GrimReaperJr1232
GrimReaperJr1232
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- GrimReaperJr1232
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534107#Comment_3534107
I just tried it on a custom match with Bot. No, Calm Spirit completely counters Ultimate Weapon. no screaming and no notification
Weird. I had a game where it DID counter it and had a friend say he experienced the same.
Man, what is going on?
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@adaw0ng said:
I reported this yesterday to the support team because I believe this might be a bug! Hopefully. It had 0 counter play if it wasn’t and it’d be very odd.
It's not a bug. It's been confirmed.
Furthermore, this perk is immune to Calm Spirit. Yes, seriously. They don't scream but the killer gets the blip notification and everything.
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1. Nurse's attacks on a technical level aren't special attack. They're a sub category of basic attacks colloquially referred to as a "Sub Basic" Attack. Those are basic attacks with modified properties, in Nurse's case, reduced range. Because hers was explicitly designed to emulate a regular basic attack, she can perform a basic grab (unlike Wesker or Dredge who have special grabs unique to them).
2. Nurse's ability to grab is tied to an achievement. Sony in particular really dislikes changing them.
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It doesn't just counter lockers, but it also gives blips through Calm Spirit.
What the hell is going on?
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- He has bloodlust bug i think? Or maybe it is just his base-kit. Who knows.
Wait, what? What are you talking about?
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I think it's too early to be suggesting nerfs or changes. Xeno isn't even a week old and is suffering from bugs, like the cooldown bug that allows her to remain 4.6 during her tail cooldown instead of slowing to 2m/s
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It's a 0.4m difference.
I'm emphasizing this because it shouldn't feel like there's no penalty. I think the cooldown is actually bugged atm, because I've experienced the cooldown with almost no speed penalty, which is not normal.
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@NODD3RS said:
He needs to have a hit cooldown back. Something more punishing than what he has now. Maybe revert to ptb or nerf it so the cooldown is 3-3.5 seconds long. What we have is a little ridiculous.
The cooldown is 3 seconds. Problem is the speed seems bugged because I can tell you with certainly that you're much faster than the stated 2m/s.
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I mean, while technically more fair, it doesn't make the perk actually fair.
You get an infinite speed boost by virtue of being injured. Besides, it went from extending the catch up for a typical killer by 20% to 15%; it's still a sizable amount with no counterplay, and largely cripples the weaker killers while (at best) annoying the strongest ones.
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This is a fallacy
Her cooldown is 3 seconds, which is pretty standard. What's different is her movement speed. She seems to retain more than the stated 2m/s in the patch notes.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528531#Comment_3528531
That is honestly pretty interesting.
Again, Im not trying to discredit or attack people, so I hope my post does not come off in a negative way, moreso just trying to understand this since my brain works differently then others so Id like to understand other people's point of view.
Might I ask, do you have an example of a build or character you enjoy? Perhaps you can explain a bit more? Sorry if Im asking for too much, just again, I find this interesting and would love to understand this more.
Hmm, one example is Wraith. I typically use the tried and true BBQ for info, Pop as a standard regression perk, Overcharge just to apply something to a gen if Pop is unavailable (while comboing well with it), and Sloppy (while he has an add-on, I prefer freedom in my add-on selection).
Addons vary on availability. I typically use Bone Clapper with either Swift Hunt (uncloak speed), Windstorm (Cloak movement speed), and sometimes Ghost (no TR 6 secs after uncloaking).
For me, a build is a bit like a routine. I don't like changing it. There will be a once in a blue moon gimmick build or something, but otherwise, unchanged for a very long time.
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Xenomorphs are hermaphrodites; he nor she are accurate, not even for Queens as they reproduce without any male influence, making their reproduction asexual in nature.
The most accurate term would be "it" but due to its dehumanizing nature, particularly in English, they're often assigned male/female pronouns.
Grid, the Alien from Aliens vs Predator is referred to in the novelization as Male. Specimen Six from AvP 2010 game, as well as most Queens in general, are typically referred to as female.
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I can only speak for myself, but I have ASD. I found something I like, and I don't like changing it. I can use it for ages and rarely ever grow bored from the lack of variety of my perks/characters.
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@Snapshot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525016#Comment_3525016
Source is an interview with BHVR about the Alien chapter
And this interview is...?
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Well, you don't. You're just stuck dealing with it and powering on through, especially if the survivor is male with the bugged faster/further vaults.
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@Xendritch said:
So potential hot take here but I actually think the 3% isn't a massive issue on it's own but when you can stack it with Resilience it becomes ridiculous. Getting to a vault faster and then you just get to vault 9% faster after meaning there is no close hits at a window and then you get even more distance because that's how windows work and then you get to do gens faster too if that wasn't enough is beyond disgusting.
Just take the vault speed away from Resilience and that might be enough but it's extremely gross as is at the present moment.
Let's look at this logically. What's the problem?
A perk that's been in the game since day one and hasn't received a single unchanged in the entire game's history, and whose main chase benefit is making a fast vault 0.045 seconds faster which only matters in the tightest of hits.
Or, a perk that from PTB everyone said would be a problem, that then hit live and was instantly loathed because of every reason people said from PTB, absolutely dominates the meta in a way comparable to Dead Hard (before its last nerf), synergizes with perks that on their own are fine but when combined are outright unfair (such as MFT-Hope), and also has a secondary effect making it a tremendously helpful anti-slugging perk on top of its powerful chase benefit, effectively making it two perks in one.
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1. Males are vaulting A LOT faster/further than female survivors. The cause of this issue needs to be identified and corrected ASAP which probably requires a thorough investigation.
2. Official statement is that the current vaults "aren't working as intended." The reversal is temporary, them deeming the previous (also bugged) vaults as the lesser of two evils, apparently.
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@BabyCameron10 said:
Does moving prevent the bug from happening? This kept happening to me but I want to keep playing him.
Move away a few steps after the solve animation, and that should help. Sometimes, you'll have no choice such as if they hop into a locker by a survivor that knows about and deliberately exploits this bug.
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@Yamaoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520869#Comment_3520869
https://media.tenor.com/S_68VptnBrQAAAAC/how-dare-you-greta-thunberg.gif
As for the topic: Made For This is absolutely fine in every way. People who complain about it are really asking for survivors to go back to using exhaustion perks.
No, it's not. And yes, I am. I highly doubt people are just deciding not to "upgrade" to an exhaustion perk such as SB/Lithe because MFT is "more fun" or whatever else people say. They use it because this perk busted.
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I think blindness could use a second effect, similar to hemorrhage. I'd suggest making blind survivors unable to see the red stain.
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According to Nightlight? 43%, the worst by far.
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@Chilli_man2400 said:
Use the biopods during chase. When you get to a loop shoot a ball infect them and then chase.
Genius.
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The perk concept itself was doomed from the start. It's a family of perks that requires survivors to stick together when the optimal play is to split up, AND people prefer to be self-reliant rather than work as a team.
Even if you remove the hefty cooldowns, the perks themselves just can't work. And if they're strong enough to the point that they do incentivize grouping up, it'll only be usable in SWFs that are decently coordinated while Solos suffer as usual. There's just so way to make it work. At least Blood Pact doubled as an info perk, but the rest are terrible.
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If you're curious why, it's because when actively sabotaging, the killer is unable to hook. Without the cooldown, the hook would/could be sabo'd faster than a killer without STBFL can recover, a feat otherwise only obtainable with Alex's toolbox.
You can disagree with it but that's the reason.
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- Pods are constantly disabled, and It feels like I have no power at all for most of the match.
Firstly, the EMP range is not 24m. It's less than half of that at 10m. The problem people have is their abundance as while they take 100 seconds to print, the 100 seconds restarts the moment you pick up an EMP. So, especially after everyone grabs one and the next ones are printing, you can end up with 7-8 EMPs in the game at once and you can only chase 1 survivor at a time. It can easily get overwhelming.
- "His chase potential just feels Awful, I teleport and it feels I lose distance and give them another loop around the pallet"
This is weird because I honestly don't know. I don't know if it's mostly MFT that causes this feeling or if it's because the 5% haste feels like a must anyway. I can't tell. Just nerf MFT and then we can judge properly. As is, it's confusing.
- "Improve the placement detection of Bipods"
Pretty self-explanatory. Not much to add.
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Just revert it back to 50%. Killers (such as myself) complained about self heals with CoH and Medkits; no one thought Self Care was a problem and the nerf was completely unjustified.
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Otz: Calmly tries to explain why he thinks a perk in unhealthy
Community: Look! He's going to get a perk nerfed!
Seriously? And if the devs actually took his word as gospel, they would've overhauled Nurse, nerfed STBFL, made Trapper God Tier, and nerfed Blight's add-ons years ago.
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I don't wanna sound rude, but... this one sounds like it's on you.
Wraith does have a cooldown. He has a 3 second uncloak animation where he moves at 40% speed. While he's a versatile killer, he is not a good chaser. Even with a build around it, he's okay at best.
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Worth mentioning is all the killer perks that briefly were meta but were quickly murdered as we reverted back to the Pain Res-Pop Meta: Thana, CoB, OC, and Eruption.
As for survivors, Adrenaline still lives as does Sprint Burst and Unbreakable. Furthermore, you're underselling the current meta such as Made For This, Reassurance, or even Distortion that more or less makes you immune to aura reading the entire game unless it's a stealth killer.
ALSO worth mentioning is that part of the goal of the 6.1.0 update that started this entire meta shakeup was that the killrates fell beneath the dev's targeted range. Wjy would they give compensation buffs to "even things out" if that goes against their entire objective?
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@CrowVortex said:
I don't think it really gives much of an advantage to the Dredge in chase or exiting lockers on top of survivors, it still occurs a cooldown as if you swung, i find it more of a 'QoL' feature while teleporting between lockers and one happens to be locked and you can deal with it there and then. Bug or not i don't know, but apparently this has been a thing for age's now, it's only now people have noticed it.
I have absolutely no idea. I hear claims that it's been there since release, other claims it's a bug---I just want someone to give something definitive.
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@Meghead56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505572#Comment_3505572
Healing youself with a medkit takes 24 seconds and letting someone to heal you takes 16 seconds. So you can be healed 2 times before you're recovered fully
@Meghead56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505572#Comment_3505572
Healing youself with a medkit takes 24 seconds and letting someone to heal you takes 16 seconds. So you can be healed 2 times before you're recovered fully
Why did you say it twice?
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32 seconds to recover. That's the same efficiency as someone else healing you (2 survivors taking 16 seconds).
Unlike normal healing, recovery is unaffected by Mangled, Hem, etc. So it can outright be more efficient to Plot Twist than have someone else heal you.
Most importantly, it's dumb and funny. Let people have their memes.
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Normally, I object to any form of reliable self healing.
However, in the case of Self Care, it didn't deserve its nerf. 50% was fine.
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Or you could do the totem. Or not go down. Or use a map.
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If there's one thing I can assure you, you won't get banned.
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While I won't contest that rules are rules, it certainly does feel ridiculous that survivors are ground for disqualification. A skin got them disqualified. Combine that with the report only occurring after a loss, making it come across as the desperate actions of a salty player and the whole thing leaves a bad taste in my mouth.
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@Coffeecrashing said:
Spirit's cooldown reductions addons don't stack properly, and give less value than they should. I would think that stacking the two best cooldown reduction addons would make her power recharge at least twice as fast.... but it doesn't. I'm not even sure what math the game is trying to use.
I can share the math.
Spirit's power has 5 charges and consumes 1 charge for every second phasing, leading to the 5 sec duration.
Her recovery speed is 0.333c/s, making her total recovery 15 seconds. With the add-ons, her recovery should be 0.333x(1+0.4+0.3) or 0.333x1.6, leaving us with a recovery rate of 0.5328c/s.
5/0.5328 leaves us with a total recovery of 9.38 seconds (rounded down).
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While I sympathize, I will say that it's a lot less oppressive since Pain Res is capped at 4 uses a match. Not really much of an issue, imho.
Surge is even less of an issue. You need to hook someone and then down someone within 32m of a gen within 30 seconds while someone is on it. That's so conditional that it feels like a non-issue, although I am confused why the scream was added.
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@DY86 said:
Cool guide but they’re gonna have to nerf her tbh.
any sadako playing hit and run style is an instant win atm
I mean, that's what she's geared towards, just like Wraith.
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Let's see...
Dark Theory is overshadowed by MFT. Even on its own, it's still terrible since it's 2% in a restricted area that's determined by rng. Waste of a perk slot.
Shadowstep is actually pretty decent but not really a good standalone perk. Needs others to support it.
Exponential is legitimately an extremely powerful perk. It's just so hard to use because slugging by its nature is situational, and now you're adding several conditions such as setting up a boon, being in its radius, etc.
That leaves us with Circle, the perk that single handedly carried the boon mechanic and caused a massive balance issue. In its nerfed form, it's still genuinely a good perk; 100% faster heals are nothing to scoff at. It's just that people prefer to rely on themselves, not their teammates, so the 100% faster altruistic healing rarely sees use, especially with solos that can't communicate with each other.
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Few things
1. His cross map mobility is mediocre. Someone has done comparisons on Midwich, it's 7 seconds vs 9 (because of his cooldowns slowing him after). It's a chase tool first and foremost.
2. Wesker being popular doesn't mean he needs a nerf. Legion, one of the weakest killers in the game, is also one of the most popular killers. Popularity =/= Strength. There is a lot more nuance than simple popularity.
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That would require some pretty substantial changes, considering killers such as Wraith are specifically designed and balanced around that strategy, as shown by the official dbd website's description of Wraith as "a hit and run specialist."
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487776#Comment_3487776
It should be.
I hope one day they will limit the total Gen regression time to 120 second or something, then they can buff Gen perks all they want. Gen perks should be strong, but just stack 4 of them is just stupid.
Funnily enough, they did cap regression once upon a time. You could only regress 25% of a gen.
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Because the 50% penalty was put in place with the expectation that you would bring recharge to counter it, lowering the penalty from 4.5 secs per blink to 3.9 seconds per blink. With her latest add-on pass, recharge addons have been removed. Because of this, they reduced the penalty to 30%, still resulting in 3.9 seconds per blink.
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Let me tell you why that won't end well.
A nurse will charge at you like a bull as a regular killer. You'll have to drop a pallet or vault a window. She'll blink through (since she's not going through a solid wall), and you'll get hit with 0 counterplay
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Well, there's something I don't think you're accounting for.
Unlike SB, MFT has a second effect of being an anti slug perk. Heck, doesn't even need to be a slug; just heal someone in general. Heal someone you get 10 sec Endurance. Just because.
Furthermore, SB exist to help you reach resources. MFT does that (if you're injured, obviously) but also makes those resources stronger since you're still faster while able to loop tighter than the killer. If you're extra confident, you can just use the on-hit Burst when healthy as a psuedo SB with MFT to be functionally impossible to catch in a reasonable time (although, that requires balls of brass, ngl)
I agree it's weaker against the already top tier killers but... so was Original MoM. It doesn't make the perk fair.
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@MikaelaWantsYourBoon said:
Tunnelling is popular strategy from day one.
It was understandable when maps was so survivorside.
It was tolerable when DS was strong.
Now maps nerfed and DS is garbage.
So why BHVR is not doing anything for this unhealthy strategy. It's very hated by survivors but yet BHVR is just ignoring all complains.
Imagine you are paying for this game but then one player just does not allow you to play.
Before someone is coming with "USE OTR" let me say this. OtR is the worst anti-tunnel perk ever. It has very easy counter, early hit. DS was so much better.
Plus DS was unexpected, killer did not know you have it or not. But it's so easy to figure if you have OTR.
Because the devs don't want you to be outright immune to being tunneled.
Removing tunnelling is laughably easy to do. They could give you DH-esque I-frames. Make Old DS basekit. They could do so much that if BHVR thought that tunnelling should be removed, they could do it.
However, tunnelling is (by the devs' words) a strategy in the killer's arsenal. They don't want it to be too good but they don't want it to be the obvious answer. The devs added things like basekit BT because they don't want a survivor to be outright defenseless (its entire purpose being to give you time to make it to a pallet/window), they don't want you to basically be invincible, which is what DS more or less did.
Furthermore, all other killer strategies are becoming weaker and weaker as time is going on. Camping has been hit by Reassurance and soon the anti-facecamp mechanic. Slugging has been repeatedly hit with the likes of MFT, UB, (PTB) Buckle Up, WGLF, FtP, etc. Hit and Run just came back after being obsolete for over a year because of CoH but not every killer is built for it. That leaves tunnelling, and people can and will take shortcuts when possible.
And if you nerf that too, well, now we're in a bind because the only "shortcut" left is to ensure your chases are extremely and reliably fast. This is also horrible for survivors as the chase is what makes the game fun, which is one of the reasons the likes of Nurse/Blight are so hated; they take the fun aspect of the game and end it in 12 seconds.
TL;DR this issue is a lot more complicated than it might seem at a glance, and the devs are struggling to find a balance between keeping tunnelling viable while ensuring the survivor still has a chance to do something before dying.
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Here's an easy way to think about it.
With MFT, a 115% killer is only 2% faster than a 110% killer, killers that are designed NOT to be able to loop normally.
The condition to get the haste is to be injured, something unavoidable unless you're a one-shot killer (and even then, you're likely to injure them instead at some point). So, there's basically no condition aside from just playing the game and being chased. If you injure the survivor, you've already invested a lot of time into a chase yet MFT has you struggle to finish.
It also has a very strong secondary effect. 10 second Endurance, effectively making this an anti slug perk AND an anti chase perk.
"But you can't use it with Exhaustion!" But you can if you use Dead Hard to effectively have 3 health states after your first hook, making it very hard to kill you. Even if you don't use DH, the raw effect of MFT combined with its permanent use while injured and ability to help in a loop helps it more than stand on its own.
Only real "solution" aside from running situational tools to inflict exhaustion is to play S-tiers that change the chase dynamics so much that the 3% is pointless. Even they'll still feel the perk at times with the Endurance.
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I dunno. Pretty sure his power also comes with him becoming translucent, losing his TR, and being outright invisible at a distance.
@GoodBoyKaru said:
Remember when Wraith got like a 10% speed boost and people had to double stack Windstorm just to make his power useable?
That speed boost is actually pretty effective. I guess a very slight action speed bonus (like if Shadow Dance had a yellow variant) wouldn't go amiss but I'd argue the problem with Wraith isn't that he's weak per say but more that certain killers are just so much better than him.
Screw that, remember when Wraith's bell played during the entire uncloak animation instead of starting halfway through? Or when he couldn't interact with his environment at all? Or was slowed down when cloaking? Or when his bell was map wide AND directional?
Yeah, Bing Bong has come a very long way.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482281#Comment_3482281
I reread your post and I think you meant killers were whining to get MFT nerfed because they want to win. When I first read it, I thought you were saying survivors were whining, because they didn't want it nerfed, because they wanted to win.
I do think whining to nerf perks, just because a person doesn't want to deal with them, is annoying. There's a lot of perks that just didn't need nerfed, but the forums kept whining about them until they were nerfed. For example, the last nerf to Dead Hard just wasn't needed.
And you lost me completely. I don't know how you can actually defend a perk like Dead Hard.