Blueberry
Blueberry
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1928501#Comment_1928501
Yesssss just imagine trapping a piggy or gf in there
Well they could just hit you to get out lol
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1927774#Comment_1927774
Which also destroys the fun to play as clown
Exactlyyyy lol
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1923769#Comment_1923769
Pumpkin patches would be pretty damn nice. Like big ass pumpkins that you could hide behind tho
And some that are hollowed out on one side that you can crawl inside!
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I always wanted him to have a Teddy Bear and Monkey skin
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1927457#Comment_1927457
As a survivor I'll take the speed increase lol
I bet you would rofl
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1927503#Comment_1927503
Thats aaccurate, it was secretly meant to help survivors
See that's where the issues come in. We're viewing these changes as supposed to be buffs for Clown, when in reality they aren't even intending to buff Clown. Their intention with these changes is to make him more fun to play against.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1927457#Comment_1927457
How would you feel if you walked into the antidote bottle and it gave you 195% movement speed and when you exit the gas cloud it lingers on you for 10 seconds
Sounds like a rhetorical question to me.
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Addons aren't the solution.
They should buff the antidotes duration or speed increase. Doesn't really make since that it buffs survivors either.
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/1927240#Comment_1927240
This feels like a lie from a killer main to be 100% honest
I've literally got thousands of hours at rank 1 on survivor strictly in solo queue.
Most survivors on average are just pretty bad, but if even one survivor is pretty good you can carry your team on most matches. I also don't run any of the plethora of second chance perks either.
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He's still nearly just as bad so I doubt it. You could even argue worse since he lost his best addon.
None of their changes fixed his issues.
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Generally a 3+ escape baring matchmaking doesn't screw up really bad.
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Honestly just make it activate on getting healed the certain distance from the killer..period.
The not working with Self Care and requiring you to leave the person that healed you is just unnecessary negatives. The perk isn't that strong that it needs these extra limitations.
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It is pretty useless as an effect.
I personally always thought it should also apply the deafened effect similar to Hags addon.
This makes it much more scary as now you have to be cautious and make sure you're safe before you start mending. It also adds more strategy as now playing Legion you could try and fake that you're going to hit more people with FF but instead cancel it as soon as you break LoS and try to double back on them.
Just raises the skill ceiling and gives Deep Wounds more purpose/risk. Actually a scary effect.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1926738#Comment_1926738
Even just half of ruin would be something; since it regresses up to 4 gens and can't be cleansed.
I think when the devs developed this they assumed that the sudden skill check would be good- and for the first week maybe it was but now it only works on people you could win against with no perks at all lol. That or like, on someone like doctor with a dedicated build for it.
Problem is if we're being realistic you are never getting 4 gens with its effect. At best you're getting the kicked gen and 2 more.
Most of those gens will be tapped within seconds to stop the regression or they'll have succeeded the skill check in the first place.
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Reduced to 60 seconds at least. It still wouldn't be great.
They should make those gens regress at Ruin speed as well. Base regression speed is so ridiculous slow that it's near meaningless.
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This is similar to what I've been saying as well.
Freddy's issue isn't that he's too strong, it's just how little skill is required. So all we really need to do is raise his skill level requirement to do well.
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Probably the biggest mistakes I see are chasing for too long and not knowing when to slug.
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Spine Chill is overall just a better information perk than Premonition with nearly the exact same role. Honestly Premonition needs to be reworked to do something different, it's currently just redundant with Spine Chill existing.
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By looking at Ruin you're referring to a buff of some sort right?
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Honestly they just need to add a very small extra blood point multiplier per prestige on that character. Nothing super significant, just like an extra maybe 5% per prestige. So a full prestige 3 character might get like 15% more bloodpoints.
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Depends on which killer, but I find Pop/Surge/Sloppy to be quite consistent. Last spot for whatever chase or info perk you want. I rotate this for Bamboozle or Tinkerer a lot. Discordance could fit also.
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I'm not really a big Nurse player to speak on her much lol
It is pretty sad countering her in matches now by just holding W though XD
I would've taken a different approach to her changes than they did.
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I'd say probably 90% of the forum community has reacted positively to the DS change.
Most people seem pretty happy with it, survivors included.
I even saw a post reacting positively to the DS change with over 100 upvotes...on the forums that many upvotes is extremely rare.
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I'd like if they looked at their players with vast amounts of hours that more likely have a better understanding of the games intricacies and sent them surveys about what they thought were the games main issues and how to fix them. Maybe bounce some ideas off them.
The issue with asking the entire community is that the majority of the community doesn't have a lot of experience in the game which skews their perspective from being quite as objective.
Kind of like if you were building a plane would you want everyone to have a say in how it's built or just the people that at least have an aeronautical engineering degree? I know what my answer would be.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1924275#Comment_1924275
I would say a ton on Blight. He needs the collision fixed on half the objects in half the maps.
I do notice the collision, just not nearly as much as people on here talk about.
I also take issue with his hit turn radius out of rush even more.
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Disturbed Ward is a rough map. So many good loops and the map is huge.
Seeing this map with good survivors your chance of winning goes down a lot.
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I view fine polished and simply needing a rework as a bit different from one another.
For needing a fine polish/clunky: I'd say Plague, Pig, Demo, Ghostface...maybe a tiny bit Blight
They all have some things that are inconsistent, features that don't make sense, or abilities that don't end up doing what they're supposed to.
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1923428#Comment_1923428
skill requirement for what? win against good survivors? bad survivors? or just to have fun? If you play nurse with very little skill your probably aren't going to have fun. some killers against good survivors suddenly take a lot of skill like doctor or pig where they are easy wins against bad survivors.
I always assume good vs good.
Games against bad players are irrelevant to me.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1923769#Comment_1923769
Considering the other map reworks you may not be far off the mark.
The cow loop is actually gonna be a mechanical bull you can ride on now too. Calling it.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1923700#Comment_1923700
I highly doubt that the Devs will improve visibility in corn after the rework. If anything they will make it worse but I hope it's the other way around.
It may not even be corn anymore...it may be rice fields..or pumpkin patches..or grape vines..
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Here I was about to come in here like, bro...I like wearing plaid flannel..lol
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My rank 1 matches are alternating between multi-thousand hour SWF death squads and grey ranks with less than 100 hours in the game.
It's pretty bad. No idea what I'm walking into from match to match.
It feels like it's just pulling the first random survivors it finds regardless of anything.
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We'll be seeing here soon what they do with it for the corn map reworks.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1923428#Comment_1923428
I think that depends on the player, if you put a 100 hour killer play spirit they're probably gonna perform bad/acceptable but if you put a 700+ hours killer play her they're probably going to perform acceptable/good, i'd say freddy is by far the easiest killer with a strong power, I would say spirit has medium skill requirement
"if you put a 100 hour killer play spirit they're probably gonna perform bad/acceptable but if you put a 700+ hours killer play her they're probably going to perform acceptable/good"
I mean you could apply this statement to any killer in the game. Kinda a mute point.
"i'd say freddy is by far the easiest killer with a strong power"
I'd agree.
"I would say spirit has medium skill requirement"
I'd put her at least in the top 25% minimum.
As I mentioned in my post I think people get mislead about Spirits skill requirement based on how well they get kills which can give a placebo effect.
IE to illustrate my point, if you put a good Spirit against actually good survivors, that person would say Spirit takes a lot more skill. The kills people get is influencing their perception of her skill level even though it shouldn't. It's a causation vs correlation is what I'm saying.
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Saw
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Based on what they said in the Q&A it sounds like they're in the process of testing an alternative. Most likely the skill check variant that we have with PH cages. No ETA though.
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It's just ego, that's it.
Disconnecting makes them feel like they won because they denied the kill or hook from you.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1923428#Comment_1923428
What skill requirements would you say she has on top of these? I noticed she relies on her power a bit to get hits, given her movement speed.
Since she's a 110% move speed killer you rely on her power for hits. This means most your hits will be coming out of phase.
When they're injured it's the skill of being able to pin point location based on sound. This is the easier part.
The harder part is your first hit before they're injured. Generally speaking you're barely hearing them if at all. That means for this hit you're relying solely on your game experience to predict their movements. IE unless they've been playing badly I'm going to assume when they run to a loop they'll be waiting on the far side away from the pallet generally. They'll be assuming that I'll think they're waiting at the pallet.
A lot of Spirit is hearing, but even more of it is game knowledge and getting inside their heads to know what they're seeing, hearing and thinking. It's all about manipulating the information they receive to get them to do what you want. This information applies when countering Spirit as well.
Here's some examples from both perspectives:
As Spirit: I'm chasing after them across the field and then mid chase I will just stop moving and stand still while they are still running away from me. Many will see this and now think I'm phasing towards them and start walking back towards me. If they then start walking a different direction slowly, then I will phase to that spot where they don't think I saw them walk to. The counter play here as survivor is to walk out of LoS so that no matter which one I was doing I'm not gaining a hit from it and wasted time.
As Survivor: She's phasing after me towards a loop. I fast vault the window and then after a couple seconds slow vault back over. This just manipulated what she saw and heard. She saw scratch marks to the window and heard a vast vault, that's it. Now she's going to assume I fast vaulted and kept running so she will phase around to the other side. Now she wasted all that time and has to waste more while her power is on cooldown.
I can go on and on with more examples for both sides of this but the principle remains the same. On either side you have to be understanding what information the other person is receiving and manipulate that to trick them. Aka mindgames.
This is the skill she requires above all that most other killers do not require or require very little of it.
Lots of people like to call Spirit easy or that she has no counter play because they don't have an understanding of how to play as and against Spirit.
Here's the real irony:
People think Spirit is easy because they get lots of 4k's with her. IE they interpret lots of kills as meaning she's easy.
In reality, the reason she gets lots of kills is because most survivors are bad and can't understand the counter play I laid out above. They try to play against her like the other killers. Her counter play actually requires a much higher level of skill than the other killers. IE they all died to Spirit in a match and say it's because she's easy, when in reality it's because they were bad.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1923239#Comment_1923239
Well, you can learn spirit with some good headsets in 1 week..
I'd put her in the top 10-15% skill requirement killers in the game.
At least 50% of the killer roster requires near nothing but basic map pressure understanding and knowing how to run tiles. That's very little skill requiring.
We aren't talking about how much skill in total they require to be good, but comparatively to each other.
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While there are things about survivor that need changing I actually don't think the addons are one of them.
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@RiskyKara said:
Is spirit really that easy to pick up?
She's above average in difficulty.
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I'd give him his multi-stalk back and remove the limit of stalk per survivor. This just artificially puts a glass ceiling of potential on him.
If the survivors misplay and stack he should be able to capitalize on that. I also think him preying on the weakest player to help him take down the stronger ones is one of the differentiators of him from Ghostface and removing the stalk cap per survivor emphasizes this.
These things given back adds more skill and strategy to him.
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No nerfs.
Buff: Trapper, Wraith, Clown, Legion, Pig, Plague, Twins, Demo, Myers
Addon rework: Pig, Plague, Demo
This was for simplicity sake. Some of these buffs I'd more push towards slight reworks preferably.
PH could use some changes to how he plays.
Some small tweaks on Blight.
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Deliverance is perfect just how it is. It is a prime example of how balanced the other second chance perks should be.
It can be very strong, but it comes with a risk and a requirement for such a strong effect. None of which are requirements that any of the other second chance perks have but should.
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This was a tough one. I was between DH and BT. Unbreakable would probably be my third.
They did state they are currently working on DH a few streams back. I'm hoping they just keep its distance and remove the I frame from it.
Tbh I think the Exhaustion perks in general need some reworking.
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Just based on personal experience I find Wraiths and Ghostfaces probably give the hatch most often.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1922552#Comment_1922552
I'd say it is not exactly common for every single lobby to have 4 DS and 4 BT. I'd say it on average, its like 2 DS and 2 BT. The new average is just going to be 4 BT and 0 DS. I'd say new DS is as threatening as current MoM. Perks that you have to "change" the way you play in normal game loop of the game are rarely ever good perks. Survivors are definitely not going to afk for 60 seconds to keep decisive strike active. They're going to be immediately go on generators or healing thus disable the perk almost instantly. New ds will be MoM, a powerful effect that is too situational to really be used.
I do agree that DS and OoO 100% needed to be weaker, so in term of their goal to gut both perks out of existance, mission accomplished but in term those still being useful in practical gameplay.... well that has ways to go.
New DS will very much still be meta. It's still one of the better perks in the game. Not even remotely is it on the level of MoM.
Most games the killer will still be slugging them because you aren't watching them at every second to know if they've touched an objective or not. Survivors aren't going to stand there for 60 seconds to keep it active but that's not why it's being ran in the first place. It's being ran for the times you are tunneled, which if people really are tunneled as much as they like to say they are then it still should be working like usual.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/1922375#Comment_1922375
Well, the game is designed for killers to win chases. You are faster and have special attacks or abilities that allow you to, lunge, sneak, range or, simply mind game the survivors. So these survivor perks like, Dead Hard, Sprint burst, Decisive Strike are meant to prolong the chase and slow the killers progress down.
I say, nerf the meta all around, both sides. Behavior has all the data on which perks are loaded the most. Obviously meta, so just nerf them. Make DS time window shorter. Make Ruins regression less powerful. Make undying not reveal survivors. Make borrowed time shorter, ect.
These perks, all of them can easily be made less effective.
My prefered survivor build is Breakout / Mettle of Man / Sabotage / Dead Hard. It's honestly the most fun I have playing DBD. I use Dead Hard to milk extra swings out of the killer and, I usually end up dead but, the saves are too much fun!
I'm totally down with your initial point of let's change the meta fully for both sides.
However, the way you speak of each sides perks implies they are both meta because they're too good. Most the survivor meta second chance perks are way too strong. However, something like Ruin isn't even strong, it's just being held on by Undying.
IE most survivor perks are meta because they're ridiculously good. While most killer meta perks aren't ridiculously good, they're just the best option available. Bar a couple exceptions, but generally speaking.
My point is that the meta each side has is because of 2 different things.
Survivors meta is held because of perks that are too strong and blow all the other perks out from being considered.
Killer meta perks aren't because they blow all the other perks out. Most the perks are just bad and they're picking what little there is.
IE we need more killer perks brought up and we need those few overbearing survivor perks brought down to change the meta. This is also generally speaking. There are still quite a bit of survivor perks that also needs buffing as well.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1922064#Comment_1922064
That wouldn’t make sense to do since they can already examine the results of matches with no “second chance perks” so just disabling them for a weekend would be a waste of time.
If you say well they did it for bloodlust why not for survivor perks biased devs I say this. Bloodlust is present in every game as a mechanic, to get results on how it affects gameplay means they must disable it.
"That wouldn’t make sense to do since they can already examine the results of matches with no “second chance perks” so just disabling them for a weekend would be a waste of time."
When was the last time you had a match without a single second chance perk? I can't even think of one in the past 6 months.
The only way you're doing this is if you look at a rank 20 or grey rank match which is basically irrelevant information.
Zero second chance perk matches are essentially non existent. You might get lucky and find a few with only some second chance perks, but none? Not happening.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1922582#Comment_1922582
Not everyone will have DS+ UNB.
You still can make the decision of leaving them slugged or pick them up, like you have now, like you'll have with the new reworked DS.
There's a difference between being forced to slug and a killer choosing to slug. Slugging in general is a bad idea as it's very high risk. Killers choose to slug when the survivors present an opportunity for snowball or a multi-survivor slug for pressure, aka when the potential reward is high enough for the risk.
In other words, killers don't just randomly slug, that's a bad move. You slug at opportune times.
Even if we assume no Unbreakable which is common on good survivors, unless you're hard camping that guy on the ground he's gonna get up for free. Yeah someone got off a gen to help him, but you lost more time than they did. Not to mention if he was greeding the gen that hard it was almost done and will probably be insta popped right then.