Harold_Shipman
Harold_Shipman
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- Harold_Shipman
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Comments
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2769912#Comment_2769912
If the survivors have popped 5 gens and you are getting downs only with NOED, it is literally giving you a kill you didn't deserve and wouldn't have secured otherwise.
Bullshit. Nothing says '5 Gens Is The Cutoff To Kill Survivors' except Survivors. This is a flat-out like pushed by scrubs angry they genrushed and died to NoED. Try something not factually false.
You're bad and NOED is the developers way of saying "there there, here's a consolation prize for participating" Its basically the equivalent of the thanks for participating trophy you get when you don't win any real prizes.
Again; made-up lies. The Killer has not lost, or 'almost lost' or 'basically lost' because 5 gens popped. Again; this is a factual lie invented by bad Survivors mad they died to NoED. Try again.
If you have given survivors time to cleanse totems AND do 5 gens, you've failed even harder.
And if they still have not cleansed totems and did 5 gens and I NoED them? They failed harder than I did. Try again. But this time; try to use facts.
Oh wait; there are no facts that promote this 'NoED is OP' tripe Survivors gurgle at each other until the echo chamber makes them think they're right. That's WHY they word-vomit lies non-stop and invent rules like 'If 5 gens popped...!'.
Sorry; you're wrong. Factually wrong. I know it stings, but take this time to learn from your lies and falsehoods.
I love how triggered you're getting over forum posts, desperately trying to argue that you aren't terrible because the only kills you get are with a crutch perk :)
For the record, I never said it's OP. I said it gives bad killers kills they don't deserve. Such as you, it seems.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2769456#Comment_2769456
TF is a 'pity Kill'?
Oh right; as per Survivor Rulebook: Any kill after 5 gens pop is not allowed. The Killer has lost, and any perks against this rule are OP and reward the Killer for losing with kills. Survivors shall henceforth call them 'pity kills' in order to shame Killers into doing what we want so we can win easier.
🤮
Edit: typos
If the survivors have popped 5 gens and you are getting downs only with NOED, it is literally giving you a kill you didn't deserve and wouldn't have secured otherwise. You're bad and NOED is the developers way of saying "there there, here's a consolation prize for participating" Its basically the equivalent of the thanks for participating trophy you get when you don't win any real prizes.
@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2769823#Comment_2769823
Only if Survivors play like potatoes. And don't clear totems beforehand. And don't have second chance perks. And don't find and cleanse it within 30 seconds of popping. And don't just leave instead of trying to save their 1 friend you caught.
But sure; 'ultra easy mode' 🙄
If you have given survivors time to cleanse totems AND do 5 gens, you've failed even harder. So you're saying the counter play to NOED is to hope the killer sucks especially hard? And doesn't have Pentimento, of course.
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worst map in the game. gameplay and appearance. Its basically an FFXIV boss arena, without the boss.
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They would probably nerf her chase music tbh, I dont wanna have to listen to midi file chase music
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Reworking of larger/survivor sided maps. Accompany this with some changes to some of the killer sided maps (I can think of much fewer of these, but surely they exist) and maybe some changes to indoor maps to make finding generators slightly easier (such as the lights above doors on lery's(?))
The rest would be individual killer changes for weaker/clunkier killers and nerfing the pig
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@Taingaran said:
Unnerving Presence needs a direct buff. The 10% increase in Skill Check chance is too small. Also, this perk does not work on Great Skill Check.
And so, I would tie the skills you wrote to a fixed 40 metres.
unnerving presence should work like old ruin in terror radius but less oppressive (for example, hitting a good skill check pauses progression briefly rather than actively regressing)
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I like the concept of it interacting with his power but yeah, wraith has enough going against him. Maybe if it knocked him out of stealth immediately without the stun, so didnt impact his chase power much but still had a unique interaction
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@CleanseThis said:
https://forum.deadbydaylight.com/en/discussion/comment/2769456#Comment_2769456
"pity kills"? That's skill according to Patrick.
100k BP says he plays basement bubba
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They are both terrible, but for different reasons. One gives bad killers pity kills, rewards bad play and is basically fundamentally flawed in terms of design.
The other is just too powerful in terms of numbers (the numbers being either the speed, the range or the amount of uses/times it can be relit)
COH could be a great perk with some tweaks. NOED needs redesigning from the ground up
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literally the only time i get any value from flashbang, please dont change :(
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2760883#Comment_2760883
lmao that is true but on both sides
Nah, survivor nerf threads tend to be aimed at specific killers rather than perks, with a couple of notable exceptions
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@foxsansbox said:
He puts Hex Ruin up at S. In no way shape or form can I agree with this tier. It goes down in 20 seconds my last 8 games. I actually changed it out as a result.
I would agree that ruin, as a hex perk, is a bit of a gamble and far too inconsistent to be S. Everything else I would agree with though.
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why have you come to the forums seeking validation?
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He is absolutely horrid to play and now his 1v1 is mediocre at best, he has nothing going for him at all. I used to main him, ive played him twice since the nerf, once immediately after to see if it was as bad as it seemed (It was) and again today to see if I was remembering how bad he was correctly and it wasn't just post patch hyperbole (I was).
He was always relatively weak in my eyes (his 1v1 was great sure but his low movement speed meant just gen rushing him was pretty much a guaranteed win for a coordinated group). Now he is even weaker and horrible to play to boot.
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give trapper an incredibly posh british voice and make him say lines such as "tally-ho chaps!"
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@Exorcist said:
I think something wrong, if 3 from 4 surv have Dead hard, not it's no OP never...
3 of those 4 survivors also have selfcarfe, are you suggesting selfcare is OP?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765607#Comment_2765607
Ohhhh damn now that’s cool. It’s still a good perk that give you a ton of options. I love seeing the trap explode when a killer kicks it. I always try to record using my favorite perk
That ghostface must have felt a bit of a fool aha. yeah I love it, its great fun, but every time i put it on, its ruin or pain resonance and no gens are even kicked, sad times :(
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if they don't want to play, they don't want to play. If they're playing a game they aren't having fun with because they feel compelled to do so, surely they should just go to work instead?
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because its hilarious to pair with brutal strength and throw a tombstone piece on myers and watch them try to blind you a pallet; their final, fatal mistake.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/306307/can-we-just-buff-flashbangs
Buff blast mine too. Make it so if your working with someone else on a gen, blast mine activates faster
Blast mines main problem is that kicking gens is only ever done by killers running pop, and there are so many alternatives now that i rarely see it these days. Give the ability to blastmine fallen pallets, breakable walls and lockers pls
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@MrPeanutbutter said:
Because of CoH meta makes M1 killers not viable
surely then I should be running into plagues, billy, ghost face and myers all the time too? But nope, just bubba, time and time again
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@GoodBoyKaru said:
For the next names, I do not have access to any Japanese characters, and the Roamised version of the name is not available.
[JAPANESE TEXT] - "Is SBMM really working if grades are so different?"
It's important to note that grade is not an indicator of skill, nor of the player's SBMM. All it means is that they've played a lot this month. In terms of MMR, "The MMR system itself, the ratings, is absolutely working well. We've gathered tons and tons of data, and it's very good at predicting match outcomes. The problem- and I'm admitting there is a problem- lies more with the matchmaking system itself, and a situation where it puts players into a game it already knows it has lost."
Matchmaking is always a battle between speed and fairness. You can make matches completely fair and balanced, but it would take hours to find games. You can find matches within seconds, but at the cost of a lot of fairness. The system at the moment has an issue where it prioritises speed a bit too much, particularly with "backfilling" (where a player leaves the lobby, or can't enter). Speed here is massively prioritised and anyone is thrown in whenever possible. This is particularly an issue with killer players- new killer players being dragged into lobbies with people far above their skill level. This is something very specific they're looking into fixing, right now.
[JAPANESE TEXT] - "Do you plan to give Killers more BP for facing SWF?"
There's nothing currently planned, despite internal conversations. It's more likely it's better to look at it from a view of 'how do we properly compensate and deal with this', through solo buffs then killer buffs, instead of just bloodpoint rewards. The idea is to close the Solo/SWF gap so it's not something you need a reward for.
[JAPANESE TEXT] - "Are there any plans for the "Thumbs Up" feature?"
The whole 'give props', or endoursement system, has been discussed and is on the potential for being changed/made more important, but there's no current plans for this
[JAPANESE NAME] - "Has a perk ever been scrapped for being too weak, powerful, funny, etc."
Truth is, most of the crazy perk ideas die really, really early in the design process. If a perk is too weak, or too strong, the designers will poke holes in the ideas until they work. When a perk reaches the prototyping stage, it's very rare that it gets scrapped then, and instead it's tweaked.
The main perk designers do a really good job- they have good ideas right out of the gate which are fairly well balanced (except let's not talk about COH) so there aren't really any stories of perks being scrapped anymore.
There was once a buff to self-care though, which was jokingly called "Selfish Care", that made it to the PTB. The self-heal speed was upped to 75%, but you could also heal others at 75%. It's literally what Circle of Healing will be, except without the limitations of a Boon.
[JAPANESE NAME] - "Do you plan to add an Exposed add-on to The Nurse?"
There are no plans for this just yet. Maybe in the future, but no not now. Nurse probably doesn't need it, anyway (but if someone writes a very well-composed, 5 page essay on here explaining why she needs some, then Patrick might be convinced).
[JAPANESE NAME] - "Do you plan to increase the 1mil BP cap?"
This has been talked about a lot recently. Talks have focused around what value the cap has at the moment, and while they used to be dead set on keeping the cap firmly in place, they're definitely a lot more open to discussion now. So no plans yet but they're talking.
@EviLivE [RU] - "Are there any plans to buff Killers that struggle against SWF?"
Not really- they generally try to avoid balance changes to individual killers based on their performance against SWF or solos. The reason for this is because a killer perfectly balanced for SWF tends to be completely OP against solos, and vice versa.
@hunnybe4r - "Shirtless Felix when?"
Sigh.
@standemic [RU] - "Will the EGC be reworked somehow?"
The EGC exists to prevent a stalement and force the game to end under normal circumstances. It forces one side to make a play and make a decision, where previously they would hold still and do nothing. It exists only to make the game end, and that's all; and for that purpose, it does great.
If you want survivors to be against the clock, the option always exists to open the gates yourself.
closing messages:
Circle of Healing nerf!
New Grade Rewards!
Bloodrush ends tomorrow!
Lunar New Year event!
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And also, for @Huge_Bush, here's the obligatory animal picture. This time, it's donkeys.
https://us.v-cdn.net/6030815/uploads/LGBQR5H6XZ2M/image.png
(They are Felix and Viejo cuddling. I stole them from Reddit.)
donkeys are my fav <3
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/305967/ohtofu-on-mmr
As a survivor with over 1000 hours in the game I've gone against killers with under 100.
As a killer with over 1000 hours in the game I've gone against survivors with 20 hours.
What?
The complaining about MMR is not arbitrary, or random.
I have over 1000 hours in the game and im still #########, my friend has about 200 and is far better. Play time != skill
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im getting lord tony vibes
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COH didnt need nerfing, it needed changing.
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as much as this was probably needed, it does feel a bit like "oh look, survivors are using a perk other than DS DH BT UB IW, lets nerf it"
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2760660#Comment_2760660
I hate when people say that perks shouldn't be buffed because they'd be nasty on Nurse, if that logic was applied to survivors then so many meta perks would be nerfed. I'm not specifically calling you out here, but I wish more people would just embrace the imbalance of the game.
youre right, its marketed as an asymmetric multiplayer game, its literally imbalanced by its very definition, but we all know money talks and a business will have to do whatever sells which is why i think it wont get a look in sadly.
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dragons grip really need some love but I feel it wont get a buff because it would be disgusting on nurse if it had a short cooldown
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@Tr1nity said:
I know no one who does it with good intentions.
I will often do it to drop my item as a show of respect but admittedly Im not going to wait the whole 2 minutes
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we already got "HRGH.... HYAAAAH" and "HYEEERRGH" what more do we want?
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If the killers have no grab validation, then they can just tank their own connection and grab people before they even appear on the survivors screen.
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You can usually tell if a killer has NOED long before end game, because most likely, they will suck. If you're going against a killer who is really pushing you, they will never have NOED unless its some kind of end game meme build.
Getting free kills because of a perk despite being terrible is the very definition of rewarding bad play. the other perks you mentioned don't single handedly get you free kills/escapes.
Long story short, if you run NOED, youre probably bad at the game and nobody wants to lose to somebody whos worse than them.
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bubba chainsaw go brum brum
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I have a theory, Twins excel at camping and slugging and are generally just horrible to play against, so they are just making them as unviable as possible so nobody plays them because they cant outright remove them altogether.
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I suck at dbd too. Wanna be friends?
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@ActualPainedFrog said:
Have you tried being dead?
i thought about it but then i would be hard anyway once rigamortis kicked in so im wondering whats the point of the perk
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hes the only killer who comes
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The best Deathslinger build is Huntress
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Give a killer perk that inverts the effects of boon totems and watch the madness ensue
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@Dilif69 said:
what is her age?🤨
Well, I've just seen in her lore that she went to university so I guess not as young as a thought (I also misread only child as only a child).
Welp, shes still been dismembered, so theres that I guess
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@Dilif69 said:
what is her age?🤨
Not sure, but she has a school uniform so
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Considering she is a dismembered child, no, not buff. Huge nerf (unless your'e Freddy).
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As a bad survivor, I can confirm that I cannot use Dead Hard effectively. So no, Bad survivors do not use it to cover for mistakes. Bad Survivors use it and die immediately after slamming into a tree.
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channel your inner Daredevil
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Ruin was nerfed because it was unfairly punishing against newer survivors and literally carried games, not because of its overall use rate.
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@StarLost said:
For me, it's a toss up between Plague and Demogorgon.
- Both are strong, but not broken.
- Both have depth and counterplay.
- Both can be powerful if played well.
- Both have excellent addons that can completely alter the way they play without making them a meme.
Artist comes close in terms of her kit, but her addons let her down.
Myers has the opposite problem. Great (mostly) addons, but an outdated kit.
Agree with demo, very versatile but not overbearing in any area. Could maybe do with a tweaking of numbers to make a bit stronger on loops but otherwise I think he's great.
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keep in mind you can buy him with shards which you earn in-game as well as with real money
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As strong as she is, the most problematic thing is her synergy with certain perks, particularly insta down and aura reveal perks. Making her blink attack not count as a basic attack would go along way toward countering this, and also allow said perks to be buffed for other killers, as right now many perks are held back because if they buffed them they would make nurse even stronger.
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Dead Hard shouldn't be able to dodge traps and certain powers, agreed. I think this change would be fair without buffing it elsewhere tbh. Considering the biggest problem most people have with DH is using it for distance, i think too many people would lose their ######### if you increased the distance further.
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He's just not worth playing tbh.
I hate the new ADS, sure, but much to my surprise, it was the terror radius change that has made him useless. Survivors can just hold W as soon as they hear it and with your limited range and slow movement speed, by the time you catch up to them gens be flying.