GoshJosh
GoshJosh
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Comments
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Botany is amazing. You can run it by itself to turn 12 charges into a full heal. Yellow medkit alone = two full heals, add Gauze Roll for three full heals.
Empathy is a really strong information perk, but Spine Chill is better. Empathy is only better for sabotage builds.
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BT won’t extend chases for you though. Totally different perk functions.
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Stridor was great for the day and age it was released, but since then many better tracking perks have come out. Leave it as is for the niche it fits.
No perk should 100% stop another perk or item. That is bad design.
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I’ve thought about this too, +1!
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Even showing others you have this perk won’t help it. The fact it requires you and someone else to be injured to get value, and heal in a specific order, is what kills this perk. You’re better off running just about any other healing perk.
If you could use it while healthy and have half a heal stored for later (similar to Resurgence), it might help a little. But even that wouldn’t do much for it comparative to the other options.
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She fights real hard for most boring killer in the game. A rework would be great.
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Nemesis could have it as part of his kit.
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@Wampa1 said:
https://forum.deadbydaylight.com/en/discussion/296528/game-is-unplayable-with-noed
Simple answer stop playing.I play killer and survivor 50/50 and if noed is a problem,there are counters yes do bones,but DS is a good solution.
Decisive Strike?
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I don’t want to hear anymore complaints about Haddonfield if so, because that is already one of the strongest basements in the game.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2661156#Comment_2661156
Killers have to buy add-ons repeatedly as well, we have the same issues of bloodweb RNG that survivors do and pay the same prices survivors do. The only difference is you have functionally more stuff that you can buy. Franklin's doesn't need another nerf when it is already a situational perk that affects only one aspect of the game, items. Right now, medkits are very strong and an entire team with them makes the game very annoying for killers who aren't in the top 5 or rocking an on-demand instadown power. Add in CoH and they're even stronger. Franklins in its current form is the best balance between what you want and what it was.
Remember, the entity used to just eat your item entirely. Not just take its charges, literally delete it from the game. Just losing the charges is pretty fair by comparison as you can still go pick it up and leave the game with it, but you just won't get the value of it in that trial. Just because you bring something into a trial doesn't mean you're going to get the full value of it.
The totally disappearing version had much more counterplay. Just get it before the timer is up, suffer no loss. Charges are immediately and quickly draining with the current version now though. Also makes there no reason to bring Overwhelming Presence.
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@jesterkind said:
I do agree that gen regression should be more potent at base. Either a flat % damage on kick, or as you suggest, the time required to stop regression being more than a tap.
I prefer the 5% base regression route. They better be sure they wanna continue working on that gen again!
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2660066#Comment_2660066
There are no overpowered survivor items. Even the best items (red key, purple toolbox/medkit/flashlight) have limited uses and the key is still conditional. I still have to do a certain amount of generators to be able to even use the key. I can't sabotage hooks the entire match with a toolkit even with the best addons. It will eventually run out of charges AND the hooks respawn. I have to use my items wisely to get good use out of them in many situations whereas the killer just has to M1 to use franklins whenever they want.
Just a small correction in case you’ve been out of the loop.. keys only work for opening the hatch as the last remaining survivor in the trial now. Regardless of generators completed or not. Hatch only spawns when one survivor is left in the trial.
But yeah, survivors get the short end of the stick when it comes to items vs. killer add-ons. Survivors have to survive to keep their item, and always lose their add-ons now unless running Ace in the Hole (who does that). Killers just need to run add-ons (no item to power them), already earn a great deal more BP, and can too easily counter all items with one basic attack. Like you said, they pay for Franklin’s one to three times and that’s it. Items and add-ons have to be repeatedly bought or found, and people base their builds around their items. Cheap perk in its current form for sure.
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If you love facing it in the base game, you’d thoroughly enjoy it on mobile right now. It’s bugged that it doesn’t even reveal it’s in play when the killer gets a hit in the end game, after yesterday’s update. Someone else said even if you cleanse it that it doesn’t go away. Rewarding bad killers even more.
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Unbreakable is extremely balanced and situational. You can only be bothered by it if you let it be used.
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I promise I’m not disagreeing just to disagree, but no on all fronts. Here’s why:
- If you put all the traps on one side of the map, you now have no options on the other side of the map to setup. So if all my traps are in the main building on Azarov’s but a chase or gen protection led me to the killer shack, I now have to go all the way over there to get more traps? Also, consider an even worse scenario like RPD.
- Survivors already have to deal with RNG when escaping traps; why for disarming also? Trapper also has such powerful add-ons for countering disarming traps, it’s quite disgusting really. Namely, Iridescent Stone. With all of Trapper’s ability to shut entire areas of a map down and snowball: no to disarming not always working.
- Maps track every other killer item, including Hag traps. Flashlights just disarm hers. I wouldn’t be opposed to flashlights also showing bear traps, but maps should definitely still reveal them. They’re already a niche item as is - especially after the hatch nerf.
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2659624#Comment_2659624
Well I think a mini solution to that is to make passives basically unimportant, just like a flavor thing. Like instead of Jake having increased sabo speed his passive is that he has a 25% to not alert a crow/scream. Basically just a mini version of their most unimportant perk that barely affects game play.
Still, certain survivors would have much stronger and more desirable effects than others. We don’t need a dent on variety.
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@C3Tooth said:
I made an art just for this.
When you first find out K-Pop Boi is actually in your horror game.
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@IlliterateGenocide said:
I really DO NOT WANT passives, I wanna play characters cause of the way they look. I don't want to play a certain survivor for an advantage.. plus you would see less variety in survivors.
+1
Also, imagine the stress on a killer having to memorize every dang survivor passive on top of already looking out for what perks are in play in a given trial. It just doesn’t work, leave survivors as skins only.
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It should only have the hatchets or blades when the killer is Huntress or Trickster, respectively.
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Yeah, Franklin’s has far too much power for how easy it is to activate. I disagree though, it should maintain making the survivor drop their item. As that’s where the perk name originates from. And the Entity should prevent it from being picked up for 30/60/90 seconds. But remove the ridiculously strong charge draining function.
Let people run Overwhelming Presence if they want to make survivor items drain faster.
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@fogdonkey said:
The same as the "close door" button in most elevators.
Good one!!! 🤣
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@R1ch4rd_N1x0n said:
Lightborn makes the Killer immune to blinds now. If you hold it on their face for long enough, you do get the blind, but it doesn't actually blind them.
False. You don’t blind them or get scoring for it.
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@Kasamsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2659519#Comment_2659519
The bus on Autohaven is not very Bubba friendly. You probably bumped into the metal structure on one side of the entrance. I was not talking about the chainsaw sweep in general. The random tantrum only happens to me while revving the engine.
I know, but it happened two other times in the same match at different areas as well. I had no clue what I could have possibly bumped into in the moment. And as far as I remember during the bus time, I was halfway through the structure. Plus I recently reported an audio bug with his chainsaw (had the revving sound not stop playing for the rest of the match), so maybe there is more going on than just tantrum issues. That’s all.
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Hmm, you’ve got me wondering now. I recently played a game with him where three times in one match I assumed I bumped into absolutely nothing. For example, going straight through a bus structure on Wrecker’s Yard. It was one of my more infuriating matches as of late.
Perhaps there is a bug going on.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2658677#Comment_2658677
They will only want you coming back if you are a regular cosmetic and DLC purchaser. If you haven't bought anything with your money for the last year, you are a dead weight for them. Of course they see all your purchase history, and if they decide you are not worth their time because you don't buy - they will briefly see you out instead of solving your problem. If you don't promise them more profit in the future, why would they care about you outside of what is required by legislation? Business is all about profit and efficiency, after all.
I said many good companies.. did not mention BHVR.
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Skill ceiling included?
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658619#Comment_2658619
This goes for nearly ALL business of any sort. People need to understand this #########. They don't care about you. Only your wallet.
That’s simply not true. Many good businesses provide free, excellent customer service, to keep their customers happy and coming back.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/296407/next-patch
I don't think they will nerf her be release i think they will keep her strong so people buy her then boom nerf hammer starts in a week or two
Same was said of boons, no nerfs since live still.
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(Sarcasm ahead) We need to also nerf Resilience! Same exact concept, requires survivors to be injured to get any value, unlimited use, no counter-play when used in chase!!!
Thinking twice before posting this... because someone will actually jump on the bandwagon.
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@Jplanas98 said:
I agree with the cooldown part, but other than that Saboteur is perfectly fine the way it is.
I think it’s neat to show the scourge hooks as a point of counter-play. The other change I advocate for Saboteur is showing hook auras while any survivor is in the dying state, not only at the time of pickup. Way too late to make a move by then.
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@lauraa said:
Kidnapping children is a federal crime and issues an Amber Alert, so do so at your own peril.
Let him go before you get near the gates
Victor is the same age as Charlotte... hence, Twins.
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As far as evidence shows, it’s nothing more than a feel good mechanic for the one who presses it.
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Naw dawg, survivors will do gens ASAP either way. Rift challenge or not, it is their objective.
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I guess maybe play Civ V?
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/296291/the-bloodpoint-grind-is-too-much-any-tips
You probably already tried this already but make sure to equip BBQ and level up your blood web while it is equipped. I found that this increases the chance that your lower tier skills that you want to level up will show up in the next web. Not 100% guarantee I don't think but a much better chance in my experience
I don’t think it has anything to do with equipping it. They just changed the formula that you’re more likely to get repeat perks in lower level blood webs.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/2657248#Comment_2657248
Does that mean tier 1 devour is stronger than tier 3?
Are you referring to old Devour? It’s essentially the same across all tiers now, just a minor haste increase each tier for every hook beyond the second token.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2656418#Comment_2656418
Agreed.
I'd love some hard counters to Face-Camping and Proxy-Tunneling. Killers literally shrug off DS and wait 15 seconds for BT.
12* - max...
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2657590#Comment_2657590
Does default makes any regression on kick? Or just the 0.25 regression overtime? Thats why I put +5%, not 5%
I find the problem is survivor touch for 0.2 sec can deny your 2sec. I would make all of their action has 2sec startup animation, such as 2sec to sit down and starting to work then make the progress, same thing to healing (decrease the base time to 14sec), and open Gates.
But 5% regression base is far stronger and easier to fix though. They do not dare to touch Gen just to get another 5% regression.
Right now, damaging a generator simply starts regression. No base damage. Yeah, even 5% base damage would go a long ways to combat gen tapping.
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@C3Tooth said:
I would make Brutal strength kick Gen regress +5% perk kick
https://forum.deadbydaylight.com/en/discussion/comment/2657555#Comment_2657555
Addon is limited used, and you cant use them every match. Perks is free once unlocked. But yes it need some speed improved.
I can live with 20% faster on pallet break, but have 50% faster on kicking Gen would not be OP
5% gen regression should just be base, not tied to Brutal Strength or any other perk.
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If playing killer, play whoever you want with BBQ and puddings or BPS. Don’t bother with the other bonus point offerings unless it’s all you have. But preferably a killer that maxes out on deviousness easily, even if you don’t get a 4K. Outside of dailies, events, and codes, not much you can do besides that.
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@ColdWater said:
https://forum.deadbydaylight.com/en/discussion/comment/2657533#Comment_2657533
Brutal is not fine. It needs a higher speed buff and 50% is ideal especially on the map called The Game AKA Pallet Town.
The problem becomes not every map has pallets like that, and it stacks with Fire Up and Wraith’s add-ons.
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Maybe an unpopular opinion, but both are fine as they are. No way should they be basekit either.
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@anarchy753 said:
It would almost make sense as a boon slowdown perk if it weren't a hex. The fact that it only has an effect on the game if the survivors are using 2 specific perks, and can be permanently removed from the game by 1 cleanse or bless is absolutely ridiculous.
That’s not true, as it still affects cleansing speeds - including itself. And that’s just the same as any other hex perk other than Undying, which always takes the hit first.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2656914#Comment_2656914
I'm really not trying to be rude but you realize 20% slower healing does nothing against 100% faster healing right?
Are you able to confirm it’s not additive? Similar to the changes made to Stridor and Iron Will.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2656808#Comment_2656808
When does it have uses? Coh counters it immediately with very little effort what's the point of using if when every single game their Is atleast one person running both boons
It helps against both boons. 20% slower healing speed and haemorrhage to track blood trails.
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The scourge perks are already so situational, I'm not sure.
@TeabaggingGhostface said:
All it needs is to work when you unhook others as well
That's not a bad idea.
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@beatddb said:
I think it would be better if hexes were blocked by the entity for a set amount of seconds, like 60s or so
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2656646#Comment_2656646
Make it so it blocks all totems and you wouldn't be able to tell if it's a hex or not.
That wouldn't really be fair if the hexes were already in effect. I'd only be ok with that if the effects also weren't activated until the timer was up.
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There’s definitely a trend. For me it’s Red Forest on Nemesis.
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Consequences for camping and tunneling, either through better perks for fighting them or base mechanics.