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Flownominal

Flownominal

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Flownominal
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  • @TheClownIsKing said:

    What they said makes sense.

    As it stands currently, Clown’s greatest asset is that he exerts WAY more control on where survivors go during a chase than any other killer.

    If there is somewhere I absolutely do not want the survivors to go, I already know where to throw gas in the survivors path to make that survivor change direction. Despite the survivor avoiding the gas, this planning still usually results in me getting in a hit.

    Adding in something I can throw that ENCOURAGES where I want them to go AS WELL, will give Clown even more chase control, rather than the current “well I know where the survivor ISN’T going, unless they’re suicidal”

    An easy example I can already think of is to throw a tonic at the shack if I can predict the survivor heading towards it. I can also quickly follow that up with throwing an antidote at another close by area that has no pallet or vault.

    It’s about tricking the survivor to go exactly where Clown wants survivors to go for an easy hit. The survivors speed boost doesn’t mean anything the moment Clown also runs through the same gas.

    Not to mention mixing gases canceled them. You can bait a yellow bottle and kill it before an out positioned survivor can benefit from it.


    I think the problem people have generally is they want a brute force buff but this is a "4d chess" mindgame potential buff.

  • I never felt particularly oppressed by new ruin/old undying. Especially if the killer was mediocre. Just dedicate to the gen or run bones. I was fine doing either. Small game is always in my load out for dealing with NOED so I usually ran a quick sweep of common totem spawns and knocked out 2-3 totems easily, sometimes 4 before the 2nd gen pops. Only killers good at juggling and pressuring really benefit from that combo imo

  • I see tons of utility in the new bottles, I'm just curious which status effects it cures. Sure the standard array, but are they also accounting for things like exhaustion, obliviousness, or exposed too? Plus I can't imagine hex debuffs would get removed, like third seal blindness would probably persist.

  • Keys already should have been reworked not counting the ability to escape. What I would like to see is the charges altered so broken key gets 15, full key gets 30, then skeleton also gets 30 but is the only one to actually open the hatch. Also add a cool down so survivors have to wait between escapes instead of jumping all at once. It gives killer a chance to react and slam the lid.


    Other thinks I always figured would spice things up with the hatch itself, is a progress bar of like 5 seconds and the closed hatch migrate like the pyramid head cages if someone camps them within a certain range too long. Or maybe killer can stomp on it to have the entity move it.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804821#Comment_1804821

    Winning is subjective. I personally see it as a win if I had fun, not if a broken ranking system gave me a ######### reward for doing well.

    Except it's a ranked game so not ranking is mechanically not winning. Hell, I've depipped from a 4k (potatoes I NEVER should have been matched with) and trust me, losing rank does not feel like winning. And since I lay for those sweet sweet bloodpoints, it was also not a good match my any stretch.

  • I play both sides and see why a change was needed from both sides. As a survivor it tips the scales way to hard against you, and often encourages tunneling which does ruin a players fun needlessly. And that was exactly the reason obsession perks were already changed long ago *cough*Dying Light*cough*.


    As killer you're almost pushed for using them too. For one, you score way less bloodpoints than you would have because you are in way less chases. Also, that affects your emblems for pipping for the same reason. If you're getting a 4k and not pipping, you're still not winning.


    The idea I had was to treat mori like Devour Hope:

    10/11 hooks, Cypress Mori activates

    8/9 hooks, Ivory Mori activates

    6/7 hooks, Ebony Mori activates.


    I guess I'm still okay with the actual changes though. Maybe award more points post game to avoid the point cap (like a seasonal offering) to still encourage their use. Because a big thing that goes away with the old Mori is the mind game. I can still bring a broken key as a survivor to mess with the killers head and probably their load out, but it won't be the same playing a hidden offering just to scare the survivors anymore.

  • Mods can close this. It must have been a big, because last night I could only search by in game friend code, literally no results at all unless the search started with a '#', and today I can actually search by screen name.

  • My only gripe because I constantly go on marathon 3-4 gen chases is that it absolutely ruins my ability to score, and that hard cap of reaching max boldness in 45 seconds just hurts. I'm not here to survive every match, I'm here to score sweet sweet bloodpoints.


    Same thing as killer. When I catch myself sweating too hard on a chill team I have to actively dial it back so we can all get some more points.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779137#Comment_1779137

    TOTH - Make Hex Totems count as 2 tokens, compliments Hex heavy set-ups. The notification should be periodic (every x seconds).

    Retribution - It should injure any Survivor that cleanses a Hex Totem, truly punish Survivors. If necessary, increase the Aura reveal on the Survivor who cleansed the Hex Totem as well.

    I kinda like your idea for retribution doing damage a lot more than obliviousness

  • I don't see a problem with Undying having aura reading. It is still a hex defense perk, you just pick which poison you're working with. As a killer I like it more than Thrill, but as a survivor I'm actually more afraid of Thrill than Undying.

  • It's definitely on the servers, and it's not just with dead hard. I've had it happen a few times on the sprint burst you get from being hit. And one time pulled back through a window I vaulted

  • The risk is that you're already hurt and therefore in more imminent danger. No other exhaustion or chase perk required such a toll to activate. And any other perk that functions while injured (like resilience) isn't entirely dependant on being in active danger.


    The same people saying "press button to win" are starting to sound like the same people in the other thread justifying tunneling because they don't know how to disengage and hit a softer target. Like you guys don't have powers, bloodlust, insta-down capabilities, and all kinds of tools to tilt a chase in your favor. Again, I play both sides. I face red rank teams. Dead hard is not that scary. You counter it with routing properly, catching them out positioning, and waiting out it's activation. And that's assuming they don't screw it up themselves or take that latency hit.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778969#Comment_1778969

    It would be great to switch the survivor meta. Its been the same for years aside from time to time like when mettle of man came out or the wake up bug. Killers meta has changed to something better but also more counterable by surviivors. All it takes is one of the following to counter the ruin/undying meta; a map, detectives hunch, map knowledge, or just sticking on gens (but thats more on the killers skill if they can pressure the gens.) Point is it would be nice to see a healthier survivor meta

    I would love to not have to use meta perks, but the best way to change the meta is to change the gameplay style. I HAVE TO run borrowed time to clutch a suicide unhook because if I don't the face camps are real. At the same time I don't run DS anymore because tunneling has really declined in my matches. The slugging is getting to be frequent again though so my team mate regularly runs Tenacity/Unbreakable in her load out. Too many matches with stealth killers? Throw on Spine chill. Perks become meta most of the time because the thing they address happens frequent enough. My meta build already had small game to combat Devour and NOED, but now it's even stronger because Ruin/Undying is the killer meta.


    To me killers saying nerf DH are no better than the survivors crying to nerf killers based on how a small amount of the player base use them.

  • Also, I always felt Ruin/Thrill was scarier because the actual notification for touching the bones and the slow down made it much easier for killers to defend them

  • The vast majority of survivors HATE running bones. If me and my one sec partner don't cleanse all 5 between us by end game NOED always happens. Because of this my standard load out has Small Game and I tend to break 4 or all 5 every match unless I get into a long chase or the map sucks (game, Hawkins, and middwich because the multiple levels and small rooms)

    So ruin undying doesn't affect me much unless all the randoms are running aimlessly

  • Depends on your play style and who you face. If you're good at pressure and survivor juggling Ruin and pop are strong options. Neither of those help if they just gen rush though. In those cases Discordance is good. I'd also give tinkerer a try. Going undetectable and hitting people off the gen through the wall with his ranged attack feels super satisfying

  • I'm not arguing it's not a strong perk, it is. But it's not ALWAYS a strong perk with all the ways it can fail. Hell, when I DH to reach a window it always fat vaults me and I take a hit anyways. What I'm seeing is people being upset with high caliber play from highly competent players. While I agree balancing should be done around top rank gameplay, the rest of you are talking about nerfs based on top tier players. All that does every time is slightly alter the meta and make everyone cry about the next perk. And if we're going to do that, we should start with problems that effect all levels of player, not just the best. Like basement bubba's with insidious. Or aggressive use of DS.

  • There's a lot of people putting DH way too high up on a pedestal. It's strong only when the circumstances allow it to be and there's plenty of counters to it. If there's nothing to DH to, then you still go down. If you angle wrong and get stuck on an obstacle, you still go down. If you're exposed or facing a chainsaw/IRI hatchets, you can't even activate it. After you do use it, it's gone until you're hooked or escape long enough to get it back. Often when used you get exhausted and still take the hit. Smart killers can just wait it out and stab you almost immediately after. Some killers and perks also exhaust (clown and huntress add-ons, mindbreaker, blood echo, etc).


    And after all that it's somehow too powerful because it allows a clutch save? That's ridiculous. And I say that as someone that plays both, with SH in my main load out and a killer that sees it's use regularly