Altarf
Altarf
About
- Username
- Altarf
- Joined
- Visits
- 3,543
- Last Active
Comments
-
I think all you need to do for Deathbound is make it apply to both survivors. Right now it only affects the healing survivor; make it so that if you split them up, both get Oblivious rather than just one. Would be nice. Maybe reduce the range limit from 32 to 24 metres.
Forced Penance just needs a secondary effect. Maybe if you take a protection hit while the Killer is carrying someone, you get Broken permanently until your next down. Not much you can do to make this perk "good" without entirely reworking it.
-
@noctis129 said:
"make her so incredibly unfun to go against."
Fun or unfun doesn't dictate a killer to be reworked. This is a epic fail post.
Then why was Legion changed? Fun should be a primary concern in reworking, not just whether the killer is too weak or too strong.
-
I honestly don't think she needs much at all. Plague is one of my mains, to make that clear. The only things I would give her is increased action speed when interacting with an infected object, the Corrupted fountain being closer to the center of the map, and a look at some of her addons like the Corrupt Purge duration addons. She's a very mechanically skillful killer, you need to have experience to play her well, but when she is played well, she can be devastating. She's middle of the pack, I would say - high C tier or low B tier, with Deathslinger.
-
I'd say remove the cooldown and buff the range to 24 metres. It does need to be a hex perk though; it would not be very fun to go against otherwise.
-
@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1825984#Comment_1825984
Do u know why it's always killer dailies? I'm a survivor main and I tend to skip the killer dailies.
I just want the survivor ones. But I always get killer dailies and sometimes get a survivor one.
There are much more possible killer dailies than survivor ones. Every chapter, at least one potential killer daily gets added, the use your power 4 to 5 times one. Survivors technically get new dailies but its just basic value replacement, escape with new survivor. There's almost twenty chapters right now. That's a lot of potential killer dailies.
-
Clown being made good while not reducing his skill floor. I'd prefer they don't make him easy to play, as they've done in the past with Freddy and to an extent Bubba and Doctor.
This midchapter will probably only include one reworked realm as the last midchapter did. My guess is the reworked one is going to be coldwind, to round off the original three realms, but my hope is Haddonfield or Crotus Prenn.
Some perk changes, hopefully with more solid buffs this time that'll make the perks strong (looking at you, cruel limits)
A new cosmetic for deathslinger or plague, its been like 8 months, please, cool it with the claudette, feng and legion skins
Some more developer interaction/acknowledgement of ideas. Has been good lately, let's keep it up!
Hopefully Freddy changes, but given the clown rework that's unlikely. I just want to not feel dirty for playing my boy freddy. Please give him an exclusive offering that turns him back into old freddy, I will immediately buy $100 of auric cells.
An acceptable, smaller level of game-breaking bugs
-
As others have said, getting one survivor and one killer daily per day would be nice. Maybe a small amount of shards too. Otherwise, I don't think much should be changed; they're a fine system.
-
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1825963#Comment_1825963
https://forum.deadbydaylight.com/en/discussion/comment/1825967#Comment_1825967
https://forum.deadbydaylight.com/en/discussion/comment/1825951#Comment_1825951
In which way? Is it more difficult to get a first hit, leave that survivor, and then get another first hit on a completely new survivor, or farm the blood from that survivor? The second, right? Syringe is similar to the first: 2 first hits against potentially really strong survivors.
If you're getting your power solely through farming blood from one survivor, you're playing Oni wrong, in my opinion. This is only a decent idea if the map was something like old blood lodge, or you had blood orb addons, or nobody was anywhere close to you, or something. It just takes far too long otherwise, by the time you down them your power will not be full and probably just 75% or so, and two-three gens will have popped. Splitting pressure, nine times out of ten, is the best thing to do if you can't hit the first survivor immediately afterwards. Plus, this is assuming there'll be god loops and pallets everywhere; if that was the case, why not use them before you get hit. It's a cool concept but ultimately largely ineffective.
-
Even discarding the latency element, Victor needs a generous hitbox on his pounce. Remember, one miss and Victor dies. Having a pinpoint hitbox like Deathslinger would put even more unnecessary restrictions and punishments on an already weak killer.
-
You're giving him another potential hit on a healthy survivor without having to leave the chase. This doesn't "counter him". Even if it did, he could just leave the chase and nothing has changed.
If you want a real counter to Oni, try OoO or Spine Chill.
-
@EntitySpawn said:
So the biggest issue with demo atm is his portals and add-ons. the reason for this is it can take demo awhile to set up around the map meaning you need to do this while controlling gens, getting hits and doing chases for you to even be in a decent position and then those portals can be destroyed pretty quick meaning youll have to walk out your way to set up again when you need to pressure gens, the fix?
Better and stronger fix: X amount of portals are spawned around the maps, these can be destroyed but will auto replace within the same place after X seconds. Demo can still place a few portals for abit more freedom/control, these portals do respawn and must be replaced, they will also not auto spawn until 20seconds in the match (stop him transversing instantly)
Likely a Quicker fix: Demo still has to place portals manually, these portals will respawn after X seconds reducing the need to cross the map just to place a portal. Portals have a refund mechanic (like hag)
What do you think? These changes allow survivors and demo to interact with the portals like normal keeping all the animations and work already put into them but gives demo the extra strength of saving time of manually doing these actions constantly. his shred is fine and actually good with rat liver. (new add-ons can spawn more portals in map by default, allow them to respawn slightly faster etc.)
Honestly, I don't think the portals need a giant rework like this. Having portals spawn on the map by themselves would give demo the best early game out of any killer that isn't freddy using the completely fair freddy tech that i'm surprised more people don't use. He could just instantly set down a portal and teleport to the opposite end of the map, starting a chase near insantly. Part of the drawback of the portals' potential strength is the set up time; as mediocre as they are currently, removing the set up time would tip them over the edge into oppressive, especially if they respawned. I think just making rat tail (at least somewhat) basekit, and making the portals less clunky to use would almost entirely fix them.
My suggestion is make some form of rat tail basekit, increase the speed at which demo moves through the upside down to portals by default, and buff the undetectable after leaving a portal to 4-5 seconds. Then just change his addons. Just my opinion, though.
-
As people have said before, none of these perks are particularly good and have seventeen cooldowns. You're only going to get "value" out of this build, like, twice or three times a game at most, and you have to go out of your way to kick gens.
How on earth is this overpowered, or a new meta? OP means overpowered/too strong, not just strong, which people seem to overexaggerate every time anything comes out in this game. "Power Struggle is OP!" "Twins are OP!" "Coup de Grace is OP!".
There were people saying that leatherface was OP when he was first released. I think the community's obsession with this phrase is a little worrying.
-
Moris were incredibly unfun to go against in their ultra rare form. They trivialised the match for a killer with almost zero investment. Yes, it's annoying how they have next to no value now, but it's better than being as overpowered as they were originally. Take the first release/nerf of legion, for example.
-
Consider this; Legion can't see scratches or blood, finds hearing grunts of pain and other noises difficult due to the distorted sounds and music, and his power is a nonlethal ability that requires quick, 10 second chaining to be anywhere near useful.
If lockers hid killer instinct, all you would have to do is slow enter a locker; hell, even quick and quiet into one, when someone gets frenzy stabbed. Legion would not be able to chain hits, and thus, would have no power. Legion isn't anywhere near a good killer to begin with, this just seems like wanting to have your cake and eating it too to me.
-
Gotta be Freddy. His skill ceiling is about as high as Victor's height.
On a serious note, though, hitting prediction shots through walls with PH is difficult and rewarding, although a bit easier with the rework (still think it could've been handled better). Hillbilly also has a lot to learn, but is frustrating because of the overheat capping what you can try with the saw, and his addons being mostly trash. Oni is also like billy, with less of a skill ceiling but much less frustrating and with much, much better addons.
I've also heard that huntress and blight are good candidates. Huntress is undeniable, I still laugh at blight. Genuinely do not understand the general community's view of him as like a top 5 killer or whatever, especially those who say he's the third best. Literally go behind a wall 4head, it's not that hard. Or, you know, juke him by turning an inch to the side. This has worked on every blight i've gone against, ever, including the p3 ones. All four of them. He is very fun to play against, though!
-
@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1814670#Comment_1814670
The disrespect is real.
Plague has a fun kill concept and is actually entertaining to play with, unless of course you're a sweat who wants to 4K every game then I can see why you don't use her.
People enjoy it when they 4K or otherwise win when trying their best with a skillful killer that they've learned, rather than lose because corrupt purge spawned in a corner and nobody cleansed, or it's Lery's, or when dedicated servers make your vomit as dangerous as a console blight. Losing partially because of factors completely out of your control is not enjoyable, and not being able to use the fun and skillful elements of your power because corrupt spawned in the Thompson House is not fun either.
Plague is one of my mains and favourite killers, besides billy and slinger, but out of those three only one can be screwed over significantly by chance. Imagine if, like, Billy's chainsaw had a chance of randomly overheating at any time or something.
Oh wait.
-
We console players are lower class citizens. I remember that they fixed the framerate almost completely after the Macmillan rework midchapter, and then immediately sent the frames back into hell when Blight came out, I wanna say.
Those weeks of being able to play the game without (common) stuttering and framedrops were bliss.
-
I wish we'd get a new, original plague or slinger skin for once. I swear a Feng cosmetic gets released every two weeks. Please, BHVR, have mercy on us, the legion mains have had enough cosmetics. They literally have almost 80.
-
Despite pouring millions of points into him, I still have not unlocked Ruin on Blight nor Tinkerer. It's absurd. I mainly use BBQ, Pop, Discordance/Oppression and Brutal Strength/STBFL. Oppression is actually pretty good on Blight because he can take advantage of the info it gives, and I like Brutal and STBFL because Blight on console means you have to be a M1 killer a lot of the time because of how little turning capability you have, unlike pc where you can turn back and forth and like 90 degrees to the side during the lunge.
Console Blight's lunge turn rate is extremely similar to Oni's flick removal nerf they did on his release, except you have to choose a single direction to turn in and cannot change it during. I don't think many survivors realise how gimped his lunge is on controller, because otherwise he would be near impossible to play against good teams.
-
@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803208#Comment_1803208
Well a lot of the Freddy’s I go up against put a lot of snairs down at one loop just to get me it’s annoying because otherwise without this power that they can spam down and slow me down they definitely wouldn’t have got me
Yeah, because Freddy's snares are braindead to use in their current state, require no investment and can't really be countered. If they changed the snares to require more thought; say, they start off small but over like 30 seconds grow into massive snares, or Freddy gets significantly slowed when placing one, or something like that, they'd be more tolerable. As long as they are still strong when used well, otherwise what's the point?
-
See, this would create the issue of one survivor's innate perk being inevitably strongest, and everybody would then switch to that survivor and there would be no variety. Like, imagine if Meg's allowed her to run 5% faster or something; everybody would just play Meg.
-
You can make the same argument for any trap based power, or clown's bottles. It's good that snares are being nerfed (hopefully) but the aim should be making them more difficult to use than making them useless.
-
I think they need to rework his add-ons as a whole, not just the action speed ones. Most of them are garbage like more penalty on missed skill checks or haemorrhage. Aside from that, make snares harder to use and maybe a bit weaker as well, and nerf the passive sleep so that its actually a benefit to wake up and not wasted time like it is now. If they touch the teleport I'll be very upset, cause that's the most skillful and difficult to use part of his kit. All the other elements are close to braindead to use, but the teleport actually requires thought.
They have to make sure not to over-nerf him; just make him harder to play but only make him a little weaker. And no, as much as I loved old Freddy, it was a sorry state and we should not go back to that.
-
One suggestion I have is to make Charlotte more, I don't know, active when she's idle. Could be interesting if she revealed survivors like Victor, or he could hold ctrl while on a dying survivor or something to make her idle body move towards the dying survivor passively at a reduced speed, so the Twins' massive efficiency problem could be reduced somewhat.
-
It should, but it won't because money. I honestly think they should delay the Clown rework and presumably the Coldwind and Asylum map reworks for next midchapter, and dedicate this midchapter to bugfixing and maybe one realm rework.
-
My guess is seventeen random lore questions about why Charlotte has a hat, maybe one or two questions about the chapter which will be brushed off, and them going into detail for six minutes about why they did the bloodlust experiment. A lot of "We can't answer this right now". The word "Dwelf" will be said many times.
-
-While a survivor is leaving a locker, regardless of how far the animation is completed or whether it's a slow or fast leave, Victor's pounce doesn't damage them. Don't have a clip but try it, if they're in the locker they can be hit, but if they're leaving he rams his head into the wall like BHVR's bugfixing team are surely doing after reading these threads.
-The new main building on Azarov's is bugged for Nurse; she can't blink through it or around it consistently.
1606991760865.jpg-When you mori someone as Doctor with the illusory red stain, it stays there for the rest of the game.
1606988310834.png-Many of the bugged Yamaoka rocks that let you climb up them are now on Ormond.
-Victor can be placed directly under the hook, so he can't be kicked once a survivor is hooked. Think the old hook tech. This means as soon as he sees the survivor getting unhooked, you can switch and down the unhooked guy with no counterplay.
-Not sure if this is intended or not, but if Victor's active when a perk is triggered the perk doesn't seem to work. I had Rancor and the last gen popped while i was in control of Victor; no notifications and when i downed the injured obsession as Charlotte I couldn't mori them.
-It seems to be (tested this twice in a game) when Plague gets pallet stunned while charging/holding her vomit, she gets stuck at vomit charging speed until she fully charges and uses her vomit again.
-
BHVR seem to be half-assing and rushing out a lot of stuff recently. Take the halloween event, or Blight's botched state in the PTB, or this entire chapter and the fact they actively added more bugs to the live version then the PTB. Half or more of the content in this chapter flat out doesn't work. They're either getting lazy to the point of releasing unfinished content just for more money, which is outrageous given their "Labor of Love" advertising, or something in BHVR has gone wrong. Maybe the higher ups? Maybe we were right all along and Candyman really has been delayed for 2-3 chapters, due to the movie's delay, and they're frantically trying to finish unfinished killer concepts due to the delays? Who can say
-
It's because their priorities are really, really messed up. Nobody was asking for graphics updates, first and foremost. Nobody was asking for a hillbilly basekit nerf. Look at the patch notes for the more recent patches, and you'll see loads of bugs that are so minor that nobody will experience them, and yet more pressing issues are still in the game with no acknowledgement. How, exactly, do they discover that a sixth generator can be completed if a skill check is failed while repairing the final generator, but pyramid head destroying eardrums by using his power is unknown? Just look at the 50+ bugs added with this chapter. It's ridiculous. It's like they don't test their new patches at all, but somehow know about all these bugs that are so minor nobody else does? It doesn't make sense.
-
-Not really new, but Pyramid Head's sound bug is still present
-Pyramid Head's Black Strap and Wax Doll addons give the exact same range increase. Am certain of this.
-Demogorgon's Violet Waxcap addon text is broken (seems unreliable, worked fine in equipment but broke in bloodweb)
-Not really sure about this one, but Spinning Top addon for Twins doesn't seem to work. Downed somebody with Victor and when i came back and picked the dying survivor up they were still holding their medkit.
Still finding new ones. This is more fun than playing twins to be honest
(Edit: Just encountered shack pallet bug twice; can confirm it only lets you break the pallet from inside the shack. Both times happened on Ormond with no other similar link. Maybe due to small height difference between inside and outside of shack?)
-
Could be interesting if torn bookmark gave you an extra blink charge but decreased your post blink lunge. The inability to blink through walls is too terrible a downside otherwise.
-
@TheClownIsKing said:
You’re missing the bigger picture with Mindbreaker. It can also be a gen stall perk. Once a survivor has used their exhaustion perk, if they repair a gen again before that 40 seconds is recovered, their timer is paused. That’s very dangerous for a survivor that relies on their Dead Hard or Sprint Burst.
So what do they do?
Wait until it’s recovered before they touch a gen again.
Most survivors aren't going to stand still doing nothing for 40 seconds every single time they want their exhaustion perk back if you're anything above green ranks. By that logic, nemesis is a gen stall perk as the guy with oblivious will be too scared to work on gens.
-
Predator makes scratch marks smaller and usually makes it so they don't spawn on walls and objects, meaning it makes them harder to spot.
-
Yeah, I loved these outfits; now they just look dull. It's like if the neon effect was removed from Nea's ten million neon cosmetics. Kinda defeats the purpose of the outfit.
-
Myers is definitely weaker than most, but he's not in the absolute worst tier with clown and pig and the like. The sole fact he has EW3 puts him above those. Myers just needs a small update to bring him, well, up to date with some of the newer killers because his power definitely shows his age.
-
@MadLordJack said:
You opened this up with an incorrect assumption: Lethal Rush isn't that easy to dodge unless the Blight in question is purely reacting to it. If the Blight is predicting, as you do with ranged killers, then it gets a whole lot harder. Add onto that the 90°+ swing and insane mobility, and that's one hell of a killer.
However, from what I gather he is quite difficult if you weren't expecting to play that way, and it's easy to play him like Oni or Nurse, reacting to what the survivors do and falling onto baits.
TLDR: Dodge me twice, I dare you. You might manage. It won't be easy. The significant majority certainly can't.
We must be going against very different Blights, then, because his swing is definitely not difficult to dodge even if predicting. Sometimes you're guaranteed to be hit, yeah, but every killer has that. And what do you mean the 90 degree swing? His swing is literally, like, a third of that. At maximum. Please explain.
-
I've never really been a fan of the Freddy rework, but I don't think overpowered is the right word. The main issues with Freddy is that he takes very little skill to play effectively, is somehow stronger than most of the cast despite this, and his snares are a little brainless. When you go against Freddy, it feels more like you're fighting the killer's design then the killer player, if that makes sense.
Just nerf passive sleep a little, make it a bit easier to wake up, rework snares in some way to reward skillful placement (let's say they start off small and grow to be larger and more slowing the longer they are active), give him some slowdowns when using his powers and buff/rework his addons and he's fine.
-
Make it take a tiny bit longer to fire after ADS, although not by a lot, and give a cooldown like PH after putting down the gun. Make the start of his TR louder. Then, in compensation, slightly buff all of his numbers; reload time, cooldown, spear range, etc. Again, not massively. Then take a look at some of his addons (why is the hellshire iron an ultra rare), and he's set. Much like doctor, his design is intrinsically annoying, but if you entirely remove his quickscope his shot is pathetically easy to dodge. Try playing Killshooter as he was intended to be played, with ADSing. Seriously.
-
Yeah, from my experience on PS4 it seems that framerate/lag as survivor is virtually nonexistent, but as killer it's actually worse than before in most cases. I think whatever they did to optimise console enough to run the upgraded maps without breaking was the absolute bare minimum they could have done to make it function, and seems to have broken many other things as a consequence.
-
Very weak bait
-
It's also awful for pyramid head frame-wise too, makes his ranged attack exceedingly difficult to hit. Indoor maps are essentially screwed and whenever you get close to a survivor your frames horribly drop, making it very easy to be juked. How does it get worse, seemingly, every patch?
-
This midchapter was entirely for billy and bubba, two killers without associated survivors and survivor perks. BHVR seem to like to do perk changes for chapters as a whole, so with the huntress nerf/rework next we'll probably get changes to no mither and wglf, for example. I do wish they'd do more perk buffs often for both sides though.
-
@MojoTheFabulous said:
https://forum.deadbydaylight.com/en/discussion/179476/so-the-demo-shred-bugfix
Could you elaborate what exactly it fixes? I don't play Demo much so i'm not aware of whatever the issue was.
It's ambiguous wording, but I think it's either letting you shred someone from above where before you couldn't and would just pass through them, or its extended your shred range slightly due to that animation not counting as a hit at the end. Will have to test.
-
The cage mechanic, just like most of PH's kit, is almost perfect but has some damning issues. Honestly, they could be fixed in my opinion if they appeared as far away from all players, not just the killer, as possible. Maybe make their auras only appear to survivors after a very short time. This mainly solves the insta-save issue that makes cages so underwhelming. The non hook perk thing is fine imo, just means he plays differently with perks. A bit like Freddy or plague.
-
No, not at all at base. I could see an argument being made for him being decent if you run the Flask of Bleach and Cork Stopper every game, but without those (mainly the flask) he is awful. The reload is excruciatingly long, especially given how slow Clown moves during it, and the bottles do have as much of an effect as they should. They require a lot of skill to aim and use properly, and even then, the effect is incredibly underwhelming and is completely countered by merely dropping the pallet early. A lot of the time, even if he tries to direct the chase by blocking paths with clouds, survivors can just run through it and still get to the pallet. And that's all that he has! A mediocre chase-only power. It sounds good in theory but in practice is extremely underwhelming.
-
His add-ons aren't great, but they're better than some of the most recent ones (Freddy, nurse, demo, slinger, ghostface, etc).
His range add-ons and extended duration you can drag the knife are really good. Cooldown is worthless and so is killer instinct. Killer instinct just isn't good enough to make an accurate shot with how predictable Punishment of the Damned is. His purples are all useless as well, and the seal of metatron is boring and not great.
However, I will defend the obsidian goblet till the day I die. It's transformative and is actually fairly good; not as good as double range, but still good. You can use it to make trails on patrol routes to sneak up on gens; combine it with Nurse's and the like and without spine chill, you're like Wraith without an uncloak who can hit through walls. Some maps, like blood lodge aren't very good with it, but most others are great. Try it out sometime.
-
His add-ons aren't great, but they're better than some of the most recent ones (Freddy, nurse, demo, slinger, ghostface, etc).
His range add-ons and extended duration you can drag the knife are really good. Cooldown is worthless and so is killer instinct; killer instinct just isn't good enough to make an accurate shot with how predictable Punishment of the Damned is. His purples are all useless as well, and the seal of metatron is boring and not great.
However, I will defend the obsidian goblet till the day I die. It's transformative and is actually fairly good; not as good as double range, but still good. You can use it to make trails on patrol routes to sneak up on gens; combine it with Nurse's and the like and without spine chill, you're like Wraith without an uncloak who can hit through walls. Some maps, like blood lodge aren't very good with it, but most others are great. Try it out sometime.
-
His add-ons aren't great, but they're better than some of the most recent ones (Freddy, nurse, demo, slinger, ghostface, etc).
His range add-ons and extended duration you can drag the knife are really good. Cooldown is worthless and so is killer instinct; killer instinct just isn't good enough to make an accurate shot with how predictable Punishment of the Damned is. His purples are all useless as well, and the seal of metatron is boring and not great.
However, I will defend the obsidian goblet till the day I die. It's transformative and is actually fairly good; not as good as double range, but still good. You can use it to make trails on patrol routes to sneak up on gens; combine it with Nurse's and the like and without spine chill, you're like Wraith without an uncloak who can hit through walls. Some maps, like blood lodge aren't very good with it, but most others are great. Try it out sometime.
-
All we can hope for is that sets don't become a common thing. Although, given how many we've gotten, I doubt it. Can't wait for the never stop slashing legion to be a set.