AMOGUS
AMOGUS
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3256657#Comment_3256657
Yup. That's why her adept achievement is called: adept min.
Oh my god, you're right.
I really wish there was some sort of clarification in her lore or something. I, and I'm sure many others, have got it backwards the entire time...
(And I mean, I'm fine with calling someone by their last name, but almost everyone thinks it's "Feng Min" and not "Min Feng", if you know what I mean...)
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3256697#Comment_3256697
They're not God tier because;
Exponential: You have to be within range of the boon while also the killer needs to slug you in said range. And if the killer sees the boon when they chase you or down you they can just remove it. This is incredibly niche and will very rarely get any use. For reference I've seen this boon used multiple times while playing and I've never seen someone get use out of it even though I don't shy away from slugging.
As for Dark Theory, no scratch marks isn't too powerful. You can hear survivors run and breathe, and if they're injured not only do they make grunts of pain, but they literally leave a blood trail that you can follow instead of the scratch marks, rendering this perk mostly useless.
The only strong boon is Circle of Healing. The rest of them need buffs.
TBH, I completely agree and I don't normally say the following (but for strong reasons, I think it applies) I think the people here complaining about Shadow Step (which is the one that hides scratch marks and auras) and Dark Theory (increases movement speed) kinda speaks to their level of skill. Shadow Step gets countered easily if a Survivor is injured and footsteps can still be heard easily. You need other perks to make this Boon work (like Bite the Bullet or Lucky Break). COH does not require other perks which is another reason why it's so good.
Dark Theory... Haste is barely anything unless it's a significant amount or if it makes you faster than the Killer when stacked. Dark Theory does none of these things without a dedicated build to it. You need to be stacking multiple Haste perks in order to get extra speed. And there isn't that many Haste perks that aren't super conditional (like Blood Pact and how a SWF is needed to take advantage of it).
Exponential requires builds or maps picked out to make work. It's not that good either.
I would like it if Boons could go on large cooldowns when snuffed (or given fair nerfs to increase the risk) or couldn't be stacked with other Boons. This way they could be buffed massively in order to compete with COH. As it is now, COH is the only boon worth using. The other 2 are garbage and Shadow Step requires an entire build.
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@Butternubs69 said:
so, Feng Min's name is actually written the way it would be in her own country: family name, then given name.
but, she's not the only person from a country that does this, and yet she's the only one whose name is actually written this way. Yui's name in her chapter announcement trailer -was- written as Kimura Yui, but it still isn't that way in the actual game.
I'm just wondering if there's any particular reason bhvr made this exception?
... Wait, Feng isn't her first name, but her last name?
Her actual first name is Min???
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3255879#Comment_3255879
You can hold down the cancel heal button to avoid heals when downed if you don't want to be picked up. When this happens the prompt doesn't show.
Isn't it actually the sprint button? Holding sprint allows you to prevent Survivors from healing you, period. Whether you're injured or downed.
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@the_dempsy99 said:
poised would be a good looping perks if it gave tokens instead so you could use it whenever
reactive healing
aftercare idk about this one i never seen any value in it
solidarity
visonary felix perk too see gens with in 32 meters disabled every 16 seconds only good with open handed too stop 3 gens
blood pact only ever used it once in my swf and the freddy could not get us
pharmacy it used to be worth but usually when im injured im still being chased
autodidact never get a skill check when i want them
redherring its a good distraction perk but i accidently got my teammate killed while using it
I made a discussion on some of these: Can we buff Reactive Healing, Solidarity and Poised? — Dead By Daylight
And honestly, I agree with basically all of these. But you forgot one, TC: Corrective Action. Oh and, that Haddie perk that lets you see Survivor scratch marks. Extremely useless.
Red Herring also needs buffs tbh. I was thinking it could be good if Survivors had the ability to enter a locker and look in the direction of any gen they've touched to cause a loud notification at said gen. Maybe with Freddy red arrows, we haven't seen any of those in Survivor perks yet, have we? Would make the perk better. (And I know lockers cause Blindness, maybe BHVR could code some sort of exception?)
Blood Pact might also be one of the worst Survivor obsession perks in the game atm. Perhaps buff it so it has a large lingering effect upon leaving the radius and/or the effect is replenished if you get close to the obsession again and/or the Haste status effect is stronger? Maybe all three?
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3255617#Comment_3255617
No distance requirement would be ridiculous. I think they should increase the range to 48, 64 at most.
48 might be good, if Reactive Healing isn't buffed to complete heals.
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@deckyr said:
i'm going to give my opinion here as a killer player. i agree these perks are weird but i think some of the suggestions go too far.
if reactive healing is going to be capable of completing a heal, then it should work like renewal / a syringe, not be instant. otherwise 4 players using it could have infinite bodyblocks to the exit gate. (it works on hits, not on downs. i don't know why you guys are saying it takes a down to heal you, it doesn't, just a hit is enough.) if i had to make a change i would make it be a token based perk where the first activation heals 50% of your total progress (not missing), the second activation heals 25%, and then all other hits heal 50% of missing. that way it has better synergy with resurgence and solidarity, as you actually can get a health state out of it if you accumulated an amount of healing. this also makes it better as a response to interrupted heals, if your teammate gets you past 50% then their bodyblock will finish your heal and you'll be able to bodyblock for them in turn.
poised, you guys have suggested that it be activateable and also hide blood/grunts/footsteps. i think that it shouldn't be on demand OR shouldn't hide grunts/blood. otherwise it's just a better iron will / bite the bullet / lucky break. some of these suggestions are wild. 75 seconds of on-demand perfect stealth in total? absolutely not. i think some of you guys underestimate just how godawful the killer FOV is. if i can't hear their breathing, footsteps, or grunts, and there's no scratch marks or pools of blood, there's absolutely no way to realistically chase. if each survivor had five "get out of chase free" buttons the only viable killers would be plague and mirror myers. again, either the on demand activation or the grunts/blood hiding needs to go here. the resulting perk either way is fine. dedicating two perks to the perfect stealth effect is also fine, in my eyes. because the other perks you need in combination have their own flaws that, when put together, leaves a quirky yet conditional build that incurs risk/reward based on your skill of navigating your own blind spots using playstyle and the other two perk slots. i'm not alone when i say i love playing those kinds of builds.
solidarity is a strong perk as it is. not enabling ridiculous plays like the usual survivor meta stuff does not mean that it's weak, just that people don't truly appreciate the value of it. the one person who stans solidarity in this thread is totally correct on all counts and i am in complete agreement. at the very least some way to counter hemorrhage feels like a no brainer even if the rest of the changes aren't made. also, as an aside, i totally don't understand how some of you guys act where you have to heal two survivors to benefit from the perk? you don't. having healing progress that the other survivor can finish off is very valuable. you don't have to get a full health state from a perk for it to have value. the same thing is being said about reactive healing. circle of healing is strong, but that doesn't mean all healing perks need to be more like circle of healing, it just means that the other healing perks need to have their weaknesses compensated for.
Before I start this off, I would like to apologize for misunderstanding Reactive Healing. Every single post, including my buff to Reactive Healing, involved me operating under the assumption that Reactive Healing only worked off of downed Survivors. I even checked the DBD wiki precisely to prevent this from happening, yet I suppose I read it too quickly?
However, since we're now bringing up "As a x", I play both sides frequently and have literal years of experience with DBD, I've played since Clown was teased and I have almost every trophy on PS4 before Onryo (I switched to PC before she came out). I am not saying this to make my opinion more valid, I'm saying this so I'm not seen as "some Survivor main or Survivor biased player".
I would be fine with it not being instant if it meant Reactive Healing could complete heals. However, I don't know why Resurgence is being calculated in this when nobody uses this perk. You'd have to dedicate two perk slots for that + buy 2 chapters when you could just use COH by buying Mikaela. It's not worth it.
As for Poised, there was more suggestions than just that and having Poised focus around footsteps might be handy. It either needs to have the passive footstep reduction or it needs to be activateable. Poised isn't used currently because it triggers either when you don't need it and the effect is mediocre in a chase. Footstep volume is loud and there's too many other ways of tracking. I suppose stacking 2 perks for stealth is fine, like Poised and LB... but there is still the issue of grunts of pain. You could stack IW but then that's... what... 3 entire perk slots for one effect?
And also, you say you and others love playing those kinds of builds. According to Nightlight, this might be true. LB and IW are still picked noticeably more than the other perks, which is good to see. Perhaps Poised should focus around scratch marks or footsteps themselves, then? Maybe both?
I also cannot agree with Solidarity being a strong perk. Nightlight says it has a 0.49% pick rate, which is lower than Resurgence at 0.7%. (Pick rates can be useful for what the actual playerbase thinks of these perks.) Hemo definitely is one reason why it isn't used, plus needing to fully heal a Survivor is another. And you say that people don't truly appreciate the value... I don't see the value from multiple perspectives. It gets easily countered by Hemo (remember, you're saying it's a strong perk "as it is"), requires you heal another Survivor fully and would mostly see use in that scenario where people get away from a hook and are not interrupted. At this point, COH would be better since it lets you do the same thing except better.
And healing perks needing their weaknesses compensated for with other perk slots or items is exactly why they aren't used. Again, the perk pick rates don't lie. It shows what players actually think of these perks. COH isn't going away, it's not going to be nerfed. Other perks should be brought up so they're closer to it.
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@SpaghettiYOLO said:
Whenever I use Solidarity, I simply refuse to let them heal me if they're injured. It's not hard. As for making it 100%, it already saves a ton of time, especially if someone injured unhooks you and you're also using Resurgence. Heal them and you are also healed. Reactive Healing having a bigger range than the majority of terror radiuses would be pretty broken. It being 50% of current progress is also fair. Healing is something that happens way too fast as it is in this game with the plethora of tools at survivors' disposal. Any little bit is winning the war of time.
I do agree that Poised needs some kind of buff. I'd be fine with it muffling the sound of running unless the killer is within 8 meters at all times unless the survivor was exhausted. When a gen pops, running is completely silenced no matter how close the killer is (unless exhausted) and no scratch marks.
On a side note, we need more distraction perks. I'd love for a perk that when activated, shows scratch marks going in two opposite directions. Whatever direction you go in, scratch marks will also appear going in the opposite direction. Although I'm sure people would use it as stupidly as they use Deception. The amount of people that do it in plain sight of the killer while in chase is insane.
I was actually checking Nightlight extensively for the first time last night before bed after I made my post. Jane's most used perk is Head-On while her other two perks are nowhere near as used. Poised is considered her worst perk at 0.21% and Reactive Healing is pretty low as well (0.44%). Which is telling.
Thing is, some of the things you're mentioning are based off of extreme scenarios (like running Resurgence with this perk... highly unlikely and requires you be unhooked first, too niche) and you shouldn't need 2 perk slots to get that effect, as COH is a thing.
And an 8 second reduction once you complete the full heal... Honestly, I don't think that's big of a reduction to warrant a perk slot.
And thing is, Survivors have to get injured AND go down twice while you're injured within 32 meters to get what I want out of this, especially in solo queue. 50% of current progress also prevents heals from being done by this perk, you'd need to spend time looking for teammates, which can take a huge amount of time in solo queue. You also say it's fair but Nightlight stats seem to disagree. These problems prevent it from competing with COH or other healing perks.
Can I ask you a question? Are you worried about Survivors stacking perks to achieve some kind of note-worthy effect? You bring up Resurgence, a perk that is ran 0.7% of the time according to Nightlight, when honestly nobody is going to be using 2 niche perks for a niche scenario like healing and then getting healed back without getting interrupted when they could just run COH or a medkit and heal themselves.
Your Poised changes... it's interesting but I think it's overbalanced still. If you're injured (which is common) you're still getting tracked easily due to the amount of info available. But it's definitely interesting and I would like to see it done.
And also to clarify my stances, I do, in fact, want strong perks and don't think perks like this are busted because I can see the weaknesses even in my own perk buffs.
Perks IS DBD, we're not going to ever see a DBD where perks don't matter, and a bunch of perks are useless because people needlessly fear Survivors spending precious perk slots to get a effect similar to meta perks.
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@LiveBritishReaction said:
As one of the few people who genuinely use Solidarity, I think that a 100% conversion rate would be WAY too much. I know 50% doesn't seem like much, but at a 1:1 ratio you are quite literally healing two survivors in the time it takes to heal one. That is the equivalent of both of you healing each other with a We'll Make It 100% healing buff active. That's crazy.
I actually made a whole thread about how to buff Solidarity, you can find it here: https://forum.deadbydaylight.com/en/discussion/352946/a-perk-that-i-m-very-sad-wasn-t-touched-in-the-meta-shift-and-what-i-would-do-to-buff-it
If you don't want to read an entire essay on how to buff Solidarity (don't blame you), the basic rundown is:
- Increase its effectiveness and broaden the team utility by increasing your altruistic healing speed by 25% while injured.
- Make Solidarity much more useful in the situation it's meant to be good and also give it a unique and strong general use effect by granting the user complete immunity to the Hemorrhage status effect.
- Streamline the perk by removing the reduction in self-healing gained from cooperative healing.
Regarding buffing the perk to tell teammates you have it: Great idea, but I feel that's not a Solidarity issue and more an issue with the game withholding far too much information from players at large. That is absolutely not Solidarity-specific.
That's honestly not crazy. If it's a problem, we could just put a cooldown or limited uses on it.
Honestly, I don't think healing speed and Hemo nullifcation and sellf-healing reduction would make this perk enough because the problems are still there. If the Killer tunnels, that's no perk for you, and this perk has to compete with other healing perks like COH at the moment.
But... I suppose I would be fine with trying out extra healing speed when injured, plus the other two. Although I don't think it will be enough...
And that doesn't mean we can't buff Solidarity to give info in the meantime. BHVR seemingly has no plans to fix that info at large problem, so it's not really an effective counterargument against Solidarity giving info.
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@QwQw said:
I like reading these threads and seeing people who think they can unironically take on any of the killers in this game.
Let's be fair though, some of the replies in here are joke responses, and they are quite funny.
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@dspaceman20 said:
I definitely believe that if we buff the perk of unpolished characters more people will want to get them.
I have a few ideas on how to buff them
Poised: I think the most annoying thing about this perk is that you have no control over when this perk can be used. This is not necessarily a bad thing if the effect is good enough but in this case it's not. I feel to buff Poised it should be a token system. You get a token for every gen completed. And when you have a token you can use a token by pressing a button that will remove your scratch marks for a certain time. It let's survivor plan the best time to hide their scratch makes and it rewards survivors for doing their objective..
Solidarity: this is simple. Make it 100% conversion rate. And let survivors know you have the perk.
Reactive Healing: I think this perk should have its range buffed and it should worl if your in the dying state if it does not already.
Poised: The concept of using tokens is interesting and I think with there now being two Active Ability buttons, I think that this could work. The only problem is that grunts of pain and other things would still exist.
Solidarity: I did not think of Survivors knowing you have the perk, that is also a very good idea and I would love to see it included with my buff idea.
Reactive Healing: Both of these could be good as well, for sure.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3255117#Comment_3255117
I think it should at least have a timer that starts on the kick, not on the proc. That way the killer actually has to win a chase in a timely manner to get that level of stall. It's really frustrating to have a gen at 80%, have it regress from Eruption, be Incapacitated for 25 seconds, have the killer kick it with CoB/Eruption again, and basically start from square one on the gen. It's way too much game delay.
Thing is, M1 Killers struggle to win chases "in a timely manner" and you're not accounting for needing to move around big maps and spend time kicking gens. Remember why Eruption was considered bad before the buffs. Time to move to a gen and kick it for low payoff was one of the reasons for it being considered bad. The meta has changed of course, and other gen kicking perks are run... but one shouldn't have to stack perks for them to get value.
This is why touching Incapitated duration makes me so nervous. If the value becomes too low, then this perk goes back to being bad. Same for making a sure-fire method of always knowing when the Killer is going to down someone. If the Survivor leaves the gen, Incapitated doesn't kick in, which is how this perk gets value.
Something could be done about the perk... but it can't just be straight nerfs unless it's just addressing 3 gen scenarios. (Like, say, weakening or deactivating completely upon 1 gen being left.) And if Incapitated must be touched... then it must be addressed carefully, as that's how this perk gets its value.
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@[Deleted User] said:
The perk is absolutely ridiculous. It's kind of unbelievable that it ever made it out of internal play testing. Did they not have a killer on the dev team play around a 3 gen with Eruption at any point?
So... if we nerf the 3 gen aspect of it, will it be tolerable?
Because I don't want a M1 Killer friendly gen defense perk that encourages kicking gens nerfed so it's easy to counterplay and make useless.
Nerfing the 3 gen aspect of it seems fairly reasonable tbh.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3254895#Comment_3254895
Your pic hints that you’re a Legion main?? Regardless, I don’t care if while we’re oblivious AND he’s in frenzy he doesn’t see us… it all adds up to BS.
The funny thing about that is that Legion is just... one of my favorite Killers. One reason is because they're a great farming killer. Not really a Legion main tbh.
And um, actually you kinda should care, it means that the Legion is basically handicapping himself by making you Oblivious and it's not really worth mentioning. Legion's entire power gets negated by Oblivious, and he would have to be chasing normally to take advantage of it... but at that point, it's just being upset that an M1 Killer is using Oblivious. Which is kinda a skill issue.
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@Audiophile said:
So now he’s fast, you can’t hide from him, he has the most (or 2nd most after Doc) annoying, aggravating slowdown build in the game, and you don’t hear him most of the time. Seriously… ######### goes through these devs minds when they allow stacking of high mobility, stealth, aura/finding perks, slowdown and 1 hit vs poorly match made solo teams… it’s fng beyond belief. Here’s more cosmetics survivors….. now go be fodder for the players we actually care about.
I thought Oblivious actually made it impossible for Legion's Killer Instinct to detect you? The Frenzy requires Survivors to be hearing the terror radius for them to be shown via Killer Instinct, right?
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@TerraEsram said:
The number of times I see survivors running all over the map to find someone else to heal them, things other people don't do, preferring to run away, or do their generators makes me sad.
Against SWFs, it's simple, they give their position, immediate healing, and it's over, the others... They look like headless chickens
Prophylaxis, as it stands now takes almost a whole minute or two to cure, more if coulrophobia or butcher... Prophylaxis was one of the most back then because it got them off more often, but now..
Um... what is prophylaxis?
Do you mean mangled?
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@IamFran said:
Feng Min is not even the one with more cosmetics.
https://us.v-cdn.net/6030815/uploads/BJOV62DKP009/image.png
https://us.v-cdn.net/6030815/uploads/VIGGZO742EUO/image.png
Meg have more, and Dwight and Claudette have almost the same amount, yes, that three original survivors are older, but Feng is also very old, released before the game had 1 year old (11 May 2017) and other interesting info, Kate have the good amount of 77 cosmetics and was released more than a year after Feng (12 June 2018).
There are a tendency of hating Feng just for getting skins like she is the only getting skns almost every time while specially Dwight and Claudette get skins almost as frequently. I even saw a post in DBD Reddit in which a guy uploaded a screenshots in which he showed that have all survivors but Feng like it was a prowess and the post received around 2k likes and several Reddit awards.
Please stop it.
Thing is, if the other posters are correct, a cosmetic that Feng gets is a cosmetic that other Survivors don't get because of BHVR's budget. Haddie and other survivors have been neglected, with Haddie still having bad cosmetics.
Not to mention that if we mention age... Ace, Nea and David are older than her yet they have slightly less cosmetics. David in particular has less cosmetics despite being older.
We shouldn't have to stop when there is valid points to make. BHVR should focus on some of the other Survivors, especially if this budget does exist.
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@Massquwatt said:
The only thing that really annoys me about the Feng cosplay outfits is that to my whack ass brain BHVR has no faith in the original outfits selling so they just give a copy to Feng because they always know that'll sell. The more cynical part of me thinks whenever a licensed character gets a fan requested outfit they're just gonna always gonna give Feng a copy of it.
Edit: I also just want to express my general annoyance about how the Feng Cosplay sets are just 80% carbon copies of the original sets just with cleaner textures on them, it would be nice if they gave her original cosplay sets that weren't just the same as the original.
I was looking at the Cheryl and Feng outfits closely, and I noticed that the shoulder things are actually completely different. I think Feng's are actually unattached shoulder pieces while Cheryl's are attached to the outfit. Sounds like there's some noticeable differences between the two.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/353222/so-new-moris
Also, I like how the survivors limp in the mobile version instead of just running away.
So, this makes it kinda obvious that you haven't been here for TOO long, since these are the old animations being used in this video.
I'm also pretty sure mobile has several other disadvantages to it, such as gacha, and it's made by NetEase which is much bigger than BHVR...
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@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3250112#Comment_3250112
All achievements and tombs are complete, and my gaming chair mat is sim grass, so
Well, you COULD go for p100 if you wanted to.
Alternatively, try doing stupid challenges like escaping without dropping pallets in chases, looping the killer for 5 gens, stunning the killers 5 times in a match and escaping, etc
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@MisterMister said:
When you’ve maxed out perks on survivors and killers, what do you really do next? Prestige 100? That sounds pointless
Go for all achievements?
Do all tomes?
... Touch grass, maybe?
EDIT: Just as a clarification, this was a joke.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3249772#Comment_3249772
Yeah but there isn't just like this specific thing about one of the aliens on there ,but they could definitely use in a original chapter.plus I don't think they'd want Mel Gibson to get revenue off it .
"He's kind of racist"
Haven't done my research but there's more to this man than just that. There's all of this as well: https://www.theguardian.com/film/2010/jul/02/mel-gibson-racist-rant
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@Chaos999 said:
The wiki has all the lore content of every tome and chapter.
I mean, that's true, but what if I want to see it in-game?
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@VaporLion said:
i can guarantee you that 2 protection hits would make this broken. Ive seen this be used in swfs with reactive healing and purple medkits with extra charges and it does somewhat well. if it had only 2 as a requirement , this exact thing would go out of hands for the killer.
This is focusing on an extreme, and you even mention how this uses purple medkits (with extra charges at that) and another perk that is bad outside of a build + SWF. Things should not be balanced around extreme scenarios like this, that leads to bad balancing.
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@AnneBonny said:
https://us.v-cdn.net/6030815/uploads/N12RZFJ6IGHP/20221024-160517.jpg
imagine playing on switch when the 3ds exists
Yoooo, this is epic. Too bad this doesn't work in matches, as you said later on...
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3234777#Comment_3234777
Yeah unfortunately that means we wont get The nun as a killer but. a demigod would be fantastic tbh something that the entity can barely control
I'm not a mythology expert, but I have read Percy Jackson and know a bit about the concept of demigods and gods in some religions. They can very easily go for demigod characters, those could be easily controlled by the Entity. They tend to have like... one or two powers and nothing else, right?
God characters are fine too if they only specialize in one thing like Greek gods. If we used Greek mythology for definitions, you could have a minor god be taken by the Entity easily. And major gods could still be controlled.
The only problem is demigod/god Survivors... if they have literal powers, it'd be hard to put them into teachables.
... Then again, Mikaela Reid exists...
Unless they're fine with giving demigod/god Survivors unique powers via special perks unique to them for lore reasons, but I'm pretty sure this community is heavily against this idea.
... Actually, if we're continuing with this idea, demigod/god Killers could still have this same concept (perks unique to them) that relate to their abilities while their Killer power is something else... but I'm not sure if BHVR is willing to put that much effort into something non-licensed.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3234768#Comment_3234768
I feel like Terminator while technically horror. really aint feel like horror 2 me. would rather them do something like you suggested "Ancient technology" like a robot based off a god or something like those wild Ancient Egypt alien theories.
Speaking of gods... I want a (made-up) god Killer or god Survivor. Or demigod character. I know that DBD said that they want to stay away from stuff like IRL religions and stuff like that, which is fine, but then they can just... make up some fictional gods then, right? Other games do it all the time in their stories.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234725#Comment_3234725
Statistically, in a game where the hatch exists let alone the other cacophony of variables present, 99% is an extremely unlikely number. Saying you can get at least 1 kill in 99% of your games is believable because it would be a statement that respects the lack of constants in the game, but saying that 99% of every single person you play against has died is extremely unrealistic. That is well beyond the maximum possible skill variable no matter what your sample size, especially in a game that uses cadences of 25% for all outcome data.
Not to mention that Otz's kill rate is lower than 99%, I think?
If this person is telling the truth, they are basically better than Otzdarva and several other major DBD content creators, and would be on the same level as some of the legends that show up in Otzdarva's comparison videos. Which... isn't impossible, but they should be prepared to prove this.
Should be easy to demonstrate if they 4k 99% of their games...
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3234746#Comment_3234746
A fan of me? I didn't do anything yet.
-woosh-
I also agree with the others here. Do some streaming, you can be quiet if you want. Your unfiltered gameplay is what people care about. If you have a 99% kill rate, 10 matches should be enough to give you some backing.
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@Botiz said:
just gentap 4head
honestly though, I think you should only be able to affect one gen at a time with eruption
This I can't recommend, Eruption would become bad in that case.
Maybe 2 or 3 gens at a time might be better?
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@Dead_Harder said:
You mean insta heals?
They're referring to a Halloween specific event item that was for medkits and Killer add-ons.
They were extremely special in that they allowed Survivors and Killers besides Blight to channel their inner Blight. Survivors could gain huge temporary speed boosts while Killers could replace their entire powers with single use Blight dashes.
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Um... Sadako is based off of the original plot that The Ring is inspired from.
You technically already got what you wanted there.
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@Raz_cr0w said:
https://forum.deadbydaylight.com/en/discussion/comment/3221167#Comment_3221167
https://youtu.be/XYkxZZ2zxhQ?t=248
This link should start at 4:06 or something, the last one
Oh, I remember this. Yeah, that's not someone else, that's Talbot Grimes AKA Blight.
I don't think he ever became a human again either. Maybe someone else can explain this, because these cutscenes seem contradictory to me too tbh. We already have the cutscene of Grimes becoming default skin Blight, which should be how he ended up in this state, but this cutscene almost seems like a retconned version of that transformation.
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@Raz_cr0w said:
I know this might sound stupid but in a tomb video it shows someone turing into blight with the blighted skin so I'm confused since I thought skins aren't cannon. Are there two versions of blight or did he turn back into a human?
Doesn't the Blighted Blight skin have a description that says this is what happened to Blight after injecting even more of that yellow stuff within him?
That someone was probably Blight, but then again I haven't seen this video.
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@lagosta said:
Fixing core game issue with perks is a big no no and I am happy BHVR is distancing from that approach.
They were trying to do that with basekit BT... then they added Reassurance.
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How does this have over 11 views but no replies?
Anyways, yeah, same here.
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@Smeagolthevile said:
I love these people like 'lol get gud' like wow, what an argument.
Personal survival is not the issue, its not that 'I' get killed, its that he can just remove one of the 4 survivors without requiring to do any of the actual normal killer steps. Another survivor can ######### up and suddenly there he goes, killing people without even the chance to unhook. Its a bad and unbalanced addon. Exposed is fine, even the unlimited exposed is fine on myers, but being able to just ignore ALL of the game's mechanics because ONE survivor ######### up? Absoluite garage.
No, it is the issue. It's why you're actually complaining. You got killed by insta, and now you're here. It's what everyone does whenever they die to something.
Skipping "normal killer steps" is actually what makes these add-ons unique, and I wish we had more of these. Please stop trying to standardize killers, please.
Also, a Myers needs to basically throw a game and fully stalk 2 survivors and then stalk half of a 3rd in order to get this activated, last I checked.
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I'm honestly convinced that a bunch of people left the game when the huge meta shakeup happened, because it seems like only potatoes are left in solo queue when I play Survivor. Everyone always seems super new, it's like the longtime players just left the game.
Or maybe it's because my MMR is that low. Probably because you need to escape through the exit gate to gain MMR and I can never survive endgame situations... or even make it to endgame because of my teammates.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215219#Comment_3215219
I mean, this feature can vary between 25-100%, and anything less than 100% is literally useless unless it's multiplicative.
So even if it's unintentional it should be intentional.
https://forum.deadbydaylight.com/en/discussion/comment/3215553#Comment_3215553
I don't see problem there either, you'll get 200k as is in that match, what's problem with 400k.
Don't forget that they made things in the bloodweb cheaper. It takes like... 200k to 300k (maybe 400k?) less BP to get a character from lvl 1 to lvl 50 + prestige.
It no longer takes a mil bp to get a prestige level for a character atm.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/349217/wesker-needs-these-changes
No. The killer does not need any buffs. He is already pretty strong as is. Giving him any more buffs and we have a new blight. If anything, then minor (and I stress the word MINOR) nerf should be OK. But it's not really needed
Can I ask a question? How exactly is Wesker pretty strong when he seemingly gets countered at basically every loop?
I've been playing him for a while now, and he feels fairly weak. He gets stuck on everything at loops and his power refills very slowly.
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@Dream_Whisper said:
Having free aura reading on hook Survivors location, as well as everyone's else location and actions; can be quite strong if everyone is able to have Kindred Basekit. It would definitely be way strong on SWF, just the same with BT and New UB basekit changes.
If anything, to help Solo Que out with lack of communication that SWF undeniable has; I think it is much better to instead just make a communication wheel or better, add a "Status Icon" next to the Survivors portraits, so that the Survivors can constantly tell their teammates on what exactly they are doing.
If a Survivor A is being chased by the killer, the portrait will show a killer chasing them icon. Survivor B can be doing a Gen, with a Gen Icon, Survivor C is on the hook, and Survivor D (which can be you) could be busy searching chest, or cleansing a important hex Totem or booning, or be a useless Survivor by hiding in a locker or... a amazing teammate in which they are running straight for the hook Survivor, whom is Survivor C.
Basically, just display Status Icons on what Survivors are doing, for all to see and evaluate the game state for all Survivors. And add communication wheel that can allow Survivor to communicate their actions to their team by sending simple quick messages. Like "I am fixing a Generator" , "I'm going to save you (Hook Survivor)", or even "Go Do Gens, I Distracting the killer with chase!" As well as... "Look out, the (killer) is heading towards your location."
Just listing a few examples, they can add a lot more as well as perk related stuff.. like "I have... Perk A, B, C, D" so they can also showcase their builds to the rest.
It doesn't have need to included voice or proximity chat, as I am sure no dbd players want to hear minor's voices or even annoying soundtrack music that has nothing to do with the game's atmosphere. Of course, I also do not want the killer like to take advantage of the fact, that I can hear your proximity chat and reliable find you faster then intended.
SWF can already do all of this though, base kit Kindred would combat camping by revealing Killer aura (something many people hate) while helping to coordinate hook saves. It is quite often to be left on second stage in solo queue, auras would help combat this huge problem.
And maybe a ping wheel system would be nice as well, but this is DBD. I don't think BHVR is going to make something like that, a perk becoming basekit like Unbreakable would probably be more likely, knowing BHVR's track record.
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@Crowman said:
The slugging changes aren't even going live in 6.3.0 and the PTB solely exists to gather feedback. It's really not the end of the world if these changes shown today aren't perfect.
Plus we don't even know what content will be in the 6.3.0 midchapter anyways so it's a bit early to call it the "worst ptb".
This one does exist for gathering feedback... but people here surely remember how DBD's PTBs typically don't address PTB feedback given, yes? (Key word: typically. They've been addressing things somewhat in recent ones like nerfing endurance meta, but they didn't adjust the anti-tunneling unhook buffs until later, and still didn't revert Bloodlust)
The flipping out is expected by this point imo, PTBs typically go live with what they have or only make minor changes... or only address some things, but not all.
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@Trickstom said:
https://forum.deadbydaylight.com/en/discussion/347813/so-basekit-ub-bt-but-not-shadowborn
https://forum.deadbydaylight.com/en/discussion/comment/3200598#Comment_3200598
Yeah, according to some people giving the killer a FOV slider (Aka ACCESSIBILITY option) will break the whole game balancing.
It was in recent years that it started becoming an accessibility issue. People are forgetting that FOV still gives an advantage, just look at Sea of Thieves and how it's recommended to turn FOV way up because you get an advantage.
... Although I think that the advantage would be game changing in DBD... but it doesn't really matter. Adding accessibility is worth it.
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@Majora said:
wont affect good killers one bit? good killers almost always slug so thats just a plain false statement. Sure good killers can still win, but it WILL effect then much more than "one bit". To deny this is pure delusion, it is a huge killer nerf.
Don't M1 Killers still need to slug at early game to prevent losing gens? Did that change with the game changing Mid-Chapter a while back?
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3201348#Comment_3201348
Because killers started slugging for 4k at 5 gens. This helps combat that to some degree. Killers brought this on themselves. This change won't effect good killers one bit though unless they play twins. Hopefully twins gets a rework sooner than later.
This became new meta after Mid-Chapter/Wesker patch? I haven't played in a hot minute, moved to VHS but I might be returning now.
"Killers brought this on themselves." Can't agree with this "Killers VS Survivors" mindset though, sorry.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3201350#Comment_3201350
They shouldn't kill their own game in the name of balancing a single killer. They need to rework the broken killer.
Yeah, honestly, just rework Nurse if this is such a problem instead of punishing M1 Killers.
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@RoastedGarlic said:
adapt.
I came back to the forums because of this update and logged in just to comment on this: When did the community's mindset change?
Why are people suddenly saying "skill issue" to slugging when that was completely valid for buying time previously?
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@Gress said:
This is more of a temp fix than anything, but maybe the challenge only works on Doctor? All the perks you mentioned came out after his release, so maybe it was designed with him in mind?
But this definitely should be something looked at.
Yeah, it doesn't work on Doc, I'm having the same issue and this isn't the first time this has been reported.
It seems like multiple Archives challenges break almost every patch now. Previously, it was that Botany Knowledge challenge in Tome 1...
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@Nathan13 said:
but DBD doesn't take place underwater lol.
Super random, but there is a Disney mobile game that has Ariel from The Little Mermaid in it, and she has a water pool underneath her so she can be outside of water and be fine.
Maybe something similar can be done here? Like a floating shark, or a shark that is always partially "underwater"?
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3096707#Comment_3096707
If you play it right the only thing they'll brute force is their own death.
How do you play it right, then?