Krazzik
Krazzik
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That seems pretty cool, might be a bit too strong though, epecially paired with We'll Make It. Also may just encourage the killer to camp and tunnel so they don't have to deal with the no scratch marks for 60 seconds bit.
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Sorry Power Struggle but I'm with Myers on this one.
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Yeah I prefer Distressing, Caulrophobia, Unnerving Presense and usually Sloppy. Works on most killers but Doctor and Wesker are the best. Some survivors though still hit the skill checks every time and make the build useless.
Could even put Thana in there but still too risky on most killers.
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3189853#Comment_3189853
Fully upgraded Self Care takes 45 seconds.
Cleansing a totem takes 14 seconds and Inner Healing takes 8 seconds of locker time. 22 seconds - leaving 23 seconds to locate and get to a totem, hope you aren’t interrupted, and then locate and get to a locker without the killer seeing you. Anything longer and you’d already be healed with Self Care.
It’s a choice with trade offs on both perks. Gamble on the totem-locker hunt panning out quickly enough and only needing to heal 1-2 times tops or sacrifice, at most, 23 seconds for a guaranteed heal that doesn’t run out.
I personally value the flexibility Self Care gives over CoH or Inner Healing. 23 ‘wasted’ seconds not doing gens is really not the end of the world nor the match. We’re not robots.
If you're already injured and you're looking for a totem to use Inner Healing that's generally not a good way to use the perk and is very inefficient. The strength of the perk lies in the fact that you can do a totem early and then when you're injured you can very quickly heal in a locker.
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To be fair even if they nerfed Self-care down to 5% a large amount of people would still run it :p
And you'd still have people chiming in with "But it's so flexible and underrated"
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I've heard that in some regions DBD is much more slower-paced. Stealth is meta for survivors and the killer is spending a lot more time looking for survs. In a slower-paced game Self-Care does make a lot more sense.
Over here the meta is generally one person getting chased while 3 people bang out gens as fast as possible, Self-Care doesn't really work in that kinda meta.
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To be fair a giant frog killer that can grab survivors with his tongue and keep them in his mouth for a certain duration wouldn't be -too- crazy.
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The recent archive challenge explains part of it but it's still just a pretty popular perk in general, so many survivors just hate being injured and want a consistant way of healing up.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189431#Comment_3189431
I just wish they were direct with us about it.
I mean they've been pretty open about wanting a higher kill rate. When the average kill rate was already a little above 50% they still said they weren't happy with it and wanted it higher.
The biggest issue is that they still haven't added the solo queue buffs so the survival rate for solo players is always gonna be a fair bit lower.
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True, that awful challenge likely skewed the numbers quite a bit. Why they made that challenge in the first place I don't know :p
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@Laluzi said:
The fact that it's still #1 used when it's so blatantly horrible and empirically worse than Inner Strengh or Circle of Healing should tell them everything they need to know about why nerfing it was never the right play in the first place.
At this point, Self Care is pure noob bait.
Agreed, though what's frightening is as killer I frequently find good loopers, like really good loopers who run self-care. It's not only being used by newbies but often by people with thousands of hours in the game.
And yes they still use it without Botany and against Sloppy.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189413#Comment_3189413
Game stops being scary after 2 hours. The only scary thing about this game right now is how obnoxious playing solo q is.
It doesn't really matter what we think though. BHVR wants killers to have a high kill rate, and survivors to have a low survival rate, and that's what they're balancing around. They don't want 2k/2e to be the norm.
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BHVR has outright stated they don't want a 'balanced' kill/survial rate of 50%. They want killers to be the power role, they want killers to be actually scary to go against, so it makes sense they want the stats to be in the killer's favour.
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You don't. You simply cannot unhook against a camping Bubba who is even half-decent at the game.
Now I could argue that it's the survivors fault for getting two people in basement against Bubba, especially on the easiest map in the game to avoid going down near basement, but yeah everyone agrees Bubba needs changes because he can simply ignore an entire game mechanic and guarentee a kill whenever he feels like it.
Just make it so he loses chainsaw charges when near the hook.
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An odd thread to necro but Iron Will needed a nerf and I stand by that. That said it didn't need to be double-nerfed, just pick one.
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@sonata93 said:
I think Lithe is superior because you have way more control over it. Don't get me wrong, you see really seasoned survivors who are able to 99% their exhaustion meter, but most of the time you see people walking around the map to save it, which, in my opinion, is just annoying and slows progress down. Lithe is far more efficient and reliable at gaining distance during chase (when you need it most). Overcome is also pretty good and underrated.
(Best to worst): Lithe - Overcome - SB - BL - Smash Hit
It's hard to place DH. When it works and its timed well, it still remains the best exhaustion perk. However, I think it's too unreliable and hard to use for newer survivors.
Until you use Lithe and end up on The Game where there's only 2 windows in the whole map :p
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@Shaped said:
Knife is my favorite weapon, I don't mind.
Avatar checks out.
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I mean if you were cornered by Wesker or Trickster in real life I think you'd be pretty scared.
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Most people actually prefer it having a requirement of 3 protection hits but with the 'endurance' effect being unique and not really an endurance effect at all.
Even at only two protection hits, the usual restrictions of losing MoM if you ever did anything actually useful made it terrible.
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I mean they can't give him a gun.
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I guess if she hits you from a distance before even starting chase then yeah you'd get barely any chase points. Not really much that can be done about that without revamping the medal/point system (which is sorely needed anyhow to be fair)
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Dead Hard is still strong, yeah, and there are still some situations where using Dead Hard gives the killer no way of playing around it, but at the very least it's a lot healthier than old Dead Hard. If it's usage rates get even close to what old DH had then maybe we can talk about nerfing it again but I've got no real issue with it at the moment.
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I mean I'll take it, it -is- a decent little buff but it's still outright worse than it was, and it's still annoying they felt the need to nerf an already underpowered perk. Yes I know it was a 'fix' but it's still a big nerf to a low-tier perk.
I mean Wiretap has a stronger effect and is easier to get.
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Most of the community is in favour of making blink attacks special attacks to help make up for the fact that Nurse is the strongest killer and doesn't need access to expose perks, but the usual suspects on the forums will come in and try to argue how Nurse is perfectly fine and doesn't need any nerfs.
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It's significantly more healthy for the game than old DH, but is still a really strong perk when used well. Don't have much of a problem with it myself, though you can't really claim it's as strong as it used to be because it blatently is weaker.
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Still remember when I had a game on Hawkins and I couldn't find the last two survivors for ages. Heard a noise notifiction upstairs and it turns out the Meg has bodyblocked the Ash in the little room with the chest and was pointing at him repeatedly. I hooked the Meg and hit her on the hook while the Ash spam-unhooked and let her die.
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Calm Spirit is a downright nerf than just not running a perk at all. It's effects just aren't strong enough to warrant slowing certain things, because against 95% of killers silencing screams, chests and totems doesn't really help you.
Against Doctor and against Infectious Fright are like the only times Calm Spirit is good, and it was better at that before the 'buff'.
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@Dustin said:
Distortion is actually so good now that you can actually get tokens on it - It's genuinely won me many games because I've been able to figure out exactly what perks the killer has. I've been running it since it got buffed and it's almost a mandatory perk for me now. If the killer has no aura reading perks and no tokens get used that's still info for me on what perks the killer has and it tells me what I can and can't do so I don't give extra info to killer.
True, people forget that Distortion still gives you info even if the killer has no aura reading since you'd have no way of knowing that otherwise.
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They don't want to give out iri shards, they wanna give out filler charms no-one wants.
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Having even a single crow on your head definitely needs to cause a survivor to lose collision, it's a no brainer. Personally I think they need to revamp the whole crow mechanic anyhow.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3183246#Comment_3183246
I liked Adam's. Fits with the rest of the PJ outfits
It's just so plain and uninspired, it's clear they don't really care about Adam, probably because only 2 people play him but still.
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Yun Jin had the only good outfit in that whole set, the others were all hideous, especially Adam's, like there was zero effort put into it at all.
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Legion is universally considered awful to play against and good Nurses are just pointless to even try against if you're not a top-level 4 man SWF. Aside from those and camping Bubba I think most killers are fine.
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I mean it certainly doesn't help that Freddy is one of the weakest killers in the game. Sadako and Trapper levels of bad.
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I mean I love Carlos but at the end of the day he's dying.
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Bill always has Unbreakable, David always has Dead Hard, Laurie always has Decisive Strike, Mikaela always has Circle of Healing, Meg always has Sprint Burst, Claudette always has Self Care, Dwight always has Prove Thyself. Simple.
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And DOOM and GTA cause school shootings right? Geez I thought this thought process was proven wrong decades ago.
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Corrupt is only really good on Trapper and Hag maaaybe Legion and Plague too if they play a certain way. So often I see killers bring it though and get an early down which defeats the point of bringing it.
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A meaningful amount of BP?! No way.
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@AVoiceOfReason said:
I've read a lot from people and what I've gathered, almost anything a survivor has to do their objective or even HEAL themselves isn't fair and needs nerfed but all the killer gen regression perks that people LOVE to stack are fine and tunneling plus camping is also fine as long as the killers are winning. I guarantee that barely any of these people play survivor without being able to heal or do gens. It's obnoxious. Toolboxes, medkits and perks are fine. You know most of the time it's 100% Bloodpoints for Survivors? No one wants to deal with that role any more. Finally, I'm getting sick of people using the streamers as valid reasons to nerf things. Dude has done 100 win streaks with almost every killer at "high mmr" but gets rolled once and makes a video on how to nerf a perk xD
They nerfed the best gen regression perks though. Gen slowdown as a whole is a good deal worse than it used to be. Also they added a FREE ten second BT with 10% haste basekit to all survivor unhooks.
Please stop spreading misinformation.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3175122#Comment_3175122
Yes. Whether some people like it or not, hook states are a team resource. If a surv is at zero hooks while one or more of their team is dead, the killer was either a hardcore tunneler, or that surv played like a selfish ass. Which actually leads to a 4K more often than not, because having your whole team alive is a much better predictor of your own escape than you not having been hooked.
If you've not been hooked and your team is out there getting downed, go draw some aggro.
Plus you're shortchanging yourself on emblems and BP by avoiding killer interactions, so not even great if you're just looking out for yourself.
Sometimes all three of my teammates are alternating chases and unhooks all game. Someone has to do gens and me having 0 hooks while all of them are on death hook doesn't mean I played badly.
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That sounds like a bug because as you said it ONLY activates when all the gens are completed, NOT when the hatch is shut.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3174520#Comment_3174520
However, they did over nerf him i have to admit. There were a few times where WEsker should have grabbed me and went right through me because of the hitbox
Well yeah everyone agrees they overnerfed him.
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He -did- need a nerf from the ptb though since his hitbox was blatently too large. It wasn't unessecary.
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Technically you can play against Deadlock by just grouping up and doing one gen at a time.
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Certainly sounds like the actual coders and the rest of the BHVR team have pretty dire communication between each other. How you don't realise such a huge bug in over a year I don't know.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170691#Comment_3170691
I honestly dont get the old dh hate compared to the new DH,getting hit by the new one is way more frustrating in my experience. (I play Huntress and PH/Oni a fair bit and I hate the new one way more)
Literally no one agrees with you.
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The rule sets are neccesary though for any killer that isn't Nurse to see play.
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Adding vault speed seems fair. I wouldn't wanna increase the run-speed boost as that could be problematic but it does need something more.
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Either you did a conspicuous action or it was endgame.
Even if the perk is lit up that doesn't mean you have the endurance, it just means you have the Iron will effect and the Distortion efffect.