GoshJosh
GoshJosh
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3027919#Comment_3027919
BT needs to not have an increased effect so usage goes down. It should probably only extend the effect 5 seconds so that it's not really worth using. But when you add 10 seconds you massively increase the effect.
People are accustomed to using BT so they will keep using BT.
If nothing changes from what the devs have stated is being released, OTR will 100% replace BT. There is really no reason to run BT over OTR.
Edit: typo.
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@Avocium said:
https://forum.deadbydaylight.com/en/discussion/comment/3027729#Comment_3027729
first of all idk what youre smoking if you dont know about half the killer roster can be looped indefinitely. I have no problem with various ways a survivor can extend a chase to 20, 30, or 40 seconds with mind games - but there is a problem if it is due to map abuse which it often is with 4 swf.
survivors can loop very easily because they have 3rd person perspective, it is not hard at all. they can stun with flashlight and grenade upon pickup, there are places where they can basically disappear into bushes on many maps as well, and you believe that a 20+ second chase time is reasonable for a chase with no pallet? With 3 gens left a 20 second chase is all you need in 4 swf
“Looped indefinitely”? Are you still somehow on a build of DbD from 2017?
Yeah, this is certainly a case of git gud.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3027643#Comment_3027643
Deadlock is a weak perk. It’s mind blowing you think that good killers play this. There are so many better options.
Any decent survivor will start repairing another gen. Blocked gens don’t regress.
Deadlock is a very strong game delay perk. And it requires exactly zero input from the killer. Even if the gen doesn’t regress, the survivor might as well wait it out (depending on how far the next available gen is, the blocked gen will already be available again by the time they get to another gen to work on with less progress).
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@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3027524#Comment_3027524
so his situation is that his P3 killers have zero perks. i think he will get all the perks from the killers he prestiged to 3 and the killers he has all the perks on already without prestiging. so he has to get the perks manually from the rest of the perks u didnt get from killers u havent leveled up, and also the common killer perks that don't belong to one killer
Yeah, he should only have to get the general perks leveled up normally in the blood web. It’s my understanding we’ll have the teachable perks show up already maxed out, without needing to spend any blood points.
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@Iron_Cutlass said:
I believe that characters will still have their Teachable Perks obtainable at levels 30, 35, and 40. I just think they are making prestiging an option to unlock all perks automatically on all other characters. The only thing this really helps is killers, for survivors it's more of just an extra bonus than it is anything else, or at least the way I see it.
The developer update stated they are doing away with teachable perks, replacing it with the new prestige system.
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For every character you have P3’d, you’ll automatically get all of their teachable perks at tier III on all the other characters (once the update drops, we don’t have a date yet). So like me, you wasted a ton of time and BP unlocking everything on P3 characters. Now you’ll just have to get them to P3 to reap the rewards on future characters.
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@Avocium said:
https://forum.deadbydaylight.com/en/discussion/comment/3027466#Comment_3027466
I'm talking about making it inherent, not a perk.
Oh I know you are. Which is exactly why I said what I said.
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@Johnny_XMan said:
Use OTR.
“We’re gonna shake up the meta perk by making a different perk take its place, instead of addressing the actual issue” 🤡
Typical BHVR, perk solutions. At least for survivors. The base game changes are so impactful for killers, but survivors get.. five second basekit BT? Who in their right mind won’t be running OTR after this patch?
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@ThatOneDemoPlayer said:
There are 2 Perks that do that, Bamboozle and Trickster's Hex Perk (I forgot the name)
Hex: Crowd Control. This post is Hex: New DbD forum user.
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@Ayamir said:
You don't need comms or a coordinated team to win against most killers but against a decent Nurse the only way you're winning is by playing in a SWF with 4 dead hards 4 iron wills to make chases last longer.
I mean I always try my best against Nurse but it's a team of 4 survivors you can't be the only one doing everything if others players on your team won't try to win beceause it's a Nurse then yeah its just boring.
She's so strong in the right hands and when you go against Comp players like Xeno or KnightLight they really show how pathetic survs are VS a good Nurse.
SWFs and Nurse both broken unfun things that needs to be addressed,the question is how do we do that ?
I don’t run Dead Hard or Iron Will. I’ve handicapped myself with WGLF for extra BP ever since its release - even when it had no secondary effect. I mostly play solo queue.
So what’s the reason now that I still find Nurse the most enjoyable killer to play against, and winnable? Many survivors just need to grow a pair, and actually try to play against her.
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@starkiller1286 said:
It might have still kept its sounds reduction if the game didn't have spaghetti code and stop survivors breathing as well. We'll have to see if downed survivors got a new 75% quieter bug after the update drops.
Tenacity will be doing that for survivors now, and it won’t be a bug. 😉
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3027199#Comment_3027199
The argument wasn't whether or not these perks were effective, it was that it is, in fact, possible to stop survivors "tunneling gens". What isn't possible is stopping a killer from tunneling. If a killer wants you out of the game, all you can do is delay the inevitable.
You claimed that there is no killer perk that reduces generator efficiency by 25%, to which I countered that Thana and Pentimento both reduce gen speeds.
And Dying Light; and Thana is being buffed for some ungodly reason with the patch too. A patch that is already increasing generator repair times by 10 seconds each. Facecamping Bubba may just be able to secure a 4K with even less effort with some of these changes.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026368#Comment_3026368
The only time a perk that improve crouch speed become useful.
Well, there’s also Hag. 😉 The occasional sweet spots on certain maps too!
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@DemonDaddy said:
I switch entirely to stealth. I can easily outlive bold teammates and have a chance at escape. With stealth you can usually make her waste more time searching then most players can last in chase.
That’s a good way to go. A lot of survivors these days have problems with stealth (albeit it has been heavily nerfed on the core map reworks and graphics, there are also more stealth perk options). They probably watch too much survivor steamer YouTube gameplay, expecting to taunt and dunk on every killer player out there. Even Nurses.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026260#Comment_3026260
Just this, no matter how much buff survivors get, no matter how many nerfs killers get, solo que never fix itself for reasons.
BHVR needs to fix solo queue. We as the players can only do so much ourselves.
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Nope. Off The Record will be. 80 seconds of personally applied endurance, that I don't need to rely on someone else to bring for me.
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I’m delighted! Opportunity for a fun match.. if the other survivors will play it our normally too.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3025811#Comment_3025811
Kicking it yourself is part of the pressure, your presence there drives survivors away.
If a survivor is on the gen and stays on the gen, you're only delaying it by about 13 seconds.
It's barely more than a failed skillcheck.
Not every killer has that luxury, and the gen could possibly not be worth defending. Just slowing the game down some.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/3025788#Comment_3025788
But it doesn't stop them from working on it, does it? I thought that Surveillance only worked on actively regressing gens. I thought the new Pain Resonance would work the way Surge/Jolt works when you're working on a gen: you lose some progress, but you get to keep working on the gen, and Surveillance doesn't activate.
Surveillance/Dragon's Grip/Overcharge will be downright oppressive when the new patch drops, though.
Surge/Jolt explodes gens like current Pain Resonance does. New Pain Res will make them spark. Think of a survivor letting go of a generator with Ruin active.
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Pallets should never be able to be brought back once destroyed.
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It would require employees who really listen and care to take over.
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Most fun: Nurse
Least fun: Plague
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Although it’s losing its information aspect, it will actually be stronger and preferable to Pop in most situations. Static 15% gen progress loss on the furthest repaired gen, without needing to go kick it.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025531#Comment_3025531
Wow, this is coming from the person who posts a bunch of survivor sided things, I guess nurse is balanced
I know, right? 😉
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/3025668#Comment_3025668
Not all maps and situations allow that though.
Also range addons + agitation is a thing aswell making it that much harder
Walk away, hide behind an object or in a locker, whatever you need to do. Starstruck can only surprise a survivor exactly once per match.
Starstruck’s exposed timer starts fading as soon as you leave the terror radius, or the killer drops the survivor. Apart from maybe - maybe - the aforementioned initial surprise, it only punishes greedy or careless survivors.
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Both are okay. Okay?
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Starstruck is the most counterable exposed perk in the game. You get exposed, and hold W away from the killer until it ends.
Do people really need to be told this?
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I have to ask because you didn’t specify: you are picking up invitations in these matches as well?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3025557#Comment_3025557
People will just camp survivors out/force more trades at Stage 2 if these become meta, as there is no other way to disable them aside from removing the player.
True, which is why it is baffling the devs are buffing camping instead of nerfing it.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3024904#Comment_3024904
The gen speeds being increased without increasing the hook timer in compensation will just make camping a more effective strategy, which isn't needed. And it's not only the gen speeds, it's also the chase mechanics. Killer's breaking animations and swing cooldown has decreased and survivors Sprint speed when getting injured has been reduced, making it too easy for killers to catch survivors. Also, the 5 second base BT is an absolute joke. 5 seconds is nothing, the killer will just wait then down.
Also survivor perks that are useless:
DS - The 3 second stun is an absolute joke and it deactivating in endgame makes the perk pointless.
Calm Spirit - It still keeps it's current effects with the "bonus" of quietly searching chests and cleansing totems, but at the cost of those action speeds being unnecessarily reduced drastically, making the perk not worth running at all. It hinders more than helps.
Self Care - An already bad perk turned worse. With old Self Care it took about 35 seconds to heal. Now it's going to take 45. That's literally half a generator. The Medkit efficiency was it's only saving grace and that was completely removed for no reason.
Spine Chill - Unnecessarily removed the vault speed and now only work when the killer is looking directly at you. Oh and the flickering thing was removed too. So this perk was made completely useless too.
Iron Will - 75% quieter injured sounds is pointless and any killer with a good headset can counter it. And the effect being completely cancelled when exhausted is unnecessary, too. Makes this perk entirely useless.
Also, shout out to Resurgence, Solidarity, Poised, This Is Not Happening, Buckle Up, Up The Ante, Left Behind, Boon: Exponential, Boon: Dark Theory, and so many others.
Agree with your overall sentiment, but Self-Care actually isn’t a bad perk right now. Not until this update goes live anyways. Then it will be a bad perk.
And let’s not forget some of the killer meta is getting demolished too.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3025557#Comment_3025557
This reasoning leaves a lot to be desired when the new changes go live.
With increased gen times and chase potential it makes little sense to punish the survivors for completing gens now that it's harder to achieve. There’s still the unhooker in endgame. Why should we disable all anti-tunneling options in endgame, barring mini BT which is going to be very hit-or-miss? Perks are the only realistic defense they have against tunneling, as bodyblocking is countered by many powers. They have to commit their loadout for something that is basekit for killers at all times.
It seems to me like it would literally leave the unhooked with marginal options, while, as I said, the unhooker is still available. And they had to complete a longer objective to reach that stage of the trial.
I entirely disagree with many of the upcoming changes - longer gen repair times being one of them. But survivors shouldn’t be entitled to free escapes because of X number of stackable second chance perks in the end game. If multiple survivors reached that point, they can rescue their teammate through good teamwork and basekit altruism.
They messed up DS not by making it deactivate in end-game, but lowering the stun and not compensating elsewhere. That’s when second chance perks (in this case, a pure anti-tunneling perk) should shine.
Edit: not to mention survivors can still make rescuing plays with flashlights and toolboxes in the end game, and still have other perks to help prevent a hook.
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@brokedownpalace said:
Yeah I assumed it was a typo because it wouldn't make any sense otherwise lol
The interesting part is, it may actually be beneficial to have longer scratch mark durations.. provided they are distorted. Which is what Lightweight will now do.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025552#Comment_3025552
Why would the former be preferred? The guy was bad and clearly got mad that I was better,
https://forum.deadbydaylight.com/en/discussion/comment/3025563#Comment_3025563
I have no idea what they are doing with IW but I thought it was pretty ballanced perk
Destroying it. 75% quieter groans at tier III, disabled while exhausted.
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Enjoy Iron Will while you still can. (For the record, I disagree with its nerf.)
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@AVoiceOfReason said:
Don't tunnel. Simple as that. Off The Record, don't tunnel. Seems everyone is only complaining because they just can't tunnel people out anymore after these changes.
Fair, but BT and OTR need to be disabled in the end game just like DS. Killer options are far more limited in that time.
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Nurse is balanced, and it isn’t because of kill rates or statistics.
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@Nathan13 said:
With all these upcoming changes, Nurse is gonna need a nerf.
Faster pallet breaking and M1 cooldown?
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3025375#Comment_3025375
The Nurse needs a complete rework. Everything you listed doesn't exist for an experienced Nurse player. She has no downsides for an experienced Nurse player.
Other killers do have downsides even for experienced players however.
You’re absolutely right, everything I said above magically disappears when a Nurse player with 1k or more hours plays her.
/s
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3024450#Comment_3024450
Please don’t use fun as an objective term. You might find her fun but a killer that goes through walls on command isn’t meant to be balanced.
https://forum.deadbydaylight.com/en/discussion/comment/3024464#Comment_3024464
Should’ve said that before Spirit and I separated for the better.
https://forum.deadbydaylight.com/en/discussion/comment/3024470#Comment_3024470
Objectively fine? What???
Well, fun was the last word I used in that comment. Balanced was first. Both are important factors in any video game though; don’t you agree?
I will keep spelling it out for you and others:
- Slowest base movement speed of all killers - the only to actually move slower than a running survivor
- Gives clear audio and visual cues of all she is doing
- Fatigue after every blink (longer for a missed attack)
- Blink charge time
- Blink recharge time
- Heavily punished for miscalculating a blink
- Fairly add-on dependent (particularly for inexperienced Nurse players)
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3011787#Comment_3011787
How can you actually defend a killer like Nurse???
Nurse is one of the most balanced, skilled, and fun killers to play and verse in the game. She just needs a few add-on adjustments (range nerfs and reworks on her two meme add-ons).
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@MilManson said:
If nurse could only blink to line of sight she would be useless.
How survivors (including me) feel about Spine Chill’s upcoming nerf should understand this point exactly.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3023779#Comment_3023779
Hope is NOED for Survivors.
Not even close.
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I like it because it feels like a Saw movie, when you’re a survivor and you spawn with it already on. But yeah, it’s not the strongest add-on.
Maybe it could be made more lethal by having a shorter duration than a standard RBT too, so survivors can’t ignore it so easily.
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Hope makes sense. It’s an end game perk that only gives haste. Very situational.
Very surprised Lightweight is being buffed that fiercely. I would’ve been happy if they just made blood trails disappear faster too, with a little bit quieter footsteps. Scratch marks are basically being permanently removed with it.
Off The Record should not apply to the end game.
Edit: changed my mind about OTR’s endurance status effect duration. The survivor can’t meaningfully progress the game.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/3023182#Comment_3023182
The developper's update says: "Botany Knowledge now increases healing speed by 30/40/50%, up from 11/22/33%", with no mention to med-kit.
I guess we will have to wait Tuesday to see if the med-kit efficiency has been removed.
And my suspicion is actually not, since they made perfectly clear with the Self-Care nerf that it will no longer make medkits have more efficiency when self-healing with the perk.
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@TerraEsram said:
https://forum.deadbydaylight.com/en/discussion/comment/3023136#Comment_3023136
Because with the modification , botany doesn't affect the medkit, we talk about that, the modification of self care
It doesn’t explicitly say that in the developer update. Do you have a source?
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I don’t see why people won’t just run Botany and a medkit. It blows all other healing options out of the water.
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@fulltonon said:
Face camping will be addressed anyway, and since usual chases are buffed significantly, camping would be less feasible.
Source? They allegedly addressed “camping” with this developer update.. yet I see nothing in the survivor basekit or perk changes that actually do.
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/3020206#Comment_3020206
So if killers is in the hook radius and survivors are there, does timer moves normally or it is slowed?
Depends on the conditions I proposed earlier.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020200#Comment_3020200
Yes, but the 50% boost is currently 50% of the Self Care speed. Which makes it a 75% Self Care. So my question is will it be 50% of the now 35% that Self Care will be post nerf or will it remain the 50% of 50%?
No, because when you are healing within CoH, CoH gives its own healing prompt. It is not Self-Care. CoH is not being changed at all. It will still allow for the same speed self-heal.