Avatar

Nella

Nella

About

Username
Nella
Joined
Visits
26
Last Active

Comments

  • His latest video honestly kind of shocked me and turned me off from playing the game.

    He had a fun idea for content to promote the new Rainbow Six Siege cosmetic by trying a build to see how long he could sneak behind the killer without being spotted like a Rainbow Six Siege Operator actually would.

    But each one of his attempts failed due to none stop cheaters holding his games hostage.

    It was horrifying to watch how Otz was starting to break, and I legit think that he will leave the community if this keeps on for long. A human can only take so much before snapping.

  • @Seraphor said:

    It sort of does.

    It doesn't decay, but it becomes more volatile. Essentially after an extended break, your MMR will change more than if you were playing every day. So your first lost game will drop your MMR by a lot more.

    It gives the benefit of the doubt to the player not being rusty, but corrects for the eventually that they are.

    I see

  • What is a point of a stealth perk that plays a loud asf sound queue to the survivors when it gets triggered?


    So due to that loud synth trigger sound effect you hear, being also heard by all the survivors means that if they are on coms, if they finish the gen and hear it, they immediately call out Machine Learning and the entire perk is made useless because they know you are stealthed.

  • Make some of the useless survivor perks actually usefull.

    Give them more options when building a perk combination.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564546#Comment_3564546

    Not an unreasonable argument, though the example you're pointing to is only 1 of the reasons this perk is a problem in my post.

    It's the combination of everything going for it (no activation requirement, long up time, short cooldown, no decent counter play) that makes it the Swiss army tool for whatever you need at any given time. You don't need to look around and keep a sharp eye for anything when you have it, you can just sweep through the map and get a nice big notification when your invisible bubble hits a survivor. The power it provides it up to the player to decide how to use.

    My full list is: -

    • Makes tunneling far easier.
    • Makes 3 genning far easier.
    • Makes proxy camping far easier.
    • It auto wins the slug for 4k.
    • Hard counters SoloQ with extremely easy access to blindness. (WoO, Kindred, Bond, Empathy, Deja Vu, and any other aura perk can be significantly hindered, and it can serve as a discount Knock Out or even cause mistakes with just basic unhooks).

    If it didn't last as long as it does, or it had an activation condition, it would be much more fair... but as it is, you can use it to find survivors when you need to at pretty much any given moment... and that power is extremely strong no matter how many other nerfs you impose on the the killer.

    I'd make it last 6 seconds or so from opening the locker. It'd still be an incredibly strong perk, but it'd take a brain to use, you wouldn't have it auto win the 4k slug and it wouldn't decimate SoloQ quite so severely.

    I see.


    I guess leave it a tracking perk, remove the blind and replace the scream with killer instinct.


    That way it doesnt hurt SoloQ, it doesnt interrupt actions and doesnt give away who it is tracking?

  • Honestly, I wouldn't have believed you if I hadn't seen Otz's Troubleshooter video.


    It's actually kind of shocking.

  • @UndeddJester said:

    So I'm a pretty new player, but I've spent a lot of time since I started watching and studying how to play the game from far better players.

    One of the major and most important strategies of DBD for both sides centres around the first player that gets knocked out of the trial. The moment a survivor dies, the chances of victory for the other survivors dramatically decreases. This is why: -

    • Tunneling is widely lamented as the most effective strategy.
    • Tombstone Piece on Myers is such a problematic add-on and artificially propping Myers up.
    • Survivor builds almost always have to have some kind of loop strength built in to them, even if it is just sprint burst.

    The killer is basically looking for the weak link of the team, and trying to get them out ASAP. As survivors you're trying to prevent that.

    The problem with Ultimate Weapon, as far as I can see, is it is the most powerful tracking perk in the killer roster. It has: -

    • No activation requirement.
    • Long uptime.
    • Low cooldown.
    • Extremely easy to use.
    • Very little counter play.

    An important basic lesson that all players should follow, is if you are dead on hook... you need to hide and stay safe. Just being alive and doing nothing is so much more valuable to your team than getting killed, just because the Killer has to continue factoring you in to their decision making and have you in the back of their mind.

    Ultimate Weapon basically allows the killer to find whoever they want, whenever they want. They can always find the weak link and use it to snowball the game.

    Then of course, everyone knows how good it is at slugging for the 4k. It's the same issue, you can find survivors whenever you want, with no condition or pre-requisite.

    This doesn't even mention the fact that UW causes huge problems for solo queue due to how easy it is to keep the team blinded for half the game. The SoloQ staple Kindred gets utterly brutalised by this perk.

    Outside all this pish, the real power of UW is in its availabilty. It's so versatile as an ability because you can it use it to find survivors at the moment you REALLY need it. It can take a small advantage and snowball it out of control so easily, because you get to decide exactly when you want it.

    You're right it's decent on m1 killers... but its best on fast moving strong chase killers. Your Blights, Nurses, Weskers and Onis are all incredible with this perk.

    I've argued to death with several people now about it, and I know this'll turn into the same thing, so I won't bother coming back at anyone... but it looks like people are starting to wake up to how good it is. If you hit its cooldown, it's up time or even if you just remove the Blindness, the perk is far healthier, but as stands, its hands down the best tracking perk in the game.

    That sounds more like that the problem is tunneling is too effective rather than the perk being good.

    Reminds me of the flawed way Konami bans some cards in Yugioh.


    For context and in short, there was a card known as Crystron Halqifibrax in the game that summons 1 type of monster from the deck for free.


    That caused a massive number of degenerate combos, and each banlist, Konami kept banning monsters that were the best target for Crystron Halqifibrax to summon. Which led to the banning of over 6 to 7 monsters.


    In the end, they banned Crystron Halqifibrax and all 7 of those banned monsters were unbanned.


    Apply this to dbd, yes, you can nerf ultimate weapon, but then killers will just swap to another perk that enables tunneling, and repeat 7 times until they properly address tunneling.


    However, I doubt that BHVR will go back and fix those perks that they nerfed due to tunneling, so killers will just sit with 7 new crappy perks.

    TLDR: Dont hit the enabler of tunneling, hit tunneling itself.


  • @Chaosrider said:

    So what buffs exactly did survivors get?

    Useless opinion of a killer main here, but this is what they buffed and my views on them.


    Mostly Quality of Life changes that does give a slight better advantage to survivors.


    • The new HUD that shows what survivors are doing give soloq survivors more information than before, so it is a slight buff, but nothing that will affect SFW cause it gives info that they already know.
    • The new Anti Camping Mechanic is also kinda a survivor buff, but a killer is borderline throwing if he face camps you to the degree that it triggers the self unhook because by that time, the 3 other survivors should already have 1 or 2 generators done.
    • They fixed vaulting animations to make survivors be able to dodge hits more consistently when fast vaulting. I would say this is the most substantial one but it was bugged and had to be fixed. So it was only a matter of time till that was done so I'm not all that bothered.


    With these 3 small QOL changes to the survivors back to back, with nothing for killers, I assume one can understand why some people say that survivors are getting constant buffs while killer is getting none.

    As for my opinion, while these changes do buff survivors, it is not really anything that directly makes it horrible to play killer. It just improves the match quality for the survivors, which is fine.

    But to be fair, I would like the same kind of quality of life fixes for the killer, but to be honest, I can't even think of any. ~~Actually, perhaps make it that survivors that T-Bag in front of the exit gate are instantly sacrifice.~~

  • In all honesty, how would you release or make a perk that is strong on weaker killers but not strong on the meta killers?

    We can't have all good killer perks be neutered just because nurse and Blight exists.


    That's just not fun or fair for us who likes off meta killers like Nemesis or Trickster (Yes I like playing as Trickster unironically.)