yeeeitsdustin
yeeeitsdustin
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- yeeeitsdustin
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Comments
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@Brokenbones said:
Might wanna seperate your text into paragraphs, easier on the eyes
I only thought about that after I wrote this. I was annoyed. Look at my other posts, and you'll see I usually do
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@ARTRA said:
If you ask me. I would remove item tiers and focus on more interesting addons.
As you say brown and purple medkit are the same. Before it makes sense because of lack of blood points, now everyone have everything at any time.
But only addons are used are serynge and charges.
I would add more interesting addons like after healing cure blindness, exhaust or other debuffs.
Run 5% extra 5 seconds after finishing a heal.
Do less noise.
Or whatever you can imagine.
But thats just me.
That's a pretty good and interesting idea to have healing cure status effects. I'd be interested is seeing how that looks
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@Moz said:
I guess my first question would be why would we to need to buff medkits in order for them to have a greater disparity? Especially considering healing perks are less common than ever before. The most common healing perk right now is inner healing which completely negates the healing action. If you wanted them to have a different level of use how about reducing how they perform now? Of course in order to do this and have people still want to use them base altruistic healing would need to take longer.
Inner strength is the most popular one for 2 reasons: First, it's a base game perk that any survivor can unlock. Second, it's sometimes more efficient than healing with a medkit. The reason why we shouldn't reduce how they perform is because they already aren't good at the moment. They can only heal you once unless you use addons or perks, and even then it takes about 24-26 seconds to heal. The only way for medkits to be powerful currently is by bringing the addons that make them seem overwhelming (the syringe) or bringing perks which hinders you.
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490760#Comment_3490760
It's not fine at all it completely kills the endgame, if 3-4 survivors are running adrenaline its almost always a guaranteed 4 escape. The game shouldn't end when the gens are powered.
But the survivors completed their objective. They should be rewarded for doing so. Also, it can only activate one time per match, and only if all gens get done, so it's not a problem
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@AetherBytes said:
My only ask is some method of countering it or limiting how many players can effectively use it. 1 Adrenaline isn't an issue, it's when 3 or 4 players are using it at the same time. Unless the killer runs NOED (Which everyone just hates) or Terminus (Which doesn't change much usually) then 3-4 adrenalines is basically a guarenteed escape.
Yeah I liked when Terminus could counter it but now it doesn't :(
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@LobbyDodgerLeonidas said:
I take issue with saying stuff like Adrenaline and MFT + Hope is fine cause the survivors earned it by making it to endgame. The devs are clearly designing the game so that the gens get done almost every trial unless the survivors don't even bother with them. They've destroyed gen regression perks, buffed gen speed perks like Deja Vu, are close to severely neutering face camping, and soon will be destroying 3 genning. It is going to be extremely hard to stop gens from being done for your average killer player. Nobody would say that a killer earned NOED by making it to endgame
Well MFT is not earned and is a stupid perk. As for your noed argument, the survivors objective is to do gens. That's how they get to the endgame. The killers objective is to stop that from happening. Hence why Adrenaline rewards overall good gameplay and noed rewards overall bad gameplay
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@dbdthegame said:
4x Adrenaline is a big problem. Healing is supposed to be a natural slowdown for the game that gives killers more time to apply pressure. Adrenaline incentivizes staying injured and cranking out gens as fast as possible, especially when combined with Resilience.
Yes but that can even be countered in many different ways. There's gen regression perks to keep gens at bay, gen slowdown perks that either slow down the speed of gens or block them, and slugging if everyone is staying injured.
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@Gandor said:
Here we go again. Meyers does need buffs. He is weak. But he can't get them, because he already has addons that make him OP. As devs are unwilling (or unable? License stuff) to change his tombstones - it means meyers just can't get any buff. He's already OP when he takes those - especially tombstone piece (and underwhelming when he does not)
If you read the first part of the changes, I mentioned that those addons need to be changed. Whether they're able to be changed or not, this is all just a theoretical suggestion. Just pretend those addons went away, then imagine these buffs for him
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@StickySlasher30 said:
https://forums.bhvr.com/dead-by-daylight/discussion/377564/fix-gen-spawn-locations
RNG sometimes dictates if you win or lose
If you as survivor spawn on a map with a guaranteed 3 gen and the killer dont leave that area from the start, you will probably lose. However, if you spawn on a map where the gens are so far from each other against a killer with no mobility, your chances of winning is higher
Same as killer: if 4 survivors spawn together, it will be easier to create early game pressure and this can be a crucial factor on the match. However, if everyone start the map away from each other you cant create this pressure
Yeah I know. I think BHVR needs to change some things about rng. Not too much of it so there's still unpredictability every match, but a situation such as this one or a situation where all 4 survivors are spread out and spawn next to a gen should not happen. Both scenarios can easily lose the other side a game.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/376772/new-demogorgon-addon
More than half the playerbase can't access him, so what would be the point?
Look at the bottom of the 1st paragraph. This is for fun. It's a concept that I'm trying to get feedback on.
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@DredgeyEdgey said:
If you haven't noticed Netflix pulled the license from dbd so the only changes they can do to him is bug fixes
Look at the bottom of the 1st paragraph. I know they can't do anything with him. I'm posting this as a concept idea for feedback.
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@Emeal said:
If you thought losing the ability to play Survivor for 25 seconds with incapacitated was annoying, Then try having your power disabled for 10 seconds because you played the game the right way. If anything was to be learned from the Nerf of Eruption was that making players unable to use their abilities is a bad idea. So why would we ever think taking away Killer's Power is a good idea.
I am extremely against this idea because:
- DS is not a get out of Power Free Card.
- Run to a pallet.
- Its okay if a Killer counters a perk of yours or feels minimal effects of it.
- When used together with multiple people you can use it block a Killers Power for 40 seconds.
DS was nerfed cause it was used offensively and used with Head On to stun-lock the killer for a long time.
It is now an Anti-Tunnel Perk but it still requires some skill to use, and that is perfectly fine. There are no get out of Jail Free Cards.
I see what you're getting at with referencing Eruption. However, with Eruption, the survivor literally couldn't do anything but unhook. With Decisive, it would only take away the power from the killer, and for only 10 seconds. The killer could still down a survivor and hook them. There's a difference between what Eruption did and what I think should be changed about Decisive. Also, I know that Decisive is still a decent perk. However, it could be alot better than it is while also not being overpowered.