Firellius
Firellius
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2334858#Comment_2334858
I will say it again; You point to NoED 'wasting time' without any payout as a flaw. It is NOT. The point of NoED is to make you do totems, even if it is not in the match.
Your argument towards why NoED is bad is why NoED works in the first place! It's an unknown threat. You don't know if a Killer has it, so you take the time to do bones. Either it pays off and your team clears all 5 bones, or it does not.
You're not meant to do all 5 on your own, so if YOU could not get all 5 bones, then your team also failed. Or the Killer succeeded in protecting a totem.
But you act like Survivors should ALWAYS get rewarded via Killer debuffs for cleansing totems, and anything less is bad design. This is wrong.
NoED is a damn all-or-nothing perk:
- Either it survives until endgame, or the Killer wasted a perk slot
- Either YOUR TEAM OF FOUR cleanses FIVE TOTEMS, or NoED procs.
It's all-or-nothing for Survivors AND Killers.
But keep pointing to how it makes you 'waste time'; This. Is. What. it. Does. It makes you risk doing totems on the chance a Killer has it.
Just like a Killer works with 3 perks all match on the chance it does not get cleansed.
If YOU decide that doing 5 totems is 'too hard', then you eat NoED. This is not bad design. This is not a game problem. This is a YOU problem.
YOU are deciding not to try for 5 bones. YOU are risking the punishment for it. The devs don't have to bend over backwards to change a perk simply because YOU are too lazy to use the counters that exist.
That's like getting angry that healing exists because you can't just naturally heal over time.
'Man, it sucks that I get injured I should just heal back to Healthy after 30 seconds!'
'But you have med kits, Self Care, and teammates to rely on.'
'Yeah but that takes time I don't have! That's bad design! I should just heal because I want too! Using a medkit just takes too long, and teammates might fail skillchecks! Devs; change how healing works, because I don't want to stop doing gens!'
For the final damn time; NoED is SUPPOSED to make you waste time. NoED is SUPPOSED to be an unknown threat. NoED is all-or-nothing FOR BOTH SURVIVORS AND KILLERS.
But instead of using what you have to counter it, you want the perk to do nothing all game, then have a time limit in the end game.
I don't care what you try to call it; that is a nerf for killers. Survivors will just immerse for two minutes and then be safe. Plus, slower Killers won't be able to cross bigger maps, or search effectively, in that time limit.
That would be garbage for a Killer to waste a perk slot on. it would go from 'I got to the end game; time to benefit from NoED' to 'I got to the end game, everyone hid, and I got no use out of NoED'.
Do you now understand why NoED is fine as-is? Or are you going to ignore everything I said, AGAIN, and pretend 'It makes me waste time, and I don't wanna' is a valid critique?
Again, you are failing to comprehend.
YES, NOED wasting time without pay-out is a flaw. Because THAT is what incentivises people NOT to do totems. If you clear 4 out of 5 and get nothing for it, then you effectively get punished for doing those 4! If you clear 5 out of 5 and the killer doesn't run NOED, then you effectively get punished for doing those 5!
In the vast majority of cases, probably over 90% of cases, you get punished for doing totems, not rewarded.
This is why I -stopped- doing totems except to charge Inner Strength: It is a way better tactical option to not bother with totems, in -all- situations. The ONLY time you might want to do a totem is if it is in a difficult to memorise/difficult to cleanse position, and you know the locations of other totems.
You're not meant to do all 5 on your own, so if YOU could not get all 5 bones, then your team also failed.
So unless your teammates are doing their part, you doing totems could very well just end up hampering you, really badly.
This is your problem: You are running this mindset entirely in a realm of theory. In practicality, this is not a tenable or effective strategy.
YOU are deciding not to try for 5 bones.
You are -legitimately- not reading my posts.
I tried to do this. I tried to get all five done, with DetHunch and Inner Strength in my build to help facilitate it, and it just doesn't work. It is just not an effective strategy. In all the matches I ran that, I had one NOED blocked, and that was against a killer bad enough to stretch the game out for that badly.
I have countered NOED more than that though, but in all other cases, I -didn't- do totems and got rewarded for it by finding NOED after it had gone live, which was possible because I -didn't- cleanse the totems I found.
I don't have an issue with the idea of survivors having to do totems. I wouldn't mind if NOED forced me to do that.
I am demonstrating to you that NOED does the exact opposite of what you say it does.
You do not counter NOED by doing bones. That is not my opinion, that is the objective strategic fact.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2334315#Comment_2334315
Youre change is 'Let's give NoED a time limit'. You have changed NOTHING except giving NoED a controllable time limit and act like this would encourage Survivors to do bones.
If they won't do bones to permanently turn it off (You, yourself keep claiming that NoED somehow encourages people to NOT do bones...for some unknown reason that you think is fact), why would they do bones to reduce it's time limit?
Your whole claim is that cleansing 5 totems is just too hard, so no Survivor does it, and it's all NoEDs fault because it is a binary setting; countered or not.
But...Giving it some garbage time limit would make it 'better'? Really? Really?
Come on; you're just fishing to nerf NoED into the dust. No Killer would touch it, if they had to play an entire match with 3 perks, and then it proced for a whopping 30 seconds at the end (if all bones but 1 were cleansed).
You seem incapable, or just flat-out are ignoring, that Survivors can prevent it from activating with 'Yeah, well, what if they don't?' or 'We don't want too, and that means NoED is broken!'
You take it's effect, which ANYONE can see works the way I said it works, and reply with 'See? That means no one will cleanse! Ha!' with absolutely 0 evidence to back up your claim other than you said so.
If Survivors don't want to do bones to TURN IT OFF PERMANENTLY, why would giving it a timer change that?
It won't; it's just a pure nerf. Survivors still won't do bones, but now they can HIDE for a time limit to wait out NoED!
That's your 'fix'; just slap a time limit on it to allow Survivors to keep genrushing, then immerse 2 minutes 30 seconds to avoid NoED being a threat at all.
Your fix is a nerf, plain and simple. Anyone can see it.
NoED. Is. Fine. Just. Cleanse. Bones.
You have HOW MANY perks and items and addons that speed up totem cleansing or show you where bones are?! USE THEM.
But I get it; those perks aren't META. You guys want to ignore bones and keep your META perks; hence this thread. it's nothing more than 'We COULD do bones, but we don't WANT to do bones. So please change NoED so we never have to worry. K thx!' 🤦♂️
Next time, before you make any kind of remark, just -READ. MY. POST.-
No, giving it a time limit won't fix it. But making it dependent on the amount of totems left as opposed to this 'all or nothing' thing WOULD be an improvement. Currently, clearing 4 out of 5 does NOTHING to counter NOED. This is why doing bones is such a craptastic argument against NOED: You're not going to do all five solo without screwing over your team, and you're not going to be able to coordinate a clean 5-totem clear in solo play. This means that any individual effort you put in to get the 5-totem cleanse NOED block is far, FAR more likely to set your team back and STILL not stop NOED.
You take it's effect, which ANYONE can see works the way I said it works, and reply with 'See? That means no one will cleanse! Ha!' with absolutely 0 evidence to back up your claim other than you said so.
So does it not still retain its full function when you cleanse 4 out of 5 totems? Does it not cost a ton of time to get all five totems done? Does it not waste your time tremendously if you do all five and the killer -doesn't- have NOED?
I keep explaining in what ways it is disadvantageous to do bones against NOED and you just refuse to argue against any of that in lieu of just going 'dumb survivors just want ez escape, don't want to do bones!'
I RAN your strategy. Detective's Hunch, dropping everything to get totems done and guess what? I blocked NOED -once-. In ALL other cases, either I couldn't clear all five totems which meant NOED fired anyway and I just wasted my team's time, or the killer didn't have NOED and I just wasted my team's time.
Yes, it -can- be deactivated. But that doesn't mean that that is an effective or tenable strategy.
You have HOW MANY perks and items and addons that speed up totem cleansing or show you where bones are?! USE THEM.
Sure, if you want to make the game into rochambeau. But we also need to take BT against camping, DS against tunnelling, UB against slugging, IW against Spirit, DH against Nurse and Spine Chill against stealth killers. So where exactly do you want us to fit DetHunch or SG?
Your fix is a nerf, plain and simple. Anyone can see it.
Oh yes, making it baseline is a real harsh nerf. And getting two-and-a-half extra minutes to track and kill survivors is a really raw deal, huh?
At least I'm trying to think of a solution instead of just bull-headedly repeating the same tired old trope that I already explained doesn't work.
Doing. Bones. Isn't. NOED's. Counter.
That once-in-a-blue-moon NOED block does not outweigh the thousands of times survivors cleanse fewer than 5 and get punished hard for it.
But I get it; those perks aren't META. You guys want to ignore bones and keep your META perks; hence this thread. it's nothing more than 'We COULD do bones, but we don't WANT to do bones. So please change NoED so we never have to worry. K thx!'
And you call -me- whiny?
Also, I am literally saying NOED would be better designed if it was baseline and you somehow misinterpret it so thoroughly that you caricature it as 'please change NOED so we never have to worry'. Are you drunk?
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2334271#Comment_2334271
What a wonderful argument for making noed basekit. Thank you
I mean, Power_Guy's argument is that it already is.
And honestly, with the right rework, NOED turning basekit is actually a good way to make totems into a pressing matter for the survivors. As it currently is, it does the opposite.
Imagine NOED being baseline, but instead of its current effect, it becomes 'When the exit gates are powered, a random surviving dull totem becomes a hex totem. While the hex is active, all survivors are exposed, and the killer gains 4% haste. This effect lasts 30 seconds per dull totem remaining at the time of activation.'
-THAT- would make survivors do bones.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2334005#Comment_2334005
(Note: All the caps is not 'internet shouting' in this case; it's just me emphasizing what I'm saying to make it stand out.)
'If you invest time hunting totems, you run the risk of wasting time when NOED isn't in play'
THAT. IS. THE. POINT!
The point is to make Survivors GET THE <oh heck naw!> OFF OF GENS FOR FIVE BLOODY SECONDS!
The point is to make Survivors do bones because NoED MIGHT BE IN PLAY! They have no way of knowing, so they HAVE. TO. DO. BONES!
Again; you are complaining that NoED does what it is supposed to do! It is supposed to, by EXISTING, make Survivors weigh the risks vs the reward of BOING BONES!
Do you risk it? What if NoED was not in the match? Then you risk your neck for nothing. Oh well!
But what if it is in a match, and you decide 'This Killer does not seem like he has NoED.' And BOOM! HE HAS NoED! Your RISK was not REWARDED.
On the flip side; what if you risk doing totems, and get out, and see he had NoED? Then your RISK of being found doing bones was REWARDED.
RISK VS REWARD! How much more do I need to shout it?
I'm not trying to be an ass (I know; a first for me), but you are LITERALLY pointing at NoED doing it's job and saying 'I don't want to waste time on bones unless I'm 100% rewarded, so it's flawed.'
If NoED makes you waste gen time bone hunting, then NoED did what it exists to do. It HAS to exist like this, because, if it was not an ever-present threat; if Survivors had 100% ways to know it's in a match from the start; It would be garbage.
Killer does not have it? Slam gens!
Killer does have it? Do bones, THEN slam gens!
It. Has. To. Be. A. Mystery. That is it's job; the lurking threat YOU DO NOT KNOW ABOUT UNTIL END GAME.
Risk
Vs
Reward
You're not listening.
I'm not pointing at NOED 'doing it's job' and saying it's not working how -I- want it to work.
I'm pointing at NOED specifically doing the exact opposite of what you say it does.
On a superficial level, at a quick glance, the intuitive solution is, yes, to do bones. But if you take the full picture into consideration, it reverses, and survivors are strongly encouraged never to touch a dull totem, only to record its location.
You're more likely to counter NOED by never touching a dull totem than you are by cleansing all five. Which also means that the background risk you're talking about -isn't working-.
NOED would work exactly as you say it does if it was A) bound by the number of totems left, as opposed to whether there is any totem left and B) guaranteed to appear.
The fact that you don't know whether or not it's there is an incentive not to do bones.
The fact that there's a risk of it becoming stronger if you clear the totems you -can- find is an incentive not to do bones.
And I voluntarily waste time on bones because I run Detective's Hunch and Inner Strength on my main build. Doesn't mean that NOED isn't a design flaw.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2333779#Comment_2333779
This is the point of NoED. It's a hidden threat meant to make Survivors do bones. It was the answer to the genrush problem.
How is that so hard to understand? How? Survivors are literally complaining about a perk working as intended like it's flawed.
And you can counter it by DOING BONES. You can keep it from ever activating! Yet you sit here and say 'I don't want to do bones. This is a game problem. Change NoED so I don't have to do bones'
Except that's not how NOED works. NOED -doesn't- incentivise doing bones, it's the exact opposite. If you invest time hunting totems, you run the risk of wasting time when NOED isn't in play. And if you do all the totems you find, NOED will move to the totem you didn't find.
NOED -would- incentivise doing totems if it either picked a dull totem at the start and didn't light it up, or if its efficacy was based on however many totems are left when the fifth gen is completed.
Doing totems makes NOED more effective, not less. As Orion mentions, the actual strat is to not cleanse the totems you find and instead just check them once the fifth gen pops. But that's still tremendously risky, fully RNG based, and impossible to coordinate in solo queue.
NOED is just an absolute mess of a perk.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2333457#Comment_2333457
I love that people keep claiming 'NoED wastes time even if it's not in a match' is proof it needs reworking.
That's what NoED is supposed to do. The same that Killers have to assume Survivors have D.Strike, or try to bait out Dead Hard without knowing if Survivors actually have it. This is why every match now has an Obsession, even if no one has Obsession perks; to hide D.Strike and other Obsession perks on both sides.
Or are only Survivors allowed delaying tactics via unknown perks?
Difference is that Decisive Strike has a stringent activation condition and baiting out Dead Hard will cost the killer a second or two, tops. And neither of these perks have nearly as much output value as NOED.
NOED demanding that all players in all games always do all totems is considerably worse than Decisive Strike politely requesting that killers don't tunnel. Not to mention that DS isn't even that effective as a tunnelling counter.
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@Hex_Ignored said:
The thing with dead hard is that you do not have to "set it up" like lithe, smash hit or balanced landing and it doesn't require smart play via exhaustion management like sprint burst. It is available the moment you get injured and basically removes very big mistakes the survivor made in chase, which would have been their end.
TLDR: unlike other exhaustion perks it is ridiculously easy to use for an effect only overshadowed by sprint burst
That's not true, because a dead hard without set-up is just going to net you 1-3 seconds tops.
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@saltmineinaction said:
https://forum.deadbydaylight.com/en/discussion/comment/2333457#Comment_2333457
Honestly cleansing totems is already rewarded with 1k BP for dull totems and 1.5k for Hex totems. It also counts to the objectives score and overall score. Just doing totems, otherwise dont complain if you get NOED on you. Aint that hard honestly.
You didn't read a single word, did you?
Also, have fun coordinating the full 5 totem cleanses in solo queue.
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@saltmineinaction said:
NOED has enough counters honestly. Especially when killer starts slugging you...
Try one of these perks next time:
- Small Game (keeps track of how many totems are done/left)
- Counterforce
- Detective's Hunch
Or:
- Unbreakable
- Soul Gard (best with Unbreakable just in case)
Maps also help to find totems. So try that?
Small Game is now standard in my build to counter hex perks, especially NOED. Cause nothing is more satisfying to keep NOED from activating.
Also if NOED is worse, then Devour Hope will really be the worst for you... Since you will be exposed the WHOLE trial once at 3 stacks... Counter? Cleanse totems.
Cleansing totems is not a NOED counter.
You can clean 4 out of 5 and the only totem you can't find is the one that ends up getting NOED, making it MORE difficult to get rid of than it might've been if you hadn't cleansed the totems you could find.
You can clean 5 out of 5 and then it turns out the killer didn't have NOED, meaning you wasted a ton of time to counter nothing.
You can clean 5 out of 5 totems and then it turn out the killer did have NOED, at which point it still worked about as well as Ruin or Thanatophobia.
Seriously, cleansing totems does not counter NOED.
And comparing NOED, which requires all five totems to be destroyed, to Devour Hope, which requires one totem to be destroyed, is especially nonsensical.
Even if NOED isn't a problem balance-wise, it is a problem design-wise and should be reworked to better reward totem cleansing as its counter.
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I'm not big on horror franchises, so I don't know most of the licensed killers that well, which makes me more interested in original characters. Some of the worldbuilding has also intrigued me, and I hope more gets done with that in future chapters.
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I enjoy playing against Hillbilly, Oni, Doctor, and a non-god-tier Nurse. They have tricky powers that leave a good bit of room for counterplay, which make them more engaging and interactive.
Worst to play against are Bubbas, Hags, and Spirits.
I don't like any kind of instadown, and while Myers and Ghostface have some more work behing their instadowns, I just don't like the chainsaw, and it doesn't help that his power makes him the killer of choice for campers and tunnellers.
Hags I hate playing against because you can't get unhooks against hags. They'll just dump a trap under the hook and if you don't have a flashlight, that's it, GG. It's baffling that PH can't put his trail within a fairly large radius around the hook, but hag's fine to drop a trap directly under it.
If you manage to trick out a Spirit, she loses maybe a second of chase, unlike Nurse, who loses a ton of time and risks losing you entirely. I also feel like Spirits are, on average, more sweaty.
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BHVR is tallying all collected crowns. Once the total tally hits a certain value, all players will receive the associated cosmetic.
EDIT: Here is what BHVR said on Twitter: https://twitter.com/DeadByBHVR/status/1411006825173032965
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It's a pretty phenomenal perk if it works, but there's a good chance that you get a tunneller/camper or you get someone on your team that panic-unhooks, leaving no one any time to heal.
I ran it on my field medic build alongside Botany and Desperate Measures for dummy healing speeds (If only the unhooked was injured, it'd give 147% heal speed) but traded it for Bite the Bullet, since that one also serves Self-Care.
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@TheBus4K said:
Sounds good to me that they reduce the knives needed to inflict a health status from 8 to 6, but wow...
In just 10 seconds it begins to decay, and on top of that they have increased the speed at which it decays. That in many loops that there are with high structures that don't allow the Trickster to hit with his knives is going to be very noticeable, because literally you are going to have to hit 100% with M1. 15 seconds would not seem bad to me, but 10 seems excessively little, and on top of that, added to the fact that it decays faster...
And not only that, now the Main Event is even more situational, they increase the time you can keep it without using it but it forces you to have HALF of your knives to use it (that is, you will have to recharge most of the time in a locker to use it, so forget about using it most of the time if you're on a chase and you've probably used up half your knives).
I don't understand why they have to apply buffs and nerfs to it. Not even keeping the decay meter for 20 seconds would get the Trickster to Tier C.
Seriously, do you think if you keep the decay meter as it's now you are going to create a Spirit 2.0? Lmao.
TL;DR: Now you only need to hit with 6 knives instead of 8, but the decay meter is nerfed considerably and the Main Event is even more situational. Literally he is going to stay in Tier D, it may approach Tier C, but considering that this is the second "buff" he receives, it seems absurd that they keep making joke changes.
And not only that, now the Main Event is even more situational, they increase the time you can keep it without using it but it forces you to have HALF of your knives to use it (that is, you will have to recharge most of the time in a locker to use it, so forget about using it most of the time if you're on a chase and you've probably used up half your knives).
So to clear this one up: Main Event does not use your blades. You can have zero blades left and still be able to pull a full ME barrage out of thin air, so no, you don't have to recharge at a locker in order to use Main Event.
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@glitchboi said:
Power Struggle doesn't need a buff, it's a pretty decent perk atm.
Off the Record can remove scratch marks to work as an anti-tunnel perk, I'd be down for that tbh.
Have you ever seen Power Struggle work before? I haven't.
Off the Record removing scratch marks would be nice, but it risks overlap with Babysitter, and I don't think 80 seconds of no scratch marks would be balanced either. Maybe with greatly reduced duration it could work. Or alternatively, giving it a once-per-unhook Quick and Quiet effect.
What might also be weirdly effective is having Off the Record remove the loud noise notification upon unhook. Probably not very effective, but who knows, it might bamboozle a killer or two.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2321159#Comment_2321159
He is nowhere near being bad. Hitboxes make it so he gets hits he should miss and miss hits he should get, but other than that, he can wreck. Given how many stupid survivors there are, who use the vaccine on their first tentacle hit, most of the time without even getting injured, he can just hit you when you are stuck in vault or pallet drop. Huntress can do it from farther away, sure, but you don't compare one killer to another to state how good he is. And honestly, every single killer in the game can be good, it just depends on whether you face a sweaty no life SWF death squad or not. I mean, I got a 4k the other day, with Clown (who doesn't have a power, atm, since his slowing bottles do not slow). With the current amount of tunneling, which is at an all time high, you're hardly escaping a Nemesis chase.
(who doesn't have a power, atm, since his slowing bottles do not slow)
I thought it was weird I didn't get slowed when I went up against a clown the other day! That's a terrible bug for him, I hope they fix that one ASAP!
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I had a suggestion to make prestiging characters unlock their perks permanently for all characters, as another way to remove teachables from bloodwebs.
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I'm probably going to keep hammering on this, but I feel that solo gen speeds should be reduced, while co-op gen speeds should be maintained/increased.
Currently, everyone soloing a gen is both the safest and most effective strat, and one person getting hooked has minimal impact since there's still three people working on gens, leading to the issue of 'first hook = three gens'.
If soloing a gen took longer, and co-oping a gen was faster, then survivors would have to choose between a fast, risky strat, and a slow, safer strat. Additionally, having someone on the hook would slow survivors down more.
One thing of note, though: this can't be implemented without a camping nerf, as any kind of slowdown would be a buff to camping as a strat and is likely to push it into 'safe 2k' territory.
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@Katz214 said:
I think noed should just have the totem visible from the beginning of the match, this seems a bit excessive
-That- would destroy the perk entirely, since it'd be very likely to be cleansed before the fifth gen pops.
But I fully agree with having NOED's effect be weakened with every destroyed totem. Since NOED is, gameplay technically, in all dull totems, it should lose strength from dull totems getting destroyed, as opposed to the current situation, where the alleged counterplay actually runs the risk of empowering NOED.
NOED isn't so much an overpowered perk as it is a design fault. Instinctively, everyone on these forums says 'just do bones', but doing so runs the risk of shoving it into the one dull totem you can't find. This is why it's such a pain to deal with, in addition to how difficult it is to coordinate a 5 totem hunt with 3 other randos. In that regard, NOED is also adding to the 'solo vs swiffer' balancing gap.
So we either fix NOED by making it dependent on every individual dull totem, or we shift the totem counter from Small Game to baseline.
And honestly, if the totem counter were baseline, I think I'd be okay with NOED becoming baseline to truly force totems as a secondary objective, provided camping gets nerfed accordingly.
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@humanbeing1704 said:
I do these challenges with this is not happening no mither and I still can't hit greats lol
If you're struggling, Stake Out is the de facto way of fixing this kind of challenge.
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@bjorksnas said:
to be fair you might not be the bad player exactly but you still should have taken pressure off your teammates earlier in the game by being hooked or at least getting the killers attention earlier since you have 2 hook stages to burn like running at the spirit once the gen is done instead of running away to try and take her attention
in short technically you did throw your team under the buss (at least a little bit) in the grand scheme by not using your hook stages wisely
You don't always have an opportunity to do this though. And considering the OP did take hookstates into account and ran sacrificial to get Nancy out, I doubt they were on zero hooks for lack of trying.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2321030#Comment_2321030
Ruin does absolutely nothing when the killer is camping. So no need to go on a totem hunt.
3 gen is totally on the survivors side. They are the only ones that can 3 gen themself.
Yeah, but you don't know the killer is camping when the match starts.
And no, killers can choose to pressure a specific combo of gens to push survivors towards a 3-gen. Especially with Ruin.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2320915#Comment_2320915
Killers that tunneled or camped didn´t get any value out of Undying Ruin.
So that was actually a way to slowdown the match for everyone. Making it potentially more enjoyable for everyone, because survivors had more to do and killers would roam more gens instead of tunneling.
But as we see on the Undying nerf, survivors didn´t enjoy this playstyle. So its back to camp&tunnel.
That's not true. Undying Ruin would still provide a threat and pressure before the survivors figure out that the killer is camping. They could spend a ton of time hunting totems while the killer sets up a camp.
And if the killer is tunnelling or camping on a 3-gen, Undying Ruin makes that unbreakable.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2320902#Comment_2320902
How do you do it? Subtly, in the backstories of characters, like they did with Claudette's tome.
Could even be blunt about it. I could see an Autistic survivor having a perk related to aural sensitivity, making them hear footsteps or killer noises more clearly.
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@alextheedandelion said:
most survivors are full time twicth streamers that have nothing better to do with their lives besides be good at this game and make life miserable for everyone else... mostly the killers who work actual jobs and just wanna have fun at the end of their day of work.
You've clearly never met a Russian DBD player.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2320899#Comment_2320899
Wrong. Killers wouldn´t camp more than now, because they wouldn´t feel as pressured to do so and i can prove this!
Just look at what the main survivor issue was, back before Undying was nerfed: it was doing totems. Survivors didn´t complain about getting camped or tunneled, but about how killers are getting ez wins, because of the Undying Ruin meta.
Just because they had other, more pressing issues doesn't prove they weren't still getting tunnelled and camped.
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@the_new said:
leather face is autistic
I VERY much want to see the source on this, because the general US public and medical field has zero clue what Autism actually is and basically calls anything neurodivergent 'Autism'.
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@Tsulan said:
Killers camp&tunnel because survivors gen rush.
Survivors gen rush because killers camp&tunnel.
Creating an toxic experience for everyone.
I think this is a critical take-away. These two issues sustain each other and neither can be addressed without fixing the other. If gen speeds are slowed down, killers get a fantastic incentive to camp and tunnel more since it would be a direct buff to those strategies.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2317935#Comment_2317935
I play without Ruin and i "do" win. The problem is that i will win more with Ruin builds as opposed to having 4 perks and no Ruin or Undying/Ruin and i can potentially lose depending on what killer i have.
https://forum.deadbydaylight.com/en/discussion/comment/2317948#Comment_2317948
Yuck? lol There are many, many people that still play with Undying/Ruin because the gens go very fast against a optimal team and sometimes they dont even need to be fully optimal for you to lose. Im very good at DBD so i dont need you telling me about skill etc, im actually great at the game and wish there were tournaments for it but anyway with that said like i mentioned above i win without it but the % of me winning with Undying/Ruin is considerably greater and noticeable as opposed to me playing 4 (no gen reduction perks) perks. Pop sometimes is not enough... Do you even main killer? Try playing Clown or Trapper 3 consecutive games without any Ruin and see how well that goes. Oh yeah play him at rank 1 btw to increase your chances of going against stronger survivors. Once you do that "then" come talk to me about Undying/Ruin being overrated or whatever it is your trying to get at
I play without Ruin and i "do" win. The problem is that i will win more with Ruin builds as opposed to having 4 perks and no Ruin or Undying/Ruin and i can potentially lose depending on what killer i have.
If you're winning more with Ruin than without, that means it is still outperforming all the other perks. I don't think it's fair to complain about it getting destroyed when it is evidently that oppressive.
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@katerbater said:
I kinda had to stop reading at "Retired Perks"
Resilience, Spine Chill, Self-Care, Dead Hard are not ineffective or filler. Stop that. Rookie Spirit is also borderline because I have gotten a lot of use out of this perk. But either you don't play survivor enough to know how effective and useful these perks are, or you just want strong perks out of the game because you're a killer main.
To be fair, Dead Hard's inclusion on that list I can agree with in the context of the suggested rework, since it makes Dead Hard -baseline-.
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Balanced Landing was included because I changed Sprint Burst to be an ability you can activate rather than something that just happens. This means that there's no 75% reduction in stagger, but you can use Sprint Burst to just accelerate yourself. If I were to not retire it, then it would just be a reduction perk; 50% reduction in stagger at most, but no exhaust.
This is kind of the issue though, since buffing the direct competition to the point of rendering Balanced Landing obsolete is not exactly good balance.
Spine Chill is removed because it's honestly NOT a good perk. Yes, I'm aware it's good for trying to track when a Killer is looking at you (outside their terror radius), but it is heavily inconsistent and its other effects are even more inconsistent since they almost never occur (due to the Killers primarily not targeting you if they look in your direction).
That's just... No, that's a severe underestimation of Spine Chill's value. Knowing when the killer is coming for you is a huge benefit, especially if you pair it with Fixated so you can clear out before they get to you.
Resilience is also like Spine Chill; not good, and arguably worse because not only do you have to be Injured, but some Killers just run Stridor. If you want, I could probably replace Resilience and Spine Chill with something that grants a native 7% increase in repairs for 10/12/14 seconds whenever the Killer looks into your direction, but that increase in repairs is further increased to 15% whenever you are injured as well. Then add a cooldown of 30 seconds afterwards and boom, Spine Chill + Resilience but at least moderately better.
I don't think any killer will sign off on a potential +15% repair speed perk in a single slot, and I would personally not sign off on imposing a cooldown on Spine Chill.
The idea for this is that it gives you time to save the hooked Survivor and protect them. It gives you a chance to unhook the Survivor, then do a second protection hit for them; two different Endurance Status effects at the same time, which is meant for some very clutch plays.
But you shouldn't be needing to protect the unhooked survivor. That's the entire point of Babysitter, obscuring the unhooked survivor so the killer can only go after the babysitter. If the killer is smacking you while you're unhooking someone, Babysitter is pointless anyway, since the scratch mark removal doesn't help against a killer that has direct visual on you. The only use I see for this change to the perk is to make Babysitter/Borrowed Time into a more toxic strategy where the killer's attacks just get flat-out ignored on both the unhooker and the unhooked.
It'd be better if Babysitter got DS's anti-tunnelling condition: The Babysitter effect is extended from 8 to 30 seconds, but is cancelled out when the unhooked progresses the survivors' game.
Nurse's Calling is absolute BS even for the Killer side. It needs some sort of counterplay to it.
It really isn't, it's one of the less offensive intel perks, honestly. And if you want counterplay to it, ironically, you can take Spine Chill to immediately alert you to the killer having it and acting on it.
As for how the game can force it, simple. Decisive Strike acts like Prove Thyself. It simply won't work if multiple players try to run it.
That's terrible! So I can load in with a perk that, just because someone else also brought it, does NOTHING? So this perk is going to be unbelievably annoying to both the killers AND the survivors?
What follows is a five-step plan to figure out exactly how these perks are supposed to function that is going to take a lot of work to actually get through, far more than any perk has the right to task players with. Something about juggling obsessions? This is downright convoluted in an effort to fix a problem created by this very rework, when currently, neither Soul Guard nor Decisive Strike are problems anymore.
No, screw that Perk and its absolute horse dung of a hitbox.
If it didn't have that big of a hitbox it'd be even more unreliable than it currently already is. It's immensely difficult to use, which is why it deserves to retain its output.
It's its combination with other perks that makes it awful to play against, especially for some Killers who don't have extra mobility or good ranged attacks. Hope alone against endgame Trickster means he only runs 3% faster than you (not accounting for any speed boost perk like NOED or PWYF.
No one runs Hope because it is a terrible perk, and the only perks it could possibly be paired up with to build on this synergy you're talking about are Breakout (Even more conditional and really not an obstruction to the killer because it only activates when you have entirely different priorities. Or should have, anyway.) and Blood Pact, another extremely conditional perk.
If a survivor dumps two perk slots into hoping they can heal the obsession in the EGC and make a break for it, good for them. Also keep in mind that they counter-synergise unless both targets are running Hope.
It is okay for two perks combined to have a non-negligible effect.
Also, Trickster struggling to catch up to someone is a Trickster problem, not a Hope problem.
Prove Thyself can only be used by one person
Not at the moment, multiple people can bring it, even though its effects don't stack. But then we're running into the same issue here, which is 'How does the game determine whose Prove Thyself actually does something'?
And a 10% gen progress burst on a great skill check is still VERY excessive. To put that figure into context: There's a bug with Stake Out that causes ALL great skill checks to get an additional 1% of progress and the devs are hesitant to leave it in as a buff to the perk because it might push gen speeds too much. 10% is practically nuclear.
Counterbalancing it by making skill checks nigh impossible to hit is just going to make the perk feel bad for the majority of players and will just end up creating more of a balancing issue, since top tier players will be able to finish gens much, MUCH faster than lower tier players, so where does that leave killer balance? Can't buff due to the low ranks, can't nerf due to high ranks.
So when I mean "it will no longer activate", I mean that if you try to run Decisive Strike and Unbreakable, you cannot use Unbreakable. You cannot use two clutch perks like this. That's my stance.
Again, it's a problem that your rework of DS creates.
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I had this idea of designating some perks as 'Goal' perks, similar to how some perks are designated as 'Hex' perks.
Goal: We're Gonna Live Forever
You gain a 100% healing speed bonus when healing a downed survivor.
Gain a token for the following altruistic actions:
- Healing other survivors for the equivalent of a health state
- Taking a protection hit
- Safely unhooking a survivor
- Stunning or blinding a killer carrying a survivor
Every token grants 25% increased BP gained for the match. Does not stack with other Goal perks.
Goal: Small Game
You gain an auditory notification when looking in the direction of a nearby totem. (No longer gains tokens based on totems cleansed on the map since the totem counter should be a baseline feature anyway!)
Gain a token for the following boldness actions:
- Cleansing totems
- Stunning or blinding a killer
- Being in a chase with a killer for 30 seconds
Every token grants 25% increased BP gained for the match. Does not stack with other Goal perks.
Goal: Technician
The noises made by your repairs are reduced, and failing a skill check makes no noise, but incurs an additional 3% regression penalty. The first chest you open is guaranteed to contain a Mechanic's Toolbox.
Gain a token for the following objective actions:
- Repairing generators for the equivalent of 60%
- Opening chests
- Unlocking exit gates
Every token grants 25% increased BP gained for the match. Does not stack with other Goal perks.
I'd also do one for survival points, but nothing actually gives survival points which is why Survivors always average so much worse in BP gains than killers.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2311176#Comment_2311176
Huge chunk... Survivors have more useful perks than killers... Killer meta was always the same because without slowdowns perks it's almost impossible to play killer (unless you are against inexperienced survivors who don't even know what looping is)
Ruin Pop Undying is an overperforming combo compared to the rest but that doesn't mean the rest are as bad as the average survivor perk.
Out of Jill and Leon, Counterforce is probably the best perk and it's purely competitive with Small Game. You can maybe make a case for Rookie Spirit though.
But before that we had Yun-Jin with not a single good perk, before that we had Elodie with not a single good perk, before that we had Felix with one good perk (At a stretch), then Cheryl, with no good perks, then Zarina's For the People.
There's way too many survivor perks that are too conditional (Autodidact, Deliverance, Solidarity, Wake Up, Flashbang) or just have no value (Red Herring, Off the Record, Wake Up, Hope, Premonition, Deja Vu)
There's certainly more good survivor perks than most people think, as a handful of perks are underrated, but there's no way to make the case that there's more useful survivor perks than killer perks.
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Nerf: Cleansing speed on Dull Totems is increased to 60 seconds.
Okay, I am going to stop here immediately: This is demented. This is a supermassive buff to the absolute worst designed perk in the entire game, because there would literally be no reason not to run NOED on every killer literally all the time since it costs the survivors a FULL FIVE MINUTES or gets the killer free kills.
This is also just the worst idea design-wise since it would consist of someone holding LMB for 60 seconds straight, doing nothing else. It's disturbingly boring and without addressing the fact that progress is reset when the action is interrupted, this is a set-up for a gameplay experience that will undoubtedly be characterised as 'cancerous'. Imagine being over halfway done, having spent the last half minute not doing anything of note and then someone goes down nearby and Infectious Fright resets your progress. You'd quit on the spot and NO ONE would be able to disagree with you.
And while I'm here, there's another big disagreement:
Nerf: Repair speed efficiency is nerfed between all Survivors.
This is the exact opposite of what the game could benefit from. Solo speeds being reduced makes sense, because currently there is the issue of '3 gens on 1st hook', but you don't fix this by just making -everything- take longer, -all the time-. This is just making the game last way longer which pushes a delicate balance about a mile and a half in favour of the killer. Instead of games being a coin toss and pretty much down to player skill, it'll turn into a 4K standard unless the killer just isn't trying. Heck, you could just Bloodlust out every chase and you would probably not even come close to losing. Especially if you're bringing Pop.
And it's specifically down to this aspect. The perfect way to help the game out as it is, is likely to be a solo gen speed slow-down in exchange for a co-op gen speed buff. The reason for this is because it makes for more strategic considerations on the part of the survivors. If they all split up, they're safer, but if they work together, they're faster. If they work together, though, and the killer finds their gen, that's to the benefit of the killer, so faster also means riskier. And if the killer hooks someone, they don't just lose that survivor for the time they spend on the hook, but they also lose the co-op bonus that survivor can provide, meaning the killer gets more value out of a hook than they currently do.
So in short: Less punishing of gen co-opping improves gameplay for survivors while buffing killers slightly.
You know what? I'm gonna go through it while I'm here.
When a hatch is closed, Survivors can now re-open it by themselves after 20 seconds.
No. This makes the end-game collapse a nightmare for the killer for no real reason.
Wooden Planks, Iron Pipes, Dodge Roll
It's essentially Dead Hard in triplicate, and considering how frustrating Dead Hard is already considered to be, I don't think this is good for the game's health. Additionally, the wooden plank or iron pipe are just way too powerful. Access to killer stuns is rare for a reason.
The following is a list of Perks that will be retired for Survivors either due to their ineffectiveness or being filler
And among these you proceed to list Resilience, Self-Care, Balanced Landing, Rookie Spirit, and most baffling of all, Small Game and -Spine Chill-.
The single best defensive intel perk in the game you want to remove for being 'ineffective'? You want to ditch the best totem-hunter perk in the game on the side?
I mean, I get that Resilience, Self-Care, Balanced Landing and Rookie Spirit are underwhelming at times, but have you ever ran Self-Care with Botany and Desperate Measures? It's hilarious, you can heal yourself faster than others can heal you. I once took three hits for another survivor, all in the same chase, purely because I was able to heal that damn fast on my field medic build.
Resilience is a fair pick if you have means of -staying- injured. It's infamous for being the meme pick alongside No Mither, but it stops being a meme pick when you pair it with For the People, where you not only cut out time spent on healing but then also proceed to do gens faster.
Balanced Landing is still a serviceable perk even if it doesn't compare to other exhaustion perks. But that's other exhaustion perks. It still blows about 60-70% of the roster out of the water.
Rookie Spirit is a surprisingly fair intel perk, feeding you info on the whereabouts of other survivors, the state of their gens, their gens' locations, and if there's no Ruin, the killer's location. It should absolutely stay.
On top of that, there's no reason to remove those perks. If they're weak, buff them, don't just delete them.
Then on to the perk changes.
Adrenaline
No reason to nerf it down to 3 seconds, it has the most stringent activation condition.
Babysitter
This is the exact opposite of Babysitter's intent. It's supposed to make the unhooker the obvious, appealing target. If you give them endurance, you do the exact opposite and force the killer to go for the person you're babysitting.
You know how the Babysitter gets to see the killer's aura? Just extend that courtesy to the person being unhooked to help the perk do its job.
Bite the Bullet
Perk to perk countering creates an unhealthy environment. This is Dead by Daylight, not Rock-Paper-Scissors. You'd have a better chance with it blocking all aura reading universally, but I'm not sure BtB even needs it.
Borrowed Time
At this point, does it even do anything anymore? This is the wrong nerf, it just needs to disallow body-blocking.
Breakout
Appreciate the attempt, but this perk is unbuffable. Any push that makes it at all reliable in escaping the killer's grasp would push it from weak to game-breaking.
Counterforce
Meh. Slight improvement I suppose.
Decisive Strike
No, it should not go back to what it was. It should not be a free 'hop off the killer's shoulder'. It should stay as an anti-tunnelling perk and it should be focused on that purpose and nothing else.
Also, this:
Only one Survivor can have Decisive Strike at a time.
Is untenable. Do you load into the lobby and then just get told to swap? How does the game determine which of the survivors that have it equipped gets to keep the free escape?
Deliverance
Actually a good suggestion but there's some clunk to work through because if your second phase does not go into struggle, that's just giving the killer a big ol' red flag that you're about to jump off. But some way to make it work during second hook state would be an absolutely fair buff to this otherwise insanely unreliable perk.
Distortion
Basically the same as the Bite the Bullet thing: This is Rochambeau-ing the game.
Flashbang
This really wouldn't help it be more reliable at all, it's already impossible to use and putting it ahead of you wouldn't really help because you'd be more likely to blind yourself than the killer.
Also:
The total amount of Flash Grenades that can be on the field at once are reduced to 8 (from "Infinite until the game crashes"). Adding another will despawn the first Flash Grenade that was crafted.
Seems pointless, since producing that quantity of Flashbangs probably requires all five players in the lobby to be in on the joke, so the only ones hurt by the crash are those who -want- to get crashed.
Flip-Flop
You can't put a cooldown on a continuous effect, that's how you wind up with Saboteur's mess. What if you stop recovering for half a second, does that disable the perk? What if the killer picks you up immediately, does it just go on cooldown without doing anything?
For the time being, I think Flip-flop should stay as is, because it's in a similar state to Breakout.
Head-on
Worst exhaustion perk gets a nerf slapped onto it, okay.
Hope
Another really bad perk gets a bizarre nerf. If someone's running Hope, they are banking hard on that combo and deserve to use it in the specific circumstance that they are in a chase after gen 5.
Left Behind
I was going to start off with 'these action speeds are pointless because you should already be leaving', but honestly? Left Behind is a bad perk and while this re-design certainly wouldn't make it a strong pick, it'd make it a content-generating machine and I'm here for it.
Mettle of Man
Wasn't this the utterly busted form it used to be in?
Off the Record
So you don't make noise and can't get your aura read for the first 240 seconds of the trial? That's probably mostly going to end up running when you don't need it, only to toggle off when the game actually gets going.
Prove Thyself
That is absolutely horrifying. Two survivors working on a gen and getting 10% per second on top of their normal speed? Or 20% per second if they're both using it, I suppose.
Smash Hit
Issue with Smash Hit isn't that it doesn't stun the killer long enough, it's that pallet stuns are insanely unreliable. And some killers' playstyles make them naturally unlikely to be stunned. (Twins, Huntress, Nurse, Deathslinger, Pyramid Head)
Soul Guard
It's already a hex counter and it really shouldn't go the same Rock-paper-scissors way. Additionally, again, 'only one survivor' isn't tenable.
Sprint Burst
Best exhaustion perk gets big buff, why?
Although I suppose it's no longer the best exhaustion perk considering Dead Hard was made baseline and that free perk slot is quite the incentive.
Unbreakable
No reason to have Unbreakable stop functioning after Soul Guard. It's two perk slots for the effect of one, it's hardly game-breaking.
And, uh...
The Survivor runs Decisive Strike.
You wouldn't need to fix this problem if you didn't make DS unconditional to begin with. UB is fine as a supporting perk to DS in its current state.
We're Gonna Live Forever
Appreciate the gesture but it's overall going to be irrelevant because you're not getting that many stacks unless you are hard-core farming your teammates.
Instead, WGLF should have a better focus on Altruism by also awarding tokens for healing progress on allies, and other perks should be added to grant BP tokens on other activities, such as a perk to grant bonus BP per X seconds of chase, or per X% of gen progress. All mutually exclusive, of course.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/2308232#Comment_2308232
Exactly this.
All perks that see the most use on an average needs to be changed, tweaked or reworked. Even if it means changing something in the core game rather than just perk itself.
Seeing massive use of certain perk. should be an indication of "something is broken, either the perk or the core game".
A quick warning against this mistake: option A being used a lot doesn't necessarily mean it's OP, it can also mean options B through W are underperforming.
A -huge- chunk of survivor perks are inconsistent and/or worthless, so it's natural that the few good perks there are get more use.
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@thebl4ckshadow said:
https://us.v-cdn.net/6030815/uploads/35LRX3ODMAP2/655px-fresh-grave.jpg
So i was casually thinking about an idea! What if the game drops hooks for graves? What i mean with that is that you basicly change the killer hooks for open tomb graves, or casual burried graves that the killer can use, open, place the survivor and shut the grave with a lock? Then the survivors have to find a tool to break the lock, or something like that and extend the game alittle bit. What do you think?!
The issue with this idea is that it makes camping even easier, and that it extends the time that someone is stuck on the hook. Hooks and rescues are fine as they are at the moment, barring the issue of camping, and this feels like a change to the wrong thing.
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@White_Owl said:
You realize flashbangs don't come for free? Survivors have to repair gens to get them.
And they have to find a locker, and they can't use any other items.
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@lr01 said:
i never said they were oeverpowered, What i said was there need to be limits on how many there can be in a game. AT THE SAME TIME.... see you werent listening.
If it's not overpowered, why does it need a nerf?
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@lr01 said:
so you don't think that 4 survivors with flashbangs is an issue, I get that. I'm saying I disagree. there needs to be a limit.
So how do you propose this is enacted, then? And should it extend to flashlights as well, since that'd be the same issue?
Do you propose that when a solo player gets matched into a game where someone else has flashbang equipped they just get told to swap? But then how does the game determine who has to swap? And what if flashlights get found in the trial chests, do those just get banned somehow mid-trial?
A flashbang takes 40 seconds to make, not counting the time it takes to find and enter a locker. You got bullied, that's a shame, but you also misplayed.
Flashbang is legitimately one of the worst perks in the game, you just allowed it to work.
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@lr01 said:
thats not true at all, takes like 3 seconds for the flashbang to clear. can't look away from a flashbang, and I didnt say anything about flashlights....
You didn't, I did. You locked yourself into an animation when someone was nearby with a blind at the ready. They used flashbangs, but they could've used torches for the exact same effect.
And no, you CAN look away from a flashbang. Most killers I tried to use it against just turned around and moonwalked for half a second to completely cancel it out.
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If they got you with a flashbang, they would've gotten you with a flashlight, too.
Flashbangs are incredibly hard to use since they have a small AoE and a 3 second timer, and they only take .5 seconds to counter by simply looking up or away. It is legitimately one of the worst perks in the game because it is unreliable, has little impact, and it takes your item slot on top of your perk slot.
One thing you can do to try and counter it is turn to face a wall or obstacle when you pick someone up, that makes it much harder to blind you.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2305141#Comment_2305141
Um...yes they did. You had to chase, down and hook someone then down them again after they've been unhooked. That's a lot of time. And even so you only get 1 kill out of it after a long animation. keys let all 4 Survivors escape, period. And if someone dies before hatch spawns then they get it even faster, basically rewarding them for the Killer's success.
The two are not equal; Keys are insanely OP.
Original moris didn't require -any- hook according to the DBD wiki. One down and you had a kill.
Keys only let all 4 survivors escape if they've already cleared all gens, and even so it requires a ton of coordination to get everyone to the same spot and down the hatch.
Keys are in a bad spot, but they're not 'insanely OP' by any stretch of the imagination. They're strong, but not nearly as busted as the original moris.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2303188#Comment_2303188
Keys exist.
Your argument is invalid.
Keys at least counterbalance by demanding that either all gens are done, or the killer already got a kill or two. Moris didn't have that.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/260471/fixing-bloodweb-grind-idea
I dont understand what's so wrong with bloodweb grind. It makes you want to play the game more and it's a good challenge. Personally I think bloodpoint and th e bloodweb are perfect how they are, and I dont believe the devs would change it because so many people already commit to the grind and if they make it ez people will have p3 characters too ez and then they will stop playing because th are is nothing more to accomplish
The problem with the current system is that it isn't futureproof. Have you ever levelled a character while wanting to get a specific perk? That can take ages because the number of perks in the game is closing in on a hundred now. You can easily reach level 50 without getting the perks you want. And this issue will get a little worse with every chapter.
My suggestion to fix it is to make prestiging permanently unlock all of a character's perks for everyone, so a P3 David would mean that you always have tier 3 Dead Hard, No Mither and WGLF available for everyone, even level 0 characters. That'd futureproof the bloodweb system.
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@drpynz said:
I don't keep up with a lot of stuff.... what was the mori nerf?
You know how Moris require you to hook a survivor twice, then down them again?
Yeah, it didn't have the 'survivor must be on death hook' requirement.
I think it initially didn't require -any- hooks. You could just instakill your first down. It was nerfed once to require one hook, then nerfed again to require two.
It used to be free instawin, then it became a really ungodly powerful perk, now it is almost entirely cosmetic.
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Who?
But seriously, the devs sort of painted themselves into a corner with a spray-n-pray ranged killer, but they did also create a way out with Main Event.
Which they then didn't use...
My suggestion is to make ME retain its charge, activate faster, and instead of locking the player into a faster continuous throw, which is extremely situational, just give it bouncy blades for a while.
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@HaunterofShadows said:
BT is fine
In general I agree, but I do kinda want BT's endurance to remove collision so there's no bodyblocking. If I catch a survivor going for a rescue and target them, it feels really bad that I get punished for -not- tunnelling.
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@Uotsumi said:
https://forum.deadbydaylight.com/en/discussion/comment/2296787#Comment_2296787
If Repressed Alliance is used, the killer will chase the survivor who used it. No time will be wasted.
In the case of Blast Mine, the Killer loses time and information. A Small stun and blind is enough time for the survivors to leave it and hide from sight.
And Pop is not always available after Blast Mine's stun.
So is your argument that Blast Mine is OP because it accomplishes something?
As other have said, it's got relatively little value. And after having run it for a few matches, I can tell you that it's really unreliable too.
Not every perk needs to be as counterable as No Mither, otherwise survivors might as well not have any perks at all.
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Prestiging on survivors is pretty much purely cosmetic though, so I really don't care about it. And on killers it's -slightly- better, but not 'good' by any stretch.
What I -do- care about is that perk pools are becoming so expansive that it can take well over 50 bloodwebs before some of them spawn. There's a few perks that are just universally valuable (BBQ, Fixated) that become a pain to hunt down.
So I'll suggest it again and keep suggesting it: Prestiging a character should unlock that character's perks permanently on all current and future characters.
This'll also help futureproof the game, since this issue will get worse and worse over time.
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@nutmilk420 said:
I think unlocking the hatch should be removed (not for last survivor) and keys givin a wide range of new "objectives".
Ideas-
Adding a blacklock to hooks allowing you to unlock during the escape phase granting 100% escape chance. Or preform a quick sabbo action each of these has a break down effect mabye even allow keys to disable 1 hook. Of course the key is consumed after use.
Added supply caches (shouldn't be hard to work off nemesis) supply cashes are added everywhere. keys unlock these. Suply cashes verry in type medic/engineer/defense caches each contains 4 high quality objects with garunteed items related to the cache type. E.g medic cache gets you 4 syringes with verying quality med packs.
Adding lockable gates that act like reverse breakable walls. Survivor can lock and unlock gates without consuming the key but killers can smash them down rendering the gate useless. I think if done right this could be a good secondary pallet option.
Added supply caches (shouldn't be hard to work off nemesis) supply cashes are added everywhere. keys unlock these. Suply cashes verry in type medic/engineer/defense caches each contains 4 high quality objects with garunteed items related to the cache type. E.g medic cache gets you 4 syringes with verying quality med packs.
I actually kind of like the idea of a series of brown level keys that can only open a special cache, and in turn, they guarantee that the item inside is of the type matching the key's.
So for example, you take a cartographer's key, and you use it to unlock the cache to get a guaranteed rainbow map. Or you take the medic's key and you use it to unlock the cache to get a guaranteed purple medkit.
Kinda like a cheap way of getting really high value items, with the one kink that you still need to win the trial in order to secure it.