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ChiTenshi

ChiTenshi

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ChiTenshi
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  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/224094/updating-the-chainsaw-bros-animations

    Do you know Bubba's default charge time? 2 seconds.... you do NOT want it to be faster.

    It is a suggestion if compensatory buffs are needed, not a requirement.

  • There are players using cheats. but I don’t think to the extent you’re describing. Times where I do feel cheated, I normally find the opposing player was using a certain Perk or that they were genuinely skilled. It’s rare that I have encountered a Killer who is using “wall-hacks” or a Survivor “scripting” to avoid hits.

  • The whole premise is a “damned if you do, damned if you don’t” situation. Allowing Killers to see the hook counter may allow certain players to tunnel better, but not allowing Killers to see it may cause accidental tunnelling. A choice had to be made, and they did whilst giving valid reason.

    Now BHVR do say that tunnelling is a valid tactic, but they don’t want it used to create toxic situations. They’re fine if you use it during EGC to secure a kill, they’re not fine with a Killer specifically targeting one Survivor to ruin their day. They have the left the situation up to the Killer to keep count and decide if they want to tunnel or not.

  • @Dustin said:

    This is completely unnecessary and the animations are like that so they can mind game. What's next you're going to ask for Wraith's animation to change so he can't fake out survivors to get a hit when that's basically all he can do?

    The “mind game” is more “one player can see the chainsaw charge bar and the other can’t”. I don’t believe it’s healthy and presents a similar issue to when Spirit didn’t have a vault animation. Survivors aren’t being out-skilled when it’s applied, they’re being punished for not knowing better.

    A healthy mind game is Ghost face/Pig going into stealth during a chase or the Blight bouncing from an angle to catch a Survivor off-guard. These are fully telegraphed and both players have equal understanding of the situation.

    Wraith also has a fully telegraphed animation when going in/out of stealth. A Survivor has a full understanding of the situation and when the wraith is ringing his bell continuously to catch Survivors off-guard, both players have equal footing.

  • @Nosferatu3145 said:

    Well, i don't think that the "nerf" to the animations is needed, but the reduced chainsaw recharge time would be too much for a compensation. Both Bubba and Billy are in a good place right know, reliable but with enough counterplay

    The change isn’t aimed to balance them but to address the lack of animation for certain. It would be similar to when Spirit received an animation when vaulting.

  • @Jay_Whyask said:

    Wait, the DBD team put Laurie and Bill as hard? I get Laurie being hard because OoO can backfire sometimes, but Bill? Literally all three of Bill's perks revolve around getting a second chance.

    The Perks are strong but imagine new players using them. Poorly timing the Unbreakable to get downed a few seconds later, using BT but forgetting to protect themselves or when the Perk won’t proc due to select conditions you only learn after playing several games.

    Second chance Perks sound good, but still requires some skill in application.

  • Plague & Spirit would be evil.

    Imagine trying to hide from a Spirit while Infected! You’d have to pray to the Entity that the Spirit was deaf.

  • @UkilledLegion said:

    @ChiTenshi Really?Then I dont understand this world :D because i dont remember that use Lori's DS or Bill's BT was hard :D

    BHVR’s judgement on what they consider easy and difficult may vary from that of the community, but I can partially understand their logic. Laurie and Bill have clutch perks which can be harder to use than passive perks, especially in solo play. Although several of their Perks are strong (or meta), their function requires some skill in use as application, making them difficult for new/low rank players.

  • It’s based on their Perks, not their power.

  • Balanced Landing

    Problem - The condition is limiting, too map dependant to run, and only fools the Killer once. The Perk forces your positioning to get any use out of it, but once used you can turn into a sitting duck dependent on the location (using it on a hill is good and all, but useless if there are no obstacles nearby to run to after). The Perk was significantly better pre-nerf (maybe a little OP), but it’s functionality was gutted when the nerf hit.

    History - They nerfed the Perk in response to several loops being problematic; breakable walls weren’t a thing and no map had an update yet. The nerf did fix the some of the structure related loops, but it didn’t fix the remaining 90% of other problematic loops. Through time, a large portion of the problematic loops were fixed (breakable walls, updated maps, etc), but Balanced Landing wasn’t compensated for it’s prior nerf. It was forgotten.

    Fix - I wish they restored a portion of the constantly active stagger reduction. This would help make the Perk viable on more maps and not too situational in use. The full stagger reduction doesn’t need to be restored, only a portion is needed to help make the Perk more viable.

  • I’m not so keen with Demo being in game.

    Blight I’m fine with. He’s still very human, only his face has drastically changed.

  • I prefer human-based Killers. Franchises that have non-human antagonists or creatures could be fun, but it would ruin the theme for me.

  • @MadLordJack said:

    Spirit has been hated since around the time of the last Nurse nerf, when every killer that wanted easy wins but found that Nurse suddenly took skill jumped on the Spirit bandwagon and suddenly all the survivors started hating Spirit because, well, she steamrolls nearly every trial with little in the way of effort and no real counterplay because the survivors are taking blind guesses as to what she is doing. Surprisingly enough, people don't like playing against that kind of killer.

    I remember back in the days of Prayer Beads, oh dear... That was peak Spirit hate right there, damn it was bad, and it was even worse playing against her... Then they removed her collision and nerfed Prayer Beads, thankfully, but the hate didn't die down that much and has been steadily burning along because the Devs never really addressed her core gameplay issues.

    Pretty much this. Areas that have little-no counter or provide hand-holding for players need to be nerfed or removed. She is supposed to be a high-risk high-reward Killer, but the risk factor is lower than it should be.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1885337#Comment_1885337

    🍰They just hired more programers with Unreal engine experience to tackle the bugs that been plaguing this game since day 1. 🍫 Soon™ we will finally be able to vault windows without being hit and grab survivors without freezing! 🍭

    So sweet, my teeth ache.

  • I wanted Balance Landing’s nerf reverted (especially since they fixed the problem loops it was abusable on anyway).

    Maybe not a full revert, but a revert to a part of it.

  • @Mr_K said:

    Do you want the truth or do you want me to say they are working on it?

    Can the truth be sugar-coated?

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882887#Comment_1882887

    I might agree with that - but I think there's other handholding mechanics that have been around far longer, that need to be looked at first.

    Just slap it on BHVRs to-do list

  • The only aspect of Spirit they need to tweak is her post-phase movement speed. It’s a hand-holding mechanic that makes her easier to play and not a high-risk high-reward Killer like Nurse.

  • I would change it to not spawn in chests. No lucky break for Survivors searching chests (usually for the wrong reasons), and Killers can alter their set-up to possibly counter it (Franklin’s, hatch offerings, etc).

  • A shot every time you encounter the word “Meta”.

  • It can be used to work with a point in an argument. I wish BHVR showed more graphs or added more variables to existing graphs to give a general idea of Killer performance level.

  • But on the flip side Survivors have a chance to escape on the 6th try which can be painful depending on the map that was selected (Shudders “The Game”) and the addons in play. The state BHVR are implementing is better and can be balanced more easily through chance tweaks to his base kit and addons.

    But on the flip side (again) a Survivor might have to go through every box before they find the one which unlocks the trap. You have to recognise the extremes on both sides before making a decision, fixing only one side can cause some one-sided play.

    TBH, I would prefer them to buff Pig’s crouch-walking speed than pushing her roar back to decrease reaction time. The roar gives Survivors a chance to react, reduce it too much and she’ll be getting free hits constantly.

  • @UncleStabby said:

    I honestly believe that wether an RBT is active or not, it should still kill them if they try to leave with it on. Itll add just a little bit more pressure to the end game. Currently, as soon as the generators get finished, her power is effectively useless, and for a killer who's whole point of being is 'i want to play a game', she seems the tiniest bit underpowered. That and a new menu theme/chase music are my only change ideas for pig.

    The only change id make for trapper is mirroring his playstation cover art. His hooks are on the wrong side in the image.

    The problem is, Pig is more of a mid-game Killer. Buffing her end-game almost makes her power useless.

    But in the times it will be used, it will be abuse-able (similar to when she could body-block access points whilst crouched and wait for the trapped Survivor to die).

  • They're pretty much applying that with the upcoming Trapper changes. Making the first 3 attempts really low success rates, but the 4th attempt onwards are high success rates.

    Pig's idea is good, increasing the search time before a trap activates helps maintain her mid-game, but being injured from searching another box is a bit overkill. And I find her roar during ambush being fine, it's stealth + gap closer so it needs a sizeable downside.

  • Kinda. A lot of players do tunnel (even though they don't want to admit it), but I've seen many situations where the Killer hasn't tunnelled yet gets punished by this Perk.

    BHVR straight up say it's not designed to counter tunnelling, but I think it should be horseshoed in the role for better balance. The fact it can be used for many situations shows how overwhelming it is.

  • Urban Evasion - Improved as a player so no longer needed this to be efficiently stealth. Still good against Hag.

    Balanced Landing - Too environmentally situational. Still waiting for the nerf to be reverted by BHVR (not fully, but to compensate for the fact they fixed the problematic loops it was used in so the initial nerf felt unwarranted).

    Bond - Figured out which areas of a map to avoid so I’m not accidentally leading the Killer to other (find too many people using it for the opposite reason though).

    Detective’s Hunch - Eventually learned all Totem Spawn locations. Still waiting for BHVR to add a totem counter though.

    Empathy - The more altruistic version of Bond. Grants the ability to heal other Survivors to death.

    Sprint Burst - Grants 2 seconds more for an inevitable situation. Getting increasingly countered by new content.

    Lightweight - So useless now.

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863636#Comment_1863636

    In the time of 2 minutes 3 unoccupied survivors can get 6 generators completed, but since they only need to get 5 done they will have a good amount of time to open the gates and leave

    I mean, if we’re assuming the Killer is Perk-less Addon-Less Rank 20 and the Survivors are Meta-Perk Pink-Addon-using Rank 1 SWFs, sure.

  • I think they’re fine atm, just need a few tweaks on their add-ons.

  • I say that’s more of a Tunnelling problem than a Pig problem.

  • Legion needs a few tweaks but nothing major. A touch more reward for multiple FF stabs but removing some of the more annoying aspects to play against (healing simulator isn’t fun).

  • Had a laugh when my team did a slug race to the exit for the Killer.

  • I personally don’t have an issue with Iri Head being an insta-down, it’s the combination of Iri Head plus a belt add-on that causes problems. If the devs simply changed Iri Head to so you can only carry 1 hatchet, regardless of other the add-ons, then it would feel a lot fairer to play around.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850374#Comment_1850374

    i would reduce it to 45 seconds but I don’t know about that change that would just make Furtive chase even worse I want to make the perk unique and not just carbon copy’s

    Trying to make a perk too unique makes it complicated or/and overtly niche. Having a similar mechanic to another perk isn’t bad as long as the perk’s core function is different (one can focus on gen. progress, the other can focus on stealth).

  • I would reduce the duration but in return add that the rescuer becomes the obsession. This prevents gens from being hard-blocked for a long period and gives Survivors something to work around.

  • I think you should go down 1 madness tier (can’t go below Madness 1) when you’re unhooked. Like Freddy, who works in a similar way to slow down the game, a Survivor should have the chance to escape the situation when unhooked and not be penalized for not “snapping out of it” when they decided to move from the hook once rescued.

  • Killers that can place traps shouldn’t be able to place them in front of the exit gate switch.

    Trapper, Freddy and Hag (Rusty Shackles) should be able to place them all around the exit gates and so on, but not create an almost impossible situation of escaping if you’re the last Survivor.

  • @Almo said:

    You earn NOED's effect by playing with three perks during the beginning and middle of the match.

    If the Survivors do gens too fast for you and you get them, it's their fault; they had time to do totems.

    If you keep so much pressure on that they don't have time to do totems, you're still earning it.

    If the Survivors try to unhook someone while exposed by NOED, that is also their fault.

    Ordinarily, a Killer shouldn't get more than one kill from NOED.

    Ordinarily? Don’t you have access to statistics around the Perk?

  • NOED simply needs tweaking. Statistically it’s balanced, but the issue is more with how the Perk feels and not how effective it is.

    Solo Survivors are expected to scour the map to cleanse 5 totems (or find their remains) or else face the wrath of NOED. A Solo Survivor could cleanse 4 totems and still be end up being downed because their team-mates didn’t get the “cleanse bones” memo. And there’s nothing more painful than seeing you team go down one-by-one trying to desperately save you with no plan.

    Killers are expected to play with 3 Perks until late-game. Once the last generator is down, the moment they have been waiting for could be taken quickly away with the totem being cleansed a few seconds later. And there’s nothing worse than encountering a SWF team that ensure you NOED never sees the light of day.

  • Have a happy 2021. Hope we continue to see this game flourish and the community continue to grow.

    • Wall-hacks
    • Having more than 5 Perks
    • Wraith constantly invisible
    • Survivors that can pick themselves up instantly
    • Having more than 1 of the same Perk
    • Getting stuck in the grab animation
    • Getting teleported to the basement
    • A Ghostface that can fly and throw hatchets
    • Survivors crawling at the speed of sound
    • Having Perks from the wrong side
    • Nurse infinitely stacking a temp speed boost
    • Perma-blinding Killers with flashlight
    • Hiding Perks from post-game chat
    • Survivors using parkour to climb over the exit
    • Michael Myers with a chainsaw

    Just to list of those I've experienced in my history of matches played.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839416#Comment_1839416

    So, your idea of making a perk weaker against stealth killers is to delete all functionality of the perk?

    My idea is niching it for use against Stealth Killers (predominantly Stalking Killers). Players use this Perk against all Killers, and it hard-counters Stealth Killers due to it’s range and effectiveness. It needs to be restricted in use and allow suitable counter-play for those it counters. If need be, it can be compensated in other areas to balance it out (alter the speed-up numbers, skill check chances, etc).

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838114#Comment_1838114

    If it didn't work through walls, it wouldn't have much of a purpose, you can move your camera around when working on a gen, survivors don't need told they're being looked at when they can see the killer themselves.

    Hence why Ghostface and Mike Myers are useless (along with some other stealth Killers).

  • Hag is a Killer with a very high skill-ceiling. Master her and you can predict Survivor movements and prepare traps accordingly, mind-game Survivors in tight situations, and secure sacrifices whilst still maintaining an influence on the map.

    She can be strong but it takes time to learn and master her. IMO, she’s fine as is.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838225#Comment_1838225

    If that survivor was working on a generator, it's impossible they were being tunneled. As a killer, it is ALWAYS paramount to get people off gens. Even if it means dropping a chase to do it. No matter who is on them. That is the efficient and optimal play, literally always.

    When you explain it like that, your idea makes more sense.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838196#Comment_1838196

    Eh, I'd just make it disappear completely when they touch a generator/hex totem. You can't be tunneled while doing a generator, nor should you be invincible and able to do your objective.

    I’ve contemplated the idea, but I’ve had/witnessed moments where a stealth killer pretends to focus someone else, only to go back to tunnelling the recently unhooked Survivor.

    Your idea may be the better choice. I’m Rank 1 but not a pro-level Survivor imo.

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