Avarice10
Avarice10
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/comment/1600254#Comment_1600254
Due to it being the weekend i've been getting purple toolboxes with white wards on the freddy and myers maps; I can't even use red add ons with dark ward due to their perks. Mori won't earn me back the depips or bloodpoints but itll make me happy knowing they're mad. Unlike toolboxes whichll pip you. I mori too many too son I can't even gurantee a safety pip.
That's you, plenty of killers who didn't care about pips and would wipe survivors on their first down, it was crazy OP.
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@timbologna said:
Two survivors being able to leave with three gens left doesn't seem very fair. Since we're talking fair.
Nor was it fair for the whole team to be moried on their first down.
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1598644#Comment_1598644
??? Don't they already? Don't get 3 gen'd. Learn how to scout out all the gens before gluing yourself onto the closest gen to the one you just finished.
https://forum.deadbydaylight.com/en/discussion/comment/1597781#Comment_1597781
You make it sound like the killer chooses to leave chase to go break a pallet 30 meters away. I say it because there are many gen / tile set ups that require the killer to break the pallet in order to reach the gen. As in, they have no choice but to break the pallet.
There's 4 survivors, even if I consciously play to not be 3 gen'd doesn't mean the other survivors are thinking of that.
Either way it's still possible to win even during a 3 gen set up, but this change would be straight up BS in a 3 gen set up, so no thanks. There's already a lot of perks that counter gen progression, and the new Killer perk that causes the exposure effect on the next survivor that touchs the gen is already strong af, if the survivor had to stay on the gen and wait 3 seconds WHILE EXPOSED that'd be stupidly OP.
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@IshinSolarc said:
https://forum.deadbydaylight.com/en/discussion/comment/1598317#Comment_1598317
Just because you get downed by NOED there shouldn't a skill that prevents being put on the hook in general, cleasing totems is part of the game and a direct counter of NOED, if you do not include that in your gameplay, you should be punished by it.
That's your subjective opinion. To which I disagree. It's the killers job to put survivors on the hook, it's the survivors job to not be put on the hook, flashlight saves, exhaustion perks, all work to keep the survivor off the hook. DS only activates after you've been unhooked, if the Killer tunnels or forgot the person they downed was on the hook recently they made a poor play. Besides, DS won't counter mori's it's not as strong as you think and just like NOED is countered by doing totems, DS is countered by Moris or waiting 60 seconds or even chasing the person who rescued the survivor from the hook.
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This is a terrible idea, it's too confusing, and there's nothing logical about it. When a person suffers a deep it requires attention immediately because of the bleeding. But with your suggestion the wound doesn't bleed until another survivor suffers a deep wound? What?
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No thanks, I rather killer not hold the game hostage in a 3 gen set up, thanks.
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There really isn't any reason to lock survivors, they're just skins, sure a player could have a basic Dwight and switch to a P3 Claudette, it's possible a survivor is doing that so they can play their main without the Killer dodging the lobby, which the Killer is not supposed to be doing anyway. Though when I do something like that, it's really because I am leveling a survivor I don't really play to unlock their teachables.
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@FriendlyGuy said:
No. You have to be really really careful with second chances. Maybe more like MoM. So you need three protection hits to activate the perk and give MoM to another person. The aura read as a passive.
EDIT: Activatable multiple times per match of course. And no cooldown. With that version of the perk you also got a good synergy with MoM itself.
The MoM nerf made that perk useless, well maybe not useless but very much a niche choice. It wouldn't be so bad if you could get stacks by unhooking or picking up dying survivors, but as it is now it's awful.
Good buff idea btw, I like the idea of Buckle Up being made into an Altruism focused perk.
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I think it's a good idea, I think it should keep the original condiiton of activating when a generator is completed, but allowing it to activate when you stun the killer is a great idea. It'd allow survivors to make jukes that otherwise would not be possible. Of course enduring/spirit fury would be a hard counter to this change, which is why I think it should keep the intial generator condition as well.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1598595#Comment_1598595
Which came first?
Let's not change the goalpost, you said Wraiths power was unique, which is not true because we have the Spirit. The Wraith being a killer that was released before the Spirit doesn't change that fact nor does it give you an argument of any kind it's just derailing the thread tbh.
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I barely use spine chill as is, but adding these straight up nerfs which limit your field of vision? Yeahhh no thanks. I'd never touch it if that was a thing. You're taking away one of the survivors advantage over the killers being vision. Survivors aren't going to equip a perk that effectively blinds them. It's also a perk that makes you afraid and breath lourder so the killer can find you easier? You'd be giving the killer a free stridor, and God it'd be OP if the killer is actually running Stridor.
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So does the spirit
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No, decisive strike has been nerfed countless times, it's already a shadow of its former self.
Your suggestion would make it garbage tier and survivors would get no use out of it in game.
Surivovrs have to deal with perks like NOED, DS is not that bad.
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Are you kidding? He's overpowered. Any window or pallet is unsafe with him. He has a built in mori, and he doesn't even need to hook survivors. This change would make him even more OP and would give him free m1's. The ability to completetly avoid a survivors perk is also strong enough as is.
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@Zeus said:
There are lagswitchers who abuse this synergy to force the killer to slug them just to get back up.
I haven't seen any lag switchers since dedicated servers was released.
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@MadLordJack said:
I went against a sabo squad using this. SG has legit changed the sabosquad meta - I used to win pretty consistently, now SG gives them free escapes because it's 8 seconds. Everyone had SG/UB except 1 person who had SG/NM. Literally couldn't win. If I left them alone, they would all get up. If I camped them, SG would get them up. Couldn't hook, because they would get up and sabo the hook. Always had one or two people on gens. Fair, balanced, fun for everyone.
Unbreakable only has one use, and SWF is always a bad day for killers, this thread is about No Mither and Soul Guard in a solo game, SWF sabo squads has nothing to do with the original question.
I'm going to nip this in the butt because I don't want my thread turning into another SWF OP thread.
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@Mikeadatrix said:
Yes, it's called the nostalgia pack and you can download it and install it if your on PC. I do feel I have to warn you that you could get banned for doing this by EAC but it's never happened to anyone so far, so knock yourself out.
Correct me if i'm wrong, but I'm pretty sure the Devs said that mods that changed the hud would not ban you, I do recall something like that being said in a Dev stream but if a mod could confirm that would be appreciated.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1589218#Comment_1589218
"Let's nerf a perk because of bad map design."
"I think we've done a pretty good job so far"
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@vector said:
https://forum.deadbydaylight.com/en/discussion/comment/1587861#Comment_1587861
for chist sake, im tired of such comments, do you even play this game? What are you rank 20 ? Do you understand how this game is played?
okey , i will explain as short and clear as i can. This game is NOT HORROR where poor surviviors hide because they afraid of evil killer that can tear them apart. Survs unhook , heal, reapair gens straignt under nose of a killer, sometimes they simply follow step by step a killer carrying a surv to a hook and save teammate immieatly after he was hooked , then they use dead hard, desicive strike, metal of man and so on.
In any of your games have you ever achived the late stage of game where remaning gens are together and game goes on around them? You kind of cant "not camp" unless you bring surv to other side of a map that does not have any gens.
The only reason why BT exists is because Killers used to camp all the time, it was ridiculous. It's the same reason why BBQ exists, to encourage killers to leave the hook. You're not winning this argument because you already lost it back in 2017 when Bill was released.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1588254#Comment_1588254
No.
What I’m proposing is:
If players want to play SWF then they load up like they do now, only with 4 players minimum to be able to SWF.
Then they are all 4 loaded into a lobby as usual.
Randoms ready up in their solo que and will be loaded into their own lobbys, together with other Randoms.
Killers are loaded in, jus the same, oblivious to wether or not it’s a SWF, jus like they are now.
Randoms will be with randoms.
SWFs with SWFs.
Killers don’t choose anything. They ready up in their character select and are loaded into a lobby with either a SWF team or a random team... they won’t know which.
Devs adjust the perks and items and such, accordingly (as I mentioned in my other post) for EACH SIDE (Random side/SWF side and stop touching Killers and their stuff!) to balance the matches so killers aren’t getting destroyed by SWFs and Randoms aren’t getting annihilated by killers.
Until this happens, the game could carry on the same way it is currently, with devs nerfing “this” and “that” on both sides and never progressing into any form of balance.
I don't know if that's a good fix, but what I do know is you illustrated the problem plaguing DBD, Killers complain about SWFs and demand nerfs to weaken them, but by balancing the game around SWFs you in adversely severely weaken solos, hurting them more than they hurt SWF. So SWF adapt and create new strategies to escape the killers and solo players get shafted and have to deal with boosted killers with nerfed perks, it's a problem. The game is too easy for Killers against randoms but too difficult against well organized SWFs.
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The perk isn't toxic, how you use it determines if you're toxic.
If you're tunneling a person whole game and then use NOED to slug/camp them to death, then that's where it's toxic.
Otherwise it's just a cheesy perk to rob survivors of a win, so naturally they get pretty salty at that.
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If they get moris we get keys. Fair is fair.
Moris have been kind of fixed, they at least need to hook you first before straight up murdering you, and gens need to be repaired before the hatch spawns, so you can't just spawn in and use a key to get out.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1588899#Comment_1588899
yeah, no sound no stagger would be pretty overpowered and i dont wanna see haddonfield offerings every game just because of one perk
That wouldn't be OP, if it lost its sprint, it would just be a stealth perk for juking, it'd be no more OP than urban evasion, but you'll get more use out of urban evasion, I also think very few people would pick BL if they removed its exhaustion aspect.
It's already the weakest exhaustion perk, the stealth function is useless because it's an exhaustion perk, it's meant for chases, not jukes.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1588177#Comment_1588177
What are you even talking about?
Gens are boring, people would rather be in a chase, but if one survivor is already being chased, doing gens is the only option, doing gens with 0 risk is not fun, but winning because you did gens to help out someone being chased is fun, the fact you can't figure this out says all it needs to really.
It's also stupid to not be doing gens if the Killer is already chasing someone, unless you're trying to make a play, such as a flashlight save, or finding a Hex Totem, you really ought to be doing gens if you're not being chased.
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It's probably never going to happen, but sure, I'll support it. No one likes being farmed off hook.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1588074#Comment_1588074
They’re under zero pressure, and had the opportunity to “make the most of it” with the situation I presented by earning additional BP cleansing totems.
My point stands.
No it doesn't, do you know how often survivors will encounter killers who do what you do? They're called bots, they're the most annoying games to get, survivors typically just do gens and leave ASAP to get a real game. The only other time killers AFK like that is if they're trying to meme, and that does typically catch survivors off guard because the norm is AFK killers are bots.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1587674#Comment_1587674
Then why, pray tell, was it used so much?
Everyone already knows the answer to that, it was OP on the new chapters map, Stranger Things.
They opted to nerf the perk instead of fix the map.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1587880#Comment_1587880
There are only so many places totems can spawn, once you played enough and pay attention to it it's really not unreasenable that you can know most spots by heart. Especially the hard ones
Untill you get to that point there are multiple perks and items that show you were they are. You just have to equip them
Saying they are hard to find is a poor excuse as learning were they are is part of the learning process
Totems are hard to find, especially on certain maps, like Lerys, and the game, expecting all survivors to know where every totem spawn is like the back of their hand is not a reasonable expectation. Besides your logic is flawed, you forgot why totem spawns were made harder in the first place, when they were easy to find the totems were usually cleansed every game and killers complained about it and wanted them to be harder to find. Now you're expecting all survivors to know where the intentionally well hidden spots are? Give me a break.
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The totems are hard to find these days, it's not so much we're lazy and that's why we're not cleansing totems, it's more to do with the fact we can't find the bloody things. Hex totems give you a noise notification and some light to hit where they are but dull totems don't give any hints, you have to find them.
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Bodyblocking is no more toxic than tunneling or camping a hook is toxic. They're both annoying strategies. But not toxic.
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@BeHasU said:
Yup, it does.
You wont receive a message saying that they were punished like in csgo or LoL for example, but they will get punished
Getting a notification when action is taken would be a useful feature I think.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1587469#Comment_1587469
Because it needs it. Survivors are automatically stunned after falling from a height and thus are slowed considerably. The passive makes it so that the perk functions as intended, without it, you would almost always be hit after falling from any height. It would be like getting Adrenaline while crouched, speed wise.
You simply don't need that with Lithe, Sprint Burst or Dead Hard.
You still would get staggered from falling with BL, it reduced the stagger by 75%, which was useful to have when you were exhausted, because typically when a survivor falls, they're stunned in the location for a second which typically allows for an ez hit to the killer given they don't get stunned. Balanced Landing literally did what its name suggested, and reduced that stun, but also gave you a sprint so you could gain some distance. The Perk was not as powerful as you think. It was only poor map designed that made the perk so strong. Generally when the perk was used normally in a map, a basekit Bubba can catch up and down a survivor that just used Balanced Landing, as you can see here: https://www.twitch.tv/aspacehamster/clip/ArtsyExquisiteReindeerM4xHeh
It's honestly one of the weakest exhaustion perks.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/187562/no-one-left-behind-needs-a-buff-rework
All it needs is to be activated when the final gen is completed.
This will make it on par with Hope and Adrenaline.
I agree, I also think it'd be nice if the bonus blood points was active during the game as well.
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@bjorksnas said:
This game could use a point based system for perks to make up for the disparity in strength between them, sure you could have your 4 meta perks or you could have your 6 or more niche perks that you enjoy
Yeah I agree with that, there's just too many generic perks that don't add any value, but if I could bring 2 of them for every meta perk, I think that would make for interesting builds.
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You can only bring 4 perks per game and there A LOT of perks now, yeah the mediocre perks become weaker/useless with every new set of perks added. I always thought we should be able to combine 2 green perks into one perk, or something. That or maybe add a 5th perk that is for the characters teachable only.
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I hope they change the struggle mechanic, I don't like spamming a key, it wears it out over time.
Besides once hooked, I'd like to be able to just chill out, hang around, you know? Having to spam a key is annoying.
I think the struggle mechanic would be super cool if the animation started on your death hook, you can't be rescued, and the game considers you dead, but you fight off the entity for few moments to get points or just let it kill you quickly, that would be cool.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1585401#Comment_1585401
It doesn't really matter that the killer can see me. I have the control switch here and I can choose when I want to look at him and when I don't. As a survivor I only have one threat and with this perk I get 100% information of my threat as opposed to the killer who only get 25% information. Also since I can control whenever we can trade auras, I can use it to my advantage and bait killers into thinking I go one way but I look away and run the other way. Also I maintain massive distance even without sprint burst and don't have to worry about low TR killers because I always know where they are and when they are coming for me.
Now give it to a SWF and the effect is magnified.
Give SWF anything and the effect is magnified, flashlights, toolboxes, BT, adrenaline, it doesn't matter what it is.
The game should not be balanced around SWF, that's a mistake.
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delete
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585435#Comment_1585435
The DS change was a side grade as DS became better for people who weren't the obession because the killer could no longer juggle you to prevent DS from activating.
The original DS was far superior, every survivor had DS at all times, and you didn't need to be the obession for the perk to activate, the wiggle nerf came later which allowed killers to dribble survivors to a hook. Fix one thing, break another.
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Why was the escape/kill/point/rank section not included?
You can tell that was a SWF because they're running meta perks, but what would you have the devs do, nerf all the meta perks? Balancing the game around SWF is a horrible idea.DS has already been nerfed extensively because of SWF and people still want it nerfed.
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1585404#Comment_1585404
Please tell that to the SWF with names like 'campme' and 'tunnelme' that ran it to scout my trap locations and disarm them, I'm sure they'd be happy to hear that.
The survivors names don't really matter, just like killer names don't really matter. If SWF brought OoO to counter the trapper that's a very specific encounter and build.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585396#Comment_1585396
Here's the thing though if you have used alert(Like I have getting adapt fing min) is that it rarely if ever goes off in chases as you usually see the killer kicking it anyways and see them chasing you.
Alert is mainly helpful for letting you know when a killer has kicked a gen sense you can't physically see them most of the time when they do thus letting you see the aura.
Also "Im All Earns" says hello as well.
I'm All Ears is a killer perk, so I fail to see your point since you were already arguing for killers having such perks? If you're talking about aura reading abilities in a chase ,Alert will proc in a chase everytime you force the killer to break a pallet, it also lets you know where the killer is on the map whenever they break a gen or pallet anywhere on the map.
If you want add on's that help you know where the killer is in a chase then you're going to bring a key with blood amber. Which is exactly why survivors should get aura reading perks too, the killer wants them to help locate survivors, the survivors want them to help avoid the killer or juke them in a chase. It's not a one sided coin.
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If we're being honest here, and we're talking about SWF depip squads, then you've already lost the debate. SWF don't use these perks because they're communicating to each other, they know where the killer is at all times and don't need OoO, they don't run it. It's really more of a solo survivor perk.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1585267#Comment_1585267
I use Object as a solo player and it's really a powerful tool for me. Too much information and no fear.
That's only if you bring Sole Survivor with the entire team dead, otherwise the killer can see you too.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1585368#Comment_1585368
Pursuers(Killers) are allowed to know where the people they are pursuing(Survivors) are but not vice versa because the person being pursued(Survivors) just has to escape not actively catch the other unlike the pursuer(Killers).
Aka the killer has to do more then the survivor does in a chase hence why they are allowed to get more information.
That's some interested invented logic you have there. But it's not true. Perks like Alert say hello.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1585379#Comment_1585379
It is fair the way it is now. It will still heal an entire health state, you simply have to wait a few seconds. The old Syringe offered far too much value, instantly healing two health states is kinda broken.
I think the same could be said for the insta downs add ons and perks.
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@Primalux135 said:
No thanks you need to think about 4 person having it. Devs didnt do it and so one team with old version of brand new part could finish game easy.
Like I said, it doesn't have to be my proposed changes, but it was nerfed into the ground. It shouldn't be "ultra-rare" anymore. Killers ultra rare are add ons that insta kill or allow moris. Honestly, 2 health sttates won't do jack if we're talking about an ID Huntress, Bubba, a good HB, plague, etc.
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Killers get all sorts of perks that show exactly where survivors are, why can't Survivors have OoO? Balancing the game around SWF is ridiculous. Killers would be way too boosted and survivors would be way too nerfed if they did that.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1484966#Comment_1484966
It constantly baffles me that Sprint Burst users ALWAYS wait until the last possible second to start running. I know that they're trying to bait out a missed swing, but how often does that even work? Do they think slowly walking away is going to somehow fool people? Just use your sprint burst to make distance.
The reason is pretty simple, they don't want to waste their sprint burst, if the killer commits to them then they'll use sprint burst.
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@Toastyy said:
You do realise Balanced landing was nerfed because it was the reason infinite’s existed ?
That sounds more like poor map design than a problem with the perk needing a nerf.