Elan
Elan
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- Elan
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They said they want a dead hard to be i-frame rather than a distance perk. Which was the most probleamtic part of it. You mindgamed survivors hardly and they won a chase anyway by pressing e going to another good pallet. Extending chases massively by up to 12 uses of it. As one of the most unhealthy perk in the game it just carried bad plays.
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Good survivors can still win against good nurse. People just relly too much on dead hard instead of breaking line of sight, double back, double double back. Just think of nurse had up to 7 blinks and killer perks were much stronger. It was a lot of complaining about her and they nerfed her to the ground. Then the Spirit was a target of complains - silent phase, standing still, collision in phase, massive postphase lunge, no vault animation, stridor countering iron will, strong add ons. All that was nerfed, and now Nurse again? She's along with Artist the only killer that has a chance to win against good teams. Wait for the perks rebalancing. Usually a change goes in hand with change. But Nurse should stay as she is, she's hard to play and devs said they don't want to punish a good nurse players by another nerf.
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Bloodwarden is one of the stronger perk. It's not used because of 99ing gates. It's as strong as No way out, gives you opportunity to harvest one more kill.
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SWFs keeping game alive. Survivor sided game keeps game alive, it's what it is.
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Anyone plays Twins? (Joke)
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Pain resonance is not really a great perk. It's more a comfort becuase you dont have to kick gens 24/7. Without DMS PR is not a problem tbh. 15 % regression is less than new buffed Ghostface add on. To make this perk work, you need to get to scourge that may spawn in trash places. It's still a new mechanic and perk. What a don't really understand is that new perks get rework with so old metas. If I like to see a new rewoked Pain resonance, it'd be this. "If survivor is hooked on scourge hook all gens that are not worked on regress at 200 % untill the survivor is rescued." That would be nice and still usefull change, remove the informative part but make this perk still balanced and fun.
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What about crow mama? She's so unique and strong.
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Hag is like Twins, she's quite annyoing and boring to verse and play as. You don't chase, you constantly trap, you give away gens to set site of traps...
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Talk about last chapter. Parental guidance had potential to become meta, but they reduced it upon release. Still quite good perk though, empathic connection is meh, it's mess of other perks that work way better. And boon dark theory is quite ok perk, might result in few missed attacks and not being hit at window where otherwise you are hit. Not broken as previous boons but with perks like Blood pact or hope it's really strong. You can stack it to 116 % movement speed. Now killer perks, call of brine is really good perk, help you worth kicking gens, floods of rage is really good info perk that come in clutch every game and merciless storm is meh. So 4 of 6 perks decent.
Now the newest chapter, septic touch is just mindbreaker on healing, which can help you fight against exhautsed perks, the locker perk is also not bad, if it's 12 instead of 8 might be better, but they added a lot of lockers into map, so it's worth a try. And dissolution is also nice perk, nothing broken, nothing weak. Exactly what perks should be like, supportive but not gamechanging. Survivor perks offer bit faster gen after cleanse, little help nothing special. Blidness to killer is somewhat strange and don't really feel it, but it's some counterplay to aura revealing perks or killers like letter pig or mirror myers. The on hit aura perk is nice, wish it's mapwide so it would be decent solo perk, coz atm you hear the tr, so the aura is not that informative. If it's work as Alert, then yay, decent solo perk. None perk is trash from this chapter - remember bad perks like corrective action, off the record, self preservations etc. Those were bad.
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They said they want to remove the meta overusage. But understand the core of why those perks are needed. Answer is ez, because everyone bring the best to win. On the survivor side the borrowed time might become base kit as well as self heal or fully recover. Then the perks won't be so needed. As well on the killer side, if 3 gens are blocked untill 2 others are done (for example) then corrupt is not needed. I like healthy rewarding perks - Hook reliant perks, adrenaline, no way out... But if all perks have the strengh level of perks like alert, second wind or the new antipallet perk that would be fine for me. At least hope for rework of the most boring and problematic - corrupt, ruin, noed, dead hard, ds, iron will, coh.
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@Mewishis said:
https://forum.deadbydaylight.com/en/discussion/comment/2986396#Comment_2986396
Because its a perk that hard counters stealth killers, its not really going to change anything if it makes it so undetectable killers aren't detected, don't know why people are acting like its the end of the world. If anything it will make stealth killers more popular then people wont need to complain about only seeing blight or nurse lol..
It won't. Stealh killers are weak and quite boring to play as and against. At least for me. Like 90 % Myers I go against have both iri and spend 5mins holding m2 to lose all gens and than facecamp last survivor. Myers is basically m1 killer with old haunted ground+undying. Ghost face has decent stealth with very fast stalk and single haunted ground basically. Pig's stealth is meh, just because devs don't want to change the crouching speed triggers chase. So it ended that she follows you via map for a trap kill. And Wraith, he's movement speed is so fast that it would be enormously boring to face his hit and run again. and you can't outran him, so spot him before he starts uncloaking is a key. Onryo has long ass lullaby when stealthed so it doenst really matter if you can detect her, because you hear the lullaby 20m away. All stealth killers atm are just m1 killers.
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SC and Premonition tells you that killer is looking in your direction. Undetectable means that you aura won't be shown by any survivor perks. That's what undetectable supposed to do. Why would they change it or neft it, when it's a single perk that can be countered by not walking straight? And also, just giving free hits would be kinda boring. Especcialy with new nightfall where you see nearly nothing. From all the perks I'd understand a lot of nerfs - Dead hard, Unbreakable, Borrowed time... but spine chill? You obviously don't remember a days when the stealh killers were seing all the time by object of obssesion. Perks like tinkerer, dark devotion or nemesis gave you free wallhacks to the killer. So no, see no reason why should SP be nerfed. There are more needed perks, ones I listed above with others like corrupt, ruin, pop, dead mans switch. Once they balance one side it's a time to balance others. But I dont see any reason why would spine chill not detect killer's direction. Especially in boring games like indoor maps. And yet killers like to run full slowdown along with pink add ons. It's a choice of 4 perk slots, and i rather see someone give away stronger perks for spine chill and i play quite a lot of pig. You should not get free stalks and free grabs without any counterplay.
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BHVR never listens so negative feedback on their work. Balanced landing, Twins nerf, HUD, movements, flashlight changes... they did it even though everyone said it's worse.
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Abuse that by sandbagging teammate on Hook. 💁 Nerf that and Bubba will be trash, as most players get two hooks per game and than facecamp with noed. This restriction would make Bubba Dead again as he was till rework. Dead as Twins are.
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Imagine how many buffs Trapper recieved over two years. Imagine you could sabo trap and it took 3mins to respawn. Many perks detected traps and luck just gave you ez escape. He could have 5 traps only including starting one, he started with one trap… He’s ok, oppressive in some maps, bad in others.
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Nah, enough would be to set a minimal distance between individual SH. So you have about 1 SH per 1/4 of map.
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I don't think SH is something that needs to be countered. PR is a stronger surge on hook, maybe if paired with DMS may be bit annoying, but in high mmr where killers get 3 hooks per game it's not a big deal. Floods of rage I barely see anyone using and Gift of Pain is trash dead perk. So... that's it. Pain Resonance is a nice comfort perk to not have to kick gens 24/7, Floods of Rage will never be used a lot as BBQ exists with farm side of a perk and granted aura reading and gift of pain is just superweak perk not worth running.
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Freddy got buffed and then adjusted. You know that killers should not have free downs and free kills. He's ok where he is now. No more snares spamming, he can still travel entire map in seconds. He's slowdown is significant on snares. Pallets are basically free hits and survivors need to keep being awoken to counter his power untill hit. He has everything balanced and passive so you basically are rewarded for nothing. Free teleports, free snares, free sleeping on survivors.
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I'd rather see DH be one time use and still be very powerfull and gamechanging or make it so you no longer dash why using DH making so you get iframe atm. Overall I don't like perks that reward players for nothing - DH, !Built To Last!, Noed, Coup, Fire Up, Prove thyself... rather would see perks such a like no way out, scourges, adrenaline, inner healing... that actually give you a benefit for completing your mission. BBQ is maybe overused but devs will change it for no reason, it's farm perk with a little information for hooking a survivor, so healthy perk. But we need to understand that mmr can never work because...
1) It depends what killer you play
2) It depends on what add ons you use
3) Which map you get and which version and RNG this map is
4) What lv of skill have survivors
5) What items survivors have with add ons
6) Where gens spawn
7) Where the chases start - boosted area vs. deadzone etc. etc.
So overall you can play same match against same people on different version of map and do twice as good because there are dead zones, gens spawn at good locations, basement spawn at good location, totems are on better spots, scourges spawn on better spots or being "outplayed" by Eiing to save pallets and looping 30 save pallets in area with everything spawn so badly that you have zero value out of it.
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I don't know, every game it's supertryhard survivors running dh, ds, iron will giving me nearly no chance to win, rushing gens in few minutes... impossible mode. Boring and unfun to play killer, and i mean even if I play killer like myers (i play him once a year) i have the same squads so nah, don't believe in unique killer mmr. Shame on that game, I'm having hard unfun as killer but my teams as survivor are getting being worse and worse forcing me to not want to play dbd at all.
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They keep nerfing her though she’s already one of worst killers. Id like to see ambush being more viable and her traps to be removed on 1st, 2nd, 3rd and 4th attempt to remove boring RNG.
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@[Deleted User] said:
Some of these just stand out as blatantly busted lol
Would not say. Killer will have tool to permanently get rid of boons and killer must use scourge hooks to get its effect as well in higher mmr downing survivor is not that frequent as in low mmr.
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Twins are out about year and half and they kinda receive a massive nerf to basekit and add ons and got small buffs on other add ons. Now let’s talk about their PTB. People back in time loved the PTB and enjoyed such a unique idea. Overall streamers said it’s most fun killer to play. However back in time the Twins were too counterable and they recieved a buff to being able to lock survivors in lockers and get slowed down less when charging pounce. However on their release there were very unfun bugs and Twins were released unfinished. Later they got animation to lock survivors in lockers and finally survivors were not able to insta leave when downing with Victor on their head. So yet quite late they got they tools they needed to not be too much counterable. But mmr came in, boons came in and Twins recieved a huge nerf to their cooldowns that it was insanely unfun to wait to do anything. Which was always problem with Twins. Because release Victor takes some time, catch survivor takes some time, eat 5s cooldown takes some time and then switch back takes some time and finally you still need to go there with Charlotte to pick up and Break pallets. So overall Twins are constantly loosing time other killers can use to chase, damage… Devs treated Twins bad. Instead of nerfing missed pounces they nerfed successfull pounces so you are punished to play Twins. Spamming is probably more skillfull. The changes to add ons are also joke. Instead of add on pass they nerf the most used add ons to force survivors to run other add ons. But the problem is that 2/3 of their add ons are just bad. 0.4s less cooldown to pounce (i believe it’s nerfed to 0.3) just makes spamming pounces more rewarding than playing well. Baby teeth… blindness is just awfull status and yet you need to crush Victor first to have it. Iridescent pendant also is not very good. Shriek radius… again bad. 0.2s longer kick. Again kicking takes 0.5s so survivor still have 4,5s to come and kick. So the good or usefull add ons are still speed onces, toy sword and silencing cloth. Would say cat’s eye are something interesting. But other than that their add ons are so bad. Used to play Twins quite a lot back in time and admit they are insanely strong when played well but why nerfing them? Isn’t nurse much stronger? Yes not nerfed though. Is Blight stronger? Yes not nerfed though. All those things make me feel that they really don’t know what to do with them and stats say that Twins are absolutely least played killer with massive gap from each other. Talked too much now want to say what might make them better.
1) Switch positions between W/Ch.
2) Lower cooldown on succsesfull hits to 3s and do missed once a 4s - that gives survivor some time to run away and get into better areas. Or kick Victor.
3) Give Charlotte 5 % movement speed for respawn duration and makes it 12s instead of 6. That reduces Victor spamming and give Charlotte some tool to not only be base move m1 killer.
4) Change transition from 3s to 1s and bring back instaweak up on successfull pounces.
5) Bring back bodyblocking with Charlotte so she looses collisions with survivor only in 20m around hooked survivors. That prevents from blocking paths yet gives them advantage in chase.
5) Rework these 2/3 add ons.
As I mentioned those changes are making Twins more fun to play and at the same time gives survivor more option to strike back. Twins players should not be punished to play them and survivors should not be having too much control of them however might have more option to punish bad plays
thanks for reading this loooong paragraph.
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Well we know why those perks are used. Boons and scourges are new mechanic and i would say fun to play. As Mandy said I hope they address some game issues that forced players to run some perks however hope they won't completely rework things we like and enjoy. Perks should be rewarding for good plays - adrenaline, scourge, hope, no way out, bbq... those are in my opinion example of healthy perks. However perks like noed, ruin, dead hard, unbreakable... those are just free strong tools.
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This power is not hard to dodge, has a short range, is not wide and has longer cooldown than pallet stun, so... just learn to use that cooldown in your favor.