BubbleBuster
BubbleBuster
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no it s totally fine that the perk is dead.
it is now time for people to learn how to loop without E like everyone did before Dead Hard was good.
people played back then and could loop the killer a long time with skill.
now they can do the same, i believe in survivors.
since i never used it, i m happy to not need relearning of loop lengths in order to judge if i can loop one more time and press E or if i should drop the pallet :)
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on most perks i agree, they didnt get nerfed, they got deleted which is dumb (IW, Self-care, DS, spine chill, pop, ruin)
HOWEVER, I am very happy that dead hard is gone completely.
It turned bad players into decent ones, decent into good ones and good ones into unbeatable ones.
It required 0 skill and other perks that have a similar effect have a condition attached to it (deliverance requires an unhook, MoM requires protection hits) or they only work in niche circumstances (DS when getting tunneled, unbreakable when slugged)
Dead Hard worked in chases. Chases aren't niche. Chases are a big part of the game. It also had 1 condition which was... being injured... something that happens in nearly every chase and game.
It provided distance, complete safety, invulnerability and sometime intangibility when you somehow teleport through the killer.
It was absolutely miserable to play against if the survivor knew what they were doing since it had 0 counterplay.
Deleting mindgames, deleting skill, deleting mistakes just because the survivor pressed E is not good design.
Now, I am not talking about balance. Maybe DH was balanced, who knows? I don't. It was certainly a good perk but I don't know how much it influenced winrates of survivors. too many different variables.
What it was though is completely unfun to play against and really fun to use since E = more getting chased = more fun.
I wish they would ve just completely reworked it. An effect of avoiding and completely cancelling a hit the killer worked for should not be given for pressing E. There should either be a condition to it OR it should just not exist.
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imo they should ve added the 10 seconds and then adjusted all other regression/slowdown perks so they take away as much as before.
now that they have increased gen time and buffed slowdown, they doubly buffed all slowdown perks as they now work better since 90 is greater 80 seconds an thats how % works and they buffed the %
I love gradual approaches because they allow you to balance a game in a way that you never accidentally overnerf or overbuff :)
but if you only release 1 balance patch ever 6 months this doesnt work
guess changing numbers is too hard to do on a monthly basis
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3070850#Comment_3070850
Can you test it in on a non unusual case killer? A teleport might act funky as opposed to turning on undetectable. For example, test with insidious or myers/gf
it is not an unusual case
he is undetectable, he literally just moves
if the TP were something like freddy's or onryos sure
also i m not touching solo survivor again until it s not absolutely miserable to play
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the letter m got censored :)
someone called me a facecamper but that got censored so they said "face" "#######"
then they spelled it out letter by letter "c" "a" "#" "p"
lovely
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@GravelordNito99 said:
Not sure about this suggestion. The important thing is to make the reward visible to others. At this point, it doesn't matter what it is.
yea, I wish they would ve done that but at this point i have given up.
I think this reward is just absolutely terrible and should ve been something you get at a higher prestige since it s personal anyways.
i love false promises
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@Crowman said:
Unfornately that was going to be the outcome at a patch designed to shake up meta perks and buff killers as whole. The devs at least have mentioned they plan to add solo q improvements in the future, so we can only hope we don't have to wait too long for those to be ready.
my expectations arent high; they worked on sbmm for a year and that was a flop
also 6 years... and core issues are still in the game
sure the game has gotten better but the same issues that existed 6 years ago, still exist
I hope they actually address them and soon at that
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@StargamerXD said:
For The People + Soul Guard was a pretty well known combo. Now you can get a similar result with the two perks For The People and We're Gonna Live Forever by yourself.
I have tested it in a custom match and it worked with no problem. But on public matches I had twice the problem that WGLF was ready but did not give the endurance effect the survivor I picked up on the floor with FTP.
Here is a clip:
https://www.youtube.com/watch?v=B3hKuAIVi-s
I'm pretty sure that its not an issue with delay. Soul guard works the same.
probably should post this under the bug report forum
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@yes_hello said:
https://forum.deadbydaylight.com/en/discussion/comment/3071630#Comment_3071630
I was just responding to the specific topic of this discussion, which was how Thana + the new generator times is problematic.
However, I definitely agree with many of the other issues you listed! That's why I said I believed there could be so many more "organic" ways to improve gameplay that could also address some of those issues, too! This particular change (especially when combined with Thana) simply missed the mark, in my opinion. Hopefully we can make some of these issues clearer for the developers to see, because I am also a solo queue player 99% of the time :)
I pray every day that one day this game will delete the gap between soloQ and swf to finally do balance changes that are good against swf but dont feel horrible as soloQ
have played this game since release and i lost my hope year 5 but i am kinda addicted as soon as i get into my yearly dbd phase where i basically only play this game because when this game is fun, it is REALLY fun. just wish not every 1/10 matches was fun but more like 5/10 :9
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@yes_hello said:
Yeah... I've been playing this game for pushing 7k hours now over many years. I'm personally not upset about the "nerf" to survivors per se, and I'm all for extending match times and gameplay! However, making the least interesting aspect of a match longer and even more tedious was a swing and a miss. I feel like there are sooo many more organic ways to both improve gameplay and extend match times. I'm also pretty sure there was a relatively common consensus among many veteran content creators and forum regulars that this simply was not and should never have been the solution to overly-fast matches.
Regardless of who said anything in the past, the main issue now is how much of a downgrade this is when it comes to enjoyable gameplay for survivor players. Sure, not every killer will run slow down perks, but ohhhh myyyy goshhh when they do I almost instantly lose ambition in the match lol. Not trying to sound entitled, but I don't think it's unreasonable to say that extending an already boring part of the game makes it less enjoyable to play. I predict it could be very problematic, over time, if this becomes the next concrete META meta for killers lol. I mean... why wouldn't it? Seems to work every single match I've seen it in so far :P
the increase to gen times was imo not the actual issue. Rather the issue is that sooooo many things are still broken on killer side that can ruin the fun for survivors.
survivors got nerfed but things that did not receive nerfs that kill survivor's fun:
- tunneling (base BT stops farming, not tunneling)
- camping (way more effective because gens are slower)
- lack of communication between soloQ (i love dying first hook because people think someone else will unhook me)
- random teammates killing themselves on hook (6 years and still not fixed)
- Nurse as a whole is now an SS-Tier killer instead of just S
- Blight is still a 115% killer + the add-ons omg
- if the killer is bad you won't get any BP for escaping
- doing gens gives no BP so why would you
- BP gains as survivor are just horrible in general, have fun maxing the survival category even with escaping
at least these are my main issues that absolutely just make me not wanna play survivor
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some more things about the map:
- it is not randomly generated enough, everything is static meaning that both survivor and killer just know where everything is, taking a way some skill
- the jungle gyms next to shack have short walls meaning you cant mindgame as big killers meaning they are 100% safe for good players
- bamboozle does not work on the main building if the survivor plays it smart as they can take a different window and then use the OP one as soon as it runs out
- the train is a ######### window instead of a good loop and that breaks me inside
- the shack has random garbage around it, making you get stuck on it sometimes as both roles
- 1 door nearly always spawns on shack side, making it totally safe to open
- if you are decent at survivor you can connect any loop together to reach the main building to abuse the window
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imo what they should ve done is increase gen time and then adjust all % perks so they would add the same time as before onto a gen.
for example increasing gen time by 10% (thana with 2 stacks) before added 8 seconds.
10% now adds 9 seconds and also the % were buffed, doubly buffing perks and making slowdown really annoying.
I thought the slowdown of gens was supposed to lower perk reliance to access slowdown not make it so they just disable finishing a gen.
playing swf might now finally be balanced but soloQ is just absolutely miserable, i wont touch survivor even with the 100% bonus
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@JakeCannon said:
So far I have had the most fun/fair overall matches as killer this morning . The Q times in the AM where I'm at usually take like 5-10 min to find a lobby but today it's been almost instant . I personally had my first 3 DC game too but I don't count those as fun
me as a 50/50 player it feels absolutely miserable playing survivor. doing gens is more boring than ever because regression perks are better now + they take longer
soloQ still has the same issues of people offing themselves on hook, tunneing and camping also rampant
as a killer this update is pretty fun, no more dead hard, DS got deleted, no more IW against spirit. it s great
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it s not OP
the secondary effect is not OP
it is simply not an issue
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@Uotsumi said:
https://forum.deadbydaylight.com/en/discussion/comment/3070383#Comment_3070383
- It is separate from accessibility (TR indicator).
- If I am able to notice the killer's approach and hide, the our team gains time advantage of [time the killer is looking for me] x [number of other survivors who are still alive].
- 0s cool-down
- read the patch notes, they literally said it isnt; TR indicator is also only on mobile; source: https://forum.deadbydaylight.com/en/kb/articles/341-developer-update-july-2022
- you can also walk towards the killer as you do not know where they are all the time + there s simply better perks + vault speed removed
- really? i m not using it so i dont know, i highly doubt it. would need to test the perk. imma do that and then i post this message after 1 game with it
So i tested it and here is what i noticed:
- it is tied to terror radius so no, it does not work against stealth killers (tested against demogorgon emerging from a portal; it did not activate until their TR was audible)
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@Hyuu said:
https://us.v-cdn.net/6030815/uploads/C4GZNU0C0WUB/image.png
Lost a game to pinhead because we were unable to stop chain hunt that would interupt us from cleansing the devour hope totem and doing gens.
i think you should post this in the bug report section so this gets fixed sooner rather than later
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@Lycidas said:
After seeing how they're treating players who put the most effort in their game, I don't think they really care.
P3 reward is nothing like what was announced initially.
People who are P3 and have all the perks are being screwed over by the prestige catch up mechanic.
Not a word from BHVR about these topics. Not even an acknowledgment apart from the "We said it was not going to be a cosmetic".
this
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@Dante_ said:
https://us.v-cdn.net/6030815/uploads/TP0KIQBNF3QN/bp-cap-text-needs-updating-to-2-2c000-2c000.png
Here's the current text.
absolutely stunning that this was overlooked
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@Uotsumi said:
Get notified when the Killer within a 36-meter range.
It makes stealth killers miserable.
Why are you doing this, devs?
- the perk will be gutted soon enough as soon as accessibility is added for people hard of hearing
- this perk is really worthless so barely anyone will run it
- premonition also does this but even more effectively (what about argument ig)
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technically not an infinite.
imo structures should be able to spawn together, just not like they do on cowshed for example (shack into long wall in long wall jungle gymn into long wall into cowshed into TL into corner loop into long wall into cow tree into shack)
also survivors need strong loops. should they have a lot of them? no. should they have some? yes.
loops are their only counter to any killer (unless nurse) so you shouldnt just outright take them away because "this takes forever". Maybe just leave them? maybe ignore that side of the map? bait out 1 pallet, break it then pressure gens? run perks that help you in chase like bamboozle.
some connected loops are strong but that is fine.
it only becomes problematic if:
- there are too many connected loops
- the loop is the size of the map (cowshed)
- it is an actual infinite or has no counterplay for m1 killers (main building garden of joy, main building and other buildings on haddonfield)
- it has too many pallets without counterplay (giddeon meat plant)
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a good change could ve been that instead of moaning, the survivor breathes as if they are healthy.
before iron will rendered them completely silent but if they just breathed normally that wouldnt kill spirit inside that hard while still being a good stealth perk
just a ######### change, no matter how you look at it. They could ve done it 1 billion ways to make it viable still but they decided for you that it is not a good perk
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like i said once before in a post:
the nerf to a lot of perks was too much
what BHVR wanted to do was change the meta by simply deleting good perks, not by nerfing them.
a really flawed move as now stealth builds have gotten a lot worse and nobody good uses them anyways.
should ve nerfed the perks without gutting them (except DH, ######### that perk)
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lobby dodging is not a real issue anymore imo
sure some games take longer to start but the thing that takes the longest is finding a lobby.
also if it s annyoing to you you can always just play a survivor you didnt level since you can still have all the perks on them without leveling them.
before servers, lobby dodging kicked every player and that was really annoying but now it s okay.
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@dspaceman20 said:
Why no elodie or adam? No black people in AOT?
there are not a lot, no
there are a few black people but they are not that plot relevant
actions takes place in the setting of old "central europe" so most people look german or french (thats the only thing i can really remember i m sorry other countries)
also imo the killer skins look good, and the premise for the survivor skins were that these were just cosplays. they look fugly
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@GoshJosh said:
Meanwhile, the main building with like 12 lockers (including basement):
“Am I a joke to you?”
the same buidling that has an infinite... coincidence? i think not!
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any nerf that doesnt just delete her is a good start
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TRADE OFFER
We receive:
- Lockers
BHVR receives:
- Windows
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i wish it was a god tier perk. It is definitely a good perk on specific killers only but I dont see a reason to nerf a good perk, that is not OP or frustrating to play against + if the obsession realized it they can bodyblock hooks to ruin stacks.
just because something is good, does not mean it needs changing
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@Elik said:
Is it too much?
Blocking the furthest 3 gens until a survivor is downed as a base kit ability.
Then my idea for new corrupt would've been blocks the last 3 gens for maybe 20-something seconds
I know that a killer could then not down anyone the whole match and stop the whole game bc there arent enough gens on the map so maybe make it a timer + the down thing to deactivate it
Again, is it too much?
imo Corrupt Intervention is just a bandaid. Problems that CI fixes:
- a way too large map
- all 4 survivors spawning in different corners leading to 3 gens done in 80/90 seconds
- gen speed being too fast
what corrupt intervention does:
- the map size gets artificially reduced because there is nothing to do on half of the map for survivors
- since survivors spawn far away from the killer, the gens they d normally do are blocked. this makes it so they have to travel a bit in order to do a gen. also since only 4 gens exist the chances are way higher that they are working on a gen together which is mathematically less efficient than soloing gens
- forcing survivors to walk a bit makes it so they dont do gens
my solution is not a CI, but forcing all 4 survivors to spawn together in every match. Sure they might finish a gen in 20 seconds but that is 1 gen as opposed to 3. also that way Hex spawns could be changed, after the survivors did that gen they need to spread out/before doing the gen they need to spread out wasting time, finding one survivor and chasing them also pressures 3 others.
survivor should just spawn together as a team.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3067492#Comment_3067492
skill on survivors...that's a very good joke
and you just lost any credibility. playing survivor takes skill, else any new player would instantly be as good as survivors with 10k hours.
also no, break the pallet. The game has been balanced around killers needing to break them. just changing that would basically rework the entire game.
also there are perks to help you like Brutal Strength :)
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doesnt even need to be a glowing border.
It lights up when far enough away
it darkens as soon as you are too close
cooldown is indicated like normal with the red light slowly fading away
you know the perk is off CD when it s not red, you know that it should work when someone goes into the basement when it is lit up and when it s not you re too close. Basically it should work the same way as devour hope
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i d rather make them not all just skins by giving them some unique passive.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/3067657#Comment_3067657
You must have a low bar of what is hilarious.
:)
1 game deception was used in a way that is harmful to you and suddenly the perk needs to be changed.
Perks can grief you and that is part of the game.
People can lure the killer towards you with Bond, Empathy and even Pebble.
People can explode a gen 5 times by intentionally failing skillchecks.
People can off themselves on hook.
People can have useful perks to save you and not use them.
People can disconnect.
Just because something can in certain situations destroy your fun does not mean it is badly designed (unless it is being able to off yourself on hook, that is horrible objectively)
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@GravelordNito99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066822#Comment_3066822
Absolutely. I don't think it's asking for too much. It doesn't need to be complicated at all. As of now, I am STILL grinding for P3 in the hopes they will give us something that can be seen by others.
I literally changed my Steam name to "P3 Grinder" currently struggling to get all killers to p3 but i am very close.
currently only 8 killers missing and they are all at least p1 or p2 with Blight only missing 16 more levels to be p3.
I really REALLY hope they add something to the after game lobby screen that indicates P3, because while the personal reward is nice, nobody else can see it and that irks me.
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There already is a Mori rework on the way coming Halloween.
As the devs explained it, downing the last survivor wlll instantly start the mori animation. It'll teleport the killer and the survivor toa predetermined spot on the map and the mori animation will play out normally and then the match ends.
No more mori offerings, but more mori animations.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3067542#Comment_3067542
Right now, SWF groups can function perfectly fine and still get all their gens done, even if they have 2 or 3 survivors rushing the killer or stalking them for flashlight saves and hook sabotages. By denying the killer their objective, hooks, they can afford the designated gen repairer/s all the time in the world to smash out gens.
So no, 80s of not being able to touch a gen is not always a downside for survivors, they can be just as effective with a flashlight and a 360 juke now and then.
like i said, we'll have to see.
Endurance stacking got deleted and it no longer works after 5 gens are done.
it might be oppressive, it might be totally fine. Sure it looks like it s good for soloQ and will probably be abused by swf (like everything, lets be honest) but as of right now, it is all speculation.
I want to experience it first hand for maybe a week or 2 and if it is unbearable I hope BHVR finally does quick patches and tones done OP stuff like they should ve done forever ago.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3067547#Comment_3067547
Which as the killer gets a notification bubble of where the obsession is with rancor - the locker doesn't protect from that, as it's not an aura.
yea I know lockers do not hide that, but I am pretty sure the gens were already done and they were hiding from the killer in a locker somewhere on the map in order to avoid the killer since they were the obsession and did not want to get mori'd. They hid because they wanted to not be found, not in order to cancel the notification bubble.
Anyways back on topic, i see nothing wrong with deception working on lockers with people inside. Sure it can be used to grief other players but so can almost anythin. You can simply not unhook them when they need it, you can off yourself on hook, you can go afk or even disconnect. Imo griefing with deception is a lot rarer + a lot less bad than other option.
Sure it might ruin the round for you once or twice which is not good but some people probably use this to goof around with friends. It's more complicated than just "this perk can be used to grief, please change it" as sometimes maybe forcing a teammate to exit a locker is a good thing.
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@Mandy said:
why would you hide in a locker against Rancor, when Rancor shows the location - and a locker doesn't hide that?
As someone who often runs Deception, I've randomly Deceptioned lockers where a survivor has been hiding, lockers aren't always a safe space! Making the perk not work on a specific locker because someone has decided to hide in there I doubt would be a thing, as it would nullify the perk.
pretty sure they were hiding in the locker after the gens were powered so they did not get mori'd by Rancor
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@emetSdidnothingwrong said:
Okay so I have a major problem with this perk besides the obvious reasons people list so I'm going to explain why you cannot keep it as an 80s endurance, even if it turns off during the endgame. The reason is because if it exists in that state it will not cause people to not tunnel it will do the opposite, it will force you to ALWAYS hit the unhooked survivor. I think the endurance should be an absolutely maximum of 30s, if you need 80s to hide away from the killer then it is just an outright chase at that point. Please do not let this perk go through as is, I don't want to always have to hit someone off the hook just for the simple fact they MIGHT have the perk.
while it is correct that if you want to counter OtR you need to hit the survivor that gets unhooked, here is a big counterpoint.
If they keep the Endurance for 80 seconds, they are not doing gens.
Sure they might use their OtR to bodyblock for the unhooker and that might be problematic. Right now i am fine with the perk as it is and we ll see how abusabl it is on live servers. If it s too broke i hope the devs do quick changes for once instead of letting it fester like DH.
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I played him 2 games. His power feels clunky af to use.
Inbetween locks existing and survivors holding W or predropping he feels very underwhelming.
He is a worse Artist and i hate playing Artist so why would I play negative Artist. after realizing that i started playing killers with powers that dont feel clunky or impractical.
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@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066989#Comment_3066989
Eyrie of crows is a graveyard that's Artist's map.
oh really?
i thought it was just ruins. Doesn't really fit a graveyard vibe imo though since it looks more like a desert.
just googled what a boneyard is. guess i was wrong XD. did not know that was another name for graveyard.
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@DeathByBJ224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066911#Comment_3066911
we already have a graveyard lol
since when?
what map is an actual graveyard?
autohaven is not a graveyard. it is a junkyard filled with corpses. there literally is no graveyard map...
also i d love an airport map. i could always just take a plane and fly to a better map if it sucks
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@[Deleted User] said:
Chase music, special Mori's, and survivor emotes would all make big bucks for BHVR, I'm surprised they haven't incorporated them yet.
i want to default dance after every pallet i drop
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@Feather said:
The thing with iron will was that u were completly silent. U wouldnt even make Sound of breathing (like u do when healthy).
Making it 75% all The Time is right thing, but i think it shouldnt have exhaustion req... but i dont think it will be trashed.
eh, it might ve been the right thing but the perk is completely unusable.
it is almost as if they did not even have the perk equipped. sure it was not as loud but you could still pintpoint were a survivor is by sound.
the only thing this perk did, which was disable tracking by sound, is easily possible still. it is quite literally useless.
imo they could ve just slapped the exhaustion part on top of it and not nerf the numbers. but their objective was "shaking up the meta" not by nerfing perks and putting them in line with others but by simply deleting meta perks.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3066696#Comment_3066696
That sounds pretty harsh towards those who are hard of hearing. Visual indications don't need to be from far way, something that is within 8m or so, basically something that if you had perfect hearing you'd hear it anyway and wouldn't help much.
hmmm
something that could work would be a hatch icon that gets brighter and more visible the closer you get to hatch as soon as you are in hearing range.
also yes it does sound harsh I am aware, but implementing options for accessibility can lead to huge shifts in balance of a game. People that can't hear as well can use it to enjoy the game more and that is great! but suddenly people that can hear well can use it to get an advantage.
I'm not sure if there is a method to implement something like this (except for hatch, imo hatch is totally fine getting one) where it wouldnt lead to people just having 8m aura reading permanently for sound.
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@Omputin said:
I don't think that's a good idea. Audio is pretty big part of the game after all.
yep
I get that some people can't hear as well (impairement or lack of headphones) but audio is a huge part of the game. things like hearing footsteps, hearing breathing, hearing lockers and slow vaults, hearing grunts of pain, hearing totems getting broken etc.
there are a lot of things that need you to hear them, especially as a killer. while it is unfortunate that some players cant use all of these audio clues, restructuring a big part of the game just so some players can enjoy the game more seems a bit excessive to me. also this might make the game significantly harder or easier for one side.
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one thing I d like to see is Dream Pallets being base kit. Instead of changing your power and taking 1 entire add-on slot you should just always have them.
Think of it like old doctor who had to switch between shock mode and hitting mode but instead you switch between dream pallets and dream snares (no slowing down while swapping)
that way you can swap to dream pallets, place them while going around the map and as soon as you find a survivor you switch to dream snares and can use them mid chase.
Both of these have seperate Tokens so you cant use up your dream snares by placing pallets or vice versa
after that, add-on rework, they mostly suck
after that, make the dream world threatening/give people a reason to leave while not making it absolutely miserable (think old rusty swings and jump rope; never again)
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/3065169#Comment_3065169
Fair concern, but I don’t think it’d be a problem. After waiting the first 2 minutes, it would take you 1,000 seconds to earn 2,000 bloodpoints. This works out to nearly 17 minutes, and not even enough to buy a brown node in the bloodweb.
They would have to be realllly intent on exploiting this to get any real benefit.
what i was thinking they'd do is like:
- they play the game normally to get points
- they use their program to exploit the system as soon as they are done playing (going to work, sleeping, doing something else)
so i d rather have an active approach rather than a passive one just in case there is an oversight.
If the system works without any flaws and you cant exploit it (really bad track record of BHVR so i doubt) I d be fine with that as well
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@Arial said:
https://forum.deadbydaylight.com/en/discussion/comment/3053499#Comment_3053499
maybe now but with the proposed mori update they're going to be part of the game by default.
once that update hits i can see them adding them because they are now part of the base game instead of offering or perk reliant.
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my opinion on the proposed changes:
Freddy:
- yes, simply yes + complete add-on rework + buff his power because his dreamworld does literally nothing
Oni:
- no.
- Oni is a better Hillbilly. Better movement, better maneuverability, aoe, quicker charge time, easier to use.
- His ability already charges without collecting blood, giving him free blood orbs gives a bad oni too many 2nd chances. If you play bad as oni and waste your power you should not get a free bail out.
- Oni needs some counterplay aka denying blood by predropping pallets for example; take away that counterplay and it will be frustrating playing against him
Clown:
- I don't like that; probably abusable with lethal pursuer
- Clown has a chase power, not a map pressure power so it feels a bit weird just giving him an ability for 20 seconds that then just disappears
- imo survivor spawns should be adjusted rather than giving him a power that bandaid fixes that (if all 4 survivors spawn in different locations = 3 gens done in 80 seconds)
Plague:
- part of plague's gameplay is infecting survivors, either directly or indirectly. you should not take away her need to set up in the early game as that gives her more pressure and she already has that after setting up
- also the counterplay to this would simply be: everyone goes into a corner for 30 seconds and is afk. plague got 0 pressure and survivors are bored doing nothing for 30 seconds
Nemesis:
- yes
Sadako:
- imo the TVs should not turn on instantly but rather should turn on after 12 seconds, that way any hit and run cheese with lethal pursuer might be avoided; her tp ability is the fastest one in terms of distance covered if you spam tp to TVs so i d rather not make her really nasty to play against because everyone starts off injured
- condemn building up passively is dangerous. i personally like it but it has to increase very slowly. Maybe make it tied to gens that everyone gets 1 condemn stack every time a gen is completed?
- i generally like it but it might actually make her too oppressive
- also imo one thing she should get is her cooldown on normal attacks should simply not exist if she taps demanifest for a milisecond. it is super clunky and annoying
Dredge:
- i like the instant tp
- I don't like the nightfall starting at 50%
- nightfall is a mechanic that after a while and when playing well activates. you should not get one for free if you play badly. playing bad should not be rewarded.
I used to play Freddy while forever freddy was still a thing. Picked him up after it got nerfed again and he is total garbage now. Dreamworld does nothing, it is too easy to get out of, his TP has a massive cd, his pallets are garabge, his add-ons suck even more. He should get some serious buffs.
I frequently play Plague, Oni, Sadako and Nemesis. Oni and Plague really do not need any early game buffs. In most matches it is fairly easy to get blood with Oni and infect enough generators with Plague to get going. In matches where it is hard the survivors are usually playing really well and i do not see a reason to punish good play.
Sadako needs some buffs but i am not sure these are the ones. I'd be happy to try them on a PTB and see if the passive Condemn is too much or if instant TVs are too OP.
Nemesis is a no brainer. I dont know why it does not do that.
Dredge needs a buff to his chase power but an instant TP is nice at the start of the round. An instant tp gives him early pressure + easy early hits so his nightfall is already buffed by simply him finding survivors faster. His nightfall needs a buff anyways since the faster tp speed is often irrelevant because lockers are usually locked anyways.
the Clown one is out of left field and does not really fit him.