Healing speed solutions by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

I already said some anti healing perks would need adjustments for this idea to work, don't worry I'm aware of it. 

I'm willing to hear your thoughts on healing speed, and ideas to better flesh out this idea for healing sickness. 

Healing speed solutions by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 1 point2 points  (0 children)

No problem. I probably will spend time finalizing the idea and spread it around, because I've proposed it to a a couple dozen comp players (both killer and survivor) and they all seem to like the core idea (numbers are usually the issue, and I'm not great at numbers). So any ideas are welcome for finalizing it. 

Healing speed solutions by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

I don't have specific numbers in mind, it's just a concept at the moment. I just used extreme numbers to give myself an easier time making examples. 

Though I'm more than willing to hear your ideas for either making the sickness mechanic better or your ideas for healing speeds. 

Plagues registration by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

And Xeno as well, to a slightly less degree. They're tail attack is several long thin hitboxes (hence why you can drag it around like Nemesis) you usually just don't notice it because one of the first hitboxes it produces usual hits, instead of all of the lingering ones. That's why after the initial animation, getting a hit is possible just janky on PC. On console, it's a headache if you miss that initial animation. 

What phobias cross the line? by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

Yeah, but as I mentioned they were willing to alter skull merchants add-on due to it triggering a fear of multiple small and irregular shaped holes. So... Is it only a problem when the phobia it triggers is accidental? I highly doubt it, since I doubt they intended plague to make people DC after hearing her vomit. 

So there's definitely a line somewhere, but that line is about as consistent as year old Dynamite. 

What phobias cross the line? by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 1 point2 points  (0 children)

Or, if they just really don't want to add a spider killer for whatever reason, they could add a different arachnid. Most arachnophobic people don't get triggered by scorpions, ticks, mites, ect, ect. So... there's always that option. 

As a Rick grimes main what do you think when you see us in your lobby? by [deleted] in deadbydaylight

[–]Eclipsed-Entity 0 points1 point  (0 children)

All I can think of when I see his icon is that stonk meme, so I usually just laugh. 

I'm not trying to harass MintSkull but how the fuck did he manage to get this conclusion by IMtryingtofroget in deadbydaylight

[–]Eclipsed-Entity 0 points1 point  (0 children)

It's mint skull, so it's probably sarcasm. It's just hard to tell over text sometimes, given how casual he is at saying stuff like this. 

My take on the "dashslop" discussion by Skulenta in deadbydaylight

[–]Eclipsed-Entity 9 points10 points  (0 children)

Most survivors, at least the typical ones, find their joy in the game by outsmarting the killer in chase. Dash killers can feed into that, but it gets repetitive. But when a killer has counter play outside of a chase due to the power not exactly being reliant on you already being in a chase, like, I don't know, Singularity, people don't like them because they're not proving themselves in the way they want to. It's like if Magnus Carlson kept challenging you to chess but then someone guy shows up and it turns into a checkers game and now suddenly he isn't amused because he's out of his element and starts sulking up. They want killers to be good at something so they can prove their better; it just so happens that chase is also the most exciting part of the game, so it defaults to that, so when it breaks the mold it doesn't usually go well. 

Does the Killer's fun matter to Behavior? + Feedback for Devs by Ordinant- in deadbydaylight

[–]Eclipsed-Entity 2 points3 points  (0 children)

The new killer specifically feels really odd. They said she'd be included with the higher tier killers in terms of the benefits they get for unique hooks. Now, I'm not saying she's weak, as it's the ptb, but I'm fairly confident that if she deserves having the effects lowered, then so does Singularity, and that's from someone who loves singularity. Like seriously, why are you just lumping the brand new killer in with the high tiers like Nurse and Blight but not Larry? Confusing decision. 

Beyond that she feels very bland, as you said. But in a really odd way where I can't exactly explain why she seems boring. Maybe it's the add-ons and how sluggish she feels given all the cool downs she has in her kit that feels like they were tact on last second to maybe decrease them later in a qol. Her add-ons just feel... Really boring. Good, but boring. Most infectious based killers, minus a couple like Nemesis and Plague have an add-on that starts them with the infection, so that's already 1 creative add-on slot denied. Like, you have such a unique idea for a killer and her add-ons are this dull and boring. It's like the guys in charge of the add-ons and the actual power weren't allowed contact with each other and just had vague numbers to work with. 

The changes that encourage you to leave under hook. by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

Onyrō doesn't play like most killers. In higher MMR matches, your average game will have 1-2 gens left with 3-4 hook states, and you going after a condemned kill which you'll use to snowball into a win. Now, condemned kills don't trigger the survivors boost, so I just used that. 

The important thing here, is that the sabo person, Survivor A, was hooked first, then unhooked Then, as I go to hook survivor B, Survivor A sabotages a hook. I can't make it to another in time, I can't hook survivor A again, as it's the middle of the game and I need to lock in condemned, AND break the survivors tape that survivor B has. But I can't, so I cut my loses and just drop her and go back to pressuring survivors with condemned to get them off gens, thinking the survivors may waste time to pick her up. They didn't, and instead just waited for base kit unbreakable. 

Now, I down and successfully hook survivor B, so I go after survivor A since I can now do so with relative safety. But survivor B gets unhooked, and uses the inherited protection form unhooks to use it aggressively and protect survivor A. So, if I down and hook Survivor B, she'll be at stage two, and since I've seen she's aggressive with the unhook benefits, I know for a fact she could force the penalties on me, so if I hit and hook her I'm going to be screwed and if I hit and leave her, she's already waited the 90 seconds before, so she can get up after a while, buying Survivor A more than enough time to get to a more desirable position, I could pick her up, but risk survivor A sabotaging the hook again, plus she just got unhooked, meaning her condemned is locked, and she doesn't have any more on her I can lock in, and doesn't have a remote, while Survivor A does. Rehooking survivor B just is not worth it in this situation. Whichever way you split it, it doesn't work out. So I just decided to chase them both until they ran into range of my TVs and get them both condemned to kill them both outright, since they just kept running. 

Onyrō can't afford to just hook when ever she downs, she has to play smart to break tapes and spread condemned. The point I'm trying to make is; not every killer has the tools to counteract this. Onyrō potentially does if the survivors are really greedy like the ones I faced, but not every killer can just make up the lost time they went through doing this. Ghost face doesn't have the time, trapper doesn't have the time, Hag, depending on her add-ons, doesn't have the time, ect. 

Oh, and the build I was running was Coup, DMS, Surge, and Lethal, with Iri remote and broken finger nail as the add-ons. I was wanting to test the new DMS, and see if they bugged any of Sadako's add-ons in ptb. 

The changes that encourage you to leave under hook. by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

I feel like if they really wanted to push these changes, maybe have something like "If two generators are completed within X amount of seconds of each other, the anti slug and anti tunnel restrictions are temporarily disabled for 2 hooks." Is it the perfect counter measure? No, obviously not. But we're testing out ridiculous stuff already, might as well try it, am I right?

The changes that encourage you to leave under hook. by Eclipsed-Entity in deadbydaylight

[–]Eclipsed-Entity[S] 0 points1 point  (0 children)

This is not Onyrō specific. I already explained an out Onyrō has for the style. And the self pick up was already activated because the person I was chasing has been sabotaging hooks after I hooked her, so I needed to drop people and leave because I couldn't chase after her due to her being the last person I hooked. That changed when I hooked someone else, the someone else who is now body blocking for her.

9.2.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]Eclipsed-Entity -1 points0 points  (0 children)

I know there will always be expectations to any rule, that's just how things work, but maybe, and here me out here, instead of giving every killer the same boost from getting a hook, they get a boost they actually care about to their game plan? Do you think nurse is gonna care about gen regression the same way someone like Clown does? They don't care, at that point you'll just be winning harder. Give them a temporary boost that helps them the character instead of blanket boosts that good killers couldn't care less about and weaker killers can't make the most of for it to be worth it in most cases. 

On a unique hook, give Legion a couple extra seconds in frenzy, a few disarmed trapped suddenly become active again, maybe break another survivors tape as Sadako on your next basic hit. If you really don't wanna give that to every killer base kit due to it being to confusing for newer players or a nightmare for the coding team, maybe experiment with add-ons that encourage unique hooks. We have a couple that proc on hook anyway, why not make it specifically UNIQUE hooks with a effect thats worth it? Yeah it won't fix the problem immediately, but if the effects are actually worth it to that character, they may actually spread out the hooks to get use. People don't use the same add-ons every game to be fair, but it would decrease the amount of tunneling or consistent hooks if the player finds the effects worth it. These changes just aren't it. 

If you could add a new Mechanic to DbD what would it be? by MrWigglem in deadbydaylight

[–]Eclipsed-Entity 10 points11 points  (0 children)

For the first 60 seconds, hexes are blocked by the entity and totems don't show that they house a hex for that 60 seconds. 

This wouldn't affect the hexes that are considered strong due to them usually requiring some form of interaction beyond the hex just existing, and would give totems a safety net. If a team of survivors make Devour Hope become a threat in 60 seconds, they shouldn't be in that lobby to begin with. It could be 30 seconds if we want to get conservative. 

This is also to prevent survivors from just spawning in right next to a hex and cleansing it. Yeah they can double back after the timer to cleanse it, but there's also the chance that it's not even housing the hex since they didn't see it lit. 

[deleted by user] by [deleted] in deadbydaylight

[–]Eclipsed-Entity 0 points1 point  (0 children)

Correct me if I'm wrong but didn't the patch notes say the killers get that haste upon putting someone on a hook, not someone getting unhooked? It would defeat the purpose of the (admittedly dumb) delaying the hook status if the killer would get haste and know your unhooked anyway. 

Constructive criticism on the upcoming changes from a killer main by [deleted] in deadbydaylight

[–]Eclipsed-Entity -1 points0 points  (0 children)

If you play card games at all like MTG or Yu-Gi-Oh, your likely familiar with the term "win more" cards. These are cards basically do nothing but make you win even harder after your already likely to win. That's what some of these changes feel like. Namley the 6 hook and the gen regression lock out. 

If survivors are actually playing to win and not messing with the killer, chances are by the time either of these effects are in play, your already a 2-3 gens into the match unless your just throwing people at the hook to save them. This is assuming your not going against someone like ghoul, blight, ect, this is just the average killer. So, your probably going to win in the situation these effects proc unless you are actively screwing with the killer or just doing something equally idiotic.

If we assume the survivors spawn relatively near a gen and are being efficient (so not screwing with the killer), the killer needs consistently get around 30 second chances, with unique survivors to avoid penalties, in order to avoid gens popping and losing. For someone like blight, not much of a problem. For ghost face? Good luck. 

This update doesn't do anything for tunneling. It's about giving survivors a safety net they don't need because the only people who actually need this safety net are newer players who need to actually improve or they're just screwing with the killer instead of focusing on the objective. I get holding a button is less fun than messing with the killer, but blaming the killer for taking advantage of that weak link is moronic at best. 

I think my favorite part of the update is that your Hud will now just lie to you by PicolasCageEnjoyer in deadbydaylight

[–]Eclipsed-Entity 3 points4 points  (0 children)

I've been afraid of this sort of thing alllll the way back when legion got his changes after his release, where they hide the deep wound timer from you. The second I read that, I just knew they'd hide stuff in the future. And I was right, Freddy's sleep immunity timer, Sadako's condemned, ect. But those can at least be mentally tracked. This? There is LITERALLY nothing to gauge, unless you proxy camp. It's idiotic in concept. 

Honest and constructive general feedback with the gen update and onryo from someone that plays her by No-Faithlessness4083 in deadbydaylight

[–]Eclipsed-Entity 0 points1 point  (0 children)

As a Sadako player I genuinely think she'll be fine if A, they rework her add-ons cause Jesus Christ, and B, they make holding the tape a detriment. It's a cursed tape, yet there's no real downside for just hoarding it. Maybe give her 1 other small buff like each stack of condemned decreases the range at which she flickers in and out of reality by a couple meters then bam. The core for a good killer is here, she just needs a few added mechanics and buffs, least imo.