ArborTime
ArborTime
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- ArborTime
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Comments
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@Murgleïs said:
Tunneling is not a "problem" it’s a strat.
I described it as such in my post.
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I don't know if that bonus stacks multiplicatively or additively.
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Okay I agree that the nerfs are harsh but saying Spine Chill is a random niche option is just a straight up delusional statement.
EVERYONE who can uses this perk because of how much information this perk provides for no effort.
Stealth killers? Whoops nevermind only half stealthy because of Spine Chill
What they should have done was made it so stealth killers ignore the perk and that's it.
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@Seraphor said:
I have to agree. Im fairly happy with most of the changes, but the two I have issues with are this and the extra 10s to repair time.
1. All this does is force solo survivors who want to run SC, to also use Botany Knowledge, on top of the near-essential Kindred. So only one free perk slot, or you gamble on your team mates for heals. Although Pharmacy is buffed too so that's another option.
It feels like they completely misunderstood why SC was a meta perk. It's a noob trap and falls off at higher levels of play. It really didn't need a nerf.
2. The change to repair speeds is a blunt change that likely wont aid killers as much as it irritates survivors. A much better solution would be a dynamic scaling repair speed that decreases the better the survivors do and increases the better killers do.
Kindred isn't near essential though. It does such that you have to use 2 perk slots for it to be viable now though. I'll get over it though I don't use it much anyway.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3015003#Comment_3015003
If this is accurate....
I AM IN HELL
It isn't.
1 second = 1 charge
16 charges per heal = 16 second base heal
Current self care brings this up to 32 seconds.
New self care brings this to ~45.5 seconds
With botany giving it an additional 50% speed, it would be 85% as effective.
Therefore, Botany + Self Care = ~19 seconds
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@Nathan13 said:
What happens if you don’t down a survivor at all??? Will the gens be blocked forever?
It will last its normal duration of 120 seconds, but will be ended prematurely if you put someone into the dying state.
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You can tell where she is based on sound if your headphones support it.
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@Duskk said:
Listen, I completely understand its a survivor meta right now. In fact, no matter what meta we are in. There is no shot that over 50% of the killers will be viable at a time, at any time in this games life span. Just due to how the game functions. But only 3? It is really pathetic at this point. Only 12% of the killer roster is viable. That being Blight, Spirit, Nurse. Other killers like Pig, Legion, Trapper, etc. ESPECIALLY are just in very sad states. I do not want this killers to be viable, I do not expect them to be. Like I said I expect only like half the cast to be viable while the current C-D tier killers to stay unviable. But for gods sake can you at least make them playable with some small changes?? Trying to play these C-D tier killers at high MMR is just not possible, going against high rank survivors that understand the simple tactics to mitigate the value the killers power gets just proves just how weak they are. Playing an M1 killer against them when they know how to maximize times at every loop meaning you have to leave tons of chases as there is no way you will not waste 3 gens worth of time trying to catch them. especially on maps like Red Forest, it is NOT possible to NOT play one of those viable 3 and being able to end chases and rotate gens on maps like Red Forest in high MMR . and many others, Red Forest is just the biggest offender. They are plenty of small tweaks that could be made to the other 22 killers to help them especially the ones towards the bottom, with pillars of the community and content creators making 2 hour longer videos suggesting changes in detail. and many others suggesting improvements to at least think about. But after all this time I see killer after killer just get forgotten and left to rot. Very disappointing. I took an almost 2 year break expecting the devs to somewhat fix my main, Legion and Legion is still bad on my return about 2 months ago...how?
I don't think it's in this games nature to ever be truly balanced. It's an asymmetrical game with a lot of RNG mechanics tacked on to it. It's never going to get to a point where it's an "e-sports ready" game and while we can get close to have many characters be viable; the reality is that at high rank play there will always only be a few things that are strong.
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Yes. At high ranks at least I see her quite often.
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@Raihje said:
It's an ultra rare, it's fine. Unless you mean seeing auras, in which case.. it's only 12m, if you're running all over the map looking for auras just for them to SB/DH away anyway that's so much wasted time lol. 12m is just enough to see into an adjacent room on Lery's basically.
Problem is that Wraith can move pretty fast around the map while cloaked. Not as fast as something like nurse or Billy but still enough to where this addon can easily be abused
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2475499#Comment_2475499
Pig's bear trap is an instakill mechanic. What?
Not nearly as consistent as Meyers. You're comparing apples to grapes at this point to justify this addon.
Unlike Shape, Pig doesn't have control over whether or not the survivor escapes her trap. It's quite easy to do actually compared to a tier 3 Meyers.
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@SonicOffline said:
Wraith doesn't have a base kit instadown or instakill mechanic. Maybe that's relevant 🤔
Neither does Pig but she has an objectively worse information addon.
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It's good for sure but it's caveat is that you have to be hooked. It's nice to not have to commit so much time to healing though.
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@kyogul said:
People really need to stop making this about Spirit.
It's now another useless perk that no one's going to use. Instead of reworking Stridour to have some other useful effect (even if it doesn't synergise with Spirit anymore), they made it useless across the board.
On top of that, they now made a survivor meta perk that's ran almost every game even stronger. Iron Will basically grants invisibility to all killers when injured. And considering how broken sounds are in this game--like the many inconsistent times you can't hear foot steps or silent slugs--you now just gave survivors the ability to be invisible and killers have no counter. Not even Freddy who has add ons for it. This effects more than just Spirit.
People want to ######### about Stridour Spirit but act like survivors getting invisibility for being injured is a good thing? Them getting a reward for getting hit in chase, something that is not a goal to happen? And killers getting yet again punished for performing well in chase?
Weird.
You act like bloodhound, predator and other teacking perks don't exist. Plus perks that counter blood pools all have timers lol
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I wouldn't. It doesn't need changing. It's a simple perk that does an amazing job at what it does. Much like sloppy butcher.
Use bloodhound, predator, play Oni, etc. There are other ways to track aside from sound.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2343021#Comment_2343021
that doesn't work and if it did then it wouldn't be an issue.
Watch any high level killer go against it so you can learn to bait it out. It's not as hard as the forum makes it out to be and isn't impossible. A major part of killer gameplay involves mind-gaming and this is one of those instances.
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@Vulgun said:
Let's make this game a little fairer for the Killer, but also a little more fun for the Survivor. You know, since this game needs a shake-up quite badly.
Bloodpoint Gains
- Buff: Bloodpoints earned from Survivor score events is increased by 25% in all categories, allowing Survivors to earn more Bloodpoints faster.
Generator Repair
- Nerf: The amount of charges required to repair a generator is increased to 120 (from 80), increasing total time required to repair a generator to 120 seconds without any other factors.
- Nerf: Repair speed efficiency is nerfed between all Survivors.
- 2 Survivors: 65% (from 85%)/1.3 charges/second
- 3 Survivors: 50% (from 70%)/1.5 charges/second
- 4 Survivors: 45% (from 55%)/1.8 charges/second
- Buff: Great Skill Check Windows are now increased by 7%.
- Buff: Survivors now gain a passive increase to repair speeds if another Survivor is killed, sacrificed or disconnects, increasing by 10% per Survivor, up to 30% for the last one. This will not stack with Perks that increase repair speed efficiency.
Totem Cleansing
- Nerf: Cleansing speed on Dull Totems is increased to 60 seconds.
- Nerf: Cleansing speed on Hex Totems is increased to 30 seconds.
Healing
- Buff: The amount of Survivors that can heal you is increased to all three.
Hatch Escape
- Buff: When a hatch is closed, Survivors can now re-open it by themselves after 20 seconds.
Items
Keys
- Removal: Keys are now removed from the game.
Maps
- Buff: Maps now inherit every Key add-on.
Wooden Planks
- Addition: Wooden Planks are a new item that allows Survivors to fight back against the Killer, albeit in some feeble attempt to. Using a Wooden Plank on a Killer will:
- Cause their Basic Attack to go into the recoil animation if it connects during a basic attack.
- Stun the Killer for 3 seconds.
- Wooden Planks only have 1 charge and thus, one use.
- Killers stunned by Wooden Planks are given a 30 second invulnerability period before being able to be stunned by the Wooden Planks again. Killers are also given an "Invincible" timer on the far right of their screen to tell how long they are invincible from being struck again.
- Wooden Planks cannot stun a Killer that is carrying a Survivor.
- Wooden Planks come with no add-ons.
- Item rarity for Wooden Planks is Very Rare.
Iron Pipes
- Addition: Iron Pipes are a new item that allows Survivors to fight back against the Killer, and they are a little more effective than a Wooden Plank. Using an Iron Pipe on a Killer will:
- Cause their Basic Attack to go into the recoil animation if it connects, and increase the recoil duration by 50%.
- Stun the Killer for 5 seconds.
- Iron Pipes have 3 charges, and thus, 3 uses.
- Killers stunned by Iron Pipes are given a 60 second invulnerability period before being able to be stunned by Iron Pipes again. Killers are also given an "Invincible" timer on the far right of their screen to tell how long they are invincible from being struck again.
- Iron Pipes can stun Killers who are carrying Survivors.
- Iron Pipes come with no add-ons.
- Item rarity for Iron Pipes is Ultra Rare.
- Running Iron Pipes will reduce the amount of pallets on the map by 2 per player using them, up to 8 pallets.
Dodge Roll
- Addition: Dodge Roll is a new base game mechanic that allows Survivors to dodge 1 attack from the Killer, although it will put them in the Exhausted state upon use.
Perks
Retired Perks
The following is a list of Perks that will be retired for Survivors either due to their ineffectiveness or being filler:
- Premonition
- Resilience
- Small Game
- Spine Chill
- This is Not Happening
- Self-Care
- Saboteur
- Balanced Landing
- Dead Hard
- No Mither
- Rookie Spirit
Adrenaline
- Nerf: The duration of Adrenaline's speed boost is reduced to 3 seconds (from 5 seconds).
Any Means Necessary
- Buff: Cooldown reduced to 80/60/40 seconds (from 100/80/60 seconds).
Babysitter
- Buff: Now grants the Endurance status effect to yourself when unhooking a Survivor and again for 3 seconds after you've unhooked them.
- Nerf: Being hit during this status effect will inflict the Broken status effect.
Bite the Bullet
- Buff: Now prevents the perk A Nurse's Calling from activating.
Borrowed Time
- Nerf: The Endurance status effect duration is reduced to 4/6/8 seconds (from 8/10/12 seconds).
Breakout
- Buff: Survivor wiggling speed increase is increased to 30% (from 20%).
Counterforce
- Buff: Cleansing totems is now 50% faster (from 20%).
- Nerf: Can no longer gain a stackable 20% increase in cleansing speeds per totem.
Decisive Strike
- Buff: Decisive Strike can now be activated regardless of any conditions; all prior deactivation conditions are removed.
- Buff: Decisive Strike is now activated by using a designated ability button, rather than a skill check.
- Nerf: Only tone Survivor can have Decisive Strike at a time.
- Nerf: Decisive Strike can only be used once.
Deliverance
- Buff: The second hook state is no longer a Struggle state if Deliverance is active.
Distortion
- Buff: The amount of tokens you start with is increased to 5 (from 3).
- Buff: When hooked by a Killer, all Survivors outside of a 32 meter radius of you will no longer have their auras read by any aura-reading ability.
- Nerf: You lose 2 tokens if you are hooked by the Killer.
Flashbang
- Buff: Flashbangs can now be thrown upward and forward by looking up.
- As you can imagine, this will make chases more hilarious when these hit.
- Also will make it so that they're more useful and less predictable.
- Buff: Flashbangs that are within a 4 meter radius of the Killer will now stun them out of any actions they are performing, including pallet breaking and hooking. This is on a cooldown of 120 seconds to prevent abuse.
- Nerf: The total amount of Flash Grenades that can be on the field at once are reduced to 8 (from "Infinite until the game crashes"). Adding another will despawn the first Flash Grenade that was crafted.
Flip-Flop
- Reworked: When recovering, 50%/75%/100% of all recovery progression is transferred over to your Wiggling progression.
- Nerf: This Perk has a cooldown of 120 seconds.
Head On
- Nerf: The duration of the Exhausted status effect is increased to 160/140/120 seconds.
Hope
- Nerf: Hope no longer stacks with any other speed-boosting perk.
Left Behind
- Rework: Left Behind no longer allows you to see the aura of the hatch. However, if you are the last Survivor in the trial, you:
- Buff: Now take 3 additional hits before being put into the Dying State.
- Buff: Have a 100% action speed increase in repairing generators, cleansing totems, opening chests, re-opening hatch and opening the exit gates.
- Buff: No longer automatically progress the Entity Sacrifice to the third stage when hooked.
- Buff: Have a 100% chance of unhooking on the first stage of the Sacrifice (or second if you have Deliverance active).
- Nerf: Now suffer from a permanent Broken status effect.
Mettle of Man
- Buff: Mettle of Man now activates whenever you take 3 hits in general.
- Nerf: Mettle of Man now has a cooldown of 180 seconds on activation.
Off the Record
- Nerf: Off the Record now only has a duration of 240 seconds after the start of the trial, after which it deactivates.
Prove Thyself
- Buff: Succeeding a Great Skill Check while Prove Thyself is active now increases generator progression by 10%. However, this only applies to the user and not the other Survivors, and will not apply when Toolboxes are being used.
- Nerf: Prove Thyself deactivates if any Survivor is using a Toolbox to repair.
Smash Hit
- Buff: Smash Hit now causes any pallet dropped to stun a Killer for 5 seconds. This only activates if you are not exhausted.
- Nerf: Any pallet dropped on a Killer with Smash Hit while not exhausted will cause it to break.
Soul Guard
- Buff: Soul Guard now protects the user from the effects of all active Hex Totems. The following is a list:
- Blood Favour no longer causes the Entity to hold up Pallets when hit.
- Crowd Control no longer blocks a window during a rushed Vault.
- Devour Hope no longer inflicts the Exposed status effect nor does it allow the Killer to kill you.
- Haunted Ground no longer inflicts the Exposed status effect.
- Huntress Lullaby no longer affects Skill Checks.
- No One Escapes Death no longer inflicts the Exposed status effect.
- Retribution no longer causes the Oblivious status effect and will no longer let the Killer see your aura.
- Ruin no longer causes a Generator you last repaired to automatically regress.
- The Third Seal will no longer inflict the Blindness status effect.
- Thrill of the Hunt will no longer reduce cleansing speeds.
- And Undying will not go into effect when cleansing other totems.
- Nerf: Soul Guard no longer grants the Endurance status effect.
- Nerf: Soul Guard's active ability now only activates after all Totems are cleansed.
- Nerf: Soul Guard has a cooldown of 60 seconds when picking yourself up from the ground.
- Nerf: Soul Guard can only be used by one Survivor.
- Nerf: Soul Guard will now guarantee that you are the Obsession.
Sprint Burst
- Buff: Sprint Burst can now be activated by pressing the Activate ability button.
- Nerf: Sprint Burst will override the ability of Dodge Roll when used.
Unbreakable
- Nerf: Unbreakable will no longer activate if:
- The Survivor already used Soul Guard to get back up.
- The Survivor runs Decisive Strike.
We're Gonna Live Forever
- Buff: The amount of tokens earned when using this Perk is increased to 4/6/8 (from 4), also increasing the maximum amount of Bonus Bloodpoints earned from 50%/75%/100% to 100%/150%/200%.
At this point, I should just make my own game. Probably would be a way better and more productive use of my time. These changes would make the game's weakest point (in my opinion) so much stronger.
This entire post can be summarized as "Give Survivor's as little counterplay as possible but I add a few buffs so it seems like I'm not biased."
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Takes longer to find 4 people as opposed to finding 1
Killer queue times will always be inherently longer.
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Ratio
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OG map offering. Since the idea that they only slightly or moderately increased the chances of getting a map (plus they cluttered the blood web) it seemed redundant. So they got rid of them in favor of the green map offerings we currently have.
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@beaupresto said:
Exhausted on the ground after pressing the active button for this perk is ridiculous. If you press that button before the killer connects with you body that should be a miss....simple. Killers swinging through dead hard, hitting survivors in the dead hard animation or even getting a hit before the animation starts and you obviously see you’re exhausted but it didn’t work is a problem and needs to be fixed. I find it crazy how survivors get a bug such as killers not being stunnable, killers having maxed coupe de grace and they didn’t even have the perk.... (them shits didn’t get fixed for weeks) but let a survivor get a bug where we can’t get hit while in a vaulting animation..........the tears will have that ######### fixed within 1 day. Make it make sense can we get some equality please. And before you killers attack me i have no sympathy for you. I am a survivor main i never touch killer unless there is a ritual, and i’m a rank 2 killer. I haven’t touched a killer blood web or leveled up any killer at all on this game, and i destroy red ranks and swfs with one tier 1 perk and no add ons every different killer ritual i get. Consistent killers and killer mains get a power, 4 perks, and add ons to increase their power to get 4ks if they have some iq and knowledge of the game . I’m doing all that with no perks and just IQ, but SuRvIV0rS are s0000 op and at a shed of any tear we get nerfed, perks nerfed, and bugs that cripple us sit on the game for weeks. Make it make sense we need more equality. Shoutout to the community and killer mains i love y’all 🖤
This perk is actually worst utilized to tank hits. Use it to get to a vault location or dropped pallet to extend your chases.
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@GannTM said:
Just going to ask a straight forward question to the people who want Spirit "nerfed": are you asking for a buff to compensate? It doesn't sound like you are because of the way you're wording your logic. I feel like a lot of people need to realize balancing things out doesn't always necessarily mean nerfing them. Let me educate a lot of survivor mains that the definition of "nerf" is "to decrease the power of something." Why does Spirit need to be a weaker killer? I main Spirit and agree she needs some tweaks but it's not impossible to keep her as strong as she is while balancing her out.
I've seen many people make proposed changes to Spirit that have so many flaws in it that it makes me feel like they have never played Spirit before. I remember watching this one guy on YouTube that ranted about how "OP" and "easy" Spirit was and proposed that they should bring back the breathing bug along with having a fatigue coming out of phase similar to what Nurse and Legion has. As you expect, I didn't hear about any buffs she can receive to compensate. These two changes would immediately drop Spirit down to B-tier and would honestly make her just as hard as Nurse in some situations. Honestly wouldn't really mind if she was almost as hard as Nurse as long she's still on Nurse's level of strength. Adding a fatigue to Spirit's kit is such a big addition that you'd almost have to make Wakazashi Saya (purple reappearance add on) base kit to balance it out. I've also heard people say Spirit shouldn't be able to hear survivors while phasing. Spirit relies so much on audio that this would about kill her. All survivors need to do against Spirit is to make distance and double back as soon as they see Spirit stand still if she couldn't see or hear them.
I really don't mean to be rude when I say this, but if you don't play Spirit, then your ideas for her probably aren't going to be good, and this applies to every killer. If you do want to brainstorm good ideas, play Spirit more often and you'll get a better understanding of what would be best for her. Also, for the love of Jane Romero's thickness, please stop saying to nerf a killer without proposing something in return. That right there proves to me you're only for one side. Not saying there aren't people that are bias towards the killer side and think that Spirit's flaw in giving the survivors little information is balanced. There are definitely a lot of Spirit players that ruin the reputation of my waifu because of their toxicity and entitlement. We can all ignore those people and the survivor mains that do the same and have a civil discussion about this topic.
The situation is not about Spirit herself being way too powerful, but her ability have a significant lack of meaningful counter-play.
- Hillbilly can go across the map yet has little horizontal control over his direction, allowing survivors to kite him
- Nurse has her blink cooldown and the 'cough' that occurs following her blink attacks
- Freddy's counter-play let's survivors avoid most of his power entirely by letting them wake up.
I could name off more examples but Spirit has none of this. It is impossible to tell where she could be when using her ability and the only counter she currently has is Iron-Will, which is negated by Stridor.
Spirit should have an auditory or intermittent visual queue that could tell survivors where she's going and she would instantly become much less frustrating to deal with.
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@onemind said:
I just got put against a full team as nurse and I'm not the best nurse but they all had iron will and I just started thinking if I was spirit theres no counter play to that
So please tell me what's the counteplay to iron will
I'll wait
You stated the counter in your title. It's Stridor.
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Like all exhaustion perks, Dead Hard is designed to extend chases and provide survivors a small safety net that can let them loop for just a little longer to waste a killer's time. Killers should be winning chases they commit to 100% of the time. They're faster, can hit through vault spots and can attempt to mind-game survivors to get them to lose; this isn't even to mention some killer powers are great chase abilities, looping gives the survivors a way to extend the chase long enough for their survivors to complete objectives. Sprint Burst is no worse than Dead Hard, allowing survivors to get a massive head start on killers the moment they're seen, Lithe allows you to abuse common looping spots to gain a boost to extend a chase even further, Balanced Landing can let survivors utilize drops to their advantage where they would normally be at a disadvantage.
You need to either bait it out, take it, or use addons like Huntress' Venomous Concoction to counter it and to be honest it's fine the way it is. It's best utilized as a means for survivors to get to a pallet or vault spot they might not have been able to in an effort to extend the chase a little bit.
Fortunately, from my experience it's never a good perk for trying to take hits as this game's net-code can often work against the survivor.
If a survivor is giving you that much trouble stop chasing them and go for someone else. It is not the fault of Dead Hard that you cannot win the chases you start.