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CalamityJane

CalamityJane

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  • @TheClownIsKing said:

    Cruel Limits definitely needs changes. Mindbreaker though I have renewed respect for. Like everyone else I thought it was trash, but it’s actually more effective than I expected. Especially with Blood Echo.

    Mindbreaker really needs some buffs to stand up by itself. To be effective it basically requires other killer perks or add ons in order to maintain any semblance of a useful exhaustion duration. Mindbreaker alone, even if you get a hit, will just delay the exhaustion perk in the chase by a matter of seconds that can be waited out. That would be fine, IF it didn't also stop once a gen's halfway. And at that point, it still only functions against survivors running exhaustion perks which definitely isn't all of them. It just has too many conditions and downsides to be worth committing 2 perk slots to exhaustion just to make one of them barely noticeable.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594294#Comment_1594294

    https://forum.deadbydaylight.com/en/discussion/comment/1594298#Comment_1594298

    When did i ever say its good for killers to tunnel? i was just pointing out that DS has a function whether you get the stun or not. There are zero other perks in the game that are as powerful as DS. Its mere existance changes the game.

    Now. If you are going to put words in my mouth at least try to make me say something close to what I was talking about.

    There's at least 2 other perks that change the course of the game regardless of being in the game or not.

    The first is noed. Regardless of whether the killer has it, there's a potential 75 seconds, almost an entire extra gen, of objective in order to prevent a perk which may not be in play. The difference between DS and NOED however is that most killers have to respect DS because the loss in momentum of one slip up can be game losing, whereas most survivors seem to bank on the fact that either NOED won't be in the current game, or someone else will deal with it, or worst case, hopefully they aren't the chump who gets hit by it while everyone else abandons them.

    The other is Blood Warden. Every single game involves people 99ing the gates which primarily is to avoid a perk which nobody has seen for years BECAUSE of this counter. Of course it's nowhere near the game impact the other 2 have.

  • In regards to the self care discussion I think it comes down to the mentality of the perk.

    People who bring self care over some other perk do so because they feel the need to be in the healthy state a vast majority of (if not all) times.

    So when they get injured, their first response is "I have self care so I should self care."

    I never see people, in either killer or survivor matches, who run self care prioritising other actions over healing themselves.

    So yes, numerically self care takes the same amount of seconds away as someone healing someone else, but in practice a self care player tends to spend a much higher proportion of the team's time on healing over useful actions like repairing or doing totems. It's especially noticeable in the late game when there's 1-2 gens left and the killer has decent pressure. Is 32 seconds spent for one health state better for the team than 40% of a generator? The answer is rarely yes.


    If you play against a squad of 4 people who run self care, vs a squad of 4 people who run either Adrenaline, Iron Will or even Inner Strength, or even just no healing/stay injured perk, you're going to feel the pace of the match go way up in the latter.


    Also classic; a thread talking about one of the major issues in the game, and the only official response is in regards to a complete tangential discussion.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595709#Comment_1595709

    Spamming POTD is a great way to lose a match.

    The ability to cancel ROTD and basic attack seems to be part of the balancing of his power. The cooldown of POTD is intense, like 4-5 seconds? So, for it to be fair, it has to have something that allows it to be useful, and feinting with ROTD then doing a basic attack is a great way the devs have implemented that balance. I think if they changed it, it would give survivors too much control, which they already have a lot of.

    With the duration of his power, he has the exact same issues they've just spent months trying to patch out of Billy; you can just 'rev' for as long as needed unril the survivor is forced into a position where you WILL land your hit. Worse than Billy however, he moves FASTER than survivors and can instantly M1 out of it getting a hit. So the options for survivors are:

    1. Put a pallet or window between you and Pyramid Head so he has to stop 'revving.' Result; you become animation locked so ROTD hits you no matter what.
    2. Run around like crazy trying to dodge the ROTD. Pyramid Head continues towards you at 110 and simply M1s.
    3. Try to fake a window or pallet and bait the ROTD. Literally comes down to luck as to whether the other person guesses you faked or not, and even if they guess incorrectly their power has such high duration and recharge that you're almost instantly playing the same 50/50 guessing game again.
  • I disagree that he's too weak, he's just poorly balanced.

    I'd like to see nerfs to his ranged attack so it isn't so easy to spam it, and not so easy to cancel and attack almost instantly.

    On the other hand, I find his cages are basically worthless, and as killer I so rarely want to use them at all. I think since cages now relocate if you stay close to them that caging a survivor should cage them exactly where they are, rather than as far away from you as possible. Caging a survivor loses all of your momentum because 9 times out of 10 they're uncaged before you can even blink.

  • You're burning half your add on slots to counter 4-5 perks, they should definitely be strong enough to counter them properly.

    What's the worst that can happen? People lose one of their 4 second chances because they can't Dead Hard to get to another loop?

  • Terrible perk but I love the design on Dead Man's Switch.

  • "As well as changing perks for both sides."

    That's a great way to delete Lightborne and Franklin's entirely. As well as taking a dump on the grave of Coulrophobia.

  • I jumped off the harvester and triggered BL and didn't get it, so bigger than that.

  • I'm absolutely terrible as him, but I play so much of him just because he's fun.

  • I find Vommy Mommy to be reliable. If I have a challenge like "kill all survivors by any means," she's the one I feel most confident can do it.

  • Replace Deja Vu with Detective's Hunch, then you can also know that nobody's touched a dull totem.

  • It's a gas mask for being around spray paint, and possibly to hide her identity.

  • Survivor:

    Lightbringer: Complete gens. Do totems. Open gates. To get iridescent/gold/silver/bronze You need to repair the equivalent of 2.7/1.9/1.0/0.3 gens. A dull is worth 0.2 gens, a hex is worth 0.5. You also gain 1/3-1/2 the points of other people doing gens and totems while you are in a chase.

    Unbroken: Survive. For Iridescent, escape without being downed. For Gold, escape. For silver, survive 9 minutes. For bronze, survive 5 minutes.

    Benevolent: Heals and unhooks. I/G/S/B = 2.25/1.25/0.25/-0.75 safe unhooks. Weirdly you start with almost a silver emblem, and the only way to lose points is to leave survivors on the hook. Healing someone else is worth 0.5 safe unhooks. Taking a hit while the killer is carrying someone is worth 0.5 safe unhooks. Saboing a hook close to the killer that results in a wiggle off is worth 0.5 safe unhooks. You gain more points in the basement and after the exit gates are powered.

    Evader: Escape chases. Much harder to measure, it's based on how long chases are, vs how close the killer is to you at any given time. The more chases the better. As long as a chase is longer than about 10 seconds you're profiting. You also gain points for being near the killer without being chased.


    Killer:

    Gatekeeper: Stop gens being completed. Each minute for the first 9 minutes, gain points for each remaining generator. You also gain points for how many generators are left at the end of the trial, and bonus points if no exit gate was opened. Again, there's not a concrete number of what to do.

    Devout: Hook/Sacrifice people. I/G/S/B = 9 hooks total AND 4k/4k/2k/1k OR hook everyone once. Disconnects and moris count, bleed outs do not.

    Malicious: Hit and hook people. I/G/S/B = 36 hits/30 hits/22 hits/11 hits. Each hook stage is worth 2 hits (24 total for a 4k) Every time survivors heal a state is -1 hit. -1 if a survivor wiggles off/DS. So essentially each chase/hit/chase/down/hook = 3 points if they get unhooked and healed, then the hook that kills them is worth 4.

    Chaser: Basically the same as evader. You want to finish chases fast, and don't stay close to the survivor for long periods of time.

  • They can barely keep the game functioning without gamebreaking bugs as is, let alone trying to keep multiple versions of killers around at the same time.

  • Yeah gotta say I was not impressed to see the janky awkward 1 second stun on bounces that guarantees survivors enough time to get around basically any corner is still there, nor that Undying still reveals auras, that #########'s waaaay too strong.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592391#Comment_1592391

    Would you prefer new threads reiterating same old again and again? That's the way it's usually done here.


    People have such a kneejerk reaction of "OLD THREAD BAD!" but considering the system hasn't been changed since this thread, everything is still relevant.

    Plus, most forums encourage you to find if a topic has been brought up before rather than spam the same thing 50 times.

    God if we had a DS and NOED megathread, they'd have more pages of comments than the forum does threads.

  • "I don't like grinding" - Person playing one of the grindiest games there is, 2020.

    I'm honestly curious what's gonna happen if they decide to rework prestige to afftect all clothing. It's obviously possible since Plague's sickness effect does basically the same thing in green. Gonna be a fair amount of salty people complaining that they chose not to prestige but they still want the reward from it now, especially if it's like what was in the PTB with blood appearing only during the game, so you don't get lobby dodged for it.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591266#Comment_1591266

    And add-on slots can have so much more value than a perk that gives Mangled, especially when a better version exists as a perk.

    Yes, but have you seen Deathslinger's add ons? They may as well be "makes the redeemer look a little shinier."

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591113#Comment_1591113

    I'm saying that you can spear a survivor both when they are healthy or injured from wherever you want (even through other side of pallet) just to apply mangled with the green addon. Besides P(Spear & escape) is higher because it's always under your control. The only condition for green addon to work is to spear the survivor. The condition for yellow is spear AND hit. It's just a subset of the green addon.

    You're playing INCREDIBLY inefficiently if you're spearing people with the intent that they free themselves SO THAT they get mangled. Maybe once or twice a match there's a chance to do that that wouldn't be a hit anyway, but the vast majority of your spears should be hits. It also assumes you don't chase the person you just injured either.

    In fact, if you intentionally let someone break free to apply mangled, that adds 6.4 seconds of survivor time to healing, while you stun yourself for 5 seconds, so you basically get no value anyway.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591174#Comment_1591174

    I am assuming that almost every add-on that only inflicts Mangled is not worth using purely because Sloppy Butcher exists.

    I disagree, simply because perk slots can have so much more value than Sloppy Butcher.

  • People using one of those randomiser wheels to pick their add ons?

    Honestly I really wish they'd replace one with "After a successful spear, the redeemer is automatically reloaded." Obviously you'd still have the blade wipe, but no 'double stun' of blade wipe then reload.

  • @TAG said:

    Counterpoint: The uncommon add-on is strictly worse than Sloppy Butcher, whereas the rare one will function in cases where Sloppy Butcher might not.

    Conclusion: Just use Sloppy Butcher.

    Only if you're assuming that giving up a perk slot is better than giving up an add on slot, on a killer who doesn't have a lot of game-changing add ons to choose from.

  • @DragonMasterDarren said:

    you could ask Demogorgon the same thing

    There's a difference though, Demogorgon's brown add on is his best by far, but there's no higher tier add on that does the same effect but worse. It would be like if the brown one gave 9 movement speed but there was also a yellow one that gave 5.

  • @Zeus said:

    Technically this makes sense. You don't always hit the survivor.

    The probability that you spear the survivor is more than the probability of you spearing and hitting them. So if they are healthy and you spear them, you can let them break the chain and give them mangled status. If they are injured and you hit them with the chain, they go down and giving mangled for 60s to a downed survivor who you are going to hook is pretty much useless. Or you can spear the injured survivor from a place where you know you won't be able to get a hit just to give him a mangled status effect and he will feel it while he has to heal and you go chase another survivor meanwhile.

    Both addons are trash but the green one gets more use than the yellow.

    That's not quite right. P(Spear)>P(Spear and hit) that's certainly true, but P(Spear and hit)>P(Spear and escape) and it only applies on the escape. You can let them break free and tank a 5 second stun to apply mangled, but in far more cases you're going to get the hit.

  • @CGBeefy said:

    Same reason one of demo's best add-ons is a brown

    Yes but he doesn't have a rarer add on that does the same effect in a worse way.

  • @Seiko300 said:

    But the mere fact that a perk is required (not necessarily "required" but for the sake of my point I'm using the word despite that not being exactly what I mean) for you to deal with noed at all is extremely dumb. As a general point of reference - perks whose sole purpose are to counter other perks are notoriously unfun to use, why should you have to waste a perk slot just to deal with a different perk that is horribly designed.

    Nope, no thanks. I maintain my stance that these old world perks like NOED and Decisive Strike need to be reworked ASAP and in their current state have no place in the modern game in 2020.

    It's not required. You can learn totem spots fairly easily and do them most games. If every survivor does 1-2 totems per match, noed is just gone. It's completely down to laziness that noed is strong and somewhat reliable.

    Detective's Hunch only gives you security and peace of mind when the other 3 survivors are lazy.

  • Some killers being underpowered does not justify others being overpowered.

    A huge amount of people don't play killer just to play killer, they play it because they like specific killers. Spirit being overpowered doesn't make my killer experience more enjoyable because I don't like Spirit, and I don't feel the need to play her regardless of who I'm against.

  • All Nea cosmetics, but mostly the awful pink haircut with the mask, usually along with the neon blue half-hoodie.

    And on the killer side, white hair spirit with any of her shameless nudity bodies.

  • Depends on the cases.

    Tombstone alone - Fine, it takes a while, you don't have infinite, you're slow.

    Tombstone + Fragrant Tuft - Alright, usually takes so long that all the gens are done anyway.

    Tombstone Piece/Tombstone Piece + Faster stalk = Broken as all hell. You can mori someone seconds into the game. Just utterly disgusting.


    Overall the biggest issue with these is that the survivors games are basically worthless regardless because there's usually no hooks for altruism, no real chases for boldness, and if you happen to be the unlucky person he tiers up against in melee range, zero chance for survival points.

  • I use Detective's Hunch most games and can agree it's VERY easy to remove noed with it. Even when I'm not running it now, I'm still much more aware of totem spots because it's shown me some of the most hidden ones in various games.

    It's more than generous that 1/16 of the survivors perk pool can take out 1/4 of the killer's perks, more if they're running other hexes. Just remember when you're crying "but muh second chance perks!" that removing noed is basically giving everyone on the team a second chance perk.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1590081#Comment_1590081

    Not a cage though. As I said, if they had just been patient, the cage would’ve respawned elsewhere on the map due to PH being too close.

    You have to be really close to the cage, that was longer than the time it takes already.

  • I never understood the hardon the community has for whispers. It's good twice. Once at the start of the match to work out where survivors are, and once in the end game when you want to know which gate a survivor is near.

    All the rest of the match it might as well just say "yes, there are still survivors in the match."

    There's so many better detection perks that work more often, more clearly, and more consistently.

  • Bell everywhere is an uncommon add on anyway.

    There's 1 ultra rare per level 50 bloodweb (plus a chance in other mystery boxes) so ultra rares are still relatively common, 1 in 3 per web basically.

    I don't see an issue with it. I'd rather see them balanced (iridescent heads) rather than being easy game winners that rarely show up.

  • PETITION TO GIVE SURVIVORS A 5TH SLOT FOR AN EXTRA SECOND CHANCE PERK.

  • There's definitely been a lot of PR talk responses for a long time. Nothing concrete just "maybe" "soon" and "eventually but not now."

    Also a fair amount of finding a post that brings up a good point, finding a comment on that thread that's barely relevant then nitpicking their grammar or something, rather than addressing anything the post actually talks about, so we see a highly commented on thread with "DEV RESPONSE" and it's just some completely off topic thing.

  • Ok then, hook stand off removed; you can now no longer unhook when the killer is within 2 meters.

  • @HectorBrando said:

    Some tips from some of the not so easy challenges.

    As far as I know the "escape after X people have escaped" you dont have to be the 4º Survivor escaping in a 4escape match. You just need to escape after someone for it to count once, lets say only 2 people are left alive, you power the last gen, open the Exit Gate and if you leave after the other guy has exited you get progression towards that challenge. You can finish it in one attempt IF you are the 4º guy escaping, as it would count the other 3 guys or escaping second 3 times or escaping second 1 time and third 1 time.

    The stun challenge sounds hard but I got it in my second try, equipo DS and Head On and try to camp pallets, is not that hard with those 2 perks as both give you non-pallet stuns (which count I did the challenge by DSing and 2 pallet stuns), also take on account you dont need to survive so eating a hit because you were greedy with a pallet is not a big deal (you will probably hinder your teammates tho).

    Surviving as the Obssesion is trickier since it not only depends on you but on your teammates using DS or the Killer not using Obssession changing perks, just pick one of the perks (not OoO since Killer will tunnel you out of existence) and you will get it eventually.

    For surviving as obsession bring For The People, when you use it you become the obsession. You can either use it during the match, or just zap someone in the exit gate then leave.

  • Not impossible, but I want to stab myself in the eyes every time I see a challenge like "do 12 gens," "unhook 12 survivors," "heal 10 states," Survive while 6 other survivors leave."

    They aren't fun, they're boring, and they're made worse by everyone being caught at the same choke points on slow challenges so you have to compete for them with others.

    I'd almost rather challenges be RNG for each person so we aren't all doing the same thing.

  • Personally I'd be more likely to do all 5 totems just for the boldness points.

  • I only bought Oni because I really dislike the japanese aesthetic but love the greek/minotaur theme. Outside of that I have no desire to spend so much on a skin i can mix and match.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585140#Comment_1585140

    The only way to change survivor meta is to gut the existing perks and give them some other press E to outplay or just exist to outplay perk that gives them 5 extra chances to screw up.

    Anything that doesn't screw the killer over or give you 6 chances to make a mistake is "crap"

    Yep, time and time again the devs make perks that I like and use, and the survivor army comes out to tell everyone how they're worthless because they're not another second chance perk.

  • @sharkster13 said:

    I played as a killer for a while and I started to regret that I ever suggested this "improvement". Too many toxic survivors, they don't deserve buffs. I especially feel sorry for low rank players, because of toxic player they are getting punished A LOT no matter if they are still getting used to the game or not. Better suggestion! For the clickies if they over klick the flashlight in a short period of time the entity should either consume it, drain half or all of it's charges or temporarely disable it so the killer gets one free shot. And for the teabagging, there should be a status called "muscle cramp" where the survivor who starts teabagging should be rewarded with staying in crouch position for 10-15 seconds, so the killer can also get one free shot. Now that's balance right there. 😎

    Should just put a minimum channel on it so it consumes a small chunk each click.

  • It's pretty strong, but it's countered out by the fact that you're playing Clown.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1577783#Comment_1577783

    That's them officer. That's the killer that dodges lobbies.

    That's them officer, that's the survivor who wants me to waste my time on half a killer game, or will cry when I tunnel you for having a key.

  • If they did the same to keys I would actually take lobbies where someone's holding one.

  • Almost as good as the ######### like "get 10 bronze chaser emblems"

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