Avatar

CrashMADDS13

CrashMADDS13

About

Username
CrashMADDS13
Joined
Visits
0
Last Active
—

Comments

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753705#Comment_2753705

    My guy I am perfectly aware of being able to dodge a beam. I'd love to look you up in the leaderboards to see how incredibly experienced you are with Wraith. Well I'm pretty confident that I know what I'm doing. When you play against actual good, high mmr teams or good comp teams come back and tell me lightburn is a good and fair mechanic. It accomplishes nothing other than giving one killer an unfair disadvantage. Just because you can dodge it it doesn't automatically make it a healthy mechanic.

    Fun fact, did you know you could juke the Spirit before they nerfed her? That doesn't mean her power was ok and good for the game health overall. Same with sabotaging traps.

    Since you automatically assume requesting for a QoL means the person asking must be bad that tells me everything I need to know. Git gud /thread what a great way to contribute to a discussion.

    It's not a QOL, it's a buff, and the devs already decided on nerfing wraith. Wraith is easy, so easy that his pick rate was through the roof after his windstorm basekit buff, hence the nerf.

    Lightburn is a mechanic that offsets his easy power.

    I have no issue playing wraith with lightburn.

    None of the killers need lightburn immunity.

    Git. Gud.

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753184#Comment_2753184

    What is interesting about lightburn? The feeling of invincibility you get by merely having a flashlight against a mediocre tier killer? what about flashbangs which instantly burn you at any distance? How is being burned by a flashlight while you're locked in a pallet breaking animation an "interesting interaction"? Please elaborate

    You're not completely helpless against someone with a flashlight lmao. Having to dodge the beam while uncloaking adds depth to chases with survivor who find/bring one.

    A good wraith can handle all of those, including flash bangs. This is an actual case of git gud

  • 1 DC 5mins. 2nd DC 1 day, but a warning that a 2nd DC will give you that 1 day ban, along with a timer showing when a DC will again be worth 5mins.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753175#Comment_2753175

    I'm feeling like no cooldown is justified by long uncloaking.

    Then people should ask for that aspect of wraith to be buffed.

    Removing unique killer-interactions that make chases more interesting isn't the way to go.

  • The devs have stated they have zero interest in adding keyboard and mouse support to consoles in a Q&A session last year.

    ######### knows why. Better switch to PC. I can't imagine playing killer with a controller ever again.

  • It's weird they don't autofill when you still have more like your addons.

    I think they autofill as survivor, but not as killer.

  • Most people just read the wiki for specific power attributes that aren't covered in the in-game description.

    I think they're fine the way they are, we wouldn't want power descriptions getting too complicated for new players.

    They need to be intuitive and easy to grasp.

  • It's the cost of wraith having a no cooldown, no limit stealth speed boost.

    Wraith needs buffs in other places, not necessarily an immunity to flashlights.

  • @jesterkind said:

    I don't think this is the right call. If totems are going to be protected, I'd rather them just not light up until they've actually taken effect, with a few exceptions- say, Haunted Grounds lights up after a set amount of time since otherwise it'd never take effect.

    That's not to say they can't be cleansed before they take effect, but someone would have to be going around cleansing what looks like dulls to do that. Add onto that the change that activating hexes can snuff boons to make room if they need to, and hexes will be much better overall.

    I would love all of these changes.

  • Boons, as a perk group and mechanic, are completely fine.

    It's coh that's broken.

  • You can't buff all hexes to the level of devour and ruin because they can all be ran together. Imagine a game against a killer with 4 ruin-level hexes.

    The best thing that can be done is better totem locations. But even then, survivors learn the locations, making all totem spawns "bad" again in given time.

    The best thing you can do is expect to defend your totems if you want to bring them.

  • No, in high MMR survivors always sacrifice the 4th person on hook, leaving before they get put on.

    They don't care about fun or trying to get everyone out, they just want the quickest 3 man win any% speed run.

    Blood warden only works at high MMR if survs have a long que time and you played horribly, where no one feels like they had enough interaction in the game. THEN they might feel like going back for the save and blood warden can delay them escaping for 1 minute.

    Even then, good survivor teams will still get their 3 man and 1 survivor dies regardless, usually through a trade or what have you.

    This is why blood warden is pointless.

  • Play killer, and then hate the game for that decision.

  • How about ruin undying AND nwo blood warden 🧐

  • Like others have said, find a swf and play coordinated.

    Having teammates that can always know what they should be doing and where they should be does wonders for your survival rate, regardless of chase skills.

  • It would be a disaster of thousands of complaining players missing their broken perks and the devs scrambling to reimplement the perks in meaningful and balanced ways, failing in classic bhvr fashion.

    Besides, hexes and boons make a nice side objective to slow the game down. The exceptions that are horrible to go against like coh and noed should be reworked individually.

    Although, better totem spawns and interactions could go a long way too.

  • The drawback to this, due to the rather miserable coding of this game, you would be forced to wait out a match to it's end for the MMR to actually calculate, even if you were the first survivor to die.

    The game can only track MMR on individual players, and only compares other MMR values of multiple players during matchmaking.

  • Instead of broken, just do exposed. Like a reverse myc

  • Honestly, at this point i wouldnt care. Take all 3 to nerf dead hard. That perk is horrible to go against

  • Could you be more specific? Is before or after a hook? Is it a drop as in wiggled out? Or drop as in dropped on purpose? Are you saying that after being placed down if you're 99 recovered you should also be 99 wiggle?

    Because that's too much

  • I would love a rework to monstrous shrine that instead gives you a notification upon picking up a survivor that tells whether you're within distance to the basement or not, while highlighting it extra bright.

    In addition, this perk should turn basement hooks into scourge hooks.

    In fact, if all this perk did was turn the basement hooks into scourge hooks with it's original effects, I'd run it.

  • It should automatically switched on, but can be turned off by choice.

  • @Gamerherz said:

    Noed can be very unfair to go against and gives out free Insta down even when the killer doesn’t deserve it. And it can negate your hard fought win. While on the killer side it’s not very interesting and fun to use either, especially when it’s cleansed faster than you’ll be able to utilize it. So with my changes I want to make it more interesting for the killer and fun to use while making it not as unfair on the survivor side. Since it’s the end game it means its the last showdown between both sides and that means you need to give all you got once more and with my changed Noed it will do that without giving anything for free to the killer.

    Hex: No one Escapes Death

    • -From Hex to Non Hex perk 
    • -Exposed status effect removed 
    • -Activates when last Gen got done 
    • -Successful basic attack will decrease the cooldown animation by 25%
    • -Movement speed increase by 5%

    This should balance it out a bit more since the killer has to work more for a endgame kill instead of just being given an Insta down which may be someone on last hook. And it will remove the whole finding noed because the killer facecamps with noed situation and the killer doesn’t have to fear loosing his perk without value. This version of noed will make it easier to rescue a survivor within the endgame while still not easy enough to just run at the hook like a headless chicken and getting away for free. You still need to have a bit of strategy in order to get the save. These changes will add more gameplay to both sides during the endgame.

    Your thoughts ?

    I would love this change. But according to the devs through their balance decisions, noed, dead hard and coh are non issues.

    It is priority however, that we nerf Marvins blood.

  • @RakimSockem said:

    No it doesn't. Get over it or go complain about it in one of the other 300 Dead Hard crying post

    If that many people complain about dead hard you should at least understand that even though you may not have an issue with it, maybe because you "4k no addons with clown every match", the majority of players DO have a problem with the perk.

  • @Predated said:

    Honestly, its really gonna be hard to factor in the realistic effect of a perk when it's very circumstantial. On smaller maps(I consider all inside maps to be small maps, they might have 2 or more floors, but their footprint is quite small), its super strong, but on big maps its quite meh.

    Personally, I think they simply should rebalance perks around map-size.

    T1 perks for small maps

    T2 perks for medium maps

    T3 perks for large maps.

    Having 60 seconds exhaustion on a small map makes sense, loops are crammed together, you dont really need an exhaustion perk in the first place. Having 40 seconds exhaustion on big maps also makes sense, lots of distance between loops, often large deadzones.

    Boons could easily just have a static effect, but their ranges changing to 16/20/24 meters depending on what size map they are.

    Iron Will could be reversed to be 100/95/90%, meaning that on big maps, you can still hear survivors.

    It would allow killers to equip perks without worrying about what map they are send to, allow perks to be bought in 1 go rather than in 3 tiers while still maintaining the aspect of 3 tiers. Make perks overall more consistent without being too overwhelming on small maps, but underwhelming on big maps.

    It would allow devs to make perks crazy powerful on big maps simply because that power is necessary to compensate for the time spend walking around(for both sides), without making them too strong on small maps. It's also gonna be quite easy to detect hackers who want to use T3 perks on small maps through an autoban system, as the perktier would be static among everyone for that map.

    I like this idea 👍

  • How to relax, stop playing 🧠

  • You say strongest add-ons but from my experience with these killers, a better term like "least dog #########" sounds more fitting.

    The add-ons like Marvin's blood and the victor cool down addon are basically QOL changes that make playing the killer less of a slog chore, not more powerful.

  • @Shaped said:

    I find all of them bearable. But maps and tiles, not. Like I always say.

    People would learn very fast that game wouldn't change too much even if all of these were removed. M1 killers would still be looped to oblivion, solo would still lack coordination. Etc.

    I don't know about you, but games with dead hard, coh and noed feel VERY different from games without any of these perks.

    Just because unhealthy and frustrating designs for perks can be bearable for veteran players, doesn't mean we shouldnt change them.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730707#Comment_2730707

    I don't understand you. You want a perk to be completely useless? Lol. Of course it should work sometimes. You make it sounds like you should never be able to break free from killer's grasp by using this perk. Hilarious.

    A perk that robs the killer of a hook after an earned down just because Kate's ass "wiggles" extra hard is dumb. Niche perk at best, should not work often at all.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729798#Comment_2729798

    Literally. Tired of people on this forum picking and choosing which parts of the patch notes fit their narrative.

    Because you don't understand how nerfing some perks while buffing others is not a net 0 change.

    If you nerf yellow add-ons that are used as a QOL change for a killer, but buff their already useless ultra rares that no one will use anyway, that's still a significant nerf.

  • @Minecraft said:

    i love how you threw noed in there thinking it would give you credibility 😂

    noed is the only one that needs to go btw just because it's bullshit and it's another big part of why solo queue is #########. also tournament usage says a lot about this perk

    I really don't care what you think about my "credibility". I hate noed and if you want to argue with someone about kt, argue with a person defending noed.

  • @Veinslay said:

    ::nerfs Nemesis and Twins cause certain add-ons are used at a high %::

    ::ignores dead hard being used by 99% of survivors::

    • devs

    Exactly, those add-ons weren't even busted in the slightest. They literally gave qol buffs to their killers.

    Meanwhile 4 dead hards a game

  • @Brimp said:

    I still dont see why noed would need to be changed.... Noed definitely does not fall under "broken" when boons are in the game.

    Because noeds effects are unfair. That feeling you get when you outplay survivor only for them to dead hard to a pallet? Thats the survivor equivalent of being blind sighted by noed.

    Different from devour, as it's heavily telegraphed by the killer that they have it

  • I would take back old Ds for getting rid of dead hard. Hell, you can take ruin from killers for dead hard. Take bbq, take corrupt, i don't care, take them all for getting rid of dead hard.

  • Killer is hard. And you feel humiliated when even just 1 survivor escapes, pity hatch or not

  • Sounds more like a boon problem imo.

  • MMR in action

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622499#Comment_2622499

    A 6,000 or 7,000 BP item just to possibly use as the last person all the time is rather pitiful. Not to mention the expensive add-ons that go with it. No, it’s really not that powerful in that scenario. It just means killer went to patrol gates while you snuck back to hatch. Whoopie.

    Posted prematurely. Yes, I am in the minority I’m sure but I do think it was. Killers don’t need to 4K every game.

    Then you should understand that survivors don't need to escape every game, and that's why the hatch was nerfed.

    This game is ridiculously survivor sided right now. If your escape rate is so bad right now, then link up with a swf. If you're still not escaping often I don't know what to tell you.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717649#Comment_2717649

    i think we just need better balance between individual perks and between individual offerings would be needed for this.

    i mean.. it will make adept David pretty damn hard to even attempt in soloQ… kinda for all adepts..

    Maybe an option to show/hide your loadout to other survs? At the end of the day, there shouldn't be perks so bad that if your teammates saw them they'd lobby dodge you.

    But realistically, most teams just run 3 meta perks with 1 niche perk, perfectly understandable.

  • Wow the more I think of this, the more disgusted I am that this isn't already a feature. Why the hell would a team oriented survival game NOT allow teammates to see each other's loadouts?

  • @Mooks said:

    people are gonna to get dodged for not running meta perks or get m insulted for running specific stuff like No Mither, Haddonfield offering etc.

    good idea in theory but I think this would actually encourage toxicity even more

    True, but i think the pros overwhelming outweigh this.

  • Robbing survivors of information was fun. She isn't a middle finger to organized high skill survivors anymore. Sure she's still ok, but less desirable when made overly "fair" in a game where the killer is already overwhelmed with good teams.

  • Dead hard should only give i frames and an animation of a dodge. It shouldn't burst you forward the same net distance in a chase as sprint burst. With this change, it would still help avoid an attack for a brief period without being abusable in chase like how it is now.

    Sprint burst should be the "distance" perk. It has to be used at the beginning of a chase and only can be used mid chase with a skillful 99 exhaustion save. Much better in my opinion.

    Much healthier too, because unalike dead hard, sprint burst doesn't feel like you got robbed of a hit, it gives the survivor a head start, or let's them get to a new tile mid chase, without the middle finger of making you eat a miss cooldown

  • All wrong. Call of the dead with George Romero as the killer. Prove me wrong

  • Everything should stay, except survivors infected should lose a health state after a certain amount of time, similar to plauge. Also, zombies should target non infected survivors until everyone is infected, then behave normally.

  • The blood warden buff looks great but no one left behind would kill aftercare. If you scrapped the aura for teammates the perk would still be really good for the action and healing speed alone

  • Artist is a 4.6 m/s killer because she is more so a trap killer than a ranged killer. Her power doesn't damage at long range unless you are already hit by an attack earlier, and at close range you are telegraphed exactly when and where the trap is placed and the direction it is facing. You have ample opportunities to avoid these attacks by leaving the loop and avoiding the ranged follow-up.

    If she were 110% then her counter of "holding w" would become much worse.

    Compare these to slinger and huntress, a quickly released projectile directly from the killer. These killers also perform better against "holding w" because they can attack someone running to a different loop. Artist can't do that unless the survivor is oblivious and not looking behind them, something you'll never see at high MMR.

1 … 3 4 5 6