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DoomedMind

DoomedMind

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DoomedMind
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  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515781#Comment_2515781

    Ah fair enough

    But yeah, sometimes I'll run full meta if I feel like I'm getting my teeth kicked in by people doing the same. It's a vicious cycle sometimes

    I like to mix meta/non meta stuff though because it's fun.

    Guilty pleasure of mine is running Agitation on every killer I play, even ones it doesn't make much sense on I just LOVE how the perk feels.

    You said everything that has to be said, it's a vicious cycle.

    I hate to use DS, Unbreakable, BT, ... because I feel it's either too powerful imo or a perk to be able to just... Play the game longer than 2 minutes (hey DS). So I use "Non-Meta" builds (or as you say, a mix of meta and non meta. I don't think Sprint Burst/ Vigil/ Fixated/ Window of Opportunity as a meta build).

    Until I face the Blight Sweatlord that is over slugging at 5 gens left with Ruin/Undying, double speed rush add-ons (or another killer, but with the same comportement and kind of build, you know the picture), that doesn't hesitate to immediately tunnel when he (clearly) doesn't have to. And I freakin want to use an over meta build, and roll over the next killer.

    A killer who, each time I choose to play meta, plays casually (or else it wouldn't be funny, probabilities are silly), so maybe after the game the killer, after seeing all the meta perks in the lobby, will play merciless with a sweatlord build and gameplay.

    A vicious cycle, so.

  • I already use the fast recovery Sprint Burst build, actually underrated.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526714#Comment_2526714

    Excactly. Even with Fragile Wheeze, the cooldown is 3.6 seconds per blink. It doesn't really pay off.

    That is if they leave the recharge Add-ons as is. Personally, I think they'll get nerfed or changed.

    Imo recharge add-ons are fine alone. For the moment, the only combinations I acknowledge as too powerful are the Purple range + green recharge, and the double range. These are making the Nurse the absolute God of killers.

    You outplayed her and gain distance ? One blink, she's back on you. One time I always played with the double range, and I found the game so easy that now, I'm forbidding myself to use the purple range add-on.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525370#Comment_2525370

    It's 3 seconds base and 4.5 seconds with the Add-on. It's more a nerf than anything else with a occasional 3rd blink.

    Yeah, a good Nurse will be far more oppressive with range and/or recharge add-ons.

  • Well no, in team it will be unleashed, imagine 4 green toolboxes (the one with 32 charges) with repairing speed add-ons, and Prove Thyself. After completing your gen in 25-30 seconds, you go in a locker, then go on another gen, and repeat.

    Also I think the toolboxes would have enough charges to not be depleted so... You can probably do almost 2 gens if you're with someone doing the same thing.

  • @GannTM said:

    I really feel like Built to Last has potential to shift the meta a bit with this buff. This would be awesome because there needs to be new perks that we can see in games more often rather than just the same 7 perks on each side we always see.

    Who else thinks Built to Last will be meta? Obviously it will only work with items but it can work great with medkits and toolboxes and probably won’t be that OP considering survivors have to waste time hiding in lockers to use the perk.

    The first thing I see is 4 surv with green toolboxes and speed repairing add-ons, +Built To Last and Prove Thyself, in team, gens will fly even faster than before.

  • @GoodBoyKaru said:

    SHE'S BACK BITCHES

    https://us.v-cdn.net/6030815/uploads/38H29XDMQJDG/20210927-214909.jpg

    NOW WITH HALF OF HER COOLDOWN TOO

    At least her cooldown gets increased.

    4.5s for 1 blink

    9s for 2 blinks

    15s for 3 blinks

    I think

    The add-on is fair

    Also, where did you find the reworked add-on ???

  • @Kebek said:

    Ok, completely honestly, it will hurt but won't ruin him in terms of power. Even if these changes hit live (let's hope not), he'll be at worst low B tier killer, right now I'd rank him low A tier or very high B tier.

    What these changes mainly do is make him clunky and far less fun to play which will push players away from playing him.

    It really depens on how he'll feel on the PTB, it could be not that bad or it could be terrible. We'll see soon.

    He will be exactly like Huntress. Huntress has to wait a little before launching her hatchets, and she's not bad.

    They said they'll improve his speed while aiming, so survivors won't be able to crouch indefinitely nor gaining distance in loops or in the open.

    He'll be fair, just fair.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524740#Comment_2524740

    Because he is unfun to face. Granted I think he should become 115 if he's going to have the 32m terror radius.

    Well, Huntress is 40m and is not 115%.

    He just didn't provide any good counterplays. You're running like a chicken head and hope he'll miss. That was unfun, and just... Skill less.

  • That's what I'm thinking each time I get one in a chest

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524648#Comment_2524648

    I'd like to see them have a different mechanic, his cloak speed is perfectly fine.

    Oh yes, talking about changing because they are useless yes, sorry for the misunderstanding.

    We both agree that they need to have their effects changed.

  • Oh were you talking about the set of add-ons that are reducing Wraith disappearance time ? They're not his strongest add-ons, what's the matter ?

  • @Astrian said:

    This mid-chapter update with half of it's content already looks better than most of the recent full chapter updates y'all been pushing out.

    Trapper changes

    Spirit changes

    No longer using vague descriptors and instead just using numbers

    Addon passes for a lot of killers

    Perk changes

    A kill switch to disable aspects of the game without pushing out an update.

    This is too good to be true. What did you guys do with the real BHVR? This good of an update? Even better, half of a good update? You guys acting suspicious.

    The only thing I'm scared of is bugs when the update will be on live, each major update is a bugs fest.

    But hey, as you said, they actually did a good job, let's give them that, they deserve it.

  • I think she has some of her add-ons changed, tomorrow I'll have the time to take a closer look on the update, I'll see all of the add-ons of the mentioned killers :)

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523939#Comment_2523939

    I mean did you see those Pig addons? Hot DAMN does that brown addon that gives deep wounds on a failed box skill check look neat af

    I admit I didn't have the time to play in the PTB to see all the changes, but for a brown add-on that's freaking neat !

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523304#Comment_2523304

    It's a shame, but at least another killer that hasn't had love is getting some! Good on the Plague mains, especially with that tapping puke change.

    Yeah, it's impossible to please everyone in one update, this is already great that they (finally !) are giving love to the Trapper. Same for Plague.

    Plus, some add-ons are changed for a lot of killers, surv and killers weak perks are buffed, that's a nice update, a very good update.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523161#Comment_2523161

    No.

    At least with the... admittedly dumb change to his Terror Radius, you can still get some stealth killer gameplay out of him. You just need to run Undetectable perks instead of M&A and his TR addons... which is doable. Giving him a Lullaby would delete the only ranged stealth killer we've got.

    I agree, it was not a good design to make him as efficient as a classique killer, paired with a free stealth "passive".

    Maybe we'll see some interesting builds after the update ?

  • @Boss said:

    I hope the "Blinks" are changed.

    Blinks are quite good actually.

    Some tight locations are hard to land on, but dead blink zones are actually rare.

    The only thing about blinking that would be cool to change, is how easily it is to blink down, when it is so damn hard to blink up. But hey, coding this thing is hard so...

    With practice, blinking becomes a natural thing.

  • @Pepsidot said:

    I quite like the perk buffs, especially Vigil. Will be even better in a build surrounding Sprint Burst in a chase + Fixated. Plus, reducing other effects durations is nice too.

    Man I was so hyped by this, my favourite build already is Sprint Burst / Vigil / Fixated / whatever.

    Sprint burst in 28 seconds ? I'll run the killer for ages.

  • @lav3 said:

    There were blast nerfs to survivor sides after Nurse got nerfed and Ruin got reworked.

    With upcoming Spirit's nerf, who knows.

    I'm starting to think Dead Hard, Iron Will, Prove Thyself and maybe Spine Chill might get some changes.

    Now that the Spirit is nerfed (well, soon), Iron Will and Stridor effects have to be reverted back. We all knew and know that this survivor buff was a bad way to nerf Spirit.

    Also I hope Spine Chill won't get any nerf, because it is great at what it does, without being busted. I think it would be better to buff Premonition so Spine Chill has finally one competitor.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519703#Comment_2519703

    Reread the patch they are touching addon they are never use or use to much this is not a good thing for killer we all know what happen when the dev touch the killer addon

    Well, she's perfectly fine basekit so... It's not like it matters.

  • @botrax said:

    Maybe nurse will get nerf this patch they are touching her this patch.

    Its a bit soon to jump to conclusion the thing we know for sure is spirit will be gone and for now we have blight and nurse for the high level survivor player

    They're just touching killers' add-ons that are never used, it's not nerf nor buff.

  • @Aneurysm said:

    You can't look at wraith, he's invisible. And you're literally a nurse main so less talk about killer balance from you pls

    Well, basically you're saying that Nurse mains are not allowed to talk about balance ? Interesting, you're surely a strong advocate of freedom of speech, don't you ?

  • Anyway, on the subject, I prefer a few well designed female killers like the ones we have than poorly designed female killers. Quality over quantity.

    Because hell, we all know what is it when devs make female characters just for LGBT people (hello gears of war). Let's not force them, for now, original killers design is very good. I don't know why there are complaints about numbers.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515012#Comment_2515012

    Contrary opinion: Dead Hard should only give you I-frames. The free distance it gives at a press of a button leaves the Killer with no room to counter it in the majority of cases. It's literally a 'press E to make it to a pallet or vault you wouldn't have otherwise'.

    Dodging hits by timing it well requires skill on the Survivor's part, and has counterplay on the Killer's if they know what they're doing.

    I think that would create interesting mind game if while using DH (a DH that only provides IFrames, no distance), there would be nothing to show that you are using it.

    There would be a mind game "is he using DH currently or not ?", maybe that would be unfair from the killer pov.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512929#Comment_2512929

    For 5 years, survivors have consistently been nerfed every patch and killers buffed.

    Well, the recent Iron Will buff is quite something.

    I mean, it's literally a perk without counter, you can't mind game a surv that has this perk. Also, the Spirit is severely nerfed soon, Undying was (rightly) nerfed short after its release.

    I wouldn't say that survivors are needed again and again and killers are buffed again and again.

    As @Shroompy said, the best way to have a better balance is to put solo survivors to the level of a team by giving them coordination and communication tools.

  • They should revert Iron Will and Stridor as it was, now that there is the nerf. That's my opinion. I hate Spirit, but all of this is overkill.

  • At least they should revert the Iron Will and Stridor changes, now that there is finally a decent nerf.

    But yeah, she's overnerfed, people asked a nerf about the stand still mind game, not knowing exactly where she is.

  • Distortion should hide for at least 16 seconds, and there should be a way to retrieve tokens.

    Also, Retribution will be busted on Nurse, paired with Plaything.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514255#Comment_2514255

    Really? So what is pop goes the weasels purpose?🤔🙂

    The same but there is interaction, where Ruin is just going back to gens, plus making the surv to lose even more time because they have to run around the whole map.

    Pop for chad, Ruin for noobs.

  • @vacaman said:

    I hate that the perks they buffed were hex perks.

    I think they really really want a hex meta.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514043#Comment_2514043

    It is necessary for the most part...any killer match without gen regression of some kind is just stacking the survivor side even more🤣

    There is Pop Goes the Weasel for people who actually are playing well.

  • @Steel_Eyed said:

    Survivor isn’t fun either. Tunneling and camping every match. Every killer.

    Unfun playstyles are rewarded.

    And Ruin/Undying every game, it becomes tiring.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513689#Comment_2513689

    Maybe for you but I hate playing with her cooldown on Blinks, I am not sayings she is weak, I speak purely about gameplay feeling. It feels awfull walking around with 98% movementspeed and waiting for your power to recharge.

    Well, I play almost exclusively Nurse, I know what you're talking about. It becomes negligible when you've mastered blinks and where to blinks during chases.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513469#Comment_2513469

    The fact that you had to pull out every mediocre to bad Killer to defend Ruin/Undying just shows how problematic this combination is.

    Instead of fixing Ruin/Undying and then applying some fixes to Ghostface and his band you suggest that Pinhead gets nerfed and then probably has to play the same boring perk combination as them. This forces a stale and boring meta onto people and is not a progressive way to develope this game. By keeping Ruin/Undying you block out new slowdown mechanics on Killers or perks that can slow the game down, because they will always enhance that combination. This limits the development by large.

    Killers like the M1 class you just mentioned have to play this combination to have any leverage against some descent survivors. Killers who already excell against them like Nurse, Blight, Spirit and Hag get too much leverage by using these perks.

    You said it yourself: This build is a soloQ destroyer. I agree with that. However this still does not show off how Cenobite himself is too strong.

    You got a solid point I admit, I know that the weaker killers has to be buffed to the level of stronger killers, so Solo Q can be buffed, and too strong perks can be toned down.

    But for the moment it won't happen because it is too much work, and to be honest, I don't see BHVR doing that, because it would be good work, and now they aren't doing good work at all.

    I agree with you for 100%, I hope the future will give us what we want.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512042#Comment_2512042

    No, what you descirbe is not Pinhead being oppressive it is Ruin/Undying that is oppressive.

    All of your arguments against Pinhead only work because you add Ruin/Undying to it and you refuse to address that this is the main problem. Neither of your arguments would work without Ruin/Undying.

    And I fully agree that Ruin/Undying is a problematic combination that limits other slowdown options for Killers. Even more interactive and rewarding slowdown options like Pinheads box or new, more interactive slowdown perks. Every new form of slowdown will just get stacked on top of Ruin/Undying and become problematic, which is why Ruin has to be changed.

    Pinhead himself is not oppressive vs solo Q. He just has an addition form of slowdown and that slowdown alone is no problem. If you play against him without Ruin/Undying you will see that only the most uncoordinated teams will fall victime to his box. Which is fine, the game should punish bad players.

    I play him often and I do not use Ruin/Undying, I use his 3 personal perks and Hex: Thrill of the Hunt. Solo survivors can finish their generators quit well and are not that dumb.

    Yeah sure he's not a problem basekit, I think we all agree about that. But his passive works too much with Ruin/Undying, and 90% of PinHead players use this combo on him because how it works well.

    I complain about PinHead, and not about Ruin/Undying, because when you create a killer, you have to think if he wouldn't be broken when combined with certain perks.

    Is Ruin/Undying a problem with Clown, GhostFace, Myers, Trapper, ... ? No. But is Ruin/Undying a problem with PinHead ? Yes.

    Currently, this build is a solo Q destroyer, that's it. You can say my arguments are invalid,l if you want, but it's a fact that this build is absolutely overwhelming against solo surv, and there are two perk slots and add-ons on top of that already strong build.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/281755/pinhead-too-strong-for-solo-q

    Okay, please elaborte why you think he is "too strong".

    Because if I think about "too strong" I think about something like Spirit, Nurse or Hag. Pinhead is not nearly as oppressive as Hag in my opinion, but this is about your opinion. If this is about the ultra rare add-on, than I agree. That can go away, no problem.

    He is oppressive with Ruin/Undying, because vs 4 solo surv, everyone will have to deal with totems, with the chain hunts, the box, the killer, while doing gens.

    The fact that you HAVE to quit your gen because of the chain hunt is making PinHead strong against solo.

    You don't know if someone is going to take the box, so you have to go or you are just losing your time because of Ruin combined with the hunt.

    PinHead with Ruin/Undying vs 4 solo Q is too oppressive, there is too much to do. In lucky games, totems will go fast, and only one guy will go each time to get the box. In average games, totems will take a while, gens will be done slowly because there will be 2 guys that are going to get the box. In worst games, everyone will go to get the box, the killer is good, totems are well hidden, gens are not done, not even one.

    He IS oppressive vs solo Q, as survivors are not productive vs a gameplay that requires to be productive.

  • Personally, I am facing so many Ruin Undying that now I refuse to play these perks. They are a solo Q destroyer when combined, and on some killers, it's unbearable as solo surv (Nemesis, Spirit, Blight, PinHead (his chain hunt + ruin versus solo surv is busted), Nurse double range).

    90% of my surv games has Ruin, and often Undying. "Do totem" yesss, sure, if you're unlucky, you just passed by and didn't see it. The fact that there are so many totems locations is making survivors searching every bit of area in the map, hurting the solo Q badly.

    These two perks combined with powerful add-ons, sweatlords (more than before because of MMR), and the solo Q non-organisation, solo survivors have a bad time, an very bad time.

    Before MMR I played a little bit more survivor because it is more casual than killer, but currently I feel more relaxed to play killer ..... And I play more killer now.

  • @TamboRhyyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503544#Comment_2503544

    I've suggested the last one before! Making things like blindness recover, say 50% faster, while exhaustion stays a lower value :0

    That, is something I sponsor. :p

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504250#Comment_2504250

    abusing the system to get less experienced players.

    You can do it with or without seeing your own score... Also only a minority would do that so the argument is... Well, not an argument.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504217#Comment_2504217

    ELO score and MMR is not the same thing

    your MMR in those games will affect how much elo you gain or lose

    Yeah I know, so what would be the problem with transparency ?

  • @cyniChris said:

    We probably don't see our scores because forums and Twitter would be bombarded with mismatched scoreboards, much like with the ranks... and the grades right now...

    Either that or the alleged maximum will be revealed and that'll lead to more complaints.

    As for why they won't tell us how the system works, I have no idea. People will still throw games to lower their scores and there is nothing the devs can do about that.

    Personally I think they're afraid of being transparent because the system has taken a year and multiple failed tests to implement, and if they show off how basic it really is, it'll highlight their incompetency.

    I applaud their desire to improve matchmaking, but the way they've gone about it is all wrong.

    That's exactly why I want Transparency, because they are doing bad non stop. I copy paste what I wrote a few minutes before somewhere in the forum :

    "it's a fact that hell, they are doing things nobody wants for the most part, that are bringing a damn load of bugs, feedbacks are not listened, performance are bad, all of that, with the community manager saying in a live "It's cool to be able to go to work when you want", like WHAT, cool, the game has so much problems, and they're saying on our face that they work whenever they want ? That's why a lot of us, players, are displeased and angry about BHVR."

    I want to see if they AGAIN did bad. We paid and some of us are still paying things in the game, it's only respect to be transparent.

  • @Yatol said:

    making SBMM transparent defeats the whole purpose of the system

    How's that ? When you win a game in any competitive game, you see the +-18 Elo Score, you see the Elo score of the others, and their league, I don't know in which way it "defeats" the purpose of the system.

    It wouldn't change anything, but knowing where you are, and where are the others in the ladder.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504188#Comment_2504188

    You’re not wrong there, but threads like these aren’t helping either, are they? It can’t exactly be motivating to read “Here’s why I’m sick of you.” Time and time again.

    Well, if they were doing great, nobody would write that. Because it's a fact that hell, they are doing things nobody wants, that are bringing a damn load of bugs, feedbacks are not listened, performance are bad, all of that, with the community manager saying in a live "It's cool to be able to go to work when you want", like WHAT, cool, the game has so much problems, and they're saying on our face that they work whenever they want ? That's why a lot of us, players, are displeased and angry about BHVR.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503744#Comment_2503744

    If the mmr is working properly wouldn't all your games be chill if you also played chill?

    assuming the mmr works properly means that thr problem is you want to play seriously but against opponents who don't

    Nop, even the first games I had sweaty players.

    This is what SBMM does : it's a COMPETITIVE matchmaking, so it emphasizes competitive gameplay, which is a tryhard gameplay.

    Everyone tryhard the game now, because everyone fears to be matched with noobs.

    So killers are facing super efficient surv, so they have to bring their best builds,

    So the few casual survivors left are destroyed by killers that are all now playing super sweaty,

    So everyone is playing hardcore builds and nobody's having fun.

    I always said that : doing Ranked Matchmaking ? Implement Unranked Matchmaking button.

  • In fact every effect are not listed, but I think this perk does well what it has to do. More (like increasing the %) would be too much very fast.

    Sprint Burst / Vigil / Fixated is my favourite build, imagine recovering from exhaustion in less than 30s, that would be broken.

    And good loopers would manage to get DH twice.

    Or the % would vary depending on the effect, that can be a thing !

  • Tbh I'm in between. Like, it's often overridden in many situations by other perks like Bond, Kindred in solo Q.

    But yeah, you see the auras, the same for your mates, no matter the range is, you just have to be altruism. So it is strong indeed, however I do think Bond and Kindred are better, it requires... Something more but I don't know what :x

  • It's not poor coding, it would just be weird to hear breathing sound with grunts, and hard. Dev would have to synchronize breathings and grunts, so the record and result would be weird.

    I think they just have to replace the grunts sound with breathings sound when using Iron Will.

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