CalamityJane
CalamityJane
About
- Username
- CalamityJane
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I agree. The only killer I run it on is Deathslinger, and that's because I need pressure but can't waste time kicking gens over and over for pop.
It's this huge overtuning that they really love to do, but leaves things in unusable or unfun conditions. They don't think "does this one limit apply enough restriction to prevent it being OP?" they think "here's all the situations it could be OP, and here's a downside for all of them, even if one of those downsides would cover multiple situations."
The Legion nerf didn't need every different downside they got. Pyramid Head's cages don't need to be on the opposite side of the map AND hidden to him AND relocate if he's near them. If they just relocated that would be plenty.
They're so scared to make something just baseline worthwhile IN CASE it turns out to be too strong. How about put stuff in the game with reasonable limitations and if it's too strong dial it back?
-
In general I'm pretty sure perks go like this (cost in thousands):
4-4-5, 4-5-6, 5-6-6
Now they will go
4-5-6 4-5-6 4-5-6
It's still 45k to max all 3 perks.
Overall it's a TINY reduction in cost because some characters (Ace, Laurie, Michael, Hag) had all 3 perks end on purple rarity already, so I think somewhere they lose a little bit of cost.
-
@Pr0p3r9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651272#Comment_1651272
I don't know if I'd say they stopped. Slinger's shot is global, and PH's PoTD is global. Blight is a killer that uses a lot of sneak attacks and unexpected angles, so it would make sense that he doesn't have any global cues. Less like they stopped, and more like they toned it down to an acceptable level.
Not so much stopped as went back to the usual level. You can hear Huntress wind up a max charge hatchet globally, you hear Myers tier up globally, you hear Clown and Doctor making people scream, that's no different to hearing DS shooting. Point is none of them have noises for every pallet break, different noises for hitting and missing, every charge of their power.
-
It was the devs experimenting with "lowering the gap between solo and SWF" by informing every survivor what the killer is doing at every moment. And it was ######### because instead of making it fairer, they just made basically every squad have SWF level information with no downside.
They did it to a lesser extent with Oni too, but since then they've stopped, thank god.
-
Why does it matter? They don't release any information here anyway outside of the official update posts.
At best you get a snide remark about something completely off topic in a comment.
-
@DetailedDetriment said:
Any Means Necessary - Good
WGLF - It needs aura reading
For The People - Good
Blood Pact - Good
Cruel Limits - Good
Mindbreaker - Needs More
Trail of Torment - Good
Forced Penance - Does Not Need Buffed
Pop - Does Not Need Nerfed
Thanataphobia - Just Make Forever Freddy Stronger. Smart Idea. Make Legion Even Weaker. Really Smart Idea.
WGLF does not need aura reading. Having ANY bonus is good, it does not need to be the exact mirror of BBQ. You want that aura reading, run Babysitter.
Cruel Limits is still trash.
Mindbreaked depends on the numbers but really should just lost the less than 50% requirement.
Forced Penance is a terrible perk, it relies on such a specific situation of bodyblocking, at which point broken does basically nothing.
-
This doesn't even mention that his chain exists. Even if you want to cry "No CoUnTeRpLaY" because you can't dodge between the shot being fired and hitting you, you then have a huge window to move to the sides and break the chain. Your TEAMMATES can guarantee the chain breaks. Being shot isn't the same as being hatcheted and the chase is now over, you still have built in counterplay.
The amount of people I see not even try to get behind objects is laughable.
And if they do change him, he's still MEANT to hit shots. You aren't meant to be able to reliably dodge every attempt made by the killer same way you aren't meant to be able to 360 every swing. Just because he's ranged doesn't mean survivors should be intended to dodge 90% of hits.
-
One of the big differences between them is that after Pyramid Head hits you with his ranged attack, you don't then have a 10 second window to use objects or your teammates to prevent him downing you.
There's plenty of counterplay to Deathslinger, people just get whiney because it's not between him shooting and the hit lands.
-
Could just play Pyramid Head and save torment for final judgement.
-
You say that like Dead Man's Switch wasn't by design meant to be bad with Pop. They added perks specifically to not stack with the top meta stalling, the same way Pyramid Head's power is designed to not work with the top meta perks on either side.
The issue is they made a perk that triggers on 1/4 hooks and isn't guaranteed to do anything.
-
And even then, when you make a build that needs 8 stacks of STBFL to feel decent, it's still a hex for god only knows what reason so you don't get to use the combination anyway.
-
I feel like they just have really terrible policies on communication.
Like they're happy for devs and community managers to jump into threads about current issues, but at the same time they obviously aren't allowed to give any information on whether those issues are being altered or how they're being changed, so they just end up commenting replies to completely irrelevant comments in the thread.
Similarly every single Q&A repeats the same answers every time: "That's not on our radar." "There's changes coming but we can't talk about it." or someone asks a question about something already announced, and they just repeat information that's already been given out.
How would it be bad, and who would it hurt, to come to a Q&A ready with some information? Not everything needs to be exclusively released only when it's patch notes. How about "Oh we were recently trying out this specific change for this perk, but it didn't play out well, or it looks promising but needs something else."
So many other game devs do it so much better than BHVR.
Warframe's devstreams are ALWAYS significant. The devs come with WIP stuff to share and show how content is coming along. When people ask questions, even live they often ask each other "hey can we give any info on that" and then they go "yeah sure, that won't hurt." And it's not like BHVR don't pay attention to other companies communication practices. They keep taking elements of Warframe's devstreams like the auric cells and cosmetic raffle, and they were recently trying to poach some of the most watched Warframe partners to come play DBD. It's just this obsession with keeping the community 100% in the dark until something is already in the game or 1 week away is ######### and demoralising for the players.
-
@dugman said:
I think a lot of players overlook the time savings from Cages and aren’t caging enough. Caging someone saves you around 8-12 seconds on average versus hooking the survivor. That means if you Cage a survivor you are gaining an additional 10 seconds or so to start a new chase. For context you can cross maps end to end in 20 seconds, so 10 seconds extra time can get you halfway across the map to your next target.
Now if the survivor you downed is far away from all the gens and other survivors then hooking them might be better if they aren’t on deathhook since it will force another survivor to spend extra time to come to that hook for a rescue. But if there’s another survivor on even your same half of the map then Caging is more time efficient. The fact that it also negates any chance of a pallet or flashlight save or Decisive Strike, etc, is a bonus.
Putting a time limit on Torment would just needlessly nerf an ability that players already are underusing. If anything it could maybe use a slight buff, say by making only someone rescued from a Cage lose their Torment instead of the rescuer also losing Torment. (I’m not sure why the rescuer loses Torment in the first place, it’s not like survivors don’t already have a huge incentive to rescue each other, it just feels like an unnecessary restriction on Torment.)
The time saved on carrying is nowhere near as significant as the time lost because the survivor almost always gets saved instantly. Sending a survivor as far away from you as possible AND hiding where that is just loses you all map pressure you would normally get from a hooked survivor that stays there for a bit, because most people won't unhook with the killer right there.
-
I'm always sad when people jump on my off meta perks. Back in the day I used Pop on nearly EVERYONE when it was 30 seconds and everyone constantly told me it was garbage. Then it got buffed and I feel bad for using a perk I liked from the get go because now it's cookie-cutter meta.
Same is now happening with Detective's Hunch + Inner Strength. I loved running that nad being a totem ######### and preventing noed every match, then they go and drop the bullshit that is Undying on us and suddenly there's someone running my 'off meta' build every match.
-
I understand the change, and I don't think it'll make a difference in the long run. The only issue I have is the double standards of their balancing.
-
Neutral. If there was an Outlast chapter I'd WAY prefer it to be based on the first game, it was way better, way more well received, and the characters are cooler.
-
Fnaf.
It would be a serious dilemma for me. If that sort of childish ######### and its disgusting fanbase becomes prominent in the game I'd seriously consider uninstalling, let alone spending money to get their achievements.
-
I like to compare it to the balance of other games. Like let's look at warframe. Recently the DE devs have made it clear that they have a very specific design vision;
"If something is so strong that a majority of people are using it, and not using it is statistically the 'wrong' choice, then that thing needs to be changed."
On the other hand you have the BHVR devs;
"If 3-4 perks on both sides are used in 90% of games for both sides, let's just leave them as is, and make tiny QoL changes to other things. Balance and player choice is not a priority."
-
PGTW is "oppressive" but DS isn't an issue. Like at least try to make your post even slightly objective, you're dangling your bias out for everyone to see.
-
No. Giving WGLF any secondary effect is fine. It doesn't need to be a 100% parallel to BBQ in all ways.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1645032#Comment_1645032
No, he does not say peanits' quote was about old DS. He basically said "OK peanits said anti momentum but 3 other devs have said anti tunnel" and then says only old DS was anti momentum. They are two separate thoughts. Even if that was what he said, it'd be wrong because peanits WAS talking about new DS.
Peanits was talking about new DS, and I believe he linked the DS rework in that comment. The DS rework page with an FAQ at the bottom which included the devs saying it was reworked to be an anti-tunnel perk:
https://i.imgur.com/on1LUxB.png -
Depends how they did it.
If it was a whole chapter's wait of JUST bugfixes and optimistisation, that would probably drive me away for a while.
If they also used that time to rebalance and rework old perks as well, then that would give me more incentive to be active during that time.
-
Or you could run Tinkerer with Cruel Limits, then you'll almost alwyas be in its area of effect tight when it triggers.
-
@TsukiYurei said:
https://forum.deadbydaylight.com/en/discussion/comment/1644013#Comment_1644013
It needs an activation method to make it more tense and rewarding.
With this it will keep the killer guessing and stop the survivor being super reliant on DS and jumping straight into a locker for a stun.
Which in turn jumping into a locker for a stun is a bad decision and adding a activation method should improve the way people use it and value ds more & make better decisions when to use it in certain situations.
I don’t want it to get a hard nerf but it needs an adjustment to improve gameplay in general helping both sides improve there skills.
An activation method does basically nothing. As killer I don't know if you got one of the safe unhooks 10 minutes ago or not, and it presents exactly the same issue as before where they still have to treat you with kid gloves regardless.
-
Forgot to mention, the benefits are also basically cancelled out. It disables two of the top tier meta survivor perks, but at the cost of the two top tier meta killer perks, hardly a net gain in value.
-
What's with the dark rings around all of Cheryl's skins' eyes regardless of who she's meant to look like? It looks awful.
Although I am jealous of her toupee, it's very nice.
-
I start by recognising that the ######### people say after playing a video game isn't life advice I should take to heart, especially when they're mad they lost.
-
I'm gonna be honest, I've loved Pop since Clown came out, so 45 seconds isn't a big deal to me. In fact, there've been some times recently where I've found a gen and been like "wow, Pop is STILL active." It can afford the nerf. The only issue is the inconsistency between killer and survivor. Oh, 60 seconds is too much leisure time for killers, but here survivors, have your minute of immunity still!
Thana is a great change. If the values for gen slowing are going up that's only positive. It was a pretty oppressive perk with its counter being countered by itself, but it meant the values were always kept pitiful. And what does it matter, it's most used on killers with ways of injuring lots of people and keeping them that way anyway.
-
The el classico; "I didn't read what I agreed to, and now that I don't like it I don't agree!"
-
Can I just add to this that at this point, Spark of Madness should be free on PC.
It's really ######### to get new friends into the game and be like "hey there's a perk that's really great for when you're learning BUT you need to spend 10 bucks to get it!"
There's enough DLC for people to pump money into, the survivor with training wheels doesn't need ot be one of them.
-
You know that's not how a generator sounds when it's pistons are already pumping? They were obnoxious and sounded like bad stock noises for a car repair ad.
-
- Ew. Springtrap.
- Those speeds are crazy. You run at survivors at the same speed as Hag or Spirit, and within 15 meters you force survivors to almost sprint towards you 11m. That's 0.2m/s slower than running. It's not "slowly walking," that would be closer to 1-1.5m/s.
- It lacks interaction at all. Just run at people, press a button, everyone takes their hands off the keyboard/controller, then he hits someone.
- People already complain about Deathslinger. He actually has to aim.
- Ew. Springtrap.
-
"Tremendously increase the chance" does not mean "Guarantees."
-
Best:
- Getting licensed chapters.
- Decisive Strike got nerfed.
- All the major killer reworks to date except Legion.
- End game collapse.
- Map reworks removing most infinites/double god windows.
Worst:
- Locked cosmetic sets.
- Hatch spawning at <2 gens.
- The dark days of Mettle of Man.
- Legion's atrocious start followed by garbage rework.
- The entire rank system, including MMR.
-
@Mandy said:
Doc, it's purely because I get a headache if I play him and I struggle when I play against him as a survivor as well, it's the noises and the lights that cause me issues.
I don't enjoy playing as Hag, but I can play her (only for dailies though).
There's not many survivors that I won't play, but I do prefer to play the female characters - I find the movements to be smoother, less bulky. It's probably all in my head, it's just what I feel when playing as them.
Yeah totally forgot about that, since his new chase music I absolutely can't stand Doctor with the jarring repetitive noise every second for the entire match.
-
Adept is by far the hardest way to play Plague because you should NOT use her vile purge.
Green vomit leaves them broken which mean you get waaaay fewer hits across the match and you'll almost never get enough emblems in malicious or chaser, and the insta-heal from fountains hurts too.
If you do end up getting people sick you have to slug a LOT to get enough, and by that point you risk people giving up on hook and losing devout emblems.
As such the best add ons I can recommend are The Iridescent Seal so that you can gain Corrupt Purge randomly during chases, allowing you to end them very fast because survivors generally aren't expecting it, and Apple add ons for more starting uses of Corrupt Purge. You can also add the Devotee's Amulet with one of the Apples to make it last longer.
Adept Plague is largely luck based. You have to find survivors who are terrible, because your only stalling is Corrupt Intervention, and that sucks when your only chase potential is running after people at 115.
-
@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/1627681#Comment_1627681
Pretty embarrassing that you've been hanging around rank 1 without understanding the two different forms of vomit lol
Or I wasn't paying that much attention to the 3 frames of clip he put in.
-
I've gotta be honest I picked a BAD time to start watching streamers. Every single match is Ruin + Undying and it's so boring to watch.
The amount of games that end with 4-5 gens up because they got hooked 6 times before ruin even broke is just ridiculous. And it's not like you can just choose to ignore it because then you're risking it protecting ######### like Devour Hope too.
-
Sickness noises are not injured noises, simple as that.
-
You can buy doctor for free with shards. I don't see the issue.
-
I think it's intentional so that it's easier to see small objects you can bounce off. However for 99% of gameplay cases, it's absolute garbage.
-
As someone who plays a lot of Plague, no thanks. The last thing I need is MORE annoying whispering and talking making it impossible to hear anything.
-
Just a note, it's better to use LeaksDBD. Everything on LeaksbyDaylight is just linking to their ad spamming revenue farm of a site.
-
I tried it today and it was atrocious. Half the time I knew where the closest survivor was and it didn't point me at them at all, and the other half it was so disorientating that it made it harder to get a hit.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1638886#Comment_1638886
I don't think i even remember that anymore.
Was it orange?
Yeah I don't know if it made it past the PTB.
-
Way too massive. Way too many very safe pallets. God loop in the center. Horrible for tracking.
I loathe it as killer.
Also bring back the truck thing, it made a more interesting map feature than 50 billion rocks.
-
@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1637086#Comment_1637086
If ine person has died you completely negate Nurse's.
Oh yeah I forgot Nurse's is meta because it's currently 2018.
-
Jeff and Jane because it's like playing with reverse Iron Will while uninjured. Grunt and snuffle while uninjured, walking or running.
Claudette because I have self respect.
-
No u. ;-;
-
@GoodBoyKaru said:
If it helps you could also use perks like Devour or Rancor, or Pyramid Head, as all of these can kill by their own hands too (devour and rancor fairly obvious, ph just gotta final judgement). I agree dcing when you see a mori is scummy but also moris in general are just awful to face.
Mori dailies specify the killer, so if you don't have specific perks on them it's not an option, let alone running Devour Hope in the current meta which is cleanse every totem before getting the first gen done.