Haddix
Haddix
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Iron Grasp has been pretty much one of the absolute worst perks in the game since late 2016/early 2017.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2877928#Comment_2877928
I dont get the first part, you say most don't have game sense and solo q is bad, that is an issue that needs to be addressed, it's been said they will address how awful solo qing is and still nothing.
CoH was a great help for solo queuers, now they are the ones that will suffer the most, beside what they already suffer from bad MMR and lack of communication.
They should not always carry a medkit, common or good, there's other items worth using as well, survivors shouldn't be forced to carry a medkit around (which btw some killers also complain about). Insta heals got destroyed while most killers have an addon that lets them insta down survivors, it was literally the counter for those addons and they took them away.
lol imagine saying you shouldnt always carry a medkit
imagine complaining about instas being removed
imagine acting like most instadown addons are good lmfaoo
god, you just may be one of those people who lacks that gamesense.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2874147#Comment_2874147
Wasn't doctors chase music actually toned down after his ptb
His chase music in the PTB was quite literally, and I mean literally, metal scraping against metal constantly. There wasn't a tune to it, it wasn't creative, it was just SCRAPE SCRAPE SCRAPE SCRAPE SCRAPE SCRAPE SCRAPE.
They added a lot more to it for the live version.
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@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/2866522#Comment_2866522
i have headphones. big massive ones that let me hear every blade of grass move. i dont hear this "lullaby" everyone talks about.
you're probably not familiar with her sounds. she has a TON of sound effects that give you information on what she's doing and where she is; it makes playing around TVs really really really really really easy.
just because you can hear things doesn't mean you know WHAT to hear.
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her cooldown is 100s, and it's extremely punishing.
I've gotta ask, how new are you to the game? how much time do you have in?
also, all of the killer number values (like legion's base frenzy duration) you're talking about are all very publicly displayed on google, on the dbd wiki page for the killers. they're alllllll listed out, every number value for every killer, all in categories for easy viewing. are you sure you've looked enough?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2854304#Comment_2854304
But Sprint Burst is the better Perk. I guess most people simply dont want to bother with walking instead of running sometimes, but it is not hard at all to keep your Sprint Burst at 99 or be off Exhaustion when you are at a Gen. And Sprint Burst makes every area a safe area. This does not apply to DH, if you are not near a Pallet or Window when you use DH, it is useless, because the i-Frames extend the chase only by 1 second. But with Sprint Burst, you can have nothing nearby or sit on a Gen until the very last second and the Killer is basically right on top of you and you will get away.
Also, people really need to stop thinking that players fail when they use DH. When I used DH, I did not cover up any mistakes, I played greedy because the Perk allowed me to do so. If a Survivor runs an extra Loop due to DH, this is because DH allows them to do this, not because they miscalculated.
The Survivors who make mistakes are those who use DH in an open field or DH against a wall, those are not an issue, despite using DH. But the good Survivors dont make mistakes with DH, they make plays because DH enables them.
https://forum.deadbydaylight.com/en/discussion/comment/2854306#Comment_2854306
No Perk in the game requires Skill.
if a perk requires 0 skill, then it shouldn't give you massive benefits. that would mean its an overturned perk, or perk category in this instance.
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Hey Richard.
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could she do it while manifesting? or would she gain collision during the charge up?
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yes, they believe it to be too complicated and have said so. i believe it was the person in charge of clown's adjustments.
personally, i do not see how this would be complicated at all, but so be it.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2842571#Comment_2842571
This is why we need to stop balancing cause something is boring and unfun. They need to balance a killer to where there strong but are fun to play as. Wraith was buffed people said he’s boring cause he moves at 150% and has a quick lunge for 1.25. Everyone said he was unfun and they nerfed him cause he was “UNFUN” balancing around fun can either help or hurt some characters.
I would just bring Wraiths post lunge to 1.20 or 1.15 seconds so he’s stronger but not so god dam weak
1.25 was fine, that's where it should be. putting it at 1.2 is just arbitrary, might as well just be 1.25 then.
i don't think there's a lot fun about facing him because he's either hit n run or m1 killer, neither of which are interesting. he was never overpowered though, and especially not with COH ruining his most efficient playstyle. but it's okay, the stats show that wee little adjustment has properly tuned him. :)
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@StarLost said:
I agree.
He was fine before the nerf. His stats are misleading, because he's both a free killer and a killer that can be difficult for newer players to handle.
The fact that, taking this into account, he's significantly low on the kill-rate list says a lot about how much that nerf hurt him.
https://forum.deadbydaylight.com/en/discussion/comment/2842571#Comment_2842571
Was he? I never thought so, and he wasn't exactly blowing up tourney play.
memeing
wraith is hot ass
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no sorry, he was just a tad too overturned! just a wee little OP! just in need of a sliiight adjustment to make him properly balanced! a smidgen too oppressive! just a bit too strong!
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840355#Comment_2840355
Perhaps he is talking about an addon that increase invisibility duration while DEMANIFESTED by 50%.
they talked about them stacking and providing 1.37s of invis though, which isn't true. you might be right that they were talking about the yellow though, either way the addons still do not stack as they think they do.
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The invisibility is not increased by 83%. The addons have separate effects.
The newspaper increases the time that she remains invisible during the flickering duration by 33%. Flickering duration is the time when she is intermittently visible. I believe this turns the duration that she's invisible from 0.75s to 1s if I remember the numbers correctly.
The mirror addon increases the flickering duration by 50%, so instead flickering for 4 seconds, she flickers for 6.
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not really, unfortuanately
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whether or not you make a good point or two, this is so dramatic and repetitive that its obnoxious lool
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This is how I thought it was until I faced her a few times. I definitely agree.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2827538#Comment_2827538
Only someone who never played against Twins would say "I wish I saw more Twins".
i have had one unfun game against twins in my life and it was because i was not swfing. against soloq when you get people who have no clue what to do against twins, yah they're pretty miserable. nobody actually knows how to play vs them lol. swfing against them is very very fun.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2824702#Comment_2824702
They don't get rid of counterplay. Breaking a pallet with Compound 33 at 5 rush tokens lets you recover that token just slow enough to where you can't get to a survivor before they're at the next pallet. Alchemist's Ring is the same. Just because the tokens are recovered instantly doesn't mean he doesn't go through the fatigue. It doesn't change how you counterplay him, you just need to play more safe, even if that's dropping pallets early.
in the most ideal scenarios or busted maps where there are pallets 2 meters away from each other, sure. what you're proposing doesn't apply often at all, though.
i used to think the same exact thing when i hardcore mained him for half a year, though.
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@fulltonon said:
Probably because it's actually NOT that strong and aren't affecting kill rate that much.
they have already said it is, but they haven't done any change yet because it's "more complicated than changing a number"
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His current power should be scrapped entirely and replaced with a modern iteration of his previous kit, but if we ignore that...
Yes, it is entirely unnecessary. Facing Freddy is still just as boring, but now because it's about 50% easier, and that's because of the alarm clock buff. I have never felt so powerful against a killer due to built-in counterplay than I do with grabbing alarm clocks. 90 seconds of the killer having NO CHASE POWER? SIGN ME UP. The funny thing is, his chase power is already pretty bad, and the fact that you can disable it for 90 seconds and he's now penalized (slightly) for using it is kinda funny.
& I have played omega sleeper Freddy about 3 times in the past 2+ years, so I legitimately do not care about this from his perspective.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2824702#Comment_2824702
I don't know if I agree about that first part. Blight is one of the only killers where distance-making isn't safe in the slightest - he can be looped, and should be looped, rather than just W'd to death.
C33 is about the right amount of strength for an ultra rare in my opinion. It's a direct upgrade to his basekit and an extremely powerful effect, but not one that is completely unfair or elevates his strength thousandfold. It's just a good add-on that you can slap on and see the effects from, unlike something like Iridescent Blight Tag where even if you're actively going for it and doing multiple unnecessary bounces, you're probably only going to get an instadown with it about once or twice a game. Alchemist's Ring is much more unbalanced, but I think only needs a just-as-serious downside to balance out its upside, rather than some huge nerf that makes it worthless like the commonly suggested "regain 1 token when you hit a survivor." I'd make it so that missing a Lethal Rush attack fully depletes all your tokens, and missed Rush attacks increase your fatigue by ~1 second. Even the most skilled Blights miss swings, and this change would make Alchemist's Ring a high-risk, high-reward add-on.
You misread, then. I said distance-making *while stunned.* Him breaking a pallet, whiffing an attack, or getting a successful attack are all times where you CAN make distance against Blight; that time is extremely important because of how w-countering he is otherwise.
C33 is about the right amount of strength for an ultra rare in my opinion. It's a direct upgrade to his basekit and an extremely powerful effect, but not one that is completely unfair or elevates his strength thousandfold.
I cannot agree because it is usable even if you don't Rush a single time in an entire game, but it becomes all the more powerful when you are Rushing and are a great Blight. It gives him a pocket 4x brutal strength on-command with a slight AOE hindering and score event tracking, and his tokens recharge immediately after break. Not only is it extremely difficult to make distance vs a killer that breaks pallets at twice the speed, add in the fact that he also hinders you AND he's Blight, so he can rush at you at 9.2m/s instantly after doing so. It requires nothing, there's no downside, it just gives you ultra pallet breaking when you're already a killer who's really good at catching up after breaking pallets. Given that, allowing him to catch up twice as fast is downright stupid. At the very least, it should consume all tokens upon break, and/or require you to be in a Lethal Rush or on your last Letal Rush, etc. THEN it would be fine, because you actually have to do a little more to activate it, and there'd be more of a penalty. As of now, you can walk around as a 4.6m/s killer, tap M2 on a pallet, instabreak it, and Rush. That doesn't give him any more depth at all.
Also, I think Blight Tag is VERY good. I don't think it's too good, but even against sweatbuckets, it's really really solid. Getting just 2-3 instadowns as a Blight is huuuuuuge. I would say Tag is probably about ideal Ultra Rare strength.
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@danielmaster87 said:
Again, are pinks and purples not supposed to be strong? Is this add-on really uncounterable when Blight himself is counterable?
Part of Blight's counterplay is distance-making when he's stunned. Compound 33 and Alchemist ring both negating distance counterplay after getting rush hits and while breaking pallets is what makes them poorly designed addons, because he's otherwise extremely fair but extremely strong as well.
I love it when purples and pinks are really strong, but not strong because they straight-up patch out counterplay on a great killer who has a lot of very very fair gameplay.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2824451#Comment_2824451
Blight has actually the best designed addons, useful but not too op. The Alchemist Ring is the only one problematic. I agree that if not reworked, it should be iridescent.
Something costing 1000 more bloodpoints and being rarer in someone's bloodweb doesn't justify it being too good in-game. You could make omega busted Ultra-Iridescent addons that cost 10k points and have a 10% change of appearance in a bloodweb, and it's not going to make anybody think "Oh man, I'd usually be frustrated that I have to face a killer using this super busted addon, but they had to spend a whole 10k points on that! It's not a problem!"
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2823698#Comment_2823698
Is iri pendant atleast somewhat useful now? I dont play twins a lot so i cant judge.
pendant is reaaaaaaaally bad still
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What other developer would understand the nuances and requirements of DBD maps?
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/2812492#Comment_2812492
That also sounds fine.....but I want more heal speed lol. I need more powerful self cares! That or add in some more perks that are self care only speed boosts and I'll be happy.
Heal speed for what? Medkits? The reason why I'd remove the self healing speed is because it's waaaay too strong. Self heals are already too good, especially since medkits have been overbuffed.
16 second self heals are already very efficient for your team, and anything lower is beyond what is necessary. Like, 8-10 self heals is absolutely ridiculous.
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@Marcavecunc said:
What I would like is for the game to give you either a visual or audio cue of when your shred is fully charged. Bit like how Huntress' hatchets make that blinky noise when fully charged.
(unless demogorgon's shred already has that and I never noticed, but I'm pretty sure I've seen other people complain about this before in regards to the daily that requires full shreds, and getting screwed over since partially charged ones don't count for the daily)
I believe once the charge animation is entirely over, (or about a quarter of a second afterwards) that's when it's fully charged. I haven't played Demo in a while, but that's just something you learn over time and I'm pretty sure the way I subconsciously tell is when the animation is over + like 0.2 seconds.
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Hi R1ch.
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Huntress can do the same thing. Should we apply that same logic? Clown too? Nurse as well? How about Pinhead? Plague on top of that? All of these killers can use their power at a minimum, maximum, and in-between charge.
Why is this an issue to you..? That's part of what makes him not garbage.
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I would just change how the perk functions.
Change the heal speed boost to ONLY altruistic healing. Then change the self-heal so it's not a Self Care boosted by a speed boost, and just make it a 20 second self-heal. No more busted medkit heals.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2807028#Comment_2807028
You said Compound 33 was dumb.
yes i think its dumb design. i explained my standpoint in one of my previous comments.
i just personally do not give that much of a ######### for it to be nerfed because i rarely see it/face super good blights. all i see is nemmy and huntress.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2806461#Comment_2806461
compound 33 is way over hyped. It's good on bad blights but pretty mediocre on a blight that is actually a threat. If anything I feel that it's a good training wheel perk on an otherwise hard killer. Again, add-ons aren't the problem with blight, he's just basekit too strong. Which is why I suggested nerfing his movement speed. This doesn't touch his ability which I think is extremely well designed. If he needs to be nerfed further, which he might, then increase the cooldown after using his power and have it scale with how many tokens are used. (nothing crazy though just a bit more)
i mean id only be in favor of making blight 4.4 so people would actually use his power more, but idk how i feel about it balance-wise.
also when it comes to compound i just think its dumb and bad design. it doesnt actually make the power more interesting, it's literally just "tap m2 on this pallet to break it in 1.5 seconds." there's no requirement for you to already be rushing, you just have a 400% stronger brutal strength in your pocket even if you play as a 4.6 killer the entire game.
i do think its still really good on a blight that's a threat tho. that 100% boost to breaking pallets + slight hindering makes distance-making twice as difficult against a killer who's already extremely good at catching up after pallet breaks.
but like i said in my last comment i literally do not care for it to be nerfed, I'm just calling out what i see as terrible design.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806175#Comment_2806175
I escaped just the other night against an Adrenaline Vial/Compound 33 Blight. You know, that killer and those add-ons these people are saying are an auto win?
I guess if you're arguing specifically that they're not auto-win, which they're not, but I can make the same argument for skill replacer dead hard and circle of busted and be just as wrong. I genuinely do N O T care for either C33 or Vial to be nerfed, but I just don't think that's a good argument.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2802919#Comment_2802919
It's a fair add-on overall. I think certain add-ons could use a nerf. specifically alchemist ring and blighted crow. But adrenaline vial itself is fair.
i think crow/speed in general is fine but compound 33 and ring are dumb and should be replaced with some new effect
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797480#Comment_2797480
But you have massively reduced turn rate while rushing. That's the downside of the add-on. You're not gonna be able to make those crazy turns with him like you're used to doing.
It's really not massively reduced anymore. Even without umbra you can play blight semi-normally because you don't always need the maximum turning. It's still a hinderance, but it has increeeeeedible upsides. Combined with notes, you can get 6 rushes back in >4 seconds (alongside +10% speed, old jflick lung turning, and an extra rush) its an incredibly good addon now. A GOOD Blight will show how powerful it is, but your average Blight will not realize its potential at all. I can see why most people would still call it garbage.
Just to put that in perspective, Blight can use multiple rushes, break a pallet, and always have his power back up by the time it's broken unless he's used 5-6 rushes. That's so good, especially paired with all of the other upsides.
Super fun tho, idrc for it to be nerfed personally.
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@freak_115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787357#Comment_2787357
Survivors need to stop complaining! the game has always been survivor sided! this needs to stop!
I'll keep yelling it everywhere! BEHAVIOR needs to stop buffing survivors patch after patch after patch after patch and start buffing kilers instead
I've been playing this BS survivor sided game for almost a year now! it has to stop!
There's a reason why survivor que's are so fuckign long. because killers NEVER get buffs! always survivors
ow yeah only the circle of healing nerf of 4 seconds, WHILE WE ARE MORE CONCERNED ABOUT THE GIGANTIC RANGE IT HAS
Behavior needs to stop being survivorsided if they want this game alive! the casual DbD killer is Quiting or running over survivor side and no wonder why!
whether or not i or anybody else agrees with some of ur sentiments, u are ranting and nobody is gonna listen to you like that.
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@MarkHenry868 said:
Bubba's main attack isn't relevant to the movie, is offensive, and needs to be redone or completely removed.
Twins are ridiculous. The little brother is super fast. The Sister is incredibly fast. No reason for the characters to be so overpowered in one area.
Wraith is so overpowered that it's boring to play against or with.
All killers have a hit box that's unrealistic. A killer should not be able to hit you if both of your feet are on the ground on the other side of a window. A killer should not be able to travel from one side of the map to the other at twice the speed of any survivor. And players who are reported multiple times for being toxic and not playing the game as intended should be banned for a time period.
uhhhhhhhh, what? the sister is the same slow speed as every other killer. she's no faster than the average, 115%.
how many hours do you have?
i am also confused by you calling wraith overpowered when he is one of the weakest killers right now considering the meta
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Like all-seeing for Wraith, it's pretty easy to figure out that a pig is using it, but I personally still don't find it crazy to go against. It's still PIG to me. She has precise information on me which makes playing around her dash a liiiiiiiiittle more tricky, but her dash is still the same; pretty easy to deal with. On top of that, her only having 2-3 traps makes facing her a little less difficult in soloq with teammates who are going down to her fairly quickly and having to do nothing but remove traps for 1-2 minutes.
As for using it just for info while getting around, I don't stealth and I make my presence known because I don't mind getting chased by a Pig. Half the time, I also see Pig coming anyway, and she can see me, so it doesn't end up mattering a ton in my experience. The exception to this would be very crowded maps or indoor maps.
I can't personally say it's that great, but it's probably pretty useful against your very average players, which makes it worth running in a good number of your games.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2773062#Comment_2773062
Well more like 18 seconds post nerf but yeah 10 second self heal would be stupid to add.
sorry, you're probably right. i was applying the math to base 16 charges, not 32.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773062#Comment_2773062
It depends on what the devs want CoH to be. It could simply be survivors can heal themselves without a medkit and it’d be great. The way it’s worded implies that self-healing inherently has a 50% penalty when that penalty is exclusive to Self-Care.
In your opinion, should CoH be simply a free medkit for all survivors, or be a buff to all healing speeds and a free medkit to all survivors?
yup, i have used it every single game since its release and can confidently say COH would still be insanely strong if it only had 1 of its 2 effects. however, if i were to pick one, it's the self-heal with 0 buff to healing speed. bringing a medkit and getting 3-4 heals at more 75% extra speed is ridiculous. medkits on their own are already extremely good, and this is literally overkill, then killing the overkill with bullets made of overkill.
however, to answer your question, i would be OK with COH's buff only being 50% or so and applying o n l y to teammates. an infinite medkit that heals in 16s + 10 second altruistic heals is still really useful.
all the description would need to be is "Gain a 50% altruistic heal speed boost and have the ability to heal yourself at normal speed without a medkit"
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2771340#Comment_2771340
Yes, but that's what I mean. The perk should be working properly so it could be rebalanced appropriately.
I'd be okay with nerfing CoH to 50%, but remove the self-care penalty so it's just a flat 50% buff to all healing speeds. That way no matter what it's roughly a 10 sec heal. I think that's more reasonable.
Actually, a 60% buff makes the heal take exactly 10 seconds. In my opinion, that seems fair.
wwwwwwait, are you suggesting COH give you an infinite 10 second self heal instead of the current 20 (16 pre nerf) because even with the lowered healing buff, that'd be ABSOLUTELY insane. i would argue that's far stronger than current coh.
i agree that the wording is bad but all you need to change it to is "75% healing buff to ALTRUISTIC heals" and that's it. then the secondary condition would be "heal yourself at a 25% penalty"
that 75% buff should not be applying to medkits because of how insanely dumb it is, so this would rebalance that and make the description clearer.
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it's definitely a new model/highly altered because the spikes are also different, but i am still disappointed in the weapon. it's too similar to the other.
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it's been this way for more than 2 years now since medkits were overbuffed. it's just gotten far, far worse. i spend most of my games healthy at this point; the killer either has to commit or i heal up in 10 or less seconds with a medkit. the current healing system is very win/win lol, a killer can't really get pressure out of injures unless there are literally no medkits in the game or it's a plague.
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it's actually really good now lol
100% faster cooldown
10% extra speed all the time
a TON of turning during your lunge, giving you back better old jflicks
2 extra rush tokens
all for a turning decrease that's actually not a HUGE deal anymore. use umbra salts if you want to decrease it to a 40% penalty.
honestly, if you're really good, shredded notes is probably the way to go lol. 0.66s recharge per token with all of these benefits except 6 rush tokens.
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@Labrac said:
Why does every survivor video have those oversaturated thumbnails?
The perk itself is dumb design. Completely trash for solo players and only works for squads who want to make the opposite side have as little fun as possible. Thankfully I already dodge every Haddonfield, Badham and RCPD offering anyway so the survivors will have to rely on map RNG to get use out of it.
cause timmys are attracted to bright colors. the vids are clearly for the younger audience it attracts
the vids themselves are always some extremely new nooby killer who has literally no idea whats going on for a reason. omg this guy is so good, this killer is getting juiced!!! love ur vids!!!
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2771006#Comment_2771006
When you are going out of your way to abuse something, to the point you seem mildly ashamed of it - that blame is on both you and the devs.
Otherwise, it wouldn't be as much of a problem.
I think I overused "abuse" too much. I only used that word to emphasize how stupid it is.
If you're thinking I'm going to RPD every single game just to eventually die but make a killer miserable for 15 minutes, no. I'm just using it on random maps with sabo/slug builds with a friend. I think it's stupid that I can run up to Dead Dawg/Asylum/Mother's Dwelling/etc's main building and get a free breakout, but I'm getting value out of my new perk that's going to help me escape from the match. My goal is not to MAKE a killer miserable, but it's to get value out of this dumb perk. In the process, that frustrates a killer, but what good perk or power in this game doesn't frustrate the other side because of how effective it is?
As I said, I'd understand what you're saying if I was going to RPD every game just to torment a killer, but I'm not. I don't feel shame out of it because of that. I'm not BMing or saying gross things to killers afterwards. That's just being an ass. I'm literally just getting value out of this perk which I think qualifies as "abuse" because of how dumb it is. I said the same exact thing for COH which I've used for almost every game since its release and have gotten DISGUSTING value out of.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2771006#Comment_2771006
You know it's busted and that it's awful and unpleasant to be on the receiving end of, and you're still choosing to do it for your own amusement. I can blame both the devs for failing to heed the warnings and you for propagating an absolutely miserable in-game experience when you could just be playing normally and, y'know, not abusing exploits that got left in.
There's a difference between something like Dead Hard being unpleasant to play against but powerful and with an undeniable utility that survivors are obviously going to flock to, and something like Boil Over trolling that doesn't even have a pretense of following normal gameplay.
It's not an exploit, it's a perk buff that I am going to use because it's in the game as an intentional feature.
The more people abuse it, the most posts there are about it, the more stats there are, and the quicker devs do something about it. In the meantime, I'm going to enjoy my time doing it because it is an intended feature.
Also, it does follow normal gameplay until you get to the madness of RPD library, which is GENUINE abuse (I overused the "abuse" word way too much, don't think that's what I've been doing). Me going up to Asylum's main building with Flip Flop and Boil Over and hitting all the great wiggle skillchecks is me getting value out of my perks. Of course that's frustrating to face as killer because I'm getting an escape because of perks, but it's not something that I'm not gonna use because it's frustrating a killer for it being a useful build.
RPD library is pure torment, though. That's something that is literally only for making other people miserable because you don't even get an escape out of it. More normal use of it IS going to get you an escape, and that's what I've been doing save for the first 2 games I tried it just to see how insane it was.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2771006#Comment_2771006
Agreed. I think survivors are overturned and it gets worse with each update, however I’m still going to have fun using Boil Over with hook offerings and anti slugging perks, just as I use CoH with a rainbow map for free wins.
yup, same here. first it was COH abuse, now it's this too.
survivor is so damn easy if you have actual gamesense and a friend to play with. people just don't have gamesense, so this kind of ######### flies.
out of the past 30 games I've played, I've lost maybe 5. some are due to bad matchmaking putting me up against inexperienced killers, but a lot of them are just entirely because of all the ######### you can use to win for free right now.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2770961#Comment_2770961
People like you are legit making this game worse for everyone. Just...don't be a massive bully. Is that really so difficult?
stop blaming players, blame devs.
i'm using perks in a game. i think it's busted. i think it's dumb. but devs breed it and create it. it's not a player's fault for using perks, it's a dev's for making them when they've had many opportunities NOT to.
if i were going out of my way to BM or act toxic in endgame chat, that's a different story. then you can shame a player, because that's on a player's behavior, but that's not what I'm doing. simply using boil over in a swf is not bullying, it's just abusing awful perk design.