GrimReaperJr1232
GrimReaperJr1232
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/XLYSYDUVEJFQ/image.png
(My tierlist)
I am not even sure how well this tierlist but I have to say that I feel like most of her add-ons are kinda bad or very meh. Even her best add-ons are something like "reduce the cooldowns by 0.5s / increase the time by 0.5s".
At least her base kit is very good so that's nice.
Why is festering carrion A-tier?
I know it reduces her interaction cooldown, but that doesn't include her slowdown (that's exclusively the tongue).
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They're fixing Nurse atm. But aside from that gamebreaking bug, they're working on Ghosty and Legion. After them, Twins are confirmed.
No idea who's next though.
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Rely implies these perks are common. They're plentiful but not commonly used.
The most common of these is NOED, but that's been a contentious perk since forever.
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@Akumakaji said:
Because *clears throat * "Boons are supposed to give survivors something meaningful to do besides rushing gens, and if totems could break they wouldn't "waste" any more time rekindling them. Also some survivors wouldn't even run Boons in the first place if they could be left with a dead perk after just a max of 5 uses. "
Except this logic is inherently flawed.
A secondary objective is something that exists in the base game to aid in your primary objective either directly or indirectly, such as opening a chest for an item.
Totems are exclusively tied to perks. Perks are not secondary objectives; they're effects with conditions.
@ThatOneDemoPlayer said:
Because Boons like Exponential, Shadow Step and Dark Theory would be even weaker.
If you ask me, CoH should be a 'Corrupted Boon'.
If a Corrupted Boon gets snuffed, it will turn into a type of Hex Totem that can't be blessed and must be cleansed, similar to Pentimento, and that will do the opposite of what the Boon did. In
CoH's case, you'd have a 24 Meter Radius in which heals get significantly slowed down
Let's be realistic, who runs those perks by themselves? They're almost always used in conjunction with CoH... well, unless you're either a Giga-Chad, or the ultimate solo-queue troll.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2834712#Comment_2834712
You can try running her Awakened Origin body piece and weapon with the head piece from the set in that tome (not the red school girl one).
Also, she’s got great fashion tf?
Perhaps I misspoke. I said she has a lot, but I personally have a terrible sense of fashion.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2834647#Comment_2834647
No Spirit just makes me happy.
Can you recommend any good cosmetic combinations? She has a lot but I have terrible fashion sense.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2833449#Comment_2833449
I don't think spirit is too strong. Yes, some of her addons are really strong but she also have some trash addons. I hope they slightly nerf her strongest addons and buff or rework her really bad ones. After her nerf she has become easier to play against and also harder to play. I don't see as much spirits as before her nerf and you can if you have a good headset you can hear (almost) exactly where she is.
I never said "too strong." Top tier/meta =/= too strong.
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2833455#Comment_2833455
Maybe you’ll come across me if youre in my region :)
Welcome back, #1 Spirit Enjoyer.
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No.
32 seconds is there because in terms of efficiency, it's the same as having a teammate heal you. That number was chosen for a reason.
The issue is that the increased time is time you can be interrupted or people deciding to heal when it's not a good idea. This issue exists normally since most people heal first opportunity, but at w/o self care more players have to remain injured for longer and do objectives.
Were we to buff self-care, we'd have the same issue we currently have with CoH, when healing by yourself is just too efficient and fast for the killer to keep up in most cases
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Nurse - yes. Unless she loses her ability to go through walls, then she'll always be top tier.
Blight - he might drop a little if they nerf his add-ons, but he'll still be a very high tier killer.
Spirit - pretty much. Even the nerf she got hasn't stopped her from being a killing machine.
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Let's go over them one at a time
- Shape - Weak (Understatement of the year)
- Cannibal - Meh (Meh? He's pretty damn solid. Might need bamboozle at least, but he's still a force to be reckoned with)
- Nightmare - Meh (You give this guy far too much credit)
- Pig - Weak (Agreed)
- Ghost Face - Weak (He's on the list to get buffs alongside Legion, so a little moot atm)
- Demogorgon - Weak (Demo isn't "weak." He's still a great pallet shredder with good chase potential and does have some mobility even if you have to prepare for it.)
- Pyramid Head - Meh (He's borderline impossible to loop when played correctly, much like Artist. That with his tunneling powers make him a very respectable killer. Give him some credit)
- Nemesis - Meh (Eh, I guess. I'd compare him to Pyramid Head, but that early game of powering up combined with the vaccines definitely holds him back)
- Cenobite - Weak (I have no clue because this guy is very unpredictable. A good Ceno can essentially take the game hostage as he slaughters you, or he can be a worse Clown. There is no in-between)
- Onryo - Weak (She's... not even out yet. We've had killers that were jokes only to be killer machines after people played them such as Blight or Twins.)
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@hazzzard said:
I believe I can report this as an exploit and the killer is purposely holding the game hostage!
Ever since the tome was released I get this quite often... I guess some people think this type of playstyle is fun... Looking in the jigsaw box like a lunatic and ruining the trial for survivors! This is just one of the bad designs by BHVR.
Some of them are:
- Bubba getting one kill without any skill involved. Rew the chainsaw as long as you like.
- The Trickster canceling the unhook action because he can injure you before you get the action completed.
- Doctor shocking you indefinitely so you can't save.
Screenshot in case you don't know what I'm talking about:
https://us.v-cdn.net/6030815/uploads/UGXSR8TV2PI4/20220301163042-1.jpg
Of course, teammates can try and give me the hatch but that's not to be expected when I'm soloQing like in this match.
I... don't see your point. At all.
Oh no, this sucks and should definitely be looked at. But that said, you say "punished" which implies banning, which... no. Just no. It's not holding the game hostage; the game can/will still end if you progress it. You can even get out (if your teammates get out) through the hatch. So by sheer technicality, this isn't bannable.
This is just a flawed design that should've been fixed ages ago before it had a chance to occur.
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Freddy had a power tied to his TR before he was reworked, so the tr changed made sense.
Pig, on ther other hand, she.... honestly deserves her reduced TR back.
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I'll look at it from however many angles I can.
Killer perspective: Several playstyles have been heavily impacted by this perk. Numerous killers have a playstyle that relies on injuring/juggling survivors and picking them off one by one. Some notable examples are Legion and Wraith. So for them, it sucks, especially since there's minimal counterplay to boons other than snuffing them out to disable them until they're relit.
Survivor: Because killers have a strong hatred for boons, they're more prone to playing "efficiently." Unfortunately for survivors, this means that killers are more likely to resort to tactics such as tunneling, camping, etc to build up pressure. This already existed before boons, especially with medkits, but boons are exacerbating this (especially when they stack with medkits).
Developer: The devs have tried hard to implement a secondary objective for survivors. They make it clear that they should be interacting with totems, which is one of the reasons NOED is still existent despite it being a heavily maligned perk. So when viewing this perk in that perspective... I still view it as a flop. The issue with this "secondary objective" is that there is little impact on the game unless perks are involved. Dull totems mean nothing to the killer with perks such as NOED or Plaything, while they're useless to survivors with boon perks or Inner Strength (except points, but points don't get you out those gates). If it's not something implemented into the base game, then it's not a secondary objective; it's a minor obstacle to making a perk take effect.
Balance: Boons are a mess. Circle of Healing is too strong for how little counterplay it has. They can constantly relight a god totem (ex: top of Iron Works) that takes too long to reach and snuff while covering a large portion of the map that it's straight-up unfair when medkits and/or other perks are used in conjunction. On the flip-side, nerfing boons to be one use per totem (i.e letting snuffing break the totem) would harm Shadowstep and Exponential which are already very circumstantial perks. They're either too weak and need their current balancing, or too strong and need more counterplay. Nothing is quite right.
So no, I do not believe that the current implementation of Circle of Healing is good for the game. I don't know what could be done or if something should be done to this perk or to boons entirely.
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No. Blame Salva for being a horrible human being.
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To be frank, no. The current design decisions around boons ensure this perk will never be balanced.
You make boons one use, then this perk is better but the others are garbage. In their current state, this perk is too powerful for how little counterplay it has.
They devs say that they're "working as intended" but Old Spirit was working as intended; intended isn't the same as "good" or "fair"
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NOED is an endgame perk but compared to other endgame perks, getting it to proc requires no input from the killer.
NWO, for instance, requires you to hook all 4 survivors to get max value.
Remember Me requires you to hit the Obsession 4 times.
Blood Warden requires you to get a hook after EGC has already started.
NOED is: if 5 gens pop and 1 of 5 totems is still standing, you get a power up.
And that's another thing. Countering NOED is unrealistic. There are 5 totems; finding all 5 for a single perk that MIGHT be there is extremely time consuming, and in games where a match comes down to the last precious seconds, it's not feasible to do all 5 in time.
Another issue is the gameplay it encourages. If it's endgame, then your only objective is securing your kills. So... camping the hook with NOED is all the killer has. And if you're hooked next to NOED, then you're dead; it's basically the same as getting face camped by Bubba.
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@jarjargist21 said:
Ok so I had a match with a pinhead and I normally solve the box when he's carrying someone. This time the chains kept hitting me refusing me to solve the box or is that normal? I honestly thought if you're trying to solve it the chains will stop.
I made posts explaining this several times, so I'll try to make it quick.
1) No new chains spawn while attempting to solve
2) Chains in the process of spawning will still interrupt you.
3) To counter this, you need to pause a moment, wait for a chain to spawn, dodge, and then immediately try to solve. If you're hit, by the time you break free, another will already be in the middle of spawning.
4) Breaking by the environment will always spawn an extra chain. So don't do that when you're trying to solve the box.
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I don't mean to toot my own horn, but here's CoH vs Old CoH including Mangled/Sloppy
https://forum.deadbydaylight.com/en/discussion/306208/new-coh-vs-old-coh-numbers
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@JawsIsTheNextKiller said:
As it is now, we haven't really convinced the devs that Circle of Healing is particularly powerful. We did get a minor nerf, but I am not sure the devs have played against the types of teams that killer main complain about.
Would the devs be willing to live stream custom matches against a team of some of us?
I don't mean top MMR squads, just SWFs of good-ish players that know how to capitalise on certain combinations of perks/addons/offerings.
I know that Boil Over is also being monitored, and it is possible that the devs are aware that it may be over-tuned. But if they come to the conclusion that "actually Boil Over is fine", maybe stream some matches with us using that too?
CoH - It's been stated that this perk is still being monitored. They're aware this is THE boon, and they don't want to nerf it into obscurity but they were aware it's original iteration was too much. Personally, I think the nerf was just a slap on the wrist and this perk is still busted but it's whatever.
Boil Over - They know. Not even "It's being monitored," they know. Content creators said it's problematic, the forums are filled with it, Twitter is filled; it's impossible to *not* know.
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@Mileena_Kahn said:
Like c’mon, seriously? People are asking for Boil Over to be nerfed already and even kill switched. Let’s see, Circle Of Healing got nerfed from the PTB version and killers still cried about it, It’s now getting nerfed AGAIN and people still aren’t happy with the upcoming changes to it, The bone chill event was claimed to be a “survivor sided” event so claimed by SOME killer mains, and dead hard is arguably complained about more than COH and DS on a daily basis. I just don’t get it… You guys claim you’re “tired of the meta” yet when something gets changed to shake the meta up it gets called for nerfs.
Let's see, one at a time.
1. Boil Over is able to be used to create what are effectively hook dead zones, leaving the killer no choice but to bleed the survivors out because hooking is impossible.
2. CoH is complained about because it bestows an infinite medkit while also increasing the healing speed of normal medkits, while having little counterplay besides "snuff it" which is easier said than done when it can take 15 secomds just to *reach* certain totems
3. The nerfs to CoH never address the issues people had with it. They only decrease the range by a measly 4m, and now they slowed heals by 1-2 seconds. It'd be like nerfing NOED by decreasing the speed boost by 1%; not only does it miss the point, it's borderline insulting.
4. The event was complained about because killers essentially didn't have an event. Snowmen were for survivors to goof around with, leaving the killer no choice but to play the game as usual. In that, yes, the snowmen could be used by the survivors against the killer.
5. The meta is stale because the perks we have that are meta range from stupidly strong (ex: Dead Hard) to absolutely necessities (BT). It shouldn't be this way, so yes it complained about, but changing this requires base game changes and nerfing some of the top perks.
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People bleeding out on the ground isn't something encouraged. It's only there so a killer can't slug everyone to hold the game hostage.
How's this? When suffering from hemorrhage, healing progress will begin regressing if you're interrupted for whatever reason. Let's say, -0.5c/s (2 seconds undoes 1 sec of heal progress). It'll still be circumstantial (befitting a brown add-on as usual), but at least it'll do *something*
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CoH uses residual code from self care. However, you benefit from CoH's healing buff while incurring the penalty.
Initially, the 50% debuff and 100% buff would cancel out, so the final outcome would be 16 seconds. The previous tiers of 90/95% had red bars to reflect this.
Now, the buff has been lowered to 75%, so the 16 seconds are now 18. The difference is negligible, mostly, especially if you do the smart thing and use the perk *with* a medkit.
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Hopefully? There's nothing to hope for. It's still busted af.
Heal speeds? Lemme tell you what the new speeds are.
self-heal: 16 ---> 18 seconds
Altruistic/Medkit heal: 8 ---> 9 seconds
Yeah, this perk is still as strong as it was before. The nerf might as well not happen.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2767384#Comment_2767384
I'm particularly amused with how you started out this post complaining that I've increased Fatigue even though I literally reduced it by up to 50%. Reducing for hitting more survs just encourages a 20-minute mending simulator. If you want to call it punishment for playing well, go for it, but it's entirely canon for someone to get more fatigued after sprinting across an entire farm and hitting several people or something lol.
And you could just remove the movement speed debuff, whatever. I've already buffed it by 0.4m/s though, that's plenty for a PTB. I do believe they should have a much lower base Fatigue though, and the devs will never go for a simple 2s flat, nor is it viable to only give it if you Frenzy a ton of survs.
Do what you want with Never Sleep Pills, idc. You're complaining about an awful lot though, make your own concept instead of shitting on the absolutely minute details of mine.
And for the Ruler add-ons complaint, you're once again ignoring the fact that Legion making survs mend even more is not fun for survs. My goal is to make them fun for both sides. A mending simulator is freaking boring.
And you're saying I've done nothing to help them down survs but I literally halved the Fatigue and increased Fatigue movement speed so survs get very little distance if you only Slash one. These changes also allow you to bodyblock, much like with Wraith, but even stronger. Legion is already incredibly powerful for getting injuries, they don't need an overly strong downing power too. Survs will go from gaining just under 8m during a Fatigue to only 2.8m if you use the Frenzy without Slashing, and bodyblocking is more effective with the increased movement, so I dare you to tell me that's not effective lol. For reference, that's over 50% less distance loss than Wraith gives when uncloaking, even accounting for his speed boost. You'd down them in less than 3s with a full Lunge, and that's without even considering bodyblock plays where the surv isn't just holding W away from you, AND Fatigue add-ons aren't even factored in. With double Fatigue add-ons, you barely give up 2m of distance even holding W in a straight line, meaning you'll down them in under 2s with a Lunge. Do the math and think about it before dumping all over my post.
I offered my honest opinion, said I disagreed with the direction you took, yet still said I appreciated the clear effort you put into the post, despite my negative opinions on it.
I had thought you would have nerfed the cooldown add-ons to compensate and perhaps forgot to mention because 1-second fatigue that you don't even need to earn is... just ridiculous. With that, you charge like a bull, let them drop a pallet, frenzy, vault, catch up, recover in 1 second, and get a down with little counterplay depending on the loop you're at. Frenzy should never have its recovery under 1-second. Heck, Old Legion's ability to have a 1.75-sec cooldown was argued as being too short.
When you make a post asking/suggesting changes to a killer that has the capacity to make players have to change/adjust their playstyles, there will be disagreements. Thus far, your responses to these disagreements have been ranging from rude, "don't like it, make your own" and downright insulting, "You literally didn't even read the post. That's pathetic."
Nonetheless, I wish you a good day,
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"Reduce Frenzy Fatigue to 2s, but increase it by 0.25s for every survivor Slashed, up to 3s."
This is ridiculous. Legion is in concept, according to the devs is "a high-speed killer capable of inflicting partial damage to multiple survivors." So WHY is his fatigue increasing for chaining hits? Ignoring that this goes against the concept, why is the killer being punished for playing well? If you got a 4-man chain, you DESERVE to be rewarded, not punished.
"Increase Frenzy movement speed to 5.6m/s and Frenzy Fatigue movement speed to 2.6m/s, but reduce both by 0.15m/s for every Slash, up to a maximum reduction of 0.6m/s."
Two things. One) Again, punished for playing well which is asinine. Two) It's a non-lethal power, he can move at 6m/s
"Change Never-Sleep Pills to show Pools of Blood and Scratch Marks during a Frenzy."
Just make it base. Removing the ability to see blood was asinine and a relic of when they were (rightfully) panic nerfing Legion.
"Buff the Blade add-ons to 20 and 40%."
Okay, this would be.... ugh. 40% means around 5-second and 20% is 2.5-seconds (unlike most add-ons, the blades give flat numbers so it's easy to do the math on). That's 19.5 seconds of mending. I would despise you on a personal level for using that, holy hell...
"Buff the Ruler add-ons to 10 and 20%."
Oooor just revert the nerfed recharge from 20 seconds back to 15 seconds. It made no sense to nerf it then, especially when the ability to Frenzy with a partial gauge was removed.
The problem
None of these addresses Legion's core issue. The problem with Legion is that while he is the best killer in the game in terms of injuring survivors, he has nothing afterward. He is an M1 killer with no power. It's not like he gets bonuses for injuring survivors like an extended lunge or increased action speed like Myers, nor does he build up tokens for some super Mayhem mode or something. He's just an M1 killer whose most redeeming factor is that he's short, (ideally) always chases injured survivors), and can have good map awareness with Killer Instinct.
So while I appreciate the clear effort you put into this post, I vehemently disagree with the direction you went with in regards to Legion.
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@ad19970 said:
So wait, the self heal speed works like this, right: It's 50% healing speed, but then there's a 100% speed boost added to that. So instead of 32 seconds, it takes 16 seconds.
Decreasing it down to 75% healing speed means it should now give you 50% bonus healing speed on top of the 50% healing speed normally. However, 32/1,5 = 21,33 seconds, not 18.
So it is more of a nerf than just 2 extra seconds.
16/((1-0.5)*(1+0.75))
That's the formula.
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Dodge 3 chains and then solve. Should be enough time in between to begin solving.
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@Astral88 said:
Boon totems are completely fine. I like them. Even as a killer, it’s a an additional challenge. I like how players complain about that, facing the fact that not the boon totems is the problem. Instead it’s basically the players who play the killers. You should get rid of it asap instead of keep the boon alive, cause that’s what survivors usually do with the hex totems.
Boon totems are destroyed in less then a second and survivors cannot stop a killer to destroy a boon totem. As a survivor it takes quite a lot of time to cleanse/bless a (hex/dull) totem, so you can make survivors waste a lot of time.
The perfect counter play is “The Plague”.
This crying just gets ridiculous. As long as it’s not in your advantage it’s all super unfair. But if you benefit from it, then it’s way too op. Dang, this community is selfish and toxic.
If you want easy kills, start a game as Rank 20 or play Dead by Roblox.
I agree that the SBMM is poop. I agree that the situation and how BHVR cares about us is garbage. But not everything is bad and finally after a very long time, there’s been something well done to the survivors. Players who say the game is way too survivor sided, you probably haven’t played survivor for a very long time. Killer is definitely the stronger fraction. You just gotta use your brain and play them out and do right decisions.
-Hex Totems: Unlimited range, cleansing takes times and can be slow downed too, one totem can ruin the entire match (Devour Hope) if survivors cannot get rid of it; survivors can be stopped while cleansing, the hex is gone once destroyed (exception: Hex Undying protects your hex for once)
-Boon Totems: AOE is limited to a specific range (I believe it was 24m?), snuffing it out takes a second or less, the killer cannot be stoped by sniffing it out, the boon can be re blessed again, but it takes a lot of time (survivors gotta do the right decision if it’s worth it to find a totem and bless it again)
So, killers are still crying? :)
Hold up, hold up...
1) Did you just say "Play Plague to counterplay." That's hard countering, not counter play. Counter play is, they have X, so I'll do Y to play around it.
2) Did you just say Devour Hope was op? NOED, I get, but... Devour Hope?
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@CrazyMarc said:
https://forum.deadbydaylight.com/en/discussion/comment/2744989#Comment_2744989
if it even works
Dude, they added hit validation. You don't get exhausted on the ground anymore.
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@IlliterateGenocide said:
Honestly if iron will made it so pain noises where anything lower than 100. why would you run it? like mabye if it was like 90 mabye. but if it only made them 75% or 50% there would be no reason to run it.
tho id rather have every survivor run this than another meta perk we will not name.
I mean, have you ever used No Mither with 75%? You are *QUIET* af. IW would still be a great perk.
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Yes.
Like and dislike what you want. You're human. I'm human. We all have opinions. No one can tell you how/what to feel.
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@MaTtRoSiTy said:
Yeah Spirit was the problem so if it was changed to not work on Spirit somehow it would be fine to revert. The perk is pretty much useless now but I am glad to not see Stridor Spirit at the same time, as that was NOT fun
Wrong. It was changed because of systemic consistency. Stridor was trumping perks like Self-Preservation and Bite The Bullet when it wasn't supposed to. Spirit had nothing to do with it.
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Stridor is fine as is.
Iron Will should be 75% like Current No Mither. (as the values are multiplicative now, that would make Stridor 37.5% against IW users)
Also, No Mither should be 100%. I mean, the perk is already Hard Mode. It being 100% instead of IW would be justified.
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Bubba performs as well as he does because...
1) he's a one-shot killer, so he's not dealing with the CoH BS most are currently.
2) He's a generally well rounded due to his kit's simplicity. He has some rough maps but none that effectively gut him like Billy does.
3) He's pretty simple. He's harder than people give him credit for, particularly against higher level survivors, but his general gameplan is pretty formulaic.
4) He and Trickster are the best campers in the game, bar none. He's a multi-hit killer that can one-shot. This makes rescues against him a death sentence and enables some pretty dirty but effective strategies.
Honestly? I'm fine with how he is. He has counterplay and can be looped as long as you don't get greedy. Keep an eye out for Bamboozle though...
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@Predated said:
Thing is, Pig used to have a 28 meter TR, they changed that to 32 meters not because of M&A, but to standardize TR for future reference. So its either 24 or 32. Myers still is the only one who has a seperate TR, but thats kinda necessary for Myers' ability.
His reload times are fine, and otherwise his reload addons need to be nerfed for compensation, which means they are gonna be equally good when alone, but would also nerf the combination of both(similar to the ghostface change essentially).
The chain depletion doesnt matter, the fact that the cooldown on failed and succesful chains is now the same, rather than one of them being twice as long, is already compensation for the lack of instashots.
Of the addons, only the ADS movementspeeds need slight adjustments, the rest are (somewhat) fine. People arent likely to use them anyway and its very easy to make those addons overwhelming,
The thing is, the biggest reason why people are suggesting 115% on Slinger, is because it compensates for his 1 real weakness: map mobility.
Let alone that all other movementspeeds are derivitive of his base movementspeed. His ADS would be faster if his basekit movementspeed is faster, his reload movementspeed is faster if his basekit movementspeed is faster. Making Slinger 115% would solve like 99% of his current problems. The only issue I can see, is that it would make his tunnel capabilities stronger again, but its not even close to his old tunnel capabilities.
Deathslinger is already breaking the mold with a 32m TR on a 4.4 killer.
4.6 and 4.4 have very little difference in terms of mobility. You're not gonna notice/ feel it unless you're on one of the massive maps such as Dwelling. Being 4.4 is more of a chase limitation than a mobility limitation.
I already suggested reworking 1 of his 2 reload add-ons to compensate.
I'm also going to disagree with his add-ons being fine. Like, when have you seen anyone use reel speed? When have you really felt a difference?
115% Slinger would be a massive problem. His windup is nearly identical to Nemesis', whose power is judged to be oppressive enough to need to hit you *three* times. Every other 4.6 ranged killer has heavy limitations. Artist takes 1.5 second to place then launch a crow and may need twice. PH has his turning restricted, 1 sec wind up, and a slow shockwave. Plague needs to work for her power and has it for a limited time.
Slinger would be a nightmare.
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Okay, there's an add-on. Where's the hacking? Or, are you putting using a powerful add-on in the same category as people that are actually cheating to ruin the game?
On another note, the add-on is dumb but Iron Will is pretty dumb, so it's countering stupid with stupid here. Both need a change.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2731910#Comment_2731910
If you stack it with resilience or spine chill you are lopping off some pretty significant numbers from the door. 8 seconds off a door? That's literally a guaranteed escape on so many maps if you just let the killer find the hatch.
It's 5.7 seconds. Even still, I'd just run vault build then with 2 other perks that actually help throughout the entire game.
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No, I won't. Want to know the speed increase? It's 4 seconds. That's it. 4 from 3. It does 1 thing and it's so small. You could give us a 5th perk slot and I'd still never run it.
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You weren't around when Breakdown was bugged and did just that, were you?
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I mean this as respectfully as possible but is English not your first language? I'm asking because I am having a very hard time understanding this.
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@GoodBoyKaru said:
It takes 12 seconds to snap and like 15 to bleed out. If you hit checks you'll be fine.
I'm aware, but that's not what I'm asking.
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I'd make 100% lowered to 50%. This makes altruistic heals 10.7 seconds and self heals (due to how it's coded) to be 21 seconds. You'll need an emergency medkit to get an 8 sec self heal rather than having at least that with any medkit.
I'd still run it but it wouldn't be quite so gamebreaking.
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MoM needed a nerf because it rewarded you for just existing and getting hit. If it was an M1 killer, it was guaranteed to activate simply because it existed and fulfilling the condition was unavoidable.
Dead Hard is dumb and imho, needs a complete rework but even that doesn't compare to the abomination that was old MoM.
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Kinda?
Pain Resonance is a perk you'll see. Thanks to its rng nature, you'll probably only see it ran in conjunction with other perks such as Ruin or Pop.
The others? No. Grim Embrace is a personal favorite of mine but is outclassed by Deadlock that's passive, happens to the gen you need it to apply to, and can be used repeatedly. I *do* like this perk a lot though.
Pentimento is a sad perk. It's sad because it's strong but you'll rarely get to use it thanks to boons. I hope boons get a change so this perk can have its chance later.
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Samara was a little girl. Sadako was an adult.
That's about all i know.
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1. Her crow recharge is the same. It scales with the amount of crows launched. So 5, 9, 12, and 14 (if you use the add-on).
2. Er.... why? Not every killer needs a mini blood Warden.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2699158#Comment_2699158
When did they fix NFTs exactly?
They didn't. Boss protocol just cut ties and hired an actual artist because they were tied of being laughed at.
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Lamentable. Sorry, but that bothers me more than it should.
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They did. They brought back 3 blink Nurse.
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Well, this is a perfectly reasonable reaction.
You want a killer that BHVR neglects at best or despises at worst? Twins are *right there*