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GrimReaperJr1232

GrimReaperJr1232

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GrimReaperJr1232
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  • I strongly dislike this idea.

    Firstly, in terms of "feel goodness," it feels awful as killer. You're winning, but you're punished for it. Yes, obviously dying feels bad as a survivor but that's not the point. The killer accomplished their goal but now has a punishment. It just feels bad.

    Second, part of playing survivor is protecting your teammates. Take the aggro for someone dead on hook, have that person keep low, and generally do whatever it takes to keep them alive because a teammate that's hiding and not taking risks is still better than someone that's dead. Now, that entire dynamic gets thrown out the window. Doesn't really encourage fun or interactive gameplay, if anything, it discourages it since someone dying makes repairs faster and any rescue/ save attempt is risky.

  • "The current Pop used on a gen at 60% does roughly the same as it did pre-6.1.0 in terms of repair time"

    Wanted to fact check this. 5% is calculated first, so that's 4.5 seconds. Take 30% of the remaining 55%, and you get 14.85 seconds, up to 19.35 seconds vs OG Pop's 20 seconds.

    So yeah. Math checks out.

    Edit: When Pop was first reworked in 6.1.0 to be 20% of Current, people asked if the 20% was calculated before or after the base (then) 2.5%. The devs stated that the 2.5% was calculated first, meaning the 5% comes before the 30% of current.

  • Because then it's outright the best healing perk in the game bar none. We'll Make It or CoH's 100% vs Botany's 50%? Just a 2.7 second difference, but it's always active, applies to self heals, and has no conditions/caveats to use it.

  • "It feels like it does nothing outside of face camping. Proxi camping or even few meters away from hook is still pretty much good and this does nothing to adress it."

    That was literally the entire point. As in, stated by the devs themselves. They don't care about proxying; they just hated facecamping.

  • What I don't get is why Sadako's lullaby is affected by the VTR, but Victor (whose shrieks are recognized in the game's code as a lullaby) is not.

  • Uh... hold on, I gotta BS my way through this. Um...

    Okay, the Xenomorph detects prey via their bio-electrical signals while also being capable of detecting artificial electricity, hence their ability to detect androids. In the entity's realm, to give survivors a slight edge so they have a chance of escaping otherwise certain death when exposed to the Entity's Realm's Flashlight beams, their senses are overstimulated, causing them extreme pain and "blindness" as it would to other killers. This is to give survivors a chance, so it also helps the Xenomorph recover quickly from what would otherwise be debilitating pain.

    How's that?

  • Just.

    Touch.

    The.

    Hooked.

    Survivor.

    That's it. Just touch them. You don't even need to commit to the action; just tap it. Done. Easy. You win. They despawn.

  • Honestly? Only thing I want is for it not to be put on hold if a survivor is incapacitated (on hook or being carried, etc). And for it not to counter Freddy directly.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404614/for-those-playing-killer-who-are-you-picking-for-lights-out

    I'm thinking the best killers are going to be ones like:

    • Doctor for finding survivors easily
    • Myers for the instakill factor
    • Onryo for the teleporting around
    • Bubba for the insta down
    • Nemesis for the zombies actually being decent
    • Plague for forcing survivors injured or getting your power

    Honestly there are a ton of potential picks here its pretty interesting. Most of the low tier killers actually become good, while the high tier ones (nurse/blight/spirit) have a much harder time.

    Doc can't find people. No TR = no zap.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643136#Comment_3643136

    1. Perks and killers get changed all the time, even the trapper, who is as old as Nurse.
    2. She is no more unique than any other killer.
    3. Yet they keep nerfing weaker killers, so this dosnt make sense.
    4. Yeah, but shes a weak argument, as the P2W comes from the perks, not killers.
    5. I disagree, when i face her i know im dead, i might just quit.

    1. Changed isn't the same as overhauled, which Nurse would require because the very basics of her power are what keeps her at the top.

    2. Um... going through walls? Requiring completely different forms of counterplay? Being impossible to loop? That's not unique?

    3. Just because a killer may be weaker than Nurse does not make them healthier, more fair, etc. Skull Merchant, for example, held games hostage. Slinger zoned you by just existing because of his instant ADS. Sadako could kill you in your first chase because she kept teleporting.

    4. This one is from the devs, not me. So no real comment on it.

    5. If you have that attitude, why play to begin with? I'm sorry, but I can't help but ask. "I don't like my opponent having X so I'll just give up" is nothing but detrimental. You get frustrated, you don't learn anything, killer gets what's basically a no effort win which is boring, and your teammates lose before they had a chance.

  • 1. Because she's almost as old as DBD itself. She predates looping becoming the "proper" way to play entirely.

    2. She's too unique. When combined with reason 1, you have an old dedicated playerbase that overhauling would alienate because there's no similar alternative.

    3. She serves a bit like a "cap" when it comes to killer power. There's a rule that's very simple "no killer can be stronger than Nurse."

    4. She's used by the devs and CMs on these very forums to counter P2W arguements.

    5. She is 1/30+ killers. As long as she doesn't become extremely popular (which she briefly did after her recoding), people can live with an occasional Nurse game.

  • Personally, I think being unhooked should pause the infection timer for 30 seconds (unless they perform a conspicuous action). Even if Wesker slaps them, it'll take over a minute for the infection to hit max (or 52 seconds with the green add-on).

    That's the most elegant solution I've found without compromising his strengths.

  • No.

    Nurse is a special cookie in more ways than you probably imagine. Heck, she's outright used by the devs on these very forums to counter P2W arguments. The odds of seeing her getting overhauled are basically nil.

  • Because Sadako has glaring issues.

    Her stealth is pretty subpar. For some reason, she has a directional lullaby that's picked up by the VTR, so she doesn't really have that.

    Her chase is pathetic. She keeps BL when cloaked and can flicker, which is nice, but when the pallet drops she has to break it and W key. Mind games don't amount to much when the opponent refuses to play.

    Her mobility isn't terrible, but can be disabled so isn't reliable. She's also competing with killers whose powers are similar such as Alien and Dredge.

    Before the patch, this was made up for by her Condemnation. It could build fast, encouraged her to hit and run (bypasses her weak chase), and teleport a lot. With it being less oppressive, she's back to bottom tier simply because she has no leg to stand on.

    Want a high mobility stealth killer that specializes in hit and run tactics? His name is Wraith and he's free. Slowdown and stealth? Pig.

    So... what's left for her? What's her niche? Girl needs a backbone, bad.

  • No, because not all powers are created equal.

    On Nurse? Sure, she's strong enough that wouldn't be absurd. Dredge whose power is to teleport to specific spots controlled/ determined by rng? No.

  • Anti tunnel system? No such thing. If you mean base Endurance, it was only added to make it so BT was no longer a requirement. That's all.

    The anti camp system was made to help against face camping. The devs said numerous times that proxy camping is perfectly valid and endorsed, and designed the system accordingly.

  • This was a give and take.

    For survs: The AI chains no longer interrupt the solving action (manual possessed chains still do, however). This makes it easier to solve.

    For killer: the gateways stay open, so if the solving is interrupted or he decides to teleport, the survivor is in danger with the restraints and the killer approaching. So while solving is easier, it's also riskier.

    I think it evens out in the end.

  • By increase by 3-4%, how do you mean? (Warning: math incoming)

    Bubba's chainsaw works by taking his base speed and putting it through a multiplier. 4.6x1.15 for his 5.29m/s speed. In essence, you're 15% faster.

    What Beast Marks SHOULD do is add 3%, so 15% becomes 18%. So, 4.6x1.18 or 5.428m/s

    What ACTUALLY happens is (due to improper coding) the forumla is (4.6x1.15)x1.03 resulting in 5.4487m/s.

    This is a minor difference, but this is due to how low the numbers the add-ons usually are atm. So, I repeat my question: when you say 3-4% faster, how are you imagining it done?

  • "Why is the most mobile killer 4.6."

    Allow me to name other mobile 4.6 killers

    Billy, Dredge, Demo, Wesker, Sadako, Xeno, and Wraith.

    Billy and Wraith in particular have been here since day 1, with Wraith having stealth and Billy having a faster pallet break AND insta down.

    Blight is stronger than both, no question. But him being mobile doesn't excuse making him 4.4.

  • Um... if he cancels his uncloak to chase you after using an Exhaustion perk, you still have the edge. His surprise is gone, and he still needs to commit to an uncloak before he can hit you. You have plenty opportunity to reach a pallet or something unless your positioning/ pathing is/was off.

    And let's say he does get the hit, it's still Wraith. His chase potential nigh nonexistent without specific addons.

  • Well, sure. I can tell you why.

    1. She's rare. Really rare. Notice that Nurse complaints were on the DL until her recoding that made her feel good to play again? People only care about what they actually verse. Before her, it was Spirit. Blight's the current target. Not saying they were unjustified, but it's a pattern.

    2. She's pretty subdued. Her add-ons look tame at a glance, her power--- while uninteractive for survivors--- doesn't scream OP immediately, and there's very few Artist mains showcasing her full potential.

  • "Doesn't get any slowdown for holding knives"

    He's 96.25%, the same speed as a walking Nurse. Only thing that changed was that because his throw rate was rendered static, he no longer gradually slows to 92% which is just the standard movement speed for killers using their power.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603017#Comment_3603017

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603193#Comment_3603193

    I do not know if you are only reading what you want or just ignoring it, but I literally suggested making her base speed faster instead.

    Wesker doesn't ignore everything on the map, his power significantly weaker. I still don't see problems change her power recharge (which you can still make the same as now by pressuring) and make her same speed as survivors, so you don't lose distance. I think it's healthier, when you need to be punished for missing with strongest power in the game and also need to earn it in some way as Oni does.

    I didn't ignore it, but until this response, I didn't understand it when you said, "So maybe give her 4,0 instead?"

    So, I assume you mean 4m/s now. Honestly, I was genuinely confused what you were talking about until now.

  • There's a bit of a difference between Nurse and Wesker. The biggest one? Nurse is 100% reliant on her blinks.

    Not just in chase but also mobility. She needs them for everything. Plus, when Wesker screws up, he's still 4.6; Nurse loses distance because she's slower than survivors. It's the entire reason her recharge is so fast; she can't chase without them. Even if you hit someone, that's 10.5 seconds of you being able to do nothing while they speed boost away and keep gaining distance. That just feels awful.

  • @dance said:

    With Update 7.4.0, The Trickster received some updates to his movement speed, Main Event, and various Add-ons. We'd love to hear your feedback below on how The Trickster feels after these changes.

    You can read the full details here.

    I will preface this by saying that I am a console player. As such, I was looking forward to the Trickster Update, wanting to see how the removal of recoil, in particular, would change him.

    Recoil Removal

    This is, hands down, the best change. It's mostly helpful to console players such as myself, but I don't think anyone will miss this feature; on PC, it was pointless, and on console, it was crippling. I'm glad it's gone.

    8 knives to damage + 3 knives per second

    This has a lot of snowball changes, some of which I think might have been intended, some not.

    With Trickster needing 8 knives, his DPS naturally takes a hit. Before with 6 knives to damage and his climbing throw rate, it went from 2-1.5 seconds per health state (meaning, 2-1.5 seconds to damage a survivor 1 health state with 0 misses). On release, it was 2.67~2 seconds per health state.

    Now, it's a flat 2.67 per second. HOWEVER. it takes 8 knives, and you still only have 44. On release, you could get 7.5 health states, 7.33 last patch, and now it's 5.5---IF you hit all knives. You're going to miss a bunch because will dodge, hitboxes aren't always intuitive, gamepads aren't that precise while the projectile is tiny, etc. This basically means his DPS is neutered (you know, his main draw), and his laceration decays quickly, so his power isn't that good in high wall tiles, and---I'm gonna be honest with you, this is terrible.

    It has this weird effect where his power feels paradoxically useless and stupidly strong. If you try to w-key, then you die because he's ranged. If you dodge, he's 4.6 and can just run to you; you die, and he zones you as if he's pre-nerf Slinger. But he can't really do this that quickly, so it's almost exactly like Old Slinger. Yeah, he's oppressive, and he'll down you, but it takes so long that both sides just end up miserable as gens fly.

    SMG...?

    So, Trickster was meant to sorta be an SMG; he misses a lot but throws a lot. The problem is that, well, his being 4.6 doesn't just make it redundant; it makes using his power a dumb idea. Just whack them. Unless they're running straight or in a low-wall tile, you should just hit them. Your best play is to throw the occasional knife to keep the laceration up/building because trying to spam knives like he's ostensibly intended wastes ammo and takes too long to damage.

    Bottomline

    What I'm trying to get at is he doesn't feel better. In fact, he might actually feel worse than before on both sides. His lower throw rate and more knives to damage while still having a low knife count feel terrible. His 4.6 speed with his now lower DPS makes his power feel redundant at points. In tiles he was good at, he'll still kill you, just slower. In tiles he struggled at, he just powers through as a 4.6 (boring for him, annoying for survivors who will feel there's little they can do). Out of tiles, his power still takes forever to deal damage, so you're better off not using it unless they actively choose to ignore it. Everything is made in such a way that it feels like the game DOESN'T want you to use his power anymore, and in that case, what's the point in playing Trickster? If you say the point is to use his power less, that feels a little insulting for previous Trickster players who have already dedicated their time to learning/mastering this killer's power, only for it to be largely inoffensive yet frustrating for survivors.

  • My only gripe is we don't know the impact of the 2m/s cooldown. We genuinely don't. There was a common and major bug that kept her 4.6, both on hit and miss. Because of that, we genuinely have 0 idea how much was the intended impact of the 2m/s and what's the bug. If we had at least one week or even 1 *day,* then maybe we could know for sure.

    Instead, they fixed the bug and nerfed the cooldown, so we have no idea if they overdid it or not

  • There was a 2 week period where he couldn't but it was added because of popular demand.

    So I think it's safe to say that it's saying. C33 can go rot though.

  • Good ideas however...

    Grease - I don't think bubba should have a charge time add-on. Billy makes sense since he has to rev 25% longer and has an easier time being dodged. It could, however, restore a single token immediately after shredding through a pallet/wall. (Just the one used to break it; I'm not looking to give him an Alch Ring). If that's too much, then you could replace its aura blocker with decreasing crawl speed a la Knock Out (though, lose the TR based condition)

  • Developmental coordination disorder. Whereas Autism primarily affects speech and communication, dyspraxia primarily affects physical coordination and motor skills. There are some overlapping symptoms, however.

  • @squbax said:

    I emphatise with you however you should play survivor, and I dont mean this is a bad way, its just that accecibility features for killer are non-existant. Other alternative might be to keep playing killer but on mute, which is not the best and will deny you information but its maybe a solution.

    Why do I say this, because as much as the prople in this thread emphatise with you, relying on good will is naive, the people doing that spam do not care if it gives you something, in fact im pretty sure if they knew it gives you pain theyd do it more. So relying on them to behave is frankly not a real expectation to have.

    Yeah, I'm aware most aren't going to do anything. But I'd rather fruitless effort than no effort at all. If it helps bring awareness to one person, then it's enough to make sitting at a computer for a few minutes worth it.

  • The effects of the perk are fine, with Exhaustion potentially being great on stealth killers that interrupt heals.

    The problem is the terror radius condition. There's pretty much no niche it can fit into except slugging Nurse's that can disable MFT Endurance (and loses to Buckle Up)

  • @timetodohottakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562593#Comment_3562593

    no they aren't, you love dropping a pallet and getting hit no matter what? you love vaulting at a safe distance and get hit no matter what? you love that if you drop the pallet you get hit and if you don't you get hit?

    You can hate Xeno all you want, but who enjoys what is subjective.

    Assuming you cause her to lose her power, then her retreating into a tunnel means she dropped chase. That means you won the chase; you wasted her time and she got nothing to show for it. She has to go somewhere else unless you chose to stick around.

    If Xeno breaks the turrent first, then she's giving you distance that entire cooldown. Again, you're winning the chase in that instance because you're wasting her time (the entire point of a chase since you're expected to die, just waste the killer's time as much as possible before you do).

  • I'm colorblind and I... don't have a problem. Heck, my colorblindness even causes issues with dark colors which should make Dredge a nightmare for me.

    Not trying to say you're wrong in that you can't see but I fail to understand what colorblindness has to do with it.

  • @TheSubstitute said:

    If a Nurse has a fully charged blink on a second story map and you run straight up to her how does the Nurse get a hit? Correct answers only; go!

    Look all the way up to the ceiling. It's been proven to cut your blink short enough that a 2nd can connect. If not, you at least can keep los and lose less distance.

  • Pop is accepted for numerous reasons, even back when it was 25% it was at lesst considered a balanced perk.

    Especially after the gen kick meta, people began to put Pop and Pain Res on a bit of a pedestal because unlike Overcharge or CoB, you had to earn these perks with a down and then hook. No slugging, injury, etc. You had to hook.

    Pop in particular was deemed very balanced because even after the buf to 30%, it's number isn't as high as you might think. Let's say you have a 99'd gen, so you eat the full 30% or 27 seconds. That's brutal BUT there's the time the killer walks over to the gen and then kicks it. Let's say the walk is 10 seconds, then the 1.8 second animation. That causes the 27 to become 15.2, barely more than old Pain Res.

    Considering its holes, time limit, scaling value, and needing to be earned in such a way that also limits its max amounts of usage in a trial, Pop is considered a pretty fair perk.

  • Username from middle school.

    Was learning about the Bubonic Plague which helped inspire the image of the Grim Reaper.

    Junior was added as a slight inside joke that I was young.

    1232 were easy to remember numbers.

    Later, I simplified Grim Reaper to Grimmy, but still use the full name in some circles.

  • For Trapper? No.

    For Huntress? Maybe.

    For Pyramid Head? A bit, yeah.

    For Nurse? Yes.

  • It'd be nice if knight didn't need Map of the Realm...

  • Uh... Bloodlust doesn't work when you're charging your saw. Yeah, it's still on your HUD but you don't benefit from the speed boost. This is the case on both the chainsaw bros.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544491#Comment_3544491

    Do i need to tell that there is no way to counter perks since you can't see them? DbD is not MOBA or Card game. Just use "Perk name" is such ######### exuse.

    I was comparing it to aura perks...

  • I mean... what's there to do? It's not even an aura perk; it just gives you a scream blip, so it's not like the info is too good.

    Reliability? It already needs lockers. If you up its cooldown it's also competing with the likes of BBQ, so it'll basically be a dead perk.

    Lack of counter? I mean, it as just as much counter as an aura perk. Either bring a perk (Calm Spirit) or simply deal with it.

  • 1. No one saw the powerhouse Blight would become and 4.6 is standard killer speed.

    2. Main complaint and focus are his add-ons.

    3. Making him 4.4 would really only nerf the weaker Blights while doing next to nothing on the already god Blights. Not really addressing anything there.

  • "Make it so she can't ping pong around condemneding us"

    If you mean teleporting, that's what grabbing a tape stops. If you mean hit and running while building condemned, that's on you giving free hits.

    "She only chases when she knows the player is moriable"

    Then... don't let your Condemned get that high? Unless she's running Iri Tape (which, tbf, is an absolutely absurd add-on), getting rid of condemned is not difficult or complicated.

    "Killers shouldn't be able to just hit and run all the time."

    Says... who? The devs sure think they can. Wraith, for example, is described on the official DBD Website as "a hit and run specialist." Clearly, it's a valid strategy. And it works, then they'll do it. It's your job to adapt and learn how to counter it.

  • THAT is the Iri Acidic Blood add-on. Stun her after coming out of a tunnel within a few seconds, and you get injured (it will never down you).

  • Around the same time you start using turrets and learning how to properly position them.

    In all seriousness, I will mention that its cooldown is bugged so you make almost no distance. That's being looked to be fixed next bugfix.

    If you mean the tail itself, use turrets. Her chase power is, much like Neme or PH, simply too oppressive to keep looping normally. If you can't, then don't be afraid to pre throw and W. Distance will be your only weapon against her in that case.

    As for the game mechanics, the last time we had a killer without a chase power, we got Skull Merchant. Before that, Sadako.

  • A small detail I think is missimg is that 0.2 seconds is Xeno's "windup" animation. The tail still takes time to travel/extend until it reaches the 4.8m range. Now, I don't know how long this takes but I've seen people dodge the tail on reaction consistently. Combined with the windup, I estimate this can take ~0.4-0.5 seconds. (Could be wrong here but this should place it in the human reaction range when accounting for latency)

    Similar logic can be applied to PH's M2 that ALSO has to travel the full 8-10.5m (this can add an extra 0.2 seconds).

    Contrast that to Neme's M2. Past the opening time and the hitbox immediately extends the full 5/6m.

  • It can feel worthless or it can feel like the best perk ever.

    As a killer, I can tell you that I've killed a lot of people because they didn't have it.

  • 1. Xeno has turrets, each equipped with a motion tracker that warns you when she is within a 41m radius. Slinger has nothing of the sorts.

    2. Slinger was instant windup (0.15 secs) with a range of 18m. Xeno has a quick windup (0.2) and a range of 4.8m.

    3. Slinger always has his power. Xeno does not.

    4. Her cooldown are confirmed bugged and each lasts 3 seconds. Saying she has no cooldown is wrong or the bugged out and had you moving far faster than intended (eta on the fix is next patch)

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