GoshJosh
GoshJosh
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@feruis said:
https://forum.deadbydaylight.com/en/discussion/comment/3020160#Comment_3020160
I didn't understand it very well, but let me ask you, what happens when killer hook survivor, and then see two survivors coming for the unhook, what should happen then?
The killer can still camp, still hit those survivors, chasing them will stop any slowdown of the hooked survivor.
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No. Self-Care is 35% speed of a standard 16-second heal. CoH gives a 50% healing boost. It ends up being slightly faster than current Self-Care. I think it’s around 21 seconds.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020138#Comment_3020138
Like I said the changes they made ( I'm sure you read them) are to push killers away from that type of gameplay.
Their give killer players a chance to change the way they play. If they don't want to change the way they play and refuse to interact with the survivors and continue to camp at 5 gens. Then the Devs will do something.
Yes it could be 3,6,9 months before camping is nerf in the ground or survivors are buff to deal with it. Who knows the DEVs could already have something ready sooner then later.
But you have to give killer players a chance to change.
Again, I point you back to facecamping Bubba being a thing coming up on five years in September. DbD just turned six. Do I need to say any more?
You can’t possibly think facecamping gets disincentivized only by strengthening it?
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@feruis said:
Give me an example how to fix it without being exploitable
Slow the Entity progression up to 90% based on the killer’s proximity to the hook. Disabled during chase, not applicable to basement hooks or after the fifth generator is repaired. Non-mobile killer powers disabled within 12m of hooked survivors, unless a chase was started outside the radius.
Camaraderie now shows itself to other survivors in the lobby and in the trial. It works for both hook states on a pausable 60-second timer like Lucky Break. It’s faded on the other survivors’ HUDs while inactive, lit up while active.
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@I_am_Negan said:
The changes they made are to push killers away from camping and tunneling.
If killers are not willing to drop the camp/ tunnel gameplay and play the 12 hook program then buffs to survivors to help more with camping will be done.
And I'm sure there will be a massive nerf to camping if killers are not willing to change the way they play.
What new incentive does a killer who could facecamp before have to leave a hook now? There’s less pressure on them to leave, and their popular gen defense perks are all but nerfed. What am I missing?
Oh sure, a massive camping nerf. Like how Bubba can’t sit in front of a hooked survivor to deny an unhook five years later?
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@dugman said:
There’s nothing inherently wrong with Hexes having a time limit. Haunted Grounds for instance has a time limit when it triggers, and Hex Retribution likewise only lasts a limited amount of time per destroyed totem so has a net time limit as well.
That’s not to say Ruin isn’t possibly overnerfed, they may have made it a bit too weak overall. But as a general statement Hexes having time limits is fine provided the effect you get during that time is powerful enough.
The difference with those is that a survivor is still spending 14+ seconds to cleanse or bless it. Ruin will be the first and only hex to remove itself from a totem. And its power was halved.
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@DrDeepwound said:
they remove a vault speed from Spine Chill: people say perk is dead
they make a hex deactive itself: no one seems to care
Did you not read the rest of what they are doing to nerf Spine Chill? Or are you purposely making an ignorant comment?
And yes, I acknowledge Ruin is getting gutted as well. But as others have said, the killer is already in a great spot if they have a kill. Tell me one time a Ruin totem has outlasted a survivor in a match (that didn’t give up or get left for dead by potatoes).
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@HarlockTaliesin said:
https://forum.deadbydaylight.com/en/discussion/comment/3018124#Comment_3018124
Self-Care can't be Franklin'd. It doesn't run out of charges. With Self-Care in it's current live state there's no issue burning a medkit (if you have one) on another survivor (such as if they've just been unhooked) to get them back out asap to work gens or save another survivor while you hang back and heal yourself with the perk. With a more nerfed Self-Care, every medkit will be for personal use only and healing other survivors will be the slower non-medkit method every time. Whereas currently a survivor can take a self-heal back to healthy before going back out to heal/unhook/take a protection hit, after the nerf survivors w/o a medkit (or has already used all of the charges) and are injured will be even less inclined to try to heal someone off the ground/try for an unhook and will likely almost never take the protection hit.
Anyone who thinks solo queue sucks now, wait till post Self-Care nerf. :(
You might as well last second swap to the medkit and/or risk Franklin’s over a 35% self-heal rate. Medkits are always best for personal use only - especially if running Self-Care (before this nerf comes to live). Unless someone is in a really dire situation other than you, where the faster heal will make a game-defining difference.
Why are killers getting so many basekit buffs, while survivors are getting their perks wrecked yet again? For five second basekit BT? Yeah, ok BHVR.
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You just got 10 seconds longer per generator, survivors not gaining as much distance after taking damage, 10% faster attack cool down, 10% faster breaking speed, and 2.5% base gen damage.
Name one thing survivors got to counter camping.
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This, among some of the other perk nerfs, is a clear example of why just destroying meta/commonly used perks is not a good idea. Now there is no reason to run Self-Care at all, over any other healing option in the game. Just because we want better perk options, doesn't mean we want our beloved perks annihilated. Just run a medkit, honestly. Especially with buffed Botany.
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After the nerf, it will probably be better. With the distance on demand, Dead Hard was arguably better, though situational. Now Dead Hard will only give you distance if a killer swings at you while it is active. All the while maintaining the need to be injured to use it, and requiring you to mend if you are hit.
Sprint Burst? Free brief speed boost throughout an entire match, no way to deny its use outside of exhaustion add-ons or countering perks. The only thing Dead Hard will now maintain over Sprint Burst is still being able to be used on demand - but not simply for extra distance.
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@MrCalac123 said:
Survivors who have DS in end game get a free escape.
This perk is supposed to counter tunneling, you are NOT being tunneled when the gates are opened.
Simple as that.
And the two second stun reduction nerf? It's now even worse at stopping tunneling than it was before. BHVR wants DbD to die at this point? Weird, but seems like it.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3015961#Comment_3015961
Where did you get this info? I'm curious to see what else they announced.
But yeah I agree that's utter garbage and sucks for deaf or HoH players.
Here's the official announcement: https://forum.deadbydaylight.com/en/kb/articles/337?fbclid=IwAR1kizvf3E9nmcVstivw_IZErAe7cCBTc21koyNzqNSafFPwO8GZ_mA3XpQ
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@Crypticghoul said:
They should make DS work twice, remove the skill check or double its size, and make it not activate when locker grabbed but keep the proposed changes as well imo.
The locker grab should not be removed. If a killer wants to tunnel that hard, they should face the consequences. Everything else you said would be fine, especially now that it deactivates in the end game.
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@neb said:
Why in the world did they nerf the stun?? That's just incentivizing killers to go after the person that just DSed them.
Because BHVR. Only thing I could think of after reading about this huge DS nerf.
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What a neat perk, slowing my action speeds down!
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@Laluzi said:
I read it as starting at 100% and increasing in speed the longer it goes untouched.
This is how I interpret it as well. 100%, up to 400% by the time it reaches 30 seconds of being untouched.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3014499#Comment_3014499
The killer is able to see the lobby for a reason, so the killer should be able to equip lightborn/franklins if they see flashlights.
They completely did away with it in DbD mobile. Neither side can change anything after queueing. Guess it's not that critical to standard DbD gameplay.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3014377#Comment_3014377
I call out everyone who I think has questionable behavior.
I dont have a problem against killers/survivors in specific.
I will dodge survivor lobbies too for other reasons even as survivor, but last second switches only dodge on killer.
Why are last second switches not acceptable? Survivors shouldn't be able to have an actual chance to use items they paid for, and want to utilize? It's real scummy that four other people have had their time wasted queuing for a match, to now have to wait back in queue for X number of minutes. BHVR should really take notice and be consistent with the DC penalty in these situations, if they're going to have a DC penalty at all.
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@Marigoria said:
When people last second switch I just dc on the loading screen. Want to act funny, sure, on another lobby tho.
Is this on survivor only, or killer too? I thought you have a consistent post history calling out whiny killer mains. Maybe I'm recalling wrong though.
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@eldritchelise said:
I feel like im taking crazy pills that people are talking like she already hasn't been nerfed? And her kill rate never recovered from that?
A decent team used to be able to beat a sweaty 5 blink Nurse on old Game, sometimes.
They gave her a cooldown that wasn't there before what more do you want.
They want easy wins without ever learning how to chase differently against different killers. Acting like Nurse is the only killer who you have to use various techniques with to beat, instead of 'Hehe E to pallet/window to extend chase thirty more seconds.'
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3013127#Comment_3013127
Pig has limited hats
Touché.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3013127#Comment_3013127
That doesn't seem to bad. It makes the killer think about optimal places to put it. It gives him strategy. What's wrong with that?
Freddy, Hag: unlimited, recyclable traps. Up to 10 for Hag. Demo: six portals base, one each for an entry or exit point. Only allowed to be placed again if survivors destroy them. Doesn’t sit well with me.
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@dspaceman20 said:
Dis he need anything else? he seems balanced why buff him?
Not being able to destroy your own, limited portals is pretty bad. Name any other killer that can’t recycle their power in some way, without survivor input needed.
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Probably not. He is only available to a limited player pool, and can’t make BHVR money anymore. Still waiting for him to be able to destroy his own portals, without a meme add-on. 😞
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@Nathan13 said:
video tape add on
Post Pig buff/change?
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3011541#Comment_3011541
Definetely not bring flans to nurses who slug and you can't even get bp enough to get one back. Nurse needs nerf these games show it.
That's the thing, we don't even see the games. Only the end game scoreboard. And again, at two DCs, who knows at what point. These survivors could have given up as soon as they found out it was Nurse for all we know. Judging by the scores, they did.
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Victor’s pounce is seen as unavoidable, and their kit is slug heavy; if anything, simply because of the terrible five second pounce cooldown nerf Victor has after every pounce now. But also because a good Twins player will go for multiple hits with Victor at once.
He does also have a very quick respawn timer (only six seconds).
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@Mr_K said:
Nurse charges a blink for 3s
Survivor holds W and doesn't look behind them.
Survivor wonders why they are dying on hook.
We already see two DCs in these screenshots. Wonder how many heard her first blink, ran towards her, and stood still in front of her too.
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I hope they don’t, ever. There’s nothing wrong or can be done about SWF that won’t be a negative impact for the game or player base.
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Dang, you and your teammates are really bad at facing the Nurse. SWF or solo?
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I would like to see reputable data that most matches lasted that long back then. That’s certainly not my memory. I only recall waiting for lobbies that long sometimes.
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010660#Comment_3010660
Easy mode like saying 2k is a win to make himself feel better when loosing . Like i said killer is hard survivors are easy .
Killer is hard, but they should uninstall if they don't get a 3k or higher every single match? You're speaking out of both ends of your mouth.
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010646#Comment_3010646
Also game is so survivor sided thats not even a question . Let me give you few examples. Hatch reward bad survivors, op perks that give you second chance (DEAD HARD) gens taking 120 second (even less if you have some of the gen speed perks and toolboxes) 634683 palets on every map, Jugle gyms do i have to continue? Cause i have at least 9 more.
How can you say this...
@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010585#Comment_3010585
You see i rly don't care about mmr cause it doesn't give me anything. What i care about is win (4k is a win 3k is a loss, 2k is you should uninstall ,1k why is dbd not uninstalled yet and 0 kills is you should just quit ) . Anyone saying that 3k is a win is survivor main or someone that like to play on easy mode.
after you just said this seven minutes ago?
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@SlavaRusiji said:
https://forum.deadbydaylight.com/en/discussion/comment/3010623#Comment_3010623
Yea it doesnt but what when all gens are done and i kill third guy . Last guy can chose between hatch or gates. So i should make a guess . Thats just bad design and we all know it man.
You already got three kills, which is considered a win by the devs and any reasonable person who plays this game. Outside of the hatch offerings, it's entirely RNG. It's ok if one survivor gets away, you will still wake up tomorrow.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3010575#Comment_3010575
I agree. No one wanted those offerings anyway, all they do is enable hatch camping which was already annoying.
Not to mention both of these heavily decrease the value of survivor items, perks, and add-ons that track the hatch.
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Revert hatch nerfs, remove hatch offerings from survivor blood webs.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3010114#Comment_3010114
They also have infinites in dbd mobile, you want to bring those back too?
Yes! Me wanting DbD Mobile's pre-game lobby means I want everything from DbD Mobile in the base game. How'd you know?! You smart one, you.
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It should be a head bust of whichever headpiece the survivor has chosen, to be even more distinguishable.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3010114#Comment_3010114
Should I back out of a 4 medkit lobby as plague since I'm also denying their (potentially expensive) items simply just by the power I come with?
If it were up to me, you wouldn’t be able to back out of a lobby at all (once all five players are found). So sure!
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Lightborn is not a “meme perk”. It completely negates an entire item from having any use at all (outside of a few killer powers). The most expensive flashlight possible costs a survivor 19,000 BP to put together. A meme perk is something like Diversion and Deception.
Also, players like you are the reason BHVR needs to extend DC penalties to anytime a player DCs past the lobby, and should switch lobbies to work like they do in DbD Mobile. Survivors are allowed to want to bring an item without a killer being able to fully deny it by simply equipping a perk. Let killers equip Lightborn before they see a lobby if they want to shutdown flashlights so badly.
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I saw a purple aura for one only one time for some reason? Then had another disappear on me like the crown days (forgot how much I hated that). The others I all found by chance during regular gameplay, but far and few between.
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Yep. More grindy, more throwy than ever before. They don't listen and/or care what the community keeps telling them about the Rift.
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@[Deleted User] said:
The problem is when it activates it stays activated and has no cool-down. Really premonition is the perk it should be. The killer is facing your direction within a certain distance, the perk should then light up for 1/2 seconds and then go onto cool-down. It’s then up to you as a survivor to make a choice on whether you keep doing what you’re doing, make a move elsewhere or go and hide for a little while.
The fact it has no cool-down and completely negates stealth killers/undetectable in its current form is ridiculous. I don’t really understand the need for the speed boost it gives either.
It would have to last a lot longer than that. A killer could coincidentally trigger it while chasing another survivor, leaving you with the possible wrong assumption they are headed your way. It doesn’t tell you where or how far away the killer is (except within 36 meters), which is why it’s ok it doesn’t have a cool down.
The speed boost at minimum is because of perk tiers, but is also quite negligible outside of vaulting. I think it fits the perk, your senses are tingling/heightened while being looked at by a killer.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3007334#Comment_3007334
I don’t remember them saying this, do you have a link with a time stamp where they talked about it?
A quick Google search seems to point to a May 2021 timeframe.
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I don't see how they can nerf or rework this perk without killing it. It's fine as is, in my opinion. We'll see.
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Just by way of correction, camping and tunneling have never resulted in killers losing earned blood points. Ever. Long ago the sacrifice category used to gain more points the longer a survivor was on hook, but I doubt that’s what you meant.
Killers can always push survivors out the exit gates to get them out of the trial. Or go earn points around the map (break pallets/walls, use certain killer powers, etc.). The problem with ending the game early is if survivors are taking the time to do the same, like searching chests or cleansing totems. They also have Rift challenges to let others escape while they stay in the trial. So there’s not a great solution to a killer forfeiting, outside of going AFK or DCing.
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@River_dbd said:
The only time stopping a healing action should make a noise is if you stop in the middle of a skill check.
Agreed (other than using Bite the Bullet), but new haemorrhage changes that.
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@Crowman said:
I do not believe it gives a noise notification the few times I've interupted survivors healing with sloppy. But you can hear the healing being stopped when you are close by. I think once it was enough for me to find the survivor who I otherwise might have missed if I didn't hear the healing being stopped.
I’ve only experienced my healing being interrupted once since the status effect was buffed, and it was just a few days ago. I was confounded when it happened to me, but I assumed it was just a phantom skill check. Then I’m watching a YouTube video from a steamer today to see every time they stopped self-healing it occurred. I had no idea prior.
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Farming is boring.
