Dreamnomad
Dreamnomad
About
- Username
- Dreamnomad
- Joined
- Visits
- 4,633
- Last Active
Comments
-
I tend to agree. I don't know how I feel about it balance wise right now. But at the very least I know it isn't enjoyable as a survivor.
-
The Knight's map (forget what it's called). I think it is the most balanced map for both killer and survivor. It doesn't matter what role I'm playing, I'm happy to get that map.
-
They could make it so that you get 50% progress on each gen and I would still call it a bad perk.
-
It is still a grind. No doubt about it. But it is infinitely better than when you had to unlock everything individually on every character. I took about an 18 month sabbatical from DBD and when I returned it took about 6 months of steady game play to fully unlock every perk at tier 3 on every character. If I didn't already have a lot of progress in the game at the time, it would easily have doubled it. A new player can expect it to take about a year of steady playing to fully unlock everything. Playing heavily during anniversary events will help dramatically though.
-
I'm sorry, but this is no contest. The base kit character that everyone has and has a hundred different outfits isn't getting dethroned by any upstarts.
-
There are a lot of things at play here. Part of it is comfort/laziness not wanting to switch perks around. Part of it is buying into what is considered "good" by the community. Part of it is lack of willingness to experiment. Part of it is fear of failure. Part of it is a lack of time. Part of it is some perks are just legitimately bad and not worth experimenting with (this number is far smaller than many think though).
-
That was an interesting perspective. Thanks for sharing.
-
I get this is a joke thread, but all joking aside, there is no reason they can't experiment with different amounts of perks as an alternate game mode. Lights Out had no perks, they could easily make a version with more perks.
-
Of course it is possible. I'd recommend watching Bazazell on YouTube if you want examples. https://www.youtube.com/@bazazell
He runs a lot of different builds but often he runs ones without gen regression perks and does just fine.
-
New players should get like a 20 million bloodpoint head start bonus. I'm not even joking.
-
I imagine it has something to do with not a lot of people playing him but the ones that do know the business end of his knife hands well.
-
I think it is worth noting that 2 swf has a lower survival rate than solo q and has identical survival rates at average and high mmr. Also noteworthy is that 2 player swf is the most commonly played version of swf. It is only at high mmr 4 player swf that the survival rate is substantially higher (and even then below 50%). The only logical conclusion is that SWF is not the problem that the forums would have you believe.
-
What you are suggesting would be a complete disaster. If they want to experiment with a generator-less game mode then they can do it the same way they did with lights out. It would be an enlightening experience just like lights out. I think everyone has learned their lesson as to why things like terror radius, scratch marks, and perks exist. Perhaps some people need to learn why generators exist.
-
So what you are asking for is Blight to be nerfed? Because surely you know that Spirit isn't getting buffed. Given that she is considered one of the elite killers of the game, she doesn't need to move faster.
-
Some general tips for new players:
- Don't give up. I mean that in the don't quit the game altogether sense. This is a game where players die frequently especially when learning. Death isn't a big deal in MYM. You basically just lose a little bit of time resetting. But you keep any resources and experience earned. Even if you die 100 times and complete a mission, you'll still gain rank progress. Learn from your mistakes and you'll die a lot less.
- If you are finding a particular map frustrating or if you just don't think the map is worth the time and effort then you can always abandon that particular map. Once you are back at the command console, you can abandon the map and get a new one into your expedition. But you do have to at least load into a map before you can abandon it and get a new one.
- Use phoenix pods. They are this games version of an extra life. The higher the difficulty, the more you'll need these. Yes, they cost 30 parts and you'll want parts to unlock upgrades and stuff but the amount of time you'll save not completely resetting is worth it.
- When you first begin unlock stuff, focus on completely upgrading weapons before moving onto suits.
- Discord is the most active location to interact with other MYM players. This game has an amazing community that wants the game to grow and thrive. Plenty of players are there that will be more than happy to answer any questions you have or give advice. You can find the discord here: https://discord.com/invite/vCGXKBGvwJ
- If you are the visual learning type then I'd recommend watching DakkaBooms on YouTube. He's an enthusiastic player that raids a lot of amazing outposts submitted to him as well as just showing his brutal expeditions. If you see him running around with double swords, don't assume that is the optimal meta though. Newer players would be better served sticking with ranged weapons. You can find him here: https://www.youtube.com/@DakkaBooms
-
One other thing I want to address is that the tag for "Art" is too broad. I would like it if art is chosen, for a pop up subcategory option to be available. Something like:
Art
- General (default)
- Silly
- Pixel
- Abstract
- Human
- Monster
- Animal
- Castle
- Town
- Fort
- Cube
- Space
- Spaceship
- Forest
- Nature
- Mountain
etc, etc. Whatever the most commonly type themed outposts people build. Adding all of these tags independently would take up too much space. But making a sub menu for the art category would solve that problem.
-
I see what you are going for here and there is some potential. But I do see some flaws as well. When you have a game that has essentially infinite levels to play (since players make the content at a faster rate than a player can consume the content) what is the motivation to make players repeat the same levels they have cleared? Would that not mean less players playing new content? There is already arguable too foo replays on brutal and dangerous outposts.
With that said, I do think it would be cool if when a player loads in there would be a screen to see how fast other players have completed the raid you are currently attempting. Perhaps that would just further encourage speed running though. So maybe this is an option that should only appear in social raids.
-
Update for 2/6/24 patch
@BGardiner_BHVR said:
Greetings Custodians,
Our Mid-Sector update is finally here, and with it comes massive overhaul to the Social Raiding system dubbed “Social Raiding 2.0”. Not only that, but your deadly arsenal is expanding with an all-new Guard and Trap, as well as a new Raiding Enhancement. Today’s update also welcomes a slew of quality-of-life updates, bug fixes and more! For a detailed breakdown, please see the patch notes below:
NEW FEATURES & CONTENT:
SOCIAL RAIDING 2.0
In this update, we’re introducing a fully reworked Social Raid System. To start, Social Raids will now reward experience points to Raiders. We’re also making several improvements aimed at bolstering the discoverability of Outposts with a new layout and new classification tools.
- The new Social Raiding Hub: The first thing you will notice when navigating to Social Raid is the new “Social Hub.” With an overhauled visual interface, you’ll now be able to see Outpost thumbnails and key information about the Outpost before jumping in.
https://us.v-cdn.net/6030815/uploads/Z5QVTCT91ZY3/new-ui.jpg
- Curated Outposts: For your raiding enjoyment, the new Social Raid System showcases a wide array of well-performing Outposts in curated lists. Outposts will be sorted by different criteria, including the most-liked Outposts of the past week and month.
- Accolades Spotlight: While we love the creativity encouraged with Social Raids, we also want to celebrate the devious Outposts created to dominate ranked play. The new Social Raid front page will also feature a weekly “Accolade Section” that showcases the 20 most acclaimed Outposts of the previous week broken down by Accolade (Artistic, Fun, Brutal, Ingenious).
- Outpost Likes: Custodians who complete a Social Raid will now have the option to “like” the raided Outpost if they’ve enjoyed their experience. The total likes received by an Outpost will be displayed on the Outpost’s thumbnail, serving as a powerful indicator of its quality. Players can also use the number of likes as a search filter when doing custom searches (more on that later).
https://us.v-cdn.net/6030815/uploads/WAJTRQ1GFVYC/liking-system.jpg
- Social Tags: If you’ve been watching our developer streams, then you know that our team loves fighting to the death in Arena-style Outposts or speed running through Outposts designed for 1v1 racing. With Social 2.0, we want to empower Builders to create what they want—including Outposts that don’t fit the constraints of ranked play. At the same time, we want to provide Raiders with better means to find them. To do this, we’re adding a social tag system to the Builder’s toolbox. Players will be able to select up to 3 tags from the following list when uploading their Outposts:
- Arena
- Art
- Balanced
- Beginner
- Funny
- Maze
- Narrative
- Open
- Parkour
- Smart
- Speedrun
- Deadly
- Duo
- Expert
Note: Social tags will only be visible in the Social Raid menu.
- Custom Search Filters: We're giving you new tools and filters to customize your searches. You’ll be able to filter by number of likes, style of gameplay, Accolades, and more. This major improvement will make it easier to find and raid Outposts that fit your current raiding appetite.
https://us.v-cdn.net/6030815/uploads/D92UTYCNCFGJ/custom-search.jpg
Quick design note: After testing different approaches to the “search systems”, we decided to make our algorithm prioritize Outposts that have been modified recently. The goal of this decision is to ensure that Builders won’t find their new Outposts buried under Legacy Outposts, and that the Social Raid menu remains stocked with fresh content.
AN EXPANDED ARSENAL
- New Guard: The Burster is a sub-clone that slowly patrols the environment, leaving pools of acid in its path. When in combat, it will rush in close proximity to the player, spewing pools of acid in all directions.
https://us.v-cdn.net/6030815/uploads/MG83N2XK5UUT/new-guard.jpg
- New Trap: The Death Blossom is a new lethal trap that randomly releases floating mines that will quickly explode upon Raider contact. Death Blossoms will also detonate upon contact.
https://us.v-cdn.net/6030815/uploads/1PE71U9AZP3B/new-trap.jpg
- New Enhancement – Hazard Resistant: This new Enhancement allows raiders to survive for longer when in contact with acid or fire.
- Hazard Resistant is available as part of the Expeditions rewards pool and can be unlocked in all rarities.
Sector 3 Expeditions Season Phase 3 & New End-of-Track Rewards
- The Sector 3 Expeditions Season has entered Phase 3, with an extension of the track, featuring new rewards and cosmetics to unlock.
- We have added an additional 41 cosmetic rewards (a mix of decals and skins) to the end-of-track randomized reward pool. You may begin unlocking these rewards (and rewards from previous Sectors that you haven’t yet unlocked) upon unlocking all Sector 3 cosmetic rewards.
- New Free Decals
All players will receive 4 new free decals in their inventory:
- Strength in Unity Decal – A keepsake of strength forged in the Community Discord.
- This decal is a token of representation of the bond and connection among players forged within the Community Discord. Not in the Community Discord? Join here: https://discord.gg/meetyourmaker
- Soot Series: 3 decals of burned and creepy residue.
https://us.v-cdn.net/6030815/uploads/XHOCB2BPD44C/new-decals.jpg
QUALITY-OF-LIFE UPDATES
- Loading screen art will now match the Outpost environment that is being travelled to.
- An audio cue will now be heard when a defensive weapon’s cooldown is finished and can be used again.
BUG FIXES
PERFORMANCE:
- We have fixed an issue causing performance hiccups in certain Outposts on Xbox Series X/S consoles.
TRAPS:
- We have fixed an issue causing blocks to become transparent in co-op and replays, where a Launchpad trap with Camouflage mod is placed.
GUARDS:
- We have fixed an issue causing the Enforcer to sometimes shoot at invalid targets.
UI/HUD:
- Fixed an issue causing multiple cosmetics to appear selected simultaneously when browsing in the loadout.
- Fixed multiple issues with certain decal names.
- Fixed an issue causing the Raider HUD's hazard indicator to not properly display an acid puddle's damage area.
- Fixed an issue causing certain builder actions to not be displayed in the controller presets screen.
CO-OP
- Fixed an issue causing the Cluster Shot and Extra Jump Enhancements to have no effect for the client in a co-op session.
- Fixed an issue causing co-op raiders to sometimes spawn on top of each other when coming back to the Sanctuary.
MISCELLANEOUS:
- Fixed an issue preventing certain users from claiming Daily Challenges.
- Fixed an issue causing Outpost screenshots to appear too dark when taken on PlayStation 5.
- Fixed an issue causing upside down corner blocks to invalidate the Harvester path.
- Fixed a collision issue with the Chain Link Pistons prop.
- Fixed an issue causing the Outpost prestige level to be incorrectly displayed near the spawn zone, in a Raid.
For status updates on known issues, please refer to our Known Issues Board here: https://forums.bhvr.com/Meet-Your-Maker/discussion/378404/meet-your-maker-known-issues-board
To report any new issues, please contact our player support team by opening a ticket here: https://support.meetyourmakergame.com/hc/en-us/requests/new
See you in the wasteland!
-The Meet Your Maker Team
New Guard:
Burster (cost 50) - guard moves very quickly when alerted to raiders and spews large quantities of acid puddles when in close proximity to raider. The acid puddles will kill other guards. Raiders can simply bunny hop to avoid being killed by the acid puddles. Guard isn't very threatening on it's own for these reasons but can still serve a couple purposes. Burster is very good as a distraction since it moves really fast and sends out a lot of alerts making it difficult to ignore. Burster also has the unique trait of being immune to acid. As such, burster can take unique pathing options or any number of clever tricks.
New Trap:
Death Blossom (cost 70) - The death blossom is a full block trap similar to plasma sentinel. The base version will send out up to 2 mines that hover nearby in a random open direction. The death blossom is itself a mine that will explode if a raider gets too close. So it is a mine that deploys mines. If you want the mines to be sent in a specific direction then you can just block the sides in the direction you don't want mines with other blocks. The mines have a spherical cloud of particle effects displaying the range the mines will explode. It is possible for raiders to detonate the mines by proximity without being killed. The floating mines can be destroyed by most lethal sources including friendly fire. The floating mines will also deactivate if a projectile passes through the energy field. If the trap itself is destroyed then the mines will deactivate.
- Extra Mines (20) - spawns up to 2 extra floating mines.
- Independence (10) - the floating mines aren't destroyed when the trap is destroyed.
- Overdrive (10) - the mines are spawned faster.
- 2nd Wave (5) - trap remains hidden until the raider gets the gen mat.
-
Now that they are introducing limited time events like Lights Out, I think there is a strong possibility of this happening. I haven't heard anything official though. But I have seen videos of people running a private server with 2 killers and there were a lot of unintended issues. For example, Agitation gives a run speed bonus to the killer carrying a survivor. Turns out the bonus applied to both killers. So one killer would backpack a survivor around and the other killer would run at crazy speeds. There are a lot of little quirky things like that which would need to be addressed so I don't know if they want to spend that kind of time working on a limited time event.
-
It's pointless to even ask the question. She is a part of the game now. It doesn't matter if you like her or not. Good news is that like 98% of the games you play as a survivor won't see her. I think you can deal with running across her in one out of every 50 games.
-
Having a bad internet connection is its own punishment. Sure, you get lucky with a hit once in a while but you know what happens more often? The survivor just randomly disappears and you find out you were chasing a phantom.
-
The only reasonable excuse to lobby dodge is if something comes up in RL imho. Anything else is just cowardice.
-
What a weird question. That is like asking why you prefer to go to a movie with someone else. Because you enjoy being with another person.
-
It's mildly annoying having to click another button before playing but if it means adding alternate game modes then I can live with it. I've been asking for alternate game modes for literally years now. Such low hanging fruit and so many possibilities.
-
I haven't bought it yet. I'm unsure if I will. I own all killer and survivors up till now and have all perks at rank 3 for each. So the completionist part of me kind of wants to buy him but the rational part of me knows I will never use any of his perks. I have plenty of survivors appearance wise that I'd rather play. So I don't see how owning him will benefit me in any way. But on the other hand he only costs like 5 bucks and I don't spend tons of money on video games so it's not like it would hurt me to support BHVR. Thing is, I'm a much bigger fan of Meet Your Maker so I'd prefer they add content to that game for me to purchase and support them.
-
Chucky is still the newest killer in the game so it is a little early to compare pick rates against xenomorph. Though I do anticipate Chucky will continue to be a popular pick in the future because his 3rd person view and fun/unique gameplay. As far as xenomorph's pick rate, I'm not especially concerned. There are a lot of killers in the game now. 3% seems reasonable.
-
Here is the news article btw: https://hitmarker.net/news/dead-by-daylight-developer-behaviour-interactive-reportedly-hit-with-layoffs-2474363
-
Yeah, the radio silence is disturbing. There was a news article recently about BHVR laying off 45 employees. This supposedly represents 3% of their work force. Hopefully not too many of these layoffs are related to employees working on Meet Your Maker. But the timing of the layoffs and the silence around what should be a mid sector update is concerning. Hopefully we'll hear something in the near future. Cross your fingers that it is good news...
-
I'm not really sure what you are talking about. Do you mean the prestige level in the outpost itself? If so, then that doesn't really mean anything at all. The number represents the prestige level of the outpost. The color of the number doesn't have any significance as far as I'm aware.
-
Anyone who says they miss "old DBD" probably doesn't actually miss old DBD. What they really miss is the fresh experience of DBD. For someone who just started DBD, the next couple months will represent the golden age of DBD to them. No matter how good a game is, it will eventually lose its luster.
-
I like xenomorph. Your opinion isn't unanimous.
-
I've been trying to think of a real world analogy appropriate to the video and I think I've got it. Let's say your boss at work tells you "I want this project done and on my desk by 3pm Friday". You finish the project and put it in the interoffice mail by 3pm on Friday. Do you think your boss will accept "it was in the mail by 3pm Friday" as meeting his or her criteria of "on their desk by 3pm Friday"?
-
You threw the phoenix pod before dying but you were dead before it hit the ground and deployed.
-
"Are you able to unlock a significant amount of sidegrades/upgrades for gear/equipment? How long does that take?"
Each weapon can be upgraded twice. I can't give you an exact time frame on how long it takes to upgrade. Everyone has their own opinion on these things, but I feel that the rate players can upgrade their equipment is reasonable. Naturally, the faster you can clear raids the faster you can upgrade stuff. So some of it depends on playstyle too. A new player should be able to fully upgrade their stuff within 2 months of regular play I imagine.
"Do they try to make mechanically similar gear with varied playstyle methods of activation or aesthetic?"
Mechanically similar huh? I suppose some weapons could be described as such. But I would say that each weapon has something about it that makes it unique enough that it has it's own place in the game. For instance, there are two swords. One is fast and can deflect projectiles. The other is slow but has longer lunge range and can break armor. There are also two shields. One protects the raider from threats at all angles but will deactivate when the raider attacks and has a longer (but still reasonable) cooldown. The other creates a shield wall that only protects the raider from attacks on the other side of the wall but allows the raider to attack without turning off the shield. As far as aesthetics go, each weapon has it's own appearance as well as a variety of options or skins to choose from.
"Can you be silly with how you modify your gear? Or is it generally trying to "be balanced" and grounded "in reality"?"
You can certainly be as silly as you want. There aren't any limitations on what you equip. You can use two shields for example and play pure pacifist. Naturally it will make some maps very difficult. But you should be able to bring literally anything into a normal map and win. If you haven't played in a while then I'd strongly recommend giving it a go. There have been a lot of good changes and additions to the game. New weapons, new suits, new environments, new traps, new guards and a huge revamp into the expedition system with a new class of boosts called enhancements.
-
If the survivors don't want to work gens and they just want to bully you, then my recommendation is to create a dead zone and only play them in that area. If there are no pallets or decent windows to work with then even the best survivors can't deal with a mediocre killer. Eventually the survivors will only have the choice of playing a losing game on your terms or to actually start playing the game properly and working gens. You also have the option to just quit the match or AFK until the match is over. I personally enjoy punishing overly altruistic survivors.
-
Outpost: Fessenden - This outpost is an obstacle course designed to be cleared by using Fury's Edge to deflect bolts as the raider is pushed through the course with launchpads and grapplers. If someone really wants to increase the difficulty then they are free to mix in some blocks with the lodestar.
Raids: 96 Kills: 373 Kill Ratio: 3.9 Fun: 41 Artistic: 34 Ingenious: 29 Brutal: 6
Notable Runners:
stonetroll9 - completed the course in 3 lives w/phoenix pods
Snalle - completed the course in 7 lives (skipping sections he completed multiple times). Made it the furthest in his first life dying to the second bolt shot after the corrosive cube section.
itizir - completed the course in 8 or 9 lives. Sorry, didn't write it down at the time.
https://www.youtube.com/watch?v=VTuqkxGWwz0Video is DakkaBooms making a go of the course.
https://www.youtube.com/watch?v=KEN6Lzwlpf0This video is me running my own map.
https://www.youtube.com/watch?v=z7V77tbpoHYillahstrait running an early version of the map.
-
This is just one of many reasons I don't like playing as survivor.
-
I wouldn't be opposed to such a thing but no, there hasn't been any talk about such a thing nor is it very likely. If you buy enough plots you will find some pretty flat ones or ones with big holes and relatively small amounts of bedrock. But there will always be some bedrock. Don't forget that you always have the option to re-roll what plots are available to buy for 75 synthite. If you are looking for something specific then that is the way to go. Obviously you won't know what the bedrock is like until you load the outpost though.
-
@fussy said:
Delete NOED and Adrenaline from the game.
I like NOED and I don't mind Adrenaline. This trade doesn't seem worth it to me. I'm generally against just taking things away from players. I prefer to see new solutions introduced. NOED already has plenty of counters though. How many anti-totem perks exist now? Small Game, Counterforce, and Detective's Hunch come to mind. That's not even factoring things that reward cleansing totems like Inner Strength, Clairvoyance, Overzealous or all the Boons. Survivors also have maps to help find totems. The answers are there. Survivors just need to use them if they are worried about NOED.
-
Ultimate weapon is over tuned. It will rightfully be nerfed in the near future. I just hope they don't completely kill the perk in the process.
-
Chucky is masterpiece. I can't imagine how it could have possibly been made better. Bravo BHVR.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629429#Comment_3629429
based on real events =/= actually real events. This is a difference.
There will never be a non-fictional person as a Killer in DBD. If something is based on real events it is still fiction. (Most of the time things which are based on real events are also not completely the same, but just take inspiration from it)
Took me way too long to figure out TCM = Texas Chainsaw Massacre. The character we know as Bubba was based loosely on the life of Ed Gein. https://en.wikipedia.org/wiki/Ed_Gein If you look at the wiki, you'll see how loosely it is based. Really it just comes down to the use of human parts to construct things and that they are white men of questionable sanity/intelligence that live in rural US.
-
@BasementKing said:
Perhaps the first that comes to mind is Slenderman or Jack the Ripper, do you have a more original suggestion?
As has already been mentioned several times, Jack the Ripper isn't an urban legend. They've stated in the past that they will never use a killer based on real life in this game. Even one that has "numerous myths and mysteries have surrounded his persona". But I agree that actual folklore or urban legend type killers would be pretty cool. Bigfoot, chupacabra, slender man and such.
-
@Haka1978 said:
U know spend 10/15 minutes on huge long and boring outpost and finish on a kill box, I'm tired about it, so yes I prefer small size on medium dificulty and many player prefer a fast run because they don't have enought time to play.
You always have the option of using the suit advisor boost to see how long the HRV trail is on a map before entering. If you feel the trail is excessively long then load the map and abandon it to get a new one on your expedition. A larger map does not necessarily equal a longer time to beat. Likewise, a small map doesn't necessarily equal quick.
I can build a big old winding tower on a small map that would take 10+ minutes for most players to get through or a direct to gen mat, easily marked trail on a large map that takes 30 seconds to beat. If builders are forced to only build on small maps (and lets be clear here, this would force anyone that wants raids to only build small maps) then builders who want to build a more immersive experience that takes a few minutes to get through, still would make those maps.
The end result would be a worse game overall. If you just want quick, easy wins then use the suit advisor boost, stick to normal difficulty and abandon anything 300+ meters in length. Regardless of the map size, it shouldn't take more than like 2 minutes or so to run through. I'm not part of the dev team so I can't speak in absolutes but I can virtually guarantee that they will never add a map size filter to expeditions.
-
I think it if this game goes on long enough that it is inevitable that we get a volcanic region. It's just going to happen. How could it not? I'm down for all your other locations too. What I want is a region that has either radioactive glass or gems or something so they have an excuse to give us semi-translucent glowing blocks. That way us builders have an option for decorating cool looking stuff without wasting tons of budget on hardened and/or opaque corrosive cubes all the time. Just give me a block that looks like a hardened CC but make it different enough that no one could possibly get confused about it being a trap. Like a radioactive emerald block or something. That is what I want more than anything.
-
Spring load and chaos bombs can do amazing things. I went through and did a social raid to see if there were any other factors like a second split path for the bombs to travel but there wasn't anything like that. It really was just one bomb that bounced perfectly along the path. You're right. You could set off that trap a dozen times and not get the same result. You just got "lucky".
-
There is a very simple issue with this notion. No one would choose to play anything but small. Why would you? The extra tombs aren't worth the extra time. Therefore anyone who built an outpost that is any size but small would never get raids. If humans have proved one thing, it's that the vast majority will take the path of least resistance. The fact that normal raids get large amount more raids than higher difficulty despite smaller rewards prove it.
-
Agreed. I really don't see an issue with letting players getting the rewards from tombs on social. Like you say, you can only get them once. There really isn't a way to abuse this. But at the very least, you should be able to collect the tombs in an expedition if they were broken in a social raid.
-
Not a huge fan personally. I don't have a problem with it conceptually but I've found it lacking in practice. Like the grapple thing is supposed to be a benefit but it usually just screws the raider up. I don't care for the limited protection either. I get that you can attack while being shields up. But in practice, I just find myself being far more vulnerable. In theory, the shield duration is longer and the refresh is faster than arc barrier. But in practice, if you are using the nautilus biolinks, then you actually have a smaller window of vulnerability with arc barrier since it refreshes while being active. At the end of the day, I just find it far more narrow in use compared to arc barrier. But that is just my opinion. Not everything is going to be everyone's jam. I'm glad there are people out there using it.
-
Can we just take a second to appreciate that all of these licenses are in the same game? That is pretty amazing. There really aren't that many more licenses within the horror genre even worth going for (besides Jason). As far as the tier list goes, I would bump Bubba and Pig up to "important". Add Chucky to important. Drop demogorgon and pyramid head down to "no crazy impact". That is based purely on the size of the license.