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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648592#Comment_1648592

    Let’s be real. Have you ever seen a complaint that called out the “Live Balancing Team”? Cause I haven’t. It’s always directed at the Devs and it makes sense at the same time why it’s directed at them. They’re a whole, they’re 1 company, a Team. In real life when someone complains about a store or a restaurant etc. they direct the entire company or the building, not certain sections or departments. Everything else I agree with. The game is getting stale at the moment.

    The Clown comment has forever put the balance team in the "Yeah, uhh, can we get someone else?" category for me.

  • I have so many things I want to change on DbD's maps :,(.

    I've wanted this so badly for so long.

  • @CaptainCastle said:

    Remember back before they went independent (when everyone said they'd be less predatory because they weren't under anyone's thumb, then held lore/challenges until they could monetize it and added a store) and they had weekly dev streams?

    That was fun. Almo dropping by to derail/ignore threads isn't comparable.

    I'd forgotten we'd hoped that the predation would change. Little did we know of BHVR's intents...


    Oh, and to the OP, I rarely get the opportunity to get flashlight saves, so it was my first time trying to blind a killer with the new flashlights, and it sucked. It's so not intuitive.

  • logic and realism, which is showing up less and less in this game.

    It's one of the best things about this game. Seeing a Trapper step in his own trap completely changes how you think about the player behind the killer.

  • @BigTimeGamer said:

    Game is okay in that its annoying for both sides

    Hawkins has 2 actual loops, rest you just drop the pallet and run

    Midwich is just omegabad

    against a scratched mirror Myers, every pallet is a loop. Actually, every obstacle that's vaguely circle is a loop. I seriously don't understand how people die to tier one Myers on that map.

    Midwich is so bad, it's The Map That Must Not Be Named.

  • Yeah, like it would have been nice if there were arrows on the floor pointing to all open doors and no arrows toward closed ones. That would have been nice, but the devs decided to make the map unfun in that aspect instead :/

  • @IshinSolarc said:

    No need to nerf him, he has no gen pressure and no omnipresence in maps.

    Yes, he can end loops quicker than other killers, but he lacks in everything else since he takes a long time to get powerful throughout the match. A good counterplay is pre-dropping pallets while he's on the other side. If you ask me, I also feel safe looping doctors, just need to bait the static shock and then I'm good to go.

    yeah, you shouldn't feel safe when looping any killer. Case in point why Doctor should receive changes but not a nerf.

  • @IshinSolarc said:

    Use Mori, easiest way to get that challenge done, hook everyone 1 time and kill them on the floor, you still get iridescent in devotion.

    huh, really?

    This challenge SUCKS if you don't and tend to not use slow down perks.

  • Hope still hasn't been changed to last permanently since EGC was introduced. This change is just waiting to happen imo. The issue with Hope being abused because trials could last indefinitely has been removed.

  • Predator makes tracking harder. The scratch marks from being visible to being not visible because grass (which should logically show scratch marks BETTER) exists.

    Edit: it's like a mini-No Mither for killers.

  • While I don't agree with the rest of your post (eg. that's Wraith's whole deal), I share your sentiments on Doctor (not about a "nerf" per se, but just how his ability functions in game).

    What I don't like about Doctor:

    1. Sounds as opposed to before. I hate everything that has to do with sound when it comes to him now, but I quite enjoyed (in terms of the experience) everything before when it came to his sound.
    2. His power is now just to waste survivors' time and prevent them from doing actions, both in chase and (to some extent) out.

    This is coming from someone who chose Doctor as the first killer this player ever used and who used him as a main for a long time. I have not touched him since the changes the devs made to him, and I don't enjoy my survivor games against him.

  • The devs didn't solve anything with the Nurse and Hillbilly nerfs other than making them less fun to play as (and therefore less popular), so the devs are actively working on the "survivors don't see them that often, so they won't complain" idea.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645498#Comment_1645498

    Alright, I missed the mutually part. Still: I imply nothing regarding that with the statement I made. My only point was you saying "by design it is a gen stealth perk" which is simply your impression or maybe wish. You want it to be a stealth perk because you use it like that. And I only disagreed with that perk definition.

    My opinion is, that I rather take the regression than the notification. This is a scenario for early to midgame as well, when you sit together on gens. Because unless the killer is already busy, the gen will not get fixed. We don't know about numbers yet, but I guess while repairing with 2 survivors, this will hardly take the gen longer than 5 extra seconds when working together on it if you miss a skillcheck. When there is no notification, these 5 seconds are unlikely to have an effect.

    "promoting bad playstyle" is not an argument for me. This is the same argumentation why Selfcare is regarded a bad perk, which is wrong. It is the survivor who decides to play bad or make bad usage of a perk

    I think it is common sense that missing skillchecks is a bad thing. No perk will change that and especially Technician will not cause missed skillchecks because new survivors say "why not?". If at all, it will cause more failed skillchecks because the perk is used to train great skillchecks, which is not a bad thing at all. If you think that, it would be like saying "pls don't train looking backwards while in a chase. you ruin the game for me by running into obstacles, ending chases more quickly than necessary"

    Your scenarios above in your reply to Almo I don't really agree with. This is endgame only and not the only situation where the perk can take effect. And I don't get how the stealth aspect of the perk is related in these endgame situations. If you leave the gen that early to not get found, then you don't even make use of the reduced audio range. I think the stealth aspect is more relevant in situations where the killer is busy with a chase, allowing you to repair it anyway, without him noticing it by audio.

    And pls explain two things in more detail, just in case I misunderstand again:

    • "especially when the killer is headed straight for it" what difference does it make when the killer is coming anyway? The gen is blocked for 3 seconds and normal fails regress it by 10%, you won't finish it anyway after a miss
    • What exactly do you think I miss on stealth? By definition it is either being undetectable or acting/moving cautiously (roughly). I don't know what you mean with passively and what active stealth I apparently ignore

    I will edit this later to respond to the rest, but I don't know why you have an issue with a categorization of Technician as a stealth perk.

    Stealth: going unnoticed or less noticed. Technician: reducing generator explosions and making sounds less noticed.

    If this can't be labeled as a stealth perk, then something is wrong with the world.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645526#Comment_1645526

    But those aren't the only two choices. The third choice is to find another gen to work on for 30s while Dragon's Grip expires (which leaves Dragon's Grip on cd now) and then come back to disable Trail.

    That's only if you're able to, but, yes. If we're talking about a three gen scenario where the killer has Pop, it brings even more exasperation into the mix.

    Regardless of whether you could go search a chest instead and just let the gens regress or whether you could just spin around in circles for 30 seconds because it's Midwich and you have no idea where the other gens are, and it would take you way more than 30 seconds to go find one, it's not a good idea to apply those kinds of Catch-22 choices to generators. Overcharge's design I'm fine with because it gives the survivor one chance to prevent the bad situation from happening. That doesn't exist for the "combo" you mention.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643692#Comment_1643692

    For those who haven’t tried it, Undetectable/oblivious is terrible on Oni because his footsteps are louder than Demo’s and he’s literally a red beacon when zooming.

    true. However, it still can get him within a very close distance if he's not using Undetectable for anything but getting within 20 meters of a survivor.

  • I got three Azarov's in a row recently. I was burning a map offering, but still.

    I also tend to get the Yamaokas in doubles sometimes. That's annoying.

  • I am putting my own thread linked here because it might interest some people who visit this discussion.

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)


  • @AGM said:

    Now a survivor has to make a hard choice: Do I leave the killer with free undetectable or do I tap the generator to stop regression and remove killer's undetectable, but get exposed for 60s?

    I'm sure there are other things that combo as well, like Pop, and Brutal. I'd love to see this become effective!

    yeah, but hard choices aren't great balance design when the survivor has no input on it happening in the first place. If a killer tricks a survivor into being in a bad position and then forcing the survivor to make one of two bad choices, that's awesome! When it's a passive that gets applied to the survivors' only objective that they have to do to escape, that's not awesome.

    So, I'm annoyed that the developers are designing things to be that way. It also is the source of major balance issues down the line (see Pop, DS, etc. which all punish the other side for doing something they have to do. With Pop, it's preventing gens from regressing / doing gens. With DS, it's picking up survivors). Haven't you noticed that these "hard choice[s]" when applied to objectives are the source of a lot of the community's anger and stress right now?

    This intersection of the two perks is 100% a bad thing.

  • The situation sounds like you're describing a missed skill check at some point or an accidental tap of the medkit on another survivor or on yourself before you went down, but I have no idea if either the additional charge add-ons or the first aid kit is bugged.

  • idk what you mean by counter, but you should really do your best to deny as much stalk as possible before he gets there.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644176#Comment_1644176

    I don't imply that stealth is a beginner thing. I don't know where you get that from. That is a strange way of concluding. Why I said that is because they decided to buff the beginner aspect of that perk (as they want it to be a beginner perk) and you said they ruined the stealth aspect of it. Which I don't even think they did, because the stealth aspect is still there, even better than before.

    And it is only your opinion that there should be no beginner perks. There are not many perks like that anyway (Visionary, Deja Vu, Technician and Windows of Opportunity are the only 4 perks I can think of on survivor side), so the meta argumentation for 4 perks out of 75 perks does not really fot for me.

    download.jpg

    ...but that's not what I said. The only thing you appropriately attribute to me is that the devs shouldn't be designing beginner only perks.

    I also feel like you don't understand what mutually exclusive means... I said that stealth is for all players and that includes beginners too.

    Technician is worse because it increases skill check penalty and makes beginner survivors think it's more alright to miss skill checks because it's safer. It also helps to make other survivors more annoyed at you when you miss a skill check on a gen they are working on, especially when the killer is headed straight for it.

    I....I really don't know why you're talking about stealth as if it just means going unnoticed passively. I also don't even pass judgement on the stealth part in my post...

  • @BaldursGate2 said:

    At least there should be no harsher regress with technician.

    yes. this. just this. this is my entire point about technician.

  • collision and auto-aim makes the game tedious. I get hit by pallets from at least a meter away while standing still. The animation sucks me forward to kick the pallet. Additionally, when hatchets or my M1s hit things that they shouldn't hit, I become sad. Furthermore, there are innumerable times where aim-dressing will take my camera for a spin, cut my lunge short, and leave me without a hit.

  • I'm interested in how severe the penalty will be now. In theory, it seems like a good change (is this really the DbD dev team making these decisions?!).

  • @Deadeye said:

    Well, two things. The stealth part is still a thing, they did not say that the reduced sound is being removed. And the regression should REALLY not be a problem unless you go against Unnerving Presence (and even then...).

    Second: you are of course allowed to use the perk however you want, but if you say this is a gen stealth perk, and devs say this is a beginner perk, then Technician is a beginner perk.

    https://forum.deadbydaylight.com/en/discussion/comment/1643335#Comment_1643335

    That teachable thing is not that big of a problem. I just started with a friend and he had the benefit of me and my brother bringing a handful of event cakes, so he needed 5 hours of total gametime to max out his first character and hop on the next character to unlock teachables. So, another 3 hours and he has the next perk on his maxed out character. And every 3 hours he can get the next perk. Or maybe every 5 if we don't count in additional cakes.

    I'm not talking about the reduced sound because that wasn't changed. I have no issue with that, so it's not here.

    Secondly, stealth is not mutually exclusive with beginner even though you heavily imply that it is through "you say...[but] the devs say, [then the devs are right]". I never said anything about it not being a beginner perk, but I did say something about how it would be nice if it could also work for more advance players. Perks shouldn't be solely designed as "beginner perks". That's silly. Limiting the amount of perks that are useful to one side or another is exactly why so many perks aren't considered for the "meta"; their strange restrictions and effects aren't of any use. Furthermore, feeding into the meta is never really a good idea when it comes to balance.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644039#Comment_1644039

    People also fail to understand how good this perk is for experienced survivors as well, because of the more silent repair noises. Most good killers know the exact range of generator noises, and technician really throws them off, unless the killers has surveillance or something like that.

    Most killers hear gen progress and go off of that. Only in niche cases does Technician allow for survivors to repair right nearby the killer. Usually in those cases, however, gen tapping to prevent sounds will work just as well. And regardless, that's not the part of Technician this post is focusing on.

  • @Almo said:

    You underestimate the power of the failed check not alerting the Killer of where you are.

    I actually am a survivor who uses Technician on occasion (which is why I'm invested in this thread :/), and the prevention of the failed skill check notification is always an awesome feeling. Like, really awesome. But that feeling only comes from the fact that it wasn't guaranteed. I had a 50/50 chance of it happening, and I got lucky. Regarding of alerting the killer where you are or not, I've used Technician in scenarios where I or another survivor are the only ones left, and we're both working on generators (I'll touch on other scenarios later), and I must say that I disagree with you.

    Scenario:

    I am a survivor trying to stealthily repair generators. The killer has a 32 meter heartbeat. I do not have Spine Chill (Technician replaced it). Once the killer finds either me or the other survivor left alive, we are done for. My goal is to repair one generator for as long as I think is safe and then slink away to another one, starting repairs on that generator and leave the killer searching around an abandoned generator. Eventually, the repair progress should amount to one whole gen (if gen regression wasn't so significant, this wouldn't take the 20 minutes it does :/).

    1. I fail a skill check during repairs. With the current Technician, I have a 50/50 shot of not alerting the killer and receiving the normal penalty of a failed skill check. Let's say I get lucky, and no notification is made. I've already left the killer at a different gen, but now I've just lost some valuable progress. Technician manages to make that less punishing by allowing me to stay on the generator just a little bit longer before having to move off preemptively (I need as much distance from the killer and my gen as possible). This time, I don't move to a different generator, and the killer (let's say Trapper) leaves because he thinks the generator has been abandoned like the last one.
    2. I return to the gen. Surprisingly, he has Overcharge, and Technician doesn't save me from this one. The Trapper comes back, and I have to make a tense getaway. He kicks the gen again and fails to find me. It regresses while he searches for me. I return and fail the skill check again, but this time, Technician prevents the explosion. I have just wasted a bunch of repair progress, but I am able to continue working for a little longer before I slink off to go complete repairs on a different gen.

    Scenario with new Technician:

    1. I fail a skill check during repairs. No notification is made, but I receive an added penalty to repair progression. I keep working, but the Trapper eventually comes to my generator. He kicks it. He has Overcharge. He leaves.
    2. I return to the gen. I miss the skill check. I get more penalty than I would have otherwise and don't alert the Trapper. However, because there are so few gens left, The Trapper has already seen the previous gen is still sparking and comes back to mine. He kicks the gen, which regresses while he looks for me, and leaves. I fail the skill check again, losing additional progress due to Technician but do not alert the Trapper.

    Scenario without Technician at all:

    1. I fail a skill check. The Trapper comes over. He kicks it with Overcharge and leaves.
    2. I return. I miss the skill check. He comes back and kicks it again, looking for me. It regresses. I come back and miss the skill check again. I dip and am long gone, already starting work on another gen. He returns, knowing that he missed me once and spends extra time looking around that gen, which is time I use to put into another generator.

    In terms of time wasted from least to greatest, it goes Scenarios 1, 3, 2. In terms of danger factor for a survivor who gets off of gens preemptively, it goes 1, 3, 2, where 2 messes with the survivor's senses the most, encouraging the survivor to stay for longer before the killer comes back and try to make up that extra bit that Technician took away.

    I am trying to show three things here: how the prevention of missing a skill check is not being underestimated, how much more time is wasted because of new Technician's penalty, and how new Technician encourages survivor players to be more stupid when it comes to working on gens stealthily.

    With old Technician, I have the benefit of knowing that when I fail a skill check and a notification pops, I have to leave immediately, getting myself away from the killer's destination. When no notification pops, nothing is any different than if I had just stopped repairing the generator for several seconds, and I still have to make an educated guess on when the killer will come over.

    With new Technician, I will be getting an added repair penalty for failing skill checks, and I'll want to stay on gens in intervals longer than I should because I would want to make up for lost time due to my perk. I've neither given myself a reason to move to another generator nor given myself any benefit to staying on it.

    The situation where I don't have Technician seems to be the worst of all three, (and in this case it is), but for situations where a group of survivors is trying desperately to finish a generator as the killer is approaching, new Technician can suddenly become an incredible burden.

    Technician should be reducing the penalty of failed skill checks rather than increasing it, and this would both align with the use of the perk and be useful even in situations where the killer does know where the survivor is already.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643335#Comment_1643335

    When I first played, I had no idea about anything. I picked Feng after reading through many of the perks and thought "Technician, Lithe, and Alert look like the kinds of things I'd want". You're assuming most players check with the community before choosing, and I find that unlikely given we have millions of active players and maybe a few thousand on the forum.

    If you were a new player on the PTB who brought (PTB version) Technician into a match because you didn't know any better, I'm sure you would cause a lot of heartache for the other survivors working on generators with you (i.e. when you're feeling like it's better to fail skill checks with Technician on than off). More frustration and anger at other survivors wasting precious time is not what this game needs. Technician should not have increased generator progression penalty.

  • @KingOfBadRNG said:

    I honestly dont know about this perk it gives you a undetectable status effect until a survivor touches the gen. Also it works like surv which means you gain info if a survivor is on the gen there is no down side to this perk.

    Which I'm kinda scared of like if sombody plays oni with pop, trails, infections fright, and tinkerer.

    true; it's like a one-gen surveillance. I'd forgotten about that implication.

  • @ThGameIsHardButSoAmI said:

    why would oblivious be better? you can see the red stain when you are oblivious.

    And because of the change, if you are working on a gen and see the yellow generator you either: go to that gen to counter the perk- not working on gens/slowdown or you ignore it and the killer is oblivious.

    If Oblivious was applied to survivors instead of Undetectable to killers, then we wouldn't need the gen to turn yellow (see the stream about the perk's design). I'm sure there's a thread here talking about how showing the generator's aura is stupid.

    And then I'm saying, why keep on forcing survivors to rush generators by giving them more and more reasons to stop gens regressing? Additionally, why have you made the perk so that now a Nurse can teleport across the map, kick a generator, and have Undetectable while injuring all the survivors before (and this is on certain maps) the survivors can even reach the generator.

    Design-wise, updates should not continually be adding things to force survivors to drop what they're doing to run across the map and do an action like tap a generator. This isn't Among Us. Once-in-a-while things like the implementation of Devour Hope is fine, but with things that can be repeated innumerably over the course of the match (Trails of Torment), that breeds annoyance and shows how uncreative your capabilities for adding new things are.

    Things like making all pallets require a setting up animation before use would be an action not required to progress the game but would be one beneficial in scenarios that do come up frequently. That's the kind of design we need not whatever the devs are doing to ToT.

    --

    Kind_Lemon 

    An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @BigTimeGamer said:

    The only people who use it are newer players, they are going to get matched with new killers. New killers tend to go to the explosion when they don't know how to properly find people or where they hide, its just good as a change

    New killers also tend to wander around gens just as much as they would target a specific gen that has exploded.

    Anyway, the devs shouldn't be making perks for specific ranks. I'm saying that I would love to use Technician, but the lack of any additional benefit beyond what the perk currently does dissuades me from it, and adding a penalty would push me away from it even more.

    Most failed skill checks happen because the survivor has to let go and start running away from a killer or because the killer has perks equipped to make skill checks more difficult. Both scenarios result in survivors being near the killer anyway, and the 100% explosion reduction doesn't matter because the killer (99% of the time) already knows what close-by gen is being worked on and where the survivor that was working on it went.

    Essentially, the change is an outright nerf to the perk for no good reason.

  • @Acromio said:

    They're not out of touch, they know far too well what happens in their game. Still, that doesn't mean they're going to make changes according to that. To the contrary, I think the last three years have made it pretty clear that if they have to choose, they'll always prioritise the side that buys more cosmetic garbage/wig subscriptions (aka, survivors).

    I would say it's a mixture. From the comments on Clown from the head of balance, I can safely say that the people making design choices often have no experience or idea how specific parts of the game experience feel for the majority of players invested in playing. However, I can also safely say that on the occasions that the devs know exactly what is going on, they choose to prioritize monetization over enjoyment of the gameplay/leveling/etc.

  • @MrLimonka said:

    The new technician will give 100% chances to prevent the gen from exploding, but it makes the penalty for missing a skillcheck bigger.

    It's a perk directed to new players - and now my question is.. why does it have the penalty?

    Perks shouldn't have downsides at all. You're taking one of four perk slots. That's why autodidact is so bad. In my opinion, the new technician should do the opposite - it should not give any penalties for missing skill checks at all. Then it would be a perk at least worth considering.

    I agree about Technician, but some perks should totally have downsides, particularly the Obsession-based ones for survivor. They should not just buff the survivor; they should change how the game is played for survivor without giving overt buffs or nerf. OoO on a stealthy survivor who can't last long in chases is a great example. So is Sole Survivor except that it needs its positive increased to compensate for the requirements. DS would be a great example if it worked like it did before (activated at the start of the match) but made it so that the survivor was instantly put into the second stage when hooked for the first time (make Off the Record the anti-tunnel perk, not DS!)

    Perks in that kind of game-changing category should have both upsides and downsides. Technician is not in that category and should not.

  • @Aven_Fallen said:

    It should not be revealed. They changed it a few months ago, before you would get notified by Special Attacks (e.g. Huntress Hatchets and NOED, you got the notification, but no Instadown), but it got changed.

    which patch was this?

  • The devs made a new Freddy just as loathed as the previous one, completely butchering the one job they had, which was the entire reason (we assume?) the change happened: make him not despised and uninteresting.

    Ya really wonder how they managed to do that given their track record /s

    @ElementDoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635260#Comment_1635260

    The old dream world mechanics were so unique. I wish they had tried buffing him at least once before tossing everything good about his design in the garbage.

    I really wanted to see a version of Freddy where neither the killer nor the survivors could see each other if the survivors were awake. The only clues each side would have to go on would be sounds like generator repairs or the ambient sound of Freddy's claws twitching.

    I also really liked the idea that a survivor could wake up just before Freddy struck a devastating blow and avoid death for the time being.

  • All of it.

    But one thing? Upper management.

  • @Boss said:

    Is it just me or is this map, in comparison to all maps released after it, pretty godamn boring?

    I actually love snow themes in pretty much all games, but idk, i had the map a few times yesterday and i just find it so boring compared to other maps, i can't explain why really.

    Idk, maybe y'all can make sense of my problem with it.

    It is boring, aesthetically bland, has a sky color that's one of midday or late afternoon and not night, has terrible collision on rocks, has a main building that lacks a significant amount in terms of actual gameplay, has a main building that's just ugly, decreases fps, has potential generator spawns that are painfully far apart, is square with no other interesting geometry to map size and layout, forces survivors to loop on the copious maze tiles and rock loops or die in the open because the unique structures on that map are basically worthless (and also have bad collision), and just is terrible overall.

    I was really excited for a snow map, especially after seeing the concept art. Then we got Ormond, and I immediately gave up any hope of anything good.

  • @Todgeweiht said:

    I dont. Why would I? It makes qeues so much better.

    My queue times are virtually instant either way, and I like the feeling of not bullying survivors when I play killer.

    I turn it off.

    Edit: Oh, yeah, and the chat. It was so painful not being able to talk to people after the match when I couldn't figure out how to turn crossplay off. Additionally, I wasn't able to communicate with survivors in the lobby either.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/176744/killer-instinct-on-pyramid-head-should-be-an-aura-and-be-only-available-through-add-ons

    No. PH is absolutely fine at present. People seem to have learned to juke his shots, much the same as they would a Huntress or Deathslinger.

    ....But my post isn't about Punishment of the Damned? And your comment doesn't have anything to do with KI or aura reading?

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636509#Comment_1636509

    KI is hardly reliable information, even on Legion, who it was built for. It doesn't show how far they are, as the , it works off of a pulse system, which can be fooled by the way...

    You are correct about the TR thing, I forgot about that.

    yeah, which is why the KI should be an aura. That's my argument; it should be removed from base-kit and be added as an aura through add-ons.

  • @DaKnight said:

    I am not sure why people are so confused about his nerf.

    In the old days, there were literally 2 killers at red ranks. Nurse, and Billy. Both were strong enough to deal with the abundance of safe vacuum pallets. Over time, the maps were nerfed, and the amount of pallets compared to release is maybe 1/3 of the original amount?

    But meanwhile, even after the (extreme) map nerfs, you still had Billy running around with an instantsaw or crack add-ons when the original and only counter to crack billy was essentially throwing pallets non-stop.

    I'm pretty sure people aren't confused about his nerf. Theories about the ulterior motives behind the nerf are coming out, yes, but it is my understanding that everyone knows the developers just didn't like that Hillbilly was so plain and yet so good. They wanted to be able to make a marketing push by "updating" something (the whole, not the individual parts) that didn't need to be updated.

    i.e. money and novelty play critical roles, but to what extent we are unsure.

  • @ALostPuppy said:

    Man I still miss old Billy way too much. What they did to him was so dumb. That stupid bobblehead animation when revving, his awful posture and the way he moves and that horrendous scream every time he starts to chainsaw. Not even mentioning the first person animations not lining up with the third person ones, and the camera being even worse. The only thing that's better is his chase music, other than that I can't take him seriously at all anymore, he looks like such a joke, and like he's a killer in beta with unfinished animations. It's so bad. Before, Billy chases used to be intense and look great, now they look comical.

    I'm so happy to see that other people also agree that the changes outside of the cooldown were some of the worst parts of the patch. I can't stand the roar, and his entire existence feels like some sort of April Fools' joke. I used to enjoy being scared when going against a Hillbilly, but now I can't have that because I have to start laughing at how idiotic he looks and sounds. And it's not the happy kind of laughter.

    At least for you, you like his chase music. I'm impartial leaning on the side of "why change it?".

    To me, the entire gaming experience feels just out of beta, and that's only from the amount of bugs currently in it without considering the unfathomable design choices.

  • huh. This was a bug that used to happen around six months ago (I think). You just couldn't get out of the basement. Like, ever. You would just keep on going right back.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636442#Comment_1636442

    You could have just rewrote your post, instead of *taking a big gulp of air* to tell everyone 😉

    that's so much work, and I'm not doing that for DbD. A deep breath was what I actually took after I was done ranting, but following your successive comment, I've removed it because it seemed to not serve as intended.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636522#Comment_1636522

    I will say that even at intermediate ranks, survivors seem extremely well versed on how to juke and escape blinks.

    Maybe lowering the duration of fatigue would be a good start. She still seems lethal at the higher end of things.

    She IS deadly at the highest ranks. The devs didn't change that. They only made things worse for more casual players. Lowering fatigue would just make the Nurses at the top that much more oppressive, so I don't think that's the right solution. I'm all for removing the cooldown. The one change I do want to give skilled survivors more tools against skilled Nurses is to take the "husk" functionality from Spirit and make a husk appear of The Nurse at the end of her blink about 1/3 of a second before she actually gets there, and maybe put some cool animation of her raising her weapon menacingly or something.

    That would do so much, because survivors would then be able to know exactly where she's blinking (something The Nurse already knows) slightly before she gets there, giving the survivors a little extra time to try and get out of lunge range if the blink location was off.

    Now, I know I only said "one" change, but there's another change that I really want, something that was changed in the Pig patch because the devs couldn't figure it out then. I don't want The Nurse to have the ability to cut her blinks short by looking at the ground. If The Nurse wants to travel between floors, she has to charge at least the distance between the floors first, and the remaining charge will move her further along that elevation. The ability for The Nurse to blink the way she can now was the chief reason Omega Blink was so powerful (wasn't an issue before), and it gives too much power to top tier Nurses while giving little to nothing to lower end Nurses. If I had to choose one of the two changes, this second change would be the one I'd push for the most.

  • @1nsignia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636351#Comment_1636351

    Yeah the teleporting pisses me off. Oh what's that I'm right behind you let me just lunge, oh the game teleoported me to the other side of the wall. Outplayed.

    here's a bad video (recording software really didn't want to capture the 15 fps I had in game for some reason, and I forgot to include an audio source) of me teleporting near lockers (applicable section ends after I open the escape menu):

    https://youtu.be/UUsdHr2LWGs?t=865

    This was one of the worse moments, but on the whole, it makes the game extremely tedious and often unplayable.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/547304#Comment_547304

    Nvm, just found it, I thought that the music would be a completely different style to the ghostface music and assumed that they were just the same thing, sorry.

    Edit: managed to quote my own post bc I'm an idiot so I'll just tag you, @PyroDude

    You found it, but I thought I'd link it here anyway just because if anyone else comes wandering in from the future want to find it, that future person will be able to find it with ease.

    https://www.youtube.com/watch?v=qf0jWHYzqek


  • Thought I'd add that since the developers seem to currently be going back and altering perk designs from long ago (from a recent Q&A session), Hope should be a top priority because it is a simple change. I am solidly against changes like the ones done to Lightborn, Franklin's, and Knockout because they did not do much at all to affect how players used the perks (made them worse imo), but changes that don't affect the base design I'm all for (i.e. the change to Hope I suggested above).

  • @Tro said:

    Well I'm a good nurse, and I agree with you. She needs to be fixed. She needed a nerf but she was way over nerfed. Now she has one of the lowest kill rates of any killer for both experienced and new players alike. They need to either

    a)remove or lower the cooldown for blink.

    b) Remove fatigue and leave everything else as is.

    c) increase her base speed to 4.2-4.4 like hag/huntress/spirit or

    d) give her 3-4 blinks and leave everything else as is.

    Any ONE of these would put her back at the top or near the top tier without making her as OP as she once was.

    Thought I had responded to you MONTHS ago, but I guess not :/

    I'm in favor of A 100%.

    I know I said in my OP I wouldn't ask for the devs to change her back, but I'm changing my mind. Devs, change her back. I know it won't happen, but I'm saying definitively what would be the best thing to do for the preservation of Nurse's fun factor.

  • Is Territorial still broken? I haven't used it recently, but a fix wasn't mentioned in any of the patch notes. That doesn't mean it wasn't fixed, though.

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