KolbyKolbyKolby
KolbyKolbyKolby
About
- Username
- KolbyKolbyKolby
- Joined
- Visits
- 617
- Last Active
Comments
-
The buff to lethal was like one of the only good things that came from the patch what are you even talking about
-
The incentives aren't even going to be good enough. I doubt the roles will ever be at a point where you can reliably get 100% bonus BP, you'll be stuck in the 25% range most the time so they took away the options to reliably earn 100% BP each round and replaced it with maybe 25% and only if you play a role you might not have wanted to play.
-
It's fine, just use WGLF and BBQ to boost your bloodpoint gain! :)
-
@Bwsted said:
Imagine they wanted to do something about the interaction between MS and PR.
Imagine they just made the MS skill checks active for a set amount of time.
No. Let's instead ressurrect another perk combo interaction that they openly wanted wanted to remove in the previous patch.
MindBlown.gif
"Hmm, this pain res+merciless storm interaction is rare, and funny when it happens. Let's address this by gutting mettle of man"
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106714#Comment_3106714
Her attacks though don’t count as special attacks like how spirits doesn’t count
I know but there are many that state they should (much like spirit as well) because they have special scoring events and require the use of the power, similar to Blight. It's a commonly suggested change to help against things that can be oppressive with her power like Starstruck, etc.
-
I think that'd be a good thing. It would become more valuable on killers that need help with slowdown because they don't have great chase powers. However it would be silly if they ever made Nurse blink attacks count as special attacks since her own perk would be useless on her.
-
@Phasmamain said:
This and bringing back DMS PR really makes me question the thought process here
I think the thought process was "We've addressed an issue occurring in some games where survivors were having fun. These situations have been removed to ensure that each match is as miserable as the last."
-
I think it would have been cool as a buff to Calm Spirit if they made it block killer instinct rather than gave it the silent cleansing/opening +more time ""buff"".
-
@Biscuits said:
Hope she is bad and don't 3 gen yourself, it is important that you are able to do gens far enough away from each other that she can't just puke on all 3 and keep you all injured.
Prove thyself is pretty big against thana legion/plague. I have also noticed a lot more people running tool boxes. I actually went against a 4 man SWF running brand new parts last night, first time I have seen that since the old haddonfield.
I've been seeing this too, and while it's annoying, I can't say I blame them because if I play survivor every other game is a thana legion or plague. Like I might not be running slowdown but they just have to come prepared like I am because every other game they play has it.
-
Actually, I'm fairly certain that just like Self Care, it was nerfed for no other reason than to make it worse so that the usage would drop. The only important factor in most of these changes was making them used less often, regardless of reasons they were used in the first place.
-
@Crowman said:
I ran into a P21 survivor who turned out to be a hacker. I would remain skeptical of anyone sporting above P20 right now. I've seen a few P17s who didn't do anything out of the ordinary and likely just hyper main that character.
I know one person in the mid 30s because they're a content creator and have time to dedicate to it so it's not too impossible, but certainly not 100.
-
If you want a really cool comparison look at July this year compared to last
-
I know it sucks to get unhooked, have the rescuer disappear and then being easily found and just rehooked, so I don't do it to other people.
It's really how I play the game, I simply don't play in a way that would be unfun if I were my opponent, and while I still do win more often than not, it usually feels good.
-
Legion is good. I like Spirit but you don't get to hear a lot of it. Ghostface reminds me of Batman movies for some reason so that's cool.
-
That would make more sense if all 4 scourge hooks weren't usually all located in one corner of the map.
-
I Had a Bill use new Dead Hard against me in the shack, and there was like some latency or something because he dabbed from the pallet all the way to the other door and I cracked up so hard I just hard to leave him.
-
I have seen a lot of BNPs on stacked toolboxes in my games, but given every other game I play has Thana, Gift of Pain, and Pentimento it's not hard to understand why people would start working to do as many gens as quicly as possible before they take two minutes.
-
I am admittedly one of the people that just won't play against a Legion if I see Thana. I'll sit on my gen til I'm pulled off and go to the next because I ahve work tomorrow and I'd rather be able to play 4 rounds in an hour instead of just one miserable one.
-
So like Soul Guard but for the healing party? Could be neat
-
It would be one thing if like, bloodpoint gain was based on time spent on a gen rather than progress of the gen, then I wouldn't mind sitting on a gen for that long but it is insulting that I now have to spend 2 minutes on a gen and get the same bloodpoints as if I spent 90? Absurd.
-
How exactly are survivors shaking your camera
-
Two people on a gen without Prove Thyself prior to the patch took 6 seconds longer than 2 people on a gen now with Prove Thyself.
Are you really insisting that 6-7 seconds off a gen (which **still** benefits you since only gen being worked on) is really so drastic that it necessitates multiple gen perks? That simply doesn't sound right. Maybe try utilizing chase perks to end your chases quicker to poush people off gens sooner.
Prove thyself doesn't make survivors able to do gens faster than the base speed, it simply mitigates the penalty of working together, and doesn't even stack with itself.
-
@Marigoria said:
Depends,
If I see someone without any prestige in lobby, I usually check their profile to see playtime.
Yeah, that happens too, someone DC'd and said they weren't gonna play with me because they saw my hours (why load in??) and I'm like I promise even at 6,400 hours I will still occasionally get hit and run into a wall like the newest players, I am not a god 😭
-
I used to use brutal as a comfy perk and now it is completely unnecessary because it's practically built in.
-
@OniWantsYourMacaroni said:
I still use BBQ because it directly gives me a place to go for after getting a hook.
Yup, waiting around is boring. I've been using BBQ, Lethal, Bitter Murmur and Enduring (which was close to what my build was before the patch, swap enduring for corrupt or brutal) and the extra aura reading time is super nice.
-
Is this so unusual? I was winning on pretty much that ratio prior to the patch without using any kind of regression, killer role has never been that hard. This may be less a result of the changes in the patch and more a result of people learning that chase and tracking perks give them wins more effectively than slowdowns.
-
Someone's need for 4 gen perks aside, two long walls facing each other is a little bit gross lol
-
It seems odd to design something for a game that rewards a player in an already decent position.
Like, what if when survivors completed 4 gens, everyone was instantly healed a health state.
Why? Because they completed 4 gens and should be rewarded with something other than being closer to victory.
-
My killer games are faster than they were before, and they were already pretty quick wins.
Survivor feels relatively the same in terms of how people behave, just fewer slowdown perks which is nice.
Don't notice Dead Hard change drastically because good players with Dead Hard knew how to play the game, they were just allowed to be greedy with tiles. Now they make one less use of a pallet before throwing it, that's really the only difference.
-
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3071468#Comment_3071468
"New Players will play against new players."
You have too much faith in the matchmaking. I have ~4k hours and sometimes get matched with or against people with like 100
Same. I have 6,000 hours and I just finished a game that had two survivors with 150~ish hours and 2 survivors with less than 5 hours between the two of them. Thankfully I realized they were new and plated far nicer than anyone probably will because that would have been an atrociously miserable game otherwise.
-
I guess they...finally nerfed swf?? lol though, this is a real silly bug
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3066716#Comment_3066716
not entirely true: if someone is sabo your hook you can directly grab the survivor who performed that action, same if they are working on a gen
That's not the same, you can grab the survivor, but you can't interact with the object (kick gen or hook a survivor). In this thread's instance, the items being interacted with is the downed survivor, so you can't pick them up. It would be more logical if you were able to grab the healing survivor, but healing is an exception to the rule for whatever reason it is.
-
How will it force you to hit the unhooked survivor? Literally just hit the person who unhooked if you're that close. If someone with OTR active comes and gets up in your face then hit them and tunnel them if they want to be chased this isn't that difficult.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3066437#Comment_3066437
That's a very optimistic, and somewhat naive, stance on the matter, but every one is entitled to their own views. It doesn't conform even remotely with my own experience, and judging by the posts here I am far from being alone, but individual experiences can vary, I guess. If this is her case, I really envy you!
Most posts don't echo this because people don't complain when things work in their favor. Why would you expect people to make posts like "Oh man, this Devour totem was in such a great spot and less me kill everyone fairly easy!" when "Man look at this bad totem spawn" gets more comments and interaction.
-
@TheEmeraldTuber said:
https://forum.deadbydaylight.com/en/discussion/comment/3066716#Comment_3066716
But with that logic, shouldn't you also be able to grab the survivor doing the healing? You can grab during sabos and gens, so if you can't hit the downed survivor it should logically transition into a grab. Do you get what I mean or am I not explaining this well?
No you're explaining it well. Healing is the big exception on interruptable survivor actions. It makes more sense that heal teching exists than that you can't interrupt and grab healing survivors.
Though I don't think that would really change much because interrupting is done with m1/attack while picking up is done with space/interact. Survivors would just time it right so that instead of yoinking them off of a survivor you'd just smack them and healing the downed survivor in a gate would in the end yield the same results.
-
Killers cannot perform interactions to an object/survivor if a survivor is interacting with that item, this is an intentional design (healing, saboing, gens) and is not an exploit.
-
For every hex that gets cleansed in the first 20 seconds there's a devour hope tucked behind a rock in a corner where no gens or tiles spawn that never gets found. That's the risk of a Hex, sometimes you might not get to use it, and sometimes it wins the game.
-
Love the constant miasma hanging over some people's heads about how SWF groups are try hard sweaty people burning maps and perks for them and being efficient.
Meanwhile me and my friends go into great lengths of discussions about which male killer would be the best daddy for us with their rippling muscles and packages matching their burly stature (the correct answer is Trapper) and argue about which pop albums are superior to others lol
-
Certain killers cause headaches with their powers, and some just aren't an enjoyable experience. I occasionally get someone using a VPN, or the servers decide to put me in the UK for some reason so I get hit from across the map with an m1. I'm not in it to have a miserable time so if I feel the need I'll just move on to the next.
-
Coming from someone who plays Billy a lot.
He takes a lot of effort and learning to be a decent killer, and can still get completely screwed by maps. You're far more punished than other killers for mistakes, animations don't feel right. Overheating does not happen a lot, but it still lingers there and though you might not see a Billy overheat, they may have attempted far less saws to not do so.
As others have stated, if your intention is to win, it's easier to pick up nurse and learn her, or go for an anti-loop killer that doesn't require the same effort for little payout. Billy requires a lot of effort and when you compare how much effort it takes the payout is less, and many aren't happy with it.
I still love him, and I do fine in my matches, but his accessibility is not fantastic if you haven't already dedicated time to it, new players have no reason to try him out at length.
-
@Izo_Quartz said:
The lack of variety in survivor gameplay. for killer mains, when you start getting bored of a certain killer, you could switch to another killer. But survivors don't get that privilege, beyond teachable perks, survivors are just skins. There should be unique abiilities for different survivors, not strong enough to make a big impact on game balance, but enough strong to give pepole a reason to play one survivor over another outside of just perks and skins.
Also, killers seeing survivor's names/profiles in the lobby, but survivors can't look at the killer's. going purely basen on game balance, there should be no logical reason for a killer to be able to see a survivor's name and profile, it should be enough to just see the survivor's apppearences and items. all it does is open up the oppotunity for killers to target specific people ina toxic way.
Honestly I don't think killers should see survivors at all until the game starts. During the 5 second load in, then show the survivors and what items they have. No playing around survivors or items any more than survivors can play around killers or addons until the game begins. No names until the endgame so recognized people or prejudiced views can allow you to target certain players based on name, etc.
-
My god he's hot. The perfect daddy for Dwight
-
@Maxx_Calin said:
https://forum.deadbydaylight.com/en/discussion/comment/3061965#Comment_3061965
Yes but I'm talking about killers having the ability to stun or blind a survivor without perks on them that do that.
Killers do have this option, it's called "Hooking the survivor" where you can have them stunned from anywhere between 0 and 120 seconds.
-
In my experience, any information in regards to "countering" Nurse rely on the player playing poorly, which is an inherently flawed design.
Nurse because either a killer where it is miserable to face if they are competent, or fun to face if they are bad, and neither of these should really exist. A bad player shouldn't get stomped to the point of no hits in a game, hell that's the entire reason bloodlust exists. Similarly, no killer should have such strength that a full SWF with all 4 members on comms and calling things out effectively is a fair match (though the strength of this entirely is another issue to consider separately from Nurse).
Everything around this killer swings wildly in the directions they go and it just feels to me like the best option would be removing or reworking her entirely.
There's also a consideration on how perks in general could be improved if she didn't have to be considered. On most killers Floods of Rage or I'm All Ears lasting 20 or more seconds wouldn't be a disgusting effect, because they still have to obey the laws of the game. It causes these perks to be middling to the point of usability ONLY on nurse or a small handful of killers. Not having to limit the power of perks because of a single killer would create a greater impact overall.
-
ok
-
Dredge is incredibly fun to play and against. His anti-loop is also one that doesn't feel like it just gives to free hits, but has some really cool mindgame elements to it. Love it all.
-
"We doubled the cap and cut in half your rate at earning bloodpoints!"
-
Maybe we'll get those old 2019 queues, 15 minute waits on killer with streamers getting snipes from their friends and viewers.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3060091#Comment_3060091
32 seconds was awful. i genuinely refused to believe theyd make it take over a minute but here we are.
Yeah, I LOVE self care but I always run it with botany so I'm getting a fairly decent 24 seconds without mangled.
New patch makes this take AS LONG as current self care without botany, and god forbid any healing slowdown is in play. Then to kick me in the nuts a little harder they not only remove botany's efficiency (no 2 heals with a yellow medkit) but made it have PENALTY?? so you can't even heal with a brown medkit if you have botany.
Like alright BHVR, I get you wanted me to run other perks you didn't have to do me so dirty. I literally used these perks in place of exhuastion perks, so my health states were health states I recovered rather than 3rd states through perks and they're like "no, we want you to become what people complain about instead" lmao
-
@Zexbunny said:
They should at least increase bp gains across the board for survivors tbh. Just increase them all by like 30 percent.
So a good skill check would be 75 pts and a great would be 390
This would also make it feel a little better when you get killed super early. Even if you flop super hard as killer you typically will have higher bp than the survivor that did best. Increasing those gains couldn't hurt.