DetailedDetriment
DetailedDetriment
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Comments
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@Avilgus said:
Ironic perk's name...
Lol. Yes.
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@GrootDude said:
You do have lockers.
So. Place a trap, come back after 1 minute.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/890277#Comment_890277
This really adds to the discussion.
Indeed
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/890294#Comment_890294
Make them two-hook and lower their rarity.
That would be nice, but what if a survivor reaches the second stage on their first hook? Then it's like nothing changed?
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@TAG said:
The solution to me isn't to buff DS; it's to nerf Moris.
How would moris even be nerfed though?
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/890267#Comment_890267
How far out? It sounds like you're at fault here. Also... lockers.
Far enough for me to almost go into struggle mode when his Distressing boosted tr is gone
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@Raccoon said:
DS is currently the best survivor perk in the game, fulfilling way more than its role of an anti-tunnel perk.
Dedicated survivor mains will also state that the perk is not restricted to simply being an anti-tunnel tool when killer mains complain about its versatility.
The developers themselves have also recently stated that they believe the perk is in an ideal spot.
Seem to have acquired taste in my forums, eh?
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/890235#Comment_890235
Yes, right. Let me go all the way to the other side of the map to MAYBE find someone instead of chasing the person who literally unhooked themselves right in front of me. You're stupid.
It's not stupid when you're out of terror radius range and he comes back to tunnel you.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/890152#Comment_890152
If you kobe when the Killer has barely had a chance to leave, then that's on you. You don't deserve to get saved by DS. The Killer has every right to start chasing you again. His nodding is most likely a taunt because of how dumb you acted.
That doesn't make much sense when his terror radius (boosted by Distressing) isn't present and I used my only chance to get off. Nodding is a taunt that garbage killers use when they finally "catch" the survivor that has evaded them for the entire game.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/109627/decisive-strike-needs-one-buff
All i can say is deal with it. Simple as that. What if the guy just wanted that daily mori done or something else. Just cause someone gets moried off hook doesnt mean they are a tunneling bastard. If you get moried you got caught. Theres nothing you can do and nothing anyone should be able to do against one.
I think pulling off a Kobe and then being chased mere seconds later to get downed again after about 45 seconds to then get moried is tunneling. It's made especially obvious if the killer nods at you thinking he's good.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/889731#Comment_889731
Only thing he proves is that there are many bad killers who get looped anywhere on the map because they don't know how to play and then they come here on the forums and you can see them clearly how absurd they sound and very easy to spot when they say things like "an infinite " for Coal Tower and they blame it on BL. You sound also abusrd with the temple sugestion where all the loops are random every game. Sometimes they are there, sometimes they are not to mention there is always a way to get down without vaulting for the killer nearby - it is just bad killers that don't know that.
Thaaaaank you.
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@PlzDonBeMeanToMe said:
Dude exhaustion perks are not suppose to have any affects when you are exhausted
Fine might as well give lithe 75% vault speed even when your exhausted
Might as well give sprint burst 75% base movement speed Even when exhausted for survivers and make scratch marks go away quicker
Im sorry honey are your feelings hurt?
Ok lets also give head on too a 75% increase on stun time
You're cute when you attempt to make a point.
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@Aven_Fallen said:
I guess you just have to accept it that the Devs are lazy. Use Dead Hard. Because it is fun that every Survivor uses the same Perks.
If only that was sarcastic
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@Rex_Honeycut said:
https://forum.deadbydaylight.com/en/discussion/comment/889745#Comment_889745
No argument about DH being a crutch. And yes, any smart killer would break a chase if the loop is good enough; organic to the game based on map design and player skill. But if a god-loop is created by an OP perk with no exhaustion or cooldown, then I would say that person does not know how to loop, at least not without a crutch like....infinite BL.
Nea was the first DLC survivor. The devs could've effortlessly worked around the perk when there was so little maps. It's not about survivors and a perk creating infinites; it's about bad map design causing a perk to excel. If the maps were designed differently them this wouldn't be a problem.
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@StrodeWins said:
the perk is garbage now. they could’ve just fixed the haddonfield loop by putting a wall in the myers house.
the nerf is exactly what it means to be a “bandaid over the problem”
worst change yet to see in this game imo. was pointless.
Very much so.
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@Rex_Honeycut said:
https://forum.deadbydaylight.com/en/discussion/comment/889685#Comment_889685
Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.
A crutch for lower skilled players would be DH. Lower skilled players don't know how to loop. Besides, any smart killer leaves when there's a good loop.
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The problem with this is that most of these people are probably killer mains that just want survivor options to be limited and garbage. Damaging a perk doesn't damage the player, it just annoys people who know that the perk shouldn't've been gutted.
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@Rex_Honeycut said:
Sounds like someone relied on abusing the perk and is upset that they can't do it anymore. The new BL is awesome with the added noise reduction. The nerf makes it more in line with the other exhaustion perks so I consider that to be a good balance and removed the god-like OP status of BL. All they did was take away the ability to abuse it so if you're upset about it you're admitting that you needed a perk to abuse in order to succeed at the game. Simple as that.
You're making yourself look like a fool by only reading the title and not the starting discussion. I'm arguing that Balanced Landing shouldn't even be an exhaustion perk. And the "awesome added noise reduction" isn't awesome if it only activates once every 40 seconds. It doesn't make any sense for a survivor to have the stamina to keep from bleeding and moaning when they've been butchered by an axe but they don't have the stamina to silence the sounds they make when falling. I don't make any noise when falling, the survivors should do the same.
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@Dedicatedd said:
This by far is the funniest post about balanced landing ever
I think what's more funny is how people can't read and then start a big deal in the comments section.
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@ruler33 said:
They could revert the nerf on bl but behavior would have to fix map designs such as what they did with bad ham. That would allow behavior to revert the bl nerf but that would also fix a lot of problems with the game and it would make the game more refreshing creating new things to learn and we would see some new loops to which could make the game funner. It could also add that fear factor back to the game for some of these maps where you know exactly where everything is and were the killer will come from. Honestly im hoping behavior is at least working on the maps is some way.
It would be amazing to see that happen, but I feel that the devs are more focused on small bugs as well as $11 cosmetics
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@leyzyman said:
I got an idea.
Someone mentioned above to remove the sprint burst, and make it make it with where it just has the stagger reduction all the time.
That would be a good idea, but then it would still bring back the haddonfield infinite. And BHVR doesn't want to fix that rn.
Compromise: we do the patch mentioned above, but the stagger reduction is lessened. That way, no infinates, and you still get a use for it besides the 1st time.
I mean, they did it to enduring. They can do it again.
I wholeheartedly agree. Maybe reduce the stagger reduction to 50% and be done. A perk shouldn't be gutted because of terrible map design after all.
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@AChaoticKiller said:
based on what you just said than lithe, sprint burst, and dead hard need a buff because they also give nothing when the perk is not in effect.
You don't understand at all. I want to remove the Sprint Burst gained by Balanced Landing and just have the passive effect. And Dead Hard doesn't need a buff. It's literally a free health state if you use it right. It's effect when not active is to make you feel a little safer knowing you have an ace up your sleeve. I don't know why people even talk about it that much. They praise it like it's God.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/889313#Comment_889313
You would be amazed what you could do with a chainsaw wielding maniac chasing you, being in shape helps, but it's not fully required for a 10 minute chase. Taking into the realm of hours then you have to be in good shape and well trained.
I love how this became a discussion on physical fitness. Lmao
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It's a tough choice between Nurse and Trapper, but I would say Trapper because he's forced to kill which he doesn't enjoy. He also gets the most in-game salt.
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I actually play on my DreamCast
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How about adding a way to stop a killer from tunneling and then moriing a survivor?
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I would see Joey and Susie letting you go because they don't like killing and are being brainwashed. Frank would kill you and Julie probably would to appease Frank.
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When NOED and Devour go down they're staying down.
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Botany Knowledge is a great perk that saves a lot of time.
Empathy is a very close second due to it being Bond on steroids when someone is injured.
Self-Care is a waste of time and should only be run by low-rank survivors.
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I believe that only Freddy, Demo, Hag, Myers, and Trapper need Ruin due to them starting the game off quite slow.
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The changes are barely even noticeable, especially with recharge add-ons
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I choose Knight Ash and Lakewood Slasher Ghostface. I would really like to see a Classic Ash outfit though
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She's the most unique and you won't get ######### for playing her
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Slenderman would be an awesome addition.
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Huntress isn't on here. But that's who I'd be.
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The Huntress would have an incredible movie starting with the perfect opening scene of her mother being attacked by the deer.
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Plague is already meh. Besides, she's spreading a plague, something you can't just use a first aid kit to heal
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There's one thing that a lot of people don't understand about this forum. It's not to buff the perk back to being OP; it's to REWORK it to no longer give the Sprint Burst, but you still receive the passive effects of the stagger and grunt removal.
So stop bringing in other exhaustion perks when the whole idea of the forum and rework is to remove the exhausted aspect of the perk.
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@aregularplayer said:
OP, correct if I'm wrong: your suggestion is BL only reducing the stagger, no more speed bonus when not exhausted, is it right?
I'm saying to remove the exhaustion effect altogether
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@TheHourMan said:
https://forum.deadbydaylight.com/en/discussion/comment/887933#Comment_887933
I don't want this. Balanced is fine now, it was not fine before. The maps in the game should not be created around one perk, otherwise that perk will become mandatory.
The thing is that they nerfed a viable perk because of absolutely terrible map design. Lithe has the same issue on maps such as Lery's
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/888139#Comment_888139
Oh yeah, cause all the survivors are fit, exNavy Seals.
I'm pretty sure they are considering I've never seen them stop running while in a chase.
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@OswinOsgood said:
Its actually very viable for sneaking away now. Think about the strode map. Lots of people like to wait on the balcony type parts as the killer enters the house you can drop and run away without them even knowing. Just add Fixated and you can see your scratch marks and walk faster to get away and leave a completely fake scratch mark trail that the killer might follow and waste time looking for you when your already long gone.
Sure you cant infinite loop with it anymore but that was annoying and completely unfair. But its certainly not completely useless. You still for one get a sprint burst off it. A killer might think they have you and then you drop off a hill and bam your gone.
But what if you're exhausted? That's the whole point. The exhaustion part of the perk holds it back with the recent patch. You don't even get the noise reduction when exhausted, so if the perk is 99d then you're done.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/888024#Comment_888024
Resilience has a cost / condition.
Giving healthy survivors Lithe's effect with an additional 10% vault speed that isn't tied to Exhaustion would make it the best Exhaustion perk, hands down (IMHO, of course).
Just a place holder number. I'm sure 3/4/5 would be fine.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982
Omg you....you hurt my brain. You just said balance landing can't be called balance landing if it doesn't balance your landing.... You just admitted that you're basing how the perk works off of its name.
And if anything let's take it into reality, please. I am pretty sure in real life you can't just repeatedly jump off a one story building over and over again.
But let's also take it into game reality, because it causes exhaustion for balance purposes. I'm pretty sure you have enough common sense to know that games take stuff from reality and change it up a bit to how works in the game for balance purposes
It causes exhaustion for sb purposes.
It also mentions cat-like reflexes, the greatest balance ninjas of all time.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/887968#Comment_887968
10% faster vault speed would break the game.
It already exists as 9% with Resilience
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@beatddb said:
"The perk is straight up useless when exhausted, no longer providing a passive."
No other exhaustion perk had a passive, are they in need of a buff too?
I'm not saying Balanced Landing needs a buff; I'm saying it needs to lose the exhaustion aspect altogether.
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I agree with them not being given out, but console players still should've received them due to not having the ability to participate in the events in the first place.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/887963#Comment_887963
So you're basing of how the perk works by its name? Damn.
No, but the perk can't be called Balanced Landing if it doesn't balance your landing.
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@FriendlyGuy said:
I mean why. Lithe got no passive when exhausted, DH got no passive when exhausted. I don't get it.
I feel Lithe should provide the survivor with faster vaulting speed. Maybe 10%?
Dead Hard doesn't need a passive as it's essentially a free health state
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/887948#Comment_887948
People literally based their entire gameplay loop off of BL because it was super 'balanced.'
Now that it is actually balanced, these people are suffering.
The problem now is that the perk doesn't balance your landing and therefore completely contradicts the name. It's now a d-tier perk at best and doesn't do anything but take up a slot as a sprint burst requiring specific things