Alionis
Alionis
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- Alionis
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@sharkster13 said:
No no, Spine Chill. And then I had the Butterfly Tape which also gave me a speed boost and it stacked. I'll try it out in a few matches today, see if it'll work.
It must have been something else, because 24 charges are not enough for 2 full heals.
One health state = 16 charges, so you have to have 32 charges available for two full heals. Increased healing speed means the med-kit will apply its 24 charges quicker than usual, but it doesn't give additional charges to use.
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Seems you're on a bit of a nerf train today.
I'll agree with @savevatznick, that would change nothing about why she is a strong killer and she indeed can't be changed without completely gutting her (which you know, is something I'm against in general).
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966342#Comment_1966342
Of course I want counterplay otherwise I wouldn’t be complaining about her.
I do appreciate the advice you gave me and I have used it but the reality is against a decent spirit or one with stridor it ain’t working
Well, no counter-play will or even should work 100% of the time. Good killers are generally those that learn how to block counter-play, that you'll most likely lose against them is only logical. But it's also not a bad thing, since I think the most-skilled player is the one who should win.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966172#Comment_1966172
Then why is it okay that you need iron will to play against her?
Because in reality, you don't.
It is possible to beat Spirits without having Iron Will.
And reading more of your comments in this thread, I don't think you're actually wanting to get an answer on how one can beat her in the current game.
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@odra said:
Spirit needs to hear reduced 50% sound during phase, so with stridor it's 100%, and when survivor has iron will it will cancel it.
That's enough nerf for me
I don't think any killer should be nerfed to the point of making one or more perks basically a requirement to play them.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966151#Comment_1966151
And old ds’s entire design was a get out of jail free card. Was that fair?
I don't care for whataboutism since it serves only to distract from the actual argument. This is a Spirit discussion, not a DS discussion.
This has nothing to do with fairness. It's a power you can in fact work around if you're observant, I consider that a fair requirement for that case.
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Absolutely not. There's nothing "interesting" about this at all. It's stupid.
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The entire point of her power is to leave you guessing.
The comparison to the other killers also isn't fair. Billy can insta-down you, Spirit can't. Legion's power can't down you unless you're stupid enough to let deep wound run out and then you deserve it, Nurse's blink is much faster than Spirit's phase-walk and Blight can cover much more distance than Spirit while also actually seeing you.
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This is a short PSA for everyone who thinks the devs locked the in-game icons: it's not that.
What happened is that unlike the menu still does, the new HUD no longer uses the icons from the game folder, but has an internal cache it refers to.
Why they did that, we can only speculate on. In order to show the custom icons in-game again, they would need to tell the new HUD to use the game folder icons again.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1962390#Comment_1962390
Here's an idea for Coup de Grace to make it a killer version of Dead Hard.
For each 30/20/10 seconds not spent in chase, gain a token up to a maximum of one token.
Performing a lunge consumes a token and extends your lunge by 100%
Single use dash, just like Dead Hard
That would be an interesting rework, though the times would probably need to be tweaked to be higher. Every 10 seconds, even with the no-chase restriction, seems a bit much, all things considered.
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@bcchickenburger said:
https://forum.deadbydaylight.com/en/discussion/comment/1965333#Comment_1965333
SAME HERE. Can’t join a game. cooooooool
You could try turning off crossplay. Since XBOX is the only platform who has 4.5.2 at the moment, it could mess up the matchmaking with other platforms.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1965302#Comment_1965302
Apparently they have the 4.5.2 update before everyone else. I think it accidentally went live. I don't have it on Series X
Probably messed up the release time, updates are always submitted a couple of days before the intended release date for certification.
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@Phasmamain said:
I miss fighting hillbillies he was fair and fun and probably the pinnacle of balance besides some addons.
Anything to reduce the number of Freddy and nurse players
That's unfortunately what tends to happen when people continue crying for nerfs to the stronger killers instead of buffs to the weaker ones.
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@Rizer said:
It was fair at the time because for one, there was no survive with friends... so you couldn't pre-plan it out that you'd all be using BNP's.
You'd have to convince an entire lobby to bring in BNP's which were kind of precious at the time, not everyone went for it.
Unless you were instant genning 4 out of 5 gens the match would be exponentially more difficult. This pissed the killers off immensely and would result in a nerd rage the likes of which you've never seen... People showed the killers true potential when they were mad... you don't stand a chance against an angry killer main.
Trapper was pretty OP at the time as well, damn near broken really.
Once you trapped someone, you could place a trap directly under their hook so any rescue would be in 2 stages... disarm the trap then rescue... both actions alerting the killer to the location... so basically a pre-alert.
Not to mention if someone did get lucky enough to self unhook, they'd be caught in a trap immediately.
Also, Mori's were no hooks... so you basically hit a survivor twice and took them out of the game permanently.
None of the ideas were good when this game came out because they didn't expect people to exploit them like that, but as with every group of people, there has to be that guy... same with infinites... they never thought players would loop killers infinitely through spots on the map because they figured hiding was more of a priority, the game was terrifying when it first released, now it's just a frustrating mess of bugs / meta garbage... no one fears the killer any more, they fear the map layout / bad mechanics.
The first part of your post isn't quite accurate, since SWF was added pretty quickly to the game with patch 1.0.3 (July 11, 2016) and the BNP-nerf didn't happen until patch 1.5.3 (July 4, 2017). That's almost a year in which people could queue up with their SWF friends and use all the BNPs they wanted. Lobby-dodging sets of 3-4 toolboxes was fairly common due to that.
And even then, old BNP basically still existed if you could hit all 10 skill checks in the white zone (which was much larger than the usual one great skill checks have), it would only take you 20 seconds to 100% a gen, which is still 4x faster than solo-repair. Considering that the average killer usually takes more than 20 seconds to find the first survivor (unless they get lucky with spawns) and since survivors often spawn within a few meters of a gen, that would still allow for up to 4 completed gens before the killer could even chase the first survivor.
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Oh good, they nerfed the cheaters. I approve of this.
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That's not a good idea. IMO, this would make the perk broken since you could just guard the totem until the EGC kills the survivors.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1963786#Comment_1963786
and your entire post isn't?
I would leave it, he's pretty much trolling at this point.
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I do it to survivors who annoyed the crap of me during the trial as a sort of "that's what you get".
Otherwise, if it's unwarranted, then understand it as the killer's version of teabagging.
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At least there should be more activation conditions for CdG, a maximum of 5 times per trial for one increased lunge that you can't even save for when you really need it and is gone with a quick attack as well isn't worth using it.
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iirc, it's not a single language, but words from multiple sources
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1957982#Comment_1957982
There’s an upside to that occurring.
No doubt many in the dev team will watch out of curiosity. If they can see that against highly coordinated survivors killers simply do not stand any semblance of a chance, maybe some more balancing will occur.
Doubtful. The only change that I remember coming to the game because of that was the removal of insta-blinds, because Cote got his backside handed to him with those flashlights when he visited Korea and played against the people there.
The Depip Squad had already proven about 2 years ago, that close to every high-skilled killer player can be rendered harmless to a team of gen-rushing, coordinated survivors on coms. That's nothing new.
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@KiwiCoattails said:
https://forum.deadbydaylight.com/en/discussion/comment/1959960#Comment_1959960
I don’t see how it’s unrelated to the game when they’re the only maps that are rendered poorly for me...
Because, as I pointed out, for almost every "too dark" complaint, there is a "it's fine for me" or "too bright" response.
A frequent complaint I hear, for example, is that game is so dark, you can't see any survivors. Never experienced that for myself, neither did others playing the game. I'm not saying the people who do have the issue are making stuff up, but with how much the complaints and non-complaints keep balance, I think the actual issue is a 3rd party one.
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I'm just about convinced this is something entirely unrelated to the game.
Pretty much for every complaint that map x is too dark, there is someone who'll say it's either too bright or just right.
I belong to the latter: never felt that any map was too dark. Quite the opposite actually, I think all new maps are too bright and I miss the darker maps from 2016.
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Did you format this after the wiki's description or is that the one actually on it? The wiki and the game are independent entities.
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@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/1957744#Comment_1957744
oh! this is interesting! I didn't know that. Seems like a bug, though; aren't crows specifically meant to prevent survivors just sneaking around without doing anything?
Not quite. They are meant to prevent survivors from remaining stationary without interacting with stuff. Walking around without interacting with stuff is fine.
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Balance hasn't changed much in the past 5 months, meta remained pretty much the same.
What's new is that the devs have started the graphics update they teased during the anniversary.
- MacMillan, Autohaven, Ormond, Springwood, Yamaoka, Gideon and Asylum maps were reworked
- New models for gens, chests, lockers, pallets, breakable walls, fire pits, etc.
- New models for the Killer shack, which change with the realm
Clown received his rework, which is not much more than him getting a secondary power in addition to his old one, which he kept.
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I don't think it would be too strong, we definitely have too many arbitrary cooldowns on perks and add-ons.
I wouldn't mind them removing the cooldown altogether and making the distance a variable (i.e. 12/16/20 meters).
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Cost me a hatch, because the guy somehow made it there faster than usual (took me a while to realise it's probably a bug).
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@HollowsGrief said:
So, was this changed on purpose or a bug? I'm genuinely curious because it has been like this for a little while now.
You really need to be specific. We can't read you mind. If you don't tell us exactly what you're talking about, we can't give any input.
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It's probably the next one to be reworked and I do hope that they'll include more from the original concept arts.
And an absolute must: an actual creek in Torment Creek.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/1949138#Comment_1949138
The mechanic has definitely changed, lol, but whatever helps you sleep at night! Have a good day!
If it so definitely has changed. When did the change happen? I'd like a concrete patch number.
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Thanks for giving an example of why I hope that proximity chat will never ever be a thing.
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1949610#Comment_1949610
I mean, they shouldn't outright state sexualities. Yes, they have states couples but have never straight up said, "This person is straight!"
That's what I meant :0
That is because in our heteronormative society, it's assumed that people are straight unless specifically mentioned otherwise. You don't need to straight up say that someone is hetero, because our society already assumes that as being a given.
That is why people explicitly out themselves as LGBT and why sexualities have to be mentioned straight up.
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@IsJustMe said:
Wait a sec hmmm what was the word ... ahh yes, i mean other Publisher call it "HOTFIX" 😡
This x.0, x.1, x.2 politics are ... good no word what will not be censored ...
If you have so many heavy bugs in your software, you have to do some even its all 3 days a mini fix
Your suggested mini-fix would be 4.5.1. The third number is literally reserved for hotfixes.
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Many rating systems are too strict when it comes to the labels for 15/16+ and 18+, mostly originating in ignorance and underestimating the maturity of adolescent teens when it comes to "violence" in video games. Dead by Daylight is definitely not a game that could even come remotely close to "mentally scarring" teens at that age, or even pre-teens. It's neither photorealistic violence, nor gory one in the first place.
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@burntFuse said:
https://forum.deadbydaylight.com/en/discussion/comment/1947965#Comment_1947965
The gamepedia one. I don't want to post a direct link because, as I said, it's a big mess.
I don't share your experience. All I have is a banner at the top and an ad at the right side of the articles, but neither intrude when reading the articles for me.
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@SubToImJaltonOnYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1923157#Comment_1923157
they are not, matt said they are the lost tapes survivors in a now deleted tweet in his alt acc.
The devs had confirmed these survivors being the alpha versions way back when they still did weekly dev streams already. They literally showed footage of prototypes of the game with them in it.
As for that tweet, devs can make mistakes as well and Matt, as far as I know, isn't the one doing the lore. So as far as I'm concerned, that claim is bogus.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/1948237#Comment_1948237
You obviously didn't understand or couldn't read the title nor description, which both indicate the question being final survivor & first hook, not final survivor final hook as you continue to be arguing about. Perhaps it's time to move to a different thread. Have a good night though!
We're talking about the same thing. When I speak of the "final hook", I mean the very last hook that the killer can make.
The game has a special condition for this one: it's an instant kill, as I've pointed out numerous times now. It doesn't matter if it's that survivor's first or second hook of the game, the game mechanics consider it the final one and will sacrifice you immediately.
If you are the last survivor standing, you will get instantly sacrificed on the final hook:
- if you are the last survivor and were hooked twice before, it's insta-kill
- if you are the last survivor and were hooked once before, it's insta-kill
- if you are the last survivor and were never hooked before, it's insta-kill
That's what I mean by final hook, since there is no escaping it, and it's always been like this. If you are the last survivor in a trial at the moment of being hooked, you will always die and always have died, that mechanic has never changed. The only thing that changed, was the animation from literally being instant, to first cycling through all the potentially remaining hook stages that survivor might have left, so that the killer still gets rewarded with all the score events associated with hooking survivors.
The situation you mention above, when you have the option to unhook still, is not the final hook, since the killer hooked you before the second-to-last survivor's sacrifice was ended. That's a completely different thing, and that was changed to how it is now, as to not waste everyone's time.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/1947949#Comment_1947949
I beg to differ. You are incorrect. Edit: I also believe you misunderstood the question. I'm referring to being the only survivor remaining, then being hooked for the first time with nobody else left to unhook you.
The final hook has only fairly recently been an instant kill. Prior to this, the killer could hang you for the first time at the end of the match, and if you were by yourself, your only choices were to unhook yourself until 2nd state, or sit through all stages, struggle for points, and die.
In addition, no, you have not lost if you are hooked for the first time as the last survivor. Plenty of times players have brought deliverance and gotten hatch, run out a nearby gate, or did succeed the 4%+ luck to escape the match. Not all killers stand in front of the hook.
Thanks for the input, though!
I understood you perfectly well and I am not mistaken. I've played this game since release.
Listen, the last hook is instant-death. Has always been. Back before the current hook phases were introduced, the last hook was a true instant kill, no cycling through all remaining phases. Ever since the devs added the current phases, the last hook willl cycle through all the remaining stages the last survivor might still have left, since that is necessary to trigger all the score events for the bloodpoints. This gave players the illusion that they could still try a self-unhook, since it takes a moment for the cycling animation to start, having the unhook prompt appear for a short moment.
However, that attempt, since you can't actually complete it, will always be futile, there is no escaping the hook at that point anymore.
The thing you mentioned in the middle is different in that you weren't actually hooked when the game considered you the last survivor. If the killer hooked you as the "last" survivor, but the second-to-last survivor's sacrifice scene hasn't ended yet, the game would not trigger the instant-death hook, since you were technically not the last survivor yet.
But even then, that was removed to stop wasting everyone's time, since you were only not considered the last survivor by a few seconds in which the sacrifice animation of the second-to-last survivor would conclude.
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what wiki are you talking about?
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You don't recall for one simple reason: it was never a thing.
The last hook is insta-death, there are no second chances for that one. That's how it has always worked and probably will always work. The game is over, you lost, and anything else would be wasting everyone's time.
It is very much an argument, because the 4% don't apply for that hook. The opportunity wasn't removed, it never existed.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1946043#Comment_1946043
I already know that they are the alpha versions what i meant was they could use the 3 models as one of the lost tapes or a new survivor coming into the game
No offence, but I don't see how anyone would get that interpretation from "They are probably the lost tapes survivors".
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@thisisntmax said:
https://forum.deadbydaylight.com/en/discussion/comment/1918986#Comment_1918986
set a timer on siri for 60 seconds it really isn't that deep, sis. objective is the only perk that needs changing because it has been left in that state for years escaping any sort of change and completely debilitates killers like trapper that want to set up in the early game. ds has been nerfed multiple times and is in the healthiest state it has ever been. literally just set a timer and slug the guy who is running at you like an ape off the hook.
Why should someone be protected when they are not being tunnelled? That's the gripe I have with current DS. Just because its current version is healthier than its former versions (which is a claim I agree with) doesn't mean it is healthy now. It isn't. Any perk that has an abusive side to it is not healthy for the game. End of story.
The nerf won't change a single thing for anyone who actually gets tunnelled and anyone saying otherwise is just sad to see the abusive side of DS get kicked in the shins.
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@Shirokinukatsukami said:
I know right? I mean how hard is it to give survivors DS, Kindred, Bond, Borrowed Time and Unbreakable as Basekit. These are necessary to bridge the gap between SWF and prevent Tunneling, Camping and Slugging, but BHVR won't do it.
Crazy right?
So let me get this one straight:
You're seriously comparing the ability to carry two bear traps and a moderate movement speed bonus when cloaked as base-kit to the abilities of recovering at greater speed, picking yourself up once, stunning the killer for 5 seconds, seeing their and survivors' auras when hooked and going for unsafe unhooks without having to worry about your protégé going down as base-kit?
This is absolutely ludicrous.
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@ItzZane_ said:
They are probably the lost tapes survivors
No, they're not. It's been known for years that the survivors in the original trailer are alpha versions of Jake, Meg and Claudette.
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There's a bug that has them appear on levels 8 and 16.
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It received so many counters that any nerf request or claim of it being OP is just unreasonable.
It's a perk that also benefits survivors, as it incentivises killers to leave the hooked survivor instead of camping them.
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@Mandy said:
I'd be all for giving him his ability to stalk multiple survivors back, I remember when it was removed - but it was a very different game back then, the game has moved on a lot, I don't think it would be a big issue for him to have it.
That was pretty much my main reasoning for the suggestion.
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Data-miners leaked the existence of the red glyphs months ago, it seems to me as if the devs had much bigger plans with them originally, but something didn't work out, so now we get this effectively pointless challenge. I'm pretty sure they didn't create models and animations just for this.
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I don't want to imply the devs don't think about lore stuff when choosing these kinds of things, however, I think in this case it's a mere coincidence and I'm pretty convinced that back when they created Botany Knowledge, Tomes and the entire lore that we now discover through the archives, as well as the archives, weren't on their mind at all.