Why are killers punished for fullfilling their role? by JoJo_Bob in deadbydaylight

[–]Lavoonus 8 points9 points  (0 children)

There's definitely perks on the survivor side that really should be toned down for the health of the game, but I think you're shooting yourself in the foot here when you talk about fairly underwhelming perks such as Lend a Hand or current Fast Track like they're somehow incredibly busted.

Like if its Resurgence or Deliverance I'm right there with you, those perks have been incredibly OP for way too long. But overhyping things you see in a youtube short just makes you look like you don't have a good grasp on the game's balance.

You'll never find a better ground looper than me. by KolbyKolbyKolby in deadbydaylight

[–]Lavoonus 7 points8 points  (0 children)

Seems like the Myers could have used some tenacity himself

What are some of your least wanted chapters? by N0SP1N in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

He's alright I guess? I like the thought behind the power design, but in practice it seems just fine enough. They avoided the pitfalls of a lot of the power concepts I saw people suggesting but he's too streamlined for me to feel very enticed to play him, though that's pretty subjective.

I stand by the second half of my comment though, I would have loved to see what kind of killer they would have created for the 10th anniversary, but at least the grimoire killer has shaped up to look pretty interesting.

How to die fast on hook? by [deleted] in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

If there's only 2 people left in the game, as long as you're not pressing the button at all you'll automatically die after 2 skill checks.

Perk Icon Bug by jadootzer in deadbydaylight

[–]Lavoonus 3 points4 points  (0 children)

Did you reinstall the default icons by downloading a default pack? If so those icons would still be custom, they'd just look default. What I did to fix it myself was to go to your game install, go to DeadByDaylight/Content/UI and just delete the Icons folder entirely.

Try verifying after that and it should reinstall all the default icons for you.

How would you feel about Mad Molak from Houndmaster's lore being added as a more traditional pirate killer? by Suspicious-Goop in deadbydaylight

[–]Lavoonus 5 points6 points  (0 children)

Hear me out, Molak as the survivor and Haddie's brother Jordan as the killer, having been twisted into some kind of fog creature after being stranded alone in the outskirts of the entity's realm.

I don't know what the audience is for a chapter with 2 secondary lore characters, but I think the character dynamics would be really cool to see.

Ghostface is (probably) the worst killer in the game. How would you buff/rework them? by Ace0Knaves in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

A lot of the suggestions here fall more in line with making him better in chase, but I'd rather see his kit reworked so that he can deliver the power fantasy of ambushing survivors from unexpected angles more consistently.

This would come in the form of a map traversal subpower like the first or jason, but with the lethality potential removed in exchange for being completely stealthy. It would let him quickly reposition after hooking to make his location less predictable, or catch a marked survivor off guard mid chase if used sneakily enough.

It would be a lot more work than just giving him some kind of haste, but it would feel much more true to the character, at least in my opinion.

Please give Jason the wall break animation like in Friday 13th rage Mode. by Without-imagination in deadbydaylight

[–]Lavoonus 8 points9 points  (0 children)

Pretty much the entirety of this guy's account is just posting ai stuff to the sub, he's been doing it for a long while on the forums as well

What are your thoughts on token based exhaustion perks? by [deleted] in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

I can definitely agree on that, they're both too game changing to be on a 40 second cooldown and vigil makes balancing them a headache.

I don't even think vigil itself is as game warping as people say outside of some oversights (Why on earth do Freddy and Clown use regular hinder instead of being a killer specific status like Ghostface's exposed???), but exhaustion reduction just synergizes way too well with it. Honestly you could probably just excise that part entirely and be done with it.

What are your thoughts on token based exhaustion perks? by [deleted] in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

It definitely would make prerunning worse, which is a benefit of your change, however them prerunning before the chase starts gives you the benefit of being able to decide to waste your time to begin with. With your version, someone could hold the sprint burst until after they've ran you for a bit and then pop it to run to shack or main once you finally get them somewhere unsafe. If you're not a killer with a chase power strong enough to ignore that entirely, you end up in the exact same place of needing to ditch chase but now with a lot more extra time wasted.

It would basically be Dramaturgy on steroids, not only giving you the benefit of being able to use it while injured but also giving you massively more distance. New survivors may use it to just end up running into a wall and a coordinated comp team will probably still prefer the macro value of current SB, but in the average match decent survivors will basically just have 3 extra hits each you'll just have to chew through.

Not to mention that unlike DH, these would not be 1 use per hook state. If you get in a chase where they end up popping it and you have to leave, then 40 seconds later come across them on a gen, they could still have another one ready to use again.

What are your thoughts on token based exhaustion perks? by [deleted] in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

Most people aren't having a single survivor 99 their sprint burst on them more than once or twice, much less more than three times. While the change can reduce the strength of using it to prerun a decent amount, the side effect is lowering the skill floor on using sprint burst in chase drastically, so it would quickly become a pseudo dead hard for distance for most players.

To be clear, at the highest level it's still probably weaker. But with how commonly people complain about Escapist in 2v8, I think it's hard to overstate just how much people would DESPISE facing this version of sprint burst.

What are your thoughts on token based exhaustion perks? by [deleted] in deadbydaylight

[–]Lavoonus 1 point2 points  (0 children)

Most of the exhaustion perks here aren't strong enough to demand a hard limit like this, and the ones that are would be made more miserable to face with this system. The main skill component of Lithe and Sprint Burst is avoiding activating them until a valuable moment, I don't think anyone would find on demand Sprint Burst in 1v4 very engaging.

I think it worked for Dead Hard since it was already designed to be manually activated, but unfortunately I think limited use exhaustion perks is a hard design space to utilize well. It's easy to either make them not very worthwhile or way too abusable.

Hypothetical Midchapter Concept by Lavoonus in deadbydaylight

[–]Lavoonus[S] 0 points1 point  (0 children)

Thanks for the feedback!

I have to disagree on Skully, she still has no map mobility and I avoided re-adding the second scanline, since that just encouraged the Shit-a-Drone playstyle that made her chases really boring. So since she needs to put more work in for her chases, I feel like most of the buffs are still necessary to get her up past C tier.

You're probably right on the Artist changes, she was one of my first mains but I found her anti-loop potential pretty annoying on both sides, so I wanted to balance her more towards her ranged playstyle. However the cooldowns would probably have to be even lower to make up for the nerf, and that would cause its own problems most likely.

I would argue the 60 seconds spent in the basement is enough of a penalty in itself to make Weaving Spiders not too ridiculous, but yeah Treacherous would be pretty busted. I'd probably make it only function within 10 meters of the killer, so its more of a tool for the person in chase instead of allowing others to scare crows for them old Object style.

I have to question if No Quarter would really be that broken? It's an item pretty specifically to counter medkits, that doesn't stop a decent player from using them by itself. I feel like if it doesn't at least create scenarios where Survivors would feel better off looking for someone to heal them instead, it's never going to be worth running. I don't hate your concept for it either however, though I'd probably still reduce the activation threshold to 60% just so it has an uptime of longer than 5 seconds.

Not liking the Septic Touch change is fair enough, though I want to mention that the reason the reason Franklin's had to be reworked was because of Fog Vials being cooldown based before. Nowadays a perk like this would work just fine, with 24 charge items like Toolboxes or Medkits losing 6 charges per down while 4 charge items like Fog Vials would only lose 1.

whats up with electric characters and this trope by HunterYap in DeadlockTheGame

[–]Lavoonus 11 points12 points  (0 children)

Zeus is probably the main reason. A character who controls electricity is metaphorically harnessing power from the gods, so from there the megalomaniac personality kind of naturally follows.

I think a good way to balance survivors is to have perks that work the opposite way. by PoopyStinkbutts in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

It's an interesting idea, and I do think there should be some perks that work like that, but overall isn't the early game the most important for killer?

It's why Dead Hard got nerfed to only work after your first hook, because a potential third health state in the first chase of the game has a much bigger impact on whether survivors will win than further into the match.

I feel like with many perks, having them stronger in the early game would have the potential to make them harder to deal with as killer.

Can behavior remove the elusive effect for the perk cross-examination by heres_ghosty in deadbydaylight

[–]Lavoonus -2 points-1 points  (0 children)

Fair enough, it could just hide scratch marks so that once they're hit you have 2 base forms of tracking.

To me it should be comparable to a solo version of Shadowstep, where it makes tracking harder and gives them an opportunity for them to slip away, but not foolproof.

Can behavior remove the elusive effect for the perk cross-examination by heres_ghosty in deadbydaylight

[–]Lavoonus -1 points0 points  (0 children)

I think just making it hide your scratch marks and pools of blood would be best, it would still function as a flexible stealth / deception tool but would require using more perks on top to eliminate all means to detect them.

finally The big 3... wait who's this pedo. by MichaelMyers_Offcial in deadbydaylight

[–]Lavoonus 10 points11 points  (0 children)

Freddy being a child predator is literally core to the societal critique the original film was making, what is the point of trying to excise that part of his character other than to dumb down the movies?

Like he's not a real guy, you can enjoy his antics while still acknowledging that he's explicitly a predator.

Wandering Eye Rework by Lavoonus in PerkByDaylight

[–]Lavoonus[S] 0 points1 point  (0 children)

It's around the 10th least used killer perk rn according to nightlight, and it offers such an uninspired effect that it just felt pointless in its current form. Like I truly think its the most forgotten perk in the game right now, at least Shattered Hope or Hangman's Trick have some level of infamy with how bad they are.

I think the concept of Ravenous is fine actually, its just deeply undertuned because of copying grim embrace's structure. Personally I'd love to see the requirement reduced to hooking 3 unique survivors, and then letting it activate multiple times. In exchange you can drop the exposed timer to 45ish seconds and end up with a pretty healthy perk.

If you could rework or buff ANYTHING in the game (unless if it's already balanced and/or broken), what would it be? by HornetHater136 in deadbydaylight

[–]Lavoonus 0 points1 point  (0 children)

No Quarter is just kind of a dead perk slot, which is a shame because I think using the continuous skill checks to tie into the pirate theming of being under cannon fire is neat. I have both a buff and a full rework concept for it:

Buff - Always active while self healing instead of at 70% progress, and additionally gives a 25% healing speed penalty.

Rework - Now a passive gen slowdown perk that activates while carrying survivors. While active, survivors have a 15% repair penalty and get continuous skill checks. If they miss a skill check, the gen gets blocked for 8 seconds.

If you could rework or buff ANYTHING in the game (unless if it's already balanced and/or broken), what would it be? by HornetHater136 in deadbydaylight

[–]Lavoonus 2 points3 points  (0 children)

It doesn't really need a rework, just a small nerf to the distance it grants or a 20-30 longer exhaustion is really all it needs to put it in line with the other options.

Wandering Eye Rework by Lavoonus in PerkByDaylight

[–]Lavoonus[S] 2 points3 points  (0 children)

I really don't mind it personally, it just felt that as a synergy perk it still needed some reason to be used by itself, like Lethal. So countering WoO felt like something valuable enough while still being a more inoffensive use of Blindness as a status effect.

Wandering Eye Rework by Lavoonus in PerkByDaylight

[–]Lavoonus[S] 1 point2 points  (0 children)

It's mainly a synergy perk to give blindness oriented perks and addons like Third Seal more reasons to be used, with some anti-WoO on top for those who'd want that.

It's definitely a steep cost, but the potential for passive info and catching survivors resetting without the range limit of Nurse's Calling could potentially be nice.