Kebek
Kebek
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2119708#Comment_2119708
Good luck getting Sluzzy to agree to an interview.
I think he has a lot of opinions to share, he already interviews himself occasionally so he might agree for someone else to do it for once.
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I'm patiently waiting for Sluzzy or Orion interview.
If those happen they'll both be quite legendary in my opinion. This is such a cool series, I really like to read through these.
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Any kind of suiciding that has negative effect on your teammtes is really dick move to do.
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They can't progress their objective, you can just let them go and pressure someone else. Or you can eat the DS if you have time for it.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2117496#Comment_2117496
I didn't have time to hop in a locker because he had tinkerer and I was in the shack and didn't have any sight out of the killer shack. He came up to me then moried me without me seeing him until it was too late, I know how to counter Myers, I'm not dumb, I couldn't do anything because of tinkerer and I didn't have any sight
That sounds like a mistake on your part, not killer beiing too strong or whatever. Either sit right on the pallet so you have time to throw it even with no LOS or even better stay in place where you have LOS and a pallet. Also did you ever try to use your ears ? Myers has probably the loudest breating sound of all killers even with 0 TR, try to listen to it next time so you don't get ambushed.
You're literally complaining about someting that was completely your own fault if you just played safer none of that would happen even with all the counters you didn't use anyway.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2117456#Comment_2117456
Bro, if he snuck up on you with tinkerer when you were healing a survivor in the killer shack. You would expect to hear a terror radius because he is teir 3 you cant blame that on me for "healing out of place" or being a "potato"
I can as if you don't know builds that are tailored around those addons, you obvioulsy don't know how to play against myers. He has a lot of builds and knowing them is large part of countering myers. For example if you're already in shack and he wants to mori you, all you need to do is just hop in a locker half a meter next to you and you can't be moried anymore. Don't rely on TR especially vs instadowning killers who love to use perks that hide it.
Once you learn how myers works and which builds he uses, these things become far more obvious to you. You don't know any of that so it seems OP to you when it's not at all.
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Michael's addons are the most unique and well designed in the enitre DBD fitting to a character as iconic as shape, most of them creating completely new playstyles that no other killer's addons can even dream of. They should definetly NOT get nerfed or completely changed rather most of the bad/mediocre ones buffed and purple tombstone moderately nerfed but otherwise they're perfect.
Besides all of them have more than enough counterplay if you know how they work. Your team and you just can't afford to be potatoes and expect that you'll be handed the counterplay without thinking or knowing his addons at all.
Just improving your general awarness makes it so that you won't ever be moried or instadowned out of nowhere. If you do someting dumb like healing out of position etc, he'll punish you for it.
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I think it's fine even after the buff. The only thing that would be nice if they changed is removing collision for survivors affected by BT.
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Hmm it's true but basically all killers will catch 1 survivor eventually, pallets or not. You can still use LOS blockers and gaining distance vs him. Windows can counter him pretty hard if you vault them with right timing and good angle. Or a really good structure to be near impossible to get hit with knifes if you get a good map.
I think right now his knifes are fine, strong in some loops weak in others. Just give him the 1 ricochet knife addon baseline + buff his main event to be more threatening and that's all he needs. He'll have some unique mechanics, potencial to be good when played really well + some decent counterplay left.
The buffs did well for him and he's no longer extremely weak, I'd say he's pretty decent if you play him well.
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Deathslinger is competitive even vs SWF death squads if he's mastered. Not as strong as killers like spirit or nurse but very high up there as well just like hag and huntress or blight.
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That a very good idea imo. Also adding ricochet baseline would give him so much more personality, I hope they do that as well.
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I wonder if there even are any, didn't see single mori since their nerfs in all of my survivor games.
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*Insert another of my complains about lucky break not getting reworked to permanently remove pools of blood*
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It's QoL change and a bloody good one at that, not one to stop people from hook suiciding. It slows it down a little bit which can only help while preventing accidental suicides completely.
I don't know where you pulled the idea it was made to stop hook suicides.
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You'll be metioned in a developer stream as the highest props guy if you have the most of them. Last stream like that happened like 3 maybe 4 years ago.
It's basically does nothing at all.
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I kind of like this new patch. New corn maps are great, struggle mechanics are finally reworked also amazing, the annoying stuff that surviovrs like to complain about like Freddy or Iri heads were weakened, a lot of pretty decent perk reworks and mainly OoO rework which was amazing (the best part is that devs asked us if we wanted this kind of change and they delivered it perfectly).
Ofc there's somd unreasonable dumb #########. It's DBD after all but the positive changes far outweight the negative ones imo, especially since it's PTB and the dumb ######### is very likely to be changed unlike the good changes.
I consider this patch a win so far, if McLean considered this new stuff hype then I have to agree with him as it's pretty good changes.
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I for one enjoy facing spirit. Stridor is pretty annoying but I'd take spirit any day over hag or trapper, those I far more annoying to play against for me.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2106724#Comment_2106724
Even if all these affects were seperate perks, it would be the most powerful build in the game. Being able to freely run without leaving signs for the killer to follow would be meta.
Not having blood, which can be seen in grass just fine, would be a must with the other two.
Not making any noise being the cherry on top. You would undetectable unless you run up to the killer.
As for IW, it has been bugged for years now. It's supposed to surpress only grunts of pain. Not breathing like it does now. BHVR is just to lazy or doesn't care to fix it. You are not supposed to be completely silent.
Having three perks break every way the killer can track would be detrimental to the game. Some limit needs to be made. That's why the one perk that surpresses pools of blood gives you only one health state.
Hmm well I don't agree but I respect your view on this.
Personally I wouldn't mind at all if new completely new meta of 4 stealth perks emerged as it would be completely new way to frustrate killers (and me as one of them) compared to the nearly 5 years of 4 second chance perks meta.
I would warmly welcome our new stealth perk overlords if that were to become the new popular thing.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2106663#Comment_2106663
IW is fair because there are other ways to track. The current buffed Lucky Break has a time limit because its so strong. Keeping track of a survivor becomes keeping LoS on that survivor. Thats why the 90s limit.
In a world where IW does exist. A permanent perk that removes blood with no downsides is making a survivor near untrackable. Scratchmarks still exist but there are perks to make you walk faster and run without scratchmarks for set amount of time.
Now, if you were to say no blood for a set time (seconds) after being hit, I could be in favor of it. But not a permanent one.
You can hold your tongue but you can't stop your guts from falling out.
To be fair, a lot of outdoor maps already obscure pools of blood a lot if there's enough grass, blood tracking is most effective on indoor maps with bright floor to see the blood properly.
You need to use 3 stealth perks to be able to get to the point of having almost no visible/hearable tracking, that's as good as full build at that point. If you use that many perks, it's supposed to be good at what it focues on. Besides new lucky break is so strong because it packs all of those effects into single one time use (possibly 2) perk.
If you see that survivor lacks blood, sound and sometimes scratch marks, you know he doesn't have other strong perks, no DH, no BT, no DS.
Most killers begin to focus on tracking blood if they can't see scratch marks and even if all of that lacks you can very often be in position where it doesn't matter as you have LOS on the survivor or you can predict their movement.
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He's so much better and feel great to play. Viable ? I don't know yet, probably not but he has potencial now if someone becomes really good with him. No good survivor players on PTB all games are really casual for me.
I still would like to see changes to main event to make it really strong and then I'd say he's perfect.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2106602#Comment_2106602
No blood is so ######### strong. I cannot imagine a perk like that being permanent.
Iron will does the same and it's a fair perk. There are many ways to track survivors, blood is only one of them. And if you're using 4 perks to get all of the effect together, well you're sacrificing all of your perks to make stealth/juking build work insted of Dead hard, DSes, BTs etc.
I truly belive it would be fine. We can use more perks that support stealth and aren't overpowered but just good.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2106602#Comment_2106602
Would that really make it good though? If it wasn't good enough for people to run when it was a limited time how would making it permanent be good enough for people to start using it?
Sure its technically better but not by s huge margin to consider even synergizing with something else much less use on its own.
Man, it's the only chance at a perk that removes blood pools forever. We're never getting another perk that would potencial to permanently remove blood pools, lucky break is the only hope for effect like that.
I can guarantee that if it was changed like I suggested, it would become one of my most used perks. I really want perk that removes blood pools which isn't no mither.
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Make it permanently remove pools of blood.
It's a perk that was designed to hide blood pools, it should stay that way and be the best at it.
Give the new effect of no scratch marks after hit to another perk that is already flavored around them like lightweight.
I really hope there's still a chance to make lucky break permanent no blood pools perk, I really really want it to be that.
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I already play like this sometimes when I use MM with both iris. They're so much fun.
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@Nullclines said:
https://forum.deadbydaylight.com/en/discussion/comment/2105893#Comment_2105893
Is it not an bit of an improvement to solo queue because you can see how many totems your teammates have cleansed?
It is but not a baseline one which are the ones we need.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2105858#Comment_2105858
Oh. Camping removes any chasing of that survivor. Chasing is as much as a killer objective as killing survivors is. Just as finishing generators is as much as an objective as opening the exitgate is.
"Geez man, you really think instadowns bypass killer's objetive ? Have you ever heard of hilbilly, one of the first killers to exist and have instadown basekit which is intended chase mechanic ?"
I mean, if we look at the game, they down survivors in 1 hit instead of 2. If they were left slugged, survivors need to heal 2 healthstates instead of just 1. Instadowns in the game is what started the "second chance" perks. So yes, if we're going to be technical about it that keys bypass objectives, then so do instadowns. Keys require you to sacrifice teammates. That is essentially sacrificing the escape objective of one survivor to finish the one of another.
"I would understand at least a little bit the comparison to tombstones or DH which both have very effective counters unlike keys"
Keys dont have effective counters. So Hoarders, Franklins, tunneling a keyholder to get rid of it ASAP all do not count as effective counters, when the effective counter of Devour is to find the totem before the killer gains the instadown ability and is capable of defending his totem while also defending any nearby gens? Or how tombstone can only be avoided by constantly hiding behind obstacles and hope the killer isnt smart enough to stop trying to stalk you and go for your teammates instead? I've had tombstone games with 3 stacks of PWYF and my t3 99'd before survivors were able to finish 3 gens, essentially getting me a 4k with no counters left in the game. Keys have more effective counters than DH and Tombstone.
And no, I am more like a devil's advocate where I like to put people who either think this game is a tournament level game or people who only care about the killer side in their place. I play both sides, have high winrates on both sides and could have even higher rates if I started playing sweaty. I simply do not care if I lose. People claiming *X thing that killer has is balanced but survivors having something comparable to X thing is not because in the 0.1% of all the games, there is nothing I can do as the killers I like to play* I just like to shut down. Same on the opposite side. Like survivors saying BT is too weak because killers have access to counting. But you're not one of those people. I am just attacking your logic. Doesnt mean I think keys are balanced, it just means that the argument of "survivors cannot have this" is BS.
And as for your first example: "Camping one of them giving others much easier time to do gens" only applies if there is comms or Kindred. Remove comms or Kindred, and suddenly, survivors will one by one investigate why their teammate is not being saved. Giving an easy kill as killer, and a much, MUCH easier time in hunting down the remaining survivors as gen speeds are nearly halved.
You've put a lot of effort into this and I'd normally continue discussing this with rebuttals to your points but from reading it all it'd just lead nowhere, we both view fundementals of DBD too differently to ever find any common ground we could agree on.
I'll end this with just saying that you're free to view things the way you do but I can not agree with them at all.
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With the change to small game, it seems like devs don't want to give any help to solos at least for now.
I doubt we'll see any good baseline changes for solo que for a long time.
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@Minato_26YF said:
https://forum.deadbydaylight.com/en/discussion/comment/2105820#Comment_2105820
I play survivor and when I get bad teammates I could care less if I die however there are many people who bring keys the prevent this from happening
In return Survivor is happy however killer isn't
So lets remove keys
Survivors now are more unhappy and killer's are happier than ever!
See what I'm getting at now?
We will never be able to keep both sides of the game happy
However as a Michael Myers main myself I would much rather have 1 survivor escape with hatch then all of them :|
And whenever I see a survivor who is trying and the other's threw the game for some challenges I give him hatch in the end and we both come out happy in the end so my point is survivors should at least get a chance to escape if their teammates don't cooperate to finish the objective.
However all of them escaping from hatch isn't. That's why I'm proposing my nerf to keys.
Well survivors should be happy already, mori nerfs killed them off completely so they get full match experience every time, killers don't as keys are still extremely overpowered when used correctly.
I want both keys and mories to be equally useful and changing hatch conditions so that keys can't bypass gens is the only way they both become equally strong from my pov.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2105775#Comment_2105775
With that same logic, killers who camp should be teleported to the opposite side of the map as they are bypassing their main objective.
Sure, it might be inefficient bypassing if survivors know they are camping(which is only the case in SWF with comms or if someone brings Kindred), and act on that to rush a gen. But not everyone you face is SWF, not everyone you face runs Kindred. Camping allows killers to bypass their objective.
Or Judiths Tombstone, or Devour Hope, or Noed, or Haunted Grounds. Or any instadown in the game.
Guess that double standard of yours doesnt matter, because killers are poor helpless babies that need all the help they can get to kill more than 1 meanie survivor.
Where exactly did you get your information that killer is bypassing their objective of KILLING survivors by camping one of them giving others much easier time to do gens ? Old mories that let you kill before reacing final hook state were bypassing killers objective as do keys now, camping has nothing to do with that.
Geez man, you really think instadowns bypass killer's objetive ? Have you ever heard of hilbilly, one of the first killers to exist and have instadown basekit which is intended chase mechanic ?
I would understand at least a little bit the comparison to tombstones or DH which both have very effective counters unlike keys but man, you're one unreasonable individual that I'm afraid to even continue discussing this with you. You remind me of Sluzzy with those ideas of yours.
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@Minato_26YF said:
https://forum.deadbydaylight.com/en/discussion/comment/2105775#Comment_2105775
I'm fine with that however there are many circumstances i have come across where all my teammates are getting hooked left and right and the killer leaves one person slugged to get the 4k and if I had a key in that instance it wouldn't do anything because as you would want it spawn after all gens are done which isn't fair for the one survivor who actually does good and loses because of their teammates and a greedy killer.
Greedy killer ? Aren't you the one greedy for free key escape killer can't prevent before even all of your teammates die so you didn't outlive them yet.
I get your frustration with bad teammates but there's no way key escape in tha scenario is healthy or fair towards the killer.
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Or the best very simple change to let hatch spawn after 5 gens or with 1 person left alive.
No ? Too healthy as it doesn't let survivor bypass their main objective. Ok
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They don't need to change keys at all, they're fine. The conditions that allow hatch to spawn are the problem, it should spawn after all gens are done or when there's only 1 survivor alive.
But if they weren't able to open hatch, I'd like them to be full aura item. Green key reveals 4 survivors, purple 4 survivors and yourself to them, pink killer.
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@HectorBrando said:
Certain things should be shadow nerfed to avoid making the game unplayable for a week.
Or for two months when mories got nerfed and there were keys in almost all games. And they're still not nerfed, actually devs somehow managed to increase odds of finding them in chests.
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The more the merrier. Welcome
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2102188#Comment_2102188
I’d agree with a totem counter base kit, but NOT the ability to detect totems. No. That would be a massive nerf to Hexes, making them entirely pointless.
Yeah I wrote that a bit too fast and worded it poorly. In my responces to orion I've clarified that totem counter would be more than enough.
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I doubt it, he'll still be pretty strong and very easy to play. I wouldn't celebrate just yet if I were you, especially if you had trouble facing him before, you'll still struggle a lot.
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I would like to see this scratch marks effect given to lightweight rather then to lucky break which is supposed to be centered around pools of blood.
Just make lucky break permanently remove blood pools, that's the best change perk designed around blood pools can get.
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Lucky break was always perk that was supposed to be focused around blood pool and imo it should stay like that.
I don't get why we can't get pernament removal of blood pools for lucky break and give the new no scratch marks for X duration to perks like lightweight that fit that flavor much more.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2102213#Comment_2102213
They can tell each other how many totems they cleansed, but unless it's a 4-man SWF, they don't know how many totems are left because they don't know how many the solo survivors cleansed. If they can, it's because the solo survivors aren't cleansing the totems, and that's just a solo survivor problem, plain and simple.
But the disparity between solo players and SWF comes from the massive differences in power of 4 man SWF vs 4 man solo players. The much requested solo buffs are supposed to change the the huge power difference between the survivors at their strongest (4 mans SWF) and survivors at their weakest (4 random solo players).
There is a lot of in between ofc but that doesn't mean we should ignore how much weaker 4 solos are compared to full SWF. And since you can't nerf 4 man SWF in any healthy way, the best option is to bring the weakest of survivors much closer to their level, huge part of that is information sharing they can do.
I don't want to give solos full aura reading on everyone but things like totem counter imo fit perfectly to lessen the gap while not breaking the immersion and uniqueness of solo survivor experince.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2102196#Comment_2102196
Which part of Small Game does SWF have via comms?
Totem counter. Whenever a totem is cleansed they can tell each other about it so they know how many totems were cleansed and how many are left. If they really want, they can also share where each totem was cleansed but the totem counter alone would help solos a lot.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2102188#Comment_2102188
Does SWF have Small Game by default?
It doesn't have to be all of it, just anything to help solos that SWF already can share with coms.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102126#Comment_2102126
Note: it is reduced by 5 degrees. That's narrower, not shorter. It gets more accurate as Totems are cleansed.
But why not make that perk baseline feature. You don't want to buff overall solo survivor experience ?
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You get extremely punished if you miss your power and now also when you hit it. What a good design idea.
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@Exerlin said:
I do not like the Lucky Break change. I was hoping to see it become more like a simple, permanent to your character like Iron Will is. Or, at the very least, changed so that the perk refreshes whenever you're fully healed. 70 seconds of no scratch marks or blood trails is just too gimmicky and is easily countered by not tunneling down that one survivor.
I nominate you to become a developer for a day and make this change happen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2101574#Comment_2101574
Idk, there are almost no maps with so few LOS blockers that this wouldn't be useful, and there are some maps where this would make a killer's life basically impossible when coupled with IW and Q&Q. Like imagine playing on Lery's and the injured person leaves no blood or scratches, they don't moan while injured, and they can vault without a loud noise notification. The second you kick a pallet they're gone, and especially on the first chase when you haven't figured out their build yet. That's strong to the point where I think 90 seconds of this perk is borderline OP, so I think they'll end up reducing the timer more before it goes live.
Honestly, I don't know. Devs were always extremely afraid of making good scratch marks perks and suddently they decided to rework LB (a blood pools perk) into one when they have like 4 other scratch mark perks that are terrible or very underwhelming.
Bad or medicore killers will be obliterated by this perk but I don't care about that, I want to know how good killers who excel at tracking will do vs this. I don't think it will be as problematic as some assume ( half of the time scratch marks don't even work ) besides on indoor maps where it will be extremely strong, no debate.
Man, I just want a perk that removes blood pools, why do they need to rework it into scratch marks perk. Just give LB infinite duration to remove pools of blood and give this new effect to lightweight.
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@FatallyIconic said:
https://forum.deadbydaylight.com/en/discussion/comment/2101711#Comment_2101711
I understand what you mean. However, no matter what you do, you are always going to be partially tredding on the toes of other perks. If lucky break removes blood pools permanently, that essentially takes away the only worthwhile factor of No Mither. I know No Mither is a memey perk, but people have used that perk purely for no blood effect it gives.
Ehh I can't agree. Main effect of No mither is to pick yourself up infinitely from downed. The no blood part is there to reduce the free tracking permanent self applied injured state gives to killer. You don't drop pools of blood while healthy so if you get hit with NM on it's the same as getting hit healthy and chase end instantly so you woldn't even get chase to drop pools of blood.
It is usefull part of NM but it's not the main focus unlike with Lucky break who's sole existence revolved around blood pools. I just so wanted a perk that removes pools of blood forever like IW does for sound. Now that's never going to happen as devs won't make such a big adjustments unless there's a huge outcry for it.
I feel like it's pointless to even try to change their mind with feedback at this point but I won't give up. I've made it my personal mission to give feedback ( or as I like to call it complain ) about Lucky break forever until it gets permanet ability to remove pools of blood.
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I wonder if it just pasively activates always after unhooking. It seems much stronger now so I would like to see additional change that removes collision while affected by BT so it's not used for body blocking so much now that the only counter was removed.
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@FatallyIconic said:
I can't believe people think this new Lucky break change isn't strong.
Lucky break's timer pauses anytime you heal yourself. It's only active when injured. This means it's going to allow you to escape chases after being hit (you get a speed boost after being hit remember), and then you can heal up quickly and pause the timer. Rinse and repeat. So it synergises very well with builds that are based around healing yourself very quickly.
Iron will, Lucky break, Inner strength and a Decent medkit (i have hundreds). It's going to be strong. You could also disappear into lockers with quick and quiet too, as you will have no blood or scratch marks leading up to it.
It will also counter tunnelling. Get unhooked, run away, jump into a locker and use inner strength.
In the hands of survivors who are competent in chases, it's going to be strong.
I'm not saying it's weak, I'm saying I don't like the direction they chose for the perk. LB is supposed to be centered around blood and making it infinite would make it good perk that revolves around blood pools only.
Perks like distortion or lightweight could have used the no scratch marks for X duration so much more then Lucky break.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2101399#Comment_2101399
With IW and no scratch marks you have a decent chance of losing the killer at the first safe pallet you drop, even if they're a decent player. You should easily get two uses out of it provided you're running a med kit, and three should be very much possible. Even if it just leads to one chase escape per match, though, that's a massive amount of wasted time for the killer. That's just one person, though. Four good survivors running this could be pretty devastating.
Currently to pull off something like this you need to run perks like IW, Poised, Dark Sense, and maybe Q&Q and just hope for some good luck with gen completions. Being able to get a much stronger effect with just IW and Lucky Break is crazy
It will be very situational, on some maps with a lot of LOS blockers it might be too good on others with none, useless.
I don't like it, they should have made distortion work like this, not lucky break.