Blueberry
Blueberry
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@Throwaway123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1456543#Comment_1456543
Really you think that would make No Mither too good? It's a pretty instant tell that they have it if you don't use an instant down ability and they go down in one hit so you can start to play around it after that, or if they use a surprise Dead Hard while looking healthy. The instant pickup I wouldn't think makes up for being at 1 hit all game at just 1 use. Could just make it so you pick up much faster instead of instant though, I may be underestimating it. Honestly being injured all game is tough to even propose balance around without pushing too far in one direction or the other. I wish I could test stuff like this and play around with it.
Well in many high rank games they just stay injured and gen rush anyway, so being injured all game really isn't much of a big deal. As I was saying though, I think the perk is intended for people who want a challenge, not to be an actually strong perk. It's not supposed to be "worth" using. It's supposed to be more of a negative.
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No Mither is meant to be a hard mode perk, it's not supposed to be worth using so I don't see it as needing buffs. Also, your change would make it too good. Every single game you would have to play assuming they had No Mither. By the time you tell they picked themselves up (if you even witnessed it to be sure) they would've already got extreme value from it (Unbreakable basically).
I actually kind of like the Territorial Imperative one though, kinda like a ranged Whispers. I could see it honestly even being too strong. Just seems like a better Whispers which is already decent. Maybe needs less tokens.
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As others have said, SWF isn't the only issue. You can take 4 completely random solo's that are each very good rank 1 survivors and they will still destroy an equally good killer, SWF just exacerbates the issue.
You could even make all 4 survivors use zero perks with the killer using whatever they wanted and they would still have the advantage, that's how slanted it is.
Bad solo's < Killer < Good solo's < Good SWF's
One of the issue's with balancing in this game is that they keep lowering the bar so that everyone can get over instead of expecting people to improve and overcome to reach the bar themselves. You see this in much of the perk and killer design for a while now where all the counterplay is extremely built in and handed on a silver platter instead of just making something decent and letting people learn how to counter it themselves.
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Never even heard of Stadia
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1452193#Comment_1452193
Hmm, yes, to an extent.
It has to be noted though that it saves a tonne of chase time when that survivor takes too much risk with their flashlight and ends up injured or downed because of it.
A scenario that can happen sure, just very rarely against actually decent survivors, making it quite niche.
To me if a perk is situational it needs to be extremely strong when that situation arrives to warrant its use. I don't feel Lightborn succeeds here.
Seeing as the effect of being blinded is avoidable in 95% of situations the fact of it preventing blinds is near irrelevant to me. So the perk basically reads, if you would be blinded, see that survivors aura for 10 seconds. Is that worth a perk slot to me? Not even remotely.
Now if maybe it showed ALL survivors auras for 10 seconds we might be starting to get somewhere. Even then, still probably wouldn't be worth running.
The point is that the benefit you get from being blinded while running this perk needs to be a big enough payoff for the perk slot as being immune to blinds is near irrelevant.
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You have the assumption that having lightborn at a pallet blind will benefit you, it does not. You are getting blinded at the pallet for points, nothing more. You can hear survivors at the pallet while blinded so them blinding you is doing nothing in terms of "juking" you.
Also, if you're getting blinded at pick ups or anywhere else you are misplaying.
Even the new Lightborn will be alright for new players that are still learning the game, but that's the end of it. Any decent killer can counter flashlight blinds without wasting a perk slot and even if you did waste the perk slot you aren't gaining much at all from it.
Lightborn is basically Windows of Opportunity, a learning perk.
Also, Franklins is a trap perk as well, just like Lightborn. You are wasting a perk slot.
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I don't see any rising toxicity in SWF, it's been this bad for 4 years.
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It needs more. The skill check isn't difficult at all unless they're a new player.
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Mandatory if you want to win against actually good rank 1 survivors. Sad but it's the truth. There simply is not enough time to one hook all the survivors taking turns, if you did and still won, they weren't good survivors.
Lots of perk counters to it as well that people just refuse to run because at the end of the day slugging isn't an issue, which is why they don't run them.
Slugging is an innately high risk, high reward play.
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As much as I want an Alien chapter I really don't see it happening.
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@RoMainPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1449306#Comment_1449306
Wait when was it changed to proc multiple times?
Jeez that was probably well over a year ago at least. Hard to remember exactly.
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@RoMainPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1449298#Comment_1449298
Can't you only use it once per survivor?
Nope, that was the old version that was changed.
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I'd put him upper mid tier. With that said, I consider mid tier to be pretty dang weak in this game.
Not sure how I'd fix him.
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@Raven014 said:
Borrowed time encourages braindead actions. That in itself should not be ideal. If there was a drawback, like with 80% of perks in this game, then it would be fine, but there isn't.
^ This too.
It's a game swinging effect, that can happen unlimited times, with zero skill required, zero cost or downsides and not situational. Ironically this can apply to almost all the other second chance perks as well.
If this was a killer perk it would have a super long cooldown and a downside to it at least.
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It's quite abusable just like the rest the "second chance" perks.
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It's a meme/fun addon. It's not actually strong at all unless the survivors are extremely bad.
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It's intended. Same as on Haddonfield and the fences if you're too close.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446375#Comment_1446375
No, I said what sets. If you want to complain abt sets, start a new thread please. And I said contributing, not being on topic. There's already enough people complaining, it's nothing new.
I have not and am not "complaining" about sets, I literally just gave an opinion on something I'd like to see in relation to outfit sets. It does "contribute" to the topic, you're just mincing words now.
Ideas and opinions are not the same as complaining.
If you seriously have this much issue with the tiny comment I made you shouldn't have even responded to it, this is literally doing nothing.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1446325#Comment_1446325
Fair, but I mean sets don't have to be 3 piece. And also this wasn't really contributing much to the original question. Although I don't get why devs make sets always in three right now when some can clearly have parts mixed and matched. This thread was just for things like hoodies, dresses, etc.
You asked what sets we'd like to see and I said I'd like if they weren't sets. That is very much on topic.
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Less sets so we can mix and match. No one wants to just be another cookie cutter outfit that everyone else is wearing.
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Tbh the changes to overheat they did seem pretty significant. I'd wait and test it first.
Wish we had these kind of changes on killers and perks from other PTB's.
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It's a near useless status effect for anyone past rank 15. Seriously needs a revamp.
Just needs the Bloodhound effect baked into Hemorrhage. Then change Bloodhound to show blood auras at a very short range.
Boom. Fixed.
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Same, miss getting it.
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"If you run forward he hits you, if you try to dodge he comes closer and he can melee you, if you drop the pallet he hits you."
This is why it's bad design. Similar issue that Deathslinger has.
It puts you in a lose/lose scenario.
The thing is he still isn't that strong. He wins loops but doesn't have map pressure.
Simultaneously unfun to play against while also being weak.
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The ultra rare addons have been pretty garbage for a while now.
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It's because it's easier to post on forums complaining or watch youtubers/streamers than it is to try and learn and adapt. Many people don't like having to change. Spirit has lots of counters that people refuse to do. Not to mention one of her strongest counters is literally already a hard meta perk that's ran by almost everyone anyway.
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Probably one of my favorite maps they've ever made, aesthetically and game play wise.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1437260#Comment_1437260
I'd like to think 4.1.0 will turn Lightborn into a meta perk.
It will not.
A good killer will very, very rarely put himself into a spot to be flashlight saved. Much less would he waste a perk slot on it. Even if I saw 4 flashlights I still wouldn't run Lightborn.
In other words, Lightborn is for people still learning the game. You can counter flashlights quite easily without wasting a perk slot.
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If you've only been gone a month it's literally exactly the same.
We have had almost the exact same meta perks for over 2 years now. This hasn't changed almost at all bar just a couple perks.
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@I_Am_Goblin_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/1436399#Comment_1436399
Do you need a therapist?
She forces you to adapt and learn how to counter her in a different way, unlike 90% of the killer roster which you counter in the exact same way which is just looping the pallet. Killers that ask something different of the survivors are good design and enjoyable because it changes up my game play.
We have an issue of way too many people forming opinions from watching streamers/youtubers instead of actually experiencing it themselves. Also, too many people who refuse to adapt and learn. They find it easier to come to the forums and complain that the exact same thing they always do doesn't work on every killer.
She also requires extra skill from the killer. If you know basic map tiles and looping mechanics you can already play 90% of the killer roster on literally just that at a decent level. On top of those things, the Spirit also has to be able to play blind and using just her ears. She asks more from the player than most killers to do well in other words.
Spirit is one of the best designed and balanced killers imo. If I go down it's because I was outplayed.
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Ironically I'd put Spirit where Nurse is.
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Agreed.
Between having made it way too easy to pip and the new rank reset where you basically barely even move, it has pushed everyone up into ranks they don't belong in. It's extremely hard to down rank and very easy to rank up. These are part of the factors also making queue times so long.
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@Yeebud said:
https://forum.deadbydaylight.com/en/discussion/comment/1428274#Comment_1428274
Higher skill requirement is BS. Spirit is one of the easiest, if not the easiest, killer to master. She is ridiculously easy to play.
No one who actually plays both sides at rank 1 would think this.
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If anything, Unbreakable could use a nerf. Wanting to buff a perk that is already meta for a reason is crazy.
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When you have many, many hours on both sides at rank 1 you will see. Most people who think it's killer sided don't actually play rank 1 on both sides to understand.
If both sides play perfectly, the killer will lose. The majority of killers rely on survivor mistakes to win. The survivors are also give many, many second chances to cover up these mistakes as well.
You're team has to make multiple mistakes to lose, while one bad play on killer side can cost you the whole game.
Too many people form their opinions from watching streamers/youtubers instead of actually having the experience themselves.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1428274#Comment_1428274
I honestly feel that Nurse and Spirit are hated because the survivor community is use to having the advantage in looping and doing the same thing that they refuse to learn or use any other methods
Basically.
Lots of them also typically only play survivor and have no idea what's like from the killers perspective in playing them. This is where you get the people calling them "easy".
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Mikey is too weak to be called the most balanced imo. You can be the best Mikey in the world and you will still lose to the best survivors.
Spirit is the most balanced to me. Higher skill requirement than most killers but has enough potential to handle the best survivors if played well. Contrary to many peoples opinions that form from watching youtubers/streamers instead of playing as and against Spirit themselves at rank 1, she also has lots of counterplay that isn't just the mind numbing loop the pallet like 90% of the roster. She forces you to play different. My favorite killer to play against because of these things.
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1428082#Comment_1428082
you cant be serious.. you're crazy man. :/
All the other maps are completely boring and stale interactions. Just spamming the same tile loop in the same way with little interaction.
Those newer maps actually allow more mind games and jukes imo. Not to mention the fact that they're indoors it makes a lot of killers that would normally be weaker, much better which I like.
Lastly, they're just simply all way more aesthetically pleasing and immersive. Most the older maps are just a boring open field full of pallets and windows...that's it.
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It feels like they look at the top tier killer players when they decide how strong to make something for killer and then look at rank 10 survivors when looking at how strong to make something for survivor. It feels like a double standard.
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You're vastly over valuing Lightborn. Any killer half decent is very, very rarely getting blinded in the first place.
In other words it's only good if the killer is bad in the first place. Good only for new players that are learning the game still.
Not even remotely meta.
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The world will never know.
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Agreed.
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Not sure how people are having these low rates, I'm netting at least 1 if not 2 or 3 on every single web back to back. Very rare for me to ever see a web without even 1.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1418193#Comment_1418193
That last part is debatable considering there are also tools in which killers have that allow them to take a survivor out of a game faster than normal. Not to mention you have an array of perks that can debuff gen speed.
When push comes to shove the tools survivor have to end their objective will massively outway the tools killer has. To most all players that play both sides at rank 1 with a good amount of hours this isn't debatable information.
This said, my point applies to both sides. The issue is just much more pronounced on the survivor side.
Example: The killer eliminating a survivor from the match as fast as possible can be way too easy if he wants and it is the most efficient way to win. In other words, I wouldn't blame a killer for tunneling someone out as quickly as possible in order to win, I'd blame the devs for making that the most efficient way to win. The issue on both sides encourages "un fun" play if you want the best chance at winning, that isn't good design. The difference is that you as a survivor can punish the killer if he does this and win (counter play), you don't have this option on killer side against "good" survivors.
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I don't have an issue with what survivors do (rules). What I do have an issue with is what the devs allow the survivors to do.
One example is gen rush. I expect the survivors to do the gens as fast as they can, that's what they're supposed to do. The issue is with how fast they are able to complete the gens.
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Hemorrhage is a near worthless status effect.
Honestly, bake Bloodhound into the Hemorrhage effect and now it would be decent.
Make new Bloodhound show blood auras at a very short radius.
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The blood web got a rework probably not even a year ago now.
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While a nice change indeed, it would still be a terrible perk. It needs more.