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Ghostofsnow

Ghostofsnow

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Ghostofsnow
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  • No, I gave the stuff the old college try knowing I wouldn't like it twice(multi hour sessions) and saw exactly what I expected aswell as a much worse grind for those that play just one or two characters.

    Only things that will get me motivated to play much outside a few reverts are my friend who also doesn't like the changes or a damn good Dwight cosmetic to meme with(please release that snazzy suit or one based off that joke emperor dwight tomb lore)

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100860#Comment_3100860

    People not knowing how to play against Nurse is not a balance problem.

    How do you play against a good nurse? It's literally you just work off her mistakes and run putting stuff between you and the killer. Exact same gameplay as deathslinger except she has constant mobility and her power isn't a time sink or stopped by walls


    I'd put billy or oni as my most balanced, both high risk and big rewards. Loopable for survivors so they don't have their skill or interaction deminished but both killers give a constant threat to a survivor team if played well

  • feels worse survivor side honestly especially for perk entry for newer players. i really don't think the bp incentives are going to fix that even when they do come back

  • dwight, leon and ash

  • yeah, really no excuse why they cant display killer pings(no other info at all of course), especially with killers like bubba and demogorgon that require tight timing to get stuns on or you either lose a pallet instantly or get hit through it

  • at best its a re-balance. health/endurance staes dont give as much as they used to time value wise and that was the important part over duration. i dont think anyone is going to wait out a 60-80second one if they feel its in play

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090141#Comment_3090141

    It gives more distance, since survivors get a speed boost along the endurance effect. Also old BT gave 12 seconds. Not 20.

    i mean on hit distance gains. like a killer used to take 20seconds to catch up after hitting a health/endurance state to finish the deal. they nerfed the survivor speed boost duration and buffed killer hit recoverey nerfing it by a big amount making it easier to tunnel people off hooks than it has been in a while

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089773#Comment_3089773

    BT was buffed. WGLF now gives Endurance when picking someone up and DH still works.

    But yes, there is no chance of winning if everyone suicides/disconnects for no reason at all.

    bt wasnt really buffed since it gives less distance then ever now. you can just smack a unhooked person instantly off the hook to negate bt/off the record and then just catch up in 16seconds as opposed to the old 20

  • Yeah, I feel they really missed the mark with this as I try to grind out 'off the record' this patch. They made it a lot harder to try and go for perks especially for newer players which is very off putting if the game wants player base growth or better adaption to change

  • Honestly overcome is great imo but really made me sad they removed endurance hits triggering its effect. they fix that and it'd be my number one being usable in any match. a great loadout for it was inner healing, detective hunch, overcome and DS. all the perks synergized great and where able to constantly give healing/speed boosts while keeping a free item slot for yourself


    I hope they consider buffing it back for endurance hits if ds doesn't reverted. be a great anti tunnel with off the reacord

  • Yeah, my thoughts are a general player base thing, I've used to 99sprint burst a bunch but a freed up fourth perk slot killer side really opens up more oppertunity to use fear monger against it.


    Lithe is the most controllable and straight forward one you can use and the #1 perk I'd suggest new players or my friends to get when starting the game to avoid sprint bursts bad habits

  • Why they chose to nerf DS then just give us a 5second BT any killer can wait out and decrease on hit distance gains thinking it'd fix camping or tunneling I'll never know.


    Really should of given us baseline kindered . Be a big simple buff to solo que and give crutial info on when it's time for a save or not

  • @lauraa said:

    blast mine gamer spotted?

    Nah, I use flashbangs on Leon though. In fact every single good gen regression except jolt and pain resonance require you to kick them these days

  • yeah no on the above post. Even with perk rebalances the only ones survivor side i find strong within the year have been built to last and vigil to a smaller extent.


    I feel built to last is the only competitive healing perk compared to circle of healing, its controllable, counters franklins and still gives a large amount of heals depending on the medkit build you have. even flexible with toolbox and flashlights so like a strong survivor perk it's adaptable.


    vigil is also adaptable and helps deal with a lot of deadly perks aswell as smooth out exhaustion for people not really aquainted with the mechanic enough. really makes sprint burst feel a lot better though i use lithe a good bit more for overall ease of use

  • Billy, though i also play him. hes a scary killer when good but also has a huge risk/reward to his power as opposed to a lot of other stuff. plus the high speed and one shot means hes always a threat to a player

  • oh definitely, seeing stuff like dark theroy and overzealous seriously baffle me as perk designs and hurt the team


    Like you spend and waste all that time.... for a 2% speed increase. i hear it makes killers take 20-13% longer to catch up but you got to remember its a looping perk that stuck to a specific small area that also probably lost its pallets making it useless and seeing team mates with just that boon upsets me


    overzealous was just inexcusable too, all that effort for a weaker rescillence you can loose in a split second. you want a bone breaking perk inner healing is the only real one i see


    only good survivor perk ive seen since circle of healing was overcome honestly but they nerfed it to no longer work with endurance hits for some reason so now we only have sprint burst as a good exhaustion option getting unhooked (will say its still top 3 with sprint burst and lithe though now, health state requirement can be steep and match up dependent though)

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076860#Comment_3076860

    Valuable time? There's no time limit. The Killer though gets to walk around aimlessly doing nothing while we all laugh from the shadows. "Valuable time" lmfao

    scrafice timers and gens to actually win the match, you and your random team mates aren't going to stay hour long matches hiding and push a match into a wining situation,


    hide if you need to heal or be stealthy if you're the one on death hook but just hiding from the start is doing your team a whole disservice and further increases a lack of interaction in a multiplayer game

  • i honestly think its bad. it gives not only less distacne then borrowed time before on a hit but if a killer is seriously waiting out 80secondts to just hit them once they're throwing the game. just hit the person immediately off the hook and you'd catch them 5 times faster. none of the duration times on them really matter besides maybe borrowed time

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076527#Comment_3076527

    That's a hot take. Why do you think he is suggesting to stealth when the killer is not nearby? It's very valuable to stealth if you think the killer is nearby, every second it takes to find you is one second less you need to loop and use pallets. So even if you delay a chase by ~20 seconds that's 60 seconds cumulatively on gens if your team is spread out across 4 of them. Having the killer not find you entirely and then need to leave to go to another gen (and again begin a new search) is even more time wasted. Stealth is the most powerful play in DBD, assuming your teammates are doing gens and you are only doing it when the killer is looking for you.

    yeah no, good killers know not to waste time on people not doing anything. gens don't move and hiding wastes your teams valuable time while often giving killers free hits actually shortening your chases by a lot

  • It's not, you aren't holding a killers attention or doing the objective to actually progress the game. it's just a waste of time and not helpful at all playing like that unless you're planning on ditching teammates anyway or have a quest for it

  • @InvadeGames said:

    why are your team mates unhooking in the killers face?

    what else are you supposed to do with longer gen times making it easy for a killer to stay by and camp a hook? just hold m1 on gens 90seconds each and hope stuff like deadlock aren't in play? its boring gameplay that just rewards one side with hook based musical chairs if the save isn't grabbed mid animation.


    all that happened was the worst parts of the game got increased and now there's less real interaction that can have back and fourth

  • they could rework smash hit to work with all stuns too as an option, that way they could keep the lower duration but give survivors a stong 2 perk investment to get out of a bad situation mid game.


    honestly just a duration revert would be all i ask, that perk was the few decent deterrents that made players not go for that kind of playstyle

  • @Emeal said:

    • You have 5 seconds and Endurance/Speed on unhook by default.
    • DS allows you to get picked up and dropped for free.
    • Off the Record gives you no grunts, no aura for 80 seconds.

    But you want more?

    like i said, on hit boosts give way less distance now. it used to be 20seconds of straight line running but the nerfs to that and buff to killer hit recovery make it about 16seconds gained thus easier than ever to just hit them and catch up for the kill

  • how exactly was camping addressed? if anything its easier with faster hit recovery(survivors losing like 4 seconds of distance they used to have with borrowed), nerfed ds and 10second longer gen times making it much more efficient to camp.


    like there isnt anything to discourge the most boring type of gameplay where majority of the players have no engagment besides just hook trades

  • they should give it a blood point bonus like meme addons killers have

  • the rng spawns really that wild? i've played for about 2 years now and never seen it that drastic before

  • could honestly give 'distraction' points since the one survivor is still effectively holding the killers attention while also being a good sport not trying to be sacrificed as soon as possible.


    all it would take for face camping to not be nearly as polarizing or effective is make it so survivors can see eachother when ones on hook (like kindered but no aura read or tell on killers). the only reason its effective half the time is solo que disorganization and altruism being a fault. it just makes a feedback loop the way it is currently which can be just lousy compared to que times for some players

  • i guarantee you win against more swfs than you know. you just need to change your mentality, find a weak link in the match and get a snowball going. i think scott posted a great vid on macro game play which is a really good skill to learn involving only chasing those who are on objectives. like gens dont move so looping and hiding aren't always going to be effective enough to avoid getting a down happening

  • it can crash the game some how? how can a number tweak cause that or was it just a lesser know bug that it always had?

  • Because we just got a new map last chapter? before rpd was released we didn't get a new map for a year just more map updates

  • Every other hit besides pallets and dead hard favors killer side. Pallets are a limited resource and they added validation since killer ping is a complete hidden variable. killers shouldn't just swing though the things and pallets should be able to be used on reaction if survivors have the spacing on their end right

  • The amount of time invested even if its not there. you can argue thats the case for dead hard, borrowed time and decisive but you can have multiple players spending minutes of a match trying to find all and still getting in a rough spot only getting 4 and not knowing that at all until you or someone tries and goes for a save in endgame or cornered during a chase.


    --------


    All i'd like for it change wise is to make the exposed immediate on the final gen pop like it is with rancor. A perk like that should not have a "mind game" or guess factor with the ability to turn a 1k into a 2-4k

  • Isn't it already kind of pointless after they added new hook locations by nearly every drop in a hotfix? i understand it caused frustrations to others but in the end i feel this is just overkill on a perk they tried to pull out of the shadows. really it should be reworked into like a flat 10% wiggle speed or something. thus it at least can get small value on any map but a killer whose smart doesn't have to worry as much and can plan better


    think the biggest issue is no one bothered to test and give feedback with this and deadmans switch being around

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749689#Comment_2749689

    Yeah, no. Old Undying had counters. Dead Hard, when used for distance, to this day, still does not.

    Excuse me but what counters did old undying have? You had to do hexes up to 6 times and the killer could see you doing them across the map. Any killer with mobility and dedicated enough was almost always given strong value

  • Honestly I'd put it in my top 3/4 with sprint burst, dead hard and lithe. only issue is it needs a build most of the time for good repeated use with healing. its by far the most easy to use and value giving exhaustion.


    A good build is overcome, detectives hunch, inner healing and ds. constant heals and hex hunting help in the build with ds as a failsafe

  • dead hard can be annoying yes but it keeps the survivor relativley close to you so theres potentail to actually get the down since they'll try for loops. other alternatives like spirnt burst and lithe would just make a lot more survivors just hold w against you with absolutely not attempt at interaction which is a lot easier for them and hard to deal with

  • I'm liking the ideas coming around, some pretty good variety.


    for another i feel a new exhaustion could be pretty cool. i'd go with one that activates on a killer blind but is only a 2second boost since the disorientation is already a big distance gainer at times. maybe with a flavor text like "you know how to make the most out of confusion in short moments"

  • i enjoy the thought of totem perks getting touched on more,

    i had a boon idea i liked recently, like you could drop an item in its radius and it slowly but passively regains spent charges. would probably need tweaks on recharge rates though

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