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ProfSinful

ProfSinful

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ProfSinful
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  • no, these things don't hAvE tO bE aDdReSsEd. These are just things that make you mad. Get over it and just go next. The killer will continue to do it for as long as they know they get a reaction no matter what penalty is imposed.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206524#Comment_3206524

    Or maybe it's 0 fun to face nurse and she should be reworked.

    wahhhh I don't like playing against this killer, I'm gonna ragequit >:(

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207040#Comment_3207040

    If a survivor held Victor for 2 minutes, that's literally the player's fault that the match is now a 3v1 instead of a 4v1. They become the one person you least have to worry about. Leave them be and recall Victor if/when you need him.

    Holding Victor hostage is literally hard countering the killer and forcing them to play as a basic m1. The fact that its a 3v1 doesn't matter as much as long as the killer has no power. Just run them at a basic short wall gym or another decent tile and 2 other people can work on the gens. Pretty basic twins counterplay tbh.

  • @Bran said:

    The Mori mechanic is just largely unneeded.

    The unbreakable is also largely unneeded. At most it should be at least once or twice after reaching the stage of recovery where you need help recovering which the 45 would begin.

    The mori change is what's unneeded. As it stands, moris are currently fine and often times no different from carrying someone to the hook in terms of time needed to complete the action (moris range between 7-14 seconds in duration, which is actually less than the average time spent carrying survivors to hook considering the fact that often times you'll find a hook within 1-6 seconds of downing the survivor).

    As it stands however, slugging can often be a problem and generally takes away from the fun of the game. That being said, having infinite and unconditional unbreakable in addition to having a buffed unbreakable is incredibly unhealthy for the game and the buff to unbreakable as well as the new slugging mechanic need to be looked at and adjusted. No reason you should be able to just up and pick yourself up without having bled out a certain amount (20-25% of the bleedout bar would be fair. At that point, you've already been slugged for a minute and there's no excuse for that, ever).

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199234#Comment_3199234

    The devs shouldn't ignore Myers needing work over the existence of other things in the game.

    The devs can certainly work on adjustment Myers need along side adjustments to other things in the game that need changes. The entire dev team of DBD doesn't all have to work on the same thing. Myers work might not get done before other things, but it shouldn't be ignored.

    "for the time being" = not now, later. Just in case that doesn't register to you :)

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199164#Comment_3199164

    He's gonna get a free hook anyway if he's within Tombstone Range when popping tier 3.

    Honestly you'd expect them to be thankful it was ONLY a hook state he's taking and not their life

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199226#Comment_3199226

    It is a bad argument. We shouldn't ignore unhealthy stuff in the game just because it's attached to a weaker killer. Myers needs basekit adjustments and an addon overhaul. He should get those things regardless if Blight's addons have been touched. DBD is constantly being updated so it doesn't really matter if 1 thing gets adjusted before the other.

    Moris got changed before keys did. Both were unhealthy and they both got changed

    For the time being, we should ignore tombstone because it will take more time to bring myers to a fair spot than it will to adjust broken blight and spirit addons (nurse addons on the other hand will take awhile because they need a total rework).

  • It's fact that every addon I listed is a higher priority addon than tombstone (not including tombstone piece, but leaving Michael's addons alone till the more problem addons are fixed on stronger killers is a higher priority than making a bad killer worse).

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199217#Comment_3199217

    Nurse range addons should have been fixed already with the last chapter.

    This is also a bad argument, because the existent of other addons that should be nerf doesn't mean we should ignore this one.

    Actually it isn't a bad argument. You're looking at nerfing an addon reliant killer when S tier killers have the best addons in the game, period. Nurse range addons are still broken btw, they shouldn't exist at all.

  • @Demaetri said:

    See, comms don't actually influence the actual mechanics of the game. Auto aimers do.

    You're right, comms influence more important things than mechanics.

  • @Gandor said:

    make shattered hope base perk and boons immediately die. ALL OF THEM. CoH included.

    Boons instead of hexes are super easy to find (blue color is much easier to spot especially but not limited to corn maps + all the noise it gives), take a lot of time to set up (including finding the totem) and then you still have to use it (healing in CoH in this case is kind of OK - but all the other boons require to be used with killer being inside = killer knows the position by sound = easy to destroy = at most 1 chase usage).

    Also why the double standard? If killer uses some tactics - say unnerving + colourphobia killers say bring autodidact+this is not happening (which are also total trash in any other scenario). When killers slug everyone, they say bring unbreakable. When survivors bring boons, killer say shattered hope should be base kit? Well... Do I smell double standard?

    You've clearly never played survivor at a high mmr, because finding totems takes less than 30 seconds once you understand their spawn logic.

  • There are so many more problematic addons in the game on killers that are much more problematic than myers will EVER be. Come back when MDR, Alc Ring, C33, C21, Adrenaline Vial, Blighted Crow, Iridescent Tag, Dried Cherry Blossom and Nurse range addons get fixed.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196300#Comment_3196300

    Yeah, plus I am unsure if they changed it, but I think Merciless Storm doesn't count as a failed skill check if you let go and hit the lingering skillcheck. It just blocks the gen and that can move PR regression somewhere else instead. So you can reach 91%, let go (if you are afraid of Pain Res), wait out the 20s, and then finish the gen.

    exactly, it's almost as if the people who made the pain res change in the first place have 0 clue what's actually problematic.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187456#Comment_3187456

    Nuuuuh! I want to use other perks! Why not give us a 1min breakdown basekit?

    that would not be healthy for the game at all.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195725#Comment_3195725

    "The rule you are setting here by definition then means that Otz has no skill as a 9000 hour player. Every time I tune in to watch his killer stream after a few games he has one tough match where he has to camp tunnel and slug to win."

    -I do watch Otz and I've never seen him tunnel. Camp only in an endgame situation, I've never seen otz hook one survivor at 5 gens then just facecamp him for 5 minutes. Otz would not be a famous streamer if he did that, nobody wants to watch Meg's crotch for 5 minutes. I think.

    "Generators are the [survivor?]'s objective. Removing them too fast reduces the killer's enjoyment of the game - but almost nobody thinks about that"

    -Losing in a game is frustrating, but even if no one wants to admit it in the moment, we do actually enjoy our time regardless of our final score. We wouldn't play a game that we only enjoy about 50% of the time. You described a situation where the killer loses the game. it happens. But if the survivors just played better, it's alright.

    I'd much rather have a fair game that I lost, rather than spend a game chasing toxic tea bagger/spam clickers, even if I end up with 3 kills, and the 4th escapes while still being toxic. It's still a win, but it's not enjoyable.

    Believe it or not but people around here enjoy the game. it's not perfect. it has tons of flaws. But it's enjoyable. You don't need to get 4k to have enjoyed the game.

    "We could apply your tunneling rule to survivors too. Play a game (non KYF) where you get 5 generators to 33% before ever trying to get one gen to 66%. If you have one gen below threshold you can't work on any generator past 33% or 66%. You are allowed to get multiple generators to 33-66-99% so that you are not held up by one generator.

    You have never even for a moment considered playing survivor like that. It's ridiculous that you decide the killer should play in an inefficient manner while survivors should play to complete their objective as fast as possible."

    -That's where you comparison doesn't work. We're not asking killers to deliberately let survivors win, we are asking killers to respect the humans beings they are facing, and to refrein from using a cheap strategy that is, technically, a reportable offense (officially, it's not, but in the reports, you can see "abusing a gameplay flaw to get a competitive advantage", which is what tunneling is).

    Tunneling is officially something that the developpers are working to remove from the game, which is entirely logical, in an asymetrical game, you HAVE to design a game mechanics that prevents the solo player to easily remove one opponent from the game, leading to a snowball situation.

    Now the developpers are doing are VERY poor job at it. Litterally they've been working 6 years on it and we went back when they deleted Decisive Strike. With DS being baseline, with 5 seconds duration, it's possible we are finally back in the right direction, and considerint it's the most requested change, it's probably going to happen in the future. overall, the game is going to be more and more agressive against tunneling. If you can't adapt, you'll have to stop playing killer.

    Main point is: Your pityful comparison assumes working on gens separately is the same thing as making the game miserable for one opponent.

    And for the 999999th time: HAVING 3 GENS AT 33% IS LITTERALLY THE MOST OPTIMAL STRATEGY THERE IS IF YOU WANT TO ESCAPE. I don't know why you can't understand that but YES, having a lot of gens working at the same time is litterally GOOD. It's better to have gens slowly build up and popping at the same time than having one gen pop early and then let the killer snowball from there.

    YES, YOU SHOULD 100% HAVE 3 GENS AT 33%. IT'S GOOD.

    "I do watch Otz and have never seen him tunnel."

    You clearly have never watched any of Otz's 50 winstreak videos or streams. Tunneling is, and will always be the most efficient way to play killer, just like splitting on multiple gens is the most efficient way to play survivor and neither of those hard facts will change until the core mechanics of the game are altered to truly make those playstyles inefficient.

  • @OpalescentHare said:

    I keep getting in matches where the killer aims for a 3-gen... And that's it. They will hit people off gens, but will not commit to chases. They will down survivors, but not hook them. They just protect their 3-gen for over an hour. At that point people either actively refuse to be picked up so that they can bleed out and leave, DC, or meme around with each other. Because there is no way to progress the match due to how the killer is refusing to do anything that allows progress for either side.

    This is becoming a semi-regular occurrence. Having it every rare now and again is frustrating, but not at all ruining the game as a whole for me. But the past couple of weeks it has happened on the daily. No one should have to DC to get out of a match that the killer refuses to hook or chase survivors in, or hold down the running button to avoid recovery just to get out of a match. At that point, protecting a gen should be holding the game hostage since they are pressuring gens to no end beyond bleeding out survivors for 4 minutes each at best.

    So...you're getting mad at the killer for defending their objective while simultaneously refusing to do your objective and simultaneously hold the game hostage? You're the only one that can actually make the game move forward. Commit to the gen and maybe finish it, or just take your L, commit to the gen and die trying instead of playing that game. You're more than likely the one who caused the 3 gen anyways, just like every other group of survivors I play with and against.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193244#Comment_3193244

    If you're camping and tunneling, you're not playing optimally in the first place, y'know? I'm just saying Pig has the potential to be one of the most toxic killers in the game because of the way her traps allow her to just tunnel you out of the game with zero counterplay besides "don't go down ever". Once you get that trap on your head, if the Pig decides she wants to throw the match to tunnel you out of the game and ensure you die, she can do it effortlessly by just following you. She doesnt ever even have to down you again to do it.

    Tunneling is and will always be the optimal way to play the game. It's pretty indisputable, even with the "anti-tunneling changes" that have been implemented. Camping is a weak strat and does nothing but secure one kill at best.

  • You know, this change is actually kinda solid, though I don't think the game needs another 15% regression perk. If the incapacitated effect was 15 seconds, with the same regression, and same aoe effect then it would be much less of a drag to play against (especially if the killer decides to stack on pain res).

  • There is physically nothing you can do to stop hard tunneling that's shy of hard nerfing killers that try to do so which I, as well as many others, would be against.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191036#Comment_3191036

    Yep, it was a problem the devs even wanted to address when they originally did the perk shakeup in 6.1.0. They then went back on that since the Merciless Storm unique interaction was a harder nut to crack than its combo with DMS.

    The funny thing about that is that you're punished significantly less with merciless storm than you are with DMS

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187459#Comment_3187459

    I honestly don't think SH:PR should be nerfed. I also think Pop was fine at 25% max. Both of those require a down and a hook in order to get value. That seems like a fine cost for the rewarded value. Now against the highest end of effective killers in pub matches (which pub matches are most games) that can be a bit punishing. I think the problem is with those killers as opposed to say Legion and Trapper using those same perks.

    I think that it comboing with dms is a problem tbh. The numbers are fine

  • @ByeByeQ said:

    I'd much rather get flowers and wreaths over useless blueprints and reagents as well as map offerings.

    The entirety of brown offerings on both sides is just bloodweb bloat and the flowers and wreaths are actually the best of the bunch.

    woah woah woah, leave my blueprints alone bud. How am I supposed to abuse the badham basement build if I can't spawn the basement in shack >:(

  • I think that would be a really nice QoL change for the perk since I think in its current state, there's not too much that's actually wrong with it. (outside of the fact that SWF literally just shuts the perk down)

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/346624/rework-nerf-pain-resonance

    It, like most Scourge Hooks, are very snowball like in nature. I wouldn't be opposed to this idea, although I think the current version is fine. Remember that the only reason it got semi-reverted to this state is because of a niche interaction with Merciless Storm. Instead of capping the time on Merciless, we got the wombo combo with Deadlock back that they sought to remove. Because of that I don't believe they will make this change on that basis alone.

    In general I think the access to Scourge Hooks is too feast or famine. They should be a bit more high risk high reward. I think retooling Scourge Hook Spawn AI with semi-fixed RNG (ala Pig) to guarantee 1 hook per "quadrant" of the map would provide much more fair access to using or preventing Scourge Hooks.

    This and then scourge hooks can be adjusted accordingly (I.E. pain res getting nerfed)

  • @Shaped said:

    I dunno if I agree with your suggestion but pain and dms is still filthy and overused.

    Pain didn't really receive adequate nerf compared to other stuff that got nerfed.

    I just run breakdown since I know pain res is gonna more than likely be in my game and boom. Problem solved for 180 seconds

  • @BubbaIsJustVibin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183236#Comment_3183236

    You are right, but I also feel like this is fair due to how incosistent and difficult it is to get to Tier 3. Survivors should focus on outplaying Nemesis' tentacle and not let him in Tier 3, and let failure in that department be very punishing.

    It's actually not difficult to hit T3 tbh. I've played him quite a bit and will consistently hit T3 before the mid game even begins without running mutation rate addons (I'm at the upper soft cap for mmr).

  • @GrimReaperJr1232 said:

    I think Thana could apply to more things, such as Blessing, Exit Gates, unlocking chests, etc. But I don't think it'd be right for it to affect healing when the counter is healing.

    I believe before Thana was buffed to 20% it actually did affect healing speeds as well, and as it turned out that wasn't actually that healthy for the perk (or Forever Freddy). Definitely agree that removing the healing speed penalty from Thana was by far the healthiest change they have ever made for the perk.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/346437/i-am-once-again-asking-to-change-thanatophobia-again

    Imo, I think perks that make things take longer are just badly designed, same with perks that speed up the progress

    passive unconditional slowdown/acceleration is unhealthy for the game and I couldn't agree with you more.

  • @GoshJosh said:

    Sorry, but until Plague and Legion are reworked, it’s not a perk that should too heavily reward killers for injuring survivors. These killers take the healthy state quickly, with barely any input or counter at all.

    If they ever get reworked, Thana can be revisited.

    They probably will never be reworked since Plague, while strong, is fine and Legion still really doesn't do much in the grand scheme of things, so Thana probably should not ever be revisited.

  • While it is neat that you took the time to give suggestions to make playing different survivors interesting, as many above have mentioned it would be incredibly unhealthy for the game and would lead to a severe bottlenecking in what survivors see play and what survivors are completely ignored. In this case, players who are strong at looping would be playing Nea or Yui and everyone else would be playing Kate, Claudette, or Laurie. It just would lead to an even more unhealthy meta game and would frankly make the game a lot less interesting on both ends in the long run, especially for killer (they've already had to deal with seeing the same 4 perks for 5 years straight and that's finally done and over with).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196262#Comment_2196262

    I'm not sure if Adepts count, but it does count as an escape, so possibly.

    Personally I think a DC should count as a 1-hook Sacrifice, not a 3-hook. It would be no different to them committing suicide on their first hook that way, and there's always the possibility that you hook them twice before they DC, getting you the three stages of sacrifice that way.

    yes, you get adepts if the killer decides to DC because it counts as escaping. I can credit at least two of my adepts to that alone.

  • @Alguie said:

    https://us.v-cdn.net/6030815/uploads/DMEAQ0ZW3ZXM/main.png

    Hello everyone ! I am a DBD player who plays a lot of Freddy and I think we can all agree that Freddy needs a bit more love in the addons section ! So theses are my ideas ! DISCLAIMER : I AM A NOT A GAME DESIGNER JUST A PLAYER WITH AROUND 1000 HOURS AND A LOT OF THEM ON THE NIGHTMARE !

    Some of the weaker killers got a lot of they're fun factor in theres addons (Clown, Doctor, Pig, and Myers) wich is why it could be a good thing to make Freddy a bit more fresh and less "basic" without reworking the whole character's abilities.

    Let's start with the addons that I believe are okay and doesn't need a rework :

    https://us.v-cdn.net/6030815/uploads/TADXRRBHMSXX/fine.png

    https://us.v-cdn.net/6030815/uploads/QLFQAID8JOCN/numbers-2b.png

    Wool Shirt : 4% is a bit low, I think this addons should be like Ghostface's "Philly" in the part were it's a straight forward addons that buff a little bit the killer

    Dresses : The dresses are ok overall and become good in certains builds, maybe 4% is a bit low tho, maybe make it 8% for the yellow rarity one and 10% for the green rarity one

    Nancy's drawings : Like said in the png above, 8% at most for the yellow quality ones is not even 4 seconds saved on a 45sec cooldown. I think that if the yellow rarity one is 5% of recovery per survivor asleep it could become a lot more usefull but not overpowered because survivors are rarelly all 4 asleep, maybe make it 7.5% for the green rarity ones so it saves 13,5 seconds AT MOST when all 4 survivor are alives. If theses two addons are combined Freddy could be a lot more oppressive with his teleportations and it will be a good reason for survivors to try to wake up, it could be a "passive" slowdown like Sadako and Dredge got

    The Red paint brush : It's already a good addons, even Freddy's best but for a iri quality ones it's a bit meh. No idea to make it better tho

    https://us.v-cdn.net/6030815/uploads/OT3O4WYON6LQ/pallet.png

    (maybe a bit controversial)

    If pallets really become basekits thoses three addons would need completly different utility , I'll let you guys thinks about thoses three if you want to changes them in the first place !

    https://us.v-cdn.net/6030815/uploads/O2LN7YJF8IOB/rework.png

    To finish thoses :

    Z Block : Once a snare is triggered reveales the survivor's aura that stepped in it for 5 seconds

    Black Box : Once a survivor is a sleep for more then 100 seconds they become exposed + killer instinct. It will make this addons very good without making it overkill. It would force the survivors to wake up !

    Cat Block : No idea

    Green Rope : No idea

    Yellow Rope : No idea

    Pills : Survivor asleep see fake Freddy's walking randomly walking around and hear a fake lullaby

    Sheep Block : No idea

    Swing Chains : No idea !

    That's the end ! Thanks for reading me this far (sorry if there is so mistakes englis isn't my first language), like I said I am not a game designer, theses are just my ideas to make Freddy feels less basic and stale. If you have ideas for the addons I don't have ideas for, feel free to suggest them !

    Goodbye ! 😀

    Here's a few suggestions I have for some of those addons. Though I think some of them I think are fine and just need to change rarity to fit their effect.

    Cat Block: Injured survivors are inflicted with deep wounds when triggering a dream trap. Injured survivors are suffer from Hemorrhage and Mangled until fully healed. Rarity is changed from uncommon to very rare. (yellow to purple)

    Green Rope: Keep current effect. Sleeping survivors are Exhausted for 5 seconds after performing a conspicuous action.

    Yellow Rope: Keep current effect. Survivors suffer from Oblivious and Blindness for 20 seconds after waking up by any means.

    Sheep Block: Keep current effect. Survivors interacting with Dream Traps are hindered by an additional 2% for 3 seconds.

    Swing Chains: Leave as is, move rarity to uncommon from very rare (purple to yellow, as compensation for cat block)

  • Freddy's addons definitely need to be looked at because the way that he was gutted just ain't it tbh.


  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183951#Comment_3183951

    "We have bad design resulting in severely unfun scenarios for both sides and we should strive to never fix them or analyze why they happen" /s

    But to be serious why? Why is that premise correct? Why should it be treated as such?

    What is incorrect about increasing pressure to prevent yourself from losing? In what world is that unreasonable? The goal for the killer is to, and hold onto something because this may be a lot, kill the survivors. Obviously as a game, the goal is to have fun, which is why I discourage early tunneling/camping (again, early being within the first 2 gens). However, to expect the killer to play the way that you think they should all game is firstly entitled as hell, and secondly it just completely ignores the fact that killers cannot be expected to play in a way that fits the "survivor handbook for killers" all game. Pressure is something that needs to be created in order to win a game of killer (huge shocker there), and that means if you need to remove someone from the game in order to do so, you need to remove someone from the game in order to do so. If you don't have a kill or a good number of hook states by the time there are 2-3 gens remaining, you are not in a good place at all and the only thing you can do at this point of the game is begin to apply pressure through slugging and tunneling (I can't ever endorse camping outside of the endgame because it literally loses you the game) and frankly you can't get mad at them for trying to turn a losing game for them around, nor should they be punished for trying to do so (as if the 80 seconds of endurance and 10 seconds of 10% haste + DS aren't enough for a decent survivor to discourage the killer from tunneling).

    I bet you wouldn't even bat an eye at 3 survivors each splitting on separate generators while the third runs the killer whilst holding W to pre-drop every pallet (I.e playing at max efficiency), yet this is exactly what happens at the absolute highest level of survivor gameplay and that has not changed. Where is the proposed punishment for gameplay like this? How do you propose the killer pressure 4 survivors at once if they're only capable of being in one place at one time? What if the generator is incredibly safe and just ties into a strong window or pallet that hasn't been pre-dropped yet? Well, you know there's this thing that the killer can do to match survivor's pressuring gens that you insist is problematic.


  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179335#Comment_3179335

    To that end what about 1s per gen remaining? Also any thoughts on Guardian being the BT equivalent for these new features? I personally like that since it is a general perk now so it can function as a non-pay to bandaid solution, as some people have complained about Reassurance of being. Also the google doc has ideas for buffs for spreading the pain, and disincentivizing early kills. Part 5 takes that into account. Sadly the automated spam protection prevented me from posting any more discussions today, so I couldn't post each section right now.

    That being said though, just because we have been conditioned to expect the killer to play more ruthless the fewer gens there are, doesn't mean we should accept that premise as correct. I feel as though them only being active while gens need to be done is a good enough time frame. If in my example of someone on 2nd hook instead of 1st being tunneled they only have a 20s timer to be camped out by the killer to die. I would say that is still a reasonable timeframe if you want to commit to someone being dead instead of chasing the unhooking survivor.

    "Just because we have been conditioned to expect the killer to play more ruthless the fewer gens there are, doesn't mean we should accept that premise as correct"

    that premise is exactly correct and should be treated as such.

  • You know, I would completely agree with this only during certain stages of the trial. The only time an effect like this would be acceptable would be during the early game, and this would be defined as the time period before the first two generators are completed. After that stage of the game, you've entered the mid game at which point the invis/silence should be disabled. That being said, the current 10s of endurance + haste should still apply regardless of what stage of the game you're in due to the fact that "playing fair" should matter less and less as the game begins to come to an end (thus the reason DS + OTR deactivating after the last gen pops is a good thing, Hope having an infinite duration is a good thing, noed proccing, rancor proccing, and whatever else). At 1-0 gens hard tunneling, camping, slugging, etc. is to be expected from the killer, especially if they're in a losing position or attempting to snowball.

  • *Me, on second hook near a facecamping bubba*

    *Random teammate walks up and gives me the thumbs up*

    You have been Reassured

  • honestly I would be happy to see all of these changes, as well as see this post get even more stuff added to it.

  • but there is a time limit

  • the time limit for the game is 2 hours

  • Just touch the object and get infected. If your teammates cleanse then you cleanse, and if they don't, don't and just focus gens. Plague games generally don't take long, regardless of playstyle and the only reason they seem like they're taking forever is on survivors who are afraid to get infected. It's not a big deal and honestly survivors who feel that way need to get over it.

  • @SimplyPixelated06 said:

    If anything i'd like it to only work within a certain raidius of the killer rather than the killer's terror radius. But not a big deal, annoying but, it only affects healing.

    That creates problems in some cases and actually would buff the perk on killers with little to no TR that can use nurse's calling like ghostface, wraith, huntress (not that I personally would ever run anything other than bbq, lethal, darkness revealed and iron maiden on her ever), etc.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177478#Comment_3177478

    Imho that's a really bad argument. Saying a perk is not problematic because an entire killer power can do that is very silly.

    The entire argument was based on a killer using the perk on a specific set of maps. I would've assumed that since it's ok to make one silly argument, it's also okay to make the same type of argument since that's what the post basically is anyways.

  • @FrostyEyesSusie said:

    And then we won't ever get matches while using VPNs. "No!"

    good, you don't deserve to play a match with 300 ping

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174762#Comment_3174762

    It's too much heal slowdown though.

    Mangled increases the time to heal by 25%, so that's 20. Coulrophobia makes healing 50% slower, so that's 40 seconds for a team mate to heal another, then the new haemorrhage is a thing where if you get interrupted all that is going to drain.

    Playing injured is much less viable since the perk rework since two perks that made injured survivors very survivable were nerfed heavily, Dead Hard and Iron Will.

    It's basically as if every survivor was broken permanently. Sounds overpowered doesn't it? That's basically what coulrophobia can do.

    It's basically as if every survivor was broken permanently. Sounds overpowered doesn't it? That's basically what coulrophobia can do.

    Plague exists

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170190#Comment_3170190

    First off dont project your biases on me, you dont know how/what i play.

    You talk about a 60% reduction but do you even know what that actually means?

    Prepatch .2 seconds at 6m/s is 1.2 meters of distance

    Postpatch .08 seconds at 6m/s is .48 metersof distance

    Killer move speed is 4.6m/s

    Prepatch you gained a little under 1/4 of a second of distance

    Postpatch you gain 1/9 of a second of distance

    You are freaking out over fractions of a second not really that substantial if you ask me.

    And for the record your wrong i ver much agree with the basekit bt, especially bumping it up to 10 seconds so that OTR is a choice perk instead of almost mandatory to get out of basement.

    👍️

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167757#Comment_3167757

    So survivors still have the advantage and thats a problem?

    Leave it to a killer main to try and justify a change that leads to a 60% reduction to the potential distance you gain in chase. A minor nerf would've been fine, but when you implement a change that causes a total loss that's greater than 50% its original value it's a problem. Next thing you'll say is it's bs that survivors get basekit bt to help counter hard tunneling at 5 gens. The density in that group is immense.

  • @BubbleBuster said:

    Kill switch is only for game breaking bugs so that they dont have to ban people abusing them.

    STBFL is not OP, it doesnt need a nerf just because it works better with some killers than others.

    it isn't broken because it's useable on every killer now, it's broken because the change to the killer basekit + the survivor movement speed bonus on hit duration leads to a total change .38 seconds when the difference between the two roles are added together.

    Prepatch on hit duration of stbfl at 8 stacks was 1.8 seconds while the survivor bonus movement speed duration after being hit was 2 seconds. This lead to the survivor having a total of .2 seconds that the movement speed bonus would be active after the killer recovered from their on hit cooldown. Compare this to the 1.62 second cooldown killers currently experience with 8 stacks of stbfl and the 1.8 second bonus movement speed duration that survivors gain after being hit. This current duration leads to 0.08 seconds that the survivors keep their movement speed bonus after the killer recovers. In other words, this change led to a difference of over 60% from the previous active duration which is pretty substantial and was more than likely overlooked.

  • @SuzuKR said:

    Eh. That still doesn't really solve the issue with most killers not getting real value out of it. Keeping all 4 injured is next to impossible outside of Legion/Plague. Making it slow down healing is penalizing its intended counter.

    If it's 8%/14%/18%/20% penalty to repairing/sabotaging/cleansing for 1/2/3/4 survivors injured/dying/hooked, that solves the actual issue. 14% isn't awful, but it's not super amazing either. Keeping a third injured raises it to 18%. And keeping all four injured is only a 2% difference instead of an absolutely massive amount that would limit the value to basically exclusively Legion and Plague.

    My only issue is the instant repair slowdown that you get just for landing an m1/power. If it required 2-3 stacks to apply the slowdown then I would say that it's pretty fair.

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