BlightedDolphin
BlightedDolphin
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I'd much rather they just remove them so they stop appearing in my bloodwebs.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3201586#Comment_3201586
Not every perk has to be basekit. Every game should have a meta, kindred fits perfectly as a meta perk, should be used like old dead hard but no one wants to use, just demand to be basekit.
Kindred should be basekit because it is only meta for solo players. SWF doesn't need Kindred. Basekit Kindred would help bridge the gap between solo and SWF.
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It's Dead Hard. When you hit someone using Dead Hard the animation ends early. You can see her slightly lean forward just before you hit her and then she leans back a bit after you hit her. So what probably happened is you hit her right when the animation started.
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@C3Tooth said:
Unbreakable was strong because no one expect you to have, where you have a chance to use.
Basekit Unbreakable makes killers straight up to pick them up instead.
This change doesnt buff survivors, but it kills the interaction between dying survivors and their teammates. No one care about coming to pick you up anymore, just Gen rush
Unbreakable's biggest strength is the threat it possesses simply by existing, even if no one is running it. Unbreakable forces the killer to pick up a survivor or risk the survivor getting up and costing the killer a lot of their pressure. If a killer wants to slug, they are risking a possible Unbreakable play but also possibly getting off a lot of pressure if the survivor doesn't have it/already used it.
If the survivor didn't have Unbreakable, you were basically pressuring 3 survivors at once (assuming you are chasing another survivor).
Now the killer has to pick up the survivor as they know the survivor can get up and cost them their pressure. No other survivor needs to get off their gen to pick them up because they know that they will either get up on their own, or the killer will be forced to pick them up.
This change just removes risky plays and makes everyone play safer because chances are now that risk is going to backfire.
And it is no longer one time use. Before if they used it you know they can't do it again so you can afford to go for that risky play, now you can't because it's infinite.
My biggest issue though is that this change is going to punish lower tier killers more than Nurse and Blight. They can still make their risky plays, but weaker killers like Myers and Trapper can't really afford to take those risks anymore.
This is a buff for survivors. We should wait until the PTB to see if this is actually a big buff or if we are all overreacting, but this is definitely still a buff.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3202928#Comment_3202928
I was thinking about this one as well.
Definitely give it a try. It is a ton of fun.
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The Unbreakable + Soul Guard combo isn't ruined, if anything it is stronger now since you don't need a Hex to be able to get up by yourself repeatedly anymore.
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Devour Hope, Haunted Ground, Undying, Pentimento
Most fun build I've played with on Wraith, especially when you manage to get 2 Haunted Grounds to activate.
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Remember the old pallet vacuum that would instantly teleport you to the other side of the pallet?
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@AlyssaaMac said:
current unbreakable is 24 seconds. its a 1.5 second difference
And no longer one time use, which is what people are concerned about.
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@Gandor said:
which one with enough practice is never an issue? I would argue that placement can be learned. Timing can be practiced, but some people will never get it right always...
With practice you can get it 99% of the time. Unless you really mess up.
Yes you can learn trap placements, but it's still going to hinder you sometimes even if you placed it well.
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Cruel Limits was the original name for it back when it was one of Demogorgon's teachable perks.
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@SuzuKR said:
Crow/Rat/Vial are non-issues.
Vial shouldn't increase the power recovery speed. Other than that it is fine.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/347603/buff-cruel-limits
Uh.. whats cruel limits?
Claustrophobia
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198573#Comment_3198573
well I disagree. Same way as survivor can discreetly follow a chase for whole duration, hide behind rocks, make sure he is not seen all the time and guessing correctly which way the killer will look when picking up survivor only to screw up timing. It's exactly the same thing. And I still thing that precision should be part of this game.
Well in that case it wasn't really skilful in the first place as you shouldn't have been following a chase for an entire duration (in most situations anyway).
Also these two things aren't comparable. One is about timing, the other is about placement.
One, with enough practice, is never an issue. The other actually makes the killer weaker and prevents a lot of possibly good placements.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198518#Comment_3198518
Sorry. I did not want to be rude. You are right. My apologies.
The reason why trapper traps should be "perfectly" placed is because the game should have some skill expression. For the same reason nobody argues for flashlight saves to work during pick up animation. If it was too easy, there would be no skill in it (be it flashlight saves or trapper's trap placement). And it's OK the way it is. Because I am rather old and not the best with timing, I can't use flashlights or DS or DH reliably (and it's OK that way). It provides opportunity for better players to be actually better.
But I agree with you, that trapper is one of those weaker killers and he should get some buff. But lowering his skill ceiling is not the buff I had in mind. Better buffs are those, that provide new opportunities to express skill, that are not possible without the buff - e.g. ability to place traps on some spots, that would not be possible without making the traps translucent (because everyone would see them right away).
But that wouldn't even change most of his skilful aspects. You still need to predict and read survivors correctly, you still need to herd them into it, you still know that that trap placement was good. Why should a Trapper be punished for successfully predicting a survivors movement, but then be punished because the trap was slightly off? Or because the survivor decided to run a little bit wide and unknowingly just avoid it? You spent so much time collecting that trap, placing it, and then they accidently walk past it.
He would still have one of the highest skill ceilings it just wouldn't feel like you were cheated out of a trap because the survivor managed to slip through it. Honestly I think this would actually increase his skill ceiling as you can now place them in areas that you couldn't previously catch survivors, opening up more options for trap placement.
Making his traps less visible would be an okay change, but it wouldn't really help him out that much or raise his skill ceiling at all. Good survivors would still notice them. And if you make them too transparent, then THAT would lower his skill ceiling as you can just place them anywhere. It's a good change, but isn't going to make much of a difference. He still would suck, just a little less on Eyrie.
He needs a TON of changes. These 2 changes probably wouldn't even make much stronger, except against lower MMR survivors. Like letting him start with all of his traps or let him pick them up from lockers. Or even just making them spawn closer to the centre of the map.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/347606/please-increase-the-size-of-trappers-beartraps
Do I smell skill diff? Survivor's flashlight need perfect timing. DH needs perfect timing. Stuning with pallet (especially pallet stun when killer picks up survivor inside pallet - you know that vanishing drop pallet prompt) needs perfect timing. Trapper's trap should not need perfect placement.... Hmmm
I mean - of all the things that trapper should be buffed with - bear trap size is NOT one of those.
No need to be rude.
So what if those things need perfect timing? How does that change the fact that Trapper is a terrible killer? Why should one of the weakest killers in the game be punished so harshly simply because the trap was one pixel to far to the left?
If increasing the trap hitbox is too much, then maybe instead make it so if a survivor can't step in it, neither can the Trapper?
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Balance wise, I think it is pretty good where it is. Fun wise, it's still the most annoying perk in the game.
If they could find a way to make the perk less frustrating without nerfing it, that would be amazing. But sadly there isn't really anyway to do that without either nerfing the perk or completely reworking it, which I don't think is a really good idea as the perk is pretty balanced.
Still better than old Dead Hard though. I hope they never bring that back.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192141#Comment_3192141
Dragon’s Grip - Giant cooldown, effect lasts only 30s, requires being paired with something like Call of Brine/Overcharge/etc to do meaningful damage in the 30s (since base regression is -0.25 c/s = 7.5s of damage).
Make Your Choice - Scream is pretty much irrelevant because the unhook will give a notification regardless (beyond the sound of the scream I guess). Cooldown + requires exiting range = Injured survivor can unhook after she leaves.
Devour Hope - Is a hex, can be killed at 0 tokens
Haunted - One-time use unless paired with Undying, does not give locations of anyone except the breaker in of itself unless paired with Retribution, doing said multi-Hex combos = gambling away multiple perk slots on non-regression
NOED - Gimmick as always, can be hidden out/killed after it spawns/ignored and left/etc. Getting better value requires either location perks or something like NWO/Blood Warden, which is gambling away perk slots for end build. Totems spawn under specific rules and potential locations, and survivors can remember totems they see before endgame. Kinda bad design, could use a rework.
Rancor - Only affects obsession, gives early notice to said obsession, and the final reveal can be hidden from. Kind of an awfully designed perk despite how gimmicky it is because you can literally AFK till endgame and then instadown and Mori them, should be reworked.
I wish Calm Spirit wasn’t such utter garbage, cause then maybe it would be more relevant against stuff like Infectious Fright. On the other hand, Distortion is quite solid post-buff now and I’ve been able to pretty consistently dodge every single, or nearly every single aura read for the entire game.
https://forum.deadbydaylight.com/en/discussion/comment/3192145#Comment_3192145
https://en.wikipedia.org/wiki/Leading_question
Actually, I don’t. I think moderate size maps are fine, and flatness/single-story isn’t necessary. You can have interesting multi-story parts of the map even without making an entire map multi-story. And boring is a pretty subjective standard.
The scream from MYC is not irrelevant at all. The scream let’s you know which survivor went for the unhook and is now exposed.
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Open-Handed doesn't work with Wiretap because it activates "when the killer comes within 14 metres of a trapped generator". It doesn't have an aura-reading range, it has an activation range.
If Open-Handed affected Wiretap, it wouldn't increase the aura reading range, it would increase the activation range of the perk which isn't what Open-Handed is supposed to do.
Kindred acts in a similar manner, but I think that's there to help with camping. Also 30m Wiretap would be pretty busted, unlike Kindred + Open-Handed.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3170162#Comment_3170162
Also vs Wesker or Huntress.
I can't tell how many times I got robbed of a grab because someone was DHing my needle hitbox.
And Demo. You can bait it out by faking a Shred, but often there isn't time to fake it or a good survivor will just wait until you actually start to lunge.
Still 100x better than dealing with old Dead Hard though. Don't ever want to go back to that.
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On it's own Hyperfocus isn't that powerful. It's good, but not super powerful.
Combined with Stake Out and a toolbox however, it becomes insanely strong. You can repair gens solo almost as fast as reparing a gen with a teammates. Add in Built to Last and you can do this multiple times.
The reason it isn't being used more is because it actually requires some level of skill, which is something DbD players are scared of.
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3167749#Comment_3167749
I recall people still very much abusing self-care these days, even some pro players. That also doesn't include COH, and other healing builds. We also have the infamous green medkit. Self-Care isn't meta because there's way better options, to which self-care itself isn't useless either
But you can’t use CoH mid chase except in very specific situations. And unless you are right next to it when Freddy puts you to sleep, you have to run over to the boom which Freddy can see you do and now he can ambush you.
Med Kits would be an issue, but at least with them missing skill checks and using the new haemorrhage they won’t get many heals from it.
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3167612#Comment_3167612
His old power was extremely weak, it would especially suffer in today's meta. However if they reverted it and tweaked out the huge Downsides, then maybe
What about this new meta would make him weaker? If anything old Freddy would be stronger now that Self-Care is no longer meta.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3161159#Comment_3161159
He has unique music but every RE character does now, even the survivors.
That’s good. I was worried it would still be Legion’s theme which wouldn’t really suit him.
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@Brokenbones said:
Why they didn't give HUNK his own voice when the Baba Yaga got not only a custom voice but a custom lullaby, I'll never know
Then again Joey and Susie are still stuck with the same voices so ig it's not too much of a surprise
Glad he's in the game tho
Did HUNK get different lobby music like Baba Yaga? Or does he still use Legion’s?
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3142637#Comment_3142637
Now they just use COH instead to break free from sleep.
True, but CoH would be no where near as bad as Self-Care was.
- CoH cannot be used mid chase (in most situations at least)
- They have to go to the Boon to heal. Depending on the distance they are better off just using a gen to wake up. Also, Freddy now knows where the Boon is and can sneak up on them or snuff it later.
- If Freddy snuffs the totem, they need to reset it and against a killer with built in slowdown, that is not always a good idea.
- If CoH is still a big issue, you can at least run Shattered Hope. No perk countered old Self Care.
Medkits would still be an issue, but at least by forcing them to fail skill check with it they are probably not going to get much healing from it. Add in Sloppy for haemorrhage and no one is going to be healing against Freddy with medkits.
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I think it’s pretty good. Although I would make a few changes
Swap Artist and Plague, or just bump Plague to A+ tier.
Bump Demo to bottom of A or at the top of B
Swap Slinger and Hillbilly
Lower Dredge to bottom of B or top of C
Swap Pig and Trickster
Bump Ghostface to top of C
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3142344#Comment_3142344
fun? yes. good? hell no. Iif you were aganist casual/chill players you could have your part of fun but he was considered one of the weakest killer for a reason...
Freddy wasn’t that bad. He wasn’t great, but he was really slept on. And if he was brought back I think he would be a lot better simply because the meta had shifted so much.
Old Freddy’s biggest weakness was that everyone was running Self-Care back then so everyone could wake up almost instantly. Playing as Freddy against a team of Self-Carers was awful, but against a team with zero Self-Care he was actually a threat as you had no way to wake up easily. I remember the old “de-pip squad” mentioning that Freddy was actually a bit of challenge because none of them ran Self-Care.
Now that Self-Care is basically dead I think old Freddy would actually be kind of viable.
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These two things are not comparable.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3132360#Comment_3132360
- This would be inconsistent with other killers that have powers that are movement (with the exception of blight) should Wraith, onroyo, clown, and various others also count as special attacks when they use their power?
- This already happens actually, it's just extremely hard to time.
- This doesn't do what you think it does, fatigue duration is longer than pallet stun, as a nurse main i prefer if i get pallet stunned when it bugs out sometimes because i don't get my camera sent downward and can stay looking at the survivor and be stunned for less time.
It’s not inconsistent with other killers, Blight already has this and now Wesker will too.
Blight and Wesker are much closer in power to Nurse the Clown and Onryo.
The 3 killers you mentioned gain an increase to their movement speed ONLY. They function as a normal killer in every other way.
Nurse and Blight, however, don’t. While in their speed boost, they function differently. Their turning abilities are severely reduced for instance. They don’t just gain a movement speed boost like the other 3, they behave completely differently. If you want consistency, then Nurse SHOULD be changed.
And if Blight can do fine without instadowns, so can Nurse.
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What I like to do is start heading over to the box when the chain hunt metre is a little bit before half way. Most survivors tend to wait until it’s closer to the end before they head over, this way I know that no one else is heading over to the box (usually) because I’m going over there a bit earlier than usual and they can continue to work on gens.
Another thing you can do is if your gen is 99, don’t finish it, grab the box THEN finish it and now solve it. By doing this you’ve delayed his next chain hunt a few seconds and if he decides to teleport to you he is in an area away from your teammates as they most likely aren’t near a finished gen.
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3134499#Comment_3134499
https://us.v-cdn.net/6030815/uploads/282W7FU1EUG8/image.png
Just example, this is Blood lodge map, you at Gen2, you able to see Gen4 has no one, Mate3 at Gen3. You dont care where Mate1 is in chase. You likely to assume Mate2 is around Gen1-6-7, and you assume you're the closest one to the box.
You spend 10sec running to the box, just to see from afar Mate2 is closer to you and take the box, you spend another 10sec run back to your Gen. That is roughly 23% Gen progression that COULD BE DONE.
And this is only 1 Box.
You know what would really help in that scenario? Bond. I really don’t know why more solo queue players don’t run it, it is SO good.
Personally though I use Kindred and even that probably would’ve been enough to know what to do.
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As a Demo player, it’s still annoying when you land a perfect Shred only for Dead Hard to activate. However it’s much less annoying than the old one and most of the time I still could’ve avoided it if I played a bit better.
As every other killer I only get hit by a well timed one which is fair.
So I think it was a great change.
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I don’t think buffing Slinger’s chase potential is the right call. He’s already pretty good in the 1v1, his biggest issue is his lack of pressure so something to give him more pressure would be the best way to buff him.
I don’t know how they could do that though.
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@HugTheHag said:
I mean... People can still complain, and rightfully so in my opinion.
Reassurance may be a thing, but that's a bit lazy at best, greedy at worst in my opinion to make the band-aid fix to camping something survivors have to actually pay for (since this is a franchised DLC) and spend a perk slot on. Now killers will be more self-righteous than ever to camp, because they'll just have to say, "why don't you run reassurance then?".
I won't expect all of my teammates to run this, as I don't expect all of my fellow casual players to spend money on it. If I get camped, I'll always be more mad at the killer than at my teammates for not bringing an 8$ perk. And I'll keep complaining, though perhaps not on this forum.
Plus wasn't 6.1.'s objective to create variety in gameplay and kill all perks that 75% survivors use ? Now what will happen if everyone starts running Reassurance ? I firmly believe if something has to be done about camping, it should be base kit so that everyone benefits from it equally.
Camping killers will now be in a kind of in a win-win situation where they can both lord over survivors that they should have brought reassurance when it isn't used, and complain when the perk is brought.
While I am glad that at least something exists now to counter camping, I do not think it will make the game that much healthier in terms of relationship between killer mains and survivor mains.
(I'm saying all this as someone who does not main one side or the other)
I agree with almost everything you said, especially making something basekit, but I don’t see how lording over someone and complaining is a “win-win”, especially when the exact same thing applies to the survivors in that same aspect.
The killer can’t complain about Reassurance because the survivor can just lord over them to “just leave!” (Survivors can say that now :p), and survivors can complain they have to bring a DLC perk which they might not have (which is a fair complaint). So it’s not a win-win situation for either player, it’s just a pointless argument.
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"Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all."
This wouldn't be visible on your screen unless your connection is very bad. Even then it usually only occurs on the survivors end.
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@dugman said:
The main building is strong for survivors but I’m not sure if the map overall is, the outside feels kind of weak. It’s a bit like Dead Dawg Saloon where if you mostly ignore the main building as killer and focus on protecting the outside it seems to go a lot better.
This would be the case if the pallets weren't in such close proximity to each other. The loops are small but they chain so well into each other it doesn't matter.
I do however think the shack on that map is pretty well balanced. The window always spawns on the same side so you can't chain the window into anything (unlike the horrible shack window on the Chapel map the often is right next to another window)
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3129214#Comment_3129214
Perhaps not directly but variables such as increased gen times, buffed regression gen perks, reduced attack cooldown and the nerf to DS made it easier for killers to make pressure, especially for a solo group. Not to mention killers like Nurse and Blight didn't even need these buffs to begin with.
A well-coordinated SWF may have a chance but I've noticed a spike in camping & tunneling in my games.
I wouldn't say gen regression perks were buffed. I'd much rather play against Overcharge + CoB than Ruin/Undying/Tinkerer/Pop.
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Ayrun had a 62% solo escape rate in his most recent stream, including a 7 game win streak.
10 escapes, 6 deaths.
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@JHondo said:
It starts at 75 but you can't just tap it, if you do you get the skill check and it continues to regress, unless that's a bug they haven't fixed but ive been running Overcharge+Oppression abd when I kick a gen someone always comes and taps it, it explodes, and when I check it it's still regressing.
If the gen explodes then that means they missed the skill check, so the gen will continue regressing if they just tapped it and missed the skill check.
Or if you mean the old bug where the gen keeps regressing even if you hit the skill check then that has been fixed already.
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Dead Hard is still really good.
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I liked him at first but getting locked into lockers constantly got annoying.
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How is Pain Res/DMS broken on Artist?
The killer still doesn’t receive a notification so they have no idea which gen was hit with PR, so unless she has BBQ the Artist is just going to fire at random gens. She only needs DMS for that.
She still could do this before they brought the combo back and if anything this change nerfs it’s effectiveness on Artist as the duration is reduced.
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@ThatOneDemoPlayer said:
Why are you in the Dream World against Nemesis?
Because Nemesis is the man of his dreams
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Do people still want the patch to be reverted now that Thana has be nerfed?
Aside from the unnecessary DS nerf, I thought everyone’s main complaint was gen slow down and now that the most annoying one is basically useless on anyone but Plague, is there really anything else that needs to be reverted?
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3108652#Comment_3108652
That's the point, same with the """nerfed""" MoM. You have to get it to be useful with specific builds, both perks were never great on their own, it was the combos and synergies which made them beastly.
Slap fearmonger on top of the combo and you remove the dead brain dead easy counterplay.
Fearmonger isn't that great of a combo as the bleed out bar flashes when a survivor is being carried. When it starts to flash let go of the generator until the survivor is hooked.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3108585#Comment_3108585
once youy get the perk through protection hits you can use it whatever you want, while now with the change you'll be able to use it ONLY if you didn't a conspicous action (meaning that if you heal someone/yourself, do a gen or a totem the perk will deactivate)
https://forum.deadbydaylight.com/en/discussion/comment/3108593#Comment_3108593
i know, but i said this cause it's EXTREMELY rare find solo survivors who won't play selfish/are potatoes/won't troll
Those selfish survivors aren't using current MoM and definitely won't be using the new one. This change does not harm solo queue in any way as no one currently runs the perk right now.
But for the survivors that DO want to be protective, the good teammates you occasionally get, this perk helps them achieve that easier. Alternatively, YOU could run it and make it harder for the killer to tunnel your teammates. Only one person needs to run it, why not be that person yourself?
So no, the perk is not nerfed for solo queue and I think it is actually buffed as the 1 in 10000 teammates you get that do run this perk won't be wasting as much time bodyblocking + healing and instead will be helping you when being tunnelled. And if they don't run it then it makes no difference because no one ran it before anyway.
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More of an unintended effect than a bug.
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Discordance is a really good counter to it.
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@Dead_Harder said:
The problem is, can you heal yourself now? Cause i dont think you can and it really limits its usability outside of meme squads imo.
If you have endurance no, but someone else can heal you. If you only have 1 stack then yes you can heal and you won't lose it.
So you can take a protection hit, heal, protection hit, endurance hit.
I think it will now probably act more like a perk you use when you want to help someone who is being tunnelled.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3108309#Comment_3108309
You ignored a few killers, Bubba, Legion actually counters this, Plague, huntress, and maybe a few others can go through new MoM, all new MoM is countering is killers who aren’t designed for looping and not being semi-helpful against all killers, this is a nerf and a hard one at that
and another thing, a perk should make you the anti-tunnel tool, it should make the one being tunneled the anti-tunnel tool as that allows 3 people to work on gens, not 2
All those killers except Legion can that same thing with the current MoM.
Disagree with your last point as that would require the tunnelled survivor to run the perk, and we know solo queue teammates never do. This way YOU can help reduce tunnelling without having to hope your teammate bothered to bring a perk.