trevorj91
trevorj91
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- trevorj91
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Demogorgon.
I randomly decided to start liking him once I found out he wasn't going to be purchasable anymore and starting spamming him.
I've probably got only 50-60 hours on him due to how late I started playing him.
I feel like I'm in the top 10% mostly because normally terrible maps like Haddonfield and Badham rarely prevent me from a 3-4k against obviously high mmr swfs.
I once 4k'd against a high mmr 4-man swf in under 6 minutes (they still finished 4 gens) with about 10 hook actions on Haddonfield thanks to STBFL. Probably the best feeling at the end of the game when all 4 challenged me to a 1v1 in end game chat.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris
I agree, fix both moris and keys, neither have good counters. Both of them have a few problems
Problems with keys:
- Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
- One key can allow multiple people to escape, especially when down to the last 2.
- Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.
Problems with moris:
- Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
- Removing even 1 survivor from the game early generally means a loss for the whole team.
- There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"
How to fix keys:
- Make it so keys are no longer able to be found in the trial
- Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
- Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
- Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
- Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)
How to fix moris:
- Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
- Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
- Green mori allows 1 kill
- Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
- When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)
This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.
This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.
It's almost hard to think someone came up with an idea to help rather than just complaining. Nice work man.
However, if keys can't be found, then you'll only get 4-5 per blood web, which I don't think is enough. With the 1 person per key, I think keys would be much more balanced and not need any significant changes.
In terms of moris, I like the token system, but with a tweak. I think it would be better if each mori only allowed one kill but only after something like 7/5/3 tokens (after survivor has still been hooked at least once of course). It would remove the desire for killer to tunnel one guy AND not put someone at risk of getting early mori'd due too awful teammates.
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I think in theory, yes, a 2k is where the balance/estimated kill count should lie. However, if I get a 2k, I either depip or safety pip. I can almost never gain rank off a 2k unless I am guaranteed a 4k and only lose it to hatch/pity escapes. Due to the ranking system,. A 2k simply does not allow for a good killer to progress while a survivor will easily pip off worse gameplay. From past experience, purple (and some red) rank survivors are much worse than their same rank killers because of it.
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First of all, that power is a little strong. Why the no stun on top of blindness? Especially since this can last forever if the killer patrols smartly.
Second of all, perks 1 and 2 are absolute trash, while perk 3 is utterly OP (especially combo'd with other quick action perks). Just imagine that with Bamboozle, Brutal Strength, and/or Fire Up. That gets up to 80% increase to breaking and vaulting. I'd rather the killer not vault faster than me for any reason.
I can tell this hasn't been very well thought-out. Try again, buddy.
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I think both are in desperate need of a nerf. No way should 5-6k BPs cause that big of a factor in the game. I do play both killer and survivor, and here's what I think should be done to both.
Moris should not work after only 1 hook. They should be limited to only being available after 2nd hook (or stage), however, I think they should be performed much faster if this were to get implemented.
For keys, I have 2 possible ideas. First being that the key only allows the user to escape through hatch (the time difference of 10 seconds to 30 seconds still makes red significantly better). Second being that the hatch doesn't even spawn until either 1 survivor is remaining or all 5 generators are complete. This gets rid of the situation of 3 people escaping after 3-genning themselves like idiots, and doesn't allow anyone to escape when they can't even complete a single gen.
Thoughts? Comments? Love? Hate (as long as it's not crybaby hate)?
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@ToastyBois said:
I play a lot of killer myself, and I am enjoying the ruin change. It used to be a perk you had to run to have a chance, and with it massively nerfed it’s not a necessity, allowing for an extra perk basically, IMO making it more fun. Yes I do play survivor, and yes the games are often quite fast, but I believe the ruin change was a good thing
I agree with you. Now that Ruin is nerfed, I don't feel like there is a single perk that I HAVE to run; it was a great change. However, there still needs to be something done that slows down game progress or significantly buffs killers. Personally, I'd love for matches to last longer, as 5-10 minutes seems too quick to me. That being said, it always pains me when games last forever because survivors play stealthy and never complete gens, and that's on both Killer and Survivor side.
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The Prisoner/Convict
The Grudge
The Chain(ed)
The Titan/Giant
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@ALostPuppy said:
About rotten fields and fractured Cowshed: you're wanting the wrong things to be changed. The corn is the least of a killer's concern on those maps. The worst thing is the sheer size, and tile generation that can make some disgusting setups where it's next to impossible to catch a survivor running them. Not to mention the infamous coldwind loops that are scattered through these maps. Survivors can see over them, meaning they're impossible to mindgame and they're also so big and tall enough that killers like Huntress can't do anything about them. It's just a hold W experience.
I think there's a slight misunderstanding. Of course the size is the big problem, which is generated by the corn. I just entertained the idea that by getting rid of corn would make the map smaller as well. Of course I'd like to see a few more loops in the center of the map rather than all outside (especially with the sheer amount of good loops that "randomly" appear) as well, but I figured the corn was a great place to at least start the changes.
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Holy eff. Reading all this discussion. There are so many cancerous, bad-at-the-game survivors that can do nothing about getting better other than complaining to the devs that "killers are too OP" and whatnot horse crap. Killers are supposed to be stronger than survivors, but I have a hard time believing they are. A good SWF group can 5-gen a killer with 1-2 hooks at RED RANKS. It honestly pisses me off to see all these baby rank 15 survivors complaining.
Anyways, to the actual discussion, probably NOED (will likely only end up in one down) or Remember Me (which isn't all that good if there are 4 survivors remaining anyways), maybe even Rancor or a Mori.
Nothing can truly give killers a second chance the same way it gives them to survivors, but with the right combination of skills (and playing meta killers), one can usually ensure 2 kills per game... "usually".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/108966/favorite-meme-theme-builds
It’s better to replace Thana with Coulrophobia
I say Thanatapobia because it delays the game significantly. People want to heal (or else they do things slower), making it much more likely to catch them with Nurse's. Coulrophobia only affects healing speed, and that's only while in the terror radius, in which chase you're already seeing them with Nurse's. Thanataphobia has a much more global effect. Even with 1 charge, the 4% is a better game delayer than Coulrophobia will ever be.
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@Raven014 I like that you put more thought into the pages than I have, but it still seems a little OP that Slenderman is placing the pages on his own will if Survivors are required to collect them. That also seems like another totem chase, and those are difficult enough to find. Also, with those abilities/perks, you're making Slenderman waaaayy too cheat with that base speed (and height XD). I do like the idea of the survivor though, that was pretty great. I don't entirely understand what you mean by having a camera item, but the ideas are awesomely implemented.
Here's what I think would need to change with that:
Maybe allow Slendy to teleport to his "illusions" or proxies for a short duration, almost like that Hag, but he could only become it for the short duration before being forced to teleport back (length upgraded by add-ons maybe). This would replace the proxies being able to attack.
Horror's Past would likely need to be in a general area rather than holding still, otherwise it's too garbage. Maybe a sped up mori vision too in order to make a little less suffering for the survivors. Idk if you should allow it to activate while working on gens, probably not.
Survivor's Obsession seems a little weak since it's only a first time thing, maybe make it a cooldown that is paused while looking directly at the killer. And that vision duration seems a little insane, maybe 3-5 seconds?
Maybe I'm not sure how Understanding works, but it seems a little worthless if it's just to see traps. Maybe like aura's every time he hits a player and/or uses their ability.
Record seems like it could be good if instead of adding camera charges, you made so looking at a killer item (gens, totems, traps, etc) revealed them permanently to survivors within 5/8/11 meters?
Other than those recommendations, I'd say that's a pretty good interpretation of how Slenderman could be put into the game. Kudos all around.
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@Raven014 said:
I came up with a concept too... a bit more complex, but I could see both versions (yours and mine) working.
@trevorj91 If you're interested in seeing my concept, just let me know.
@Raven014 I'd love to hear more ideas. People compare this to FNAF but that game has just never been scary or even fun to me, so I don't seem to understand their opinions.
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@HellDescent said:
Would be nice to kick back and play vs bots@Rebel_Raven said:
I'd love bot matches, personally.The closest thing we have now is splinters on the killer side blood web.
They work like offerings and let you play as a dlc killer.I'm not even talking about dropping the competitive part of the game (although that would be great for learning characters, especially killers). I mostly want so when I'm queued with these killers that I hate playing against, I can try them to find their weaknesses and strengths, and even know who I'd like to buy next. I don't think varying skill bot matches would be the most beneficial thing DBD can create, but it would at least let you try a bunch of things out.