GoshJosh
GoshJosh
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Comments
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@Mandy said:
I don't lobby dodge no. Also Lobby dodging with MMR is actually more of an issue, because that group is then created, waiting and is going to cause more backfill issues - ie, a killer who's MMR is significantly lower can then end up in that dodged lobby.
I’m not sure that’s the best info to share publicly on a heavily killer main based forum..
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@Seanzu said:
Well AKSHUALLY the timer is only 4 minutes, so 5 minutes is akhually impossible and therefore isn't a problem 🤓
I saw the thread title and was wondering how this champ added an extra minute to his bleed out timer!
But yeah, I would like to see an option to accelerate the bleed out timer by holding M2. Even if it’s only when all other survivors are dead, hooked, or slugged too.
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Don’t fell as a killer with Boil Over active!
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Yeah, I see this pretty frequently when playing killer. I’m just doing my thing wondering why the gens seem to be going so quick, and then I take a minute to look and realize. Great job leaving all gens on one side of Suffocation Pit or Azarov’s Resting Place, y’all.
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Wow, took me a minute. Jill Valentine.
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What a terrible challenge.
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Each situation has to be assessed differently. But usually, my solo queue teammates leave with ample chance to save me and get out (i.e. they had BT and/or unused DS, etc.). So yeah it's frustrating most of the time.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2808803#Comment_2808803
Iron Will is a good counter to Spirit's power but doesn't even come close to neutering it, Calm Spirit stops screams but doesn't stop Madness from ticking up (to my knowledge), crouching in general is the counter to Hag traps and Urban Evasion just helps. You'll notice that perks in these examples can help with aspects of a killer's power but don't hard target the core functionality.
Spirit still has speed and invisibility, Doctor still has Madness, Hag was... kind of a poor example because the actual counter didn't require the perk.
All Clown has is slowdown. It shouldn't be affected by perks like that, the same way that Small Game obviously shouldn't have made Trapper even weaker by targeting his only power. Though, it's slightly different since the perk had to be changed in that case, whereas here the power is the part that needs the tweak- Vigil is barely going to be affected beyond not helping against Clown specifically, and let's face it, people don't run Vigil because they want to counter the Hindered effect that Clown brings, they bring it because they want a lower Exhaustion timer.
To your point then, Vigil doesn’t fully counter hindered. It just makes it wear off faster. 🤷🏼♂️
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2808120#Comment_2808120
Dying light affects the gens and healing directly. Save the best only affects the killer. That’s why it doesn’t really matter if save the best keeps its stacks.
Hex: pentimento has a 30% gen slow down with first relit totem. Having dying light get to the max of 11 stacks (33%) along with pentimento would be broken.
reducing the max dying light stack to 10 (max of 30%) leaves a max of 5 stacks after the obsession is dead is then a 15% reduced gen and healing speed for every one in the trial for the rest of the game.
BUT getting to 10 stacks in the first place is difficult and rare. So even if you only get like 4 stacks before obsession is dead at least you get to keep 2 stacks (6% gen/healing slowdown) for the rest of the game.
That’s the point: if you have 11 stacks of Dying Light, you’ve already won the game. Unless you're expecting the last survivor to repair gens?
Pentimento is told to survivors it is in effect and can be broken.
I would be fine with Dying Light saving stacks if the obsession died. They already nerfed it to a place it’s ok if that happens. Prior it was just ‘He he obsession dies at any time, have fun with 25% slowdown the rest of the match survivors!’ Now it is based on hooking others besides the obsession.
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@jesterkind said:
I am also learning for the first time that Vigil apparently reduces the time you're Hindered by Clown's power, oh my god. As if he doesn't suffer enough, down at the bottom of the barrel...
I don't think it would be an insane buff to make the slow duration unchangeable. People don't often run Vigil and Clown's already a weak killer, this would just remain consistent with the change to Small Game; a killer power shouldn't be uniquely targeted by a perk like that.
@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/2808232#Comment_2808232
The point is, the slow IS clown's power.
I get why the comparison seems exagerrated (since it's slow vs exposed whoch are two different things) but it really all comes down to one perk significantly reducing the killer's power.
Iif you reduce the slow from Freddy, he still has his dreams and his teleports working at full capacity.
If you reduce the slow to clown that's really iit.
Iron Will arguably neuters Spirit’s power, Calm Spirit stops screams against the Doctor, Urban Evasion soft counters Hag traps. This perk counter to killer power stuff still exists in the game, despite the nerf to Small Game (wrongfully done in my opinion).
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2808232#Comment_2808232
Clowns iri got nerfed so that you can only carry 2 bottles
Right, but I was only talking about the comparison of his hindered effect compared to the other killers’ exposed effect.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2808235#Comment_2808235
How would that be......Rewarding to leave the hook.....? The second you're away from it a save happens and there's 0 value that happens.
It would force a save to happen sooner, perhaps disallowing a survivor to finish a generator they thought they could have otherwise finished in time. It could be brutal on certain maps like Azarov’s, Suffocation Pit, or RPD.
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@[Deleted User] said:
Gearhead. Just...why
Old or new? The new one is strong!
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2808244#Comment_2808244
You continue to bleed in a locker, leaving a pool at its entrance, or at least you used to.
Not that I’ve ever noticed in five years. Otherwise a killer would always know if an injured survivor is in that locker or not.
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I’m not sure I understand. The blood trail eventually disappears completely if you’ve been in the locker long enough. Plus that’s not exactly the most visible area surrounding that locker to see the blood or not.
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Really? That one can be fun and has its place!
For me, probably Grim Embrace. Too situational for a reward you may not even reap the fullness of.
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Make Monstrous Shrine a scourge hook that rewards leaving the hook. Maybe it could accelerate the sacrifice timer by 25% as long as you remain 32 meters or further away?
I actually think Territorial Imperative is neat as a niche perk, I would probably just remove the distance requirement and cool down.
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The difference is that the exposed status from those stealth killers is tied to them. Same as Oni in Blood Fury. The hindered effect is a result of Clown’s bottle. This is why Vigil works against it, as it should. Would be the same with Freddy’s puddles too no?
Also, those exposed statuses all have to be ‘earned’ through stalking or collecting blood. Clown gets five or more bottles with infinite reload ‘unearned’.
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Genuinely asking: what is a filler pallet?
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This is such a weird perk idea. It sounds like an attempt to stop game hostage holding by immersed survivors via a perk, which is a bad idea. It should just be a base feature in the game with the idle crow feature.
And as mentioned above, killers should be happy about a survivor not repairing gens.
Survivor aura reveal is one of the strongest pieces of information a killer can have (hence how rare the add-ones are associated with it), and shouldn’t be so easily achieved. This punishment is way too severe for how long you expect them to repair the generator after the aura reveal has started. I mean imagine the synergy with Corrupt and a stealth killer, pretty ridiculous. Or new DMS.
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The loop is stranger than fiction.
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I don’t really see why it has to lose the stacks at all. STBFL doesn’t and has the same premise: go for everyone else besides the obsession. Not to mention the healing boost it gives to the obsession, STBFL gives nothing to survivors.
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Just to be clear, we’re talking about the Brand New Part add-on? Also, you should file this as a bug if you haven’t already.
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Basic QoL changes coming to DbD, Soon™.
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@SuzuKR said:
Why? It's fine as is.
You’re wrong, it doesn’t have enough deactivation conditions. /s
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So now that Decisive doesn’t let a survivor do anything but search a chest or open an exit gate for 60 seconds, now it’s just a skill check war between them and the killer?
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With the new DMS buff and meta, it should let you use your built up time to unblock a gen blocked by the killer too. Perhaps at the expense of revealing it in a yellow aura to the killer.
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After 10-15 minutes, let a killer surrender. There’s no point locking them into a game they no longer want to participate in. As others have mentioned, especially due to the absurd amount of blatant cheating that BHVR seems pretty indifferent to.
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@Reshy said:
https://youtu.be/dpHfdfA6QGs?t=679
Here's a good example of holding the game hostage on the survivor's part, all the generators are done, but the survivors are hiding rather than attempting to open the doors.
Without having watched the video, was this before EGC was introduced to the game? Because if not, flappy cap man could have opened the gate himself.
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@Aurelle said:
Because you literally can't do anything against Pinhead.
Can't solve the box because the chains will interrupt you or Pinhead will teleport right next to you. Can't loop him because he will send a chain after you and slow you down so he can get a free hit. Can't do gens because most Pinhead's bring the most busted gen slowdown/regression builds.
So yeah, I don't blame survivors for giving up against this ridiculous killer.
This right here just about sums it up for me. Have an item you bring in the match? Have to drop it and possibly never see it again. Solo queue and running for the box? Sorry, another teammate was doing the same and got it already. Holding the box? Choose between perma oblivious and chains, or perma chains while trying to solve .. and giving him the chance to teleport right on top of you.
I could care less about his portal ability - that requires skill and sometimes results in nothing. It’s all about the chain hunt and the box doing half the job for Pinhead players.
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@dreamsy10 said:
Totally agreed. Let us spend blood points in her at least. I'm trying to get 1000 of each addons on her.
That’s disgusting.
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Edit: IDK.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2804230#Comment_2804230
It reduces cleansing/blessing speed by 50%, not increase the required time by 50%.
So, since blessing a hex totem is normally 28, rather than it being 28 / 1 = 28 seconds, it becomes 28 / 0.5, which is 56.
Cleansing (or blessing a dull totem) at 5 stacks is 14 / 0.5 = 28 seconds.
Cleansing times w/ thrill:
normal: 14
1 stack: 15.56
2 stacks: 17.5
3 stacks: 20
4 stacks: 23.33
5 stacks: 28
For blessing a hex totem, double any of the times listed above.
You are correct, double checked the wiki too. My apologies! Will edit my posts.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2802851#Comment_2802851
56 seconds actually
50% slowdown is double the time
Edit: posted wrong information, please disregard comment. @mod can delete.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802846#Comment_2802846
Idk for me an "offensive action" would count in victors pounce, this does sound just logical to me.
Sure, but let him get the speed boost of PWYF stacks then.
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Absolutely not. A breakable wall is not a pallet, they have two completely different functions. Plus some maps are loaded with breakable walls, and the synergy with Enduring is already questionable.
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Myers for BP? Weird, I find him one of the least rewarding. At least in Deviousness.
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@Via said:
The hex part is stupid it just take as long as cleansing if your booning a hex
Incorrect. Twice as long to bless a hex, 28 seconds. A whopping 56 seconds with five stacks of Thrill of the Hunt at tier III.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802703#Comment_2802703
That sounds more like unintended and they fixed that now which is totally reasonable and makes sense imo, victor is a character not a power. With that logic zombies should also be effected by perks which would be busted.
It doesn’t logically make sense. Victor can’t earn or use the stacks, yet drains them from Charlotte. Literally the only perk interaction of Victor is draining unusable PWYF stacks. ?
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Before they nerfed it, yes. You’d get a stack when switching to Victor, and his pounces would not utilize stacks. Which makes sense because he isn’t affected by any perks, but for some reason BHVR says he counts as the killer and not a power.
Even though he doesn’t get the speed boost from PWYF, he consumes the stacks now. Amazing.
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Man do I miss the usefulness of this perk on Twins.
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@HaunterofShadows said:
I don't think it's that bad at all. In fact it's my favorite map. The only dislike I have about it is the main building breakable walls.
Do you happen to be a survivor or high mobility killer main? Perhaps camping Bubba? Can't imagine you have that enjoyable of an experience outside of those things.
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2801975#Comment_2801975
Please don't he dosen't deserve this😭
Uh, yeah.. he does.
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@Ryuhi said:
basically as others have said, he's an m1 killer who has decent-ish antiloop with his power, but mostly he has the options to insta-down or camp depending on the situation. When people said CoH was unhealthy for the game, this is what they meant.
Bubba is not a M1 killer at all. Are you just using that as a universal term for a killer without a ranged attack?
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Easiest 4ks of your life, if you get an early down. Especially with the help of basement.
Got sent to Eyrie as him today, secured an early down in the main building, basement there. Let Insidious do its thing, gg two gens done.
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@Azshhh said:
Because the box is cancerously oppressive for most solo-queuers
Not to mention alot of pinheads like to run hoarder/franklins just to make you miserable
Not to mention it’s apparently bugged trying to solve it. The chains will keep harassing the box holder, which was supposed to have been fixed prior.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2773517#Comment_2773517
Just read today's patch notes (5.5.2). Thanks!
Unfortunately it doesn’t resolve the core issue of the daily, which is that it depends on survivors stepping into trails. So I’ll still be dumping it.
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@Anniehere said:
We currently have no clear answer as to whether the developers are working on something against camping.
They also need to take into account the people who played fair, and want to get at least one kill at the end game.
Because if anti-camping works against them, the game will not be fair at all for Killers.
Easy, no camping penalties apply once all five generators are repaired.
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@Laurie268 said:
Did one of the other survivors have soul pact?
Blood Pact* just so no one is confused.
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The map with the least lockers off the top of my head would probably be.. Rotten Fields?
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2797567#Comment_2797567
https://forum.deadbydaylight.com/en/discussion/comment/2797572#Comment_2797572
Honestly I don't believe that cause ive slugged someone for a almost 2 minutes cause their teammates kepts trying to come for a pallet save and they still wiggled out after wiggling for like 4 seconds, at that point they should have only been 25% wiggle at the most.
It was a thing, so something in your narrative is off.