theanimal41
theanimal41
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/347321#Comment_347321
but thats exactly the thing i do not want to happen, as survivors would be able to just jump in and out of a locker during a chase, allowing them to stun the killer (and belief me: no one wants to be stunned). this would just result in a lot of pissed off killers, while also not giving you and real benefit, as the killer would still catch up much faster than with lets say a Sprintburst or Lithe.
so basically, this would not give you the chance to escape a bad situation, but to just piss the killer off and therefore be his favourite survivor to take out of the game.
i think its good that we have the 3 second rule to prevent that.
It might just be me but I'd rather have a perk that I can actually use and yeah I might get tunneled and camped over a completely waisted perk that never gotten used the entire game
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Pinky finger clown Infectious Fright + deer stalker + nurses + knock out
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No I agreed it should be an exhaustion perk so it can only be used once per chase, but three seconds is a long time when it's a make or break situation. That why I say make it instant so you can actually get some use out of it besides in certain scenarios.
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I believe you are right for majority of what you said, my only complaint about any of the perks coming out is head on. I personally don't see it being used often bc of the restrictions if you cant use it while in a chase and it gives exhaustion what good is it? Yeah I could see myself in a few situatiosns where I get pulled out of a locker and go I wish I had head on. But there would also be be situations where I pop head on either too late or too early and I say I hate this perk. For me I think it's not worth it bc of the situation restrictions. I could be wrong about it it could be a real game changer but the way I understand it it's not worth the perk slot. When I could use the window next to the locker with lyth or use the hill or opening with balanced.
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For it to activate you have to get in a locker for 3 seconds. it's not instantly. if you use it you have to make sure that you are at least 4 seconds in front of the killer and can't be exhausted if you are gonna slowly get in the locker to not alert the killer. to me that sounds really underpowered for an exhaustion perk. Personally as the devs described it I would never run it bc it can't be used while in a chase. But if it was buffed to work instantly that would be my perk all day.
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Personally I think by the sound of it head on will be underpowered for an exhaustion perk. If the killer is chasing you the only exhaustion you have is head on three seconds give the killer more than enough time to grab you out of the locker if that's your intent to make the change last longer. Personally I would say make it work instantly with exhaustion or keep the three seconds and make it timed like dance with me but make the stun like 2 seconds long instead. I see head on only working when the killer is tunneling and you go for a save in the basement giving you more then three seconds to get into a locker and wait but if it was instantly I could see it not being so situational and a useful tool to either prolong the chase a way to loose the killer.
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Head on: either works instantly with exhaustion applied after or having to be in the locker for 3 seconds but has a 30 second cool down like dance with me.
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Personally I think she and her perks will over time fall into a good category maybe a few number changes needed but still seems like a well thought of killer. But I think the the survivor perks might be underpowered and extremely situational. I could be wrong about them but I think that they seem a little weak considering they are bringing in a really good killer with really good perks.
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I think that all of the killer perks seem really good and in certain build can be really powerful, but I wasn't that impressed with survivor perk. the healing one would be completely situational you have to be injured and have to find another injured survivor. I guess would work really well with empathy but still. The gen one is ok dont see it getting ran often, and the locker one 3 seconds is a long time considering it gives exhaustion. I could understand 1 or 2 seconds, but when in a pinch 3 seconds is a make or break. I would prefer maybe a timer on it like dance with me. can only be used once every 30-60 seconds with the 3 second time. Or maybe instantly with exhaustion would probably make it a better perk. I could be wrong about it all. they might be all extremely good perks but for the most part to me they seem too situational.
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The new perks would have to be taken in the same way learn how to work around it just like dying light
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But I do get what your saying depending on the buff it could make certain servivors op
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I'm thinking of multiple lantern perks working like when you first join a game and see a spirit and right after you see a hex totem but don't know if there is ruin or not you hold off on cleansing untill you know what your dealing with. Let's say you see x killer and they aren't moving that fast so you don't know what lantern they have so you hold off till the end game to grab it. But next killer is moving really fast and has two lanterns now you really want to take it. one will take the speed and applies a dumbed down version to you. the other ######### you over. Depending in the killer it would be some what easy to take it back like trapper or Billy.
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Yeah idk what happened earlier either. So I made a new one. I would say certain perks would have negative affects on servicers and others have the buffs for both so if the killer takes one that only puts strong negative affects on the survivor why hunt them down but if it's one that give the killer a huge buff when he has it and the survivor gets a dumbed down version on the same buff would make killers want to hunt them down to get it back. And depending on what buff it is the killer would have to out think the survivors to get it back. (Example nurse that has a "lantern" that makes their base movement speed 115 but if it gets taken now the survivor gets 105 movement speed. You lose the perk you have to hunt them down to get it back.) Let's say the stronger the perk the more the survivor glows making them more visible and easier to track. And depending how strong it is even make it a aura revealed at all times type of thing.
@HatCreature said:
I tried commenting on this earlier but forum wigged out and couldn't find this post. Long story short, I would love this idea, much better than totems that get derstroyed.
So the Lanterns have to be powerful, I think the Survivor should get points just like from the vent for taking and holding onto it but I think the Survivor should have some sort of negative efect on them for having iut. It's a risk reward thing like the One Ring from LOTR, it helps out your team to take it but it's risky kind of thing.
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Not trying to get you down but there is a way to fight it already. If you do all the totems before opening the exit gates you can take it before it spawns. Personally I started to bring small game into ever game I play and play every game as if there is noed. While going gen to gen I break as many totems as possible.and once there is one gen left go on a totems hunt to make sure you got all 5 and let the teammates finish the last one.
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@[Deleted User] said:
If this killer has anything to do with the moonrise event, I'd imagine they'd be similar to the pig where they give the survivors a secondary objective that trumps their main one.
Ik the devs said something about wanting to ad an end game objective so if it would be to go grab something for extra blood points. Ik I would go back and try to go for it. personally i think my idea could work. I could be completely wrong in my idea. If you steal one of the censer perks at the end of the game you get X amount of blood points but it would be completely up to the killer if he/she wants to use a somewhat op perk that can be stolen durring the game or durring the end game survivors would risk it to get the points while the killer is guarding there perks. These perks could be like 10000 bp for the survivor that exits with the perk and the same for the killer if he/she keeps it till the end.
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Perks that could work in given set up. And once survivor have the censer they can't get rid of it till hooked
Perk: like ruin but only affects the survivor that took the censer.
Perk: while the censer is hanging killer gets an X buff in action speed. While in the hands of the survivor survivor get X buff to their action speed
Perk: while hanging killer get a 10 speed buff. If survivor has it they get a 5 speed buff.
This would add alot of possiblities to the game
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I like the hang the censers Park of it. But what if they are something like a reuseable hex. Like hex perks but when surviors take them away the killer can go put it back if he hooks the survivir that took it? Something like the event we just had. Would add a new set of perks to the game, and another objective. And the perks could be like a two sided thing. If they are hanging the killer gets a buff if the survivor has it they are buffed/nerfed but that survivor is made visible some how.
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Small game: when looking in the direction of traps and totems it gives an auditory warning and aura revealed for 3 seconds. Lvl3
Dance with me: no scratches for 5 seconds. Lvl3
Slippery meat: the 3 more attepts plus ups the chances of getting off from 4% to 25%. Lvl 3
Spine chill: also gives a directional red stain of what way the killer is looking at you from. Lvl 3
Deliverance: also if you didn't get an unhook before going on to a hook yourself ups the chance to getting off to 50% (if your the first found situation)
Diversion : if you hit the killer with the rock stuns them for a second
Distortion: recharge tokens while being in the killer radius without being in a chase
Empathy/bond : also reveals the killer if he/she is withing 8 meters of a survivor. Lvl 3
Sprint burst: must use an action button to activate. So you can still Sprint around before using it
Urban evasion: also ups your walking speed by 10-20 % when at lvl 3
Boil over : also decreases time to strucggle off the killers shoulder by 15% (counter to the iron grasp, agitation combo)
Thrill of the hunt: also disguises hex totems as dull totems
Pgtw: token based or no timer
Whipers: also whipers become louder if surviors are within a 45° cone. Help pin point survivors
Tinkerer: goes off at 50%
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Well understanding that it could be abused how about other suggestions to handle the toxicity from both sides?
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And the opposite team can in turn give them a thumbs down. And how many time have you used the rank this match at the top of the screen bet you don't use it often. Majority of people just go leave the lobby and go to next game. But yes you would have those trolls and toxic people that would abuse the system but I'm pretty sure the devs could find a way to polish it and make it work properly.
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It doesn't have to be an actual report. It can be like a thumbs down the more you get you can only play with people with the same ranking as you and if you get thumbs up it acts in the opposite direction. And if you play swf it would take the average rank and apply it to the whole team to get a killer with said ranking
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And have it that when rank reset happens the sportsmanlike rank gets reset to one so those that are tired of sweaty games can have another opportunity to stay with other casual players
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That's why my original suggestion was to use unsportsmanlike, or implement a new report catagory that us players could use to let the game know X is purposely making the game hard for other players. And have like a sportsmanlike rank I like 1-10 the higher your rank is you can only play with others with similar ranks as you.
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My suggestion doesn't have to use the unsportsmanlike report but just have a way to put the try hards with other try hards without making separate game modes that will make wait times longer
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I'm just saying that a way for us in game to let the servers know that this person is try hard and should get put with other try hard players and let the casual players play togetger. not separate the game with casual and competitive game modes making the wait time extremely longer but have a built in way to put try harder with other try harder
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Again I'm not trying to get them banned just put with others with similar play styles.
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I give props to those killers that can get a 4k with no generators done but didn't tunnel and face camping those are admirable killers and I tip my hat to them. I have a problem with those that will stand right in from of a hooked survivers, or give up on a chase just to kill that surviver that just got unhooked on the other side of the map. And with my sugfsugges it wouldn't be a permanent placement like when rank reset hits your slate gets whipped clean.
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I'm not trying to get them banned I believe that those who bought the have the right to play how they want. But lately there have been extremely sweaty games in a game that is considered a PARTY game. And from talking to my friends they all agree with the statement that the game would be more fun for the casual player if those face campers and hard tunnelers would be put in game with those survivers that are too extremly toxic and play unsportsmanlike.
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I'm not saying report for exploits or griefing that are banable offences. I'm just suggesting that if one gets a bunch of reports for unsportsmanlike that if they get put in games with others that have high unsportsmanlike reports.