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FFirebrandd

FFirebrandd

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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3067891#Comment_3067891

    Why do you need a slider, who would set their FOV to anything short of the maximum allowed amount? If the devs ever want to increase the FOV that's fine but a slider is unnecessary, just change the parameter to whatever the highest FOV is that doesn't cause gameplay or balance issues.

    There are people playing this game who get headaches from playing with Shadowborn equipped.

    That's why.

    That's why it needs to be a slider like it is in most decent 1st person games.

  • So... I do agree that Killer Field of View should be a slider in the options menu and not a perk.

    Other than that... no I don't agree with anything you said. Did you miss that in the patch notes they're giving Killers... 50% of Brutal Strength, 25% of Save the best for last, 10%ish of Pop Goes the Weasel at base? On top of that they're making gens 10s longer and making Survivors post hit speed boost shorter. Most of these changes will be much more appreciated by the lower tier killers than the higher ones, so let's see how those changes shake out first.

    I will say though that Onryo probably needs her tvs to turn back on faster.

  • VHS just hit early access, so that.

    I've got plenty of options besides that... but rn I'm excited to try playing as Wart.

  • Let's see...

    1. Camping getting buffed via the gens taking longer but not lengthening hook states.

    2. Killers getting multiple base kit buffs while survivors get a buff of questionable use and a nerf to the post hit speed boost.

    3. People's favorite meta perks getting nerfed and they don't like change.

    4. People's off meta perks also getting nerfed for various reasons... some questionable some not.

    5. Grind reduction changes are of dubious usefulness or can be straight up worse depending on how the person spends their bp.

    Take your pick? Like... yeah there's good stuff in this update but there's bad stuff too.

  • I have Dredge, but I got him basically as they announced how the prestige changes were going to work. It didn't make sense to me to use hundreds of thousands of blood points on him to get perks when I'd get a ton of them "for free" once the update drops.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3064753#Comment_3064753

    Youre not supposed to get a permanent 4stack effect from Thana.

    Yeah you are. The slowdown you get from 1-2 stacks is minimal.

    Now if they reworked it so most of the slowdown came from those first 1-2 stacks and less for the 3rd and 4th, that'd be a different story.

    Also that's what I thought they were going to do when I saw Thana on the list of perks they were changing.

  • So... block Thana from being used on the only 2 killers who can actually use it effectively?

  • Did... you miss that Killers got 50% of Brutal Strength, 25% of Save the Best For Last, and 10% of Pop goes the Weasel without the requirement of getting a hook?

    Kicking a gen with zero perks to buff it is time efficient after a third of a second of regression. That's honestly wild.

    I really don't think Killers got the short end of the stick with the base kit changes.

    Edit: I was actually using the new pallet break speed (2.34s) instead of the new gen break speed (1.8s) in my calculations... dry kicking a gen will be just... worth it now since the 5% instant regression essentially deletes 2.25s of survivor progress and it takes you 1.8s to do.

  • I don't understand the devs anymore. When the PTB dropped, I thought that the changes were good with a few weird/bad ones here and there.

    Now in the dev update they've gone and made a bunch more bad choices and I just don't get it.

  • I don't know if it is more memey than No Mither, but it is definitely in the running for the memest killer perk.

  • @R1ch4rd_N1x0n said:

    I'm quite angry with the Calm Spirit change and hope it gets reverted.

    Yeah... that one probably makes the least sense out of all of them. They could have given it the buff without the downside and it would be decent at most.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059515#Comment_3059515

    You bring a medkit and sacrifice the upper limits of how good you can be at altruistic healing?

    I don't think the concept of "you can't be equally good at everything" is even particularly new for this game. You don't have to bring BK to be acceptably good at healing your teammates- you don't need to bring anything at all, honestly, altruistic heals don't take that long at base. It's a shame your moderate build is going to be shaken up (though since you're using one of the most frequently used perks of all time that really should've been expected), but it's a little disingenuous to act like that was the main function of BK.

    Your build isn't unfair. Someone who brings old BK and a green medkit with speed and charge addons is bringing something that's unfair and warrants changing- and that's current BK, not buffed 50% BK.

    Like I said, you personally not wanting to use it doesn't make this a bad change.

    That build isn't equally good at everything because this game is much more than just healing. It only has two slots left for chase, Gen progress, anti tunnel, anti slug, info, or whatever else. This build is going to find itself wanting in at least a few of those areas. However, burning 2 perk slots and my item slot to be a jack of all trades healer seems fine to me.

    I had a naive assumption that the devs would realize *why* SC was used as much as it was and either not touch it or give it a small nerf at most. Not... dumpster the perk.

    It IS a bad change though. Let's be honest, medkits are the strongest item in the game by a huge margin. Anything that actively discourages you from bringing one had better be really amazing or synergize really hard with other things that encourage using other items... and new Botany does neither.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059317#Comment_3059317

    If you pair those perks with a medkit, you will eventually run out of charges. Maybe you've got a good one with some solid addons so that's less likely, but if you bring Botany Knowledge instead, you'll have a permanent 50% healing boost and have your item slot cleared up for something else.

    The answer to "When would you rather have Botany over a medkit" is "when you want to be a team healer", or "when you want to make CoH better". It has a use- maybe you personally won't use it, but to claim that it couldn't be used effectively by anyone is just blatantly false.

    If you want to heal yourself, bring a medkit. If you want to heal others (or pair with CoH), bring Botany Knowledge. I'm not sure how that isn't clear to people.

    To your last paragraph: the heck do I do if I want to do both? Best answer I've got is We'll Make It and a medkit... which doesn't function if I'm not the one getting the unhooks... or Desperate Measures and a medkit which barely functions if DM only has one stack.

    Currently on the live server I can load up with Botany, SC, and a brown medkit and be pretty good at healing anyone anywhere which is nice and comfy, but no where near meta or OP. Why is my ability to do that getting deleted?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059294#Comment_3059294

    As well as anything else that boosts healing speeds in general. Not to mention that it is now a dramatically better pick on its own for healing your teammates, since a 50% boost is enough that it's going to give you pretty noticeable value on altruistic heals if you bring nothing else to supplement it.

    Since that's what it's for now. Altruistic heals, the kind you probably aren't using a medkit for anyway.

    How is this not being clear to you guys? Sure, I could pair Botany with We'll Make It, Desperate Measures, and Empathetic Connection... but I could also pair those Perks with a medkit instead and have even better healing that I can use on myself if necessary, which is just better.

    Running new Botany with a medkit is a bad idea, so obviously the question to answer is when would I rather have Botany over a medkit. I personally am coming up with nothing.

    New Botany's opportunity cost is competing with medkits and is losing. Badly.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059261#Comment_3059261

    The synergies aren't there for healing yourself. They very much are there for healing others, because a flat 50% increase is a pretty huge deal. It'll also play really nicely with Circle of Healing, as that doesn't require using a medkit to get the self-heal ability and already provides a boost for healing others.

    Botany Knowledge is not dead. Hell, it already makes perks like Solidarity more appealing on its own, because while Solidarity only heals up to half, getting up to half 50% faster shaves even more time off the return heal. I'm not at all against these options being buffed (except SC, that needed to be nuked), but it's just an overreaction to say that BK is being ruined, plain and simple.

    No... the synergies are not there period.

    The only two Perks in the game that would prefer Botany over a medkit is Solidarity and the now butchered Self Care. That's it. And they suck.

  • @SekiSeki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059035#Comment_3059035

    Just change your build, if you want medkits, run StrWise, Built to Last, Desperate Measures and what ever perk. If you don't want medkits, then botany, Desperate Measures, whatever else. The build synergy is still there.

    Except the synergies aren't there. At the moment, every good healing perk works with medkits so it is just a question of do you want BK or a medkit.

    Now, if they buffed some stuff so a hand healing build was an option, then count me in.

    Stuff like making Solidarity do 75%, Botany doubles the chance of skill checks so it plays nice with Autodidactic, Autodidactic buffed so it essentially starts with one token, SC buffed up a bit to 40% instead of 35%... then I could see Botany being anti medkit.

  • @SekiSeki said:

    Calm Spirit, sure, yeah that baffles me.

    Botany, no. It should not work with medkits, that's it. Medkits are already busted as it, we don't need botany breaking them further. Botany has it's own uses and it is not for medkits anymore. It is still a great perk regardless of that.

    Here's the deal.

    Old Botany worked nicely along with medkits. It wasn't meta, but if you wanted to go all in on being the team's medic you'd bring it.

    New Botany actively makes it impossible to use medkits along with it. In spite of doing that instead of peacefully coexisting with medkits like autodidactic or solidarity do... it is no where near strong enough to be a somewhat acceptable replacement.

    That's the issue. Botany has anti synergy with the best healing in the game and isn't strong enough to stand on its own.

  • Just curious... did you miss that *every* killer power breaks the rules of the game in their own way?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057120#Comment_3057120

    I'm not sure. Medkit addons are pretty generous and a fast heal is very powerful in this game. I'm not sure how the math works out.

    So firstly, Legion is hurt less by fast healing than any other spread damage killer except Plague. No Perks or items in the game exist that makes mending go faster. In addition, unless Survivors bring permanent ways of healing in less than 10s, they're still benefitting from healing happening.

    As for Botany, the main issue is that having it equipped will dumpster any attempts to self heal with medkits because you'll run out of charges before you finish. Seriously, with this perk, brown and green kits aren't full heals anymore. Purples aren't 2 heals. Yellows will need far more than just brown bandages to hit 2 heals. The green charge add on isn't +1 heal anymore. The one singular medkit charge amount that isn't divisible by 8, the yellow gauze (12), isn't strong enough to fix any of this where it matters. It's *bad*. I fully expect Botany to be dead after this update. Why bring Botany when medkits are stronger, more convenient, usually enough, and Botany actively sabotages your medkit?

  • @YOURFRIEND said:

    You can now dead hard while corrupt puke is midair. It's the same counter as before, maybe better if your timing is decent.

    Legion? I think they'll suffer a bit. Easy injuries mean very little if the survivors heal fast enough to not make it a time deficit. Botany knowledge got a huge buff and I don't see survivors staying injured for more than a few seconds.

    That assumes people run Botany Knowledge. They gave it massive anti synergy with medkits which I'm pretty sure will dumpster the perk.

    Like I'm legit feeling that current day Botany is just better.

  • Forget Call of Brine... Overcharge is arguably a downgrade over a perkless kick.

    Nobody is going to use it.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055759#Comment_3055759

    i have not, ive just been focusing on him so can get his teachable to finish up the perk list i want to use for a build on trapper and a few other killers for pallet crushing. but neither tinker or lightborn ever popped up. enduring did at 30 and that was it.

    As two posters above mentioned, check your Billy's character info screen. Then check if you have them by leveling somebody else.

    If you still don't have them, contact support.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055745#Comment_3055745

    yes i am certain. So all 3 teachables should eventually spawn on the web without prestiging?

    Yes. The Orange teachables should show up at 30, 35, and 40. Also AFAIK they *never* go away even if you ignore them for a level or two.

    Have you tried leveling another killer to see if Lightborn shows up in their blood web?

    Also, even if you are leveling Hillbilly, you do not have to actually play him. I can't play him at all and have barely played him, but I threw BP from other killers at him to get all his perks.

  • Can confirm. Even with all the drawbacks, Red Herring is a fun perk.

    One thing I'd love to see is it revealing Survivor auras within 8m of your marked Gen. That would help a ton with not accidentally sandbagging your team.

  • Honestly I preferred how he was prior to his changes. I really liked how relentless he could be with 60/70 knives.

    I didn't really like how the changes made his strengths stronger and weaknesses weaker. The lower laceration made getting caught out much more lethal and the fall off time made knives much more useless at loops with walls.

    I actually posted a topic awhile back asking if memento blades could get changed to basically revert him. Still kinda hoping for that but I'm not expecting it.

  • I think his terror radius needs reverted more than his ADS.

    Overall though? Yes. A lot of the stupid changes he got should be undone. He wasn't all that crazy good before his harsh nerf and now playing as him just sucks.

  • Even something as simple as the option to sell back items at 50% of their cost would help immensely.

  • If by this you mean that killers should have an FoV slider then yes. Fully agree.

    If you just want them to flat increase the FoV then no, because I know some people who cannot play with Shadowborn equipped because of motion sickness.

  • For a bit it was looking like I was going to switch to Trickster as my main when he got released. However I didn't really like the post launch changes he got so I dropped him again.

    Deathslinger was my secondary main for quite a while until he got nerfed in the worst ways possible.

  • @WeaverReaver42 said:

    Most people seem to be talking about him from the perspective of how he's unfun compared to before. But as someone who only played him after the nerf I can say he just isn't fun compared to other killers right now in general. Even trapper at least can lock down a specific area and put pressure there (albiet not as effectively as I'd like), but deathslinger feels like he tried to be a jack of all trades without being good enough at any of them for it to be useful. I've tried gen pressure perks, perks that reward basic attacks, I've tried a combination of the two. He just isn't fun as he is right now.

    Current day Deathslinger basically only has 1 build that sort of functions.

    1. Save the Best for Last. This is basically mandatory to cut down on the amount of Hold W survivors can do post hit since Deathslinger is a 4.4 killer. One of the few upsides of the changes is the Deathslinger can much more easily save stacks by breaking the chain on the Obsession whenever they're healthy. If you're feeling spicy you might be able to replace this with a multi proc, consistent Exposed perk like Starstruck or Make Your Choice.
    2. Monitor and Abuse. This is basically mandatory to cut down on the amount of Hold W survivors can do when they first hear your Terror Radius. Without this, they can potentially waste an extra 20s before you've ever seen them because Slinger is the only 4.4 movespeed killer with 32m Terror Radius.
    3. BBQ and Chili or Thrilling Tremors. You have no time to patrol gens or any of that nonsense. Once you down the first person and got them on a hook, you NEED to get into another chase ASAP.
    4. Corrupt, Pop, Pain Resonance, or Deadlock. Even with all the previous time saving measures, you're going to still need more. So... 1 perk for gen defense/regression.

    You basically need all 4 of those perks or perks from their related category to try to patch up all of Deathslinger's crippling weaknesses. If you don't have them, don't bother.

  • Yeah... before his ridiculous nerf Deathslinger was my secondary main. Honestly, he was great. Depending on which perks you gave him, he could function as literally any of the following:

    1. A chase expert that strongly resembled a glacier. He was gonna get you eventually, but it was going to take a bit.
    2. A stealth killer who didn't get wrecked near as bad by stealth hostile maps. Looking at you Ormond, new Coldwind, and Eyrie.
    3. A ranged killer who didn't get wrecked near as bad by range hostile maps. Looking at RPD, Lery's, and Hawkins (RiP) for this one.
    4. A split pressure killer like Legion who wasn't quite as good at splitting pressure but unlike them wasn't kinda helpless when actually going for a down.

    The nerf he got to his terror radius and ADS basically ruined 2-4. 1 is still kicking but that was my personal least favorite way to play him. So... I basically haven't played him since his massive nerfs.

  • @Peanits said:

    They're not gone or forgotten, they're just on the backburner at the moment. We revealed this very early on and it hasn't been slated for any particular update yet. The rest of the year is already booked with other changes- the ones mentioned during the anniversary stream & in the roadmap- but we'll come back to it once we have some time.

    The QOL changes for the foreseeable future are here, in case you missed it:

    https://us.v-cdn.net/6030815/uploads/47RSFRJIWVBE/am-3129-dbd-year6-broadcast-year7-roadmap-visual-4k-v04b.png

    You guys put tackling one of DbD's biggest design challenges on the back burner? Why?

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/0POXR4ZTGJL0/20220628-193212.jpg

    As Solo when I see Corrupted Intervention with screeching noise.

    Love this. I legit chuckled. I actually enjoy playing against Nurse, but still, Love it.

  • I think they'll be OK like this.

    Also if they were going to only keep one, I'd rather they keep the speed boost nerf. Do you know how many times I've hit someone with a m1 killer and been like "well... guess I now need to hold W after them for 10 seconds before I cam even threaten them again." Too many.

  • They should have just made those BP boosting tokens basekit. They're fun and both incentivize behavior that is better for the game.

  • This is a terrible idea.

    You're buffing killers at mmr levels where they need zero help and nerfing them mmr levels where they do need help.

  • @Advorsus said:

    All of them.

    Make them all base kit for a short time. See which side really have the most overpowered perks 😂

    This smells like a new gamemode or april fools thing. Either way I'm here for it.

  • I do kinda get it. Legion making Survivors mend does make the game take longer... but like... how is that bad? I'd rather be in a long pretty even Legion match than end up against a killer of any description who decides to tunnel and camp and get somebody out of the game asap. At least with Legion, I'll get to actually play the game since their power encourages not tunneling or camping.

    Also as far as people playing them goes... I personally quite like M1 killer gameplay and looping. Problem is that it is nowhere near fast enough to be competitive. Legion fixes that problem by having deep wounds that buys them time for their M1 gameplay.

  • I don't have any. Pretty much all the characters I did main got reworked out from under me.

  • So this is... roughly my reaction to this...

    "Oh... you didn't." *Starts Scrolling*

    "You did... holy crap."

    "You did all the survivors too?!??"

    Congrats on that herculean achievement. You get all the cookies.

  • @Valik said:

    I don't think I understand what this post or thread is about...

    Is it about Legion being strong?

    Is it about a lot of people playing Legion?

    Is it about silly design directions?

    I don't understand what the soul of this is intended to be or where it is supposed to be headed.

    I think OP is sick of mending. Either that or keeps getting wrecked by the 5th Frenzy hit.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937029#Comment_2937029

    Legion being annoying to face wasn't what kicked off their first rework. Lack of counterplay and borderline abuse of some mechanics is what did it.

    I'm going from memory and Legions rework was a while ago. But, I remember the big reason BHVR reworked Legion the first time was exactly because he was unfun to play against. In fact, I'm pretty that's where the entire "so-and-so is unfun" threads came from on the forums, because that's the reason the developers gave.

    Nope. At least not from what I've heard/seen.

    Firstly, it was because Deep Wound timer paused in chase instead of as you ran. So Legion could moonwalk with Bloodhound and force you to either drop from DW or get stabbed. Secondly, it was also because damaging the Deep Wound timer with Franks Mix Tape actually worked because Frenzy didn't need to be fully charged to activate. Frenzy hits are very difficult to prevent and if Legion can down you by Frenzy stabbing you over and over again... there's really not much you can do to stop it. Lastly, a missed Frenzy hit didn't dump Legion out of their power so Legion could actually go faster by spamming lunge... though they may have needed Unrelenting to do that.

    Edit: Actually I looked it up... the multi frenzy stab down was a base kit thing... Frank's Mix Tape just made it better.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936998#Comment_2936998

    The developers made it easier to put survivors into the mending state.

    You misread that.

    Legion being annoying to face wasn't what kicked off their first rework. Lack of counterplay and borderline abuse of some mechanics is what did it.

    Did the Devs make it easier to get deep wounds on people? Yes. Why? Because Legion was a pretty weak killer and that's what their whole shtick is for the most part. Frenzy around spreading injuries and deep wounds, cancel power and commit to an M1 chase while the rest of the team is distracted mending. That is what they do. That's what they've done for years. Were you expecting the devs to do a complete rework of them like they did old Freddy or something?

  • So... would you rather get 1 shot and face camped by a Bubba who caught you in a dead zone?

    Like I get that Legion forces you to mend and it is kinda boring and annoying... but like... there's a lot more worse things in this game to face off against. Besides, unless you feed them a 5 hit Frenzy, Legion is getting downs with M1 gameplay which is very counterable. That is not a fast process and why they have Frenzy to slow the game down to a point where they have enough time for their M1 gameplay.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934823#Comment_2934823

    I’ve always hated going against Legion because of their mechanics. I understand it’s nothing new. I never saw Legion much before the buffs because they were so weak, but they’re in at least half of my survivor matches now. Maybe it will get better over time as the novelty wears off.

    @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934823#Comment_2934823

    the difference is very few played them during this perioud. The buffs have made legion stronger and he's the new shiny thing to play with so survivors are getting over exposed to a mechanic that we hated all along.

    Were you two hoping they'd never be viable then? Or that BHVR would give them an old Freddy level of rework? Clearly you can see why neither of those things are actually good options.

  • See, I really don't get this complaint. Not that mending is boring mind you... it's just that Legion has literally been all about chaining hits and spreading deep wound for years. This isn't new. Are you just complaining because you hadn't seen Legion in months so didn't have to deal with them and now you do or something?

  • I hope you don't mind that I've bookmarked this and have shared it some in other threads.

  • This honestly:

    Dead by Daylights biggest problem — Dead By Daylight

    tldr of that is basically...

    Killers should dominate the 1v1 and survivors should dominate the 1v4... but Survivors winning the 1v4 isn't particularly fun because gens are boring. To make the game more fun, BHVR has made Survivors much more equal to killers in the 1v1... the chase... because that's fun. The problem is that they can't then balance out survivors being better than they should be in the 1v1 by nerfing the 1v4 because generators aren't fun.

    So we have a problem of Anti Loop Killers make chases not fun anymore because it slants the 1v1 back in their favor.

    Legion and killers like them that drastically delay the game to make room for more chase time aren't fun because they cause a lot more holding M1.

    Only real way to fix it is somehow make generators fun to do.

  • Hrm... I'm not sure. Coup de grace maybe?

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