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LeFennecFox

LeFennecFox

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LeFennecFox
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  • You're investing 20-24 seconds of two peoples time just to heal one person when people can run medkits and only spend 16 seconds of their own time praying to get value out of a bad perk

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179630#Comment_3179630

    You're totally exaggerating. Autodidact is good.

    Only the first two stacks give you negative healing, and the TOTAL negative healing is -4 seconds-...... That's it. Four seconds is the TOTAL time penalty, and then the 3rd and 4th stack give you bonus healing, and the 5th stack can heal you from injured to full in 2 skill checks.

    Also consider that this works for downed players too. 5 stacks skill check when picking up a downed player in the late game when the Killer tries to slug? You can pick someone up if the Killer leaves a slug for only a few seconds. Four seconds in the early game, which you can afford.... for really fast healing in the mid to late game. And You're not taking into account that It ends up being a net positive healing by end of match, by a lot.

    Sacrificing 4 seconds in early game, to have really fast healing in the mid-late game is powerful. Especially in the latter game when killer has more pressure on team after someone dies. And to get these stacks, you don't have to do anything weird. Just go out of your way to heal people, so essentially you're helping the team by unhooking/healing everyone constantly.

    The only problem is the RNG. Some games you have incredible RNG and you become a healing god. Other games, you don't get much use out of it. But that's high risk high reward RNG. Most of the time, it works well for me in Solo Q.

    Are you forgetting that auto didact requires both survivors to invest their time? There are so many better healing options that don't hinder you & don't waste the time of both survivors. Praying to the rng gods in dbd is not worth it if you want to run a bottom tier perk go queue with a friend to heal because I'm keeping my shift pressed down around you.

  • I mean he was barely playable with his old hitbox & and he still has tons of bugs so people are probably picking him up again.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179235#Comment_3179235

    Autodidact with 5 stacks is very strong. Idk what you're on about. It heals people really really fast.

    You're doing negative healing until you get 3 stacks and even then only 5% bonus progression + skillcheck rng means you're losing time. DBD is a very time sensitive game and the faster you do things the more likely you are to escape. Autodidact is only useful against coulrophobia doctor/wesker.

  • Boring m1 killer for most of the match outside that they're a 9999mph unloopable hatchet that benefit from proxying/slugging

  • Very strong buildings that chain into other buildings/tiles yet teammates simply don't have the brain to loop the buildings before wasting the few pallets. Also guaranteed gen inside laurie's & outside the front with another behind or in the deadzone nearby.

  • Solo queue has always been terrible now that the average killer is actually capable of competing with buffs and dh no longer artificially extends some chases by a lot solo queue has finally fallen apart.

  • My only issues are the new bloodlust it's actually meta to bloodlust tbh instead of letting them make distance to something stronger and extend a chase too much. Killers can now start chase and by the time you reach a loop you're already getting close to bloodlust 2. I think killers losing the old strong gen regression perks almost makes them weaker now that survivors are bringing much stronger toolboxes with only 10 seconds to gens. New meta is gen kicking simulator stacking overcharge/cob/eruption and it's just long drawn out matches while survivors constantly reset in COH and killers try to eventually catch someone out quick and erupt the gens.

  • Brown medkit w/ two heals or yellow medkit w/ 2 heals & speed. Maybe a brown/yellow toolbox with double charge.

  • Realistically it's a team game, but that's not how most players play. Coordinated survivors are insanely strong while uncoordinated are almost weaker than the weakest killers.

  • Boons just need restricted in their number of uses or require x number of actions to get access to use it. This would let them make the other boons more impactful since they can't be spammed as much.

  • @Maxi605 said:

    I wish they didn't removed seeing your own ping in a lobby, i'm tired of getting weird lobbies where i'm forced to play with 100-150ms because there's no availability of servers on SA.

    I really wish SA players would get their own servers because I go against high ping killers from SA a lot once it gets later in the night very annoying.

  • It will be a little rough to get into, but he is certainly viable on controller if you're good enough

  • MMR basically does nothing unless you're literally the very very bottom of mmr and even then it doesn't work right because queue times would be long. Base game mechanics shouldn't be adjusted purely on a magic number that makes no sense.

  • I don't know about swf incentives stuff, but it would be nice to understand who was together you can already sort of guess who a swf is just by viewing friends if they're steam before a match.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177384#Comment_3177384

    Sure.

    Firstly, your post is wrong. Prayer tablet fragment adds 40s to the object infection duration but strips plague's ability to directly infect survivors. The loss of agency for the timing of the infection is the mitigating factor of this addon.

    Haematite seal is the +30s addon that you're thinking of for the other one. It's yellow. The issue with that is that it takes the place of literally any add-on which is better. Fountain pools, infection rates, iri incense. Stuff that helps you do things that's not puking on objects which is the weakest part of her kit. If the plague is doing nothing but walking around refreshing the infection duration on gens, they are not going to win vs. any but the absolute worst of survivors.

    You say they're annoying for "both sides" but obviously the killer won't find them annoying as they are making a decision to use them. And if they're annoying survivors, so what? Everything the killer does annoys survivors, that's the central conceit of a PvP title. Your enemy isn't there to facilitate a fun experience for you, they're a thinking human on the other side of the screen having their own fun.

    Hopefully this helps elaborate why I didn't take your post seriously. Play a few plague games. Use the wiki.

    Her apples are better, but you are seriously misunderstanding plague's true strength. if you play her properly you are playing a strong 3 gen that you keep infected and forcing survivors to play slow until they make a mistake then capitalize on it by dragging them into 3 gen. Now survivors are forced to cleanse to have any chance of a save. You can be even meaner and just straight up camp with your power and force people to burn through stages on hook

  • @Maxi605 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176512#Comment_3176512

    I don't see it as dumb, it provides a good discusion and it clears up stuff from all parties that choose to participate.

    https://forum.deadbydaylight.com/en/discussion/comment/3176573#Comment_3176573

    I like your idea for no mither.

    https://forum.deadbydaylight.com/en/discussion/comment/3177015#Comment_3177015

    Can't agree there, if it was terrible people wouldn't run it and you see it a lot.

    I like that the post got traction and people were able to voice their opinions, even if they don't share it with me.

    You see it some still because people generally don't keep up with perk changes there are so many stronger options. 3 stacks adds up to 5.7s to a gen and 4 stacks adds 22.5s, but when do you actually get 4 stacks besides maybe on legion/plague for a few seconds. There are too many healing options for it to have any impact.

  • @BradQuackson said:

    https://us.v-cdn.net/6030815/uploads/NCL1X7LTWC07/deadbydaylight-win64-shipping-njayre6fop.jpg

    https://forum.deadbydaylight.com/en/discussion/comment/3176511#Comment_3176511

    I sincerely feel people take slowdown perks and just go, okay, these are the best, especially on top tier killers.

    People genuinely do not understand the game at the level that they think they do, fearmonger is genuinely the most broken perk in the game. People don't realize that you are getting the slowdown of people NEEDING to get off of the generator to shake the blindness effect, especially when you hook somebody and they don't know where it is, they are FORCED to get off the generator or risk me (90% of the time knowing what generators are being done) come to hit them with exhaustion. Pairing that with discordance and the current hyperfocus toolbox meta with franklins demise genuinely makes their builds completely useless. If you can get a discordance proc, and down 2 people (or even injure both) the game is over if you position your hooks correctly, thats not even taking my built in infectious freight slowdown (jolt) paired with fear monger make it stupid for survivors to tap the gen or I will down them without their deadhard/lithe etc if I am playing correctly, thats not also counting the time it takes for them to get the item back from franklins if they care that much and force survivors to heal them.

    I'm sorry but if you think this is the strongest build you are right. "People genuinely don't understand the game at the level they think they do"

  • Slowdown will always be better than just "pressure", but you need pressure for slowdown to matter a lot of the time. Unless you're a top tier killer it's very hard to get pressure simply from chase. You need to mind gens heavily, fast quick chases, and slow down the objective inbetween chase situations. The game simply isn't balanced properly so at the extreme end you need to apply tons of pressure by slugging/tunneling/proxying/forcing stages while controlling your 3 gen with slowdown.

  • @Nos37 said:

    And all camp-the-hook-from-a-distance killer powers should be disabled within 48m of a hook because they can remove players from the game too efficiently.

    Hag, Nurse, Billy, Oni, Huntress, Trickster, Spirit... Even Wesker is hardly ever more than 2 Bounds away from a hooked survvior.

    ----

    You want to remove shortcuts?? Let's remove shortcuts...

    The game simply doesn't function without these shortcuts. Even if both sides had tunneling/camping & all gen speed up removed survivor would be way too strong. Blame bad game design maybe after a while they will finally have the game in a state that everything boils down to purely skill but I doubt that will ever happen.

  • Survivor hitbox follows their pelvis/low body so it can make things look very off when slight latency on either end shows up. Your ping has to be kinda high for the ping indicator to show as killer you could have like 80-100ms and I don't think it shows which is enough for issues to pop up.

  • @neb said:

    1. I think it's supposed to be slow. If he pulled his power up quickly he'd just be another pre nerf deathslinger.
    2. I think the cooldown is fine. If there was barely a cooldown, he could travel the map too fast. It's supposed to punish you for missing your power as well.
    3. Agreed. Waiting for it to get fixed.

    @Predated said:

    Well, you do realize that Wesker has as a basekit:

    1. High mobility with his ability, even with the "slow" cooldowns, he still gains distance. Thats a huge benefit
    2. He can instantly carry survivors without having a longer cooldown on his ability, even if these survivors are full health
    3. His ability is quite powerful in loops.

    So really, why does his power need to be better?

    His "mobility" saves only saves a few seconds compared to just running. It's pretty dumb that blight takes 2 seconds less to get 5 rushes back while also having a shorter fatigue and actual map mobility. I don't think they need to directly buff his recharge they should make his tokens work like nurse/bubba where you aren't punished for using only a single bound by having all token progress lost.

  • @White_Owl said:

    From my limited experience with Hyperfocus I think it's actually a bad perk since you'd rarely get more than 1-2 stacks but you have more chances to miss skillchecks, making it way inferior to Stake Out. The problem is when it's comboed with Stake Out and Tollboxes.

    Personally I'd remove the synergies with those two and buff it a bit (like by making it so you don't lose all your tokens for hitting normal skillchecks, but only 2)

    "Rarely", is basically an issue with the player. I've been getting insane value out of the perk without a toolbox simply by being good at hitting skillchecks anyways.

  • @kizuati said:

    He was already so buggy after they changed him from the PTB - his knife is 60 meters long,his window hits are crap and now he just can grab you from space as you're behind obstacles? Yeah this is the least fun Killer to play against for me since the Twins,jesus christ.

    Honestly this sounds like a net/skill issue tbh

  • @kizuati said:

    It should be put down to 25 imo.

    You can already dodge pretty well unless they're kissing you with 30. I would just go back to a "ranged" killer with actual hitboxes like demo/huntress if it was nerfed again

  • I could say the same for survivors. Hyper focus builds, commodious bnp toolboxes, suped up medkits, and generally using strong builds. It's like everyone is playing for money and of course the infamous play killer get god tier survs play solo queue get ai players makes the game very unenjoyable.

  • Literally a meme build just do gens and heal when possible. If you really have an issue with going against this every game run auto didact and his build crumbles.

  • Thana is terrible why nerf it even more

  • Game is in an alright state considering the past few years. Solo queue needs some QOL & hyperfocus is just a badly designed perk lol you don't need a toolbox to crush gens.

  • I thought this was the intended effect of the perk, but I guess not

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166947#Comment_3166947

    It's not like demo can do magic around circular tiles he goes in a straight line as well

    Tell me you don't play Demogorgon without telling me. Demogorgon's short charge time is what makes Shred usable at most round tiles.

    Wesker's Bound isn't even usable at junk tiles, because it charges 230% slower.

    If you don't see how wesker will be strong once his issues are fixed I don't know what to say everyone else can clearly see his A tier potential

    There is no potential, because his Power is unusable at even the most basic loops

    WOW amazing killer can he run a junk tile twice then pulls power and pallet is dropped! Only a player who pretends demo is an amazing killer can be so short sided to not see his strengths. Waste of my time to try communicating with someone who only has one killer on their mind and every other must be garbage.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166901#Comment_3166901

    like shack and some god pallets they simply don't make the window/pallet again

    Is that supposed to be an upside? With Demogorgon, they don't even make the Pallet/Window without getting injured.

    I'm not driding it's calling having some hope they fix his bugs and they are looking at buffing his hitbox

    Buffing his hit-box won't fix the fact his Bound is unusable at any tile if all 4 Survivors don't share the same 1/2 of a brain cell.

    I genuinely don't understand what's so good about Wesker, even if he wasn't bugged, he'd still suck.

    The difference is that demo would have no counterplay to strong pallets being down he has to break them and give them distance while wesker has the option to use his power to make them a lot weaker and deny strong predrops/pre vaults.


    Why do you keep pretending his power is unusable at tiles? It's not like demo can do magic around circular tiles he goes in a straight line as well, but only once. If you don't see how wesker will be strong once his issues are fixed I don't know what to say everyone else can clearly see his A tier potential. Decent zoning anti loop that can counter very strong windows/pallets, some mobility, and a passive slowdown you can't ignore.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166838#Comment_3166838

    Charging it takes 230% longer compared to Shred. It's also way slower, you could probably react to it.

    https://forum.deadbydaylight.com/en/discussion/comment/3166860#Comment_3166860

    Vaulting Windows with Bound is useless because of the insanely long cooldown, same goes for Pallets.

    Why are you riding Wesker so hard?

    His cooldowns are based on # of infected survivors and on strong windows like shack and some god pallets they simply don't make the window/pallet again at shack and are forced to drop pallet if they vault after you. I wasn't even talking about his vaulting mechanic either which is funny you literally just play it like blight at the door where you wait for vault if they have enough time and when they do you go down the side of shack and confirm at window. On PTB his hitbox was so big you simply don't dodge it we'll see if they buff it enough for it to be as consistent.

    His dodge also isn't even that slow demo's is 18.4m/s and wesker's is 14m/s except wesker gets 2.


    Considering I think the killer is in an awful state rn and is barely playable I'm not driding it's calling having some hope they fix his bugs and they are looking at buffing his hitbox.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166739#Comment_3166739

    I definitely wouldn't call it "slow".

    "Clunky and Easy to Dodge" is not an accurate assessment either since its not working properly currently and is going to be fixed.

    Yea once they fix his bugs he will be a stronger demo at a few tiles that matter like shack/long walls while demo will play better still at shorter/round tiles.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166773#Comment_3166773

    Please... Show me a ######### tile where he gets a hit and Demogorgon doesn't.

    Actually, don't. I already know the answer and have known it since Wesker's PTB

    Why you ride demo so hard? Obviously demo can get hits at the same tiles but if someone makes window while your power is held at the door you have to go all the way around wesker can rush down to the window and confirm. You HAVE to be close to the LOS blocker to pull your power at all or you're just running the tile again while wesker has options to gain los faster around these tiles to pull off his 2nd rush.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166779#Comment_3166779

    Oh I'm quite aware of the downsides compared to Blight. I have many many hours on Blight, but he does have some advantages compared to Blight. For one Wesker is much stronger around windows than Blight, Wesker also has built in slow down that Blight does not. His increased terror radius also has some really amazing synergy with specific perks. Is Blight stronger, yes. But Wesker definitely has his own strengths.

    Blight can just confirm at windows where wesker has to zone super heavily or risk missing easily. I can't think of any window that's strong enough blight can't catch you at.

  • @konchok said:

    I'm landing more than 75 percent of the hits that I go for, which is comparable to my Blight hits to be honest.

    I bet you didn't play Blight on the PTB. That was the most frustrated I've been when playing a killer.

    Except blight has massive mobility and 5 rushes with much more distance. Hits that are free on blight would miss on wesker by a mile. Pretty insane he has about the same recharge as blight using 5 rushes with what seems to be longer cooldowns for the most part

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166723#Comment_3166723

    Except using a Bound wherever Shred is possible is impossible.

    Whta makes Shred such a good antiloop tool is because of how fast it is. Bound isn't. It's slow, clunky and easy to dodge

    Shred is good but bound is stronger at certain tiles where demo would have to w key longer to get a chance of a hit. New hitbox though I'd say his power actually terrible for these hits though. PTB you could be late to window where demo would have to continue looping and just rush down shack and hit them after window vault now good luck hitting anything. If they buff his hitbox and fix his bugs he will be pretty damn good at long tiles.

  • COB is honestly better faster gen regression at the start with some info better for holding a 3 gen that survivors are constantly tapping

  • Maybe fix like 2 of weskers issues then nerf his only good addons.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162836#Comment_3162836

    I can guarantee you’re wrong. The devs confirmed a couple of times that only a small fraction of players are at the soft cap.

    That may be true, but who actually makes up the "average" survivor? Think about nurses killrates being so low considering the entire games population yet when do you actually go against nurses that would struggle to 2k? Realistically 60-80% of the games population would be considered "bad". I would think most of the people that are actually active in the community and play multiple times a week would be the rest of that % and a decent bit of them are probably at the soft cap. There are definitely enough soft cap mmr players to throw at least 2-3 of them at you on average as killer. I rarely get complete babies and 75% of the time they can run shack and other tiles optimally, but lack some of the macro.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164827#Comment_3164827

    You can't though, I bring bag, I pre-trap any loops near my gens, I have 3-4 kick perks. They either walk into my traps and I hook them in a heavily trapped area. Or they run away and I put the gen back to 0. You cannot sit there and till me that that takes any skill to do. Something needs to be done about being able to just patrol a 3 gen from the start with 4 regression perks.

    Oh no not traps! One of the weakest m1 killers putting pesky traps you can disarm is just too much to take 😪. You literally can't keep up the gen kicking if people setup a good boon and just come in to work on the gens furthest from each other. Unless they're are two killers in the match idk what you plan to do.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164824#Comment_3164824

    When are you killer mains going to admit that things are bad right now? 15 minute queues? 20? 30? What is it going to take for you to realize that playing survivor isn't fun right now.

    Takes 6 minutes to queue mid day and about a minute or less around night why is this myth of super long queue times perpetuated? The day wesker hit live the queues were nearly instant that entire day.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164815#Comment_3164815

    I know what a 3 gen is, I can literally stand next to 4 gens as trapper from the start and never lose. The game has never been easier for killers, anyone telling you to "adapt" or "don't get 3 gend" is a killer main trying to avoid changes.

    If you can't break 3 against a trapper that's on you. You literally just spread pressure across all his gens and pre leave when he comes if chases you out of 3 gen it's over. The 10 seconds to gens was a fine swap for some of the stronger gen perks being nerfed.

  • @Biscuits said:

    It is killing this game for me faster than anything that has ever existed. If you want to know why so many survivors are giving up, take a look at what perks the killer is using. There is no world a SoloQ team is going to beat a killer with overcharge, eruption, and call of the brine.

    Killers using slowdown to slowdown the objective 🤯 learn what a 3 gen is and save your team some trouble.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164743#Comment_3164743

    So… if you aren’t in a position you can leave the incredibly small range, then get in a locker for a little bit. This isn’t rocket science. Obviously, the situation isn’t always going to be optimal to completely nullify a perk, but it has enough drawbacks you can play around it in most situations. Beating pub lobby players means literally squat. Good players will beat pub lobbies because they are outright better, regardless of side or build.

    You don't need 7k hours on nurse to use starstruck and get free pressure. Braindead perk on her where the "counter play" is to vacate the map and let her proxy a hook/3 gen for free with no counterplay. There is no drawback to running starstruck if you have it on her she instantly becomes much stronger it's a huge crutch.

  • Idk about you but I'm on a 8 game solo queue escape streak atm especially if I get RPD since the map is so strong for survivors. Funny watching weskers get their power cancelled on almost every part of the map.

  • Maybe they could take a hint from VHS and add some anti stalemate mechanic. They have the rift that either side can capture that gives aura reading for a while. To counter stalemates they should spawn a glyph after 1 minute of no chase happening that the killer can use cause the survivors to scream or gives 10 seconds of aura reading that can't be blocked by lockers/perks.

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