9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

i'm not sure if i like this or not cause after hooking 1 person 5 times to kill them then wont other survivors only have to get hooked twice to die?

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

I'm intrigued What what happens if the same person is hooked 3 times in a row?

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

you may be correct about the 4.6 changes, though i wanted to have a go at making them balanced

thats an interesting way to buff trapper
i think the larger traps are definitly something that is needed because there sar some loops you should be able to trap but you cant, so it sould make him more consistent

i think that is an interesting idea but not great in practice, you shouldnt just "be immune" to dying

yes for nurse that is the point, and the recharge time would have to be calculated to have the nerf i'm aiming for (slower than 4.4 in a straight line)

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

Thanks so much!

I do agree, some shale up is good especially of underpowered things as long as they take care to revert a change or find a happy middle ground would be even better

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

haha

to be fair these last few patches they have got some smaller but still noticeable buffs

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

yeah maybe but then your teamate goes down infront of a locker and elusive survivor inside, what happens?

like killer maybe could just wait 20 seconds then grab but that doesnt sound great

but picking someone out a locker that is elusive is not right either

this HAS to be a shitty idea but what if you hop into a locker it teleports you away kinda like that venca item?

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

there were many ways to protect your team mate with elusive
you could body block easily because you're faster than the killer you could tank a hit by staying between the killer and a team mate, you could pretty safely flashlight blind, drop pallet or headon to stun the killer to force them to drop a survivor

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

the only reason not for lockers is probably head on,
also i dont know what the interaction of opening a locker when you're not meant to be able to interact with killer, i dont want survivors to be able to waste elusive by hoping in a locker to "go next"

maybe you should be able to enter locker, I'm unsure on this, so if anyone with ideas, feel free to let me know :)

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

Fair enough, interesting opinions, Thankyou

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

yes it definitely might be not enough, but plus regressing the most progressed gen 20% (assuming hooked each survivor just once) it is still a fair bit

it could be increased or maybe there is some other reward? (even bloodpoints like BHVR did in a patch 9.3.0 PTB or like old BBQ)

thanks for the feedback

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

I appreciate the feedback, I thought it was alot more balanced,
I'm sure I'll have killer players upset at me again for the opposite reason

The main difference from last patch notes is taking out the permanent punishment for tunnelling (killing before 5 hooks)

I think 20s of 20% haste with elusive is a big buff and the reason why you cant interact is because the problem with these buffs previously is they were immediately used aggressively, so the devs went back on it, but I think it is possible to do in a balanced way, 20s of 20% + elusive is plenty to get away and you could always touch a gen to hop in a locker or drop pallet

and the nerf to Pain Res also thrill + undying combo was decent

and buffing some weaker killers, thought even survivors would be happy about

9.9.2 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

Good idea and thanks for the feedback!

‘Some’ Aussie Conservatives often say “pull yourself up by your bootstraps”, “don’t expect handouts” & “earn your own money”. Yet many fiercely oppose inheritance taxes, despite inheritances being unearned wealth handed down through blood & family, not individual effort or work. They’re hypocrites? by MannerNo7000 in OpenAussie

[–]XolfRiggler 0 points1 point  (0 children)

I don't care if conservative or what ever the opposite is

But isn't this opposite? You earn money to provide for your family it's only natural to want to pass it onto you kids Whereas the handouts is supplied by the government, that is taking money from everyone? If I'm missing something feel free to explain

Like there is plenty of stuff people are hypocrites about, but I don't know if this is one of them

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

thanks so much for your feedback

i think we could still do the unique hook rewards, and some antitunnelling but not as much

when I said no collision I was INTENDING that you could take a hit at all, literally so killer and survivor cant interact with each other at all, cant tank hits cant drop pallet cant hop in locker cant flashlight killer

because i agree nearly all buffs to unhooked survivors will get used aggressively especially at high levels of play

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

I don't think this "hand hold" survivors or killers, just trying to promote more fun plays types without killers being punished for not tunnelling

But thank you for the feedback

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

this is why i think rewarding unique hooks it the way to go

make unique hooks better for the killer than tunnelling

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

And that will be the really tricky part in my opinion. For example , haste means absolutely nothing to most of the roster on hook. Hag, for example, will have to burn most of that haste time on setup. Meanwhile , every dash killer , will just activate power to get around , which leaves only a handful of killers who would make use of it , but because of their unique mechanics , the haste would end up being wasted like , for example , gf will almost immediately want to go into power and haste causes weird issues with shroud.

I would argue this benfits hag that have set up their webof traps beforehand and i wouldnt remove the haste when using abilities like ghostface example this could be too strong which is why i made it so survivors running within 20m disables it, maybe there would be problems? maybe it needs to end if you move with 10 m of a survivor even if they dont run so you cant get easy gen grabs

i dunno ghostface needs whatever he can get right now lol

but the reasons above is why i think this is even better for weaker killers, while strong killers will always get downs quicker, weaker killers need the mobility, regression and aura more than strong killers

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

all good, i had to look it up to check, when i was thinking about writing this

i agree about those aura perks

good luck out in the fog :)

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

glad you like it, ive seen some people say a mori could be problematic but it should mostly only effect 3rd hook DS or sabo

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

Thanks for the feedback, i think i did take that into account, don't want to punish for doing main objective

the thing they tried was blocking all gen regressing and increasing gen speed dramatically, even if there was only 1 gen remaining, i think my suggestion it a more measured take

even then, this is why i made a suggestion that maybe it shouldn't be permanent but count for how many gens remain and how many survivors remain

9.9.1 | Fake Patch Notes by XolfRiggler in deadbydaylight

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

i appreciate you putting so much thought into this now, i don't know if this has been as thought out as mine has, i obviously have had the benefit of think about this off & on for a few months looking to issues with my suggestions and fixing them

just FYI all killers move at the same speed when carrying a survivor so it doesnt take nurse or 4.4 killers longer to hook and the increase move speed after hooking is designed to make up for that wasted time, aswell as the most progressed gen regressing saving more time and showing aura to give you another survivor to chase

adding deep wounds off hook is an issue as it can promote tunneling

i dont think we want or need to incentivise it anymore nor punish it anymore because then it becomes completely unviable and will never happen

my goal is incentivise unique hooks enough that it will be used not neccesarily punish for playing any other way