Leonardo1ita
Leonardo1ita
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- Leonardo1ita
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2948193#Comment_2948193
Whilst that is true, I do speak with the knowledge of what is happening internally.
Do you know if Pyramid's flick and Oni's 360° + 180° flick are also considered bugs internally?
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@Valik said:
This would just be Wraith on drugs. This is better for an Iridescent tier addon than a brown 'meme' one.
On the other hand, it should probably be the opposite:
While cloaked, your terror radius is not suppressed and is extended an extra 12 meters.
Or
While Cloaked, survivors outside of 32 meters are subject to your terror radius inverse to your location.
Something kinda confusing about the terror radius that's fun and interesting, and situationally useful other than a straight downgrade.
I think there should be no disadvantage add-ons/meme add-ons, just add-ons that change the power in an interesting way since we have only 20 slots of add-ons.
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@HagathaSimmons said:
What about….
when a survivor is trapped no other survivor can see the aura of the trapped survivor outside 16 m + increased max escape attempts to 9 (up from 6).
survivor still remains uninjured
I disagree, I think traps should not be based on RNG but have a fixed escape time, also that would make the add-on bad for premade groups but a pain for solos.
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@Impalpable said:
@Leonardo1ita I would also like to gather some more opinion of people who play him alot. What would interest you in the possibility of an addon pass?
Doing an add-on pass to Pyramid head would be actually quite easy, he's probably the killer with the worst and redundant add-ons in the game after Hag and Doctor/Wraith/Freddy/Myers. All very rares and ultra rares are almost completely useless, in a normal game you won't ever use iridescent seal of metatron for what you're supposed to use it. You need to use torment to tunnel someone with hook/hit borrowed time/cage/go across the map/ kill, that's the main strat pretty much, so unless a power change that puts him in a healthier position you cannot change add-ons effectively.
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Jolt/surge is supposed to remove progress even from blocked generators (but not pain resonance) from how is has always worked. But it should completely stop the regression of gens.
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Wait @WalterBlack , was this after the bugfix patch or before?
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They're probably aware of most bugs and some are even features, anyway for each bug you have to create a separate thread, possibly with a video showcasing the bug.
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How much was your ping?
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The question is if this is supposed to happen or not, because you are going in the survivor's FOV.
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@ays12151 said:
I'm a Bubba Main and I agree with this post. Carburetor Tunning Guide tremendously decreases Chainsaw Sweep movement speed.
It's should be just 2%, but Cannibal is slower than Survivor. It's bugged since TWINS DLC.
BHVR already fixed successful Chainsaw attack cooldown after 1.5 year, sooo it's good. But we need correct version of Bubba in 100%.
Also Chainsaw Sweep movement speed is kinda slower with Chili addons. It's very easy to notice when you are using double Chili.
Especially during a first Charge Bubba is slower than it should be.
I'm playing Bubba a lot, and in my opinion the movement speed mechanic with Chili addons is bugged. I feel a slowdown with these addons.
I have a theory. In my opinion base kit first Chainsaw Sweep Charge movement speed is bugged. Maybe it's a reason why Carburetor Tunning Guide is so slow during first seconds of Chainsaw Sweep. And interesting thing about Carburetor: When you are using Chainsaw with just 1 Chainsaw Charge, your Chainsaw Sweep movement speed is NORMAL.
Soooo, I think the problem is movement speed mechanic during a first Charge. And maybe while using a Carburetor the slowdown during a first Charge is multiplied (*3), because this addon consume all Charges into one.
Many people noticed this problem, in my opinion Cannibal was "faster" with Chainsaw before TWINS DLC.
I'm a Specialist of Bubba. It's my opinion. Write your opinions Bubba Mains and others players!
You mean even with 1 charge with carburetor tuning guide?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2944783#Comment_2944783
Sure, nobody's forcing you to use them, but they exist in place of an addon that would actually help the killer instead of hinder them. Most killers, or at least more than do, don't have a meme addon, but with or without them, everyone's got the same number of addons. So if you have a meme addon, you have less functional addon variety than you're supposed to. (This goes especially true for Nurse, who has 2 meme addons and 2 more addons that are actively worse than just not running an addon.)
Then you have Plague, who has something styled as a meme addon, but it gives you something interesting and useful in exchange for what you give up. This should be the model for these types of addons, in my opinion, but we've had more recent BP style meme addons from the likes of Sadako and Pinhead that really don't get my hopes up for addon design moving forward.
Completely agree, I love plague's meme add-on! That + hematite seal means that gens wikk stay infected for 110 seconds!
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@keepingitril said:
If you want to make a slightly fun, slightly useful, lower tier, still trappy addon, go something like:
"Fortune Trapper" - When the survivor steps in a trap, applies a random effect, eg. deep wound, normal injury, blindness, other slightly irrelevant status effect, no injury, etc. So a bit of fun, a bit of randomness, a bit of risk. Please nothing that gives BP - it's just not a great game mechanic in perks.
Actually... you could have a whole series of them - one at each level; each level becoming slightly more dangerous than the last. It can automatically fill from around 3-5 addon slots. There's also a basekit / ability concept in there somewhere.
Exactly what you want from Trapper; risk, maybe lots of risk but will it pay off...
I don't like RNG add-ons and powers, I think we should avoid them like plague, a consistent effect is much healthier for the game.
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After 3 years of always using DH I now run with always no exhaustion perks, so I'd have no problems with a test. Also I'd say maybe 1 weekend of no DH is better, because all the other exhaustion perks are balanced imo.
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Numbers can be tweaked, but the idea is that with it now you're really "a beast", and much better in chase but tremendously weaker at hit and run and at stealthing. Maybe you could even remove the Undetectable.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2944764#Comment_2944764
There's nothing wrong with brown meme add-ons that award extra BP.
If you don't want to use it then don't.
The problem is that it's very easy to reach the cap of 8000, and it's not like BBQ or We're gonna life forever that doubles the bloodpoints.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2944534#Comment_2944534
strong survivors are not afraid to play infected the entire match. Its just playing No Mither with zero drawback dead hard. Instant downs are not really that powerful in DBD when it comes to the chase because safe pallets in the game are so potent that that they're better than health states for survivor.
Look at this way, you never face consequences of having -1 health state if you don't get hit. You don't even need to endure the problems of healing with survivor allowing you to complete generators quicker. Plague's ability inherently removes one of two secondary objects for survivor which is healing(The other is totems).
The instant downs are more problematic for hook camping because hooks are in deadzones. This is why survivor tend to cleanse when going for unhooks against plague. For this reason, Infection object add-ons are just meme add-ons.
For a power that instantly grants old instant heals for free via fountain healing, there has to be major upside to her ability to compensate the major downsides of free 4 second instant heals.
From my personal extensive testing, I would say that second-class add-ons that I would use as plague(and I use these as back-ups) are Emetic Potion[Yellow-add on]+Infected Emetic[Green add-on]. Together gives her a 70% vile purge infection, a slightly weaker version of her old purple add-on, Vile Emetic that once granted 100% vile purge infection. They make green puke viable because you can very quickly break a survivor from 100-0 ->m1.
I'd say the apples are just worse version of iri-seal. they're not really worth using. I would also say that they make you worse at plague because it means you have trouble adapting in using both of her abilities to your advantage in tandem. I would say same for survivor. I think it is important skill to be able adapt to both corrupt puke plague and m1 instant down plague. From my personal opinion, Its easier to loop an m1 instant down than it is to loop a ranged flamethrower killer. Of course, there are some inevitable situations where you will need the skills to to play against her corrupt puke form so It is important to be good at playing against both versions of the killer.
I'd say plague is a bit of underrated killer but she's not exactly powerful when the survivor are good so her status probably favors underwhelming, more so than effective.
The drawback of staying injured all match is that I'll use blood echo and thana, so no DH or whatever.
As you said, if everybody is injured, they'll have to cleanse. But at least 2 people are gonna have to cleanse, otherwise what I'm gonna do is straight up bodyblock the hook if just 1 person healthy comes, and maybe even infect that survivor fully and down them, so not even the chance to do a trade so I force second stage. That guarantees at least 2 corrupted pools.
Then I'll get everyone infected again, and later have 2/3 pools, if not more. Then it's gonna be a problem for them, because they're gonna have to cleanse much closer.
That's why hematite + limestone seal has been banned from Dbd League (unreasonably imo), because taking all gens hostage for 90 seconds is huge. You can outlast 40 seconds, but not 90, so you either don't do gens or get infected. Also I might even have Black Incense, and then you're screwed unless you have distortion, because I'm gonna see perfectly when to leave a hook and when to camp if you don't cleanse.
Effectiveness add-ons are not better than duration combined or even just yellow duration, because what you want to do with Plague is puke on a survivor, then unless you already infected all gens immediately leave and infect as many people as fast as possible , if they work on gens they'll get infected much faster already with the buff.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2944540#Comment_2944540
Your post explicitly says it needs a nerf, then explains how you'd like to nerf it.
More than a nerf, a bigger downside to having it (or a rework), because right now only 20 seconds less of power for 5 more 40 seconds corrupt puke (not even counting possible other pools) during the entire match is just nutty
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@Kurri said:
Trying to run Trickster without add-ons is ridiculous, and I don't mean run his purple add-ons every time. I mean that if you want to even play effectively more than just proxy/face camping the whole round you have to run Fizz and Shoes.
Just make Fizz and Shoes base kit, and if other add-ons become too strong because of that, nerf those add-ons. At least Trickster would no longer be add-on dependent. Massive waste of bloodpoints.
Completely agree, he absolutely is desperate for a quality of life or a buff.
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@SuzuKR said:
I did not have "People wanting Plague nerfs" on my 2022 bingo
It doesn't need a nerf, it needs a rework.
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@SeannyD115 said:
Dead lock only blocks the gen so survivors can just go back to it later to finish it.
If survivors find out iridescent seal is in play then they shouldn't stay injured. But should be smart about where to cleanse.
Iridescent seal is strong but black instanse is better.
Myers wouldn't need a t3 with every gen completed because why use that over infinite t3
The problem with Deadlock is that it makes you pretty much never waste value from iridescent seal, so even if you finish it later another gen is gonna get blocked later.
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@Devil_hit11 said:
way to describe the add-ons and perks that I use on plague these days.
plague's corrupt puke has slow wind-up with heavy movement reduction and slow projectile speed. you can hug corners around tall-wall loops and she will not be able to hit you. Pallets stun you out of her power. corrupt puke is not that strong of an anti-loop tool. Its just better than no ability to play loops at all.
She is very strong out in the open(dead zones) because of flamethrower nature of her corrupt puke, but being broken is similar those situations.
I use the perks and add-ons because her lower tier green add-ons and some purple add-ons received negative changes in her last update. I rather use other add-ons if they were restored to their default state. She has nothing better to use currently than these.
She has hematite + limestone steal which combined make the infection on gens last FOREVER, 90 seconds in total, 110 if you use the meme add-on, so you can pretty much, especially with corrupt, force everyone to get infected.
Also other strong add-ons, like both apples
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@Starrseed said:
But like you said no one is doing that right now and plague herself isn't that often played so why change something that is only in theroy a big problem.
Funny enough maybe this post will bring more people on that idea and you start seeing it more often
Because it was the same with keys, where that time they had it it was a free 3 man out with big fat gg ez
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WOW, I never actually noticed because I always use the blood (very rare) one and never the ink one (rare), and usually stacking them is not that good.
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If you look closer you cam see that the panties actually become a big bigger XD
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939475#Comment_2939475
Knockout and Deerstalker my friend.
Knockout doesn't work at all against good teams, and Deerstalker is completely pointless even on this build.
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@dugman said:
RedsGamingGears has a 30 Days of Sadako series where he played her for 30 days straight and explored a bunch of different possible loadouts and strategies. He did quite well with her, especially using slugging combined with her Green add-on that curses survivors who heal each other to apply additional pressure. Obviously there’s at least 30 YouTube videos or more of him playing Sadako but this was the one on the 30th day and shows what he thinks was his favorite loadout.
- Corrupt Intervention - helps give extra time to apply early game pressure
- Jolt - Gets a lot of slow down in a slugging strategy since you’re spending additional time downing but not hooking
- Save the Best for Last - Very useful for continuing a chase quickly after an initial hit to secure a down
- Bamboozle - Helps mitigate her weakness at stronger tiles
- Red Iridescent Videotape - Refreshes TV much more quickly to help apply map pressure
- Green Ring Drawing - Survivors who heal each other gain stacks of Condemned if the wounded survivor was cursed. Since dying survivors can’t normally heal themselves to injured this works especially well with slugging since it forces survivors to spend time healing each other and gaining additional stacks of Condemned in the process.
The basic strategy then is basically keep chasing and downing over and over, breaking pallets to remove resources, but only hook one specific survivor and slug the rest. Because you’re spending no time carrying survivors and can also teleport around the map very quickly you are constantly chasing and pressuring them and forcing them to heal each other and periodically remove stacks at TVs instead of progressing the gens. You eventually hook out the one survivor and get to a 3v1 scenario where you now can snowball to victory. Additionally because of all the extra stacks from the Green add-ons plus all the teleporting it’s not uncommon to get a Condemned kill either since the survivors are so busy just trying to tread water and keep each other standing at least one of them will accidentally let the stacks get away from them and give an opportunity for a kill.
I watched the matches, and they're not a good example, the survivors are very inefficient. Also I'd go for Nurse's, so at least you have a chance of knowing where they put circle of healing.
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@Xei86X said:
All i notice about her is she feels like for some reason is faster then like all killers and players tend to SUPER TUNNEL and camp with her all the time. Its like shes the new bubba (im only slightly kidding every one is major toxic i hope im just unlucky lol)
Can't tell if its just her design and animations making her seems faster but it always feels liek Im hopeless when im in a chase against her....I got no idea why (and only her mind you not even legion i feel this way or pig)
She just seems faster because she's shorter, she's 115% always.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2939077#Comment_2939077
Disagree, no m1 killer can be a thread if you are semi decent at looping and can use dh effectively.
She is not completely a m1 killer, she's got a power that makes you invisible 3 blinks after you manifest, that works very well at shack window and pallets and jungle gyms with tall walls where you can be completely unpredictable.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2939309#Comment_2939309
I wouldn't say they are completely useless, but none of them compare to Iri Tape + Ring Drawing, the one that makes survivors spread condemned when they heal each other.
Ring Drawing is really hard to judge, if they have medkits or circle of healing it does literally nothing, also survivors can 99 their heals and then finish the last bit with a medkit like deathbound. Sadge.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2939323#Comment_2939323
I still like to call myself a Pyramid Head main but I dabble with her pretty often, thanks for the tag
I'm a Pyramid and Pinhead main also.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2939004#Comment_2939004
Yeah pretty much everything she does, Demo can do almost as good. But do you want some unreliable flickering to go along with your teleports, or a 10m lunge that can destroy pallets?
Leprose Lichen Demo just absolutely demolishes on an indoor map for the same cost as an Iri tape Sadako, and has tons of downright filthy builds he can run. Sadako you feel like you are wasting BP buying borderline useless crap most of the time.
Exactly, most of her add-ons are completely useless.
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@Brokenbones said:
Sadako's biggest design flaw is she is the only killer in the game who has no power that helps in chase whatsoever
Every other killer does (In one way or another)
The only thing that helps her in chase are the manifesting invisiblity period (Which isn't really that useful) and being able to demanifest to phase through bodyblockers
The problem is not that she has no chase power, she still has an invisibility mechanic that can be improved/buffed, and is decent in chase if you know how to use it, the problem is that TVs take a massive 100 seconds of cooldown once you teleport before they come back, and the brown add-on does nothing.
You cannot do ######### with the teleports pretty much, once you teleported to a TV that TV will be disabled for a very very VERY long time and you'll start feeling how you literally have NOTHING on the map, where with iridescent videotape you could keep getting condemned stacks
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@Viskod said:
Her Iri Tape is probably her best one as it turns on the last 4 TVs you've turned off by teleporting whenever you hit someone within 8 seconds after manifesting.
Letting you bounce around the whole map as much as you want stacking Condemned, and puts extra pressure on survivors to waste time with Tapes.
Yep, literally her best add-on
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What do you mean the camera is slow?
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Freddy Krueger or "The Nightmare" is one of 27 Killers currently featured in Dead by Daylight . He was introduced as the Killer of CHAPTER VI: A Nightmare on Elm Street™, a Chapter DLC released on 26 October 2017. He originates from the 2010 remake of the Horror Movie of the same name, A Nightmare on Elm Street. The Nightmare is a nightmare Killer, passively pulling Survivors into his Dream World where Survivors are vulnerable to his Dream Abilities. His Dream Projection ability allows him to qu
I'm looking in the Dbd wiki, and theoretically you should be able to put dream snared wherever you want.
Feature or bug?
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The game is coded in a way that if you're 3 meters within a hook the hook doesn't show.
We'll probably never know if it's a bug or a feature.
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Wow, I never actually noticed this bug.
Guys from your memory does this happen only on Bubba/Cannibal or even others like Trickster?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2938395#Comment_2938395
No, there is not a big pool of players who are over 1700 MMR, Peanits already confirmed that. It’s a few percent at most.
Not over 1700, but from 1400-1500+
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If the soft cap is 1700, and the max range of extention is now 200 or something (maybe 250 9r 350), that is a pretty big pool of players. Not huge, but quite big.
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@Brokenbones said:
I don't know how correct Hens is about MMR numbers, caps and so on but one thing Hens is 100% completely right about - The most 'optimal' playstyles are really boring for both sides. His biggest example of huntress, her most optimal playstyle is securing a kill via camping then snowballing in the 3v1
I'm not gonna lie, in many of my recent killer matches I've started out trying to play normally but then I've had to adapt my playstyle on the fly and either tunnel someone out or camp a dude on second stage to death. I know it's not fun but sometimes I feel like that's the only way I stand a chance of winning.
Maybe playing to win is the problem but again, 'playing for fun' as killer usually means a really quick match and a nice tbagging session in the exit gate.
Suggestion: as a Pinhead main, try him with Corrupt, Dead man's switch, Thrilling, and another perk (forced penance, hoarder, others), add-ons: Larry's remains and Slice of Frank. You find the lament at the start, do some hits, then go for who has the lament configuration predicting where it spawned, and then once you downed them with it you block all gens with Thrilling and then with DMS. It's literally the best anti tunneling build in the entire game.
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Also the Blindness status effect should be reworked entirely, it's probably the worst status effect of all, because it gives an advantage to 4 man premade groups, because it does nothing against them, and puts solos with KINDRED in an even worse spot.
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@dugman said:
The video maker is wrong on one of the very first points he makes - there is not a "huge pool of players" above the 1700 point cap. Peanits specifically said when they made this change that there are "very, very few" players in that 1700+ range, as in maybe a few percent of players are that high if that. Whoever made the video is seriously overestimating how many players are impacted by the cap.
https://forum.deadbydaylight.com/en/discussion/319808/what-percentage-of-players-are-at-the-mmr-cap
Did peanits refer to the old soft cap of 1900, or to the new one (that is presumably 1700, if not lower) ?
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Btw watch the entire video, this is not one of those videos with nothing more to add, this is a VERY WELL done and explanatory video if you listen to what he says.
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Pyramid Head all life, he is MILES better than Nemesis, and if you get tormented he can tunnel the ######### out of you. He is a strong map pressure killer, Nemesis is not, too slow, also if survivors pre drop all pallets you stay in tier 1
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Please for the love of gosh give Deathslinger a quality of life update, he feels HORRIBLE to play compared to Huntress, and he's so slow at everything!
In my opinion the delay should get removed, or reduced to 0,1 seconds.
Also, to make him even better, reduce the cooldown after missing a shot and increase his default reloading speed.
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Could you explain the issue better? Were you in chase? Did you have the perk fixated/self aware?
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Could you explain the issue better?
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I saw multiple people reporting the same issue, I if I remember correctly even for different actions other than opening gates. The perk should get killswitched.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2928136#Comment_2928136
they shadownerfed it?
those heartless bastards...
I wouldn't say that, in the end it's just an add-on in a videogame, where on the killer side they also kept and even reintroduced much more strong and even busted add-ons and perks. The devs are doing a great job at balancing parts of the game right now, going even overkill with perks like Dead Man's Switch imo.
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@FeryGEN said:
But it seems to me, or after this patch, Charlotte, after killing Victor, moves somehow more slowly, like 4.2 m / s. Have you noticed this?
No, haven't noticed.