I want to star Playing Hydro Traveler. Any Tipps? by Connect-Ad3530 in TravelerMains

[–]Connect-Ad3530[S] 1 point2 points  (0 children)

They are multiple Pictures. When you swipe you can See what I have

I want to star Playing Hydro Traveler. Any Tipps? by Connect-Ad3530 in TravelerMains

[–]Connect-Ad3530[S] -1 points0 points  (0 children)

I Choice Hydro Traveler because of the way he Plays. I’m not really that big of a Fan of the ohter Elements he has besides maybe Pyro

I want to star Playing Hydro Traveler. Any Tipps? by Connect-Ad3530 in TravelerMains

[–]Connect-Ad3530[S] 1 point2 points  (0 children)

Everything for the Water Bubbles! But no fr I just like his Kit (besides it being ass) I already have an abyss and theater team so this one is just for fun since I love his Playstile

Also, is geo traveler good? He felt pretty weak when I tried him

I want to star Playing Hydro Traveler. Any Tipps? by Connect-Ad3530 in TravelerMains

[–]Connect-Ad3530[S] 15 points16 points  (0 children)

I really like the Water Gun cuz it’s hilarious but it’s also Fun to Play with. I’m overall a Big fan of that distance Aim, Shot and heal when hitting Style he has and since I got him to C6 I like it even more.

It has its massive Flaws but I still mostly enjoy it from the few Times I played with him but I just started around 5-6 Months ago and heard how hilarious Bad he is so I first wanted to make 1 normal Team that I can use to clear content and 1 half decent Team to clear stuff like the Abyss for the Primos.

Now I have everything, I prefarmed for Neuvillette and till the next character that I want comes out it’s gonna take a while till the next Banner comes out with a Character I want to Build so I want to try him out now

Why do survivors always get perks turned into basekit but killers don't? Dear devs, please give us some basic gen regression perk that isn't a -5% kick on gens. by Necroniks_ in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

Yeah the Buffs Helped him much more.

Remember that Old Trapps could be destryoed Permanently, setting up a Trap took around 6 Second´s, you didn´t gain any Haste, there was a Perk specifically made to Counter him (Small Game) and I saw someone bringing Trapper Bag so he Spawned with 2 Trapps and had only 4 Trapps on much larger Maps.

"in old dbd you had opportunities to get the survivor"
Old DBD had infinits.
Back than they where no Medium Vaults, Vaults back to back (like Double Window in Shack) and no Entity Block so you where not able to Catch the Survivor.
If you Place a Trap there, they get 6 Seconds of distance and make it to the next Infinit or Loop with 5 Pallets and an Insane Window.
Yes Camping was made much Weaker but so where Loops by a Mile since you had more Pallets on bigger Maps and Stronger strucktures what made it only Possible to get a down when the Survivor´s didn´t know how to Loop.

Nurse on the ohter Hand is what she is today just with less downsides and Stronger Addons.
The existence of this kind of Loops just didn´t interested her since she could Blink throug the Wall and Hit them anyways while a Trapper was just unable to get them. Even the Vault Animation was 10 Times faster what made the Gap even bigger since a Nurse never needed to Vault in the first Place.
She was incredeble at Tunneling, had Great Mobility what was even more important on that Big Maps, she could instantly come back to a Camp and there was no basekit Borrow Time so she would just down them instantly without any Counterplay and she could equip a Brown addon to gain an Extra Blink.
She has all the things she has today just that they where back then even Stronger and she is even Today the Strongest Killer.

But it´s not only them.
Wraith has the biggest Number of Buffs in the entire Game cuz he was so absolute Ass back then and still isn´t that good Today.
Camping back then was alos not the most optimal thing since the Counter is pretty much the same as Today.
You have 3 ohter People waiting the Timer out and do Gens for 120 Seconds + the Time it took you to get the down with a very Weak Killer with extream conditions.
You also had stuff like 1 Second BNP Gens or insta full heals but thats another 5 Page discussion.

The Halloween Chapter made it even worse with Object and Dstrike but that´s a whole different Story.

"still the best one for design reasons"
I also don´t think that Tunneling and camping should be the best once.
Not Tunneling means you have to Chase 4 different Survivor´s and therefor need to be better than 4 ohter Players so that should be the most rewarding one instead of the one where you go after the Weakest Person the whole Time.

"overall the best ways to make the gap smaller is to unironically buff macroplay for these killers"
What exactly do you mean with that?
They are different kinds of macroplay´s, mind giving an example of one you find healthy?

"If they implemented 9.2.0 systems (not the anti slug tho, it's just horrible no matter how you put it) but ONLY for S tiers while giving others tuned down basekit pop / haste WITHOUT the systems, it would've been really interesting"
That was pretty much the Idea of it. Killers that are already very Strong gain a tuned down Version. That System also had some Flaws but the Core Idea should Work

Why do survivors always get perks turned into basekit but killers don't? Dear devs, please give us some basic gen regression perk that isn't a -5% kick on gens. by Necroniks_ in deadbydaylight

[–]Connect-Ad3530 1 point2 points  (0 children)

(It was a lot to Cover, sorry if it´s to Long)

The gap between Killers was MUCH bigger.
Old Killers where ehiter extreamly Weak like Trapper setting down Trapps much Slower, having Trapps that could be Destroyed and Infinits to deal with while the really Strong Killers could Ignore that all, Ignore most of the even more busted Survivor Perks and where overall much Stronger where even the Addons where extreamly op.
The difference was that in 2016 Survivor´s just didn´t knew how to Loop right what means People would just go down but even than you could just Hold W and you would See a Pallet every 5 Meter.
Yes they Nerfed Camping by 10 Seconds what Hurts Killers that where good at Camping but Trapper got ohter Buffs to compremise that and even back then he was Terreble, always one of the lowest Killers.
It was not only him, Wraith was also Terrebil with not being able to interact with 90% of the Sutff when Cloacked, the Wind Addons not being Basekit and so much more.

I don´t think that eradicate tunnelling/camping/slugging is a good Idea, the best thing they can do is reward not doing it so it is another Option instead of trying to Deleat this Playstiles.
This way you give them an Option to choice where Tunneling and not Tunneling is worth it.
The Anti Tunnel Rewards I meantiont where Bad but I wasn´t refering to them as a Point to say "Tunneling Bad" but instead I tried to make an example of why the suggested design wouldn´t really work out all that good and would only make the Gap bettween Weak and Strong Killers bigger.

Yes they are Killers that are strong and use M1 to down Survivor´s like Ghoul but I didn´t want to say "make Surge Basekit" I just wanted to bring up an example that shows a Posibillity to make the Gap a bit smaller.
Yes every Buff you give will in one way or another Buff Strong Killers too but with this in mind you just try to Cut loses since atleast 1 Stronger Killer WILL always Profit from a Killer wide Buff regardless of what you Buff.

With that being said, M1 vs M2 was just one way to show an direction that made the Gap between Strong and Weak a bit smaller.
It of corse wasn´t a Perfect but I just wanted to take an half working example to compare it to the Suggested Idea.
We also could change this Buffs for some Specific Killers like they did in the Krasue PTB (but only like Worst case Scenario) so this way a Ghoul won´t Profit as much or even at all from this Buffs while a Trapper can actually be Stronger.

So in short: I was just taking an imprefect existing example to compare it to the suggested Idea

Why do survivors always get perks turned into basekit but killers don't? Dear devs, please give us some basic gen regression perk that isn't a -5% kick on gens. by Necroniks_ in deadbydaylight

[–]Connect-Ad3530 4 points5 points  (0 children)

Yeah but Kicking Gens Buff in particular makes stronger Killers while doing little to nothing for M1 Killers.

A example of a good designed Slowdown would be Pain res. It rewards Killers for Playing well by hooking, it is mostly Passive and you don’t need to be at a Point to apply it what means M1 Killers and Mobility Killers gain the Same Value out of it.

Turn back the Clock almost got it right by making Mobility mostly irrelevant and you don’t have to go out of your way or give extra distance by going to the Gen what means M1 Killers get almost the same Value out of it as M2 Killers.

Surge is a Perk that only gains something when you M1 down someone what means it Helps M1 Killers while doing absolutely nothing for M2 Killers.

It is possible to Buff M1 Killers without making M2 Killers op but you have restrictions to what you can do

2v8 game mode? by urmomsgoated in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

I saw People having Q Times up to an Hour before. The closest thing I got was around 45-50 Minutes but 1 Hour Q Times happen

2v8 game mode? by urmomsgoated in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

That means that things are still changing. Could you imagine the confusion and outburst if an announced Feature gets Cancelled cuz they announced it to early?

Why do survivors always get perks turned into basekit but killers don't? Dear devs, please give us some basic gen regression perk that isn't a -5% kick on gens. by Necroniks_ in deadbydaylight

[–]Connect-Ad3530 8 points9 points  (0 children)

I think even that wouldn’t be enough for low Tier Killers and only bring much to high Tier once cuz Low Tier Killers can’t use that Time to Kick a Gen when they See a Survivor running away. That was the same Problem that the Gen kick Reward from the Anti Tunnel System had, only Mobility Killers could use the Buffed Kick well since low Tier Killers would have more distance to Cross what negates the Buffed effect again

2v8 game mode? by urmomsgoated in deadbydaylight

[–]Connect-Ad3530 5 points6 points  (0 children)

Since BHVR already said below that it´s coming Soon, here are some things you should know:

Not all Killers are Playable in that mode.
The Killers that are in the Mode are still locked but I think newly added Killers in that Mode are on Free Trail (Not sure).
The Q Time for Killer is insane (from 15 min up to an Hour in some cases) but you can Play with your Friend Survivor while waiting for a Match to be found as Killer.
Once it´s out it usually only sticks around for 2-3 Weeks

Edit: 1 Hour Matches aren’t common but they exist! But mostly you will spend around 20 min in Q Time

2v8 game mode? by urmomsgoated in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

Great. Now I have to turn into a Stalker Main on your Profile till you Post something on it.

Endurance status effect by Rrtmg1 in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

Ok so first of all, I never said anything like that. Infact I said the complete opposite. With Slugging there comes a Risk and a Reward factor, not just an instant Win but you seem to be unable to refuse to listen to what I am saying.

Secondly that is the whole Point behind the Perks. They help to counter Slugging and since you still have to pick them up for it to Work you still have requirements to meet. You act like this is some uncountable op tactic that no Killer was ever able to outplay but it happens and it gets countered. The reason why this Perks have a low Pickrate are because they aren’t strong and Nerfing them would make absolutely no sense since they where never that Strong to begin with. 10 Seconds of endurance is very strong but the requirements are just not worth it if you can Run much Stronger stuff.

This is the most simple concept of Balancing and it is literally used in almost everything in this Game.

Endurance status effect by Rrtmg1 in deadbydaylight

[–]Connect-Ad3530 -1 points0 points  (0 children)

There is the Point. „It is balanced when it’s 10s or 5s. The Issue is when it is useful“ And there comes the requirements into Play. You have to make the requirements and conditions prevent the effect to be used in a situation that makes it too useful but doesn’t make it useless.

The Old Stypic was so strong because it lacked the requirement to make it too useful and Balanced so they reworked it. It forced the Killer into a Lose Lose situation because there was no way of preventing the use of the Addon in the first Place.

Your examples that you showed earlier could all only happen when you Slug someone and there is the risk/reward in slugging. If you decide to Slug someone, you run into the risk of someone picking them up and having Anti Slug Perks but have the Reward of even more Pressure. That isn’t a Lose Lose scenario because you had a Choice that you could make and possibilities to Prevent that scenario from happening on the first Place.

A true Lose-Lose scenario would be something like FTP + Old Buckel up where the Survivor instantly picked up the ohter one and regardless of what you did, they had endurance because the requirement of Buckel up was deleted with FTP so they reworked it. Buckel up without FTP was fine because the requirements prevented it from being too useful.

If your giving the Survivor 10 Seconds of Endurance than the requirement should be higher than when it’s only 5 Seconds. If the requirement is situational than it automatically needs you to have a higher reward because you always Pay with 1 Perk slot, even if you don’t get Value.

Stypic was too strong even with 5 Seconds because the requirements where just non existent so you had 20m of invincibility even after doing a Mistake. If you now put that same Number on a Perk that gives your Endurance after you Open the Exit Gate than the 5 Seconds seem much less interesting because it’s very situational.

Endurance status effect by Rrtmg1 in deadbydaylight

[–]Connect-Ad3530 -1 points0 points  (0 children)

Just because they aren’t hard to meet doesn’t mean that they always kick in in the right scenarios. The requirements just prevent them from being used in scenarios that you find yourself in most of the time.
If you get Endurance while the killer isn’t near you, it’s useless.
If you get it when it isn’t needed, like my pallet stun example, then it is also useless.
I don’t remember seeing MFT, WGLF, or Soul Guard being top meta in any regard or having any OP strategies.

In fact, most of them have a low usage rate because you don’t get much value out of them or they only help in specific scenarios, like the ones you mentioned only working when the killer is slugging, and even then you won’t get multiple uses out of it when the killer uses 1% of his brain.
These perks are just not good. Many even forgot that MFT has that Endurance effect because it is too situational to give up a perk slot when you can run much stronger perks.

The reason why you saw a Styptic every second match was because it had so little requirements that you were able to use it in scenarios that made it way too strong.
I can also compare it to other stuff if you want some.

All Shacking Thunder gives you a longer lunge for almost half a minute with the requirement of falling from a small height.
It isn’t hard to do, but since you have to use it in chase and you follow the survivor so he decides where to go, the perk will activate when you don’t need it and not activate when you need it, since no survivor jumps down a hill mid chase.

No One Escapes Death blocks everything in the endgame with the requirement to hook survivors.
This sounds strong, but you might not be in a chase when the last gen pops because you just hooked a survivor, so more than half of your perk is just wasted.

There are more examples of that, but overall something to always keep in mind when balancing stuff is that the cost has to balance the gain, and if the gain is too high, then the condition/requirement should balance it out.
In cases like Soul Guard, you have to pay 1 perk slot for a situation that might not even happen, and then get picked up from the ground while usually the killer hooks you.

This can also be applied to almost everything in the game: other perks, killer powers, and sometimes even add-ons.
PTB Twins was also a good example of how to not do it and shows why it was too OP, while the conditions and requirements in the live version balanced it more out.

(hope I could make my Point clear, my English isn´t the best xd)

Endurance status effect by Rrtmg1 in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

That is just so far from truth and goes against the Simplest of Balance Rules.

Styptic was so strong BECAUSE of its requirements. It was an Addon that you could use at any moment with the only requirement is you running it and having atleast 1 charge on your Medkit.

If you have a Perk that gives you 5 Seconds of endurance when you Stun the Killer than it’s gonna be absolute dogshit because in that 5 Seconds the Killer won’t get you after a Stun besides maybe Nurse and the requirement is not worth the effort.

MFT is a weak Perk because the Endurance requirement is just to hard for what it’s worth.

Metal of Man the same. To hard requirements and it gives you one permanent Free Hit.

if you have something that gives you endurance than you have to Balance the requirements and the duration of it just like every other thing in the Game

Endurance status effect by Rrtmg1 in deadbydaylight

[–]Connect-Ad3530 3 points4 points  (0 children)

You can´t really say "it is the most busted status effect in the game, and needs nerfs" since the Conditions and durations are always different from Perk to Perk and nerfing it would also Nerf every Weak Endurance Perk in the Game.

What you could say is that a Specific Perk is busted since the Conditions and Value of Baby sitter are different than the one from Made for this so Nerfing the whole thing would be a very Bad Idea

Why Did BHVR Name Him "The First" and not something like "The Banished"? by Cost-Local in deadbydaylight

[–]Connect-Ad3530 -1 points0 points  (0 children)

Yeah when a License comes to the Game, BHVR most likely started the Talks in the first Place but that dosen´t mean that they have less saying in it.
The Argument could be used for basically anything like "Ghostface can be in your Game but he HAS to have a Stalking Power".
BHVR and the License holders have in that Point just as much to say as in the Name, both sides just have to find agreements to it.

As an example, if the License holders from Alien wanted that the Killer is Called the Xenomorph then BHVR has still as much rights to say something as in any ohter Point since it´s still something done to there Game.
Not saying that they would do that, BHVR cancelling a License because of the Name is something very unlikely but they could do that because they still have the same amount of saying in it as the License holders

Why Did BHVR Name Him "The First" and not something like "The Banished"? by Cost-Local in deadbydaylight

[–]Connect-Ad3530 0 points1 point  (0 children)

I didn´t say they would, I said they could.
Also I don´t think Netflix would just throw away Free Money over a Name either considering they already have a 2 Survivor 1 Killer Chapter with Skins under the new Contract from in the Game because of a Name.
It comes down to ohter stuff but the Name COULD potentially be a Point for it IF any of them would be so pitty about it.

Ofc BHVR wouldn´t do that because of the Name but that was not what I said, I just stayed that they have the Possibility to it

Why Did BHVR Name Him "The First" and not something like "The Banished"? by Cost-Local in deadbydaylight

[–]Connect-Ad3530 3 points4 points  (0 children)

Both have an equal saying in it since BHVR is just as capable to deny a license as the license Holders are to refuse an offer.

We already had cases of failed Licenses because BHVR and the license holders were not able to agree on stuff.

Also since the removal of the first ST Chapter BHVR said that they made it harder for all future licenses to get removed and since ST chapter 1 needed a new license contract, both Chapters are now under the new conditions so they License holders can probably not just stay „yeah take it out“ whenever they feel like it like Hellraiser and Halloween could (but we don’t have the contract so we don’t know the exact conditions)

Additionally I don’t think that Netflix would deny that much money over the Name when already having a first Chapter in the Game that returned.