LiunUK
LiunUK
About
- Username
- LiunUK
- Joined
- Visits
- 2,420
- Last Active
Comments
-
@Mikeasaurus said:
There is Lore, it's just the symbol has bugged and isn't there. But challenges that have it should still unlock it
did multiple challenges got no lore
-
before when survivors used it to doge hits it was annoying but fair, i just had to remember the survivors who have it
but now most survivors use it for distance to extend loops by getting to the window or pallet which can reset the whole chase forcing the killer to do another round of looping the only killers that can deal with this are instant down killers who just skip injuring survivors or ranged killers who can hit through windows or pallets all other killers suffer a lot from this perk.
-
i would rather have a totem counter added to the hud, the ones who would benefit them most would be solos as NoED affects them the most becauses they cant tell how many totems have been done by other survivors but knowing the devs they will make this solo survivor benefiting effect a perk like they did with kindred because nothing will help benefit solos more than forcing them to use a single build filled with perks that should be base kit
-
iron grasp, aditation, trapper
-
the yamaoka maps need full reworks like the memorial institute.
-
they were nerfed from the ptb, they had longer durations and were decent but now they are mediocre.
-
played against 4 nurses in a row on console and 3 did well whilst 1 dominated the match in 2 minutes.
this sh*ts scary man
-
here are my opinions
fire up: seems really inconsistent and banks on the idea that the survivors will do a gen within every 50 seconds which may happen at the beginning of a match but towards the end game this perk will likely be less effective than the current version if you made it that when the last gen pops all remaining stacks become permanent then it may be more usable and i can see myself using this perk on pig because survivors tend to 99% gens against her and pop them all at once.
remember me: considering how close exit gates usually spawn together the whole haste thing seems redundant i would instead make it so if anyone who is not the obsession tries to open a gate there aura will be revealed so long as they are touching it and for 4/6/8 seconds after letting it go this information would be much more useful as most survivors will go incognito the moment they think you are approaching but because of the aura reveal it would be very difficult and will apply more pressure to the obsession if they are still alive.
blood warden: when a survivor is exposed they get a visual and audio warning so if the whole exposed effect happens before the gates are blocked by hooking a survivor the ones waiting in the exit zones will likely be notified about it and will just leave before you hook anyone so if you just make it when bloodwarden activates all survivors in the exit zones become exposed and just make it permanent like the aura reading effect this perk provides it will likely be more effective and have a bigger impact.
cruel limits: although i like the idea behind the quarry effect this sounds like a completely different perk and will only affect one survivor rather than multiple as most survivors will scatter after doing a gen together the only thing that is holding curel limits back is the small range in the stranger things ptb it had a much larger range but they nerfed it and now it's near useless so really all it needs is to be reverted back to its post nerfed state or have its duration increased to make the area around the gen a dead zone
sole survivor: other than the bonus bp all this perk dose is makes your aura permanently invisible at the cost of basically being affected by the blindness effect all match and occasionally oblivious which by itself is ok but what if all 4 survivors ran this perk? would that not just make all killers aura reading perks useless, what would stop SwF from abusing this? i think you need to rethink this perk a bit. but it has a good premise.
distortion: i like the idea of getting tokens from breaking totems it would make the perk allot more effective especially against certain aura reading perks. i would be more likely to run this than the sole survivor idea.
inner strength: this perk is fine as is and is run by allot of high rank players over self-care no real reason to change it now.
NoED: i like the idea that its strength is based on killers blood point performance but there are a few problems with that. starting with how some killers are better at getting blood points over others like legion, demo, nurse and billy also if you as a killer have that much bp you will most likely already be stomping on the survivors anyway and would be overkill.
vigil: currently there are quite a lot of status effects in the game but there duration is super inconsistent some have durations some are permanent i would first try to fix status effects before looking at vigil.
Babysitter: it is a step in the right direction but it still suffers from the same problem. why use babysitter when borrowed time exists it lasts longer and helps against camping killers babysitter does nothing against campers but if the positive effects of babysitter lasted 30 seconds then maybe it would be worth running but right now it's not.
camaraderie: i like the idea of slowing sacrifice progress for others more than the current effect but just like with vigil the whole taking a status effect from someone seems confusing due to how inconsistent status effects are i would just make it that if you unhook someone you cleanse them of all negative effects (except infection from plague as that would be broken) and grant them 30 seconds immunity to them.
dark devotion: i like the idea of dark devotion having a reverse premonition effect as finding them asap is important however i would define a range for this effect like 32 meters as the way you worded it makes it sound like you could ping them across the map and that would be a bit too strong.
infectious fright: adding a short cooldown seems fair as some killers can abuse this perk to well (i'm looking at you oni)
PwYF: seems fine but nemesis basically dose this and more.
-
well it's not really about gen speed its more about map size. like how on temple of purgation if you spawn on one side of the map and the survivors are on the other a gen or two will be done by the time you walk across the map. that is why high mobility killers are high tier.
it was only with the deathslinger that this problem came to a head as unlike all the other slow 4.4 killers his power did not help him traverse or deal with long distance gameplay unlike nurse, hag, spirits high speed traversal power or huntresses infinite range.
the first thing they did was change ruin as it was making it hard to gauge how fast gens was affecting the matches and as you know they soon made changes to gen speed. particularly with group gen speed this helped the early game as killers had a bit more time to get across the map befor a gen was done but on some maps like the aforementioned temple of purgation it did not help the slower killers so hopefully we see some success with these map size changes and they will continue to trim the larger maps but if that is not enough they will probably do some more adjustments.
-
@BigBrainMegMain said:
Um....
So survivors are just skins, basically. You can't do anything unique with them.
Killers are different because each have their own unique power.
So, Claudette can't infinitely heal on her own, she needs her perk Self Care for that.
It'll be more understandable if you said that her base clothing is too dark and you can't see her in dark maps, or in bushes.
ace has basically got a built in iron will 1 he is super hard to hear as a killer
-
bedham. like ffs i can't go 2 matches without ending up in one of the copy paste variations
-
@Gcarrara said:
Ehi! 😁
The reason for doing that was to increase variety on Springwood. Before adding the variations, it was very easy to memorize the map since the structures always spawned in the same positions. Having now different versions of the Badham Preschool, and also the randoms tile that have been updated with it, it's not anymore a static map.
Here an official post where reasons are explained more in-dephts: https://forum.deadbydaylight.com/en/discussion/77029/map-update-springwood
really it should just be bedham preschool in the map pool rotation and then selects a variation between bedham preschool 1 2 3 4 5 because it saturates the map pool similar to how mcmillan, autohaven, and coldwind come up super often whilst all the singular maps barley come up or is that how it works currently and i'm just super unlucky?
-
i like the changes you have suggested but the leprose lichen seems unnecessary as you can just use a portal to see injured survivors anyway and would most likely force an anti heal build to get the most out of it
i would like to have an open discussion on possible changes for the addon so here is my idea
leprose lichen:
allows the demogorgon to teleport to any portal from any location by opening a temporary portal. using an already placed portal to teleport will moderately increase demogorgons power recovery speed
slightly lowers the amount of portals available (-1)
allowing demo to teleport from any location would increase his map control exponentially almost to the same degree as freddy but demo would still have to place the exits but this will also mean he can see injured survivors from anywhere on the map by just teleporting so it will have a similar effect to the one you suggested but will have a more active effect making it feel like a very rare addon like plagues black incense or huntresses iridescent head except not broke AF
-
are the current changes to the maps in the ptb the only changes they are ever going to get or are you going to give them the same treatment that Doc's map got in the future? because there is an obvious quality difference between the old and new maps
i hope that they all reach the same level of quality as dead dawgs saloon
-
@Dabihwow said:
I use the one that slightly increases the range of how clos
https://forum.deadbydaylight.com/en/discussion/comment/1216074#Comment_1216074
e survivors can be to the portals, and the whistle
the best addons for demo are actually two commons
rat liver which increases your movement speed when you are using shred from 93% (slower than survivors) to 101% (slightly faster than survivors)
rat tail which increases your portal placement speed it says slightly in the addon description but it actually makes it go from 2 seconds to 1 second 50% faster placement speed
now the best strategy for you when using shred is when you are chasing them act like you are going to shred them if they start to strafe to avoid getting hit get as close as you can and then hit them with a basic attack unless they are your obsession in which case just point blank shred them it's one of demos strongest mind game which is only possible with the rat liver as you will just lose distance otherwise
you should never use shred if the survivor is far away from you as it is easier to dodge unless the survivor is running to a window or a pallet you might get a hit then
here is a strat i use for my portals
at the start of a match place a portal in the middle of the map or a high traffic location (the main building) identify the area of the map that you want to defend (preferably with lots of ges close together) and then go patrol always prioritise survivors over portals but once you get one down go and place your portals directly next to gens that you know are being worked on and then place another next to it use the portal closes to the gen and teleport to another portal now if the survivors work on the gen you will know just ready shred occasionally to check but if the portal gets closed you have another right next to it so you can always get back to it fast but if you are close use the fact that the survivors working on your protal can't hear the terror radius and get a free hit. but always keep one portal for emergency
the perks i use are StBfL (demos best perk) infectious fright (so i can find close survivors) bbQ and chil (for long distance information and bloodpoints) and PgtW (to slow gen progression on the gens i want to keep)
-
first of all what addons are you using?
-
console nurse mains be like
-
1 x 1000 = 1000
1.5 x 1000 = 1500
2 x 1000 = 2000
this is the math the devs use
what you are describing is (1 x 1000) + (1.5 x 1000) = 2500
-
@Mandy said:
Unbelievable that we put something on for whilst people are quarantined - and yet people still complain :(
It's 3 weeks of extra blood points - I dunno, maybe we thought some people might be happy about that or something!
@Peanits said:
I would like to extend our deepest apologies for offending you with free bloodpoints.
well i am thankful for the bloodpoints, england just went on full lockdown and i can't go into work for the foreseeable future and decided that i am going to p3 all my killers and get all perks on them and the 3 week bonus bp is a godsend thank you
-
@Peanits said:
We mentioned it a little while ago here: https://forum.deadbydaylight.com/en/discussion/138523/news-a-message-from-the-team#latest
The short and sweet version of it is; we're still working on the game, we'll just be doing it from our homes. It might be a little slower while we all adjust, but we aren't stopping. We've already released two hotfixes while out of office, so it shouldn't be too detrimental.
thank you i just wanted some clarity
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1171680#Comment_1171680
But Nurse's Calling is such a good perk! And Nurse is really fun to play... after getting over that massive hump in learning how to get the blinks to work. :)
she was fun to play but now she just feels clunky
-
just make it so if you hit a survivor after a blink you get 1 charge back so by the time the fatigue ends you will have both blinks fully charged this will make nurse feel like she used too but only if she hits a survivor bringing back her lethality on good blinks whilst keeping her ability to blink across the map limited this would still be fair and would feel better to play
-
it's mostly just map size like if i get a red forest map i die inside
-
i would just make it suppress the killers terro radius for x amount of seconds after a hook it would promote the killer to leave the hook to catch a survivor off guard but once the survivors know they have the perk they will prepare themselves like with bbq
-
survivors are just skins with different teachables and little to no difference between them (besides ace who has a built in iron will 1), once someone finds a main and gets all the perks unlocked on them they will feel disinclined to swap to another survivor.
and unfortunately unless the devs make a big change like giving survivors a unique passives or effects to differentiate them, adding more survivors won't change much
-
@Hag.is.Dtier said:
I knew someone would make this post...
Deathslinger is fine on console, git gud noobs.
so youre saying that the limited camera sensitivity is fine and that nurse and huntress are just as fine on console as they are on pc?
-
he is a 4.4 killer with low lethality just rush the gens and you win
-
@Almo said:
Yes, we listen. We can't act on everything we see for many reasons. But we're definitely paying attention. I can think of a few updates we've made because of suggestions we saw here.
and yet when everyone and their mother was asking not to change nurses base power just her addons you completely ignored that and now hardly anyone enjoys playing her anymore because she feels clunky as hell and the worst part is her best addons are the ones to make her feel close to what base nurse was making most of her already worthless addons even more worthless
-
it's more the fact that they knew we expected the patch today as it has mostly always been 2 weeks after the ptb went live and did not tell us until less than 24 hrs and also the fact metacritic leaked the march 10 date and the devs still waited until the last second before confirming it some people have busy lives and schedule things around it i mean i would not be surprised if all the streamers and youtubers set there plans aside to get footage of the patch.
its nice that they have given us a date but they could have been a bit more punctual about it. we want them to communicate and tell us these things not give us nothing but silence, i miss the days when they would do a dev stream every week not once a month even if there was not much to talk about it made it feel like they were actually engaging with us
-
bit more range/durability on the chain and a few addon tweeks
-
@Peanits said:
Just to make it clear, not all perks are designed to be the new best. Specifically making things that are going to be the new best is how power creep happens, and that's not something we want. Often times we'll make perks that offer alternative ways to play. Something like Head On might not be that powerful, but it's fun to use and adds some variety to the game.
the problem i have is if the survivor has no interesting perks there is no real reason to purchase them other than aesthetics i mean look a Quentin poor sleepy boi has nothing going for him :( the only reason people have him is because he has to be purchased with freddy due to being a licensed bundle
-
@Peanits said:
I'm not sure if that would really be necessary. Killers do already get more points than survivors the vast majority of the time. Bundled with the fact that BBQ stacks are easier to get than WGLF stacks and you already get a huge amount of bloodpoints when playing killer.
how about giving a 5% bonus bp at the end of the round for every survivor playing with a friend
2 swf players and 2 solos = 10% bonus post match bp
3 swf players and 1 solo = 15% bonus post match bp
4 swf players = 20% bonus post match pb
it would make playing against people on coms and getting bm messages at the end of the match less frustrating
-
@Onyx_Blue said:
If you want a perk altered slightly for very specific situational reasons then you should probably just make a new perk with the function you suggested, right?
-- (perk name)
The mere prospect of your prey escaping you fills you with a rush of desperation.
Hitting a survivor with your basic attack grants you a boost in your vault speed by 20% for 12 seconds.
Has a cooldown of 60/50/40 seconds --
How does that sound as a perk?
My reasoning is, Unrelenting is fine as it is for what it does - a niche perk used to help learning killers; and it also helps with mindgames. Trapper baiting people to route into a trap, Huntress can bait a pallet drop to allow her to better work the loop for a hatchet hit etc.
like you said why would you use a perk that only helps for such a situational reason and then give it a 40 second cooldown when bamboozle provides the same thing without a cooldown and does something besides increase vault speed?
-
all of them on ps4
plague was the biggest pain simply because breaking them with her power and on hit downing them is bad for the chase emblem
-
use an apple addon to get one corrupt fountain. trust me, getting them all sick is easy but getting them to use a fountain is not but the moment they hear that soul sucking sound of the plague getting corrupt allot of survivors will panic and use the nearest fountain
-
don't keep using your chainsaw all the time. learn when to use and not to use your chainsaw and the timing. the rest is just muscle memory through playtime
-
@Carlosylu said:
What if New Ruin could "restart" and change totem once cleansed?
Like: "Whenever the Hex Totem gets cleansed it respawns after 30, 25, 20 seconds. The respawn can only be activated once per game"
Maybe that could help you, Ruin users?
probably would not change too much as most survivors cleanse dull totems now to counter noed but it would not be a bad idea for a new killer perk maybe it would work like this:
hex: jinx
when a hex totem other than this totem is cleansed hex: jinx will copy the effects of the cleansed totem for 80/100/120 seconds
now imagine combining this effect with haunted grounds XD
-
she dose not feel good to play with the constant stopping and starting like how the ptb doctor rework had the 3 second delay after shocking
-
i don't camp as its just a silly thing to do as it takes to long and gens get done.
now as for tunneling.
Tunneling is unfortunately the most effective strategy a killer can do, because the sooner 1 of the 4 survivors is dead the game is much more in the killers favour that's why ivory moris are the best offering a killer can use in my opinion. ebony moris are just overkill and you will struggle to pip.
normally i would only do this with slow start killers like trapper/hag etc.. if i did not have ruin to compensate for lost time but now that ruin is gone im probably going to have to do it with more killers than normal
-
so basically something we will never get, especially now
-
@NullEXE said:
Pachydermophobia, and also this https://www.youtube.com/watch?v=jcZUPDMXzJ8
how dare you make me see this with my own eyes
now i will hear this non stop when playing against the clown
-
@Peanits said:
Yes and no.
Yes, if you get someone out of the match early on, the rest of the game is going to slow down. Now when you chase someone, that's 1/3 of the survivors off of generators instead of 1/4.
But no, not if the generators get done before that. If you decide to tunnel someone right off the bat, the other three survivors are fully healed and have nothing to do but generators. They're going to be popping off left and right, especially if you get hit by DS and end up in a really long chase.
It might pay off, but it could also completely backfire very easily if the survivor is good in chases.
that's why green moris exist
-
use small game or detectives hunch and break every totem NOED is everywhere
-
@Avariku said:
lmao.
all the excuses to camp, tunnel, and slug, BeCaUsE rUiN gOt ChAnGeD.
please... like most killers weren't already doing that.
that was mostly green ranks and below now the purple and low reds are joining the fun
-
dude, did you even play the lantern event for last years new year event? it was a bad time for everyone. as for the blood points we get the tome which is better for everyone in the long run as its not time limited and the challenges will always be available for everyone to be done at there leisure
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/970455#Comment_970455
The good ol’ U.S
u.k problems, its all billy/spirit down here
-
@Peanits said:
I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
we don't have to play it to tell you that those few brave high rank trapper mains are crying right now
-
what region you in?
-
@Peanits said:
I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.
after how you gutted oni and made him just as none existent as nurse and demo on console (ps4 player) your words dont inspire confidence
