Bard
Bard
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Well y'all seem to think you're about 60 IQ above me when you Dead Hard for distance off of a generator, click your flashlight macro, and then jump into a locker with DS, so forgive me if I celebrate when I manage to down an ######### like that.
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@Withered8 said:
This sounds like a post from someone who doesn't understand balance in a game, and that there are two sides in this game, not just the killer's experience.
Do you know what a baseline rat liver would do? It would encourage so many demos to just hold their mouth open in the way which pyramid heads just hold their sword in teh ground. It'll be a bait fest.
Oh no spirit got a bit of counterplay it's the end of the world! I must be some uncounterable force with no way for the survivors to stop me to have fun.
Pig isn't bad, clearly you havn't played her well before.
Pyramid head suggestion would actually be nuts and prevent anything from stopping him.
Seems like you need to take a look through the survivors POV for once.
No, that's not what baseline Rat Liver would do. It works for Pyramid since he can hit you through/over pallets. Demo can't. If that's what it would do, that's what Demo would already be doing, because everyone already uses it every game. All it would do is let Demo have some kind of add-on diversity.
Imagine a bug where Nurse just couldn't see scratch marks. Ever. That's what "sounds broken" means for Spirit.
Pig is bad, and anyone who thinks otherwise is either a baby Dwight, the luckiest man on earth, or has never fought a competent survivor.
Pyramid's power being able to hit people in it's path would be OP... 10/10. Dodging? What's that?
I do know the survivor POV: If you know what you're doing and have a good build, you're either:
- Fighting a skilled, top tier killer who can keep up with your bullshit
- Stuck with a dogshit team who goes down immediately because they have 200 ms brain lag and don't look behind them
- You're fighting a non-top tier killer alongside a competent team, so you win
This game is heavily unbalanced. Always has been.
And don't hit me with that "oh lul you wouldn't have survived in 2016", because I was here in 2016. Miss me with that #########. I remember Darkest Moonlight Left 4 Dead Blendette. I remember most maps having an infinite. I remember double bus window. I remember double junk pallets. I remember instant blinds and permanent, map-wide sabo. I remember We'll Make It + Self Care healing to full during the killer's attack CD.
Killers being stronger than they were in that train wreck after four years doesn't mean they're balanced now.
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@TheClownIsKing said:
What are you talking about?
Remember Me.
It seems you forgot about it.
You make Freddy sad.
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Stronger? No.
DS is absolutely beyond the pale disgusting.
Power Struggle is pretty damn busted, but it's slightly less OP.
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@EvilJoshy said:
Couldn't you avoid this perk by just walking around pallets?
No. They can just go down at a pallet, have an ally buy time for 10 seconds, and then escape because they had Flip Flop and Unbreakable.
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@[Deleted User] said:
I feel it's just another anti-slugging perk. Can't say how strong it will be as it needs flip flop or tenacity to have any value.
You can say exactly how strong it will be: extremely.
It takes 15.2 seconds to recover enough for FF+PS to take effect. With Unbreakable, it only takes 9.88 seconds. If the killer was forced to drop you (due to, say, a Sabo), 7.1 seconds are shaved off of that (though a little bit of extra time for crawling back to the hook makes it less valuable than that).
If you get downed by Victor, the odds that Charlotte can get to your body within 10 seconds are slim to none, so Twins are completely #########.
On other killers... if somebody goes down under a pallet with a nearby ally, there is nothing you can do. If you chase them away, they are guaranteed to recover enough. If you don't, they just get saved by their friend. Your only option here is Blood Favor, a killer-specific interaction (use an RBT to pull them out, use a Bear Trap to block the other side of the pallet, send them to a Cage of Atonement, or use Scarred Hand traps to prevent it) or to give up on hooking them entirely.
It's not like it's wasted slots, either. FF+PS syngerizes amazingly with DS+Unbreakable, so that's in the running for one of the best builds.
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@OldHunterLight said:
So they have to run another perk to make it useful, how is that stronger than ds?
You need flip flop and to be able to fully recover so it can become good for a free save, and to make flip flop shine you need a slugging killer and unbreakable.
Nowhere near strong as DS.
- You can use it an unlimited number of times (due to a bug, but one that wasn't mentioned as a "known issue" in either the PTB notes or the "Design" dev post).
- The only condition for using FF+PS is that you go down under a pallet and they can't pick you up immediately. If somebody is hovering around you when you go down, the killer's options are (A) chase the guy off before picking you up and getting Power Struggled, since it really takes no time at all, or (B) pick you up quickly and have a normal pallet save happen. The only counter to that is BLOOD FAVOR, and if your only hope is something that weak...
- Using FF+PS can be run alongside DS Unbreakable. It has disgusting synergy with both DS and Unbreakable, meaning a build of DS+Unbreakable+FF+PS is entirely valid and completely overpowered.
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@[Deleted User] said:
Dead Hard is the definition of "press button to win" when used for distance. It literally gives you so much value in chase on certain situations that you think the perk should be harder to use. No other survivor or killer perk can do the same.
Coup de Grace could... up to 5 times per game... at the cost of losing gens.
Compared to Dead Hard, which could happen ~12 times per game (once per chase, assuming three chases per survivor, four survivors per game) and has no cost.
One of these things got nerfed. Classic devs.
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@gibblywibblywoo said:
Pretty much a full or at least half agree on all of these except Doc. The hallucinations were never meant to be more than an additional form of tracking. His true power is his anti-loop.
PTB Oni was just downright unfair and old Legion had to go. It was just broken and unfair. That said new Legion is pathetic and needs a full on rework imo.
And no mention of how outdated Micheal is?
I remember when Doctor was released.
The devs did an interview (which I have since struggled to find) in which they stated that they wanted Doctor to be a "metagaming" playstyle, playing with the heads of the survivor players as much as he screwed with their characters themselves.
That's what his mechanic was supposed to be, but they ######### it up.
Him being anti-stealth was just something else he did, and the "stun" mechanic didn't even exist when he launched.
The only reason Doc exists in his current form is because the devs gave up (or forgot) what he was originally supposed to be.
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Clown, because he has "artillery trickshots" that neither Huntress or Deathslinger has.
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Instadowns are awful for Adepts.
Go for them if you can use them to maintain pressure to keep the game going longer, but otherwise just M1.
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They added Wraith four years ago, but have yet to add his power.
No.
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@Justalittlepeeck said:
Nurse right now is literal definition of "fighting bugs more than survivors". I used to enjoy playing her, but rn she's awful.
Literally can't M1 for half a second after you blink half the time.
######### Nurse.
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@Zender said:
Are you saying that DCs and hook suicides should be a tactic adopted by the community in order to get the changes they want?
Worked for Legion
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The "Lane Pallets" on Groaning Storehouse and Cowshed are completely safe, impossible to catch the survivor as long as they throw the pallet.
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If they bring a key, that tells me they just don't actually want to play DBD, so I save them the trouble.
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They will dodge, mori you, or facecamp.
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Because clearly the devs resources are better spent nerfing Gearhead and Coup de Grace.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1766654#Comment_1766654
Then, if you put in all that effort to learn them, everyone says "lol playing ez mode broken killer" and trashes on you for playing it?
People seem to respect a good Blight from what I've seen.
If you're running Ruin+Undying+Tinkerer you'll get a bit of flack, but that tends to come from the same guys running DS+Unbreakable+DH, so...
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@Boss said:
So you're saying it's time to pull out Mindbreaker on my Wraith...
You joke, but it's not bad right now.
I've been running it on Blight and Legion.
- Thana, due to ease of getting easy (but non-committal) first hits
- Mindbreaker, due to how both these guys are screwed over by particular exhaustion perks (Dead Hard for Blight, Sprint Burst for Legion)
- Blood Echo, to periodically give people a 45 second Exhaustion effect, paused by Mindbreaker if they try to progress the game
- Deathbound to punish people for healing in order to get out of Thana/Exhaustion
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So here's the cycle so far:
- Game releases. Lots of overpowered loops exist.
- Bloodlust is added to counteract the god loops.
- God loops are toned down. Bloodlustis toned down.
- Map reworks bring some god loops back, while some just never went away to begin with.
- Bloodlust removed.
...great.
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@the_new said:
https://forum.deadbydaylight.com/en/discussion/comment/1757810#Comment_1757810
the killer can activate it example: deathslinger when he fires his gun it activates it
Nope. I've run Spies on Slinger before.
It spooks the crows, but if spies triggers it's because there was a survivor.
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@the_new said:
but why would you bring sfts when you can bring whispers also all you have to do to counter it, is crouch also the killer can scare crows and it still activates
- Because while Whispers is great in the extreme early and late game, it's mediocre as hell in the mid-game, since slugs and hooked survivors count. Spies can always trigger as long as the crows have reasonable spreadd.
- No, the killer can't trigger Spies. That's one benefit of it; you can distinguish between survivors spooking crows and you doing the same.
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@notameatybassriff98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1757254#Comment_1757254
i wasn't talking about whether something is op or not, this is purely a post about how its hypocritical to use a build such as ruin/undying then complain about ds/unbreakable
It isn't hypocritical.
The complaint about DS Unbreakable is that it's an overpowered anti-everything loadout with no counterplay.
Ruin Undying is a powerful (but absolutely beatable) loadout with several forms of counterplay.
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They aren't even close.
DS Unbreakable is an absolutely disgusting combo with no counterplay for the killer.
You either:
- Leave them alone, letting them work on gens for 60 seconds both times DS is ready
- Slug them, investing a ton of time for no pressure gain because Unbreakable
- Camp their slugged body, wasting EVEN MORE time and becoming vulnerable if they brought Soul Guard.
In case you haven't noticed... NONE of these are good for the killer. Unless you can't hit the easiest skill check in the game, you are guaranteed 60 seconds of complete safety.
Meanwhile...
- Pop has tons of counterplay. Don't go down and feed the killer pop. Don't just randomly tap gens to let the killer multi-pop. Commit to gens to finish them before the killer can pop them. Use Repressed Alliance.
- BBQ isn't overpowered in the slightest. The only reason it's meta is for Blood Points, and if you're such a sadsack that you're gonna complain about the other side getting BLOODPOINTS, that's pathetic. To avoid the aura reading...
- Hide behind gens
- Hide in lockers
- Run Distortion
- Run Off The Record
- Change directions after 4 seconds
- Get within the minimum range
- Ruin Undying isn't even that strong. It's entirely possible to get rid of the hex, and even if you don't want to do that you can just do gens through it. If you pair up on a gen, you'll be able to finish gens quickly enough that even Blight usually won't make it in time to stop you, and even if he does, you can prevent Ruin from doing anything by having the second guy hide until Blight chases the first guy off, or you can run Repressed Alliance.
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Yes.
Gen speeds are, and always have been, absurd, and any competent survivor can play chases safely enough that you don't even get a chance to down them until the game is over.
You need to dedicate most of your build to slowdown.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1757097#Comment_1757097
Idk, I don't have much trouble hitting direct bottles; it's much harder than getting someone in a cloud for sure, but it isn't some epitome of skill. However, it still should be rewarded, just not by completely stopping a survivor from being able to do anything.
Just landing a direct bottle isn't the hard part.
At close range, anybody can do it with a bit of practice.
What's hard is landing direct hits at a distance; If the survivor is more than a few meters away, it's a meaningful test of skill.
If you land an easy bottle from short range, you don't get much reward from the bonus slow, since you would have been able to hit them anyways.
It's only when there was more of an initial gap where it can make a difference.
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@SunderMun said:
I don't think the opacity needs changing; I find it impossible to see through gas clouds as survivor as it is because in addition to how hard they are to see through, it makes your vision blurred.
Twice the hindered status effect is far too much, but there definitely does need to be reward for it. If, in addition to cancelling actions, (which it already does) it had a similar effect to doctor's screams, but for ever so slightly less time, I think that would be perfect.
I like the passive reload; a lot of issue with the Clown is that it just feels like a waste to reload if you're not out, and even then, it's a time sink over the course of a match. It's clear that as a result, the Clown player needs to be pretty careful with bottle use, but getting them back passively would be very fair, although I think bringing it down to 8 seconds would be fine.
It's pretty damn hard to land direct bottle lobs unless you're right on top of the guy already.
If you land one from a distance, you deserve a hefty reward, which this gives you.
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@beached said:
https://forum.deadbydaylight.com/en/discussion/comment/1746361#Comment_1746361
https://us.v-cdn.net/6030815/uploads/34RJ9EIN3BCP/as-cm-charpreview.png
https://us.v-cdn.net/6030815/uploads/WPLLD0S9PBHR/elodie.png
I'm sorry but how could you even begin to fathom that these characters even look remotely alike. Anyone who isn't Helen Keller herself could discern between these two individuals besides somebody who simply believes that women of color all look the same.
It's really quite simple.
- Claudette has cosmetics that give her a similar Hairstyle to Elodie (namely, the "Side Parted Curls" headpiece)
- Killers mostly view survivors from the back, only getting fleeting glances of the face.
Sure, you can tell the difference, and if you look at their faces it's blatantly obvious, but the distinctions between the two are subtle.
If you're looking at them from behind, though, she does look very similar to Claudette (not to the point where you can mistake them, but still), and you'd basically have to be blind to not see it.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1741950#Comment_1741950
I was here when Spirit was announced and watched as everyone was screaming “shes going to be so bad... shes not viable... shes useless... shes weak...”
Rin is the Queen Killer right now
By "everyone", do you mean Tyde?
Because that's the only person I know of who thought Spirit was fundamentally, bad, and at that time he considered Clown A-tier, so take that as you will.
Even if it was more widely held at the time, it wouldn't have been wholly inaccurate if we're just talking about her PTB state.
Her lunge was bugged, her power recovery took 20 seconds, old DS still existed, and maps still had god loops.
She was OK, but she wasn't amazing on PTB, especially compared to the survivor side at the time.
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Very little has changed.
Punishment is slightly less boring, but not by much, and Torment/Trails are still such a badly designed mechanic that you can basically ignore them if you don't use DS.
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@Unicorn said:
This happens during EVERY new chapter. Its so common now, you can’t even get fed up with it anymore, just let it happen.
It's common for a reason; the first impressions are usually right, and if they aren't changed before release their thoughts just end up getting affirmed.
There's always gonna be a couple dipshits with a bad take, but it's totally possible to judge a killer's strength soon after their release.
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This game is not that complicated.
Experienced players can make a reasonable judgement of something's strength from playing with it for just a few games.
Twins are a decent concept, but this version of them is just complete dogshit.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1740863#Comment_1740863
This reminds me of the release of:
The Blight, The Deathslinger and, especially, The Oni. Hilarious.
How?
People called Blight ######### on his PTB release because he WAS #########. He got MASSIVE buffs before being released
Nobody said Deathslinger was awful or OP, they only said he was hard, which he was. At worst, they said he was "a worse Huntress", and they weren't exactly wrong.
People said Oni was overpowered on PTB release because he WAS. The guy was absolutely GUTTED before his release, and was only nudged up to playability again later.
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Twins AS A CONCEPT are great.
This version of them, though, is ######### dogshit.
Worse than the PTB version of Blight.
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This version of a Spirit nerf is in the ballpark for the right idea, but is waaaaaaaaay overkill.
Spirit needs a reliable, dead giveaway for whether or not she's using her power. That's just fair.
Having such a giveaway that also removes the ambiguity of her position (the entire point of Spirit's power) just makes her flat out bad.
Either:
- Have vacuum noises audible within the Husk's terror radius.
- Add a visual notification on the Husk that shows that she entered Phase.
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@Aven_Fallen said:
Discordance was never gutted in the first place.
When the rework dropped it absolutely was.
The original range of 96 meters is OK for some maps, but on maps like Ormond it wouldn't give you the original effect of being alerted at the very start of the game about anybody who spawned in a pair on a gen if they were on the opposite corner of the map.
More importantly, the initial version of Discordance had a massive bug. It only triggered if the survivors started a co-op repair within range. If they were already doing it before you got close enough, it did jack #########.
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If you're not using an exploit or third party software to get information or abilities that are explicitly unavailable to you, you're not cheating.
Speedhacks? Cheating.
Wallhacks? Cheating.
Lagswitch? Cheating.
NVIDIA filters? Not cheating.
Slapping a red dot in the middle of your screen to play Huntress/Slinger? Not cheating.
Binding Hag's teleport to an unlocked mouse wheel? Not cheating.
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OoO (cancer)
Buckle Up (Why?)
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Survivors spamming vaults on windows are survivors who aren't doing gens.
They're also usually pretty confident.
Kill the plebs first. Go for the confident ones when you've either already won or have figured out that their confidence is unfounded.
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Death Slinger
DS
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1720526#Comment_1720526
1) it's probably a bug. I know I know, bugs in dbd, it sounds crazy but sometimes it happens
2) there's nothing giant about it, nerf or not. You still get less warning from where/when she's going to arrive than you do with nurse. If this stays it won't even knock her down half a tier
- It absolutely isn't a bug, they literally changed the text on her power to recognize her power.
- It is massive. The entire reason Spirit is strong is that you can't tell what she's doing, so you can't reliably make good choices against her. With this, you can not only tell that she's user her power, you can tell her exact direction. This singlehandedly knocks her down from just below Nurse to probably a bit below Hag.
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@[Deleted User] said:
"Shadow patched" thats so cute ☺
Considering they just did a giant nerf to Spirit with not a single word in the patch notes, it's entirely possible.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1714628#Comment_1714628
3 blink Nurse is ridiculously overpowered, it definitely does need a downside.
On old Nurse? Sure.
On new Nurse? Not really.
- The power now has a per-charge CD, so using your third blink forces you to stand there letting them get further away. That extra distance would necessitate you using your third blink just to gap close, which in turn causes the increased CD again. Once you actually use your Third Blink, you're stuck using three blinks, resulting in a lower rate at which you can attempt to attack your target.
- There is now only one +blink add-on. It's not possible to stack them for absurd effects.
- Omegablink no longer exists, so you can't stack it with Ataxic for a 5 meter instant transmission anymore.
It isn't balanced, obviously, but it's not so broken that it needs to cripple the killer in compensation.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1714610#Comment_1714610
brutal strength is still at its original numbers, they just changed the global pallet breaking speed to include some of the bonus speed that was gained by brutal strength, still the same speed of old brutal strength because of the global reduction in pallet breaking time
It isn't.
Old BS reduced a 3 second break by 40%, allowing a 1.8 second break.
New BS reduces a 2.6 second break by 20%, allowing a 2.08 second break.
That difference increases the time required to catch up with them by 1.86 seconds. It's pretty damn significant.
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Buff Nurse, specifically her add-ons.
- Her +blink ultra rare doesn't need a downside. Just let her have 3 blink nurse as an ultra rare.
- Why does she have multiple speed limiter add-ons?
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Agitation should increase pickup/hook animation speeds.
Brutal Strength should have its numbers buffed back to what they were originally.
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I think we've set the bar too low for sentience.
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Console players have:
- Higher input delays
- Worse frames
- Abysmal turn speed/precision
- (Usually, but not always) Stereo sound, playing from a couch in their living room
Their skill is a mute point.
Their setups are bad.
It's easy as hell to deal with a Legion who can't make fine adjustments, can't discern directional sounds, drops to 10 frames whenever he gets a hit, and has 50 ping between his controller and his console.
If we're talking survivors, they can still get a decent ways off of being flat out overpowered, but they're still a lot easier to beat than a PC player with comparable skill/loadout. It doesn't help them any that, until recently, they've been getting used to ONLY console killers, meaning they have scarcely a clue what to do against a PC Nurse/Huntress/Slinger.
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I think they could do Terminator.
They've already gotten the license once for Deathgarden, getting it for their actually successful game should be a breeze.