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GrimReaperJr1232

GrimReaperJr1232

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  • @MaxIsBased said:

    Just make it so you can't use thana on legion or plague. Then revert it to it's previous state.

    That is impossible.

    We do not have perks that say "cannot use on X killer," nor should we ever. What? Make it proc on only basic attacks? Then its best user would be Nurse, and that's not a road we should be going down if Starstruck and Knock Out are any indicators.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112143#Comment_3112143

    Do Killers really need 4 slowdowns? Seems like overkill to me.

    It is and very self defeating.

    If you get a map like Dwelling or Garden, you're screwed. You lack information and have no help in chase (the latter being Legion's major weakness).

  • @Tiufal said:

    Or we just get rid of crutches that affect gen speed at all? It just makes killers lazy so that their bad plays are still be viable, and it frustrates survivors staring even longer at a progress bar.

    In that case...

    Remove Exhaustion perks. They're just crutches that bail survivors out of bad situation that they put themselves in. It just frustrates killers needing to win a chase again

    Remove anti slugging perks. They're crutches for survivor teams that go down too easily. It just frustrates killers needing to win the game again.

    Sounds ridiculous, doesn't it? They're all tools that one side uses that are neither inherently good nor bad.

  • @ByeByeQ said:

    7% is too high for 1 injured, it is incredibly easy to have 1 injured almost all game.

    There are tons of suggestions like 2/6/12/20 that have been thrown around on the forums and elsewhere.

    Honestly I am beginning to believe that the only way to guarantee BHVR doesn't do something is to have anyone suggest it on the forums, Reddit or Twitter.

    7% is barely anything; less than 7 seconds on a gen.

    We can argue over the numbers but at least the concept is (hopefully) good.

  • @Zolfo16 said:

    I think the proposal is fine but shouldn't work with no survivor injured.

    It is Thanatophobia, fear of death, you should not have any fear if there is no death perception.

    Wouldn't be better this way?

    If one survivor is injured 10% reduction repair speed.

    2% more for any other survivor injured.

    Before 6.1.0 it was 5-10-15-20

    With this change it will be 10-12-14-16

    More convenient with 1, almost the same with 2, a little less with 3 and way less with 4.

    See the edit, as you're not the first to make the mistake of misunderstanding what I wrote.

  • @rvzrvzrvz said:

    No good riddance, just play something else this perk was incredibly boring, I still played against 2 thana legions and it's still annoying, should be nerfed even harder

    I... suggested nerfing the total numbers. Thana's current max total is 20. My suggestion would lower it to 16, which is a nerf.

  • @sizzlingmario4 said:

    That’s kinda what I wanted to see, although I don’t think a 4% base penalty with no one injured makes sense. It shouldn’t do anything if everyone is healthy. But I agree with the general concept of rewarding the first 1-2 injures more than the 3rd and 4th ones, this way it lowers the maximum penalty and lowers the value legion and plague can get from it, thus making it a bit more consistent across all killers.

    Also yes please make it affect blessing.

    I don't think I worded it well. It's not 4% when everyone is healthy. It's 4% when someone is injured PLUS 3% for every injured survivor.

  • @Mondhirsch said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110297#Comment_3110297

    Well you'll notice the difference on good Oni's, especially when they know about that bug. They'll force you to tiles where you have to vault multiple times to not get downed. They are in their power almost the whole match.

    I didn't say I agreed with the reasoning.

  • Reason...

    Clown was 10% faster and could slow down survivors. You literally could not win a chase against him; the counterplay to Clown was compromised because of this bug.

    Oni, by comparison, still needs to work to get his power. The bug only gives him his power sooner, it does NOT remove any counterplay he has in/out of his power. He's effectively the same killer, he just gets his power sooner AFTER he scores a hit.

    Also, Oni's been like this for what feels like almost a year now and no one even noticed. Clearly, it's not THAT gamebreaking, or at least, doesn't appear to be.

  • Funny thing? Thana has been changed several times now and it STILL doesn't affect blessing, for some reason.

  • @Brokenbones said:

    I think there might be a logical explanation for this

    In the clip, the streamer is exposed right?

    Endurance protects you from insta-downs, even if you are healthy

    So what's happening (I guess obviously) is:

    1) The game registers protection hit and activates MoM

    2) The game detects that the person being hit is exposed

    3) The endurance hit activates because otherwise the streamer would be insta-downed and the perk wouldn't trigger

    So basically, this wasn't a premature MoM, this was endurance proccing to protect someone from being instantly downed.

    Ah, I missed that.

    However, I don't think MoM is supposed to work like that. You gain endurance AFTER the hit, so he should've went down still.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107596#Comment_3107596

    Thana was already meaningfully only usable on those two killers.

    One guy heals right now, it lowers the overall slowdown from max stacks by 5.5%. One guy heals after this change, it lowers the overall slowdown from max stacks by 14%. Legion and Plague will still get use from it, but countering it will no longer be an uphill struggle as maximum slowdown will only be present in bursts.

    Even if you're right (you're not) how on earth does that translate to it not needing to be nerfed...? If it's still obnoxious and annoying after the change, that means it was obnoxious and annoying before the change, which means that it obviously warranted addressing?

    I'm not arguing thana didn't need a change (See above edit). What I will argue is that this change is asinine when you're bringing back THIS abomination of a combo.

  • @jesterkind said:

    I'm not a huge fan of seeing PR/DMS come back either, but I don't think we gain anything from pretending that Thana didn't warrant being nerfed specifically and explicitly because of how obnoxious it can be on those two killers.

    Except it didn't. Now Thana is only usable on those two killers.

    People don't like cleansing against Plague and Legion has Legion Pin to break you. You're still gonna hate Thana on them.

  • Thana

    I don't like it. Thana was buffed because it was a niche perk, and... now it's still niche. The change will do little if you're against a Plague or Legion with Legion Pin.

    MoM

    Niche perk getting nerfed. Fun.

    Pain Res DMS

    Can we discuss the irony of nerfing slowdown perks because of upped gen times, and then brought this combo? Idc if a little weaker, the combo remains and is still dumb.

    Clown

    Good to see him back.

    Glyph

    I hope this horrifying challenge never returns. God, the headaches...

    Incentives

    I don't have a joke for this. A hyped up feature breaks day one, and we need to wait ages for it to return. Wow.

  • Dredge is a solid killer.

    It's still an M1 killer at its core, so it's not exactly high-tier. I'll say... solid B, which is really good for an M1 killer. His anti-loop is pretty mediocre, since he suffers from W-keying like Artist but with none of the range. The latch on lockers is a bit... it's too easy to keep locking everything and it takes too long to break all the locks with an M1. You can somewhat counter this with Haddie's Calendar which creates a bit of a Combat Straps Pig situation where the difference with and without is too big for my liking. His mobility is map dependent but for the most part, it's pretty good and it's scary af in Nightfall when you can use it in chases.

    Sadako is a sad, sad, sad affair.

    Is she the worst killer? I don't think so. But when people are debating if she is when you have killers such as Trapper, you know there's something wrong.

    First off, her kit fights itself. She has mobility and her condemnation. If you want Condemned to build, you need to teleport a lot. If you teleport a lot to build Condemnation, then you won't have the TVs for mobility. The cooldown is a massive 100 seconds baseline and can be lowered to 88, which is still massive.

    But let's ignore that for a moment. Let's focus on her mobility itself. It's inferior to Dredge's. Yes, her teleport is instantaneous whereas Dredge has travel time, but again, the 100-second cooldown on a TV AND her TVs can be disabled whereas Dredge can only be slowed down.

    She is a stealth killer, unlike Dredge, but her stealth is... not that great. Directional lullaby, lack of speed, etc. This alone isn't much of a problem since she has other aspects of her kit and she'd be treading on Wraith's territory, but it's another thing that hurts.

    Condemnation. Before I say anything, I need to say this: I am aware of and have seen the tournament with 4 Condemned kills, and am aware of the "Condemned Sadako" players. This is cool and fun, but also unreliable. And that's how I sum up Condemned; unreliable.

    I'm not talking kills here. Those should be rare. A survivor paying attention should not die to Condemnation, just like a survivor with an RBT shouldn't die in most circumstances. I've played Sadako a lot and have had playstyles and builds dedicated to Condemned. It takes what feels like extreme effort and some RNG (regarding gen/TV placements) to get what's ultimately a weaker form of Pig's RBTs. In most circumstances, Condemned feels like an afterthought with survivors barely (if ever) needing to interact with TVs/Tapes, robbing her of her slowdown which is 1/3 of her kit. Essentially, unless you make a major effort, 1/3 of her kit doesn't work.

    What really kills her is that she has no chasing power. Yeah, she can do cool things with her manifest flickering, but that requires an add-on AND is countered by pallet camping/predrops, much like Pig. Not every killer needs to be a chasing monster, but every killer needs SOMETHING to help in chase. Legion injures you, Wraith can body block, etc. She has nothing.

    Sadako needs help. She really needs help.

  • They can't remove 3 blink. It's tied to achievements and console (mostly Sony) REALLY doesn't like changing achievements.

    Speed add-ons shouldn't exist. They directly decrease the reaction time of survivors, nullifying her counterplay.

  • @HagathaSimmons said:

    https://forum.deadbydaylight.com/en/discussion/338185/simplest-changes-id-make-to-sadako

    Meh, I like most of your ideas but the numbers can use some tweaking.

    1. For the lullaby 16 meters seems really small, I'd go half way with you and say maybe a 20 meter lullaby would be better. Like you said, she doesn't have a breathing or other sound que (other than manifesting) to alert the survivors.
    2. seems okay
    3. Honestly the times should be reversed, she shouldn't be punished for using her power but 40 sec cd for tv's...idk about that. Maybe 60 second post-projection cd for TV's and 80 second CD for survivors disabling the tape. In this way you can use your power just a little bit more to get those condemned stacks while survivors are rewarded for disabling your power.
    4. Yeah, seems ok. Condemned stacks are hard to get most times so the mechanic is very inconsistent. I would add though, for thematic purposes, after hooking a survivor only those that are actually near an On TV get the one stack.
    5. I actually had a similar idea I pitched on the forums forever ago but BHVR don't like to throw the "exposed" status effect around too often. I would say this would fit or be more okay as an iri addon. With the added effect that you see the survivors aura for like 2 secs.

    Addons:

    Mother's comb: Initially I thought that 6 sec aura reveal would be a long time for an action the survivors are supposed to be doing frequently but then i remembered the dredge literally has an addon that reveals their aura for 6 sec after they lock a locker so i think it's fine.

    Old Newspaper: Honestly I'm surprised they didn't release with any addons that speed up her manifesting/demanifesting time. I would go higher though, 33% (which is a 1 sec manifest/de-manifest).

    btw 25% of 1.5 is 0.38, so it would be a 1.13 time.

    1. I left it small deliberately. She is a stealth killer, after all. Plus, we have Myers with a potentially 6-16m TR and people don't bat an eye.

    2. Glad we agree.

    3. Reason I settled for 40 is that we have Dredge with a cooldown of 12 seconds (8 with an add-on), stronger chase potential, and less no way to prevent his teleport (only slow it), and he's not OP at all.

    4. I'd rather focus on balance than anything thematic. Although, that might be fair. I'd test in a ptb.

    5. I think Exposed at 7 stacks would be fine. If you let stacks climb to 7, then you often did it to yourself. If nothing else, I'd like to test if something would be an issue before shooting it down.

    Comb - Dredge's add-on is the base for this one, as you can probably tell.

    Newspaper - Not correct. The charge system would calculate the math as 1.5/1.25. Tbf, I was wrong as it'd 1.20 seconds

  • Dying Light is a win more perk. If you win with it, you would've won without it.

    Thana on Plague is a bit... let's say controversial. She disables your ability to heal, true, but part of Plague is she needs to adapt to survivors playstyles. If you have survivors that mass cleanse, Thana does nothing.

    So, 2/4 perk slots are passive slowdown. She's gotta be lacking in some department.

    Does she's gave Corrupt and regression? Then she's lacking information. No Corrupt? Make her early game as painful as possible. No regression? You gotta power through before she can gain a foothold.

  • A couple things.

    1. Thana... isn't a regression perk? It's slowdown, but it doesn't cause you to lose progress.

    2. Despite upping gen times, they kept base regression at 0.25c/s, which is 4 seconds to undo 1 second of progress. The base 2.5% loss on a kick is a measly 2.25 seconds. With base regression so poor, people are going to compensate with perks.

    3. CoB and Overcharge regress gens over time. Old Meta had gens instantly lose 15-25% of progress regularly. You have more counterplay to the regression now than you did before.

  • @lemonsway said:

    So you have a tool to eliminate problems but you're only going to use because of bugs instead of incompetent game design? But isn't a bug incompetent game design? So why can you killswitch things when bugs happen but when it's other sorts of incompetent game design it's fine.

    I'm a killer main, 98% of my playtime is on killer, but somethings are just absolutly riddiculous. Nurse has always been riddiculous, justified to a degree but still, the update just made her stronger. Bubba was already a camping Monster but now with slower gens and oversighted double buffs to some stuff you're making camping Bubba's even stronger. If those don't call for quick corrections because of unbalanced gameplay then Clown shouldn't be disabled either. YOU CAN'T HAVE DOUBLE STANDARDS. You simply disable what is wrong and work on a fix.

    The end result is the same, you're impacting normal gameplay because of changes that weren't meant.

    And if they are meant then they're very poorly thought out and even more poorly tested changes and require IMMEDIATE attention. I don't give a damn about a winning i side, i want the game to be better simply. Making an issue an even bigger issue isn't making the game better.

    The update made every killer better. Every good aspect of the killer is better BUT EVERY BAD ASPECT is now ALSO WORSE!

    It's not my fault BHVR makes Base game changes without changing killers to compensate for those changes.

    Endurance effect was such an oversight that they corrected it immediatly. So if Endurance, which we don't really know how it would impact gameplay on live version, could be corrected by making Mending deactivating Endurance then we can surely just as quickly fix Nurse and Bubba for example.

    Is Bubba camping a bug? Is the game malfunctioning in some way? No, the game is functioning just fine. Whether or not camping Bubba is problematic is irrelevant; there are no bugs being exploited on either side.

    Clown getting a 10% haste is the result of the game malfunctioning, warranting the killswitch.

    There are no double standards. You're painting an apple and calling it an orange.

  • The killswitch exists to stop people from exploiting game-breaking bugs, such as the bug that rendered Nurse unable to move, Clown getting a permanent 10% haste (on top of his ability to slow survivors), or CoH that used to literally crash games.

    It does not exist because you don't like something or if something is causing balance issues.

  • @GannTM said:

    Nurse is popular and I don’t like going against her that much.

    https://forum.deadbydaylight.com/en/discussion/comment/3103299#Comment_3103299

    😞😞😞

    Oh, did you and her make-up? Last I spoke to you, you and Rin went your separate ways.

  • @HugTheHag said:

    Might be a silly thing to ask, but what's the problem with Adrenaline and Unbreakable? Both are perks used only once in the whole game ?

    Unbreakable especially, now that DS is nerfed to the ground and below, why would anyone complain about Unbreakable? Against a good killer, that perk is scarcely ever used. Against a tunneler / camper it isn't used either.

    There are more scenarios where Unbreakable is a perk slot lost than scenarios where it is actually used, that's maybe the opposite of a busted perk ?

    Adrenaline, you could argue about whether or not it should pause if you're on hook or whatnot. What *can't* be argued is that it wakes you up if you're against Freddy, which is straight up unfair; it's one of the few perks with a function to specifically counter a single killer, which is something the devs claim they want to do away with.

    Unbreakable? Unbreakable is just a powerful perk that's been a powerful perk since its inception. Even if you don't get off the ground, your ability to recover quickly means the killer cannot slug you. And that's something that is severely undervalued, because this perk exists, killers have to be careful and strategic of who/when they slug survivors. A single well timed UB can win the game, not to mention crippling killers such as Twins or Oni who are very slug heavy.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102447#Comment_3102447

    And like that, in order to reach a survivor, she would have to perform a 100% accurate tp.

    That's only true if you take away her post-blink lunge completely, which is not what I suggested.

    I think you really need to play the nurse a little bit to realize that the perspective of a survivor being chased by her is quite different from her perspective.

    I think you really need to stop making baseless assumptions that serve no purpose but to be contentious. I have played more than enough Nurse, having started playing DbD in 2017. Have you ever used White Nit Comb? I suggest you do that if not, and realize that what you said is not true. That's -50% post-blink lunge range, which still doesn't make her at all unplayable, and which I yet suggested might still be too much of a reduction.

    So it amounts to completely preventing a nurse from using certain skills.

    Pretty much, instadown "skills" which are overtuned on her. Again, players also don't use them on Blight either and still demolish people.

    Perfect; this way, the nurse will be able to teleport further away, but in the end, it will be useless, since she will be looking at the ground for a longer period of time, which will allow the survivors, at each tp, to go and hide in a place out of her field of vision.

    I want to reiterate that the fatigue duration would be increased by 600-750 milliseconds. Not sure why you think survivors can do all that in that time. They can't even cover a distance of 4m in that span.

    To be fair, maybe increasing both fatigue and recharge time is too much for range add-ons, particularly alongside the lunge range reduction (and with the blink speed bug being fixed). Either/or is probably sufficient, would have to see it in action.

    But leave the nurse alone for a while, it's getting ridiculous.

    Nurse has been an objectively overpowered design since she was introduced into the game 6 years ago, that most of anyone who puts 100-200 hours into can comfortably win 90+% of their matches with. Calls for her to be balanced are not ridiculous, it's ridiculous she's been like this for years and years, and MMR means at the upper end you face her more and more frequently.

    https://forum.deadbydaylight.com/en/discussion/comment/3102441#Comment_3102441

    #1 is the actual substantial balance change though, #2 and 3 are more so circumstantial. IMO BHVR should implement keyboard and mouse support for the console versions anyway, not least due to cross-platform play being a thing.

    Just out of curiousity since I have never played Nurse on console: Have you tried White Nit Comb before?

    Yes, yes I have. It was extremely painful.

    BHVR has said repeatedly that they won't add KB&M. Without it AND the choppier framerate, we can't blink precisely enough to reliably land hits with a lunge that short.

  • It *used* to work on Endurance but was removed as it was considered a bug. The same applies to getting infected by Nemesis.

    My guess is that they're very particular on the wording. When you become injured, meaning going from the healthy state to the injured state specifically, nothing else.

    I don't quite agree with this, as I thought it working on Endurance was fine. Ah well

  • @zarr said:

    It's odd to me that he mentions White Nit Comb as something that can tangibly decrease the Nurse's power level in terms of how forgiving she is, but then doesn't consider that it could be used to balance her very sensibly.

    Simplest way to balance Nurse:

    1. Reduce her post-blink lunge range. With her current lunge, she merely has to blink within the approximate vicinity of a survivor, there's a fairly big margin of error since she can make up for inaccurate blinks or survivor jukes with her lunge. With a reduced lunge range, she still has all the advantages innate to her ability, only players have to be more precise with her blinks to actually hit survivors, and well-timed survivor jukes can actually work out more often. The amount by which her post-blink lunge range should be reduced comes down to experimenting, maybe the -50% of White Nit Comb is a little too much, maybe -33% is better.
    2. Make her blink hits not count as basic hits. Nurse already has insane snowball potential, there's no reason why she should also be able to capitalize upon the Exposed status effect from perks like Starstruck, Haunted Ground, NOED, Make Your Choice and so on. Blight's rush hits don't count as basics, and he's still a great killer. You can instead add an Exposed effect to the underpowered Matchbox add-on, where any survivor within Xm of the Nurse after she performs a maximum range blink will suffer from the Exposed status effect for a couple of seconds.
    3. The range add-ons should not affect blink speed, and they should increase the post-blink fatigue duration and blink recharge time by as much as they increase the blink range (e. g. Kavanaugh's Last Breath increases the maximum blink range by 30%, so it should also increase the fatigue duration and recharge time by 30%, which would be 0.6-0.75s for fatigue and 0.9-1.8s for recharge).

    I speak for every console Nurse, please don't do #1. That is absolutely painful.

  • @HugTheHag said:

    Please let's not add to the problem.

    Self-care is already awfully slow, but still the most reliable healing option to a lot of solo qs, so it's still very present in matches, unfortunately.

    Let's not make CoH worse too.

    I'm going to disagree that we shouldn't make one of the most overpowered and conceptually flawed oerks worse.

  • I hate to be that guy, but as a killer main... why wouldn't we camp? So what if there are 5 gens? Maybe you're hooked at a really good three gen that I want to keep.

    Before, everyone had a perk such as BBQ which meant we were encouraged to go hook everyone once. We had a motive to be more proactive, making the experience more engaging for everyone. This is one of the main reasons why everyone scoffed at the idea of a BBQ nerf before; it was a counterable perk that encouraged a healthy and engaging playstyle.

    This motive is gone. There are other info perks and such, but nothing is going to fill the void of earning those stacks to get more BP, which helps on a meta-level. As such, slowdown perks such as Deadlock are prioritized, and people go back to trying to win. MMR exists, people like to climb the MMR ladder, and they'll play a bit dirty. It's a matter of the optimal play.

    You can't expect people that want to win to play nice. You need to give them a reason.

  • Clown had a permanent 10% haste on top of being able to slow survivors, making the games against him completely unfair.

    Oni... just gets his power faster. Yeah, a bit cheap but he's not suddenly impossible to beat. The counterplay to his power still exists and he still needs to land a hit to get it.

  • Iron Will - I'll be honest, I prefer the 75% over the Exhaustion downside. I've played with No Mither; 75% means you're still pretty silent. Besides, changing it now is redundant as they're planning on changing all survivor volumes to be more consistent.

    I think a good middle ground with the distance is to revert the speed boost reduction but keep the cooldown. It'll help M1 killers while not helping top tiers too much. (Maybe look at stbfl)

    Self Care either needs to be 50% or reworked. No negotiation.

    No Mither is fine. It's a meme perk. Unless you rework it, keep it as is.

  • @Zen_but_not_Zen said:

    Common denominator, you lol. Not trying to antagonise, but curious are you tunnelling players or doing anything to single out some players early on? some survivors get tilted quickly, and just want out. How many games are you basing this on too, just 1 per killer or several?

    Also there are those just sadly throwing games in some vein attempt to skew numbers, but why even play if you're just going around doing that.

    Hope your games improve though.

    No, not really.

    I don't camp unless it's handed to me (ex: They're swarming the hook),

    I do not intentionally tunnel unless necessary (1-2 gens left and everyone is alive)

    @Tizzle said:

    How many games did you play on each of these Killers?

    I played Legion the most, tbf, but without Thana, I'll say 7 games. Over the past weekk

    Myers? 2

    Sadako (only slowdown being Overcharge without any add-ons) - 5

    Nurse - 5

    Blight (no add-ons) - 4

    Dredge (Again, only slowdown being Overcharge) - 4

    Of these games, the ones with the least DCs were Nurse (shockingly) and Dredge. Also, putting this into perspective made me realize I have too much free time on my hands

  • @Clockwork_Enigma said:

    https://us.v-cdn.net/6030815/uploads/QEGPZCSHKT0D/image.png

    Seen above is an image of most of the Killers in the game--this does not include The Clown, The Cenobite nor The Dredge, as Clown is disabled and I have not bought or unlocked the latter two. I will update this if screenshots are provided to help get the three fitted in.

    The following is a list of Killers based on the heights I could determine from the image I've created. This will take into consideration character height approximations as if they were all standing straight:

    • The Executioner
    • The Nemesis
    • The Demogorgon
    • The Wraith
    • The Artist
    • The Doctor, The Plague
    • The Trapper
    • The Shape
    • The Cannibal, The Deathslinger
    • The Huntress
    • The Oni
    • The Twins
    • The Blight
    • The Hillbilly
    • The Nurse, The Ghost Face
      • The Nurse is this low since her height was adjusted as if she were on the ground.
    • The Trickster
    • The Nightmare, The Spirit
    • The Hag
    • The Pig
    • The Onryo

    Note that if we take into consideration the heights from the chart, Demogorgon would be next to Oni, Artist would be next to Huntress, Blight next to Freddy and Spirit, and Hag at the bottom.

    As far as their heights in the game is concerned, here is what they are officially. Bold is whatever my list conflicts:

    Tall

    • The Trapper
    • The Wraith
    • The Hillbilly
    • The Huntress
    • The Shape
    • The Doctor
    • The Cannibal
    • The Clown (not listed)
    • The Plague
    • The Demogorgon
    • The Oni
    • The Deathslinger
    • The Executioner
    • The Twins
    • The Nemesis
    • The Cenobite (not listed)
    • The Dredge (not listed)

    Average

    • The Nurse
    • The Hag
    • The Nightmare
    • The Pig
    • The Spirit
    • The Legion
    • The Ghost Face
    • The Blight
    • The Trickster
    • The Artist

    Short

    • The Onryo

    And this would be the height list if it were just more accurate than it currently is, taking into consideration my list above:

    Colossal

    • The Executioner
    • The Nemesis

    Very Tall

    • The Wraith
    • The Doctor
    • The Plague
    • The Demogorgon
    • The Artist
    • The Dredge

    Tall

    • The Trapper
    • The Huntress
    • The Shape
    • The Cannibal
    • The Clown
    • The Oni
    • The Deathslinger
    • The Twins
    • The Cenobite

    Average

    • The Hillbilly
    • The Nurse
    • The Nightmare
    • The Spirit
    • The Legion
    • The Ghost Face
    • The Blight
    • The Trickster

    Short

    • The Hag
    • The Pig
    • The Onryo

    You want to know what spurred this on?

    The bird woman. The bird woman spurred it on.

    Uh... Legion is missing from your 1st list.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097604#Comment_3097604

    I am specifically asking if anyone other than the wiki knows for certain, since the wiki does not post sources (or if it does, they don't seem to be listed on the page for STBFL).

    Sorry, I'm blind

  • According to the wiki?

    Before the patch, the cooldown at 8 stacks would be 1.8 seconds.

    As of now, the cooldown at 8 would be 1.62 seconds. At 7, it would be 1.75, which is roughly the same as it used to be.

  • Still at it, huh?

    To think, they went out of their way to buff this add-on, but never fixed its bug.

  • @tamsmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087113#Comment_3087113

    i do run killers still thank you very much. would you like to see my clips? i have many. the problem is, the gens still dont get done with the longer gen times. ESPECIALLY when you factor in all the slowdown perks these killers are stacking.

    Your logic is flawed.

    If you run the killer, the slowdowns mean little. What slowdowns? Thana, that is only really good on Legion, a killer that cannot down you with their power in a purely 1v1 situation?

    Overcharge/CoB? A perk that requires the killer to drop chase to kick a gen? Or Pain Res, the perk that requires you to go down. Oh, maybe Pentimento, a perk that literally does NOTHING unless you decide to do totems, which means you screwed up.

    On their own, the upped gen times mean little. An extra 50 seconds is nasty, but since everyone ran Pop/Ruin when the gens were 80, you had far more than just an extra 50 seconds to do.

    If you are losing to "baby" killers, you either suck or your team sucks.

  • @BabyCameron10 said:

    The perk would need to be a little more adjusted. Let’s say the timer is decreased to 40 seconds and stun timer increased to 4 seconds.

    I know the Devs wanted players to use other perks but there was a reason why it was being used often before.

    DS and OTR can only do so much, Survivors rarely use BT anymore and BBQ no longer encourages to go after other survivors = Increase number in tunneling.

    I am asking this because playing solo survivor has been rougher with this update.

    I just wish the Devs would make “Anti-Tunnel” perks, actual “Anti-tunnel perks.” They don’t really punish hardcore tunneling killers at the moment.

    If it were to be updated to make the killer loose their power momentarily. The perk will be more fitting to what is shown in the 1978 film.

    https://us.v-cdn.net/6030815/uploads/CCDPPBTX1NYJ/50446395-07ad-4010-8efc-2a56edbb4b5e.jpeg

    I mean... yeah?

    Nurse literally needs her power to do anything. She can't be without it for long. If you don't have it long (say 10 seconds) then there's no point.

    Certain killers such as Clown can get by this by placing a bottle as their feet before the pick up to guarantee distance lost.

  • Not to be rude, but Alfie is one of the best Nurses in dbd period. And he explicitly states that he's acting as if he was ready to take on the best players in the world in pub matches filled with typical Solo queues, casuals, etc.

    He's one of the best players in the world playing the best killer with her best add-ons and the best perks prepared to go up against the best. Not the best example.

  • People oversell it. Make no mistake, Thana is nice on Legion, and they're the best user of the perk hands down (yes, better than Plague). But... it's not a instant win or anything.

  • @Dsnooz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085821#Comment_3085821

    Do you really benefit from bloodlust on Garden of Joy, Haddonfield, Badham, and Grim Pantry? Is this a tool you use on those maps?

    Garden of Joy - Depends. If I'm 110, I'm screwed and avoid the main building like the plague. If I'm 115, it depends on how well they run the building. If poorly, then no. Decently? Yes, I often have to. If very well? It's an infinite that is impossible.

    Haddonfield - 110? No. 115? If the buildings are ran well, then yes (thankfully, most don't know how).

    Badham - I'm thinking of House of Pain specifically.

    Grim Pantry - I've had people run those windows well enough to get T3 BL. It's annoying as it is infuriating.

    Yes, the best move is often to drop chase and go. But sometimes, that's not an option; you need to commit to something eventually.

  • "Remove bloodlust"

    4 maps: Garden of Joy, Haddonfield, Badham, and Grim Pantry (main building)

    Fix those, then we can talk about removing Bloodlust.

  • Yeah, solo queue sucks. I say this as someone who exclusively plays survivor solo. Literally any buff to killer would hurt solo queue.

    There are features coming such as the hud update design specifically to help bridge the gap between solos and SWFs.

    But... how did solo queue get noticeably worse? Because DS is nerfed? Not really, since Off the Record does the same thing, can be used twice, last longer, can't be outslugged, etc.

    Killers camping and tunneling? I figured that's par for the course. 90 sec gens makes it a little worse, but games don't feel much longer since the pre nerf regression perks were stronger and made games feel about the same.

    What kills it for me is that every game, there's a baby that just quits at the slightest inconvenience. I had someone give up against a Myers running no slowdowns. Not camping, tunneling, or even his BS add-ons. Just giving up cuz they went down.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078622#Comment_3078622

    dude, no need to antagonize her.

    In the case of OP testing the perks functions in a custom match, yes the killer can "easily be out of Spine Chills detection zone."

    Nothing about what she said was wrong. This didn't warrant a "bUt AcTuAlLy..."

    I wasn't trying to be rude. I'm just very poor at wording things politely.

  • @Mandy said:

    Spine Chill needs a 36m range for activating...Ghostface and Myers can both stalk from 40m away, so they can quite easily be out of Spine Chills detection zone.

    Not to be rude, but you are wrong.

    Not on a technical level. The problem is that Myers in particular cannot stalk at 40m.

    He "can" but at 10% efficiency, meaning it would take 60 seconds to tier up. This is just ludicrous. You cannot realistically do that.

    Furthermore, that's a mere 4m of "wiggle room," which will be difficult for both killers to judge.

    So your claim that they can easily outpace it is wrong.

    Edit: This ended up being a lot ruder and mean spirited than I intended. I apologize @MandyTalk

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076196#Comment_3076196

    Nurse and Blight move so fast that the extra cooldown time would make them "about the same" as a regular move speed killer's cooldown.

    Go watch CoconutRTS play huntress. He will often hit 3 people in a 10 second time period (if you count the time starting at the first hit). Sorry but that can't be fun to play against. And by his own admission he could play huntress with that change.

    Watch? I've played *against* Coconut.

  • Okay. A couple things.

    1. Nurse and Blight both fatigue after a power hit. Blight for 3 seconds (unchanged in patch), and Nurse for 3 ~ 4 seconds (depending on number of blinks used) AND THEN recharge her blinks when she's slower than survivors. Both of which are longer than the default weapon wipe (2.7 seconds)

    "Is it good for balance that a killer can damage three or four survivors in a 10-12 second period without using a chainsaw? No it really isn't"

    2) Unless the killer is Legion, that should not even be physically possible. If that happened, the team as a whole has screwed up.

    "Huntress for example is very overtuned when you can be 5 feet from a survivor and hit them with a hatchet and hit them again literally 2 seconds later. The Huntress main CoconutRTS said huntress would still be a strong killer with this change."

    3) I hate Huntress but I'm defending her here. You eat a 2 second cooldown (without add-ons, granted] and then AT MINIMUM a 1.5 second windup, but realistically a 3 second one to fully charge your hatchet. That's 3.5 - 5 seconds to run away and/or dodge.

    If you mean melee hatchets, then you let a 4.4 killer get within melee range. You screwed up. Period.

  • @Marigoria said:

    A single gen taking 164 seconds is not balanced sorry.

    When and how did you get 164 second gens?

    4 stacks of Thana + Pentimento?

    You... are rarely going to see that.

    Thana is only really usable on two killers; Legion and Plague.

    Yeah, Thana hurts but nothing you can't power through, especially against Legion who has no chase power otherwise.

    Pentimento... okay, few problems.

    1) You need to do a totem. There's no reason to do a totem unless it's something like Devour when boons exist now.

    2) If you DO do the totem, the team should know where the Pentimento totem is.

    3) Devour + Penti + Thana... Of the buildso far, you have an M1 killer that'll have a hard time getting downs if played well, and will have their back broken if the Devour is blessed instead of cleansed. Plus, it'll only ensure 1 Penti stack, which can easily be removed.

  • @feng_min_main2003 said:

    This update is miserable, nothing else really too it.

    Dead hard could be faked

    Decisive Strike could be left or eaten

    But no, too strong (not)

    Killers are now nearly unstoppable and I think all survivor mains can agree this update is bad.

    The developers always treat this game like survivors are some AI and always baby the killers when they dislike something, when are we gonna be free from the scape goat the killer's use us as? Before the update we could run no perks and beat killers and they'd still complain about us.

    I have never once truley complained until now.

    What? Just... what? So much to unpack...

    Dead Hard could not be faked if used for distance. If it was used to tank a hit, then it's actually stronger since you get the speed boost while the killer gets a longer cooldown. So you either used it for distance, meaning it cannot be faked, which means you're lying, or or you didn't, and... complaining still?

    DS... okay, I think it got overnerfed. Disabling during endgame when a killer's sole objective is to secure kills was enough, but the stun reduction killed it.

    Always baby the killers...?

    1. It took how many years for DS to get a deactivation condition?

    2. Dead Hard has been a reviled perk since it's release and is only *now* getting a change.

    3. CoH is still a despised despite two nerfs, has little counterplay, and breaks the back of several killers but is STILL being left alone.

    4. We have new maps that have honest to god true infinites when ran correctly (Haddonfield and Garden of Joy). If they're not infinites, then we have maps so stacked with resources that its viable to camp every pallet and W key way, and STILL have resources left over (Gideon and Eyre).

    Complain about the patch if you want, but don't play the "Devs always pander to X side" card.

  • @dugman said:

    It's not a "bug", in the patch notes they specifically made it show the notification within 36 meters.

    Whether or not that's a good idea is another topic, but it's not a bug, it's what the devs said they were doing in the notes.

    You didn't listen.

    The only "bug" I said was that the Perk's icon drains as the TR becomes more intense. This is confirmed in the patch notes to be a known issue; the icon is supposed to fill the closer the killer is, not drain.

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