Megmain80
Megmain80
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- Megmain80
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3067928#Comment_3067928
If you're splitting hairs over these kinds of semantics I can understand why it's hard for you to not take things seriously.
dude that was a joke.. It is a subtle joke, but you can tell its there because I agreed with you that it's funny in accidental situations.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/3067329#Comment_3067329
I mean, I respectfully disagree; not only does BBQ require hooking a survivor, it has a range requirement to only show auras outside 40m, and then it's only for a measly 4 seconds. With this in mind, now it is essentially completely outclassed by Floods of Rage except MAYBE on a handful of super mobile killers (e.g. Blight, Billy), and even then that's only arguable. It really needs some kind of additional effect to remain an even semi-useful perk.
Anecdotally, I would get a ton of use out of WGLF's 100% healing speed buff to downed survivors, regardless of the point increasing aspect of the perk, and this was before it got buffed.
The era of people comparing BBQ to WGLF is coming to and end, as they are no longer the "extra points" perks. However WGLF got a buff in compensation for the removal of its extra points mechanic, while BBQ didn't, and I believe this will just relegate BBQ to the dustbin of mediocre-at-best perks, unfortunately.
My point is WGLF depends on a survivor being slugged and maybe that happens once or twice in a match, maybe not all. Anecdotally, I don't get much use from the fast pick-up speeds, now with the additional requirement of already taking a protection hit they needed to spice it up just a bit and I think that is fair.
BBQ is a perk used constantly and even though there is a range requirement it works in the natural course of a killer doing their thing, they don't need to do anything special to activate. Your suggestion would make BBQ way over tuned. I really don't think the pick rate will go down that much for this perk. All killers can make use of the aura reading - even on trapper I've found it to be very useful.
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I stand by my suggestion, take it or leave it. I'm kinda done talking about it.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3067664#Comment_3067664
You run by a locker to use Deception and unbeknownst to you there was someone hiding in that one locker on the map? Yeah that's funny.
You originally said 'hilarious' not 'funny'...sure it can be funny in an accidental situation. Like randomly opening a locker as killer and grabbing a survivor you didn't know was there.
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@Mandy said:
The whole sandbag part - there's actually many perks that can be used in that respect if one so desires it. Bond, Empathy etc nerfing a perk because this could happen in rare cases isn't practical.
Deception is not a super strong perk, it's one of those fun ones that happens to have some decent synergy with other perks, and most often when I've revealed someone hiding in a locker I never even had a clue they were there in the first place. That's part of the risks you take when you go into lockers as well though.
I'm well aware of how survivors can sandbag with other perks, however that is done passively and there wouldn't be a way to help that. I'm suggesting that a perk that interacts specifically with lockers shouldn't function if a survivor is already in one. You're actually proving my point since it happens accidentally most of the time. Most survivors don't try to sandbag each other. Maybe it's funny, but it's not logical.
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@Viskod said:
It absolutely should work because it's one of the most hilarious things that can happen in the whole of Dead By Daylight.
You must have a low bar of what is hilarious.
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@Mandy said:
why would you hide in a locker against Rancor, when Rancor shows the location - and a locker doesn't hide that?
As someone who often runs Deception, I've randomly Deceptioned lockers where a survivor has been hiding, lockers aren't always a safe space! Making the perk not work on a specific locker because someone has decided to hide in there I doubt would be a thing, as it would nullify the perk.
I like how you’re making this about my decision to go into a locker (after the initial snapshot of survivor locations btw) and not that the game allows surviviors to sandbag each other like this. I’ve also had this happen when I’ve gone into a locker with head on. It doesn’t happen on accident either, it is intentional. It should nullify the perk on those occasions and that’s my point of this particular feedback, I guess you won’t be passing that along though since it would affect a perk you use frequently.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3067366#Comment_3067366
It's a fun perk was all I meant lol
🙄🙄
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@ElleGreen said:
It makes the perk more realistic some people sabotage others to get ahead its morally a very complex and interesting perk you getting rancored feels like that's on you
For the record, I escaped that match and they didn’t. If I hadn’t though, how do you suppose that’s on me? I don’t have a choice of being the obsession and I certainly didn’t deception my own locker…maybe you should check your logic before making asinine comments.
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@AGM said:
I mean, that's fine I guess? But if we look at what they did to WGLF, where (in addition to the 100% healing speed of downed survivors) upon unhooking someone or taking a protection hit, the next time you pick up a survivor in the dying state that survivor gets 10s of endurance, I believe BBQ needs either: a massive duration buff (think like, 8 seconds or so), a good secondary effect that actually affects gameplay, a slight range limit decrease, or a little of everything.
Since its niche is "information" perk, I might make it something like this:
- After hooking a Survivor, all Survivors who are farther 44/40/36 meters away from that Hook have their Aura revealed for 6 seconds. Whenever a survivor is unhooked by another survivor while you are farther than 44/40/36 meters from the hook, the aura of the survivor who performed the unhooking action is revealed for 6 seconds.
The first effect is the Barbecue, the second is the Chili. 😁
Your logic doesn’t track. WGLF got the secondary effect because it’s almost never useful. It depends on a killer slugging and you having already taken a protection hit.BBQ with a hook activation is useful constantly, adding another effect would be over powering.
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@Crowman said:
Killer Instinct exists to not be counterable. It's why you don't see perks giving killer Instinct and it's solely tied to a killers power.
devs can do whatever they want with the game including countering killer instinct.
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Classless
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I may stop playing…we’ll see how it goes after the patch. I never used DH, but when other survivors used it, it benefits the entire team by keeping the chase going. Shorter chases and slower gens doesn’t bode well. I don’t play this game to be a punching bag for killers, if that’s what it feels like then I won’t play for too long.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3064129#Comment_3064129
the patch nukes meta on both sides
buffs perks for both sides
gives basekit changes for both sides
survivor mains:- we're ignored :(
Lol…survivors got nuked, killers got fly swatted. The meta perks for killers will still be usable while survivors won’t be. In addition, base game changes highly benefit killers, a 5 second mini BT is the only thing survivors got which is almost nothing. But yeah, both sides got nuked. Eyeroll.
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Fantastic idea! Love it.
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they listen to the feedback, but they choose to ignore survivor mains. Given that the next patch is a huge killer buff…
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If someone does this and they don’t get off, I leave them on the hook. It’s really dumb.
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@SweetTerror said:
BHVR, thank you for listening to the community. These upcoming changes from the ptb for the mid chapter is most welcome news. Honestly, I have no complaints. Thank you for shaking things up, because it was sorely needed. The only thing that I'm looking forward to now is the bot implementation. Hopefully it comes sooner rather than later. There are many killers I would love to try in a non-sweat setting!
They didn’t listen to the ‘community’, they only listened to killer mains…big difference.
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They should just leave botany knowledge the way it is - 30% faster heal plus the item efficiency.
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I use botany knowledge now, but I won’t after the patch. I’ll be using desperate measures.
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if killer mains are this excited about the patch then it’s obviously a one-sided patch. This really blows for survivor mains.
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@BearMerchant said:
The changes to Botany Knowledge are terrible. You can't use Botany Knowledge with a basic brown medkit anymore. You can't use it with a basic green medkit anymore. You HAVE to take add-ons to get the same use out of these items that someone without the perk does, which means there's now almost zero point in looting chests looking for a medkit. That's going to feel horrible.
I understand that the perk is strong, and they're trying to alleviate some concerns around fast healing by inducing a penalty — however, that penalty winds up feeling extra miserable with the Bloodweb's RNG. You are at the whims of a system that could decide you don't see any medkit add-ons for hundreds of thousands of BP. If they're going to start shoving penalties into perks, they can't leave the leveling process as it is. It's just not good.
If you want the perk to be used for outgoing healing only, just make it do that, because this change was 100% unnecessary. Removing the efficiency was plenty enough of a nerf to the perk, not to mention it's thematically conflicting and makes zero logical sense.
By the way, you can take a single Circle of Healing to make sure your entire team can heal themselves in 24 seconds. To heal JUST yourself using 3 perks — Botany, Desperate Measures, and Self Care — it takes 27 seconds. How does this make any sense? And no, I don't think the solution is to nerf CoH.
What I wanted to see was a change to Medkits in general. Change how many charges you can acquire, nerf green medkits, just don't shove the solution onto the perk. Like so many other perk changes it's just going to wind up feeling awkward and bad to use.
They should just leave the perk as-is, 30% healing speed increase and item efficiency.
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Killers are supposed to have a narrow field of view…it’s not a mistake. I hate first person view as much as the next, but it’s there for a reason. Giving killers a wider field of view would be a huge buff.
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WGLF got a second effect because its very situational in match, it requires slugging, which doesn’t happen frequently. BBQ is used all through the match no matter what, it does not need a second effect. Also, WGLF isn’t even going to be used anymore where plenty of killers will still use BBQ. I’m not really sure killer mains keep insisting they only used bbq for bp, it’s actually the opposite. Killer mains use bbq for the aura reading and the bp was the bonus. Now the bonus bp is gone and killer mains will still use this perk in high percentages. Probably 50% will still use bbq while maybe 5% will use WGLF.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021391#Comment_3021391
Considering how this game was notorious for how frustrating playing the killer is, it will surely be balanced out.
Killer is only frustrating when playing 4 man swf sweating it out, otherwise it is cake.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/330406/iron-will-finally-has-a-counterplay
Iron Will has finally counterplay, and thats why people hate it and say "it got ruined" or "its completely useless now" or even "100% or zero value".
Thats what happens with crutches: people get used to them so much that they can't see the forest for the trees anymore and become blind to how impactful that thing is and how much it hinders a fun game.
NGL, I lost a few quite cool chases, just because I couldn't hear the survivor after I hit them. And then I would tunnel or camp the one THAT I found. Making the game less frustrationg for the killer will improve it for everyone in the long run. And yeah, I am not saying that the survivors shouldn't be allowed clever plays or that they should just roll over and let them be killed, but with 100% sound reduction, a lot of those clever plays weren't actually that clever, they were just mechanical superior.
Making the game less frustrating for one player, but more frustrating for the other 4 is not going to improve it for everyone. It’s actually making it more frustrating for 4 other players, because killers won’t change their play style just because the game is easier for them, and on t op of that survivor perks just got worse.
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@HectorBrando said:
https://us.v-cdn.net/6030815/uploads/0J8KOWNOLWP0/template-steve-buscemi-879-0c6db91aec9c.jpeg
Howdy fellow Survivor mains, Im a Survivor main myself and I believe if we all spawmed already on hooks it would finally bring the game to the sweet balancing spot that its in so dire need, Im sure we can all make compromises here.
Lol! Love this.
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You get 25k bp for exiting with the glyph thing
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Don’t worry, they will find something to complain about.
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@Brokenbones said:
Uh hello
Ruin was nerfed massively
Corrupt ends instantly after a survivor is downed
Pop no longer gives 20% straight regression, it's 20% of CURRENT progression
Gens now take 90 seconds
BT is now baseline
The changes impact both sides in positive and negative ways. While I don't know I'm 100% a fan of all the changes, I will say there is at least changes on both sides
These are perks killers will still run.
corrupt could potentially last longer than what it is now depending on how long it takes to down someone.
ruin isn’t even run anymore as is because there are better perks
pop is still powerful combined with the 2.5% automatic gen loss upon kicking
2.5% gen loss per kick and 10 seconds longer to repair a gen.
the survivor meta was nerfed so hard no one will run those perks.
we do get the 5 second BT, but that won’t really stop tunneling, just extend it a little- yes, bravo bhvr. This definitely an update in favor of killers.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3007294#Comment_3007294
You know that killers can still see the aura- right?
no, they can't if you do it right.
which is blatantly false
oh right, because you know why we use perks better than us, makes sense. For most killers there are just more optimal perks to use than BBQ even for just info perks -> but some killers just don't need info perks. BBQ is used mainly for extra BP on most killers. You can think whatever you want, but you are just wrong. We use that perk, we know why we do it.
Sure, even if you remove aura reading completely, I am going to use that perk whenever I need to farm BP. But you can bet there will be lot of ######### storm, as always for pointless nerfs.
Edit: If you would want to make it work only per unique survivor, you would have to remove range limitation. Just compare it with Bitter Murmur.
yeah, you have to be lined up exactly right and in the line of sight of the killer to be able to hide behind a generator so it’s basically useless way to hide. If the aura reading was removed, for fewer killers would run the perk, likewise if the double bp was removed many killers would still run it so it’s obvious the aura reading is important. We all know why you run bbq- it’s for aura reading and the double bp is the cherry on top. Stop saying otherwise, we don’t buy it.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3006101#Comment_3006101
You know that you can hide behind a gen from it, right?
You know that killers can still see the aura- right? Besides that’s not the point of my post. Every killer swears they only use bbq for the bp and that only a few killers can make use of the auras, which is blatantly false. 5 seconds after someone is hooked, killer is on me or someone else in nearly every game (25% don’t run bbq). So obviously aura reading is something that is extremely helpful for killers of all shapes and not just 2 or 3.
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@SeanLeo97 said:
Am I the only one who thinks The Dredge is too OP? He needs nerfing
This is the wrong place to be asking that question. Killer mains will of course disagree and since most people on the forum are killer mains it’s safe to say they won’t think he is OP. He is def OP. The ability to teleport without a cooldown is ridiculous and then top it off with the nightfall where it’s impossible to see and he moves faster is too much. Maybe it’s balanced for high mmr swf, but the majority of survivors don’t play at high mmr or in a swf.
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@DaddyMyers_Mori said:
https://forum.deadbydaylight.com/en/discussion/comment/3005351#Comment_3005351
You have only few killers that play BBQ for being good -> Huntress / Blight or other fast killers, but even on them there are perks that works more or less same.
Most players just want BP even tho it's not an optimal perk for their killer.
This is so untrue. I get screwed by bbq nearly every match. Every killer can make use of the aura reading. The BP is the cherry on top. This one gets a nerf. I’d like to see aura reading only kick in for each unique survivor hooked.
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@Barbarossa2020 said:
Every survivor wants to go hard to survive.
Why shouldn't i go hard and kill them.
Not everyone cares for bp. I've got nothing i want to p3 so why bother? why be nice?
then don't play during these events, just let other people have fun since you obviously enjoy toxicity.
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Either the skill check should be larger or a missed skill check shouldn't deactivate the perk for the rest of the match.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987784#Comment_2987784
Classic. Dismissing other people's opinion with some stupid logic just because you don't agree with it. Kind of sad.
I'm personally for toning down his Nightfall effect a bit, but I for one can still see during Nightfall fine, and that's not based on my experience with him, but against him. I just think right now it's too much for less experienced players, especially those that don't have maps memorized at all, and the area you are supposed to be able to see is sometimes too dark, especially because the edges of the screen are also blackened.
Also, pretty much every survivor I have gone against seemed to be able to navigate fine during Nightfall. Of course they can't see where they should run to, because they can't see pallet loops at further ranges, but they surely never walked into any object and got stuck, and were still able to loop me.
If you don't survivor main, your opinion is meaningless on this issue.
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It’s way too dark. Those who say it’s fine are killer mains who occasionally play survivor (if at all).
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987769#Comment_2987769
Nah it's fine. I played ~5 survivor matches today and it was great. It actually felt like a threat and made me play differently. I also realized how much map rng comes into play.
I doubt you played any matches as survivor.
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It doesn’t hurt my eyes, but I really don’t like how dark it is, especially paired with a new map. The darkness needs to be reduced by 40% at least.
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It’s better to let them heal you. It’s faster and you can save your medkit for a time when you are alone.
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@Xernoton said:
Right now BBQ is probably the most game healthy perk for Killers, so I hope they don't nerf it too hard. Just think about it: You get rewarded for moving across the map, hooking multiple people, giving you a reason not to camp and making you more efficient. Without BBQ there is pretty much no perk other than Devour Hope, that gives you a good reason to leave the person you just hooked in order to get some kind of value out of it. Also BBQ is a great perk for beginners since it teaches them about survivor movements.
Would be sad to see that go. Maybe they'll only remove the bonus BP, which would be sad but understandable with the upcoming changes to the grind.
https://forum.deadbydaylight.com/en/discussion/comment/2982512#Comment_2982512
It is poor game design. Just try to calculate how many BP you need for ONE character to be complete. It's ridiculous. With BBQ you got something out of your matches at least. Imagine getting a perfect game with 32000 BP, which is not even enough for one level up! Than with BBQ you easily get 25.000 BP for an ok game and double it. That's a lot better. So without the extra BP you need so much more time to get to that point. Also BBQ is the only perk for Killers that can give you more than 32000 BP for a match. The other perks with Bonus BP cannot do that, since they just make you reach the 8000 BP cap on each category faster. and nothing more.
You’re probably not a very good killer if you rely on bbq to give you incentive to leave the hook. Good survivors will just let you camp that one and do gens.
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Solo q survs don’t even run this anymore…time to find something else to complain about.
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/2982238#Comment_2982238
Except heal speed stacking, the lack of minimum requirement to using it and no risk to the reward it gives most of the time.
No, it’s fair.
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Nothing is wrong with this one-time use add-on.
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Just watch out for odd behavior. It’s not just teaming, but some people think it’s funny to tank other survivors. Every time I’ve noticed odd stuff, that survivor turned out to be a betrayer - trust your gut and don’t save them from the hook. I play with head-on and occasionally will have other survs point me out to the killer when I get in the locker. Last person who did that died when I could have taken a hit for them and let them escape. One other time was a Claudette who opened my locker in front of killer. I got the stun and escape and she got the hook, later I sandbagged her at the gate and she got sacrificed…don’t open my locker!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2973080#Comment_2973080
It's not in any way op. Your individual struggles against both perks is not a sign that both perks together are overpowered.
Everyone who plays survivor has this problem. I’m done talking about this, it is OP and devs should address this. You know it is as well, but it favors you so of course ‘everything is fine’.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2973064#Comment_2973064
There's nothing really wrong with the syngery. If survivors aren't working on the gen that PR hit, then the killer can't pop it. If they are, then the killer can pop it.
Sometimes it's best to leave a gen regressing so the killer can't pop the gen. As the 45 second period often means killers aren't going to wait for a survivor to touch the gen to pop it and just use it on another worthwhile gen.
I don’t have a problem with either of those perks on their own, but together they are OP. Changing it so you can only activate one perk per hook would balance this out. Scenario I often encounter:
survivor is downed, I stop working gen, PR hits my gen, wait for 15 seconds to see if killer comes. While I am waiting killer pops a different gen and mine has regressed an extra 15-20 seconds OR I do tap the gen at 20 seconds and killer comes around to finally pop the gen. That’s totally OP.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2973055#Comment_2973055
The addon for seeing survivor auras as demo is an iri.
Also I don't see why pop needs that change. The killer has to be able to reach and kick the gen within a 45 seconds window or they get no value from pop. And the gen can't already be regressing either.
my mistake about the add-on.
the change to pop would balance the use of pop/PR. You get one hook and activate 2 powerful slowdowns? That’s really OP. Scourge hooks should only activate scourge perks.
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The synergy of the slowdown perks is completely OP. Getting one hook and activating 2 strong perks is ridiculous. They should change the definition of pop to only activate on non-scourge hooks. Also, the add-on for demo to see auras while traversing should be Iri.