DrJohn
DrJohn
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- DrJohn
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Comments
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No. The mechanic is fine as it is.
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BT is fine.
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@TheMadCat said:
What's the name of your cat? I feel it's the most important part of the story. I must know.
She is called Cat. She's camera shy.
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@C3Tooth said:
Dejavu should be nerfed to be in line with Visionary
Honestly just remove generators, like c'mon Ubisoft.
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No
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No
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No
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As someone who plays both sides equally and runs this particular combo, I agree. There is no perks on the killer side that come close to this combo. Whenever I run it I literally feel invincible during that sixty seconds because the killer can't do anything. Which hey is a nice feeling as survivor, but as killer it sucks. The combo needs a nerf, and I feel that ds is the perk more deserving of a nerf than unbreakable. Sixty second timer is far too long. Thirty seconds is more fair. Maybe have the timer pause if they ended up being chased and or slugged.
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They should have given these charms out as login rewards
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This aged incredibly well
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Because the devs don't care anymore.
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Whenever they take a step forward there's at least two steps backwards along with nerfs no one asked for.
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On the contrary, I've seen quite a bit of constructive feedback. However over time the devs have lost the good will of much of the community through their insanely poor balance decisions, increasingly mediocre events, and more and more transparent greed. There is no reason why the new skins should not be earnable like they were the past couple of years, through the putrid serum currency, with the exception being Ghostface, for the obvious reason of him being a licensed character. Not to mention not one bit of the event is really fun, there's nothing that really feels all that different. This event could have been one of the best they've ever had with the amount of feedback they've been given by the community, instead it's just incredibly mediocre and boring.
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Pgtw, Sloppy Butcher, Stbfl, and Nurses are really good. Use double recovery add ons and you should be good. For the most part you want to keep survivors injured and catch them off guard healing while shroud is active. You can also stalk if the opportunity arises, so if you choose to do that monitor closely how much someone is stalked. It always satisfying to instantly down someone who was trying to body block you.
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You expect the devs to play their own game. That's honestly asking too much.
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I really hope they see the backlash from this event, but I doubt it. Their events just keep getting more and more mediocre. These are good ideas far better than the devs'.
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While not the worst event, at least we got some new items and add ons, it is by far the most disappointing because it just show that the devs don't really care anymore. No earnable skins, terrible offerings, killer add ons that for some reason expire after the event are all reason to see this as the event that truly cements the upcoming events as a further dive into mediocrity. In short, I do not enjoy it much.
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DbD is running at a smooth 1fps on my ps4 since the update
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We're all grateful that you decided to have us play at 1fps on ps4. Thank you, this is the most fun I've ever had in this game.
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Because I'm not going to let a survivor work on a gen if I can prevent it
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Bubba. I'm a big fan of Texas Chainsaw Massacre
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I always appreciate a gg. But if you're going to bring salt you just look foolish.
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Do bones or leave if the killer has it. At best they'll get a kill with NOED
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/discussion/192485/please-fix-the-hook-bug
You cant get affected by the bug if you drop the survivor in front of the hook, then pick up again and hook them.
That still wastes time and if you have to walk a decent ways to hook them then they'll just wiggle off.
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Yes.
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Not really. PC players really aren't that much better than console players except maybe for Nurse and Huntress.
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Depends. If I know there are other survivors in the area I'm not going to let them get the unhook for free, or if I've lost all generators. Other than that no. I dislike camping in general.
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It's entirely fair to tunnel survivors regardless of the circumstance. Not really fun for the survivor but it is fair. Though you'll probably lose the other three survivors if the the survivor being tunneled is halfway decent at the game.
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I feel like there has to be a bug. I wiggled off of a Freddy's shoulder today and he was back on me within about 2-3 seconds when he should not have caught up. It was completely his fault too. He dropped me to get an exit gate open for blood warden.
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While I disagree with him being OP, I find him unfun to play as or against. Nothing about his power is fun to use or try to counter.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1469149#Comment_1469149
Thats fair, though I do see letting survivors track spirit easier as a nerf.
As she needs. I do want her to remain strong, as she's one of my favourite killers and has the potential to be a fairly high skill cap killer if the right adjustments are made.
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@SCP_FOR_DBD said:
I like it, unbreakable got annihilated though. I think spirit just needs a straight nerf tbh.
I've realised I've been harsh on Unbreakable. Personally I think Spirit just needs a few adjustments to allow survivors an ability to react rather than just nerfing her to the ground.
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@APoipleTurtle said:
These are interesting suggestions, but pardon me if I've heard alternate ones I like more for most of these perks:
-No Mither: I don't really have any major qualms with this. Though having an infinite version of Unbreakable without any major drawbacks (temporarily being broken afterwards is not a huge detriment) might be a tad strong.
-Adrenaline: If injured or dying when the gates are powered, heal one health state. If healthy, break into a sprint at 150% speed for 5 seconds. This sprint ignores the Exhausted status effect, but reapplies it afterwards. Alternatively, I actually don't think Adrenaline needs a big change due to its risk/reward nature. All I really think it deserves is a reduction in sprint time from 5 seconds down to 3 seconds. This makes it a situational Sprint Burst with a bonus healing effect.
-Sprint Burst: I'm not sure what delaying its activation by a few seconds accomplishes? It doesn't really give survivors more control over it nor really make it weaker. IMO, it does not need to be changed.
-Unbreakable: Another perk I don't think needs any big changes. All I want them to do is adjust its recovery speed bonus to deactivate if the entire perk deactivates (such as after it's main effect of recovering out of Dying State is used).
-DS: Forces the perk into a purely anti-tunnel utility, so I don't really have any issue with your suggestion.
-NOED: I'd actually been trying to consider a token system for NOED as well. The problem I have with your system is that it gives a big advantage to killers who play well (and therefore, don't need NOED). I'd actually rather it provided a variety of stackable bonuses, but where more bonuses are applied the FEWER tokens the killer has (basically to make it a proper second-chance perk for killers who got a bad map or were severely outplayed). Tokens should be gained any time a survivor advances one hook state (not each hook action specifically) with 2 provided for a kill/sacrifice/DC. This means a first-hook-suicide would count as 4 tokens, not 1. Lower token amounts (from a rough match) would activate stronger effects (like Exposed and improved movement speed) in addition to lesser abilities provided by having a bunch of tokens (like a reduction in terror radius size).
-Trail of Torment: No longer highlights the gen or makes the killer Undetectable. Instead, all survivors suffer from the Oblivious status effect for 20 seconds after the killer kicks a generator while ToT is active. Cooldown should be reduced to 40 seconds (to make up for the 20 seconds it is now active).
-Spirit's Phasewalk: I agree that Spirit needs a better "tell" that she's entered her power. However, I'd rather they just remove her husk: when Spirit charges phasewalk, her model would disappear (indicating that phasewalk is beginning). Her terror radius would remain where the husk would have stood. In addition, the ground under a phasing (invisible) Spirit would become a softly glowing blue circle. Survivors now have the indication that Spirit is entering phasewalk (her husk disappearing) and a method for partially tracking her during phasewalk (this slight glow on the ground). However, Spirit can still play mindgames by beginning phase while hiding her husk (preventing survivors from seeing her husk disappear), or moving through tall grass/foliage (to hide her underglow).
Thank you for the feedback. I agree that my idea for Unbreakable was poorly thought out, and your's does seem better in my opinion. The idea behind sprint burst taking three seconds to activate instead of instantly is more to give the killer a chance to hit for having out positioned the survivor instead of them just getting a free escape. I like your suggestion for Adrenaline too as it rewards the survivor for staying uninjured. I feel like Noed is hard to balance, and my idea was to try and make everyone happy. I do like your idea of the rework to spirit's power except for the glowing blue circle, I think while in phase she should be almost unable to be tracked, but that is my opinion. As for trail of torment, I feel like undetectable is too weak, simply because survivors get a notification, which in my opinion shouldn't happen when entering stealth.
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@MrPeterPFL said:
No Mither is basically Unbreakable with the Broken Status effect, why change it? Why can’t Unbreakable be the same and No Mither have increase Recovering time?
The idea is more that No Mither would allow you to recover to injured more than once, therefore the trade off of the broken status effect, while also trying to keep somewhat with the idea and spirit of the original perk. I agree that my idea for Unbreakable is far from the best, I just think that three recovery perks would be redundant.
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@Mak0 said:
Your unbreakable nerf is overkill tbh NO perk should ever have to rely on another perk in order to be useful
Fair enough. It's more of a reaction to the idea of No Mither essentially filling that role that it would have. Perhaps allowing one to recover to 99% would be a better trade off, or some other idea.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1468998#Comment_1468998
I just can’t explained this in words and a think the emojis will get me in trouble. Good brainstorming but no
Honestly I just want feedback, I feel like maybe if people actually had concrete ideas for how things should be reworked/buffed/nerfed maybe it would prevent powers and perks from being absolutely gutted.
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@teamdehn said:
You want a hex totem that only works after 6+ hooks and all it gives is a 3% speed boost?
Only 3% on tier 1, Actually a buff in terms of movement speed as tier 3 is currently 4%, also my idea for a rework still keeps the exposed for Survivors. I have mixed opinion on Noed, and my idea was to make in somewhat more skill based rather than just a free exposed and movement buff, and that it's more to mop up survivor's after you've played well, although it could probably use some refinement.
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@Ghouled_Mojo said:
No
Why? Explain
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@TimeMonster said:
I got bad news for you - starting from NO MITHER - you get absolutly wrong idea bihind these perks
And at the Trail of Torment - you just want to get a perk that would make you comfortable...
So yeah - no good ideas...
How so? Why should I announce I'm going into stealth? Also why not buff No Mither it's practically useless in the current meta? Why not make these perks more balanced?
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Made one minor mistake in No Mither, Meant to say While in the Dying state