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Blazelski

Blazelski

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Blazelski
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  • I was really hoping for some more major perk buffs myself to spice things up. Hopefully this year's 40-ish+ perk overhaul is still coming (next midchapter?). And yeah, there is definitely going to be consequences of the healing nerfs that are going to need to be addressed. Sloppy Butcher will get incredibly tiring. Hopefully they seperate self-healing speeds from altruistic healing speeds.

  • I met my partner through DbD. Hung out for about 2 years, then we moved out of our parents' houses and now we live together for the past year and all is good!

  • @[Deleted User] said:

    What do you like about it? I like that it encourages teammate saves.

    I like that, but my favorite part is how we have a dedicated perk for pallet/flashlight saves! No more people having to hold sprint burst and hope to get lucky.

  • @Chordyceps said:

    I originally said yes to afk but no to lockers, but I've kinda changed my mind to no for both. Both of these kinda communicate the same thing: your teammate is doing nothing right now, which is already shown by a lack of an icon.

    This, plus this just increases the chance of people throwing the match because "My teammates keep getting in lockers!!" meanwhile they are healing from Inner Healing. I don't want more unnecessary throws from petulant players.

  • The pictures are very confusing, but the video is interesting! Nice to know!

  • @Peanits said:

    Likely neither: The rating you see depends on your matchmaking ratings. Their ratings might be higher or lower than yours, meaning a different role may be in demand in their range.

    e.g. If your rating is super high and more Survivors are needed there, you might have a bonus for Survivors. Meanwhile if their rating is lower and there's plenty of Survivors playing in that range, they might see a bonus for Killers instead.

    Oh, I didn't know that. Thanks for the clarification.

  • It's funny because we both pretty much only play survivor with each other, so our MMR for survivor shouldn't be too different. They are a better killer than me, though.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/345762/what-do-you-guys-think-about-the-perk-process-explained

    I disagree with some of your points here.

    I will outline a couple times this perk came up pretty big for me. Only played about 10 games with it, for reference.

    1. The match where i got Adept: Down to the final 2 working on the last gen teammate in chase, 99'd the gen after they went down, popped the gen after they died (Crossmap on death hook, nothing I could do), Gen was by a door, i booked it away to the other door and got the left behind achievement while the killer was checking the area of the gen and looking for hatch.

    2. Had a killer going for 4 man slug chasing me with rest of team on ground, Lithe with quick and quiet with a double back i was able to lose the killer and get the whole team back up, still lost this one but instead of dying at 4 gens made it to endgame

    3. 3v1 2 teammates on hook close together, snuck in got the killer to chase a pebble ( I was injured and put the pebble in the COH boon area) and got both unhooks, managed to turn a 2 man escape on this one.

    I mean food for thought, those are all pretty healthy uses of the perk, definitely interesting situations, and some fun synergies.

    Sorry, I should have specified I was really criticizing how the perk was released in it's first state, on the ptb. As that the perk should never have been submitted in that state, imo. I still think it's a bad perk, but it's potential for a team comeback that it has now isn't terrible. Those do sound like fun instances, though!

  • @Shroompy said:

    Quite honestly I see this perk as a wasted opportunity, as this perk could of been perfect for Solo Q. Best way to change it? Make it give you the benefits when your X amount of meters away from another Survivor

    This way it has synergy with other perks, interesting gameplay with stealth, makes it a pretty decent perk on its own, and is still very much thematic

    I actually had the same thought occur to me while typing this out. Not sure how I feel about it, but it would be a better perk.

  • I actually really like most of these changes, with just a few strong exceptions:

    Kinship is now meta and too passively strong by itself. Single-handedly denies the killer pressure from hooking.

    Botany Knowledge would be broken when combined with Built to Last.

    Iron Will is still good, everyone has overreacted to it's nerf, imo. This would be too strong again.

    The Urban Evasion buff is great, but the nerf isn't needed.

    Boil Over is not a great perk, not sure why it needed a nerf.

    Flip Flop buff is too much. Would probably make Exponential, Unbreakable, Power Struggle, and Flip Flop an unstoppable combo.

    Dance With Me should really work on falls imo, to give it synergy with Balanced Landing.

    Desperate Measures change doesn't really make sense. Also encourages tunneling.

    Smash Hit would still be bad. It should just trigger on dropping a pallet. It still demands resource use, unlike every other exhaustion perk.

    As much as I was at first looking forward to Wiretap + Open-Handed, the combo would be absolutely broken.


    Again, I think most of these changes are great, and some are quite inspired!

  • What a pleasantly formatted post. What a thoughtful and considerate argument/point. A higher quality post than this forum deserves!

  • Literally just thought it was funny that you were asking for him to be more similar to Nurse, considering the profile picture. I went out of my way to make it clear that my comment wasn't mocking you. I know it's easy to be mean/rude on the internet, but I don't take part in that and encourage others not to as well.

    EDIT: What the #########? Why can people edit my comment? What the actual #########?

  • a person with a nurse portrait prefers a long first "range attack" and a second shorter one. Mysterious.

    Not saying what you're saying isn't valid, it's just very funny.

  • I absolutely agree. I made my own thread recently where I said that they should just put dresses on the guys if that's what they need to do to create some interesting cosmetics for them. And I mean it. Whatever it takes.

  • I voted for the second because the poll is biased and dishonest.

  • 4 people bring Plunderer's Instinct, and all of them bring Shiny Coins. The killer also brings Hoarder. The hallways in RPD are now blocked off by chests. GG!

  • When Charlotte releases Victor is one of the most satisfying sounds in the game.

  • Yeah. They've been doing quite competently recently. They even reverted the recent change to MoM, when acknowledging purposeful missteps has proven to be a weakness of theirs (see Hillbilly). If they nerf Nurse in some sufficient way, improve solo-que knowledge/communication, and make basekit nerfs to the camping strategy (stop band-aid fixing bad gameplay with perks: Assurance) those are the three major things left that still need addressing. Particularly if those first two finally get addressed, I'll be able to unironically give this game a positive review on Steam after all these years. Though more perk reworks would be eagerly welcomed.

  • I absolutely agree with Zarina. It's practically written canon due to For The People. In my headcanon she's vegan because she's got the moral foundation and experiential background necessary for it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045135#Comment_3045135

    In a perfect scenario, I'm sure we'd all love that. But unfortunately changing the rules to have more winners is just the easy part. Unfortunately there's just not enough time to add even more to the schedule at the moment. Between the other outfits in the tome, the store, and any events that may be going on, the art team's pretty swamped with outfits to create as is.

    If there's anyone who I didn't need to be told is overworked at BHVR, it's the art team. I absolutely believe this.

  • You're right. These are the obvious changes the game needs. The second one is probably complicated, but the others would be pretty simple. These changes are taking a little too long to implement.

  • These are some really good and really bad ideas. Victor regrowing time is already complained about from survivor POV for valid reasons. I don't know what the point of getting rid of Incapacitated is, except for making holding Victor hostage even smarter, and the reduced recall time isn't enough to make that not annoying. Crushing Victor now takes way too long to even be doable while Victor is controlled, making most misses unpunishable. I'm not sure what the goal of this rework is.

  • I mean, yeah it's killer-sided. They were explicitly aiming for killer-sided. They said as much in the patch notes. I don't even think it's necessarily wrong to be killer-sided, I just think it needed to come with buffs for solo que and nerfs for camping, and it didn't.

  • I like the idea and agree with Aku, well done team!

  • @lildunks said:

    also how do you get one of the devs to view your post? is it just random?

    They work like any other human. They decide what to look at and respond to.

  • @bm33 said:

    It's just the ones they worked on for this mid-chapter. As Peanits said in another post - they only have so much time to work on an update, these are the perks they could fit into this update.

    https://forum.deadbydaylight.com/en/discussion/comment/3004971#Comment_3004971

    Yeah, I read that post, I was just wondering if future perk adjustments are still coming at all this year (already in the pipeline), or if the purpose of this patch is to not have to worry about perks for a while.

  • Blast Mine + Repressed Alliance is a classic. Never let killers get the Pop off.

  • I doubt it, as this happened to me and my friend in the same match earlier today, and I believe it happened to me yesterday as well. Seems to be something wrong with the game atm.

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005113#Comment_3005113

    It depends on the context -

    If the survivor has sprint burst off cooldown, then it's great because they can use that 5 seconds of exhaustion to try and time a sprint burst mid-chase.

    If the survivor has just used sprint burst to escape a chase, they can't work on gens and recover sprint burst at the same time, which is potentially a lot of forced downtime.

    Yeah, good point, but that's also basically what I meant. Sorry for not clarifying.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005069#Comment_3005069

    So Chaotic then; maybe it is more of a Map Balancing problems then just speed in general.

    Yep, it's a map balance issue for sure. That's been pretty widely agreed upon for a while.

  • @jesterkind said:

    I don't think Sprint Burst is as bad as Dead Hard, not even close. It's annoying to have someone motor away from you at the start of a chase, but at least you'll know they're exhausted afterwards-- not to mention that SB is weaker against the tools that killers can use to inflict Exhausted, like Fearmonger.

    Sprint Burst every match would get annoying, but something tells me most players aren't going to want to micromanage their exhaustion perk the way that Sprint Burst needs. I'd imagine most would rather pivot to Lithe, among a few others.

    I actually read a comment in another thread that said Fearmonger actually helps people 99% their Sprint Burst, and I think they have a point. I'm not sure it's a good counter.

  • @Mozic said:

    I agree as well! Though I think it's kind of inevitable that some "meta" will form and that a lot of people will adhere to it - that's how it works in all competitive spaces. The real tells will be about how much variety there is, and how likely the meta is to see more shakeups of this scale in the future.

    Like, I am definitely bound to get tired of seeing the signature "survivor is just walking away for the first few seconds you see them" sprint burst tell, but I'll adapt accordingly.

    You're absolutely right that there will always be a meta, but I don't think we have to be accepting of a Sprint Burst meta just because it's better than a Dead Hard meta. For instance, a Lithe meta wouldn't bother me in the slightest, a Head On meta would be hilarious fun, and a Power Struggle meta would be, imo, explicitly healthy. Sprint Burst just isn't a meta I can be satisfied with.

  • I don't think it would become chaotic, I think it would just be worse.

    For Bloodlust, sometimes you need to catch a survivor now instead of later (you need a Pop/Resonance now, or you've created a good workable deadzone). This means you need to force a down at a safe-ish pallet. Bloodlust lets you accomplish this eventually, and that should be an option. It also needs to exist for people who are bad at killer as a safety net against good survivors.

    For injured speed boost, that's even more important. Forgetting about STBFL for a second, survivors obviously need the opportunity to reach safety after being injured, and getting rid of the speed boost would make for very short chases in some cases.

    Both these mechanics are necessary.

  • I have no idea how accurate your guess are, but I have to say that I LOVE your guess for a Coulrophobia change. I'd be so happy if that was actually the change.

    If a lot of these are pretty accurate, I don't actually see the meta shifting much. For instance, right now no one runs Off The Record because Decisive Strike exists. If your guesses were close, this would still be the case. I'm hoping Off The Record gets at least partially reworked.

  • @xestioc You're absolutely right. While no DH will be nice, I remember the days of absolutely everyone Sprint Bursting away from you, and it was ######### miserable. If 1 person runs it, it's fine. If a whole team runs it, playing as killer is mentally draining because everyone is always safe, you can't ever "just drop chase and find someone else."

    There will almost certainly be a new Sprint Burst meta, and it will lead to understandable complaints about killers wanting Dead Hard back because of how it's just a different kind of unfair misery.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/327238/the-dredge-is-the-best-killer-youve-made-since-blight

    I re-installed the game to play the new killer.

    Are we playing the same game? The killer is TOO GOOD.

    Like you're saying, he has map presence, scare factor (stealth), anti-loop, and mindgames. All in a single kit.

    I played him for probably 8 hours total. First 3 hours, I even forgot he had the anti-loop, and even without using it, I was wrecking any survivor team i went up against. It just felt so unfair for the survivors I was going up against, they couldn't do ANYTHING against me after a few gens popped. And that should say something, I am generally bad at playing killer, and I was completely destroying the opponents even when going up against a full team of borrowed / decisive / dead hard meta slaves.

    The teleporting alone can be used so frequently that the survivors have no chance of finishing the final generator. All I had to do was let the survivors finish the gens furthest from each other, deliberately letting some of them pop. After having the final 3-4 gens either in a straight line (no matter distance), or 3 gens relatively close to each other, it was a GG... no matter how poorly the match went for me earlier. Just had to teleport to the furthest gen from me - if passing the other gens during my teleport i could hear it's progress and if it was being worked on. Then just walk there, or if i dont hear anything just check the remaining gens and teleport back to the first one.

    It's stupidly broken and he needs a nerf, imo a longer cooldown between teleports because that thing is avalable too often.

    Edit: I first played 2 hours of survivor, and when going against him I didn't notice these things.I lost a majority of matches against him, but he was fun to play against. I just didn't understand that he was so broken until i played him myself, because as a survivor you don't really notice how often he can use his abilities.

    I haven't attempted to hold a 3-gen with them it yet, but I can see what you're saying possibly being true. He may be too good. But honestly, I'm biased right now because he's just so ######### fun and I don't have fun with killer much. I think it will take a little while for the community to discover just how much potential he has and how best to play against him.

  • If I could revote I would. I actually think that generic perks should only be introduced if they are needed to deal with new game mechanics, much like boons. More perks is the exact opposite of what we need. We already have perks that don't do enough, and ideas are running out. If anything we need either less perks overall, or all perks to be relatively balanced, and creating more perks would make the problem worse.

  • I main Ace because there's no real character I relate very strongly to, and I find Ace's larger-than-life, ridiculous personality and cosmetics funny and it matches my mostly casual, non-meta-perk-using playstyle. The closest to my actual personality/values might be Nea with her anti-establishment values, but I feel like she's just a skater-rebel stereotype, rather than a real activist for meaningful change for the better. If a vegan character/activist (non-stereotyped) would actually come out, I'd main them for sure.

  • @Ganoniroth said:

    The person you were spectating was hacking. Hackers will cause people who spectate them to crash so that they cannot get complete evidence of them hacking.

    @Brokenbones said:

    Can confirm cheaters can force crash you if you try to spectate them

    Had it happen to me a few times

    Ah, okay, thanks for the clarification, folks.

  • 1 would be visually annoying, but 2 is a legitimately good idea that Otz suggested, and it seems like the one that makes sense. After hemorrhage, Blindness really is the last status effect that borders on useless.

  • I think the Modified Ammo Belt would be too strong in addition to the base buff, and would be the new brainless auto-equip addon, and only a brown. IMO, Slinger is a bit problematic when he reloads too fast. I'd be fine with -0.35 seconds though, I think. The Wanted Poster might be OP, but I'm honestly not too sure.

    I honestly think the Barbed Wire could have both suggested buffs and it would be fine. I really like all the other changes you made.

  • Yeah, it's used for that. And it's a horrendous perk idea. Thankfully it's also a really bad perk and so it's mostly used for throwing in the trash. Now imagine that it's still best to use it in that way, but it's a better perk now that also works for proxy camping. Doesn't sound healthy to me.

  • Horrible idea. Literally would be used to camp and counter Kindred. Horrendous.

  • I haven't spent any money on purely cosmetics. If perks were more balanced and base-game mechanics disabled gen-rushing, camping, and tunneling, then I would probably give them $5 dollars for their efforts (I'm very cheap). That said, I realize it's a lot more efficient for them to rely on whales rather than putting in that effort for people like me.

    The upcoming meta-shifts and base-game changes might be the start to me thinking they genuinely deserve some compensation for improving the experience of playing the game. But they can't just nerf the meta, give a partial BT basekit, and then call it a wrap. That would be just the start.

  • What the #########? They did this? Why does every tome have to have obviously terrible challenges that will actively ruin the games where people try to complete them?

  • Oooo, honestly a nice little buff! I'll never run a boring yet problematic perk like this regardless, but at least this would make it slightly more interesting and useful.

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