Avatar

FFirebrandd

FFirebrandd

About

Username
FFirebrandd
Joined
Visits
8,028
Last Active

Comments

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393824#Comment_3393824

    again. How much sense does it make going up, boon there and then move every time to main just to save 8s? You will spend more time every time... Net benefit negative

    Firstly, unless you're in a ridiculously far corner of the map, the odds of you being 44 meters away from the boon in the middle of the map is incredibly low. Secondly, even outside of the time efficiency, getting healed is pretty important to stop most killers from a potential snowball win. So doing the heal faster will be worth it just for less snowball potentialand less interrupt potential. Especially if the survivors can turn the game into a war of attrition. CoH will give a SWF a massive edge in that sort of game while killers are losing their war of attrition perks this patch.

  • What they could also do is make it so PR blocks the Gen it hits for however many charges it doesn't eat.

    So a 0% gen would block for 22.5 seconds. A Gen at 10% would lose the 10% then block for 13.5s.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393775#Comment_3393775

    I said so in other threads too. But think about it. What does CoH do for SWF? Aura read is pointless, because they can call out where they are. So what is left? +100% altruistic healing. Or said in a different way, 8s heal instead of 16s.

    8s saved is not bad. But now if you have CoH on different side of map, that means long travel time. Basically if any of the 2 survivors that want to heal need to travel for at least 4s/heal, then there's 0 benefit from CoH (4s there, 4s back resulting in 8s).

    Now this still isn't like very good perk but at this point it's still not bad. But you should factor in now booning (14s) and finding a totem (anything between 2s and minutes).

    So after considering all this. Do you really thing that coordinated SWF will get any value out of it? Don't you think that perhaps it will be no comms SWF and soloQ that will get value out of it, because aura will tell your teammates healing is requested (cutting down search-teammate time considerably)?

    Yes I do.

    Step 1: burn eyre of crows offering.

    Step 2: boon the top of Main.

    Step 3: have easily accessible, very fast heals for everyone the rest of the game because it's pretty easy to get close to erye's main and it's not worth it for the Killer to go up there to temporarily turn it off.

  • @Gandor said:

    100% disagree. Speaking strictly as a person that would like more wins on survivor, I would be totally for forgetting this patch. Overall healing nerf (medkits, CoH) is by far MUCH more impactful then regression perks nerf.

    But I understand the need to go away from 3gen camping and going more for chase. Still. I think I will be playing more killer after this patch, because this patch is just another survivor nerf patch where killers have higher killrate then fair 50% anyway.

    It's so mindboggling that so many people complain about the patch where it's very clear that this patch is another big win for killer side.

    They're complaining because it isn't a big win for killers anymore.

    Sure, medkits got nerfed, but they'll still be pretty strong. A addonless brown medkit will still save the team 8s and temporarily make the survivor holding it self sufficient. Throw on gel dressings and a heal speed add on and it'll be probably all the healing that survivor needs and save more than 16s.

    On the topic of CoH... it is now 100% a dead perk for solos. The issue is that going against solos aren't the games killers worry about. They worry about facing coordinated SWFs... and the fact that CoH literally had its healing buff multiplied by 4 is crazy and hands a new tool to SWFs on a silver platter. That'll be an absolute massive loss for Killers when it does show up. Much like old Object of Obsession was.

  • @LollyGurl said:

    It’s so telling to see folks complain about Call of Brine in a way that makes it clear they never cared for it beyond its regression.

    A lot of us use it for the Loud Noise Notifications, making it an alternative/companion to the likes of Discordance, which is also able to bypass Distortion where Nowhere To Hide doesn’t and it’s furthermore excellent on Nemmy as LNNs attract zombies, specifically to camp gens in this case.

    That's because for anyone but Nemmy, Surveillance is arguably better for information than cob is.

  • 24 seconds is still less than 32.

  • @Mandy said:

    This is a pretty hefty nerf tbh. The perk can't be used in the first chase, it can't be used until you've earned it - that's pretty big. Really surprised that you think this is a small adjustment.

    It is a decent sized nerf, but don't expect the complaints to stop unless literally nobody runs it anymore.

    This change doesn't address the issues with the perk. Namely it's wild inconsistency and complete lack of telegraphing in spite of its potental raw power.

  • Very few people would disagree with you that Medkits and CoH needed a nerf.

    The issue is that perkless altruistic healing was perfectly fine and it caught a 50% nerf. Same story with recovery.

  • Speaking as someone who was very excited about her but doesn't play her anymore... her gameplay just didn't pan out for me.

    Using her power mid chase to scare others off gens is incredibly difficult an will make your chases take forever.

    Using 1 bird for chase and 1 for harass doesn't work because that makes your cooldown long enough that the crows will get shooed before you can fire again.

    Using birds 1 by 1 in chase is just boring because either the survivor runs away or gets put in a lose lose situation where either they cross the pallet or window you birded and you hit them by launching it or they don't and you get an easy M1.

    I wanted to love playing as her... but I just can't.

  • @GannTM said:

    Despite there being some bad changes, people have been way too overly dramatic about it imo. This is most definitely not the worst chapter we’ve seen and it’s not close. I feel like I lot of you weren’t there for A Binding of Kin lmao.

    This is worse than Binding of Kin. Sure Twins were a buggy mess, but that was rather understandable since the Twins were ambitious and there's a reasonable expectation that those bugs would get fixed.

    These changes are getting put into the game on purpose. The devs think these changes are good when they clearly aren't. That's far more worrying than the devs trying to do something really cool and not sticking the landing.

  • That's not a bug. CoH got nerfed so it doesn't allow self healing anymore.

  • I feel like there's an easy and obvious solution to Dead Hard.

    Move No Mither's permanent broken effect from it to Dead Hard. After that, you could probably even buff Dead Hard and increase the duration of the endurance effect.

    That fixes basically all of DH's issues. Having a 3rd health state is unfair against most killers, well now it's your second. DH warps every chase around the possibility of it existing, but now it can't because it announces it's presence.

  • So, I personally believe that nerfs should only happen in the most egregious of cases. When certain things are far too strong or for when something is promoting incredibly unfun gameplay. Nerfs and reworks are useful tools in a Devs tool belt, but they should be used very sparingly.

    In that light... no. A perk should never be nerfed solely because it is popular.

  • @CBT137 said:

    Theres an add-on to do this already

    You're thinking of pre rework Frank's Mixtape. It doesn't do that anymore.

    On topic, no. Definitely not.

    Here's the thing. Legion in Frenzy is not loopable. They essentially have 3 stacks of PWYF, a permanent version of Wesker's vault speed perk, and can vault pallets too. That's why Legion's power is *largely* non lethal. Giving Legion lethality is a terrible plan. Unless it's like their current lethality where it is super unlikely to happen.

  • To be honest, even in those 2 survivor 1 killer chapters, killers still got more content.

  • You mention that her stealth is still pretty weak.

    Something to note, her stealth add ons got some pretty meaty buffs. The one that makes it last longer got buffed to 50% and the add on that got made base kit now cuts undetectable's activation time in half. Run both and it turns on in 1s and lasts 3 outside an active zone.

    You do need to spec into it, but that sounds pretty strong to me.

  • @Eelanos said:

    She has now basekit Hope and the one add-on everyone was like "wow, how is this a brown, this should be an iri!!". How is this a nerf.

    If you were using her to exclusively 3 gen, it kinda is. She can't just endlessly replace hacked drones anymore.

    I'm pretty sure the other changes will more than make up for that though.

  • This looks interesting.

    Obviously they're reducing the amount of basekit slowdown she's got in exchange for chase buffs.

    As long as they don't go overboard with that shift, I think this'll be good. And I don't think they did go overboard.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373585#Comment_3373585

    The survivor gameplay is to repair, escape and hide from killer while killer is supposed to find us.

    The killer failed at finding us. So we are stealthy. Once again - how exactly playing stealthy is bannable when it's a gameplay part.

    If you can play stealthy while still progressing the game, go for it. That's not a bannable offense.

    If instead you were crouch walking around the edges of the map doing nothing else, well that is in fact taking the game hostage and bannable.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372956#Comment_3372956

    Well maybe make first 3 gens 120s and last 2 gen can be 90s.

    Which then begs the question of what about the 4th gen that's already at 75% when Gen #3 pops. Does it also then pop because it has 90 charges and now only needs 90. Does some of the progress just disappear into the either. Neither option is good.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372937#Comment_3372937

    I think 100s gens would be enough to prevent that situation or if not maybe gens should be 110s.

    The only way those sorts of gen times would be OK is if there were like... an optional objective Survivors could do where they'd find hand tools that would give them repair speed buffs. With just increasing gen times, you'd make 3 genning even worse.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369661#Comment_3369661

    I think bnp:s should get nerf too they should only do max 20% instead current 25%. But instead nerfing prove thyself I think gens should be increased to 100s and deadlock added as basekit. Im fine buffing ds back to 5s and even activate two times like otr.

    Prove Thyself should absolutely get its unnecessary buff reverted. The whole point of increasing the penalty for stacking on a gen was to make it less likely that the Survivors would finish a gen before one of them even got found by the killer. The issue is that PT was a large part of why Survivors were able to do it in the first place. Also, if a team was actively planning on trying to do that, they were 100% going to bring PT, so it's compensation buff basically destroyed the entire point of the change in the first place.

    Honestly that's bugged me ever since they did it. It's finally less of an issue after gens got bumped up to 90s... but it was still a stupid change.

  • I've been enjoying playing as Skull Merchant quite a bit.

  • Yeah DH in its current state shouldn't exist. I will say though, Stbfl makes it a TON less aggravating. Stbfl soft counters it and feeds off it. Unless of course you hit the obsession's DH.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369661#Comment_3369661

    Ngl, I'm on board with this. I wish they'd also revert the bp aspect of bbq and chili + wglf

    That'd also be good. BBQ stacks did a ton to encourage killers to not tunnel or camp. When they said they were going to remove them, I thought they were going to make the stacks base kit for both sides.

    Don't know why they didn't.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369537#Comment_3369537

    I can deal with 2 of those but how exactly would you nerf gen rushing while making it a fair change for both sides. Are suggesting a basekit Corrupt or something?

    I personally would start by nerfing BNPs again and reverting Prove Thyself's buff it got a while back.

    In return I'd be 100% on board with buffing DS. Either make it activate twice, or add a power lock out so certain killers cannot get all up on the Survivor who stabbed them instantly.

  • Bloodwebs don't reset until you finish them. Apparently last time you leveled up David was during the Halloween event.

  • SM is a bit of a "build your own power" killer.

    She's got quite a bit of info with a little chase, a little passive slowdown, and a little stealth.

    Then her addons are actually very transformative... with options to lean into any of those 3 aspects of her power. For chases, she's got Dissolusion on claw traps, 4 stack Fire Up, hindering drones, and an inconsistent stack of PWYF. For info, she's got basically much longer Lethal Pursuer. For slowdown, she's got Sloppy vs claw trapped people, Huntress Lullaby Drones, and Unnerving Presence drones. For stealth she's got Oblivious drones, and longer stealth fall off that should let her skate between active drones and stay undetectable the whole time.

    I don't think she'll be particularly strong, but her flexibility is kinda nutty.

  • Wait, there's no notification either? Why?

    MYC might still be useable since the unhook is a notification... but RIP Deathbound. It was already bad but now it's just non functional.

  • Tbf, they could already do this with windows and lockers.

  • For the scream thing, there was no feedback because it either got snuck in between the PTB and live or never got put on the PTB patch notes.

    It's pretty difficult to give feedback on something you don't know is happening.

  • Hopefully.

    But it would be weird to change some screams and not have it be a global change to how screams work. Especially since the notes mention them wanting to make screams consistent. So I'm a bit worried.

    If it is global, this'll mess with Doctor pretty bad too.

  • Oh they hid that in the bugs section. I was going to say I read the patch notes and didn't see it.

    Also... why? This perk was already kind of underwhelming and now it doesn't even effect the strongest forms of healing. Just... why?

  • @Nazzzak said:

    I'm assuming the 19m range is just for the scream, not the noise notification?

    Probably, but for a lot of those perks, knowing who set it off so you know who's got the debuff is pretty important.

  • Does this affect the screams that happen when a survivor puts their foot in a bear trap too?

    The most obvious cue that somebody got caught and not just that the trap got disarmed was the scream that followed. Granted you can still see it on the HUD but that's less obvious.

  • This is an odd choice to nerf a bunch of perks for no reason.

  • For boons, I think they realized that they are either broken or way too weak so they paused making more until they figure out how to fix it.

    For scourge hooks, I don't know. I hope they make more... but I'm not sure what they could do.

  • Pssst

    Did you know that after a survivor Sprint Bursts away, you don't have to chase them?

    They'll probably come back to that same gen on their own, and as long as you also come back before their Exhaustion is done, you get an Exhaustion perk free chase.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362690#Comment_3362690

    That is just old Ruin, those changes barely affect the perk. It would go back to being a top tier perk over night and become the best Hex again

    It isn't though.

    Say the killer has Ruin. You break a lit totem. Oops, Killer also had Undying so Ruin is still up. However, Ruin regression rate has fallen to 0.45 charges per second because it lost a token. This gives Survivors another avenue to lessen the impact of Ruin if they can't find the lit totem.

    Also I kept it snuffing itself once somebody is dead.

    More also, would Ruin being meta be a bad thing? Think about the gameplay that Ruin encourages. It encourages the Killer to harass and interact with as many survivors as possible so Ruin kicks in on as many generators as possible. What it doesn't do is encourage tunneling, camping, or 3 genning.

    There's going to be a meta regression perk, and there's a lot of them that are less healthy for the game than Ruin.

  • Weird thought... Hex: Ruin

    A Hex that affects the Generator Repair progress of all Survivors.

    For each Totem remaining in the environment, Hex: Ruin gains 1 Token.

    Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 50/75/100% + 10/15/20% per token of the normal Regression speed.

    Once any Survivor is killed by any means, Hex: Ruin deactivates and reverts its Hex Totem into a Dull Totem.

  • Well sure, but the people in charge of killer designs love having QoL addons for every killer. They're going to accidentally make ones that are too necessary.

    I'd rather those end up as brown or yellow instead of purple like Infantry Belt is.

    Would it be better if every add on was more transformative? Sure, but I don't think that'll happen.

  • If your killer has an addon that you feel is necessary to have fun with them, wouldn't you prefer that addon be brown or yellow? I know I would.

  • I found it to be useful. Being able to drop a drone on a corner gen and knowing I won't need to go back there until it gets broken is pretty nice.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361148#Comment_3361148

    Doctor and Legion have better information than her by miles.

    I disagree. Neither of them can detect survivors outside their TR. Doc's also has a decently long CD on his shock.

  • @Xendritch said:

    According to the forums killers haven't had time to do anything for 7 years and despite gens speeds getting nerfed significantly over that time somehow they're faster than ever.

    My guess is what's actually happening is you got high enough that sbmm kicked in and games are harder now. I don't think killers need any across the board buffs but I think a lot of the low tier killers need maintenance to bring them up to B tier and a lot of killer perks not related to regression could get gigabuffed so kicking gens is no longer the meta.

    Gens got faster in spite of the 10s nerf because survivors aren't bringing 3 anti tunnel/camp perks and an exhaustion perk anymore. They don't need to bring BT. DS is bad. Unbreakable was mostly good when combined with DS so the killer couldn't tunnel or slug.

    Instead they're bringing CoH, Prove Thyself, We'll Make It, Hyperfocus, Built To Last, etc... and they're just doing things faster because that's what those perks do.

    In addition to that, the changes to bloodpoint economy is resulting in survivors bringing in powerful medkits and toolboxes a lot more often. Which further speeds up their healing and repairing.

    Are gens longer at base? Sure. But that's ignoring the fact that Survivors are bringing way more time efficiency stuff more frequently than they ever have in the past.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360679#Comment_3360679

    Mending is healing, Sloppy will not affect mending though?

    Deep wound is a pretty bad slowdown. I mean why do you leave chase to get the use of 8sec mending slowdown? While he's strong in chase, which the chase should keep going.

    I know that Sloppy doesn't affect mending.

    The idea was to use the fact that Slinger was naturally pretty stealthy plus prenerf Tinkerer to make repairing a gen while injured a *really* bad idea while also making fully recovering from one single Redeemer hit take a ridiculously long time. Throw in two more perks I can't remember to let me know when I could easily transition the chase to a new target... and you've got a pretty good 1v4 Slinger build. Do note that I was doing this pre CoH so you didn't have that making this sort of pressure spread build a lot weaker.

    Was it as good as M&A, STBFL, old Pop, and BBQ? Probably not. I found it way more fun though.

    Edit: Also a self mend takes 12s. Not 8.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358392#Comment_3358392

    4v1 card will always be a card to win argument for Killers.

    4 slowdown basekit, because its 4v1

    I always think oppressive chase power Killers like Slinger are bad design, litterally everything is about that chase power, a slight change will heavily affect the Killers because they have nothing else. Killers with multiple kits like Pig is the easiest to balance, as you can nerf her stealth power and buff slowdown or vice versa.

    Without nerfing Deathslinger would be extreme chase oppressive, leave Survivors no thing but ignore everything and Gen rush if Killer decides to hard tunnel. His chase power should stay there, but he really need a basekit slowdown.

    For me, Killers should never have oppressive chase power, but they should have basekit slowdown, Pig & Pinhead are the best design for me.

    Slinger does have basekit slowdown. Why do you think he can inflict Deep Wounds? In fact, my favorite build I used to do with him was Sloppy + 3 info perks that could give me info mid chase and basically play him as Ranged Legion. It was good fun.

    But a 32m terror radius on a 4.4 killer means he can't really switch targets to actually use his Deep Wounds for anything besides denying DH anymore.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360483#Comment_3360483

    If you look from side to side in time with the wiggles , you actually get a speed boost from wiggling.

    There is no way to buff this perk that isn't 'wiggling COMPLETELY removes control from the Killer', which would be terrible.

    I knew that was theoretically possible. I've just never done it because it didn't seem necessary.

  • How they can do it is pretty simple.

    It's because it is very easy and fast to go from holding A to holding D and vice versa without affecting your forward movement (holding W). So, PC players just by nature of their control scheme have a pretty easy time resisting wiggling.

    Attempting to do the same with just a thumb and control stick will be much more difficult and will almost certainly not get as good of results.

    As for how to fix it? I don't know. Maybe give controller killers a bit of built in wiggle resist? But then people would probably start spoofing controllers on PC to get it as well...

    Yeah not sure it can get fixed.

    Side note, we do notice Boil Over, but we're more concerned about the hook hiding and not dropping off of something than the extra wiggle strength.

1 … 3 4 5 6 7 … 45