GoshJosh
GoshJosh
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- GoshJosh
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Comments
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I just love me some Pinhead counters. Take box to try to solve it, chains. Hold onto it, chains and perma-oblivious status. Try to solve it, let him teleport on top of you. Or at least give away your position.
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She not so secretly makes the “Leave Match” button irresistible.
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I just wish survivors and killers alike could unblock gens that they’ve blocked, if they wish to do so. That is my main grievance with gen blocking.
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@darkshadows8326 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797207#Comment_2797207
Leaving someone slugged to bleedout just to bleed them out isn't a valid strategy because when you check the numbers I can just leave everyone slugged and still get the same amount of points as if I hooked them, so that reasoning makes no sense to me for DS or sabo when killers do it just so they can secure a 4k by holding the game hostage for that 4 minutes. I don't think that kind of playstyle should be rewarded especially when that playstyle can't keep your MMR high, it effectively just allows players to bully at low MMR on killer side which shouldn't be tolerated by anyone, especially by BHVR.
Hooking a survivor definitely provides more BP. You get 50 devious points if they bleed out; an immediate 700 sacrifice BP for hooking (more if they go through multiple hook stages and/or EGC has begun).
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Every kill should count as a kill. That’s what it is.
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/2797113#Comment_2797113
I also had a daily to heal of survivors 3 times, so that plus the rift makes it 4 times in total I have to heal people.
My go-to for healing other dailies is We’ll Make It. Kinda hard to refuse a doubly fast heal, and it tells them you have it. Wish it did the same with Botany.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2796897#Comment_2796897
Yeah! It was a pretty nifty feature, and I was sad when it disappeared without any comment or patch notes or anything. I liked showing off my Survivors. Although to be fair, it probably encouraged dodging. My teammate is playing a low-level character? Dodge. Same reason why we can't see grades or perks in lobby. It's unfortunate.
That's my assumption why it was removed as well.
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Iron Maiden is popular for those faster reloads, plus countering survivors hiding in lockers from BBQ & Chili. A Nurse's Calling also goes well, as they may be thrown off by your lullaby as to how close you actually are. Due to her lower mobility, Pain Resonance can also help you pressure gens from afar. Just some ideas.
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I dunno, there does seem to be some element of favoritism with perk RNG. Like after prestiging characters, I'll seemingly get the same perks I had on the last level of prestige (I don't go for all perks on a character until they are P3).
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Specifically for AMN: AMN, Flip Flop, Power Struggle, Unbreakable.
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Anyone remember a few years back, they added in showing other survivors each other's prestige and level? It quickly and quietly (no pun intended) disappeared.. I wonder about that.
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@ReverseVelocity said:
I don't think this would make it much better at all, Object doesn't activate often enough for the speed boost to be significant.
Instead, what I think they should do is have the aura reading timer effect not be linked to the obsession, having the effect that separates the perk from other info perks be tied to an RNG mechanic isn't fun at all. Reducing the timer to 15 seconds would also improve the perk a lot, and would solve the issue of the perk not activating enough to be worth the downside of the killer seeing your aura.
The obsession mechanic could be tied to the speed boost instead, with everyone running the perk getting the passive aura reading and only the obsession getting the 6% speed boost whenever the perk activated. If this was buffed to include the rest of the actions you suggested, that would still give the obsession a pretty decent advantage over non-obsession survivors running the perk.
Currently Object is super underwhelming compared to the rest of the info perks (and most other perks by extension), and it could really use some love.
Great suggestions and feedback, thank you for sharing!
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@Mazoobi, interestingly enough, Dying Light doesn't currently affect cleansing speeds! Seems like it was never changed from the past, as it still affects sabotaging speeds - but nothing to do with totems. Affecting cleansing and blessing speeds would go a long way for it!
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@Mazoobi said:
Leader and Thanatophobia could definitely use this to improve their viability.
How about Dying Light and Scourge Hook: GoP? Heck, we could even have Overwhelming and Unnerving presence give a small blessing debuff in addition to what they already do if we want more.
Good callout on Dying Light! I wouldn't mind adding the effect to those other perks you mentioned either!
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2796092#Comment_2796092
Do the gens at the center of the map and you don’t need deja vu
Yeah, not to be rude or anything but if you need Deja Vu, you kinda don't have map and game sense. When a generator is completed, it very clearly tells all players which one it was. So work around that information.
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Yeah, have fun with that one. I got it in an age when the game was still kinda new and survivors didn’t DC. It does need to be changed.
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No, because it doesn’t make sense. How does a bot not always know where I am? Which is exactly how it works in DbD Mobile. At least they don’t camp, but man they will chase until they down. Unless they’re bugged at a window, which always happens.
Bots also can’t understand how to prioritize who to chase, gens to defend, how to utilize perks, etc.
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Here’s how I would buff it:
- Increase the tier II timer to 45 seconds - because OCD. It’s the only perk with an uneven value change between perk tiers.
- Also add as an effect that whenever a killer is standing inside an exit gate area, that exit gate is blocked. Could cause some crazy synergy with other killer perks.
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Yep, it was only a matter of time before killer mains came after the one good item survivors have left.
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Someone just got outplayed by Soul Guard for the first time.
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Spine Chill and Tinkerer.
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@NinjatheeClumsy said:
https://forum.deadbydaylight.com/en/discussion/comment/2794064#Comment_2794064
Its better than selfcare no matter what because you can heal without having the perk
Not no matter what. If no one can find a totem to bless, no perk. Killer snuffs, need to bless again. If not near the blessed totem, need to traverse to it. It has its pros over Self-Care, but Self-Care has its advantages too.
If you’re solo queue or cross-platform, you have no idea if a teammate is bringing it or not. Which might lead to multiple CoHs in a lobby to the survivors’ detriment.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2794064#Comment_2794064
It was nerfed by a whole 2 seconds if there are no medkits or other perks involved.
Effectively, CoH hasn't been nerfed at all.
A nerf is a nerf, and every second matters in a game like DbD. If some killer mains on here would have their way, survivors would always take 32+ seconds to heal themselves. Basically half of a gen repair time. Healing speeds have been nerfed, gen co-op speeds have been nerfed, great skill check progress on gens was nerfed.. how many more nerfs do survivors need to go through?
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@Blue_Archer33 said:
How is nobody mentioning Spies From the Shadows? I genuinely consider it as the best short-range tracking perk right next to Nurse's - but Spies is a general perk!!
I did! 😁
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2794185#Comment_2794185
So then what you just said is meaningless isn't it?
Nope. In a few situations, it is to the killer’s advantage to open the gate themself.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794211#Comment_2794211
Same reason they haven't removed this or the pig tape drama etc etc.
These are very specific situations that may not have been brought to their attention before. Healing slugs to prevent pickup is something that can happen every trial with any killer.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2794135#Comment_2794135
Healing is intended, but healing someone to block the pickup action is not.
If it’s not, then why haven’t the devs removed it after 5+ years?
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This again? 🤦🏼♂️
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793978#Comment_2793978
You're joking right? Once the exit gates are open it's trivial to escape even a killer running all an end-game build. What do you do if the SWF is traveling in a group of four to the exit you just opened? I doubt you can possibly down and hook more than one of them at best.
Then don’t open the gate, if the situation doesn’t call for it. 🤷🏼♂️
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@SomberNokk said:
Whats the issue? Wouldnt have gotten DS anyways cause you were tormented lmao.
DS would have still been active for up to 60 seconds, and the issue is not DS anyways. It’s that he was unable to recover, move, or be healed by teammates; and possibly the bleed out timer is being paused as well.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794135#Comment_2794135
I mean if we want to go the spamming animations is not a intended mechanic we can say survivors shouldn't be able to cancel and restart the unhook animation had a toxic teammate get my friend killed and myself downed because of them spamming it thank God the killer saw the bs they were doing and hooked them and let me go free for a while longer
Another reason that survivors should be able to deny an unhook.
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@KolbyKolbyKolby said:
He was beginning the start to the cage animation without fully committing to it. Mori spam used to be something you could get flack for, but since they changed it I haven't heard of it happening. Especially considering they were doing it to wait out DS. Given that it did end, I'm not sure you could report for it as it isn't holding the game hostage by the normal bannable means as you'd bleed out eventually.
This should be treated the same as the mori fix. Either they cage or final judgment, or don’t.
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@OhAnotherKai said:
https://forum.deadbydaylight.com/en/discussion/comment/2792330#Comment_2792330
Agreed actually 20% is a bit extreme maybe even 10% might be punishing enough without being too punishing. I mean Boil over is such a wierd perk to balance for. Would you also agree that boil in both current and my version is over stated atm and maybe the obscure hook auras is a bit unnecessary? I would also like to know more about the "Maybe even on top of the dropping effect they’re retaining at a lower value" if you have the time as well.
Thank you for the feedback.
BHVR has already announced that they are replacing the flat 25% wiggle progress on a killer drop for a 33% wiggle progress, based on how much you’ve wiggled already. So basically at the end of the day, after this nerf we’ll be seeing the perk as much as before they buffed it to what it is now. Typical.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793341#Comment_2793341
Me too.
I don't think the Entity should be doing the actual job for the killer.
Sluzzy, I’m probably one of your biggest fans.. but you’re wrong on this one. If you played before the EGC you know it is simply to prevent survivors holding the game hostage after all the generators are repaired.
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@ad19970 said:
I disagree. Boon perks would just end up weak if they had a huge cooldown or the totems could be broken by the killer. A small cooldown might be fine, but that's it.
The thing is that both Shadow Step and exponential really aren't op, it's just Circle of Healing most people have a problem with. Nerfing Boon perks in general would just make the first two Boon perks useless.
The healing speed of Circle of Healing is indeed the biggest problem, because it can take away too much pressure that the killer needs to apply. Nerfing it to a more reasonable healing speed buff would be good, without making the perk too weak either.
How much further can they nerf CoH, before it is Self-Care speed? It’s fine where it is.
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Way too much synergy with Pentimento, unless you make an exception that Pentimento only applies to survivor-cleansed totems. Plus it doesn’t really make sense: totems are supposed to be the “killer’s belongings” (see the yellow map add-on). I’d be fine with a reasonable cool down for the one who blessed the totem, before they can re-bless.
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Spine Chill, and I’ll probably get a lot of disagreement on this, but Spies from the Shadows. Depends on the killer though.
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A feeling of superiority for beating you at an asymmetrical video game.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2791980#Comment_2791980
99ing of gates kinda mitigates any threat that the EGC has.
The killer can open a gate too, and has perks and powers available that benefit them for the gates to not be opened right away. The perk used to work beginning when the fifth gen popped, and was nerfed for who knows why. Now it’s limited to a two to four minute window for not any kind of amazing effect.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2792350#Comment_2792350
Trapper has infinite traps... Pig only has four. That's why there shouldn't be any RNG in it.
https://forum.deadbydaylight.com/en/discussion/comment/2792512#Comment_2792512
I checked the wiki, pig never functioned how i'm proposing her to work here.
Trapper has eight traps total, if he even has time to utilize them all in a match. They may never even come into use, and can be disarmed by survivors. Then the RNG chance to escape traps. But there’s of course powerful snowball potential.
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At the end of the day, you can’t force someone to play a video game they don’t want to. 🤷🏼♂️
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2792217#Comment_2792217
Bubba isn’t stronger. Certain things are stronger like the anti-loop. The pallet shred is the same. But, Bubba can’t do much against Hold W. Hillbilly can. And Hillbilly is the best mobility killer in the game. And COH has been hard for Oni while Hillbilly hasn’t cared.
Sorry but post-rework, I would disagree he’s the best mobility killer in the game. He has almost worthless add-ons compared to his replacement, Blight. Who can maneuver and correct his mobility a handful of times, rather than one straight path.
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I’d be ok with that, if they made it possible for survivors to wake themselves up at any alarm clock. Traversing the entire map each time is bogus. Or letting someone else do it for twice as long each time, which should also not be a thing.
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Eh.. RNG is a part of the game. Trapper has to deal with it too. I’m more in favor of being able to re-search a nearby box if the game detects the Pig too close to the last box a survivor still needs to search. Also, don’t see why she should have the privilege of knowing where the boxes are. They’re already serving their game-delaying purpose.
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@AhoyWolf said:
Sounds interesting, but tbh I just want it to work when the exit gates are powered and not when they are opened.
This. This is what removed almost all value from the perk. No idea why it was changed, it’s so situational even if it were reverted.
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20% might be too generous, but I think you’ve got a great concept! It should probably be capped at 15% max. Maybe even on top of the dropping effect they’re retaining at a lower value.
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@Reshy said:
It'd completely invalidate Mad Grit.
Not if the killer doesn’t miss.
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Heck no. Camping killers already get so many free grabs because of lag and crap, this should never be a thing.
Basekit BT is something that should’ve been long ago, and will only punish tunneling killers. I would say it is fair if it doesn’t apply to unhooks after all five gens are repaired, but that is it.
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Not quited yet.