GrimReaperJr1232
GrimReaperJr1232
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I'm a little torn, honestly.
On the one hand, it makes 1v1 against Jason nigh impossible.
On the other, he's hardly unique in this aspect. The most direct comparison would be that of Wraith, who can also be invisible (or mostly, if you're close to him), be in his power without any cooldown or duration, and has no TR. Except Wraith can see perfectly fine and uncloak wherever he pleases.
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While this perk is very bad, this is a case where I actually agree.
Why? Because a surv on the hook sees the indicator as a debuff anyway. If it's a swf on comms, they'll know. So hiding the indicator only affects solos.
Ideally, this would also allow buffing the perk's numbers given they'll be given ample warning (especially given the large range the killer has to be away) that'd be given.
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What makes Trickster uniquely difficult compared to other ranged killers is aside from the projectile being small/precise, the knives trajectories are off-center, constantly alternating between slightly to the left/right. Combine that with constant movement from a survivor and just typical controller aiming--- yeah, Trickster is rough.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061401#Comment_4061401
in what way? I'd really like to hear your opinions on this - bearing in mind we're looking at both sides of things consistently not just focusing on one side.
If I may...
Ghoul is one of those characters where he may not be imbalanced/OP, but he's pretty insufferable. If I had to pinpoint frustrations (not all of which are necessarily a problem)
- Free hit with DW: this is something he shares with Legion. While it may not be imbalanced, it's not a good feeling when you're injured with little you could have done with his ability to DW being extra annoying in tunnelling scenarios.
- Elephant in the room: enranged vaults. His vault is very similar to Wesker so the issues aren't readily apparent. The two biggest differences I've found are 1) Wesker has a much longer windup (1.5 vs 0.35), with Ghoul's significantly shorter one even allowing him to vault a pallet in reaction to a drop. 2) Ghoul physically locks a surv in place until he starts vaulting, while with Wesker, you retain freedom of movement. Even if the distance is the same between them (i haven't done the math on that; I'm being hypothetical), having your control outright stripped from you feels bad.
- Map presence. Especially when Enraged, he's as mobile (or moreso) than even Blight. This means you're effectively never safe from him. Again, not a problem by itself, but when combined with the other two, it just makes those games grating. You're constantly getting injured, he's mobile so he's hard to gain distance on, and looping is iffy at times since if you drop a pallet in hia face, he'll just vault and hit you. And if you pre-throw, yes, he has a cooldown but he's still able to cut you off pretty well.
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Because people inherently want to get the most value out of their perk.
As a killer, you typically have a choice to pick them up or not. Speaking from experience, I know how annoying it gets if, say, you're Cenobite and a DS-user solves your box knowing you can't hook them. Or, you're trying to pickup another surv but they over with a flashlight or for a pallet save.
It's not perfect, not by a long shot. Should some killer interactions be considered a CA? Maybe. But DS's purpose is to be a tool against hard tunnelling.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054880#Comment_4054880
You are allowed to add up what you think should happen, I am ready to hear it
Not the person, but if I were to comment...
Ghoul
The vault itself is not the issue. It's timing is the same as Wesker's and the cooldown after is very similar. The difference is one has a windup, the other doesn't.
You could A) make it so you can't vault on first leap. B) increase the windup so you can't pallet vault in reaction to a drop.
(Also fix the bug where he loses 1 token on pallet breaks instead of the intended 2)
Blight
Just make him lose tokens or have a flat recovery when breaking a pallet.
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Oh god, it's Neme all over again.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038186#Comment_4038186
Because pyramid head has to precisely aim a projectile that travels along the ground and with tank controls or do a flick shot while predicting your movement while nurse can just teleport somewhat close to you and then lunge for you (probably with the addon making that lunge bigger) and even if she messes up she still has a second blink to correct with, it requires much less accuracy. I'd agree if nurse couldn't lunge and instead she only got hit if she blinked right on top of you but that's not how it works. Pyramid head also doesn't actually travel through the wall when using the power so whether he misses or hits you and you use that opportunity to gain distance he loses a lot more distance since he has to go around the wall he shot at you through to catch up to you despite his shorter cooldown than nurse. She also wouldn't be the only killer that is blinded while using their power. Twins cannot see auras while controlling victor, and I believe singularity can't see auras while looking through cameras(not certain on that one but I think that's how it works) and frankly those 2 killers are far less justified in being blinded while using their powers from a balance perspective than nurse is
If you want an explanation why those 2 are blinded (purely from a coding perspective), it's because they're not classified as the "killer" in their power.
Victor is considered a power, not a killer. From a coding perspective, that's a big difference... and prone to a lot of bugs as they try to let him see gens auras, despite outright disabling aura perks from his PoV. Ditto for Singularity's cameras, although those seem less prone to issues (probably because they're not trying to force an exception for gen auras like they try with Victor).
Problem there is, well, when you're blinking, you're still Nurse.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037912#Comment_4037912
To the second point; while I do think a lot of players would broadly assume otherwise, if the restriction is done properly, it wouldn't stop Nurse from being able to use aura perks in general.
Say, for example, Nurse is inflicted with Blindness specifically while she is charging a Blink. This restricts her ability to cheese hits through walls, the main thing everyone's concerned about, but it'd still allow her to use auras to keep tabs on where people are, to get into chases after a hook, even keep track of survivors that try to break chase or that try to mindgame.
It'd only add in a baseline level of prediction she has to do in order to use her power effectively, without stopping her from using information perks in general.I do agree that perk variety is a concern for Nurse in general, though. I'm not sure how you'd address a problem like that without a full rework; she already doesn't want to use a huge chunk of the chase perks in the game, restricting her further is a dicey proposition.
For the sake of conversation, let's assume nurse is blind during the act of charging.
If you're within 20m of a Nurse, she doesn't need to see your aura that long. Just long enough to get an idea where you're going, likely won't even need a full charge, and often will be able to just get you anyway.
If you're past 20m, more often than not, you're probably safe given she'd likely need to just catch up to you or risk having you juke the second blink.
But, let's say we go this route anyway. What does that mean for other killers that can hit through walls? Why shouldn't PH be blind, for instance? You're opening a can of worms that raises a lot of questions.
But let's say we only do this to Nurse, then there's 1 last big question at the end of the day: how many exceptions and quirks are we willing to let Nurse have before deciding enough is enough and she cannot stay how she is?
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If I had to look at it from a Dev lens, I would ask the following questions…
- If we restrict Nurse from using aura perks, what about other killers that can hit through walls? (Pyramid Head, Artist, Unknown (if you're really good), Vecna, etc)
- What perks are left for Nurse to use, except for slowdown? This isn't me saying, "all survs want is slowdown Nurse," but instead, me asking what kind of build variety is left as restricting that too far is dull/annoying for both sides.
- It is not as simple as you think. People bring up "Spirit has it," but that works by outright deleting the survs model from the killer's PoV. If we perma-blind her, she won't be able to see gens (because of how it's coded). And if we only blind her while blinking, then what's the point? If you're close, her charge-up is short enough that she merely needs a second to know where you are, and then she'll be on top of you, that brief blindness having minimal effect. If you're far away, well, then you weren't in danger.
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@Emeal said:
We resurrecting a 2year old post because of the Otzdarva video it was in? Cool.
Yeah, did not expect that, ngl. But, hey, it was true then and it's true now—Artist having an sfx would be awesome.
Of course, now we have Unknown, who also has their own SFX, and Springtrap, about whom I'm not sure, but he's capped at around 14m anyway, so you'll always hear something.
Not to mention, they were about to nerf Bird Lady before giving her that simple QoL change.
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- Disabling the ability to cancel outright would be excessive. If we assume #3 happens and his chain window is reduced to 3 seconds, that's 3 seconds he's stuck standing before his cooldown kicks in. Meaning, he's left standing like a tart for about 5 seconds. I'd prefer just disabling his ability to manually cancel mid-leap, which shortens his cooldown from 2 seconds to effectively half that.
- Kidnap tech is already on the chopping block. Nothing to add. May it burn.
- I'm not sure how I feel about this. Because I don't think the vault itself is the issue. Wesker has a very similar vault with an equally similar cooldown after. I would, instead, increase Ghoul's windup and winddown times. That way, he can't just ready a vault when you drop a pallet on reaction, and if he does on prediction, if he makes a bad read, he's punished, and the surv can make an extra loop.
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This requires some context.
Assuming this is mid-game, then while it's strong, if he's only proxy-camping, then you should have ample opportunity to get the unhook and not go down immediately after. And if he's facecamping, well, then go away. You're just denying your teammate anti-camp by being close.
If this is endgame, then to be frank, who cares? It's endgame. All's fair in endgame.
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Leverage
It just encourages the killer to tunnel the unhooked surv.
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Springtrap is 92%. The same as most killers holding their power, including HM.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952921#Comment_3952921
Might it be from an older game? It's not abnormal for content creators to post videos of games that weren't played that day or the day previous.
No, it was a bugfix on the Fnaf chapter release and the video was on the new map.
Plus, I experienced it personally.
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It's a bug. As in, confirmed to be fixed in next hotfix.
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All is a bit much. You're talking a 10-second cooldown here. (Even worse with Adren Vial. Then it's 14 seconds)
Now, losing 2-3 tokens on a stun or pallet break? That's more feasible and realistic.
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Blight? Probably gonna happen.
Nurse? When does nurse ever need to break a pallet?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942862#Comment_3942862
That's not quite what the OP is saying. They're suggesting to apply the co-op penalty when survivors are working solo on separate gens. Which is an interesting proposition, certainly a new one...
But it kinda runs into the same issue as most other buff suggestions. Tunnelling and camping.
What situation, outside of the start of the game, is most likely to have three survivors splitting up on three gens? When the killer is pressuring only one survivor and no one else. This would weaken the counterplay to tunnelling and camping.
When are survivors splitting up?
That's just… horrible. It's punishing survivors for doing their objective—the killer's job is to force survivors off the generators. If 2-3 are on them at a time and it's the start of the game, something is wrong.
And if they're taking risks to do gens (ex, avoid healing), that's inherently risk vs reward in play. No reason to punish survivors for playing well.
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I don't think you are aware of this, but unless I am misunderstanding, that's how it was when they were 80 seconds.
The penalty was upped from 10% to 15% in 3.7.0
The gens were upped from 80 to 90 in 6.1.0
We lived what you're proposing already.
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He does.
It's a 1.25 sec cooldown vs Wesker's 1.5 seconds. Furthermore, he's slower than Wekser in that cooldown too (2m/s vs 2.99m/s).
Unlike Wesker, Kaneki basically has no windup though.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941147#Comment_3941147
Its not pointless. They never even tried anything. Remove her post-blink lunge. Limit her post-blink turn rate. Reduce the blink range. Endless possibilities and absolutely no need for a rework.
Removing blink lunge - That sounds great, except it'd pretty much just kill her console playerbase.
Limit turn rate - This needs clarification. If you mean her ability to turn after a blink, then she's functionally unplayable since she won't be able to turn around if someone just runs into her. If you mean her turn rate after an attack, it sounds good, except if the surv hugs a rock or some other round object, there runs the risk of her not being able to hit them since she can't turn enough.
Reduce Blink Range - You basically can't. It sounds crazy, but reducing the range of her blink from 20 to 16 (doable with an addon) absolutely cripples her ability to catch up to such an extent that it's a miserable experience to play. Only real solution is making her base speed faster, but then you have a faster killer that can go through walls; that's an even bigger issue.
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As the person above pointed out, he's not in his power.
Something to remember: Ghosty loses his power when he performs a Basic Attack (unless he's using a specific add-on in 1v4). Ignoring that, when picking up a survivor, the downed surv's camera will auto-reveal Ghosty.
In short: If you see Ghosty picking someone up or having just downed someone and is still UD, then he has some other UD source.
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I'd add a SFX when injuring survivors with crows, especially at a distance.
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That's not exactly doable, at least in her current state. Let me explain…
There are not two types of attacks. There are three: Basic, Special, and Sub-Basic.
Sub-Basic Attack has been defined to me as a "Basic attack with additional properties." Historically, Sub-Basic attacks were counted as basic attacks with perks, but all, to my knowledge, have been reclassified as Special attacks. The list includes: Nurse's Blink-Attacks, Legion's Frenzy, and Pig's Ambush. Demo's shred is another example, but it's always counted as a Special Attack his entire life on live servers.
Spirit's attack is NOT a sub-basic attack. It is, 100%, a purely basic attack, just like a Wraith's lunge out of cloak. What happens is that their lunge range is extended, not because of a property of the attack itself, but because of their movement speed out of cloak/phase. You can replicate having an extended lunge by simply having haste; it's not a special property of the attack.
In theory, they COULD create an entirely new, specially made attack for her out of phase. However, not only would this be a bit of work that could easily be bugged, but it would also need to seamlessly transition back to her "normal" attacks, given her lack of any fatigue or cooldown state. And, if they did add this state, you're essentially creating an entirely new killer, so you're reworking Spirit in essence.
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The general design is fine. I would have loved an option for a rigged/warrior head design, but I'm content with the classic dome/drone design.
Grid, I have a nitpick with him having the tip of his tail. (In the film, he gained his net wounds AFTER Celtic severed the barb of his tail.)
The Queen is… quite simply, too small. She's the appropriate size in the lobby screen, but for obvious reasons, they wouldn't have her that large in a trial. I'd have preferred they compromised by using a Praetorian design instead.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/442876/new-rarity-colors-accessibility-concerns
Hey! I want to make sure I best reflect your experience when sharing this feedback - would you be able to confirm which tiers you're unable to tell a difference between?
I concur with @Nephil1682 Rare and Very Rare, alongside T2 and T3 are difficult for me to distinguish.
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4.6 is the killer standard. The time it takes for the killer to catch up, how much distance a survivor gets after a hit, et cetera, are all details balanced around killers being 4.6.
4.4 killers came later, starting with Huntress, whose justification was that she was ranged so her inability to play chases normally was fine.
They HAVE made non-ranged killers 4.4 in accordance to their powers: Spirit, Hag, Legion (formerly), and Chucky. Coincidentally, at least 3/4 of them have been pretty hated by survivors for being too strong despite their reduced base speed.
And, course, the biggest exception of all is the Nurse whose 3.85m/s base speed makes her slower than survivors.
Bloodlust is a different beast entirely. It's a catch up mechanic in place so that certain tile combinations don't make survivors functionally invincible without consuming resources.
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@Heliosse said:
https://us.v-cdn.net/6030815/uploads/ITVWOZARSB5X/img-20250305-064738.jpg
It's also one of the lowest killrate, does that mean Xenomorph could be buffed or are we still adament to say it's a very strong killer that needs nothing ?
Because having a low killrate despite being the 4th least played killer in the game should be enough to recognise there is a problem beyong "I don't feel like im playing a Xenomorph and that's why people are not playing it".
I don't know what you all expected but nothing could have satisfied it. Xenomorph lurking in vents, locating you, emerging and then being very lethal, only stopped by motion tracker/flamethrower screams Alien to ANYONE with even supbar knowledges of the IP. It is perfectly on brand with the IP and that is factual. You don't feel like a Xenomorph because you are not a 7 m/s one shotting monstrosity but that's on you for not recognizing the limits of dbd. The game isn't builded around Alien mechanics such as Claustrophobia slow paced horror and ahem, let's say giger related subjects. It's a guest and it is limited righfully so. Everyone can't have the luxury as being as simple as "looks at you" or "go very fast". Obviously the Alien in dbd can't have access to everything it is capable of.
It's almost a carbon copy of the Alien Isolation formula and funnily enough, in this game, it isn't stealthy at all, you can hear it going around in vents and when below with you, it stomps and roar so loud, you are never getting surprised by it. The Motion Tracker in A:I is also precise so it's stealth is a non factor. It's scary because it is a walking "You Died", that's what they aimed for in it's dbd kit and it's deemed "unfun". I remember everyone saying "Make Alien OP in chase but let survivors have flamethrowers", yeah, that's exaclty what they have done, and it's not even that OP in chase either, a limping guy with a chainsaw is way better at moving around and downing people with no drawbacks whatsoever in his power.
The Alien could use some changes:
In very short and without going in depth :
- Turrets deployment should be smoother for survivors, less time to pickup, less hindered to carry, less time to deploy, smaller radius to better place them.
- Flame turrets should be a finite ressources ala Wesker, survivors will have plenty enough to not run out in most of their matches but this would be a possibility.
- More control stations to better use tunnels, this is the biggest change and what separate the Alien in dbd from the one in Isolation. In Isolation, there is a vent every 5 meters and that makes the Alien very prone to drop on you at anytime. This would be beyond huge to have more tunnels as it is the true power of the Alien and what makes it unique. Right now it's the coolest thing ever but very lackluster as you don't have enough to make them more usefull that going from point A to B in most cases. Sometimes it's even good to go from point A to B as they are badly placed. That's unfair since in those trials, you lose more thzn half of your power just because of RNG...
- A hefty lingering undetectable after exiting the tunnels to play in the stealth fantasy of the Xenomorph, turrets are so god tier against stealth, it should not be an issue right ? Giving permanent stealth in crawler mode would be counter intuitive but having a 30s timer would incentivise the Alien to frequently use the tunnels to recharge it's stealth among other things, so a win-win design wise.
- Crawler mode should recharge even slower outside of tunnel.
- Tail strike should be 2.7 s with 1.6 m/s. Acceleration rate could be tweaked.
These changes would instantly make the Xenomorph better to play and face while keeping the Alien Isolation rythm and fantasy.
Being easier to play/less punishing and stronger overall would heal it's pickrate a lot more than going the Sadako/Freddy route for people that will never be satisfied by anything anyway. It will probably always be a niche killer alongside Singularity/Dredge and even the almighty Demogorgon that despite being loved is bottom pickrate since forever, such is the fate of being a monster killer apparently.
Alien is only played by it's mains and some occasional players and it's fine. Im not against buffs tho as they would make it even more awesome that it already is.
I don't think making turrets a finite resource would be a good idea. Primarily since they're constantly being used as they're more or less required as her tail is powerful thanks to its very fast windup.
Crawler mode is already extremely slow. It's 1c/s and needs 35 charges. As anyone that played Release Ghost Face can tell you, a 30 second cooldown is brutal. Yes, she can go in tunnels, but she will also lose 1/4 of the gauge every time she hooks someone (roughly 9 seconds after hooking to get her power back). Slower means the act of hooking is more punishing.
Her cooldowns are something I'm iffy on. I do think 3 seconds is too long. I mean, look at PH and Neme with 2.25 sec cooldowns or Demo with 2.43-2.7 (depending on add-ons). But again, also very little windup to balance it.
Regarding Stealth, I wouldn't do that. Instead, I'd just make it so Turrets' motion trackers don't work unless Xeno is in the tunnels. Inside them is fine; they're the only means of tracking. Outside though? I don't think there's much reason. It makes her reduced TR otherwise entirely pointless.
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I genuinely don't care for it.
Can it be a crutch perk? Absolutely. Heck, I think most killers went through a stage where NOED was a staple in their builds until they gained more and more experience.
Typically, you want to avoid reaching Endgame. But if you want to use it, then go ahead. And it works well in endgame builds, obviously. So do whatever you want.
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Pyramid Head's Cages are hooks in regards to scoring, but nothing else.
He can't use hook perks, but neither can survivors. He can't see where cages are nor be near them without them auto relocating, but survs also don't get endurance out of a cage and are entirely helpless.
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Not every map. For example, Coldwind has the opposite problem, where everything is so bright I have difficulty making things out at times.
With the Brogo rework, however, I will say: I cannot see anything. Literally, nothing. I don't chase survivors, I chase scratch marks and pray I do the right direction. I cannot see anything unless the survivor wears an extremely bright outfit.
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In the PTB, Overcharge's max was 400%. With CoB, it went up to 500%.
This didn't hit live. Instead, OC was reduced to 200%. With CoB, it went up to 300%.
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- Unknown needs to hit you twice before you take damage. This is the same logic used with Artist to make her 4.6
- He has a teleport, yes. But much like Demo, he has to set them up. He can move almost instantly after a TP, but he can't hide his hallucinations like Demo can hide his (inactive) portals, and hallucinations have no detection elements, either.
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Why is it Merchant that has people freaking out? This is not new.
They did this to Freddy. Nerfed him hard directly and indirectly in almost every aspect of his power.
Before that, there was Legion. Technically, there was a buff in making him 4.6, but their original rework was a MASSIVE nerf to their power.
Something all 3 killers have in common is they utterly reviled by the community, easy to pick up, and were seen as such a problem the devs took the nuclear option and obliterated their power.
I just find it weird that people are freaking out NOW despite the history.
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@MrDardon said:
Also, how do you get to 46.6 seconds. Isn't it 14 x 1.7 which would equal 23.8 seconds?
Well, the real reason for the abbreviation is that I copy and pasted from my discord DMs after I accidentally posted this page with just the title and nothing else. The person in my DMs specifically asked about Calm Spirit, so I have a with and without.
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"This has also been the buggiest and glitchest year for DBD"
You... weren't around for Twins, were you? Or RE (first) that literally couldn't be played on console.
This is absolutely mild by BHVR standards.
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Making her 4.4 doesn't do anything except turn her into Old Slinger, which was infuriating and doesn't fix the issue people have with her.
UD in Crawler mode is ridiculous, imho. Either Turret's motion tracker doesn't work and you have a strong chase stealth killer, or it does and the UD is useless.
Tail attack's noise isn't the issue. It's that it has a 0.3 second wind up, meaning you're not reacting to that. Especially with latency involved.
A 25 second cooldown without the ability to enter a control station is absurd. Because now, you just need two turrets next to each other and Xeno will not have a power. You can do it now, but she can retreat into the control station at the cost of dropping chase. (That's the entire thematic point. Fire to drive the Xenomorph into retreating)
Xeno should not crawl over/under pallets. I don't like the trend with killers doing that. It's either useless or OP, and we should stop pushing it.
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@bjorksnas said:
the old version section should have 28 seconds to cleanse without CS not 24
You would be... correct. Oops.
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@danielmaster87 said:
I wouldn't look at the blessing speed too much. You don't have to bless a hex totem. You don't even have to break a hex totem, but most times it's better to.
I just wanted it there in case anyone was curious. You should never bless through Thrill, and especially shouldn't try to bless a hex through Thrill. And you outright should never use Calm Spirit.
@DNet89 said:
Counterforce Times. Remember Thrill gets weaker the more totems cleansed and Counterforce gets stronger the more totems you cleanse.
Times Default/Thrill of the Hunt
1: (14÷1.2=11.66)/(46.66÷1.2=38.8)
2: (14÷1.4=10)/(31.81÷1.4=22.72)
3: (14÷1.6=8.75)/(24.13÷1.6=15.08)
4: (14÷1.8=7.77)/(19.44÷1.8=10.8)
5: (14÷2=7)/(16.27÷2=8.13)
Checks out. But as I mentioned in one of my notes, you can counter Thrill getting weaker by using Penti.
For the sake of those curious, max CF vs Max Thrill.
46.67÷2= 23.34 seconds (rounded up). What a great benefit you'll likely never see.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842860#Comment_3842860
I just took the existing perk description and added to it. This perk does still reveal the hatch aura now even if you're slugged for 4k...
So fair point, but that is a current issue with the perks current description 😉
But even this is pretty bad since if I hook a slug, it take, best case for you, 10 seconds for them to die
I'm a Tenacity enjoyer, so less of a concern for me 😅
There is also the scenario, where if your teammate leaves through gate, this perk also activates as well...so that's cool and still quite on brand for Left Behind 😁
Oh, well, now it makes sense.
Left Behind was added LONG before the PTB where Last Survivor Standing was a variable kept track of. First, for Cenobite's box, then for the basekit Mori PTB, where Last Survivor Standing was a mechanic who was given a proper name.
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Er... I'm a little confused.
Text says "when you're the last survivor standing."
If you're in the dying state, you're not the last survivor standing. Distinction does matter as similar logic is used for things such as Pinhead's box (chain hunt doesn't work if there's 1 survivor standing). So it's "heal if in dying state" bonus is literally impossible to use.
I believe you mean "when you are the last survivor remaining"
But even this is pretty bad since if I hook a slug, it take, best case for you, 10 seconds for them to die; I have a lot of time to find you, pick you up, then hook you before this perk kicks in. Or at least, I can get close and you don't have Endurance or anything protecting you.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828819#Comment_3828819
That’s like asking why a Killer was complaining about the double-locker chain blind loop because they could have brought Lightborn.
It's a legitimate question. I'm not trying to make any point.
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Genuine question
Do you bring any anti slug perks? If so, which.
I wanna know how many people are actually using existing tools or not.
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@DNet89 said:
So a lot of Killers cannot read the Auras while using their powers. Such as Spirit, Knight, Twins, Singularity, Dracula Bat Form Xeno in tunnels. And I wonder if Nurse could be added to this list. Now Predator and Zanshin getting nerfed wasn't just because of her but she is probably Gate keeping a bunch of other perks from being better.
Spirit - Her power deletes surv models from her PoV entirely. They don't block auras. The distinction is important, because genuine aura blocking would disable the ability to see gens and considering how often Nurse needs to blink, that'd be an issue.
Drac/Knight - reuses spirit code
Larry/Twins - This has more merit, but lemme explain why the auras are blocked. Victor and the cams are not considered to be the "killer' which means they have their ability to see auras disabled. Victor, in particular, is extremely buggy in this regard as he's supposed to see gens auras. The workaround here is simply not having any aura perk work when they're not the killer. Nurse, while blinking, is still "the killer." No real loophole to exploit.
Xeno - She can absolutely see auras.
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- 10% on a Scourge hook is pretty bad. Remember, Scourges are RNG in their placement. So the effect needs to be strong, or at least strong enough to warrant sometimes going past a closer, more convenient hook for a further Scourge one. And if you bump it to 15%, then it's its OG state, except now it turns off when someone dies.
- This is not going to stop me from tunnelling. It could arguably be a little worse. I tunnel Bill, get pain res once, twice, and finally thrice. I get a 30% slowdown all by tunnelling, possibly combined with DMS for a 50-second block. So I get MORE regression (3 10% vs 1 20%), have a gen blocked potentially longer, and the only consequence is I'm down a perk in a 3v1—big whoop.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/430988/inner-focus-nerf-confuses-me
because stbfl doesn't trigger on health-state losses, it triggers on-hit confirm. hit confirm is stronger form activation than health-state loss. for consistency, they made perk's trigger condition and activation requirement the same. the perk gains stacks when killer hits someone and loses stacks when hitting obsession. the only difference was what condition was to lose stacks. it used to not be power based but now it is.
To ensure that there's no misunderstanding, you understand I'm talking about the nerfed PTB version vs it's nerfed Live iteration, not it's pre-nerfed version that you could bypass it's downside with an M2 entirely, correct?
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skull-merchant-is-still-getting-her-rework-next-year-the-v0-2shrf3iu9god1.jpeg@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823914#Comment_3823914
Is there a link to that reddit post I can get, thanks.
She should not be left in a state this terrible, thats what I'm complaining about. She's unfun to play and easily the worst killer in the game. She could be fun if whoever is balancing her was actually good at their job and understood what makes a killer fun or unfun.