wraithbaby3
wraithbaby3
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- wraithbaby3
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@Weeb_H_Toast said:
For as common of a perk it is to take, which shouldn't really be a thing because that means survivors could afford to waste a perk slot on it and still escape easily (brings "balance" into question) but now, slugging is worthless, more than before. There are no killer perks that give such a large speed boost in such a niece area (not a 100% pick-up/drop/hooking, nothing like that.)
I don't believe it's faviortisium from the devs, simply lack of actual game knoolage.
I propose its dropped from 100% (which reduces the time to heal someone from dying to injured from 16 to 8 seconds, this is without the slugged survivor recovery.) To a 25%, to bring it in line with other action speed changes that killer get offered from perks. Up to 25% from Fire-Up, 20% from Brutal Strength, 15% from Bamboozle.
While there are Killer perks they can give 40% or 50%, there is after all only 1 killer, not 4. So in reality, the downed to injured heal time as it currently is can be further reduced from 8 seconds to less than 4 seconds (healing is done in charges per second, if each survivor heals for 2 per second, it'll only take around 3 seconds to bring them up.)
The overall problem is that, with certain builds, survivors can heal tank at exit gates and escape. Kinda like what happened with old Freddy.
Agree with whatever you said and I also think survivors should be able to down killers, hook and facecamp them. #nerfteabagging
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@DBDude said:
So hello, this is my first ever forum post on here and I wanted to address some things concerning a beginning game collapse concept and how that could be implemented.
So first of all, I would like to give a shoutout to a great DBD streamer called Mr. Gimms, he's one of the many people that inspired me to create this post so with that out of the way lets begin.
So my concept for a Beginning game collapse is that this will work just like a endgame collapse, but you can completely avoid this (as survivor) by trying to find 5 red glyphs scattered throughout the map, and once you find the 5 red glyphs then the base game begins. So for the killers side of things, every hook you get in the beginning game collapse will reward you with twice as much as blood points then what you receive base game.
So next is my concept for a breakable walls rework, now my idea for that is by having survivors (throughout different locations where the walls spawn) would have to build up these walls, either using them as a wall or by using them as a vault. And note that whenever survivors decide to build to build up a breakable wall or a vault that the killers can still break these either way, so the vaults you build are like last second escape vaults.
So now I would like to talk about a pretty cool change they could do for exit gates, so to deal with the whole 99ing exit gates situation why not have the exit gates have regression. So that might sound like a strange idea, but it would give the survivors that feeling to consider if they want to go for the save considering that the exit gates will regress or just go ahead to trigger the endgame collapse.
So ya this is my ideas for these certain topics and hopefully changes like these will result in more interesting/unique gameplay. If you have a question about this I will happily answer it, and besides all that, I might come up with some interesting killers reworks and concepts in the future on the forums.
If You facecamp me I teabag you
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@BeardedScrub said:
For this game to be "balanced" most killer mains are asking to be able to kill 4 survivors most matches...
Even if you get 4 kills HALF of your matches and 2 kills your other matches, that averages out to 3 kills per match. That means 3 out of every 4 survivors won't make it!!!
In what world is that "balanced"?
In solo q, I don't know if our squad makes it out alive even 10% of the time. And in a full squad we maybe make it out 20% of the time.
When you get a killer with certain perks and add-ons, like Freddy, Spirit, even the Hag with her traps, these killers can be virtually impossible to beat.
Then we have killer mains on here whining all day because they are getting t-bagged...
If you aren't getting 2 to 4 kills every match (meaning the game is balanced towards killer) then you absolutely suck.
Of course we should nerf DS, and if we keep the game in the state it's in, n I'm okay, but please, if you are going to nerf anything survivor, nerf the traps of the Hag, nerf Freddy or the Spirit.
Yes we have a problem with q times. That's the only reason why they cater so much to killers. They have to or the game won't survive so I'm okay with it. But killers: a successful match isn't 4k or bust, and again, if you aren't getting 2k or more in most matches, you suck, even my friend who's new to the game can play underpowered killers and get 2 kills each match
#nerfteabagging
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@Weeb_H_Toast said:
#GenShouldBeFixedWithParts
#nerfteabagging
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@Dragonshensi said:
Just had a match with a rank 4 killer playing pig. I was able to loop her well and she had given up on the chase multiple times and decided to just tunnel two of my other teammates. ( the minute one was taken off hook she would go straight for the injured one) I had only been hit once, never hooked. I managed to do all but one gen when the time came and I was the last one alive. She immediately closed hatch and found me and one hit down me with NOED. Honestly I’m not the best player but even I knew she wasn’t that great, at least with Pig. It sucks that I did pretty amazing that match and got screwed over by a perk a lot of people use to get a free kill. It feels like my efforts were undetermined very cheaply by this perk. I’m not saying get rid of NOED but perhaps if there’s only one other survivor left then NOED shouldn’t activate. Like to me NOED is used as a last ditch effort when all the survivors are still alive endgame and the killer hasn’t gotten anyone.
#nerfteabagging
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@SilentHillOnDvD said:
7 whole minutes into the game and I've only saw 1 survivor. After I hooked them, I left to check on gens and after a little bit I noticed they weren't even doing them. They just played immersed hiding just dragging the game out. Tinkerer didn't even set off once in the span of 17 minutes. It was 3 fengs and a claudette who all had the default clothes on. My god the match was so boring I just quit the match and went straight to doctor with whispers slapped on. Never fun playing against survivors who play immersed because 95% of the time they're bad in chase and drop pallets early.
Would you agree to han campers?
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@REL1_C said:
Each Time I play Fair, I get quick downs and a gen pops each time. This was the build I was running.
- Pop
- Corrupt
- Thrilling tremors
- Discordance
If the developers can't balance, then I'll do it myself.
The next game, I was in a game with a 4 man swf
This was my build
- Pop
- Corrupt
- Discordance
- Infectious fright
I won the game as Nurse cause I slugged, I had all 4 survivors insulting me and telling me I should "Kill myself".
So I can't play fair cause I lose to gens, If I play unfair, people tell me I should "Kill myself".
Pls stop thinking you are special, you're just a piece of meat with possibly some money.
Go try other games and your life will automatically be better.
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@REL1_C said:
Each Time I play Fair, I get quick downs and a gen pops each time. This was the build I was running.
- Pop
- Corrupt
- Thrilling tremors
- Discordance
If the developers can't balance, then I'll do it myself.
The next game, I was in a game with a 4 man swf
This was my build
- Pop
- Corrupt
- Discordance
- Infectious fright
I won the game as Nurse cause I slugged, I had all 4 survivors insulting me and telling me I should "Kill myself".
So I can't play fair cause I lose to gens, If I play unfair, people tell me I should "Kill myself".
Stop the being a cry baby and quit the game (I done myself)
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@NoOneKnowsNova said:
What happened to Blight? Is he not considered strong anymore?
Strong should be an insta-down and insta-mori then I would consider it valanced
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@CheesyGuy said:
Sorry for long post already
Well when I first see the game at videos from the professional players and others , I decided to bought it. I played like 290 h+ ( I gave some break during some time but dont remember when). I am usually rank 8-10 killer and 8-10 survivor which are green mostly. While I play killer most of the time I faced with red ranks. The problem is even with the pressure and the tactics that I saw there are some matches that the generators pop so fast. I played a match where even though I put pressure with the toolboxes,perks and etc... 4 gens pop less than 2 min. Dont get me wrong I know that there will be matches that "I will lose" which is fair and there are situations that I did not play well. But when 4 gens pop less than 2 min and there is no one hanged or one person be hanged it is quite pointless for the killer. I play the both side and I know that there are problems at both parts. Some maps are not balanced, there are swf(I am not talking about normal swf, I am talking about the ones that abuse all the resources and use any kinds of device for any means necessary).
For the survivor part I understand why they need to gen rush. Cause it's our job as survivor to escape as soon as possible. There are many bad killers that will tunnell,slug and camp you which are legit but not a good experience for the player. If you dont do gens and make dominance before some time, the killer will hang most of the team and you will probably lose or it will be a find the hatch game if you are lucky. I am not the greatest survivor but even though I play suck sometimes there are many matches that I escaped due to gen speed.
My point overall (I also talked with other players as both surv and killer main) is that due to gen speeds the killers have to tunnell,camps and etc... and for the survivors that do not want to experience it have to be gen rush which hurts the game as killer side. But if it is not in that way it will hurt the survivor side.
What to do for this problem?
Here is my idea for the solution. Normally one person can do the gens at 80 seconds without any device,perks and great skill results. I think that this time is quiet less especially when there is 7-9 generators which is easier to pop due to fact that killer has bigger area to patrol. So I was thinking that maybe there should be a system where generators time should decrease each time a generator is completed. What I mean is something like that;
Assume that we are at the match and it is started. The killer start patrolling and survivors are doing gens.
While there are 5 gens that needed to be completed the time of the generator completion can be 120 sec( They are just a number it can be lower-higher. I use them for an example). After 1 generator is completed the time will be 110 sec for example for the 4 gens and it will go so forth.
I think it is in my opinion that it will both be benefical for survivors and killers.
The mathematical part
Here is my idea for the gen speeds. For avg if we assume the 80 secs with 5 generator means that the survivor must spent 400 sec in avg. The new generator speeds can be like these;
5 gen left = 100 sec
4 gen left =90 sec
3 gen left = 80 sec
2 gen left = 70 sec
1 gen left = 60 sec
This time can be reduced or increased but I think that 400 sec is ok if it is divided like that.
Why benefical for killers?
Most of the killer needs pressure during the beginning of the match and with the increased gen time they can patrol easily at the maps. The killer will have more time to chase a survivor which will increase the overall excitement for the killer. Also the killer will have more map pressure.
Why benefical for survivor?
Especially at the late game when there are only 1 generator to finish and if the last remaining generators are close to the killer, it will be problematic for the survivors and the game will take longer times. But for each completed generator if they have reduced time system( For example the last gen will only took 60 sec) they will have more chance to escape by completing the generators. Moreover as the gen time reduced for each completed generator the survivor part will not be bored by the same action in my opinion cause it will be a shorter for the next gens.
I really want your opinion about this idea? Is it good or bad and why? As a community of the DBD I think that we should come up with ideas and support or improve each other's ideas.
I'm not reading all of this, nope, he'll noooo
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/1971812#Comment_1971812
https://forum.deadbydaylight.com/en/discussion/comment/1971877#Comment_1971877
The concept of Chucky is essentially a possessed doll, so the only way that it could work is if you play as the doll Chucky the majority of the time, and when it's time to hoist and hook a survivor, the spirit rises up out of the doll (superimposed over him) and does the lifting.
Have a mechanic like triangle head, he ties up survivors on the ground at the 3rd time he moris them.
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@Sadsnacks said:
Playing killer sucks.
If you cant beat em join em tho
Try playing more survivor. Its more fun.
Finally someone that's not salty. #removeDS #removeKeys
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It's gg for dbd. I quit
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They can add Chucky with his very fat girlfriend.
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@Yords said:
I am not here to hate on what other people want or the other games, just voicing my opinion on them.
Tall lady from RE8 or any other RE monster - She is too tall, literally. Imagine looping her around a normal tile with a window and pallet. And what about all the other RE monsters like Tyrant? They would be downgraded from this awesome almost unstoppable beast to a "killer" who can be stopped and stunned by a pallet. Just look at demo, look at him. The poor guy went from taking
Chucky - People have said that Chucky could work because of Victor from the twins' patch. I heavily disagree. Chucky is just a glorified doll, the only reason Victor fits in is because of being a part of Charlotte. Chucky just seems silly to me honestly.
Springtrap, or any FNAF animatronic - I really don't see someone like Springtrap added to DBD. FNAF is a franchise that just doesn't fit with DBD. Again, BHVR would add a killer such as Springtrap and let him be stunned by pallets and looped by survivors. It also doesn't make sense with the lore of the game since he is technically just a robot. (Yes, I know he is technically purple guy or whoever, I used to watch those game theory videos on fnaf as well when this was all the rage).
Candyman - I don't know much about him so I could be wrong, but looking at the movies from the outside he already seems underwhelming. He is like a version of that bloody mary creepypasta.
Chuky doesn't need to come solo, he can as well have a partner. For example the very fat girlfriend of his.
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@[Deleted User] said:
You forgot to mention the rules he made that make killers lose points when tunneling, camping and slugging occur. But typical killer main yeah?
That's just an strategy, Camping is optional. Stupid survivor mains never get it.
😕
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@KasumiFox said:
Okay, just a hold up here. How hard is it to be nice to others? As someone who plays both sides, I can say I've just seen the mot childish attitudes. This game is rated M. If you want to play a childish game, Spyro and Kingdom Hearts are always available (I love those games by the way, no hate). Survivors, there is no need to tbag me at the exit gate, flashlight click, or make it miserable. Killers, tunneling and camping make the game boring for everyone. It isn't cool. This is a game for adults, let's act like them.
Also, Deathslinger needs a skin where he's shirtless.
Nerf teabagging, clicky clicky, keys, and exit gates.
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@StrickxNyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1780304#Comment_1780304
I'm confused on what you mean here? Going into que is better if you have no perks on?
He means that this is better than nothing. I think
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remove
@NoObzBoiYT said:
Wait until people find out how to abuse the perk. Literally no counter play.
They should remove power struggle or make disable itself after 30 seconds.
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You wanna be #1? Go play pubg. You're #1 at least in your dreams.
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@AggressiveFTW said:
The 19 perks that I'm talking about are: Overcharge, Hex: Ruin, Corrupt Intervention, Thrilling Tremors, Oppression, Dragon's Grip, Discordance, Surveillance, Pop Goes the Weasel, Gearhead, Trail of Torment, Surge, Hex: Huntress Lullaby, Tinkerer, Dead Man's Switch, Fire Up, Thanatophobia, Dying Light and Mindbreaker.
It's honestly sad and depressing to know that killers have 18 perks that have to do with gens. How come we have so many gen perks? Have we ever asked for that amount of gen perks? Is this a sign that survivors need a new objective?
If I'm gonna be honest with you guys, I think that the devs have lost their creativity a little bit with perk creation. The game will definitely get more boring over the years if survivors don't get a new objective soon.
The saddest part of all of this is that half of those perks aren't even used very often and isn't very good and viable in high ranks if you are trying to play serious and sweat.
What are your thoughts and ideas on how to fix this? Do you also believe that survivors need another new objective soon?
Not worries that autodidat is coming for trapper.
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@daTrueKing86 said:
I believe that exit gates need a small change, this being that the progress of opening the doors should reset when a survivor lets go (similar to totems). I feel that this could lead to a lot of benefit in the game, for one making endgame collapse a more significant game function. As it stands now, the endgame collapse might as well not even exist since survivors can just 99% doors creating no barrier between them and escaping. And even though killers can open doors themselves to force the endgame collapse, its usually a waste of time to do that and giving the survivors even more freedom when you could be chasing down another survivor. Making the door progress reset forces the survivors to make a huge decision for the endgame; either open the doors and force the collapse, or leave the doors closed to go for a last minute save but risk not being able to open the doors in time.
There are also many benefits that this change could have to the game and its meta. For one, it would enhance many perks like blood warden, remember me, wake up, and no one left behind. Blood warden would become better as in the endgame, survivors would be more inclined to open exit gates for not wanting to risk the long opening animation during a vital escape point. Wake up would become more viable as opening the exit gates faster would actually be important especially when going for last minute clutch saves. In addition, the bonus healing and rescue speeds from no one left behind could be more useful as opening the gates would be more incentivized. Remember me would also become better as having the exit gates take longer to open would incentivize the survivors to start the endgame collapse even during a dangerous point in the game.
Overall, making this small change to exit gates, I feel would make a significant impact on the gameplay in DBD. In addition, the only small drawback is that survivors would be forced to open the gates when someone is hooked in order to be able to go for an effective save causing the endgame collapse. However, those clutch saves would still be possible but it would put a lot more pressure on the survivors to make the move if they want the save. I would almost consider that another benefit considering that camping is a problem of its own. Consideration would be appreciated.
Sry baby Trapper. I'm a meg main, and I am currently tea-baging you.
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@rglarson13 said:
This community has a huge problem with camping and tunneling, so much so that there's a lot of insistence that already abusable perks like DS should be buffed (or made base kit) because people seem to think the survivors should be able to "punish" killers who don't play how they want them to play.
But this is ridiculous. Camping is normally a terrible strategy, and usually results in the killer losing. (Also, normally when I see a killer camping it's almost always in response to a particularly toxic survivor.)
Tunneling is basically the opposite problem: it's a wise move that helps the killer win. Tunneling is the killer's version of gen rushing. (Hooking survivors is the killer's objective -- why is there a reason not to do that?) Punishing a killer for playing smart and effectively -- rather than as hosting an entertaining game of tag for the neighborhood kids -- doesn't make much sense. (Sure, I get that it's not fun for the survivor, but being slugged isn't fun, either, and that's what happens when the killer suspects DS might be in play.)
I'd much rather see the game's fun factor get upped in other ways to encourage the more fun parts of the game, rather than facilitate any kind of punishment. Maybe to handle tunneling the killer should be incentivized to chase different survivors, e.g., maybe bloodlust triggers more quickly when chasing survivors who have full health. (Honestly, I don't really mind the concept of DS as base kit, but maybe it should be made more high risk -- the killer is the one who gets a haste effect for a moment -- that would make chases more fun than the current repetitive game of ring-around-the-rosie that they are now.)
Similarly, rather than buff Ruin, which at best just leads to long games with more time spent holding M1, maybe Tinkerer should be base kit for all killers in order to set up more action as the survivors get close to finishing their objective.
Finally, I like where NOED is at -- it makes the EGC actually stressful for me as a survivor, and perks like Inner Strength help make totems a worthwhile secondary objective that resolves the issue.
Why are you complaining about camping? Are you a camper? If the campers lose the game, what's your point?
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@HittingOnHook said:
We need that feature, I am with you buddy, let's set up that limit to 20 minutes
Yes, a feature that makes you a good killer :D
I know u don't see me, but I'm actually tea bagging you right now.
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Sorry mate. Have you tried uninstalling?
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as baba 10/10
as a survivor with a key 10/10, but I just wait until everybody die, I'm done with camping.
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The entity should kill survivor who 99 exit gate.