Aven_Fallen
Aven_Fallen
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Toolboxes are super-weak now. They repair a little bit faster, but are depleted really fast, I tested out some variations of Toolboxes with different Add Ons.
But I guess thats fine, its not like you really need toolboxes to complete the Objective. They are nice to have, but not necessary.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1151698#Comment_1151698
I was running pwyf so there would be a obsession anyway... and so your basically saying i should be forced to lose the survivor i was carrying down this survivor and then just wait however long? Wasting time when the perk could you know could just not be abused like that in the first place? I honestly hope peanits was telling the truth and nerf ds regardless of you survivors excuses. You could have avoided nemesis legion by prepalleting but what did you scream to get fixed? And they did.
Return of a gamebreaking feature =/= Killers not patient enough to wait out DS.
Sorry Bud, its your fault for being greedy and thinking you can pick up a Survivor who just got unhooked. If he got healed and was able to take two, at least 30 seconds of the DS were gone already. If you cannot wait, dont be surprised when you get hit by DS.
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Give it a week (at max) and nobody will use this Perk. Because its garbage, like all new Survivor Perks.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1151670#Comment_1151670
Because i didnt expect it but yes i should get punished for going after another surivor downing them going to hook them then get denied by a guy sabotaging the hook i down him and pick him up and get stabbed. Thats entirely me tunneling... The survivor shouldnt be rewarded for stuff like that the devs even said saboing infront of a killer is dumb because your basically trading.Not with ds though!
Nope, you get punished because you dont expect DS when there is an Obsession. But you were like "Oh, I can hook him!" and well... You cannot. Keep him slugged, his DS will expire and the Hook will also be back.
This is just another DS-Thread where the DS could have been avoided, once again.
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Wait a week and nobody will sabo.
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You could have left him slugged tbh. You decided not to and got hit by the DS.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1151221#Comment_1151221
Okay but who above rank 15 actually misses Skill Checks?
Yeah...haha...who would miss Skill Checks at red Ranks?...haha...
:I
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My Bet:
Sabotage will still not be used that much. The whole evening, I have only seen two people use Saboteur and I have only seen one hook being sabotaged (without meaningful effect, since the Killer was still able to hook me).
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Red Herring still has a Cooldown of at least 40 seconds. There should not be any problem with Notification Spam with such a high Cooldown.
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You will still lose the Item.
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Exactly, you understood it right.
There is not really a sense. Most likely they only want to cater to Killers here, to give them the feeling that they are nerfing Survivors again.
But if we compare the number of Survivor Items and Add Ons to the Number of Killer Add Ons AND also look at the BP Gain (which is WAY higher when playing Killer), it makes no sense at all why Add Ons should be lost from Survivors.
Funny thing on PTB btw.:
When using a White Ward, you would still lose your Add Ons if you escape, but keep them when you die. So if they did not change it, dying is actually better than escaping, when using a White Ward.
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Dont worry, you will still get carried by Dedicated Servers when playing Huntress.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1147899#Comment_1147899
There is a breakable wall even on L and T walls so I wouldn't get my hopes up.
Yep. Because apparently Killers have it so hard that you cannot justify that they learn how to play T/L-Walls.
@Topic:
I think breakable Walls are a horrible addition. Tiles which can be mindgamed get breakable Walls and are made downright stupid. There is no thought process involved, it is always better to break one of those Walls. Shack becomes Hawkins Level when it comes to safety and that is for every Survivor.
Breakable Walls should be a thought-process - like, do I want to have a short route to this spot BUT risk a good Balanced Landing Spot for the Survivors? Something like that.
And the only structures where Breakable Walls are justified in my opinion should not exist anyway.
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Well:
Wraith-->Small Tweaks-->Faster while cloaked, more stealthy while cloaked (invisible while far away so that you cannot see him coming from miles away on Blood Lodge, less Breathing and Footsteps while cloaked)
Clown-->Needs serious Buffs, Killer with a Chase Ability who sacrifices all Map Pressure for it and STILL has to run Chase-Perks is not good. Probably Add On Rework and Power Rework (reloading single Bottles for example would be a thing, why should Clown need to go through the full animation? Sometimes you only want 1 bottle, there is no reason to waste the whole time on that).
Bubba-->Complete Rework, he is boring. His Add Ons either dont work or are simply Copy&Paste. His Chainsaw, while easy to use wastes so much time, either while Charging or after hitting or missing an attack.
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Yeah ok, then I dont need to be that reasonable when I want to show you that your ideas are stupid in the future:
You cannot force people to speak to Strangers. My guess would have been that you are from the US, because US people are usually those who dont know or believe that other countries exist. So they only know English (and maybe Spanish).
But when you live in Europe, you will have all sorts of players. And why should that Russian 3 man SWF decide to communicate via the Ingame Voice Chat with the British Solo Player? Maybe they would not even be able to, because not everyone has English in school and on a level to communicate.
But yeah, just put 0 thoughts in your ideas, thats great. Very helpful.
@Topic:
Yeah, this is a great idea. I have read it before and still a fan of this. This would actually close the gap between SWF and Solos, because you would know if someone is already going for the Safe (if the Repair Icon changed to normal for example) or if nobody is doing Gens and you are the one who needs to do more then.
I can only imagine it can be a little bit frustrating if you know exactly what your team members are doing at least this is the feeling I get when using Bond.
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@NullEXE said:
Or they could just add voice chat.
Where are you from, if I may ask?
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@Meiygo said:
the problem is the devs are so survivorsided that they nerv the killers, and buff survivvors. look at the toolbox rework for tomorrow...
it´s absolutly horrible.
If you say that this is a Rework (or even a Buff) and not a Nerf, you cannot be taken seriously.
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I paid a lot of money for my chair to finally have a decent one which will not destroy my back while playing on the PC.
I will not move on it in any way which will give me back pains!
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I always think that if people really think Survivors can "Gen Rush" with that Perk, they dont understand what Prove Thyself actually does.
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Yeah, its buggy with him. His Add Ons get auto-unequipped after every game.
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@kamisen said:
@Aven_Fallen Maybe I've been unlucky
I mean, it can totally be region-based. But I had a Nurse with that Bug exactly once, but it was weeks ago (tells you how long it is present already...) and she was only trying out how fast she can get, meaning we all got away. So it was a good laugh.
To be fair, I think people who are using Bugs like this (this also applies to the Wake Up-Bug for example) should be banned, at least temporarely. Because they know they are abusing a Bug, you know that you are super-fast suddenly.
Hopefully it gets fixed soon.
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It makes exactly 0 sense to just reduce the Timer.
In fact, it would make more sense, to reduce the Timer AND stop it, while being slugged or being chased.
Because, lets be real - not everyone unhooking me will have BT. And if the Killer is indeed camping, I prefer it to be farmed off the hook instead of going into second phase, because then I at least have a chance. If the Killer then goes straight after me again, downs me and keeps me slugged until my timer expired, he still tunneled.
Or if the chases me and I last long enough in a chase to get the timer down to 0. The Killer is tunneling at this point, but is he suddenly not tunneling anymore, because I manage to loop him for a few seconds?
Having the timer on like 20 seconds and not going down while slugged (during those 20 seconds) or in a chase would be a more fair solution tbh.
But hey, I know that a bunch of Killer Mains will appear and call me stupid, because we all know that Killers indeed like to tunnel :>
(Its the best strategy for them, after all...)
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I did not see any increase in Nurse players. Got two yesterday, both without Add Ons. Aka good Nurse players.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1145554#Comment_1145554
That's untrue. Survivors + Killer's add-ons also stay equipped (if you have enough of them)
Except for Trapper -_-
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Each DLC has exclusive Cosmetics for one of the Characters. The older DLCs like Hag- or Doctor-DLC come with a complete different Outfit for Feng and Ace.
Later, this changed to only one Cosmetic Piece with minor differences (really, just the Color of the Top is a little bit different).
So if you own those Characters, because you bought them via Shards, you dont get those Exclusives, those are for the people who paid actual money on the DLCs. When you buy the DLC you get access to those Cosmetics.
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"and if they will be gone"
Simply solution - remove Ormond alltogether. It is a horrible Map, the original Idea is quite nice, a big, snowy Lodge can have a cool atmosphere.
But:
When it comes to aesthetic it just looks ugly. It is played in Daylight with some weird Snow Filter. Easily one of the most disappointing Maps when it comes to Atmosphere.
And gameplay-wise:
Sometimes strange Hitboxes on Objects, which lead to those "invisible Walls". Scratch Marks simply ######### on this Map, resulting in them not being visible sometimes. Way too huge, many connected Tiles.
I think Ormond is one of those Maps which can easily be removed until they fixed it, because not only is it poorly balanced, but also ugly and buggy. (which does not go for Haddonfield, for example)
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Yep, got a crash while being sacrified. Right at the end of the animation. Was cool, no BPs for that match at all and a 5 minute penalty.
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I dont think that there should be any licensed Solo Survivor-DLC in the future. Because it would repeat what happened with MoM - they would need to release a Perk which is way too strong with it so that people who are not interested in the character itself or are not interested in completion will also have a reason to buy it.
But IF I would need to choose one, I would go for Negan from TWD.
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Obviously not.
And the terms "Gen Rush" and "Bullying" are also being used way too often.
I had Killers who claimed being gen rushed when it took 10 minutes to complete all games. Or some Killers simply say they get bullied when Survivors are using DS or BT, doing Flashlight Saves, repair Generators...
People who actively harrass other players ingame are rare. Coordinated Death Squads are rare as well, sure you will probably play vs one of those Squads once in 100 games, but this is not the norm.
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EGC is fine, also that it slows down. Not slowing down would make Saves WAY too hard. And in the end, EGC does not exist to give the Killer some ez Kills, it does exist to force the Survivors out so that some "funny guys" are not crouching around the Map, taking the game hostage.
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@CrescentGent said:
https://forum.deadbydaylight.com/en/discussion/comment/1140948#Comment_1140948
Often?
Are you playing a different game? Lmao
Killers dont have it as bad as you and others are pretending.
@Topic:
The game was created around having 4 Perks. While I would totally love to have a fifths Perk Slot, it is not as easy to implement. As Killer and Survivor you need to think about your Loadout, but this gets removed a little bit when you have one Perk Slot extra.
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Probably really bad luck. Yellow Add Ons seem to be quite Rare anyway, Spiked Boots is also the Add On where I have the least from on my Hillbilly.
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She was by far the strongest Killer for 3 years. Logical that she will get a Nerf someday, and honestly, for overall game balance something like Nurse needed to be nerfed. You cannot balance the game and keep Nurse as it is.
I also highly doubt that you have been a "SS Nurse". People who were really good at Nurse (aka using her without Add Ons for example, not those people who bypass her Skill Level by putting on Extra Blinks or Range Add Ons) still do really good with Nurse and she is still the best Killer, despite people claiming otherwise.
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DCed two times since the Penalty was enabled, which is way more than the weeks before the Penalty.
One time because I had to go and one time while I was playing as Nurse, one Survivor got bugged on the Hook (apparently he was on the ground, but he was frozen in the screaming animation on the Hook), which resulted in me not being able to blink anymore.
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@Deathslinger said:
People like to compare adrenaline with NOED. You can prevent NOED but not Adrenaline. Why not make Adrenaline be unable to activate if any totems are still on the map. All I’m saying is it’s pretty powerful with no downside except it’s an end game perk and the killer can only kill everyone before final gen to stop it.
I mean, prevent all Gens from being done (e.g. by not running NOED and actually play with 4 Perks instead of 3..) and no Survivor has anything from his Adrenaline.
In fact, I see Adrenaline pretty rare - I guess most Survivors switched to other Perks which actually benefit the whole game. At least this is the reason why I stopped using Adrenaline, the amount of time it REALLY had some benefit for me was pretty minor - either I was dead already or I was fully healed and not in a Chase. Which then only blocks another Exhaustion Perk in that case.
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@preston159 said:
In my opinion, they should work like Overcharge skillchecks, where you have a chance to do the skillcheck even though you aren't doing the action anymore. But it's been the same way for 4 years, it isn't likely they'll do anything about it.
It should work exactly like this.
Funnily enough, they were gone a few weeks, but now they are back.
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Players would do even less Totems when there would be so many of them. Cleansing Dull Totems for a Perk that the Killer might not even have is far from optimal.
If there would be more Totems on the Map, they would not be cleansed because it is more unlikely that a NOED is gone. Resulting in less time on Totems instead of more time.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1134284#Comment_1134284
The meta definitely seems to be tunneling now. I even started the ds unbreakable combo myself.
"now".
It has always been like that. Killers just pretend that they "adapt" their playstyle because of the Ruin-Nerf. It is the easiest way to reduce the number of Survivors to 3 as soon as possible, because the game is not balanced for 3v1. So yeah, this is the reason why something like DS needs to exist, because tunneling one Survivor out of the game after their first hook is simply the most effective way for a Killer.
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There is an exclusive Cosmetic-Piece. Yes, it is lame and the difference between the exclusive PIece and the Standard Cosmetic is really minor, but this shows that there is most likely not the will to give more to people who actually pay with real money for a DLC.
(Long time ago there was a unique Outfit, e.g. for Feng and Ace, but this got turned down to one cosmetic barely different from the standard..)
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Well, it goes both ways. I had Gas Heavens where the Center was full of Pallets and also Gas Heavens, where the Center was empty because there were so many Tank Tracks (which dont spawn Pallets).
This is the reason why the game can never be competitive, you can end up on a Map with way too less Pallets or on a Map which has a lot of Pallets connected to each other. And a Killer or Survivor is not better/worse than another Killer or Survivor, just because they have to deal with a certain Setup while others have to deal with other Setups.
(Since you mention Grim Pantry, this Map is pure BS - it can spawn without anything for Survivors, making the Pantry one of the only options, so the gameplay for Survivors is boring AF - use your Sprint Burst after a Hit to run to the Pantry. Yay)
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Discordance, without a doubt. This gives early information, especially during the Lategame, when less Gens are on the Map and the Survivors are more grouped together.
Tinkerer only informs you when the Gen is almost finished, not that useful tbh, at least when compared to Discordance.
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Oh look, another SWF-Thread. How useful.
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@BenZ0 said:
OoO is not that strong and can be countered by half of the Killers. There are still some issues with the Perk that has to be adressed. You see Freddy all the time 100% with it in Dream world because he has no Terror Radius there with the new Oblivious status effect. Just make that OoO dont work with oblivious. Also something with Trapper has to be done with it cuz you cant trap anything if someone uses that perk.
But besides that, this perk is totally fine and is not unfair or broken imo.
To be fair, Freddy can ignore BT. So this is a good trade-off for Freddy, given the fact that OoO is used much lower than BT. Both should not be a thing IMO, neither should Freddy be able to camp without any Counter, nor should he get a Joke during Looping because the Survivor can see him all the time. This Oblivious-Thing was not necessary for him.
Regarding the rest, the biggest issue I have with OoO is that even if the Survivor sees the Killer, this is not vice-versa. If both are looking at each other, sure, they see each other. But if the Killer is turning his back to the Survivor, the Survivor can still see the Killer. So while there is still a risk, the reward is bigger, even for Solos, but it is bigger the more players are in a group.
And while it is true that quite a lot of Killers counter it by having Undetectable, others are highly dependant on being stealthy and unpredictable. You can have awesome Trap Placements, but those can be negated by OoO. Just as an example.
What I wish for Object is that it works the other way around: If the Survivor is looking at the Killer but the Killer is not looking at the Survivor, the Survivor does not get any Aura read. If they look at each other, both get Aura Read. And if the Survivor is not looking at the Killer but the Killer is looking into the Survivors direction, the Killer gets the Aura Read (and the Survivor can look around to see the Killer, because their Perk is lighting up).
This adds more Risk to the Perk and the Risk is bigger than the Reward - you cannot watch the Killer anymore without them noticing, while bringing yourself into Danger. This is how the Perk should work, it can still be a really good information Tool, but comes with a big price.
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Freddys Lunge is the same as any other Killer. He just looks odd because he is so small and has not a big weapon.
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Out of this list, most likely Freddy. I think he is too braindead and I highly dislike the way many Freddys are playing, by simply spamming Snares around a Loop, basically reverse-bloodlusting the Survivor. Also not happy with the Pallets, because while you can remember them when you are awake, you will eventually come to an area where there is obviously a fake Pallet (two Pallets next to each other), but you dont know which one is real and if any of them is real.
This is because of his Sleep Mechanic, which I also dislike - even if you are waking up all the time, you will be put to sleep eventually or with a Hit. But both is necessary to give Freddy access to his Power, so while I dislike the mechanic, it is the most logical way to implement it, since you cannot have it one or the other, it has to be both ways.
And, not forget that Freddy can ignore BT, this bothers me the most.
Also, on the list:
Plague-->But mainly because there is always that guy who cleanses every time. And also, it seems like almost all the time I decide to bring a Med Kit, I am vsing a Plague.
Ghostface-->Since he does not work properly.
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Tofu, without a doubt. I also enjoy ScottJund a lot, but I mainly watch Tofu.
Sadly only on Youtube, he streams at times where I simply cannot watch his Stream (starting at 3 AM in the Night for me).
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@ZoneDymo said:
https://media.giphy.com/media/l396InTOf9zsp2EO4/giphy.gif
seriously, could you like try to wait and see how something turns out before making your mind up?
This is the DBD Forum. Things get done here like that. First outcry, afterwards realization that it is not as bad as expected.
I guess people will be doing a lot more Sabotage after the changes went live, this will decrease after a few days and it will be back to normal. The only people who will profit are those who are doing Archive Challenges, because they will be way faster on saboing their Hooks.
This of course, if they do not change it from the PTB-version anyway.
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Would also say that the animation is what brings OP to the conclusion that Clown is faster. He looks super-fast when walking, even tho he moves at 115% Speed/4,6m/s like most of the Killers. This is simply because of his animation and looks.
Like, Clown is also the one Killer where I cannot be sure if he has NOED or not, because he always looks way too fast for me, even tho he still moves at the regular Speed.
So I can get where OPs confusion comes from.
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Yeah, thats great.
Let me do the most boring thing in this game even longer for ranking up.
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@Talmeer said:
Thats easy on killer side: Legion no other killer got so extrem and unjustified nerfed. Also the Legion player base was the only one - far as I know - that had face a ban-campaign against them. While survivors could shortly after exploit thx to a bugged perk and getting not banned. What a coincidence^^.
I was never a true survivor player, but after all I have read... Many survivors seem to be still upset about the infinite changes. Can't say much to it, because it was before my time.
To be fair, the Legion Infinite Mending Bug was gamebreaking. The Wake Up-Bug (I think this is what you are referring too) was not gamebreaking (even tho, people who used it are disgusting).
@Topic:
As Killer, I see most of the Changes justified. If I would have to say something, panic when the initial Freddy was released so that he ended up being the worst Killer. Even tho, they "corrected" it, but now he is braindead IMO.
Also they might have went too far with Legion back in the days, the most what was asked for was the removal of Franks Mixtape and the removal of the Moonwalk Exploit. But eh, I dont know if you can count Legion, he was always bad, even in his initial State.
Ruin Nerf was something nobody really asked for, and I couldnt care less personally, because Ruin was never really a problem for me, but to make meaningful changes to the gameplay, Ruin needed to be gone.
For Survivors, quite a lot of things are not justified:
BL Nerf--> Sorry, I will stay at my opinion, the Nerf was not necessary. The Maps which were the strongest with old BL are still not enjoyable at all to play as Killer. Sure, someone cannot loop me at the Myers House for Ages, but they still have those way too long fences to work with... Sure, someone cannot jump out of the second Floor of the Asylum, but with two strong Windows and 4 safe Pallets, this is not really needed anyway. Unjustified Nerf to a balanced Perk, IF the Maps would have been designed around it (like doorways on top of the Myers House instead of Windows, as an example).
Breakable Walls-->Poorly implemented. And its the same as with Balanced Landing: Those Spots were a breakable Wall will be justified should be changed anyway. It is lazy gamedesign, nothing more. Sure, you can fix God Windows with that, but at the expense that Structures which are playable become useless for Survivors or braindead for Killers. And if the Devs want to fix God Windows with that, why even put a breakable Wall there? Close the God Window when it is RNG-based and if not, put a Doorway next to it. Why should the Killer even have to spend time to remove a God Window?
Loss of Add Ons for Survivors-->The common justification for the bigger BP Gain for Killers was that they lose their Add Ons - this is fair, in my opinion. They get more BPs, because they can fill their Categories all during the Trial (e.g. Brutality will increase with Hunting and most likely Deviousness as well, resulting in Sacrifice Points) and have easier access to Bonus BP with BBQ (and the amount is WAY larger than what a Survivor can earn - BP wise a good Survivor game is an average Killer game, given the fact that it is easier to double those BPs, it is ok that Add Ons get lost after a Trial). However, how will the Bigger BP gain be justified, when Survivors lose their Add Ons? They have Items AND Add Ons, way more than Killer so that it is harder to get a specific Add On, while useless Add Ons keep piling up.
Basically, escaping will be a net loss in BPs, because two Add Ons will cost at least 6k BP, while Escaping only gives 5k BP.
Since the MoM-Nerf got mentioned: If you want to keep the Core Design of the Perk (removing damage from a Hit), it has to be weak. This is a strong effect, the MoM-Nerf only looks that drastic because it was overbuffed to give a reason to players to buy the Ash-DLC, if they dont care for completion or Ash himself.