GoshJosh
GoshJosh
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2883743#Comment_2883743
i mean, under the old system if you couldnt get a single hook before 5 gens were done you wouldnt be red ranks thanks to how the emblems worked but that's neither here nor there
under the old system, i wouldve gotten a safety pip. i healed 2 people from dying to healthy (thank you wglf), did a solo gen and half of another, before running the myers for the remaining 3 and a half generators. that's enough for a safety. but under this system, that's entirely irrelevant; according to mmr, this myers is more skilled than i am. there's no nuance calculated, nothing matters except for escaping or dying. and because ive died, i am less skillful, ignoring the fact that it took him 4 generators to catch me, i did a lot at the early game to help alleviate the pressure and ensure there was no t3 snowball.
at least call it what it is; kill based matchmaking. that the devs even insult their playerbase by calling it skill is what's funny to me, because anyone with over 400 hours could tell you there's more to being skilled in this game than securing a kill or an escape.
that's where my frustration comes from; the system is based off of an intrinsically flawed measurement which is then passed off as "skill" despite me being the better player in any other measurement than "he was killed, therefore he is worse".
I hear you, but I think it would be dishonest to say red rank killers never had bad matches either. I know I did! In other words, they could have performed well enough to get to red rank, then had a one-off bad match.
I don’t agree with MMR system for calculating skill or performance either.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2883731#Comment_2883731
i tried saying sadge in the endgame chat and it was blurred :'(
LOL!
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Are you trying to say a red rank killer under the old system wouldn’t camp you after five gens are powered either? Genuinely just trying to understand.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2883697#Comment_2883697
Do gens, most people escape, simple as
Or, don't get caught in the first place, which is a large portion of the counterplay
Yes, survivors should never get caught in DbD. You are absolutely right! My mistake. And three survivors can definitely knock out five gens if a survivor gets downed by him early.
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2883697#Comment_2883697
Do gens, easiest 3 man escape of the teams life.
How stupid of me! The counter to Bubba’s power specifically is to do all remaining generators in two minutes, plus open a gate. Thanks a lot!
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That’s subjective.
Also, facecamping Bubba has counterplay? Do enlighten me.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2883548#Comment_2883548
I dont even know what that Is lol
Exactly.
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@ElleGreen said:
hopefully survivor perk buffs too
‘We’ve noticed This Is Not Happening has a highly unpopular pick rate. We’re therefore upping it to 11/22/33% in hopes of violently shaking up the survivor meta and portfolio of perks.’
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/2883469#Comment_2883469
Ahh I didn't know that. I mean I'm not a fan of NOED even though I run it but the thing is that NOED can be countered by finding the totem. Iron Grasp on the other hand is more of a permanent nuisance unless you have atleast one survivor backing up their teammates.
Escaping the killer’s grasp almost always requires at least one other survivor to help, if not more. That’s how it’s supposed to be. Even running an entire anti-carry build will not guarantee the survivor wiggles off.
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Had to look it up on the wiki to realize it’s already been nerfed before. The perk is perfectly fine. It adds less than two seconds to the wiggle timer. If a killer wants to dedicate perks that only affect the carrying function, then they better be worthwhile.
Not to mention killers are given Rift challenges associated with basement hooks, and might need the extra support from perks from time to time.
I would rather face Agitation, Iron Grasp - and yes, even both - before NOED. You’re crazy!
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On mobile, there’s certain windows they’ll get stuck in the vaulting animation over and over again. Although I play regularly, I haven’t determined an exact science as to when it happens. But you’ll need to stay in that direction of the way they are trying to vault, otherwise they can become free.
They can also be 360’d. But I’m speaking to mobile only here. I haven’t personally played the base game since this all went down.
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Don’t know how you define fun, but Blight will probably get you easy wins. Deathslinger is the most respectable for skill on your list, in my opinion.
But I really enjoy Twins, even post nerf. Just not as much.
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Was DbD released yesterday? Because camping has been an issue for years, yet you make it sound like it just started recently.
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Submit a report if you want to waste your own time.
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As soon as bots hit ranked matches, I’m out.
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Bots.
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@CrimsonMothKing said:
But, the new effect is an addition. They will still bleed heavily.
Do you have a source? I’ve only see the word “rework” - not buff. Plus after thinking about it a couple days ago, realized no other status effect has more than one utility.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2881400#Comment_2881400
So... legitimate question here.
Are you aware that Shadow Dance - Blood + Serpent Wraith exists?
If you don't, Shadow Dance - Blood makes Wraith break pallets and damage gens 60% faster while cloaked and Serpent takes Wraith out of stealth when he breaks a pallet or gen. That stacks with Brutal Strength and Bamboozle.
I've watched people use this build several times. You know what? It isn't broken. It isn't uncounterable. It's good... but it isn't broken and that's even with Wraith's post uncload speed boost. For that reason I firmly believe that Fire Up could get its effects doubled and it still wouldn't be problematic.
I mean, you’re talking about its conjunction with two add-ons - one being very rare. And requiring the damage generator or break pallet action. Versus any other killer that would’ve just gotten the basic attack. Don’t really see the comparison, sorry.
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I don’t mind that at all. You’re looking at eight seconds tops with a solo survivor. But, I would be concerned about it being yellow in color, as other gen aura reading perks are also yellow. Needs to be some kind of way to distinguish which perk is in play.
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Sorry, but we’re not just shutting down the survivors’ primary objective because they’re doing it too well. A generator takes a 80 seconds for one survivor to do; why should it take at least five minutes for survivors to finish repairing three?
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I think it’s fine as is, but wouldn’t mind if it also affected hooking speed (as someone else suggested recently on the forums). It could also speed up snuffing a totem, as could Brutal Stength.
You have to factor in that it is stackable with both Brutal Strength and Bamboozle. So you can’t make its values too high.
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I agree that it should stay. I would also like Lightweight to make blood trails disappear sooner too, as survivors don’t have any perks to help with that. Could make for some fun counter play.
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Seriously, they just need to have one dedicated hook spawn on the second floor of the library. Don’t see what’s so hard for them to understand about this.
My only caveat, is that I don’t want it to be that corner spot. Corner hooks are way too campable. It needs to have access from multiple angles. Same with other hooks on the map.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2881310#Comment_2881310
The problem with Grim Embrace isn't the really the requirement but the reward. The duration should be at least 60 seconds for it to be worth it.
I disagree, it really is both. I would highly doubt anyone telling me they are able to always secure all four BBQ stacks every single one of their killer matches.
Also, what happens when you block all gens? The survivors will just wait it out, hide, heal, search chests, etc. What have you really gained? You can’t damage or regress those blocked gens either. Awful perk, in my opinion. But let’s not detract from this post, which is about NOED.
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While I like perks that reward trying to go for unique survivors, perks that require hooking all four for any effect are a very bad design. Look at Grim Embrace, how many times have you seen it run (outside of Adept Artist attempts)? I can guarantee you can count on one hand the number of times you’ve seen it. Terrible reward for strenuous effort. Sometimes you just have that one immersed survivor, who you never come across while going for others and patrolling gens. This is why BBQ and No Way Out are good design: they encourage going for all survivors without demanding it.
So as much as I hate NOED in its current form and want change, this isn’t it.
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@HelterSeltzer said:
https://forum.deadbydaylight.com/en/discussion/comment/2881267#Comment_2881267
That is the player playing within the DEVELOPER'S RULES. It comes back around to game balance. Not the individuals.
I never said he was breaking any rules. The topic here was fun, not legality of gameplay styles.
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So far they’ve announced nothing but killer buffs for the next patch, including a heavy CoH nerf. But have you not experienced the fun that is being hard camped and tunneled on the other side, which you say and do? Bet those survivors are having loads of fun too!
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I do think it would be ‘opressive.’ I’m more in favor of a little bit shorter cool down, as well as a base 5% gen regression for damaging gens. I think it’s a somewhat underrated perk.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2880292#Comment_2880292
What is the hemorrhage change?
It will now cause 7% healing loss every second you aren’t fully healed.
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@Zeidoktor said:
I'm inclined to agree with extra BP, but rather than an after-game thing like WGLF offers, make it an increased rate at gaingv them in the trial, like Prove Thyself, No Man Left Behind, Distressing, or Thrill of the Hunt.
It offers a solid reward to the risk.
On the Broken side, what if rather then permanently Broken you are permanently Exposed?
I don’t think either works in any regular gameplay. You can’t even unhook survivors most of the time if you’re not healthy yourself.
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We’ll Make It is a nice thought, if killers ever left the hook. Also, Self-Care is 100% efficiency (same speed to heal yourself as time taken away from another survivor to heal you).
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2879700#Comment_2879700
The guy that's still smart enough to see people slugged and go, you know I should probably go for the unhook or to pick up those slugs.
Sometimes killers catch people out of position or in dead zones and create pressure. That doesn't always have anything to do with survivors playing dumb. Hanging on an early gen while the killer is just handing the game over on a silver platter.
A hooked and two downed survivors sounds like critical errors on the first three, not the last guy. Probably decided they’ll wait out the hatch, the game is basically over for three of the survivors.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2879787#Comment_2879787
no like the reason for the jail not that they were actually jailed
I read the thread, so yeah...
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2879767#Comment_2879767
i really hope you are joking bc discussing any reason behind any punishment is an offence and will lead to a ban um
The proof is in the survivor pudding. In this case, the pudding is the jail bars over his profile avatar.
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@malloymk said:
Lol. I still have games where there are 4 gens left, one guy on a hook and two slugs and some dude will just be working on a gen.
There are a lot of idiots with no awareness that play this game.
I mean, who’s the idiot here to allow the killer to get that much early pressure in the first place?
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@Count_Dooki said:
Self Care is a pretty useless perk now.
I respectfully disagree. It still has its place.
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I’m pretty sure there’s a Rift archive challenge that spawns one. If the player hasn’t completed the challenge to this day, they can make it still appear.
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We get a comment about correcting grades not being indicative of skill; but absolute crickets regarding camping and tunneling. Telling.
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@Zozzy said:
A 3 gen is a 3 gen. It doesn't matter if there is still 5 to do or there are only 3 left if the killer is focusing on that particular area you are already playing the 3 gen game.
Do people not get this? Do they really think its always the other guys fault for taking the free points on gens the killer refuses to patrol?
I would say 90% or more occurrences of a three gen are a result of survivor mistakes and not on the killer being proactive to defend a three gen. Even if the killer is doing that, smart survivors realize what is happening and will pressure those gens at all cost until at least one is done (before four others are of course).
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I’m sure there’s some intentional scheme on their part to show good will to killer mains right now; but when the only balance changes revealed for two days in a row are all killer benefits, it is offsetting to survivor mains. We’ve been dealing with seriously garbage killer play styles for years with no relief.
You say they know it’s time to nerf stuff, but we are completely in the dark about what they are going to actually nerf - and how. I’ve been around long enough to say I’ll believe it when I see it.
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I want to say yes and no. Yes because survivors need BP, no because I do not want teammates who are permanently injured from the get go, and that the killer knows such.
No Mither needs fundamental changes more than providing extra BP.
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Yeah, I hate the hourglass shaped maps.. mostly due to fellow survivors. Also unfun as killer with smart survivors though. Absolutely crazy people still don’t understand the concept of doing gens properly as you’ve stated.
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@TypicalIllusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2878591#Comment_2878591
boons are arguably the strongest perks in the game, you can still cleanse the totems, i would like to see snuffed boons break or more rekindle charges, maybe 2-3 rekindles per totem? survs can still boon rekindle totems iirc
They can’t, hence my earlier comment.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2878601#Comment_2878601
I use Pentimento Plaything on a few killers, and most of the time when 3 totems are cleansed thats when I go around lighting them
You just gotta find the right time to rekindle them, its a high risk high reward
Don’t see myself dropping chase, patrolling gens, or leaving a hooked survivor to rekindle three totems in one go! Guess if it works for you though!
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That’s only as long as at least one rekindled totem stays up. I dare you to run Pentimento and see how many tokens you can get, and for how long.
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@Sakurra said:
What's ooo
Object of Obsession.
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100% not.
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@CashelP14 said:
Got him again. Need to add the new perks I found
- Rancor
- Thanatraphobia
- Blood echo
- Coup De Grace
- Pain Resonance
- Devour Hope (even though all totems cleansed)
- Speed hacks after last gen finished (like 175%)
- Sloppy Butcher
https://forum.deadbydaylight.com/en/discussion/comment/2878451#Comment_2878451
Sorry I was laughing that much I had no idea where I put this in lol
Thought a mod just read the title and not the post, lol. 🤣
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I too didn’t realize it was the only boon with only one effect until I read your post. I’m ok with any of your ideas, but the empathy one seems rather weak for a boon. Plus all the aura reading perks survivors already have.
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Why is this under feedback? I thought it was going to be another unwanted request for bots in the base game. Outside of training mode.