taktak1
taktak1
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/453342/kindred-basekit
I think giving them full aura reading on all survivors may be slightly strong for a basekit buff. I'd probably say reveal the aura of the closest survivor to the hook because remember, a swf is almost never perfectly coordinated and this may just buff them massively.
Or maybe like every 15 sec aurareading for 2sec. (the numbers are adjustable ofcourse). Or you could make that this effect doesnt work in a 16m radius around the killer so if the killer is chasing somebody, the other survivers know THAT hes getting chased but not where.
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@Ohyakno said:
The activity HUD makes kindred obsolete for players with gamesense. Did someone leave their gen whilst another is on hook but is not in chase? Very likely going for the save. You don't need it with an ounce of gamesense. All this is asking for bad survivors to be catered to. More handholding. It's more rewarding to learn the game
@Birken13 said:
I can get behind a ping wheel. But info this braindead? Yeah, no. What the survivor role really needs is more interaction. A ping wheel could actually be a fun way to sneak in more survivor voicelines too.
But that allready 100% what SWF groups have when they are in discord.. Why do you want to make such a big disadvantage for non-swf groups?
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@Coffee2Go said:
I second this yes if basekit corrupt gets added
How is one related to the other?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979227#Comment_3979227
Nurse, Blight, Wesker and all other killers have fatigue after using power to catch up. I have tons of clips where I m1d someone, leaped behind them and hit them again in 4s of the first hit. Totally fun from survivor side to get almost two tapped with no counterplay. Pallets are in control of ghoul, he has enough window after you drop pallet to wind up and scamper, if you don't he can just m1 you, it's completely irrelevant to say anything about fun element, because while facing Ghoul there is not a single fun element out of him being bad and getting stucked on enviroment, so you have fun against bad nurse.
Yes but you want the fatique BEFORE you can even hit the enemy. Thats not fun.
. Pallets are in control of ghoul,
No, when he jumps over a pallet he drops out of power and fatique so exacly what you want?
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@fuumi_s2 said:
After a few games with him and feeling like the game plays by itself, I have come with very simple solutions that would keep everyone happy
- Can't cancel his power manually
as of right now, this is a way to circumvent the inability to M1, essentially you can use your leap to close the distance and get you an easy M1, no punishment, no skill required. if you do not like this solution i'd suggest that you can still cancel your power manually ONLY after you've come to a full stop and not during your dash, which currently saves you a lot of time and prevents slowdown
2. Fix his so called "kidnap tech"
locking survivors in place and vaulting at the same time? why are individuals OKAY with this existing in the first place? i might as well go play a ranged killer that has no auto-aim
3. Reduce the time window between each leap to 3 seconds and remove his enraged vault speed
self explanatory, as his power is 10 times easier and more forgiving to use, there should be an addon to extend it, pretty much like Wesker's golden egg
you can keep everything else, even his clunky sliding and hug teching, anything i might have missed, but having these specific things done would do this killer justice. wesker, legion, blight, even springtrap, they all have some form of punishment when missing their M2, so kaneki should be punished too.
"
ONLY after you've come to a full stop and not during your dash, which currently saves you a lot of time and prevents slowdown
"
Yeah this sounds like totaly fun…. That you have to stop fully in a chase… total fun feature…
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@Siphonicwheat16 said:
Over the years, many powerful killers have been added to DBD, ranging from Vecna (The Lich) to Dracula (The Dark Lord). Irrespective of balancing opinions regarding those two, it has become quite clear that certain characters have become "power crept", with their powers being increasingly obsolescent by comparison, and let's look no further than the Dredge.
Unlike Dracula or Vecna, who receive their abilities at the start of the game, the Dredge has to wait 15 seconds just to even start moving. This wouldn't be so problematic on its own, if not for one small fact; the Dredges map mobility is already quite weak in comparison, and very map dependent.
Where Vecna can immediately fly with little to no restrictions, giving him full control over his mobility, as can Dracula, the Dredge is not only limited to locker spawns, but additionally gives a significantly louder warning in the process. Even without locking a locker, Survivors can still get a guaranteed 6m + headstart on the Dredge compared to the aforementioned candidates, and with locking lockers, can gain up to 12m on the Dredge before a chase even starts. I feel like some small quality of life buffs can give him better parity to other modern killers, at least:
- Grant the Dredge +5% haste whenever he exits a locker for 6 seconds. I feel it wouldn't be too oppressive, and would at least give him a fighting chance against competent loopers.
- If not removing his teleport cooldown on game start, could it be reasonably reduced to 10 seconds (instead of 15)? I feel that it would be a fair buff to his power, as he wouldn't even really be able to abuse lethal pursuer, and he would be able to actually pressure gens at game start.
- Perhaps another reduction to time to open a locked locker? Reduce from say, 2.25 → 1.5 seconds, to make it less oppressive? I understand that there is intended counterplay against the Dredge, but being able to effectively shut down his power and gain a whopping 9 meters before a chase even begins can seemingly extend chases by minutes, even when a skilled Dredge player has done nothing wrong.
Thanks for coming to my TED Talk
I like the idea of 1. Not sure if 5% is good or to less or too mutch but the idea of a short haste after teleporting would be nice.
For 3.) Not sure if the time is too short it might not been worth it to even lock em.
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@tparadise said:
Leave lightborn alone. It's fine how it is. The community's obsession with this perk is so funny. If it's so weak as they claim then why are people constantly trying to get it nerfed?
If you think it's weak then use other perks and let the players who find it useful have it.
How i said it would be more of a thematic change i doubt that it has alot of impact.
If it's so weak as they claim then why are people constantly trying to get it nerfed?
It has his niche: 4man bully squad with flashlights. And ofc they dont enjoy it if they cannot blind the killer.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/453234/lightborn-buff-suggestion
Horrible change. Flashlights is already pointless with lightborn, why would you want to add less chance to loot them when they already do nothing and survivors lose items on death. Absolutely no reason for the killer. I'd like to see survivors lose healthstate each time they attempt to blind and remove the blindness immunity.
So if this change would come you would play lightborn like every game because its so absurtly strong?
Because noone is playing it right now -
You dont want that.
This would pretty mutch destroy the nurse we have atm, so you would need to massivly buff her since she allready has a below average killrate. For example give her back her normal movementspeed lower cooldown on her blinks and so on.
It would change nothing on what makes nurse strong, it just would make her way easier to play since you dont need to learn to line up 2 blinks anymore.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/453172/why-killers-allways-should-not-give-hatch
They mean around 2 kills on average per game, not "4k 600 games" and then "get 4 outed in 400 of them." Thats really unrealistic, especially if u can get a 4k that many games out of 1000, that clearly means your really good and your MMR will skyrocket.
It doesnt matte if its 4k 600 games only the end kills matter so 2400killes per 1000games. You could also make 50matches with 0kills, 200 matches with 1K, 250 matches with 2k, 300Matches with 3k, 200matches with 4k
I used the example with only 4k or 0k since this would be the maximum effect of statistical disorder you can imply with giving hatch or not giving hatch.
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@Falcao said:
I don't like it. The idea of zombies is to extract information about the location of survs, not the other way around. And they just get in the way of repairing gens. Maybe they should increase their speed or vision a bit?
Thanks for the feedback, I understand your point. That’s exactly why I don’t want to make this a baseline change, but rather keep it as an addon to introduce an alternative way to play Nemesis. Some killer addons are straightforward buffs, while others significantly change the playstyle. This addon would fall into the second category.
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Yes, but why?
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This makes the endgame where only 1 gen is left way harder for the killer. Very often it comes to the situation like 5-7 hook stages 1 survivor dead, 1 gen remaining. This would make this situation and 3gen way easier for the survivor. Your perk not only punishes the killer for tunneling he also punishes him for killing at all.
1 Surv with your buff= 62sec for a gen (now 90sec)
2 Surv with your buff= 36sec for a gen (now 53sec)
3 Surv with your buff =29 sec for a gen (now 42sec)And thats basekit without any other perks or items.
I think its too overtuned for a perk, but i like the Idea in general. Would be an interesting gameplay mechanic.
For example 1Gen= 100%
When somebody dies the remaining teammates gen permanent bonus to repairspeed up to 25%. The Percentage is based on how far the 5 Highest Generators are.
Repairspeed= 5*(1-Percentage of the highest Gen)+5*(1-Percentage of the 2nd highest Gen)+5*(1-Percentage of the 3rd highest Gen)+5*(1-Percentage of the 4nd highest Gen)+5*(1-Percentage of the 5rd highest Gen)
So if 4 Generators are done the remaining are not started 5% bonus repairspeed.
if 4 Generators are done and one of the remaining is at 50%: 2,5% bonus repairspeed.This would make 3vs1 more winable for survivor. Especally if one dies at the very start. The important question is: Do we even want that? Or do we rather que new if one dies at 5gen left?