. This change will keep the perk strong but healthy.
Let me know your thoughts below please! Thank you for your time!
Ah yes by any means, meaning you can't run it on Nemesis, trapper, or plague anymore since the obsession will purposefully injure themselves so you lose stacks, even if you don't hit them
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@adsads123123123123 said:
Singularity has quickly become one of the least played killers, which is bad considering he's the 2nd newest killer. On Nightlight, he's 5th least played killer. Though his real pick rate is probably lower since Nightlight mainly uses stats from PC players. Without any change, Singularity will probably reach Twins levels of obsecurity in the future.
The reason no one plays Singularity is that he's too hard. Otz, a player with 11k hours, is currently trying to win streak on him and only averages 3-4 wins before losing, which is extremely low compared to his other killers. This killer is also impossible to play on console due to the need to quickly aim pods. The main issue with Singularity is that it's hard to apply Slipstream while it's too easy for survivors to remove it.
Firstly, EMPs should only remove Slipstream on the survivor using it. Given how easy it is to acquire EMPs, it shouldn't be able to mass remove Slipstream. Slipstream is similar to Plague Infection, which is much harder for survivors to remove while also having a stronger effect.
Secondly, when switching to a pod, the camera should automatically face the nearest survivor. This is the only way to make Singularity playable on console.
Finally, they need to make it possible to place pods on all surfaces. There are too many situations where you try to place a pod on a perfectly flat surface and it doesn't work.
People underestimate how strong the rancor-game afoot build on him
Slap on NWO and buffed remember me and you're going to win 9/10 times, even if they genrush, as long as you plan it right
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@Bran said:
That's how it should've been done honestly.. make survivors have to go for the unhook and make the start up animation longer and less cancellable and keep hook grabs.
Sarcasm or actually serious..?
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581911#Comment_3581911
That's the intention. No killer should be able to camp for long periods of time. Even stealth killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581845#Comment_3581845
Imo Alien should not be able to just camp at the next tunnel. There is a reason why Dredge can't use lockers next to a hooked person.
He can though, just not *teleport* to them
He can still hide in them
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@RavenBirb said:
I'd buy so many is we could get them for like for ex, Ghost Face or Michael Myers. Having the option to pick the style of execution once Mori has been earned would really make it feel much more worth while to work towards on killers end. PLEASE i noticed the bear skin for trapper comes with a new execution for the mori cuz his is so old at this point.
Yeah I hope the trapper cosmetic sold well enough for them to consider adding moris as a purchasable option
Could make a fool out of TCM too by having it priced half as their's lol
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@HansLollos2 said:
The Walking Dead
It's weird that there's no The Walking Dead Content in DbD, since The Walking Dead does a lot of Crossovers. Daryl Dixon or Rick Grimes would fit really well as Survivors and the West Georgia Correctional Facility would be fantastic for a Map.
Maybe we'll get both or one of them as a Survivor only-Chapter One Day, maybe even with with a Map.
And Negan would be perfect for a Trickster Skin.
I'd prefer telltale's version tho
Lot of character potential there, especially since they're already modeled
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@OlafSieger said:
Why is 4 minute slugging still a thing? I understand when you sometimes have to slug up to a minute. But there are literally zero points for letting someone slugged for 4 minutes and refusing to hook them because that happens just out of toxicity and now this happens literally every second game. Sometimes they don't even let you die and just pick you up and drop you again so you wiggle out and then you stand there for up to 10 minutes. Sorry but am I playing Desktop Simulator or an Survival Horror Game? So many people I know just don't play dbd anymore because they know it is a waste of time because you aren't even able to play the game most of the time.. I'm sick of being forced to stay in the for minutes. It's worse than facecamping and tunneling were ever combined because both ended quickly atleast and you could do something against it yourself. But you can't do anything against being forced to stay other than dc and as I said this happens every 2-3 game so if I would dc everytime I would probably get banned for a whole week because of that #########. But I suppose it will just get ignored for another 5 years like everything takes 100 years to actually be changed :)
If its REALLY that annoying to you, there's several perks that help with this..
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@lav3 said:
Hawkins got several unfair aspects as killer.
1) 3rd floor (where interrogation rooms are), rift lab generators are very safe unless killer is Nurse or stealth killer. The capsule you showed and 2nd floor generators in long rectangle room are same context.
2) Very numerous pallets. 3~5 pallets are very weak but Hawkins has more than 20 pallets. Not all pallets are safe but hallway pallets are decent if you pre-drop and run long. And some long rectangle rooms got very powerful pallets.
3) Room entrance/exits. It is very noticeable when you try to get inside the room but doors are blocked. This is also annoying as survivor. Very hard to patrol and might take time to start chases because entrance/exits are very unapparent.
The map's balance is around 2019 and that's probably why it feels terrible.
Personally I hate Hawkins more than Gideon as killer.
People should be happy it's back at least tho
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@SuriKratos said:
Maybe it's time for a rework on Nemesis?
- the "best" add-ons at the moment are hiding your terror radius, and reducing supply cases to get a slight advantage
- zombies should have a wider detection radius perhaps so they could be more useful
- compared to Wesker add-ons, mentioning him due to being from the same franchise, Nemesis addons are weak
- the speed boost on the first tentacle hit makes the chases last too long, why get it if they don't get hurt? (old issue)
- due to all the points listed before, it's hard to make good builds for him
Any other ideas?
Those are the best? I thought it was the mutation rates & zombie speed (just so that they can get harass survivors off gens quicker)
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@poujh said:
Increase the hindered duration from 0.2 to 0.3 seconds. :)
Hmm idk may be too op
Best to just make it 0.20001 and call it a day
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@Astel said:
The suggestion for This is not happening and Urban Evasion looks good, but I think the effects of Hangman's trick and Bloodhound would be still too minor. I think these two might need total rework.
I mean, I kind of like the suggestion for bloodhound personally
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@Caiman said:
Sadako is very unenjoyable to play against. If you can grab a tape at the start of the trial, you're fine for a while. If you can't, you're not fine, because other survivors are also grabbing tapes, and Sadako is teleporting to TVs which disables them so there's less tapes for you to grab, so you're running around the map looking for a TV that hasn't been turned off. If survivors are also trying to get rid of stacks of Condemned then they're turning off even more TVs and you're still running in circles looking for them. And then you finally reach a TV only for Sadako to pop out and smack you in the face. Oh and she's probably running the add-on that spreads Condemned for healing, maybe even doing the old slugging strategy, so that makes it even worse.
It's an awful experience, not fun or interesting at all, it just feels like a slog.
You can't really use ring drawing to slug anymore though, it only applies to injured heals
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@dbd900bach said:
Honestly I'd prefer if she was a skin. Operating the same as Chucky except it's Jennifer Tilly as the spirit and Tiffiny as the doll with her own voice lines. It's not far fetched at all since they got Brad on board to voice Chucky. I hardly doubt Jennifer would shy from including herself as Tiffiny
Didn't IGN already announce the skin tho?
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@TheSubstitute said:
It seems like it's going onto the scrap heap along with perks like Ruin (almost never seen either as it being a hex with only 100% regression and deactivation as well), CoB, etc
I much prefer it when I have a buffet of good options to pick from and now it's really back to SB, Lithe or BL for exhaustion options. To be honest, I was expecting a nerf to the speed boost as current MFT way outperforms Dark Theory. However, with the proposed change, I don't really see any reason to equip it other than if I know I'll see a Legion or Deathslinger.
I'm all for the necessity of making balance changes but can we not make things almost useless when they happen, please?
Eh tbh I think it'd be fine if they went with their current plans but by giving it an additional effect if getting hit within 30 seconds of being unhooked, like having the speed boost to 5 or 7% so it is a better anti tunnel
You may say that they can weaponize this but then you can just hit them and continue chasing the survivor you were trying to get
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So basically free facecamping in addon form? Fun
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573147#Comment_3573147
self-healing should not be time efficient action if killer uses mangled. you should need bring perk to render ineffective. 30 second for self-healing is where it should be. 21.5 second does almost nothing in term of game-delay for self-healing. that was one of issues of sloppy butcher before. equipping perk almost did nothing until you depleted all med-kits. there was nothing deplete med-kits because survivor could drop their med-kit to avoid franklin. now med-kit have proper counter in sloppy butcher.
altruistic grouping healing counters sloppy butcher but that is hard to do in soloq, so most people just stay injured. In my experiences, playing no info perk survivor and healing soloq is too difficult so I stayed injured as well.
Right but like again, the point here is to give medkits their variety back, I'm sure something like that can be tuned somehow and remain an option
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573057#Comment_3573057
I don't really care about the speed, that's mainly what people complained about
Give medkits more charges for slower healing and less effeciency for faster healing, and one with a major boost in effeciency and speed for altruistic healing
your two sentences in post are direct contradictions. you said you do not care about faster healing but you directly ask for faster healing in second sentence. you can have more efficiency by using the perk called streetwise and more speed by using the perk called botany knowledge. If you want a lot more charges like 2 heals for a slower healing, you can heal with med-kit and purposely miss all great skill-checks to deplete med-kit then use build to last to refill it. you can customized med-kit but only with perks.
I meant *faster healing, faster than the current times* not how it was pre-patch
Think like 75% of a full heal at 17 seconds or a full heal with max charges, but a speed debuff making it 21.5 seconds
This would probably fit for the green rarity, while a purely altruistic medkit could be purple rarity, like 75% speed and 40% effeciency when healing others but at the cost of not being able to self heal
Personally, I don't care the effects, we can worry about those later, I just care about them not being identical to each other
Yes, I know streetwise and botany know exist but come on, you can't really just prefer medkits to be boring? Why not make toolboxes like that then? Or flashlights? Or make all keys broken keys?
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@Crowman said:
If you only care about healing yourself, then sure Med-kit rarity doesn't matter.
But the increased speed for altruistic healing can be very handy picking up slugs quickly.
Ultimately I see no issue with med-kits rewarding using them on other survivors, because when survivors can easily heal themselves it really harms the killer's ability to pressure with health states.
Again though, if you want to heal others why would you use green, yellow, or brown rarities?
IMO there should be only one type of medkit for this and should give a huge speed and effeciency bonus (talking about like 75% more speed and 40% effeciency with 48 charges but at the cost of losing self heal)
Then, have the rest be different, filling their own
There's no reason that the variety should've been nerfed, imagine that all toolboxes were nerfed to be the exact same except a 5% less chance for skillchecks between each rarity
If you're fine with medkits not having any big differences from each other, then you must support this idea too right?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573010#Comment_3573010
All the med kit were mostly ever used for self-healing. the only difference was that green one had 50% faster self-care which stacked to some 10 second self-healing and purple one had 2 heals base-kit which would often be paired with healing speed add-on to reduce to like ~13 seconds. Grey med-kit is same as current med-kits with 1 heal. yellow med-kit had 1 heal and 1/2 but often was paired with charge add-on for two heals which made it same-level as purple med-kit.
All med-kits were used in same way. get 2 heals. I am not sure what your complaining about in variety because old med-kit had no variety before because everyone aimed for same type of med-kit. a med-kit with 2 heals. med-kit were nerfed to only have 1 heal. you can still get 2 heals on technical level with iri gel dressing+charge add-on or syringe.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572671#Comment_3572671
COH healing at 50% was like ~28 second self-heals. med-kit currently is 30 seconds under mangled. COH was healing augmentation perk but it would only negate mangled if you altruistic healed. Mangled giving 30 second self-heals sounds about right.
You can still get old med-kits. the difference between now and before is that you need commit perks slots to counter sloppy butcher perk. Before this point in time, med-kit were strong enough that they not only gave incredible potent healing but they countered mangled making it almost non-factor. Botany knowledge still gives you 16 second heals. it does give -53% item efficiency so it costs 30(?) charges to heal but you can still heal in 16 second. you just need to run any of those +8 charge healing add-on's. Mangled will increase healing time to 20 seconds. 2 heal med-kit with fast healing that counter sloppy are only reserved for survivor that commit two perk slots in streetwise+botany knowledge with correct charge add-on/syringe. self-healing fast is high-commitment action now. it should be because self-healing saves a lot of walking-time for survivor.
They each had different stats is what I'm referring to, they can be used in various ways, even if the most "popular" way is the same
I don't really care about the speed, that's mainly what people complained about
I care about them having *no difference* between the rarities besides a 5% healing speed when using it on others (which almost nobody does)
Imagine that ALL toolboxes were nerfed to have the same effect as each, except for a 5% less chance to have skillchecks between each rarity. This is what medkits are like now. Alex's toolbox will have the same effect as a normal one and doesn't boost sabo anymore. Does this seem interesting to you at all?
Give medkits more charges for slower healing and less effeciency for faster healing, and one with a major boost in effeciency and speed for altruistic healing
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@Annso_x said:
Making gens take longer significantly buffs every slowdown perk across the board, I can't imagine even experienced swf not struggling to complete the gens, even with the 32s from the secondary objective, against a killer with full slowdown.
For this to work we'd need a lot of changes for a lot of things, and I think the result would simply be longer games but not necessarily more entertaining ones.
I personally already struggled to adjust with longer games since the last time gens were made longer, I can't imagine having fun with games even longer. Yes chases would be longer, but that also means 3 survivors are staying a whole lot longer holding M1 on a gen.
Honestly I'd be fine with the idea if you could put the minimum time on a gen solo to 45 seconds by completing all the side objectives, this would also make 3 gens harder to defend as a bonus