AGM
AGM
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I'd honestly like to wait and see how they feel after this midchapter patch. Garden of Joy and Eyrie of Crows were both probably made with the new base changes to killer in mind, and might not be quite so oppressive for killer after the patch.
However they definitely do need to address the god window on the main building of Garden of Joy. If you're facing the front of the house, I'm talking about the one that spawns on the bottom floor in the back-right; if the killer vaults, the survivor can just reenter the house from the entrance to the left of the window, and if the killer tries to go around through that exit to cut them off, the survivor can just loop back in through the entrance to right of the window. On many killers you literally have to just drop chase and leave or throw the game forcing the survivor to vault it 3 times, assuming you can even stay in chase the whole time.
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They reduced the grind for perks but mandatory prestige makes getting rarer add-ons harder, especially after removing the bloodpoint bonuses from WGLF and BBQ.
Instead of some meta perks being slightly nerfed and some crappy perks being brought up to their new level for a healthy, diverse meta... they hyper-nerfed some meta perks into oblivion but then also hyper-buffed other perks that fill the nerfed perks' niches, so now their stats will show "Yay we did it they're using other perks!" when it's really just a change in name only. Gen regression is dead; Long live gen regression!
And... that's about it.
Gens take longer, which makes camping more effective as the hook stage timer wasn't lengthened to compensate; camping + Deadlock + NOED is practically a guaranteed 2k. Base BT makes tunneling slightly harder, but the DS nerf made it useless so now everyone is just going to run OTR, so you may as well just smack the person off the hook anyway so that they don't come back later to body block hits.
All in all, I'm pretty disappointed. I liked some parts of the old meta that just needed to be SLIGHTLY nerfed. Instead they took a sledgehammer to old meta perks just to make sure nobody ever uses them again.
TL;DR: Camping: More effective. Tunneling: Less effective? Killer Meta: Regression is still king, just Overcharge/Eruption/Pain Res instead of Ruin/Pop/Pain Res. Survivor Meta: I heard you liked Endurance?
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@Peanits said:
I hate to sneak in again and ruin all your hard work (huge kudos for going through the effort of putting together the spreadsheet!), but there's another big oversight here: Prestiging resets you to level 1, meaning you get the super tiny levels again. The overall bloodpoints required ends up being ~75% lower, not the number of levels. You spend way more BP per level on the old system by repeating the huge level 50 bloodwebs.
That may be true, but if someone has already unlocked all perks at tier 3, some people WANT the level 50 bloodwebs in order to have better access to rarer add-ons. Yet we're forced to pay a prestige tax and then go back to tiny bloodwebs that will barely have anything rare or higher. And considering that different killers' most desirable add-on differ in rarity depending on the killer, this makes it really unfair for some killers whose most desirable add-ons are rare and above.
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If they intend to keep him as the only 4.4m/s killer with a 32m terror radius and his ADS ready time at 0.4s and a 0.5s delay between when you press fire and the harpoon leaves the gun, I don't see why not. 20m wouldn't be unfair in my opinion, because not only would those shots be hard to hit, it would be nearly impossible for the Slinger to reel them in for an m1 beyond 16m, meaning the Slinger would have to stun themselves to get any value. However, this would really only work as a stalling tactic (forcing the survivor to mend and possibly heal), as continuing to chase someone so far away would likely take too long as a 4.4m/s killer to be worth it.
TL;DR: Sure, more range would be fine but likely would only make him more "stall-y" in the mold of Legion.
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I mean, I'd be down for making it base kit in its current form (and then replacing it with a perk actually worth a perk slot), as repairing and healing in the killer's terror radius should be a risky play, but making skill checks more often and harder in general wouldn't really be fair to new players and lower MMR players, so I'm inclined to not want this.
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4.4 m/s, 1 blink only, no exceptions.
Slower base blink recharge rate.
Make a special attack with not basic m1 properties for after Nurse blinks (don't just make blink attacks special attack).
Fix range add-ons giving faster blink travel speed.
That's where I'd start. In other words, I agree with most of OP.
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@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015324#Comment_3015324
why do you take 16 charges? that's for like healing others then?
16 charges is just the base amount of charges it takes to heal, and then everything that changes heal speeds just alters the rate at which those 16 charges are reached. Buffs make you get to 16 charges faster, and debuffs make you get to 16 charges slower. In general, all the mechanics of dbd rely on charges, and the base rate is 1 charge per second, and then they set a value at which the action is completed. For healing it's 16 charges, for gens it's 80 charges (soon to be 90 charges), and so on.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3015039#Comment_3015039
Also I don't think this is correct unless Botany has some super special exception or I copied that other formula down because if we take a look at green medkit(50% heal increase) + botany(33% heal increase) rn
Base of 1.0 * current botany(.33) * green medkit(.5) = 1 * .5 * .33 = .495
16/ .495 = 32 seconds, and clearly having a green medkit and botany knowledge does not take 32 seconds to heal yourself in todays world. I could be wrong here but taking the formula from above and plugging it in with current values it does not seem to be the right equation.
If we do the additive variant though it would come out to
1.0 + .33 + .5 = 1.85 or 16/1.85 = 8.6 seconds which sounds far more accurate
In this example it's .5 + .33 for a 183% bonus or 1.83 in decimal from. 16charges/1.83charges per second is 8.74s. Your mistake from the other example is that you're not applying the sum of buffs to a debuffed value correctly. You don't add the buffs directly to a debuffed value. You add the buffs up, then multiply that with the charge rate you're trying to figure out.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3015039#Comment_3015039
Do you have a source? I was always under the impression it was additive, totally believe you but just would love to see a documented source so I can avoid being wrong in the future.
I don't but here's how it works. All buffs are added together then multiplied by whatever rate your dealing with. Debuffs are just straight multiplied. So current SC takes 32s (16 charges/0.5 charges per second). Current SC + BK takes 24s (0.5 x 1.33 = 0.67 charges per second. 16 charges/0.67 charges per second = 24s). If you just added .33 to .5 you'd get 0.83 charges per second and a resulting heal speed of 13.28s, which 100% is not what happens in game.
Now if you have multiple buffs, say, current Botany + 1 stack of Desperate Measures + SC, then the buffs get added (.33 + .14 = .47), then multiplied (0.5 x 1.47 = 0.753), then 16 gets divided by that for a 21.8s heal.
By the way, since a buff is increasing the rate past 100%, you add up the bonuses in decimal form, then add 1 to it before you multiply.
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@Carth said:
base heal takes 16 charges.
Normal heal rate is 1 C/S
New self care is 35% or .35 C/S
Assuming nothing else except self care 16/.35 = ~45 seconds
Botany is 50% bonus or .5 C/S
.35 + .5 = .85 C/S or 16/.85 = ~18 seconds
The Botany heal speed charge bonus is multiplied with the Self Care rate, not added. The comment above me has it right. BK + SC is 30.4s.
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This is a bad discussion to have now because we don't know what they're doing to the perks nor what base game changes will be announced.
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He's not unplayable but that was the only option that best aligns with my view that he is in a sorry state. The general gist is that he's too hard to play for new players, has been overshadowed by other killers who can do what he can but better, and that most of his add-ons are unacceptably bad/redundant/need changes. I made this comment for a different post on billy but it's pretty relevant here:
Why bother putting in the hundreds of hours necessary to master Billy if I can do what Billy can do (or better) on other killers with a fraction of the learning curve?
If you put in the time to learn Nurse, you are at least rewarded with the power to destroy 99% of the teams you come across. If you put in the time to learn Billy... you just get a worse version of Blight, or a more mobile Leatherface.
And then there's the whole problem where the vast majority of his add-ons are straight garbage (again, in comparison to Blight and Leatherface, who have a lot of add-ons that modify their powers in fun and engaging ways). Billy has Engravings and Lo-pro, with some niche builds utilizing Mother's Helpers, Tuned Carburetor, and Apex Muffler. Most everything else is either useless or training wheels. Nothing besides Engravings and Lo-pro are genuinely fun or transformative while also being viable against most above average teams.
Billy definitely needs some work. First, he needs to be easier to play for newer players. Second, he needs half an add-on pass. For example, one thing they could do is make his brown overheat add-on (Junkyard Air Filter) base-kit. Now Pighouse Gloves, Punctured Muffler, and Junkyard Air Filter can be reworked. Reduce the bump penalty at base by 12% to make going for cool saws less punishing, but add a stat to Engravings to increase the bump penalty by 6% on each; now they can redo Steel Toed Boots. Allow him to fully charge his chainsaw upon which either the sprint is initiated by pressing m1 or canceled with a short reholster time by pressing CTRL. Remove the bump penalty from Spiked Boots and make Dad's Boots have a separate effect. And finally, completely redo Iridescent Brick, Black Grease, Leafy Mash, Big Buckle, and Off-Brand Motor Oil.
11/20 of his add-ons have little to no effect and even some of the ones that do something tangible barely do anything at that; regardless of the discussion on how hard to play or good Billy is I think we can all agree: when it comes to his add-ons that's just unacceptable.
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I'd be much more worried about a 5 second swap to a medkit than a flashlight if I'm being honest.
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None of the above.
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Right, Chapter 10 definitely wasn't called Darkness Among Us and this image is definitely 100% not 'shopped.
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@Regulus47 said:
Hillbilly is fine. He's top 5 if the player is somewhat competent with him, he's got ON COMMAND instadowns without having to earn them like myers or oni, a super strong chase power (curving) that if mastered can make any loop in the game unsafe, making him extremely difficult to loop safely, and the best mobility in the game with very few downsides. And on top of all of this, he's still 4.6m/s. He doesn't need basekit nerfs or anything but when nurse and blight and artist get nerfed, he'll be in top 3 without a doubt. You just haven't put in the time to learn him.
But that gets to the very heart of the problem: Why bother putting in the hundreds of hours necessary to master Billy if I can do what Billy can do (or better) on other killers with a fraction of the learning curve?
If you put in the time to learn Nurse, you are at least rewarded with the power to destroy 99% of the teams you come across. If you put in the time to learn Billy... you just get a worse version of Blight, or a more mobile Leatherface.
And then there's the whole problem where the vast majority of his add-ons are straight garbage (again, in comparison to Blight and Leatherface, who have a lot of add-ons that modify their powers in fun and engaging ways). Billy has Engravings and Lo-pro, with some niche builds utilizing Mother's Helpers, Tuned Carburetor, and Apex Muffler. Most everything else is either useless or training wheels. Nothing besides Engravings and Lo-pro are genuinely fun or transformative while also being viable.
Billy definitely needs some work. First, he needs to be easier to play. Second, he needs half an add-on pass. For example, one thing they could do is make his brown overheat add-on base-kit. Now Pighouse Gloves, Punctured Muffler, and Junkyard Air Filter can be reworked. Reduce the bump penalty at base by 12%, but add a stat to Engravings to increase the bump penalty by 6% on each; now they can redo Steel Toed Boots. Allow him to fully charge his chainsaw upon which either the sprint is initiated by pressing m1 or canceled with a short reholster time by pressing CTRL. Remove the bump penalty from Spiked Boots and make Dad's Boots have a separate effect. And finally, completely redo Iridescent Brick, Black Grease, Leafy Mash, Big Buckle, and Off-Brand Motor Oil.
11/20 of his add-ons have little to no effect and even some of the ones that do something tangible barely do anything at that; regardless of the discussion on how hard to play or good Billy is I think we can all agree: when it comes to his add-ons that's just unacceptable.
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Imo, here's what they should do:
- Make "Ring Drawing" (Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on them) base kit.
- Increase the range of survivors acquiring Condemned from Sadako teleporting to a TV from 16m to 20m.
- Decrease the range of her Lullaby while demanifested from 24m to 20m.
- Decrease the timer of TVs turning on at the start of the match from 30s to 15s.
- Decrease the cooldown of TVs turning on after she projects to them from 100s (!) to 60s.
- Increase her post projection speed boost from 1.5s to 3s.
- Finally, scrap some of the meme/redundant/useless add-ons and give her an add-on pass that focuses more on getting more condemned onto survivors.
Then reassess.
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@Mozic said:
I do like a bit of RNG, though I also know that the way brown, green, and purple medkits work is significantly different - green medkits are designed for one very speedy heal and also boost personal healing, while purple medkits are designed for multiple uses. Also there's no yellow medkit.
https://us.v-cdn.net/6030815/uploads/OVHHT68ZOF8T/image.png
Overall I don't think it'd make either perk too powerful on average, since they already have limiting conditions (First chest opened, rummaging) but the mix of constraint (guaranteed item type) with variance added in plus the inclusion of Ace In The Hole for addons, could lead to some really swingy discoveries.
First Aid Kit A standard First Aid Kit with all the necessary equipment for treating common to more serious injuries.
- Unlocks the Self-Heal action.
- Increased the Altruistic Healing speed of +35 %.
The First Aid Kit has a Capacity of 24 Charges.
You're really going to argue that "First Aid Kits" aren't med-kits? Or did you forget that they exist?
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Try restarting your game if you haven't,
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As far as aura reading perks in the style of Aftercare go, in my opinion Kindred is better than Bond is better than (depending on the build) Empathy/Empathic Connection is better than Aftercare is better than Blood Pact.
Aftercare is still definitely above the "good perk" line (unlike Blood Pact in solo queue) but I do believe there are better options.
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People are asking for NERFS to Dredge? Lmfao. Sure, he has some mobility, and some anti-loop potential, but a decent solo queue team (keyword decent, not a 4 man god squad) can keep him busy for plenty of time in order to get the gens done and escape.
He's fine as is (except for keeping Bloodlust while using his power, that needs to go for consistency's sake), people just need to give it some time to learn how to play against him before they start calling for buffs or nerfs. I have a feeling in the future Dredge might end up being considered a bit worse than he is considered at the moment.
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For me, it's because it feels almost like the exact same system. I still get matched with baby killers and survivors on either side often enough that MMR may as well not exist. This begs the question: why didn't they put in all the work for a system that is at best the same as their old matchmaking, and at worst worse for some people? It can't even measure skill appropriately ffs!
So why did they waste all that time and money with little to nothing to show for it? The honest answer is that game devs and companies in general don't want to hear that they've been wasting time, money, and effort, and so they keeping trudging along with boneheaded decisions regardless of whether they're really necessary.
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Beast of Prey I honestly think they should scrap and try again. It could still revolve around bloodlust, as there aren't any other perks that interact with it, but maybe something like "Reduces the amount of time it takes to enter each stage of bloodlust by 5 seconds. However, the speed bonus received from each stage of bloodlust is reduced by 25%. Any survivor you are in chase with while you gain a stage of bloodlust now receives a sound notification when it occurs. After losing chase with a survivor while in bloodlust, you retain bloodlust for an additional 3/4/5 seconds."
So, instead of getting a flat +0.2 speed boost every 15 seconds in chase, you get a +0.15 speed boost every 10 seconds in chase, and the survivors have a tell so they can make a decision as to how risky they should play. Since bloodlust resets after the killer is forced to destroy a pallet, this seems like an interesting, fair perk that could have some usefulness on killers who have to spend significant amounts of time in chase before they can get the hit, like Pig, Legion outside of Feral Frenzy, and Sadako, and possibly force pallets down more quickly on more of these lower tier killers so they don't get looped to oblivion.
Of course, messing with movement speed can be tricky, so this idea might suck da booty.
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I only make a joke if 3 other pc survivors get matched with me. Then, to break the ice, I say, "4 PCs? Maybe we'll escape :)"
But I would never seriously say "console players < PC players."
Half the time, when I make that joke, we suck and die. And I've definitely gotten my ass kicked by some AMAZING console players as killer.
Anyone who honestly believes one class of people is inferior to another class of people is pretty repugnant. I think I'll stop making that joke from now on...
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I don't know if it's intended, but in a way I guess it makes sense? Healthy -> Injured -> Deep Wound -> Dying -> ...Dead, right?
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It might even be delayed. You never know. It was an estimate, not a deadline.
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@Murgleïs said:
Yes, it’s the best info perk at the moment. But it’s not OP in any way so it’s fine.
Not sure I'd call it "the best" but it's definitely better than Lethal on some killers.
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I don't think anyone (reasonable) wants quickscoping to return, but the current amount of time it takes to raise your gun just feels SO dang clunky. Wiki says it's 0.4 seconds, so if that's true, I think they could reduce that so that it takes either 0.35s or 0.3s to raise your gun. (For reference, 0.35s is how long it takes Nemesis to take out his tentacle and how long it takes Trickster to take out his knives, 0.375s is the time it takes Plague to charge her vomit to the minimum threshold, and 0.25 seconds is how long it takes Clown to toss a bottle at the minimum velocity, and most survivors have no problem reacting to them in time to try to dodge.)
Now on to his terror radius. They changed Slinger's terror radius from 24m to 32m because they didn't like how using Monitor and Abuse would give Slinger a 16m terror radius and basically give survivors zero warning before being in range of being shot.
Since Slinger is already infamously the only 4.4 m/s killer with a 32m terror radius, what if they instead made it 28m? That way with Monitor and Abuse he would have a 20m terror radius and so survivors would still get some warning before they're in range.
(I know Pig used to have a 28m terror radius back in the day, but they changed it to 32m in the name of standardization because she's a 4.6 m/s killer. But since they're already throwing standardization out the window by giving a 4.4 m/s killer a 32m terror radius, why not try 28m instead? At least in this case it makes sense to try 28m.)
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I mean, that's definitely more fair, but I don't want it nerfed from disgustingly OP to just OP. I want balanced. If the Blight hits you in 2 or 3 tokens, that means that he can still instantly rush at you again. That still sounds problematic to me, especially if paired with Adrenaline Vial.
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This game has bigger problems than occasionally having to wait 3-4 minutes to move on to the next game.
If you are genuinely being held hostage (and no, having to wait for the EGC to end is not being held hostage), then just dc and take the 5 minute penalty, because as long as you haven't been abusing dcing, 5 minutes is nothing.
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I agree, Resurgence should have an added effect to counter Hemorrhage, but I disagree with a blanket immunity to Hemorrhage. Instead, I'd make it so that Resurgence has a secondary effect, where if a survivor using Resurgence has healing progress less than or equal to 50% of a heal, the healing progress cannot regress any further. Now Resurgence has a niche use outside of just getting a quick heal after getting unhooked, without completely invalidating Hemorrhage against Resurgence users.
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Nobody runs this perk 24/7 on all killers. There are just a handful of m1 killers with powers that synergize well with STBFL because they have a special attack that can be used to avoid losing stacks. The best examples are Demo, Pig, and Nemesis. You do have a point though: on most other m1 killers, STBFL could work, but may or may not be as useful as a slowdown perk.
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@Ketrab2703 said:
Yeah I agree that map offerings should go.
I even made a fan concept of "reworked" offerings (retired some less used one and reworked a few).
I will allow myself to post them here. I would like to do items and surivors addons soon aswell.
My concept of map offerings would still allow for a build specific for a type of map (for example Mirror Myers) while removing the abusability of some maps (you want to play pallet heaven aka The Game? Go ahead but you may get RPD instead)
I raised the rarity because if moris are going to be removed then we would have no iri offerings.
With Shrouds I swapped the sides which the offerings are on.
And luck has been reworked to only apply to chests (instead of it only applying to self unhooks)
https://us.v-cdn.net/6030815/uploads/3GC7P7ZFJJRQ/offerings-maps.png
https://us.v-cdn.net/6030815/uploads/3FURYZY3V85Y/offerings-shrouds.png
https://us.v-cdn.net/6030815/uploads/B2I6NQDZQZV2/offerings-fog.png
https://us.v-cdn.net/6030815/uploads/I55YU8LQMYMX/offerings-hooks.png
https://us.v-cdn.net/6030815/uploads/1IS2IXG7ZDRI/offerings-luck.png
I've been begging the devs to clean up and remove a lot of the junk items from blood webs for so long! Maybe I wouldn't do it exactly like this, but it's pretty damn close.
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I want map offerings gone, because using them to gain an advantage or make the other side miserable is bad sportsmanship... and in their place, I'd like to a single uncommon offering that lets you select one realm to remove from the random potential pool.
I do agree that BNPs should be reworked as well. A completely new effect would be nice... Something like "While using a toolbox with a BNP equipped, press the active ability button to consume the BNP and decrease by half any regression applied to this generator for 120 seconds." And maybe give the generator some kind of indicator that it is under the effects of a BNP.
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Blight is fine, just needs some add on changes, like C33 and Alch Ring, and in return make Summoning Stone and Soul Chemical not garbage (hopefully by just scrapping their current effects and making new effects). And a numbers nerf on Adrenaline Vial would be nice. Oh, and fix the collision he slides off of!
Other than his add ons, he is a fantastic, (mostly) well made killer.
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Killer slowdown perks ARE second chances. NOED is a second chance perk. No Way Out is a second chance perk. Blood Warden is a second chance perk. Killers have plenty of second chances, though some might not be as impactful as something like Dead Hard.
Just because you don't like a mechanic doesn't mean the other side needs compensation for it.
I feel like you're only here complaining because you just lost a game from someone unhooking themselves. Move on.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2975583#Comment_2975583
Pig has been trash for as long as I have been playing. Doesn't stop them from nerfing her every other patch and constantly trying to gaslight the gullible into believing they are buffing her.
Oh look, it's head pop fetish guy that keeps spreading misinformation because he's salty that they buffed pig's traps' stalling ability but reduced the likelihood of survivors dying to the traps.
Interesting how some people just throw out random accusations of others doing the gaslighting when that's exactly what they're doing. Major red flag.
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I honestly wonder how Nurse would perform if she was 4.4 m/s but only had one blink.
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C33 and Alch Ring are definitely not okay. Alch Ring is obvious, but C33 is problematic because you break a pallet nearly twice the rate of the normal break animation and have your token back by the time the pallet break ends, allowing you to instantly rush again and not allow the survivor to make any reasonable distance. It's (key word) almost approaching nurse levels, ignoring the "rules" of the game without any skill necessary on the part of the killer.
Adren Vial needs a numbers adjustment.
Slam add-ons are crap and should be replaced with a completely new effect.
Most of his purple add-ons are useless. Journal: people can still hear and see the Blight approach. Stone: activation too restrictive, doesn't last long enough. Soul Chemical: why does this exist?
The only ones I am conflicted about are the speed ones. Maybe they could stand to lose 1% each? Or crow becomes 4% and rat becomes 2%? But idk honestly.
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I didn't have a problem with Dead Hard until recently... It's just in every game without fail, and usually all of the survivors have it. It's just obnoxious when you outplay a survivor only to have your skill nullified by a perk which then extends the chase so long that there's nothing a lot of the lower tier killers can possibly do to keep up with it.
With old matchmaking there was a better mix of perks, though Dead Hard was still very good, and a better mix of skill in terms of how well a player used their perks.
Now that MMR is a thing it's just 3-4 Dead Hards every game, and hit validation has only made it worse.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2974001#Comment_2974001
No. These people called devs worked hard for this map. Why can't you appreciate it?
I'm sure pressing Ctrl + C, Ctrl + V, and making some minor edits was incredibly taxing on them.
It wasn't made for a multiplayer game, it plays like ass on the majority of killers, and is exceedingly, unnaturally difficult to navigate for new players. That's why.
Bottom line, I don't care how hard someone worked on something if they did a bad job.
To be very clear: it looks visually fantastic; great job art team. But using a map from a single player game as a map for a multiplayer game was an incredibly idiotic decision that never should have passed the "fanboy's idea" stage of implementation and makes me question the professional competence of whoever okayed that and whoever worked on it and didn't raise this issue.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2974041#Comment_2974041
Not me. I play add on less which is why base killer nerfs frustrate me. But whatever, it doesn't matter too much. If I want my head pop, I will get my head pop.
Might feel like a nerf to you due to your exploding head fetish, but it certainly isn't a nerf in terms of how the developers intend Pig to be played. Please don't misinform people by calling a buff a nerf just because you can't get your rocks off as easily.
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@versacefeng said:
I agree with all of them besides Deathslinger's. The whole point of his TR being increased is so that he can't get free hits from afar when using M&A.
But if the problem is M&A, it seems like it would be more fair to change the perk, not nerf the killer. Now Slinger is the only 110% killer with a 32m terror radius, and I think that's unfair.
If M&A had some kind of stipulation where it couldn't lower a killers' terror radius past 24m, or maybe "If this perk would result in a terror radius smaller than 24m, gain a non-directional 8m lullaby that starts where your terror radius ends," then this wouldn't be a problem.
Maybe these perk ideas suck, idk. But my point still stands.
If a perk is causing an undesirable effect on a killer, and you either have to nerf the perk or the killer, you nerf the perk, unless the killer is overperforming overall.
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@Mandy said:
The main thing with the perk rework, as the graphs in the blogpost showed, is that at higher MMR you are consistently seeing the same perks over and over...which many players feel leads to a very stale meta. This is a way of shaking up that meta and maybe changing the playstyles at least a little and give people more variety in what perks they can choose and make other perks more appealing.
I think the idea of seeing more perk variety in the future is what has gone over well, but many people are also concerned that their favorite perks will be changed for seemingly no reason, and that so many perks will be changed at once that it will be impossible for BHVR to keep up with the feedback and/or course correct. If you gradually announced some changes in the later stages of their progress, similarly to what was done with Object of Obsession or what Almo did recently with the new Pig trap mechanics, I think you'd help put the community more at ease, and also help gather feedback one chunk at a time, instead of after it's already too late and you're left scrambling to fix it. Just my two cents.
Because I do like the idea of seeing more perk variety, but I'm pretty darn worried about what perks and game mechanics will be changed and how.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/2971097#Comment_2971097
There’s no way of telling if it’s an actual buff to her kill rate without being given kill rate stats. Survivors might average more time on boxes, but with less head pops, and less interactivity with Pig, it’s not possible to know how that would ultimately affect her kill rates.
I’m personally arguing that it feels like a nerf to her kill rate as well, because of the less head pops, and less interactivity with Pig, and because it’s easier for voice comm SWFs to counter her. But I don’t know if it’s an actual nerf since I don’t have kill rate stats.
I mean, historically Pig has had a VERY high kill rate despite complaints that she felt weak, so I don't really think that's what should be used as the end-all be-all metric for how these changes have affected her unless she suddenly plummets to like, 15th or lower or something.
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Only in the dbd community would you find people who don't understand basic math and so cry about a "nerf" that's actually a buff.
Traps are really only designed to kill survivors if they ignore them; their main purpose is to be a waste of time for survivors. Now they're better at that and yet that's a nerf?
Stop parroting the opinions of the uninformed and pick up a math textbook with a chapter about probabilities please.
Jack has hidden a marble in one of four boxes. What is the chance you pick the box with the marble on your first try? Assuming you guess incorrectly, what about on your second, third, and fourth tries after you've eliminated an incorrect box on each attempt?
Now repeat this with five boxes, except after four wrong guesses you automatically get the marble.
Now factor in the time it takes to travel to each box and search through the box, with a higher likelihood that your search will be fruitless.
If you can't understand why it's a buff after this I don't know what to tell you that will convince you.
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I mean, if it did have this kind of system it would have to be EXTREMELY well thought out and complex to the point of almost not being worth it. The first problem is why does the killer only get to ban 1, but the survivors can each ban 1? And if that's not what you mean, then how do the survivors decide what perk to ban as a whole, especially if they can't communicate? And then what happens if they each vote on a different perk? And say they do decide on a perk, what if the killer was going to bring that perk? Do they just not get a 4th perk? Or do you waste everyone's time with a "pre-lobby" where you go through the perk ban system before getting to the real lobby?
All in all it just seems like more trouble than it's worth.
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I honestly love the vast majority of maps as killer. The only two I don't like are Lery's and RPD, and even that depends on the killer I'm playing, because those two maps in particular are horrible for certain killers' powers (Billy, Blight, Nurse, Huntress, and so on).
I do especially love Dead Dawg, though.
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Not trying to be rude, but this sounds like one of those times where the phrase "Sounds like a skill issue," genuinely applies.
I bring streamers and cakes all the time. Sometimes I win, sometimes I lose. I don't expect the survivors to grovel at my feet just because I brought a double bp offering. I just go into the match and try to have a nice, fun, fair game. If you can't go into a trial with that mindset, even when you use a double bp offering, maybe you need a break.
This is a game. The point is to have fun. If you're not, then you're either burnt out or this isn't the game for you.
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Sorry, this is just tokens with extra steps, and further confuses the fact that Hexes and Boons are different mechanics that both happen to revolve around totems.