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So hopefully soon we see dying light updated

immortalls96
immortalls96 Member Posts: 4,652
edited November 2019 in General Discussions

I'll be blunt..im..sick..of..running..ruin..its a boring perk and I have nothing to do with it aside from guard it should I deem to..but I'd much rather use perks like dying light because it rewards killers for completing objective rather than pray my early game defence gets to last more than 10 seconds.


So my solution to this issue with at least this perk is simple..

1. Remove the buff to the obsession..they keep the immunity,/ this way the perk still has a way to play around it but the obsession is the safest person in the match until late game as the killer likely wont dare focus you too hard..but immunity on top of a built in botany knowledge is silly..


2..increase the stacks from 3 to 5 percent but,/ cap the tokens at 5..this keeps true to the old dying light so it's no stronger than before you just have to earn it a different wsy..while also not taking the entire game to do anything

Comments

  • immortalls96
    immortalls96 Member Posts: 4,652

    1. theres no reason for it


    2. It diminishes the perks effectiveness more than it should as it reduces pressure from injuries


    3. It is clearly not made to be a stand alone perk but it doesnt synergize well with other slowdown perks as they often apply pressure through healing time

  • immortalls96
    immortalls96 Member Posts: 4,652

    1..that makes no sense


    2.your missing the entire point of what I said


    3. No because all they end up doing is covering up for the downside of dying light and not even very well


    4. You need to read and try to understand what I'm saying rather than jumping in without understanding what I'm saying

  • SteelDragon
    SteelDragon Member Posts: 745

    how I would change it is increase the % of slow down by 1, also make it to where hooking your obsession to death WONT de-activate the perk it will be like STBFL where it will still be active but wont get any more stacks. that way you wont be afraid to kill your obsession.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Not too bad I'll admit but I'd much rather the perk be simple and clean..its dumb a survivor gains more than you do for the perk

  • Artyomich
    Artyomich Member Posts: 281

    Doesn't need any buff but hey whatever makes my Freddy the God of slowing gens down even stronger.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Freddy can use it well but only because he has addons to synergize with it plus hes a good killer

  • newduls
    newduls Member Posts: 90

    Raw numbers none of the slow down perks are very favorable to killers.

    16% on thana if you keep everyone injured the whole game, which of course never happens. But say you did. Thats only adds 12.8 secs to the repair time if 1 survivor is working the gen. A total of 64 secs for 5 generators.

    While dying light stacked to 9 provides a 18% reduction. Which would of course never happen. 14.4 secs. A total of 72 secs for 5 generators.

    Overcharge adds a 5% on top of the base 10% if survivors miss the skill checks. Its hard to judge how common an overcharge skill check miss really is. As a base line, lets just say you kick a gen at least EVERY time you hook someone and then double that since you're probably kicking gens beside that, lets say also for the sack of a "max" value for overcharge, survivors ALWAYS miss the skill check. 15% regression on 12 overcharge checks would represent 144 secs of repair time. Which is probably generous. In most red rank scenarios overcharge skill checks don't get missed.

    Surge adds 6%, so 16%, to gens within 32 meters every 40 secs upon downing a survivor with your basic attack. Again, hard to judge what the max conditions are here. But lets say You knock everyone down 12 times, and your within 32 meters of at least 2 generators each time and you always do that 40 secs apart (that would be 480 secs btw or 8 mins, its common for games to last 5 to 7 mins). So we get 24 total surge effects which would amount to 307.2 secs. But those maximum conditions seem super unlikely to me, so lets just cut that number in half cause that seems way more reasonable. 153.6 secs.

    Ruin is also hard to judge, let's assume 5 good skill checks on every generator (5*5 *12) 300 secs of time.

    While PGTW regresses a gen 25%, which if its above 25% represents 20 secs of repair time. I pretty common scenario. So, if you manage to kick a gen with every pgtw you get and they are all over 25% that represents 240 secs of repair time.

    Additionally PGTW has the ability with an alturistic scenario to bring a gen from near completion to stopped in a matter of a few hooks.

    All effective slow down builds use PGTW, because its the only reliable and effective slow down perk. All slow down builds really should have it.

    Ruin+ PGTW +Thana is probably the best combination for a slow down build. Because survivors start to gen rush when they are feeling pressured (so they stop healing).

    Thana, DL , Surge and Overcharge all need overhauls in their raw numbers tbh.

    DL should work the opposite of how it does. It shouldn't require hooks, but should start at 9 and lose 3 tokens every time you hook the obsession.

    Surge should be map wide. Or the time limit removed and the other numbers tweaked, maybe 50M instead of 32.

    Thana's base value for repair time on gens should be doubled, heal time left the same, OR it needs to be converted into a token system. Each time a survivor gets injured you get a token and each token is 5% up to 4 tokens. You lose all your tokens when someone dies.

    Overcharge should be changed so that each time you kick a gen you get a token. When you have 3 tokens and kick a gen the next survivor who touches it it blows up without a skill check, no additional regression and the survivor suffers from hindered for 120 secs, and has some electrification effect.

    Perks like these would make slow down builds realistic on all killers and allow killers to mix in more variety, since using ALL slow down perks would be unnecessary.

  • newduls
    newduls Member Posts: 90

    Yes, this is true. But the pace of the game is only a result of the way survivors play. Slow down builds are a reaction to that. The numbers I've provided are MAXIMUM values, rarely/never attained AS a result of the pace of the game.

    If the pace of the game were SLOWER, then the current values would actually be more reasonable. As long as the pace of the game is as fast as it is, perks like DL and Thana have a much smaller overall impact. Surge and overcharge even less so. Ruin is so impactful when survivors can't find it because it DOES slow the pace because survivors foolishly waste time looking for it, instead of just powering through the gens.

    This is why slow down builds like ruin+thana+pgtw are so effective. Ruin, when it last extends the game long enough for thana and pgtw to have a decent impact. But if ruin goes down early, then thana is likely wasted, pgtw will depend on how quickly you get hooks. Which again... is GREATLY impacted by the PACE of the game.

    it seems counter intuitive, because if you look at the numbers and then look at the fastest games possible it would seem like those numbers are a huge percentage increase. Take thana, 64 secs when the match is 4 mins is a 25% increase. But in those cases thana never takes effect.

    Faster games mean the perks need bigger numbers to have a reasonable impact.

    The problem is that the standard deviation in game times makes it so that if they bump the numbers too much then the impact to long games because unreasonable.

    Which is why, before they adjust slow down builds they really need to adjust the core duration of the game so that it better matches the current perk values. Avg match time needs to be around 11 mins with a std deviation of +/- 2 mins. With 4 min games being possible, the current slow down perks are all pretty weak.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    I don't think that's accurate. One survivor gets a buff to altruistic actions, but the other three get penalties to healing. The obsession might not necessarily be an altruistic player and if that's the case the team isn't necessarily in a better position.

    Just like many perks in this game chance plays a big role. I see many people wanting perks buffed so there is a guaranteed effect. I don't think that's the best approach to things.

  • Scal3r
    Scal3r Member Posts: 188

    I just wish the perk didn't get disabled when the obsession died, you shouldn't be able to get more stacks, but I don't think you should disable it

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    I agree with what you say but remember, not every perk is equally effective on every killer. This is how the game is designed. Dying Light is best suited for one shot killers who can get early game hooks. That's why it's a Shape perk because he has the ability to get early EW3 downs

  • avilmask
    avilmask Member Posts: 599


    Ironical that he actually should use at least a minute (with add-ons) of early game to get to EW3. His early game actually considered to be his weakness.

  • Lost_in_the_Fog
    Lost_in_the_Fog Member Posts: 452

    True. I said he has the ability. It takes skill and a certain amount of luck to make it happen early. Billy and Bubba on the other hand. . .

  • immortalls96
    immortalls96 Member Posts: 4,652

    The issue is even if the onsessionnisnt healing hes still got immunity which is already huge, now add a Built in botany and it's just way too overkill

  • immortalls96
    immortalls96 Member Posts: 4,652

    I'd still take that over the obsession getting super charged

  • immortalls96
    immortalls96 Member Posts: 4,652

    Actually the obsession is immune..the obsession revieves no penalties from the perk..and yes I do as you describe to the obsession..however going after the obsession is still rough because you dont gain anything from winning the chase..that's why the added altruism buff is way overkill...a mediocre slowdown for making the obsession into survivor 2.0?

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Plague and Freddy can mitigate or pretty much remove the obsession buff. Buffing the percentages wouldn't work because it would be too much combined with certain perks/builds, which is probably why they u-turned on the thana buff.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Hence why I added the cap..currently it can go higher than that..so technically I'm calling for a cap to its potential in exchange for a more fair build up rate..and only plague removes the obsession buff but only because she gives out insta heals anyway..it would not be too much because a brown toolbox bare can negate thana entirely..so I truley dont buy into that propaganda speech when the numbers prove otherwise

  • immortalls96
    immortalls96 Member Posts: 4,652

    And its worked for me at times too..but it still shouldnt be that weak and medkit got buffed indirectly nerfing slowdown builds..and I think killers deserve a good perk rework when the last few survivor perks were buffed through the ceiling..all I want is for this perk to be slightly more viable early game as that is the real problem with it

  • immortalls96
    immortalls96 Member Posts: 4,652

    Yet by the time it activates the objective is basically won..therefore making it very slow to activate..as well as slightly limiting your options in pressure..again..the perk is weak and underperforming..meanwhile detectives hunch went from meh, to being borderline broken, totem perks cant survive anymore if even 2 people run it..heck just one person with it can make noed disappear before 3 gens ..faster if they have a map..so nits not an early slowdown but theres o reason it cant be made into a decent perk with the library of ways survivors can counteract it

  • immortalls96
    immortalls96 Member Posts: 4,652

    Yet lately I see far more risk and far less reward for killers..and not just in perks either..do forgive me if I try to get a bone tossed in that direction

  • Mister_xD
    Mister_xD Member Posts: 7,669

    imo PGTW is the best perk to replace Ruin with.

    Ruin is just so... bad...


    regarding your change suggestion:

    i think having a 25% action speed slowdown for everyone that is achieved very fast is not going to be healthy for this game.

    the devs are trying to avoid the M1 simulator Survivor can be and add more unique gameplay elements, and a perk like that would be very counteractive towards that goal.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Dying Light is really strong. I don't think it needs any changes.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    well, its a lot faster than the 8 to 9 hooks you are requitred to get now to achieve similar numbers...

    if its a killer with good snowballing potential, 5 hooks can be done rather fast.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Mhm...so you think it's ok for survivors to get powerful perks with no real need to earn it..while killers should be strictly mediocre? That's pretty crappy if I'm honest

  • Mister_xD
    Mister_xD Member Posts: 7,669

    the difference here is, that this perk will force them to hold M1 for even longer than they already have to, which is just unfun and not at all interesting gameplay.

    and with that in mind, i think -25% with only 5 hooks is just too strong.


    also i never said it would be "ok for survivors to get powerful perks with no real need to earn it.. while killers should be strictly medicore".

    i never even started talking about survivor perks or how balanced they would be. also, the new Dying Light is not just "medicore". its a really good perk, though it requires you to work for it, which imo is an important aspect.

    your idea would just turn the game into an M1 simulator very fast, with no way to turn it off other than the obsession DCing. 5 hooks is just not enough of an requirement to justify such a huge debuff to the survivors, thats all i'm trying to say.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Considering other buffs can be applied in higher numbers and instantly I doubt it would be that huge..but it would be nice not to get a crappy perk..weve had a lot of those recently

  • Mister_xD
    Mister_xD Member Posts: 7,669

    maybe the next chapter will provide us with with some good perks ^^

    i do agree the Demogorgon perks have been rather underwealming... and GF also didnt bring the best perks in - they are better than Demo's perks though.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Lol demo brought some of the worst perks in dbd..mind breaker is so bad it makes sb more powerful lol

  • Mister_xD
    Mister_xD Member Posts: 7,669

    yeah...

    Mindbreaker is basically useless, Cruel Limits needs to block the vault locations a LOT longer to be even worth considering and Surge only works for normal M1 hits for some reason, which again is killing the perk.

    though Surge is at least somewhat decent - but the other two...

  • immortalls96
    immortalls96 Member Posts: 4,652

    The real issue is surges upside is so small its negligible while its downsides are worthy of a meta perk