JoeyBob
JoeyBob
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1632231#Comment_1632231
"This happens/ can happen on maps with short loops. That killers will try and force a pallet vault into a hit 50/50. So I'd say yeah pretty regularly. I win these 50/50 but latency is common on console and with crossplay the amount of vpners on na west is gross. It's a free hit."
If they're really forcing that many bloodlusts they should be losing a lot of games unless the randos you're getting are real potatoes. I don't like balancing the game around assuming the players will be potatoes. Balancing like that leads to unbalanced games against actually semi competent players.
"Ok back to corrupt 20 seconds with corrupt is not detrimental even without it. That's exaggerating and assuming everyone is on gens but this is solo queue. To back this up I've had long chases where no gens will pop so this is a huge claim."
Even semi decent survivors they should all be on gens, I don't think this is exaggerating. If we assume they all aren't and balance around that things will be very unbalanced against competent players. Balancing things around assuming the player will be dumb and not use their tools they've been given correctly leads down a bad path. I want the game balanced around good players playing against good players.
"I dont know if you know this but their is a speed glitch take my words with what you will but bloodlust t1 is really fast. Even with s window there always latency and vpn it's so common that windows are pretty weak currently I actually made a thread regarding that."
I haven't experienced any of this myself yet.
"If they add a solid wall there sure it would remove that well its optional but not really feeling but still killing loops instead of reworking them."
Why would a hypothetical wall there instead kill the loops?
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1632216#Comment_1632216
This happens/ can happen on maps with short loops. That killers will try and force a pallet vault into a hit 50/50. So I'd say yeah pretty regularly. I win these 50/50 but latency is common on console and with crossplay the amount of vpners on na west is gross. It's a free hit.
Ok back to corrupt 20 seconds with corrupt is not detrimental even without it. That's exaggerating and assuming everyone is on gens but this is solo queue. To back this up I've had long chases where no gens will pop so this is a huge claim.
I dont know if you know this but their is a speed glitch take my words with what you will but bloodlust t1 is really fast. Even with s window there always latency and vpn it's so common that windows are pretty weak currently I actually made a thread regarding that.
If they add a solid wall there sure it would remove that well its optional but not really feeling but still killing loops instead of reworking them.
So what's the conclusion to you guys' discussion?
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Nice strawman, but my argument isn't based on an ad hominin at all. Here's the part you conveniently left out:
"It created no infinites because the killer could just chase you the opposite direction, blocking you from dropping. Even if this wasn't the case you only gained ground if there was a window with the passive before the drop.
There's a reason more people used dead hard than balanced back then."
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@MadLordJack said:
No, because when it was "good" it created uncounterable infinites and broke the game. And yes, I mean uncounterable, because the killer couldn't just chase you the opposite direction: It's a drop, not an LT tile.
Besides, new BL is a great perk now that it has the muffle effect. I just wish the maps had more drops, that's really the only reason it doesn't work so well.
Wrong, the killer can just go the opposite way. Instead of dropping the killer can go back down, blocking the survivor from using the same loop.
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@Lazerboy88 said:
Thing is all exhaustion perks have a pattern, they do a effect then go on cooldown, BL was a outliner and had the speed boost plus a passive, combining it all in one made gameplay sense and honestly it still is a useful perk on some maps, really all the exhaustion perks are.
Because it's trash without a passive.
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@AetherBytes said:
While on paper balanced landing wasnt that bad, its issue arose from being capable of more than doubling loop times at the least..
Not at the least at all. At the least you'll not be able to get to a drop and it'll do nothing for you. At best it will significantly increase your loop times.
But the same can be said of dead hard. Sometimes you won't be able to get any good use out of it, sometimes it will allow you to get to a vault or pallet and significantly increase your loop times.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1630822#Comment_1630822
Nice uhhh ad hominim. No wait, No True Scotsman. Slippery Slope! I'm just reading off that argument fallacy list at this point lol.
Yeah, that's rather obvious.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1630822#Comment_1630822
nice ad homienem
Lol you don't even know what ad hominem means is all you've shown by saying that.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1630817#Comment_1630817
You must have never played Haddonfield when old BL was a thing...
You must have never played on shelter woods with new or old balanced.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1630817#Comment_1630817
Holy ######### rofl. You have no argument other than calling me new.
Nice strawman.
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@Tactless_Ninja said:
lol no. It made infinites out of any drop.
You're obviously new to the game. It created no infinites because the killer could just chase you the opposite direction, blocking you from dropping. Even if this wasn't the case you only gained ground if there was a window with the passive before the drop.
There's a reason more people used dead hard than balanced back then.
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@The_Krapper said:
https://forum.deadbydaylight.com/discussion/comment/1627135#Comment_1627135
Balanced Landing used to be the best perk when it gave the stagger reduction even while exhausted, @Runiver was right though I'm not sure why a 2018 thread got bumped ?
Sure, it used to be good and fun. Now it's trash and theres less diversity for good exhaustion perks.
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@Runiver said:
Lithe is pretty good to lose killers in a chase.
Iron Will is mandatory for stealth build.
Urban evasion is discutable but could prove useful.
Quick and Quiet can be decently strong.Balanced Landing is super strong in some maps, and will get buffed tomorrow.
Lightweight is decent, nothing super strong tho.Tho the main thing is : being good is the most effective way to lose a killer.
Balanced landing is one of the weaker exhaustion perks, so no.
Urban evasion also isn't that good.
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@EvilJoshy said:
I don't think it's quiet so much as instead of a heartbeat it's music. So it's not as noticeable as it should be.
I think all killers should be like that.
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@Kagato said:
https://forum.deadbydaylight.com/en/discussion/comment/1621600#Comment_1621600
Are they video game pigeons being controlled in a competitive vs game where there's several different options to choose from?
Someone obviously doesn't understand coincidences...
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Could be because you're playing in North Korea.
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Not all perks need to be good.
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Please add this.
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Lol a post salty about all the salty threads.
This post is both ironic and hypocritical.
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Thanks for the info, I didn't know he was broken!
Gonna start using him now.
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Survivors don't tunnel gens.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617145#Comment_1617145
Yes, it actually does. Do you know anything about the Entity at all? It does things because it wants to. It is a supernatural spider god that takes things from different points in time and puts them in its own crazy world. It doesn’t care if things make sense or not. If the Entity wanted everyone to come out with eight heads, no arms, and one small leg, it would do so.
It still has to conform to science.
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@Parallax said:
https://forum.deadbydaylight.com/en/discussion/comment/1617324#Comment_1617324
The gene lights aren't broken, since you see them blinking, they could be connected to the power grid as well.
Not the lights, the generators themselves.
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@Parallax said:
The five generators could be providing enough power to light the other two unfinished generators.
The generators are broken, not just unpowered.
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There's no way to know that.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1617151#Comment_1617151
And the fact that they aren't connected to an electrical grid? Or that it's a lovecraftian monster controlling every little environmental detail and it is literally in the lore that it doesn't get anything right?
The electrical grid can be underground.
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@MadLordJack said:
If this is some lore question, please do remember that nothing in the Entities realm functions as intended. The generators also magically have fuel, in case you have forgotten.
The fuel could be explained though. They could already be filled up before you enter.
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@SnakeSound222 said:
The Entity probably just disables the exit gate switches until all five gens are done.
But that doesn't explain how 5 fixed gens fix the last 2 broken gens by themselves. It would make sense if 5 gens powered the gate and didn't fix the last two gens, but as it is now the 5 gens magically fix the last to gens somehow.
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@Mtom912 said:
Are you asking for a gameplay reason, or a logical reason
Gameplay reason: If you had to finish every single generator, what do you think would happen if a killer just stands in front of one the entire game
Logical reason: It's a game, not real life
You misunderstand. My wquestion is why do the last two gens start working when the gate is powered? I would understand it if the gate was powered and the last 2 gens remained broken (so 5 gens are required to power the gate), but as it is now the last to broken gens are magically fixed by "electricity."
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@Mikeasaurus said:
I mean everyone complained Deathslinger was weak and he needed to be changed, and look where we are. They demand him nerfed. Give it a month. 'NERF Blight!' will come!
Deathslinger is weak. Huntress is better than him in all regards. Nice try changing the narrative though surv main.
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@ZCerebrate said:
So in a quest to try to make the reworked perk even activate in my build for memes it took a colossal effort in games where it's just a bad idea to try to take protection hits against most killers... and 3 of them at that. After about 10 matches, I got it to activate forcibly about twice and organically 0 times.
When you go against insta-down killers like Leatherface, Pinky Finger Clown, Meyers... it's usually an extremely high risk play to leave your generator - run towards your looping injured teammate to try and get rid of bloodlust and get some space for him.
Even if it's a normal M1 killer in that perfect microcosm of Wraiths, Nurses etc... the complete banality of what generates a "Protection Hit" event is completely off. I've stuck myself INBETWEEN the survivor and the killer - both basically touching the red stain while hugging that survivor's butt pixels as the killer struggles to get around me to hit them at the window and finally having to settle for smacking me, and 0 protection events. Other times I get smacked by a hatchet from across the map while someone is working on a totem 5m away and I get the event even though he had NO chance of being hit by that hatchet at all (this is also never consistent).
Even for the archive THE MOST RELIABLE WAY to get protection hits is to just run at the killer who is picking up an ally to let him get free hits (because against any experienced killer that will not result in a struggle out for the carried survivor). This is also how I "forcibly" would get it if I had even 1 protection hit.
The old one might've been a bit too strong against normal M1 killers but without unhooks also counting like "We're gonna live forever" stacks - it's basically a struggle for the entire match just to activate this perk let alone get any use out of it. If unhooks were added I would even be okay with it requiring 4 tokens from those events to be activated once (so you basically only get it once) simply because it's the worst perk in the game at the moment behind "This is not Happening" and "Deja Vu".
Edit:
Current Mettle of Man: After you earn 3 Protection Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.
Mettle of Man will deactivate the next time you are put into the Dying State. Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
Proposed Mettle of Man: After you earn 4 Protection Hit Score or Safe Rescue Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.
Mettle of Man will deactivate the next time you are put into the Dying State. Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
P.S. I am acutely aware that Killers have tons of utterly useless or hard to value perks too but they really need their own threads (Cruel Limits, Monsterous Shrine, Terriotorial Imperative, to a lesser extent Beast of Prey and Insidious)
There's no reason for all perks to be good and usable. Most perks are like current mettle of man in that they aren't really good.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1435332#Comment_1435332
It is..just with an added bug after a couple hits
It's something that was not intended, yet you said it was intended and spread misinformation because you had no clue what you were talking about.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1434979#Comment_1434979
Lol technically they were doing what they said however the bug came up later..no need to be toxic
It wasn't working as intended like you said it was. In other words, you were spreading false information when you didn't actually know the answer.
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By saying the add one work as intended and a dev saying right after they're bugged and not working as intended.
Don't talk about the mechanics of you don't understand them next time.
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@immortalls96 said:
Each re use uses a stack so that's not true off bat. Second yes it appears the addons are working as intended and frankly..if all 4 survivors die to that they kinda deserve it as theres several ways to shut down the sprint and put him on extended cd..plus hes stick swinging the saw and wastes time after getting a down..its way more risky than it looks
This aged like milk.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1408634#Comment_1408634
Thank you for this @Hoodied it explains things very well.
The Devs do know their own game, they know their game very well indeed. And yes, Billy will now require that little bit more skill to effectively manage his power - I personally don't see that as a bad thing at all. He's still going to be very strong and there's still going to be counterplay to him.
Yeah, they sure know their gam! That's why they designed it with survivors having instant fast vaults and shack with two windows and 1 door! It's not like community input made them change these broken mechanics.
/s
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It's okay, before the Billy change the devs said they were perfectly happy where he was at. But balance killers aren't what they want since survivors need an advantage.
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They said they're happy with where Billy is right now yet they're nerfing him a lot. That means to them that killers ideally should be weak and not balanced.
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Sure, but plagues power is a result from her tragedy. Having that skin spewing puke and blood doesn't exactly make sense.
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Does that mean Chucky is going to be taller than survivors when he's addded?
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Yeah, new ruin is trash.
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1402952#Comment_1402952
Bug or hacks that make people receive multiple DC bans for no reason. Tru3 got 72 hour ban instantly on stream and people said it was because of hacks.
You'd think after all these years that the devs would be able to code competently.
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1402941#Comment_1402941
DC penalties aren't active for the moment.
Thats why then. Why were they disabled?
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@hahadrillgobrrr said:
It does work for me. I don't do last second switch though. I saw it in some thread that last second switch can bug the offerings.
Another thing about last second switching. I believe if you do it you can DC without penalty.
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I don't last second switch though.
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They stay dont have this fixed yet?
Incompetence...
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@Peanits said:
Being AFK alone is not bannable. If your dog is whining to go out and you step out and forget to cancel matchmaking, no biggy. We're not going to ban you for that. Accidents happen, emergencies happen, I ain't about to come clean up that mess for you so we'll let it slide.
When it does become a problem is when you do it a lot. Going AFK ruins the game for others. If someone just wants to play the game normally and they keep running into an AFK killer (or even an AFK survivor), that's going to ruin their fun. If someone notices, "Hey, this guy is always AFK when I run into them." and reports you, you would likely get a ban for that. It would start as a temporary ban, but temporary bans eventually escalate into permanent bans.
Short version, it would be ruining the game for people who just want to play normally, so you shouldn't do it excessively.
Keys also ruin the game for others. Ditto with an Erie head huntress with an ebony Mori.
Saying something is bannable because it "ruins the game for others" is a poor justification because there are plenty of actions that aren't bannable and also ruin the game for people.
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Strange how this post got revived.
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Lol, typical surv main.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/163910/ez-swf-game-we-just-had
You're right playing SWF is too easy, especially against a new player.
Maybe play solo?
@SloppyKnockout now this is a bait thread, not my thread where I was just sharing my opinion on the new map.
Typical killer main, saying surv shouldn't be able to play with each other.