Gibberish
Gibberish
About
- Username
- Gibberish
- Joined
- Visits
- 1,468
- Last Active
Comments
-
NOED is already a bad perk so nerfing it in exchange for nerfing Dead Hard is a no-brainer lmao.
-
Less buffed, and more like reworked.
A perk that only activates after the Killer has basically already lost the match, and can be disabled after it activates, or even before it activates is just really bad.
-
@ThanksForDaily said:
The Game was killer sided for years. Taste the other side.
No it wasnt. The Game has always been god pallet city, and the rework just made it even worse.
-
Its really kinda baffling that Shape hasnt recieved any meaningful upgrades to his base kit in years, especially when he's consistently considered one of the worst Killers in the game.
Like, why is such a iconic character allowed to be so garbage?
-
I think Exit Gates themselves need reworking; Exit Gate related perks should not be the first priority.
-
No, she's really the only Killer that has a chance against really good Survivor teams. She shouldnt nerfed, other Killers should be bumped up to her level.
-
@acharliet said:
https://forum.deadbydaylight.com/en/discussion/comment/2916600#Comment_2916600
Everyday i see that players playing mostly killers are crying about Dead Hard. But many times great killer players can outplay player with Dead Hard anyway. I do play killers mostly M1 killers, and i dont have problems playing against survivors with Dead Hard. And when i play survivors i use Dead Hard but often against great nurse players and blights it doesnt extend chase so much anyway as well as other killers can do outplay survivor with Dead Hard.
I was playing Ghostface few days ago against 3 survivors with sprint burst and one survivor with Balance Landing, That was so nasty game. Not telling when good survivor has 99 sprint burst or even get sprint burst back in mid chase ...
Dead Hard can only really be baited if the survivor is trying to use it to dodge an attack, which is the far inferior way of using it.
It cant be baited or outplayed when it is used to dash forwards towards a pallet/vault that the Survivor otherwise wouldn't have been able to reach, which is the main thing that makes it the most overpowered perk in the game.
Dead Hard could honestly have its invincibility removed and it would STILL be an ridiculously strong perk, as just having an on-demand dash allows you to extend every chase by 30+ seconds if you know what you are doing.
-
I rarely ever use any exhaustion perks and I do just fine. The idea that any perk is "required to survive" as Survivor is completely absurd, and just seems like massive cope from bad players.
-
There is nothing wrong with Premonition, hell, it used to be meta in the really early days.
The problem is power creep. Nerf the absurdly busted top-level perks and the game's perk variety will get a lot healthier.
-
Why would they nerf a mid killer
-
Survivors should absolutley be scored as a team, not individuals, since they are a team, not individuals.
-
Remove perk tiers, make it able to get more perks per level even before level 50.
-
Red Stain is a really stupid mechanic, yeah.
-It's made pointless on the Killer side by moonwalking.
-It's made pointless on the Survivor side by having a 360 degree rotation camera.
-It looks dumb. Why does the Killer need car headlights.
-It forces Killers to moonwalk, which makes them look even goofier.
Just dumpster the mechanic. It's dumb as hell and looks really bad.
Plus the only mechanics that interact with it are Undetectable, which wouldn't need to be changed at all, since it just removes the Red Stain, and one of Doctor's Madness effects, which can just be replaced with something else. That's a total of 2 mechanics that interact with the Red Stain, one of which already removes the Red Stain, so it wouldnt be a massive undertaking to remove it from the game entirely.
-
Fun. Prefer to play against rather than any "run in circle for 5 minutes to win" Killer.
-
I'm also getting this, cant buy stuff with shards.
-
How would he even work?
-
Oh no, somebody wasted an ultra rare addon just to completley throw the match, what a tragedy.
-
It's a good feature, but I'm too used to it being hold. 5+ years of muscle memory is hard to get rid of. I wish it was introduced earlier.
-
@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/2827283#Comment_2827283
I've said this loads of times before, but I'll say it again:
"The hard mode" perk is really just an excuse to have a poorly designed perk. We called it out back then when the chapter was released, but the devs more or less ignored the community. Instead, the devs pushed the idea that it was a "hard mode perk" and nothing but for so long for years and years that players actually started to believe it, especially the new ones.
And let me be clear, I don't doubt that the idea of it providing a more challenging experience was a part of the conversation in the original design. It was probably at least in some part, a part of the design philosophy. I will say however, that I do think it was never meant to be a pure unadulterated hard-mode perk and absolutely nothing more. If that were true, why were any positive effects included at all to begin with?
If "hard mode" perks were a genuine thing, how come Killers don't have an equivalent? Something that absolutely neuters their overall gameplay and imposes a ridiculous challenge on them in exchange for little to no benefit. The fact is, it doesn't exist because it's just not popular in any shape or form.
No Mither comes from a time when the dev team were trying to make perks with interesting give-and-take mechanics a thing; but the truth is they were largely ignored and the overall community just didn't accept these versions of perks as anything good or worthwhile to run. Opting instead to favor alternatives which didn't suffer from any downsides, and so for the most part the devs stopped releasing perks of this vein and reworked a bunch of the previous ones they already had. Few exist today, especially by comparison to the number of perks that only provide a positive effect, and of the few that exist many still go unused today and could probably use reworks of their own. IE Sole Survivor, Self-Preservation, Left Behind, etc.
From the beginning No Mither should have always started you out at full health and hidden your Broken Status effect in the HUD from the killer. It still wouldn't be good, but at least you'd actually get to use the perk for what it was originally intended for. The idea of a high-risk high reward perk might actually be somewhat acceptable, because there'd actually be a realistically usable "reward" for running the perk.
"If "hard mode" perks were a genuine thing, how come Killers don't have an equivalent? Something that absolutely neuters their overall gameplay and imposes a ridiculous challenge on them in exchange for little to no benefit. The fact is, it doesn't exist because it's just not popular in any shape or form."
They do. Most killers have one or more addons that are just straight downgrade to their power, or have such major downsides that completley outweigh the upsides. In fact, those are even worse since the Killer will keep on getting them in the bloodweb forever, while No Mither you just buy 3 times then it is gone.
Also, Hexes qualify to some extent. Hex are nowhere near strong enough to justify the gamble of them just being destroyed 15 seconds into the match because it spawned in a terrible spot in plain sight of survivors.
I agree that No Mither should start you off as healthy though. Hell, give the user bonus bloodpoints if you escape with it too.
-
#1 : Tie between Nea and Feng.
#2 : Tie between Meg and Claudette.
#3: Tie between YunJin, Yui, Kate, Michaela
I dont know what it is about female survivors that attract the most obnoxious kinds of players. The only male survivor that I ever see coming close to the same level of having consistently obnoxious players is David, maybe Ace too.
-
Doctor is pretty bad. Sure he can stomp bad Survivors, but against decent survivors he's total trash.
-
It's kind of hard to be afraid of a Killer who is so weak.
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2818078#Comment_2818078
just do bones <3
This is a ridiculous argument because the Killer doesnt have 3 other Killers running around helping to do the bones.
-
Creeper has zero chance of ever happening. Maybe if Salva dies, but even then I highly doubt it. It's just too "tainted" for some people.
-
Lots of setup for an effect that is not very good and can only trigger once per trial.
-
Old Ruin wasnt even good. It was just a noobstomping perk. Good players could easily ignore it.
-
Thrill of the Hunt
-
Scissorman/Bobby Barrows from Clock Tower. Patriarch would be a fun pick though too.
-
I still find myself mashing whenever I get picked up before I remember "oh yeah, theres skillchecks now". Almost 6 years of muscle memory is gonna take a while to get rid of. Good change though, but as many have said, they need to adjust it so that hitting great skillchecks doesnt make you struggle out faster than you could with the mashing.
-
Not even slightly.
-
Unnerving is actively detrimental to the Killer if the survivors arent bad at the game since it makes generators and heals go faster.
-
Conceptually it is good, but as the others have said, remove the great skillcheck zones.
Either that or change the values so that great skillchecks = same as old wiggle speed & good skillchecks = slightly slower than old wiggle speed, instead of having great skillchecks be faster than old wiggle speed.
-
@Tr1nity said:
Nothing pleases you guys, does it.
The CoH nerf didnt fix the bits that make it overpowered. This is such a nothing change that they might as well have not changed it at all.
-
CoH is still one of the most overpowered perks in the game even after the nerf. NOED is trash.
-
Even that really wouldnt be enough. Not only does CoH massivley outclass Sloppy in values, Sloppy butcher takes up 1 of the killer's 4 perk slots. CoH takes up 1 of the Survivors 16 perk slots.
-
I clicked "both", but really it should be a combination of number of kills + number of generators left. Hooks isnt a really good determinator due to hooks not being the only method of killing. Devour Hope, Final Judgement, Pig traps, EGC Bloodwarden shenanigans, ect.
Having it be based of kills and generators combined means that the Killer actually has to defend the objective. If they just camp hooks, ever other survivor just rushes gens and makes the Killer lose those points.
Best system would probably be 2 points per kill, 1 point per Generator left.
5 or less = -2
6 points= -1
7 points = Neutral
8 points = +1
10 points= +2
-
None, the voice lines are awful and I wish I could turn them off.
-
She's kind of annoying to play against, but she's definitely not powerful enough to warrant any kind of nerf.
-
Like more than half his addons are basically useless.
-
The majority, like more than 90%, of the current maps are really poorly designed. Unmindgamable loops, absurdly large sizes that are a nightmare for any Killer without high mobility to navigate, loops that are right next to each other, ect.
-
What makes Survivors so strong is bad map design, overpowered perks, and gen times. None of this needs SWF to exploit. SWF is just an additional power boost on top of tthat.
-
Depends on a lot of things.
Where are they hooked? What Killer is it? How far are they from an open/99%'d exit gate? What perks do I have? What perks do they have? Are my other team-mates gonna help?
-
He's not -garbage- or anything, but he definitely could use some improvements.
-
Removed? No. Completley reworked? Yes.
Haddonfield is a total failure in terms of both map design/balance, and as a representation of Halloween as a franchise.
-
Clientside skins should absolutely be a thing, both for Killer and Survivor. Players should be using cosmetics because they want to see them, not because they want other people to see them.
-
That and basement hooks should just be Scourge hooks by default
-
Other detection perks outclass BBQ greatly, all BBQ really has going for it is that it essentially halves the grind.
Which is nice(but shouldnt be nessecary in the first place), but thats not something that actually does anything to help the Killer in-match.
-
Dead Hard is one of those perks that is so powerful that you get value from it even when you arent running it. It's such a powerful tool that the Killer is forced to change how they play the game because a Survivor -might- have it. Just an utterly ridiculous perk all around.
-
All the above, really.
-
He's both really weak, and high skill requirement for mediocre reward.
He's also heavily RNG-based, and even when you get really good RNG, he's not that good.