DaddyMyers_Mori
DaddyMyers_Mori
About
- Username
- DaddyMyers_Mori
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Kaitsja said:
I'm not against a change to Made for This, but if that change is gutting the perk to the point of uselessness, then the discussion isn't constructive or reasonable.
I think that it would be for the best if the endurance aspect were removed from it, and a downside were added to it that incentivises survivors to heal. Example: Whenever you are in the Injured State, Made for This activates and you benefit from the following effects:
- Gain a 1/2/3 % Haste Status Effect while running.
- You suffer from a 5/10/15 % penalty to Repairing while injured.
Alternatively, a token system would also work where for every x amount of seconds spent injured while not in chase, lose a token. Once all tokens are gone, the perk deactivates for the remainder of the trial.
Why not simple limit how long you get movement speed bonus since time you get injured.
You gain 3% movement speed bonus for 30 seconds after each time you get injured.
It would give this perk a counter play and just try hit&run on survivors you notice this perk.
-
@fussy said:
I love how every post about MFT looks like this:
- Author uses arguments, gives examples, explains his position, cites the problems that this perk creates, and tries to compare it with other perks
- Meanwhile survivors in comment: "Oh no it's just fine stop complaining"
Let's be honest. That's how this community works on both sides.
-
@Seraphor said:
Just remember, if it doesn't get nerfed, it's because it doesn't actually inflate survival rates, which means it's not actually a problem.
Hope you accept the objective truth whatever it turns out to be.
Really? That's how it works?
Object of Obsession had low escape rates...
Same for CoH.
It's an issue if you look at perk -> escape rate per survivor, not a team.
I thought people learned statistics are tool for balancing, but not main factor... Why we know it doesn't work? Nurse has lowest kill rate and Pig one of highest kill rates. It makes sense why it is this way, it doesn't mean Nurse need buff and Pig nerf (another man, they failed at this).
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478628#Comment_3478628
Oh yeah. Only difference is, that the last 3 killers powers all revolve around 3 gens. I mean, those powers are pretty much useless, unless used in a 3 gen.
That's not true, at least not after their changes.
Both can use their powers quite well on loops.
Merchants effectiveness drops a lot while survivor is injured. I overall consider her very similar to Legion. Power to slowdown the game and get information, easy to injure survivors, low lethality...
Larry has weird playstyle, 3-gen is not it. You give survivors time to farm EMPs, that's not good strategy. Larry is more like hit&run killer.
-
@GothMilk said:
3%? That is your problem? Idk man, I'm a sadako main and this has not been a problem for me, and I've been seeing it plenty. People use it more for the secondar in my experience. 3% is absolutely nothing. I wouldn't be surprised if they gave it a buff honestly. To me it's a nice little confidence perk, nothing else.
Nice bait, better luck next time
-
I am fine with that, just let me swap during fatigue.
Waiting 5 seconds after each down sucks a lot.
You basically eat DS everytime you down someone with Victor.
That's why you simply have to slug after each down and find healthy survivor, then hit is only 1 second for swap.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479017#Comment_3479017
They literally said that they don't have any plans to change it currently so idk what ur on about
Well, they didn't want to change CoH neither even tho it was clearly broken.
I treat this as old Object of Obsession, if I see survivors using MFTs, I go full tryhard.
Btw in past they didn't want to change Object of Obsession neither, because survivors didn't have high escape rate with it, not surprised when all of them got tunneled...
I have feeling they monitor perk and escape rate per single survivor, not a team.
-
Sure,
I would like to see average game around 30k and make 40k possible in good games for both sides.
40k is near impossible result right now for both. You have to actually focus on getting this, which seems weird to me.
-
@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478873#Comment_3478873
40% escape chance is waaay fairer than 50%.
Math is funny. 40% escape chance results in a ~47.52% chance for the killer win condition (3k +4k chances) to occur.
At 50% its about 31%....
Ok, I wasn't really best at math.
Would you mind to explain how this work?
This doesn't make sense to me.
Also this would work only if you have equal numbers per each option, but we know 1K, 2k results are more likely than 0k, no?
-
@THE_Crazy_Hyena said:
Clown bottles for survivors does ACTUALLY sound like a lot of fun, as well as being totally crazy.
I mean, such a feature could be implemented in a similar way to flashbangs, where you have to do a prerequisite task (be it 50% of a generator, or healing a teammate for one health state), and then craft it while standing in a locker.
It doesn't need to have too strong of effects, but they would definitely need a different color to discern them from the actual Clown bottles.
So to take the idea up one notch, here's my take on the idea:
Item: Stolen Bottles (Iridescent) - Start the trial with 1 "Clown bottle" in your inventory. You toss it with the secondary action key (M2 by default).
Grants the ability to craft "The Afterpiece Tonic" while being in a locker for 1 second.
The ability to craft this item will activate after you have completed 60% of a generator's repairs, or after healing one health state of another Survivor. This can occur two times during the trial.
Upon tossing the bottle, it will break upon impact on the ground, spreading a green cloud of gas that only affects killers.
- Applies a 10% Hindered status effect and blurs the vision of the killer while they are inside the gas cloud. The effect lingers for 3 seconds after leaving it.
"Not that overpowered to be honest, but it does sound like a lot of fun as well as an interesting take on consumable items"
It might be fine as one time item like firecracker, but definitely not perk where you can have multiple of them.
And why would lingering effect be longer than clown have (2 seconds).
Using this item would on most loops make you unkillable for many killers for 12 seconds + classic looping time.
Killer will basically have to drop a chase whenever this is used.
The game would be hell for a killer if survivors could bring 12 of them (items + perks).
-
Maybe don't DC? That might help with DC penalty...
-
I had to play Deathslinger for daily today...
4x MFT on Wreckers' Yard (map offering). It's simply hell to deal with rock loops as 110% against MFT.
I can easily tell who has it, so it's not really an issue when 1 or 2 survivors use that perk. I will just refuse to chase them and tunnel survivors who don't have it, but the hell am I supposed to do when everyone has it...
-
@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478388#Comment_3478388
bleeding out is a valid strategy for killers in my opinion. However, I don't see how this perk would cause that kind of issue. it only affects the most recently unhooked survivor so the other 1,2, or 3 are fair game.
You have survivor who knows you can't hook him.
Do you really think they going to go away and work on gen, instead of annoying the hell out of killer. That's what DS did.
-
@Pavel_Ch said:
It seems to me that when the hatch appeared after 5 events, there was no such problem. now you want the two survivors not only not to run away, but not even to hide. their task is to survive, it is not surprising that they fulfill it
Their task is to escape...
They should mainly fix bug, where crows will never get active, if you drop and pick up item.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478229#Comment_3478229
Ohh you are arguing because of Skull Merchant.
Well, the devs clearly know what they want. They want to get rid of 3 gens, while also giving us killers that promote 3 genning (Knight, Skull Merchant and now Singularity).
We already have several killers to hold 3-gen.
I was holding 3-gen two years ago with Legion.
It's not a new thing. Players just get allergic to 3-gen during CoB era, which made it super easy to do.
-
@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476847#Comment_3476847
I guess I'll stick to 3 gens because that's so much more interesting, then gaveing patrol paths that stay untill detection corraling surivors into those paths and disabling survivor abilities
paths that make you undetectable
Exposing surivors for bad plays and have map wide pressure
Exposing survivors for bad play....
Drone is slower than survivor, if that play is this bad, they deserve to get Moried....
This drone would almost never catch survivor. How often you see guards finding survivor on patrol?
Most of time you have to use it Spirit style and land on top of them, or get them into corner with no other option.
Well, those drones would be even worse at this.
So it would be way harder and less rewarding. Make sense...
-
@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478367#Comment_3478367
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478385#Comment_3478385
i agree that tombstone piece needs to be completely reworked, changed, or removed. its just a cheap copy of judiths tombstone, and it shouldn't be a thing at all. and there still is counterplay to judiths tombstone, its vaulting, doing a gen, exit gate, basically any interaction that forces him to M1 causing a lunge or just a hit! its still there, but now your still able to get the achievement.
Yeah, but those resources are limited.
This would be massive buff to add-on that really doesn't need it. Just so achievement is easier. I don't really consider that a good reason.
I would rather change achievement than game mechanic, if you think it's that bad.
I already have it and had to wait in front of locker for almost 30 min...
-
Yay, unhookable survivors would be back. What could go wrong.
You really want to bleed out, don't you?
-
Locker is only thing not making iri tombstone broken.
This would basically remove any counterplay.
Tombstone piece should be nuked from orbit and give Myers basekit buff.
-
@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477518#Comment_3477518
Slugging isn't really effective as it requires you to win 4 chases in a row. (And they still have the unbreakable meta in store, even if they completely stopped talking about it).
You exactly proved my point, tunneling is the one thing that prevents balance from happening in dbd. It's basically exactlmy as if killers, when spawning, had a button asking if they want all 4 survivors to die immediately with no effort needed from their part.
I talk from a survivor perspective but I play 50/50, it's frustrating thatr we can not have nice perks just because tunneling allows a guaranteed 4k anyway. I also feel punished as killer because since I don't tunnel, I'm not allowed to have strong perks.
I don't get the "if you fix that, there are other problems that will need to be fixed, therefore, let's not adress anything ever". Yeah, if we fix both facecamping and tunneling, there will be sluggers. Maybe. But all killers? I don't think so. Currently, during the event, I estimate approximately 1/20 killers not to be hard tunneling or facecamping (with a facecamp killer).
Is it too hard to ask to just play dead by daylight? Using the actual game mechanics?
You misunderstood.
Main point is everything else was nerfed, so not really surprising there is lot of tunneling.
About slugging, if you played during DS meta, if you wanted to tunnel one guy, you just slugged him between hooks to avoid DS, or just took it if you had killer for it.
As long there is no reason to hook different survivors, or other strategy is not better/equal. You are going to have killers tunneling. Not really difficult concept.
-
@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478212#Comment_3478212
The killer's objective being to kill survivors doesn't excuse the methods they use to get to that point. You can argue both sides having their own interests which equal out, but killer has a far bigger influence on the match in that regard.
With that baseline in place, with both killer/survivor goals set, we can now say that the killer, with the character they decide to choose, the perks they decide to bring, and the strategy they have in place, decides how fast those gens go. Because in order to get more kills, you have to stop gens as much as possible right? That shouldn't be the case. I've never seen a multiplayer game of any sort allow one side to completely deny any progression in pacing.
Payload as a gamemode is popular in any game medium because there's a fail state for both sides. Took to long? They defended good and we can move on. Took the payload to the end of the map? Congrats on pushing through their defenses, let's end early.
Skull merchant is by far the best example of this and shouldn't have ever existed. Simply picking her changes how the game is played because her ideal game state is dropping drones at a three gen. No one is gonna keep flip flopping drones at strategic loops or areas with her because there's no reason to.
What do survivors have? Prove Thyself, which is getting nerfed, and a couple others. They never affect the speed of the game as much as the killer does.
Why is that the case? Why is stretching a game long-term a good thing? In what world, does limiting a game time harm the overall experience? And don't think I don't understand your position here, it's just that I see no world where ending the game early is a bad thing.
Ending game early is bad thing for sure. Basically you won't get any points and that game is equally wasted time as 30+ min game in my opinion.
So how you get fast game?
Survivors bring gen rushing perks + toolboxes. You can end game under 5 minutes where most killers can't do much about it.
Alternative is a killer tunneling someone from start of the game.
Both require one side starting the game with goal to end it asap, where other side is clearly unprepared for it.
Neither of those scenarios are really enjoyable for other side.
How is that a good thing? It will only make other side to bring strongest things for next game and you create this sweat festival we currently have.
-
Just make it so infection is not progressing while in chase. That would fix all of those.
-
Why every skull merchant rework I see, simply makes her Knight 2.0 and usually it's version from Wish...
-
@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477486#Comment_3477486
You're the one babycrying about the potential of the biggest problem in dbd being fixed just because you know you're so bad at the game you're unable to win by actually playing it.
There was time of stacking slowdown perks instead of tunneling. Almost all gen regression perks got nerfed, so tunneling was back on menu.
You had NOED as plan B, so you didn't worry about end game. Well, NOED was nerfed. So back at tunneling.
Then was time of 3-gen instead of tunneling. Perks got nerfed and they want to nerf it more. So we are back at tunneling.
If you "fix" tunneling, it will get replaced by slugging, then survivors start to cry even more for basekit unbreakable.
Like how exactly do you want killers to win?
For most killers, it is not realistic to go for 12 hook every game. I do it sometimes, when I know I can get away with it, but if survivors play save and you manage to get first hook on 3 gens left, you don't have time for hooking everyone.
Only viable strategy other than tunneling is hit&run, but you have only few killers capable of doing that effectively.
Alternative is to just play top 3 killer every game.
-
@[Deleted User] said:
I’m sure you’ll get your wish. I have no doubt they’ll introduce something ridiculous like the killer can’t hook the same survivor twice in a row. Seems like the direction the devs want to take this game.
Funny is Otz had experiment where he tried to not tunnel.
One of rules was not to hook survivor twice in a row.
Survivors were saying he is tunneling anyway :D
-
This is not rework.
You want Knight nerfed.
-
@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476761#Comment_3476761
Not exactly better interms of her 1v1 better in terms of ,worse in her 3 gen 4v1 while still keeping some sort of pressure
She's going to be chasing a exposed surivor with the ability to deny pallet drops/ vaults at the press of 2 buttons but she can only do it 3 times
While drones harass surivors by making then unable to do gens by getting shocked getting info
So a better Knights in some ways
80° cone copying the directions you were looking
knight has full circle and even there it often won't trigger on survivors. This would be even worse.
If it manages to catch a surivor
how the hell is it supposed to ever catch survivor when it's slower than survivor? It doesn't make any sense.
FYI guard 4.1 m/s, or 4.4 m/s (assasin)
This rework would make Skull Merchant so trash. It's way worse Knight. It's worse at 1v1, 1v4 and even 3-gen would be worse than Knight. That's really hard to do...
Knight from Wish.
-
So basically worse Knight?
-
Well, it sucks when killer goes for tunnel at 5 gens left. Some survivors deserve it tho.
But tunneling at 2 gens left is understandable imo.
Killer simple needs to get someone out before 1 gen is left, if they want to win.
Alternative is 3-gen, which is going to get nerfed tho.
There used to be less tunneling, but several perk nerfs made it simply best strategy. There is absolutely not reason to focus different survivors, it's way better to slug them and focus single survivor.
Least tunneling was during BBQ, Pop, Ruin meta imo.
BBQ made you focus different survivors, pop and ruin gave you quite lot of extra time and you also had to leave hooked survivor for them to be effective.
DS was also a thing and everyone respected it.
But all those were nerfed.
-
@C3Tooth said:
Saloon can add a gym at the hanger area. Midwich I dont really know, few classrooms are empty, may guarantee 1 pallet in each class?
Do we really want The Game 2.0?
-
It's not like there are perks to help you find totems, right?
It's better to make them basekit, so hex perks are completely useless.
-
I would like to know why console can't do it, when PC can do it even with lower DPI.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476375#Comment_3476375
if you hit me as killer, i will notice you have it if you have more then 2 stacks. I don't like how survivor can easily deduce every perk the killer has. I kinda wish killer perks were more of mystery similar to survivor perks.
STBFL is not really an issue for SWF. You can easily notice it, but obsession won't notice it (soloQ)
-
Second change is weird, I don't think there is a reason to it.
I like first change. This let even M1 killers to focus original obsession and gives survivors information that killer has this perk and option for counterplay.
-
I quite like whole mechanic. Except exposed status, that's broken.
-
@leviivel said:
there’s definitely a lot of Skull Merchant players that 3 gen and it’s boring but it’s usually not completely uncounterable, but it does require coordination (which is hard in solo queue but that’s a given). Especially if the player plays in the EXACT way that everyone describes her, it would be so easy to counter because she would just keep circling between gens. JUST DO SEPERATE GENS DON’T DO THE SAME ONE TOGETHER.
although some of ya’ll just DC against her for no reason other than “me no like drone woman” because i ran a full chase build on her and i had a match where i had no drones on a gen (and the survivor’s weren’t even bad at looping mind you) and they DC’d when i downed them and i hadn’t even kicked a gen once that match.
also, unless you suck at skill checks (cough cough overcharge), all the good gen slowdown options in the game currently require downs or hooks WHICH SHE SHOULDN’T BE GETTING IF YOU’RE GOOD.
IF YOU’RE GOOD
that's an issue...
-
@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475715#Comment_3475715
People will always go for the easy plays/win. Even if she gets buffed people will still play here as a 3 genning killer. Jane, and others have proven that SM is very viable as a chase killer.
at this point her whole power needs a rework
So many things done by M1 killer... sure
-
Yeah, you lost me with Doctor.
-
Wraith should never have chase over a minute.
Wraith is capable of 4k even against good SWF, with good build tho.
Don't commit to every chase, try hit&run.
-
I play her a lot and this is massive overkill
-
I don't consider him weakest killer as some try to claim.
But he is definitely most map dependant, noone else is even close. Difference in eperience of playing him on indoor or outdoor is massive.
That's probably main reason why I wouldn't main him.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474516#Comment_3474516
I mean, how're you gonna do it without running directly to the killer? Even if you do run directly to the killer, the purpose of Corrupt Intervention is to push survivors to find other generators at the start of the match, and your teammates will all have started doing that even if you somehow make a beeline directly to the killer.
That also uses up your charge of Plot Twist, which doesn't seem like a great trade to me.
Don't take me wrong, I don't think this interaction is an issue. It's quite funny imo.
-
@jesterkind said:
I feel like the fact that one of the survivors in your trial is running No Mither more than makes up for the fact that your Corrupt ends early.
I don't think it warrants changing on these grounds, it's a one in a million setup that would never become a meta strat solely because it's still a net negative for the survivor bringing it. No Mither requires very specific builds to work properly, and even then it's a risk. Getting to deactivate Corrupt doesn't change that.
You don't really need no mither.
Lot of killers who use corrupt wants to use full duration and only injure survivors during that time.
Oni, Nemesis, Plague are good examples for this.
-
That sounds fun as iri.
-
Just don't go there.
Go kick pallets you left around map or something. This way you waste time of 4 other players.
-
What about specify your issue a little...
How are they taking it away?
-
It was kinda made with this in mind at start.
But almost 2 hour queue times made quite fast stop to this. Right now it's really loose.
Most players didn't really like it anyway. So sweaty games all the time...
I prefered rank system anyway. Just make sure new players are not in my lobby and I couldn't care less.
-
I will rather have wallhack nurse than 4 slowdown perks. Game is going to end fast at least.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473046#Comment_3473046
Sure. Not all. But Blight, Plague, Meyers, Pinhead and quite a number of others still have it. No survivor can have such a thing now
Just get decent SWF group, all use meta perks with 4 adrenalines and here you go. SWF never needed BNP or Instaheal to win.
It's completely fine to talk about those addons, but they are not reason to not nerf something else. Some best things killers could do got already nerfed. Are you saying they were supposed to nerf every strong addon killers have before they get to BNP?
Double iri plague is strong, but you can just mass cleanse as soon you found out she has iri seal addon. I don't really think that needs a nerf.
Pinhead? His iri is decent, but not really broken. I am really not worried about Pinhead while playing in group and you are probably dead anyway as soloQ against Pinhead.
Myers, double Iri is meme. Piece is broken for sure. Daddy needs his rework.
Blight is most likely next on chopping board.
But that doesn't change that way more killers don't have nuclear option in addons. You have few that does.
From what is left I think Blight needs addon nerfs, Myers needs rework, Clown needs rework.
I am fine with rest.
-
@Gandor said:
It's whole class of things. Tombstone piece is just an example. 5 best blight addons is another. Double iri plague yet another. Iri vial+video conference wesker another. Engeneering's fang+impiling wire pinhead yet another....
Like about half the killer roster have some op or borderline op addons - which was countered by op medkits+op toolbox. Now survivor op stuff is nerfed and in exchange most killers were left untouched. But sure, nurse and spirit did not make it...
I wouldn't call this countered.
You have only few killers that have this.
Survivors can bring this each game, but not all killers can do it.
Most killers are happy if they have two useful addons.
Spirit add-ons just got nerfed so they are clearly working on it. Nurse add-ons were nerfed too.
Don't act like strong things on killer side are untouched.