Lochnload_exe
Lochnload_exe
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2457753#Comment_2457753
Don't sacrifice RAM! It's so hard to get hold of right now, prices are still up here.
In all seriousness I know console performance is a hard fix and the team is working hard on it, I know it will get done, just hope it can roll out with the addition of the Hell Priest himself!
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@Orion said:
Your prayers are worthless to the computer god. Only sacrificial RAMs will grant you its favor.
(I hope it goes smoothly as well)
Thank you, I am willing to sacrifice the baby dwight to get pinhead to work properly
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@jeremycarinio said:
i do get the nostalgia of having zombies. but nemesis should not see the zombies(or maybe see the zombies only on a small radius, just like how PH cannot see his special hooks.
its technically a free information for the killer, specially the these AI zombies seem to know how to camp gens.
The zombies are really only meant for information, they are very useless otherwise in most situations.
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@Edilibs said:
https://us.v-cdn.net/6030815/uploads/CVLXJ5VA23OV/my-image-284-29.png
This is where i think the game is now so ...here we go! )
I agree with a lot of these choices, the only differences would maybe move deathslinger down the A+ tier or even make him number 1 in just A tier. He is nice but being 110 with no movement has its punishments. Everyone else is in a pretty good spot though.
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@Brokenbones said:
As we're nearing the release of Pinhead, I've found myself feeling quite disappointed at the sheer lack of substance on display with the next "chapter".
To start, I don't mean to sound ungrateful - Pinhead has clearly had a lot of passion and effort put into him and I'm very glad to see it. I'm genuinely looking forward to learning and playing him.
The lack of communication as to why the next "chapter" is essentially a paragraph really irks me though. The devs clearly know of it too because in the PTB survey they asked if not having any survivor content is a problem. If you ask me, it is. If they're so insistent on sticking to their content schedule as BHVR has always insisted they are, why are they now deciding to stagger the content like this? Why are we supposedly seeing a chapter's worth of content divided up?
No new map, no new survivor (until the next mid-chapter if rumours are to be believed) and no clear cut communication as to why.
To make matters worse, If the next chapter had a lot of other balance changes bundled into it, I would be more than satisfied with it but no, not even that. Very minor tweaks to Nemesis aside. We're not even getting another realm beyond update which is the main reason we had three chapters that came with no map to begin with.
If any of this comes across as entitled or ungrateful, I don't mean it that way - I just wanted to rant about something that's been bothering me and see if anyone else feels the same.
Some of yall have not been around for a while and it shows. Ghostface was a chapter as well, not a paragraph. This isn't some new thing. Bubba, Ash, and Bill were paragraphs because they were released during midchapter.
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@linancy said:
I've been playing for 8 months? and i feel burnt out.
With the last few chapters being released, i feel like the game is taking up a lot of my energy.
Game performance, lacking content, same love and hate, same complaints and same debates.
And almost every match is nerve-wracking. it's not fun anymore, now it's more like I'm playing for my skills against others and not for fun. All the fun is gone, there will always be something that ruins our fun.
The people among us who have been playing for more than a year, how do you handle the game today?
How come you do not lose your temper when you're playing with what you hate?
I've been playing for almost around 3 and a half years, maybe closer to 4 years now. I just take breaks often, and the content honestly always feels fresh to me even if it is #########. I play some other games in between dbd as well, and IMO dbd's content feels better than a lot of game's "content".
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- Mad Grit
- BBQ
- Agitation
- Iron Grasp
- Corrupt
- Lethal Pursuer
- Ruin
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@V1X said:
I know that trickster is known to be "a trash killer" tier, but I always get at least 3k with this dude, I find him really easy to maneuver and overall, I don't think he was so bad. I think the reason why everyone was so quick to label him was that he's not op'ed or absolute garbage. He requires genuine skill and stamina, which may be upsetting to some but this is just my personal opinion!! Id like to hear some thoughts or opinions from u guys :)
-Trickster Main
I don't think people called him bad because he wasn't good at killing, he kills people super fast and easy, its the fact he is another super oppressive 1v1 killer without any pressure in the 1v4, meaning he is boring and unfun in a chase, but easy to beat with a team that has minimal communication
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@HelloYou said:
https://forum.deadbydaylight.com/en/discussion/comment/2451436#Comment_2451436
" its clear you don't actually know a lot about balance" Says the one that wanted to give survivors free perks when they already have it easy. And also wanted Ruin lv2 as base kit instead of lv1 lol ok then. U clearly don't even know what balance means by your logic of thinking m8.
" you sound fairly young or new." 24yo, played since 2018. thank you for your input.
I think this conversation is over since you derailed it.
This mindset is just toxic to the game as a whole, and it is pretty clear you are just a killer main that think survivors have it super easy lmao. Both sides have struggles, this game should be a community that helps make the game better in a whole. If you saw what I put, I didn't say ruin tier 2 or 3 just as base, I said the percentage of regression they apply should be base for when you KICK A GEN. Ruin can stay the same, it doesn't need to be base, just make kicking a gen actually provide some better regression. Right now if a gen is 99'd, it would take 159 seconds (give or take) to fully regress it with a regular kick. That is awful for the killer. Making kicking the gen do double that percentage would be so much better, instead of removing kicking but keeping that percentage, because that is what tier 1 ruin does. With you buff idea you were actually screwing over killers more lmao
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2451156#Comment_2451156
I would disagree that he's B tier. Nemesis isn't overall as oppressive as you think he is and he suffers quite a bit from his power extending chases. Now you can mitigate that issue on certain maps/tiles, but not all. He's a perfectly middle of the pack average killer with a power that is mildly useful in the chase even if it can be counterproductive. That said, Nemesis is essentially the evolved form Trapper in that due to being more reliant on m1's than his power he gets to synergize with a lot of perks which does make a big difference.
I would say the biggest pain points for him are
- Level 3's lackluster- Getting an extra meter's worth of range is ok, but if contamination isn't going to impart some sort of impairment you could argue that a buff is necessary
- Zombies- When they aren't getting stuck on terrain or walking into walls they can be nice for passive pressure, but when they do hit someone it's a bit counterproductive to building Nemesis' contamination tiers. This could be rectified by giving Nemmy so credit for those hits. They also have weird pathing issues that make they bug out on things like stairs. I've had to physically reset them quite a bit.
- Vaccines are simultaneously needed for balance, but don't produce a sense of urgency to use them. This isn't so much the fault of vaccines, but the fault of contamination posing such a minuscule threat. The vaccines were so important that altered the way Franklin's Works to ensure it couldn't just be deleted. Would be nice if they made the power worth all of this balancing.
I would say that Trickster is more oppressive than Nemesis. Keep that doesn't mean better just that the way Trickster is designed is can't be anything but oppressive as he's a worse killer with an overwhelming 1v1 power. Nemesis doesn't excel at any one thing and has to respect things like loops, palettes, and isn't going to suddenly get any faster or break the laws of physics via movement. Now if he was pouncing or running around, or had his rocket launcher he's be oppressive.
I can actually agree with this. Personally for me, oppressive means there isn't much you can do against it, and that is how his tentacle feels to me. When I play him, I either get a m1, or I m2 them, there isn't much choice for survivors but holding w. Personally I'm fine with the speed boost survivors get from an infection, and the amount of vaccines, but I think contamination should actually be an effect, instead of just this imaginary health state. Zombies should just have a base fix to make them work more reliable, maybe make the tentacle more consistent as well around some certain objects, and then make contamination an actually scary effect. The tentalce itself though feels fine though, just make that first hit feel like it's actually applying something.
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@IrishRedCap said:
I'm sorry but BT being base kit is ludicrous. It would encourage bad play and toxic behavior from survivors.
The perk itself was already given a buff to counter stealth killers by no longer requiring the heartbeat to activate (this was reasonable and ok buff imho). It helped get rid of the tons of Freddy players who abused his lullaby not counting as a terror radius.
The problems with making it base kit.
Survivors would no longer try to make good unhook plays. They would just run in unhook and run out regardless of killers proximity. This will cause more face camping and extremely frustrate new killers.
Body blocking is already an issue with BT plays at red ranks. An unhooked survivor has 12 seconds to block a killer from chasing their teammate after an unhook. If killers swing to hit BT, the blood wipe + speed boost give ample opportunity to gain lots of distance.
It would effectively null out endgame for killer. If a survivor runs BT now, they use up a perk slot for the chance to make a clutch end game escape. If base kit the doors being opened means whoever is left in game immediately is guaranteed escape.
BT is designed to be risk/reward. Base kit BT removes all risk and triples the reward regardless of time alloted to endurance status.
I can agree with a lot of this actually, and thank you for asking talking about the post and not breaking it off to some side topic. I would still like some form of BT as base and it would be super helpful, but i agree it could cause some problems in those situations especially late game. Would you be fine with BT base if it maybe operated in a way where maybe late game it was even disabled unless using the actual perk?
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@HelloYou said:
https://forum.deadbydaylight.com/en/discussion/comment/2451249#Comment_2451249
"Not everything in the game balance-wise needs to be equal" I agree, Killer side need to be stronger.
- Ruin lv1 is fine since it will make the killer save time without punishing survivors too much for leaving gens by making base kit overpowered. Ruin lv2 as base kit will make survivors demand for nerfs day 1 guaranteed, and for good reasons.
- BBQ still an incentive to start new chases. Saying that some players use it but not take the chases doesn't automatically reflect on the purpose of BBQ. I can say the same thing about BT that a killer will tunnel even if the Survivor have BT. And no BBQ doesn't need rework by making it base kit, i think it's fine as is, and could help reducing campers. since most campers choose to camp due to them having no clue where survivor are. And yes i am aware of the ones that do it as a religion, and tbh no survivor perk gonna save you from them if they decided to play for the sole purpose of camping.
- Any perk with a good argument can be considered a strong candidate to be base kit, not just BT tbh. " it would mean survivor builds could be more unique and have an extra slot" it can also translate to killer to have extra slot and unique build to shake up the meta.
- Many games have text chat on PC while don't on Console, it's nothing out of the ordinary. I rather have text chat on PC than emotes or whatever form of icon since it won't be accurate since there will be limit on how many icons/emotes, so maybe Console users can have that but for PC users it is best to have text chat, and it won't take too much time since PC users are already used to texting while competing. The only one that won't be able to chat is the one being chased, but that can be resolved by commands like in Counter Strike.
- But Kindred do punish Killers like hag or trapper, and also hurt killer that use camping as a strategy when camping is needed.
Ok its clear you don't actually know a lot about balance and not that it matters but you sound fairly young or new.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2451259#Comment_2451259
"Survivors should get a free perk by default!"
Okay, how about "Killers should get BBQ by default." Or "Killers should get Corrupt Intervention by default." Or "Killers should get Sloppy Butcher by default." Or a zillion other suggestions.
And you SAY devs never listen to the community, but Moris got nerfed into uselessness by survivor whining. Hillbilly, Pyramid Head, Freddy, and others got huge nerfs for the sake of survivor whining. Survivors got a per-person hook counter for free for survivor whining. Survivors got an always-on Obsession marker to make the killer think somebody's got Decisive Strike for free, due to survivor whining. Survivor tracking perks trump killer stealth already and more keep getting added to that list with the Iron Will buff. I mean heck, Borrowed Time used to not work vs. stealth killers or unique terror radiuses like Freddy, and THAT got buffed to always function too.
So who knows what's next. Enough survivors whining and they'll end up with 8 perks each.
Yeah with a million people screaming about changes a couple of them will stick. This post was about survivor base perks, its a whole separate discussion about killer base perks. Honestly, I don't feel like any killer perks need to be base, just their actually stats changed like better gen kicking percentages and regressing. Just because you hate survivors or think it is unfair doesn't mean we should start sabotaging the game. Never did I say "KILLERS DESERVE NOTHING KEEP BUFFING SURVIVOR" I was stating a good change that would be healthy to the game. Base killer changes need to happen too, but that was not the point of the discussion. Those changes you discussed were made for a reason because they were either abusable or unhealthy with the game. Stop with all the whataboutism and if you actually care about the game then care about the game and not just how much your side can ruin it for the other
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2451224#Comment_2451224
Dude, i almost have 5k hrs, i know how to play Nemesis i know everything about him. I played hundreds of games with any possible builds. And you know what? He sucks. You can't change my mind because this is literally my job to play this game. Thanks for the guide and let's end this here
Ok well for this game being a job you sure don't know how to balance and look at both sides and all interactions. Hope you get better, saying your hours doesn't justify bad changes
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@Adjatha said:
I'd be fine with unhooked survivors being completely immune to damage and collisions, if they were ALSO unable to work on gens or heal themselves or others for, like, a minute. Other people could heal them, but no self-caring while you're invulnerable.
Like it or not, going after the same guy is the only non-perk way to stop gen progress with any reliability. The speed of 4 survivors on gens is completely untenable for mid to late game and there's no default way to break that up other than trying to drop the players down to 3.
I am aware that killing a survivor is the strongest thing to win the game and make it easy mode. Making BT as a base would be an incredibly easy, and non-abusable way to help with the camping problem, as well as allowing more creativity in survivor builds. Putting a survivor on time out for ONE MINUTE for just being unhooked is insane and makes me understand the devs never listening to the community.
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@HelloYou said:
https://forum.deadbydaylight.com/en/discussion/comment/2451200#Comment_2451200
Obviously the Killer no longer need to kick a Gen if he get Ruin lv1 as base kit, and by that the gen tap is removed since gen will start to regress anyway.
BBQ for aura reading as incentive for killer to start a new chase ofc, so i think it works with kindred very well since survivors can see the killer if he camp or not.
-So survivors can have safe unhooks with BT = to Killer saving time by not kicking gens
-Survivors can see camping Killer = to Killer seeing further survivor as incentive to not camp hook and start a new chase
Extras:
-Survivors can use a text chat with cooldown to make it bit easy in soloQ, and in return Killer can use an interactive totem map when loading in to choose one of the potential totem spawn as his hex spawn.
Not everything in the game balance-wise needs to be equal, some things need more attention than others but anyways I shall begin.
- Making Ruin Tier 1 as base wouldn't work. Tier 1 Ruin is weak, it's the same as a normal gen kick, that is why it isn't used. It also would mean every single gen kicking perk would have to be reworked or scrapped. Making Ruin tier 2 or 3 regression multipliers as a base for kicking would be so much better.
- BBQ is already an incentive for killers to start a new chase and it obviously doesn't always work like that. If a killer is going to camp, a perk won't just change his mind even if he knows where they are, and good killers already leave to start new chases. BBQ is good for killers that can quickly zoom to a gen that needs protecting but it is not necessary. Also this would mean BBQ would have to be reworked. More work for behavior, they already have a hard time reworking and buffing things at a good pace.
- BT is a strong candidate for base perk because 1) it would mean survivor builds could be more unique and have an extra slot and slowly stop being so meta heavy, and 2) when it is needed, it is necessary. If the killer is camping, BT punishes him, but if the killer plays good by not tunneling or camping, BT wasn't needed and neither side is punished. BT also wouldn't really need reworking, just make it effect the timer of the base BT.
- A text chat wouldn't super help the solo queue. It would not only take time to text, but console probably wouldn't be able to do it, meaning solo queue for 3 out of 4 of the consoles wouldn't get help. A better idea would be an icon wheel. Pull it up, and quickly choose an icon to appear next to your survivor portrait saying what you are doing or going to do.
- Kindred was only an option as well because again, it is a perk that doesn't punish the killer, but helps solo queue without giving advantages to SWF. It is very helpful and it sucks because solo queue almost NEEDS it to even have a functioning time.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2451196#Comment_2451196
nope. i disagree with you. I meet a lot of competitive survivors and sometimes there is nothing you can do. Also as High rank survivor i don't see any problems with dealing with nemesis. He just isn't strong
he is very simple, you always m1, but if they perform an action, you m2. There you go that is the quick and fast guide from a nemesis main. I could propose the same argument as any killer. Watch. "I disagree with you. I meet a lot of competitive survivors and sometimes there is nothing you can do. Also as High rank survivor i don't see any problems with dealing with blight. He just isn't strong" Ya see how that sounds? Just because you aren't the best with a killer, or you go against weaker players doesn't make that killer awful, and besides that silly argument, against a comp team, almost all the cast of killers will struggle against them hard, except for Spirit, Nurse, and Blight, maybe one or two more.
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@HelloYou said:
And to Balance that, the Killer need to have RUIN tier 1 as base kit. and since you also included Kindred then lets throw BBQ tier 1 too as a base kit. It's only fair :).
Honestly yeah, I think kicking gens should provide much more regression, like ruin tier 3 regression if you kick a gen, or even make kicking a gen require the survivor to work on it for a couple of seconds to stop the regression. But also, BBQ isn't a perk that is usually required. I included kindred as a maybe as well since solo queue is at a definite disadvantage, and kindred is a perk that doesn't really help SWF, only solo queue so it wouldn't make SWF stronger. BBQ is just a perk that is helpful but not necessary so I don't know why that would have to be made base.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2451156#Comment_2451156
B tier is weak. My suggestions will make him A at least
Your suggestions just make him more obnoxious and don't really make him better. Like the problem with him is the fact that he is just another extremely oppressive 1v1 oriented killer, while being weak in the 1v4. You don't make killers "better" by just making the killers able to kill you without counterplay much faster. That would be like changing deathslinger to have 2 shots before reloading so he can kill you faster without slowdown. That doesn't fix what is wrong with deathslinger. Make Nemesis zombies work better if you were to change his current kit at all. Some killers are fine where they are at though, not every killer needs to be spirit. After 5k hours you'd think you would know that.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2449974#Comment_2449974
You do realize it’s literally impossible to do 12 hooks on any non top tier killer if the survivors are not bots? Every big streamer for this game also says that.
I think the best example is watching true talent get friggin slapped trying to play nice against a tournament team.
I wanna see you go into skill based matchmaking and win some games against top tier survivors as like clown while being a basic bih killer who just downs survivors, hooks them, and then walks away to another chase all the way across the map.
I literally bet money you won’t win.
tbf, he tried to play nice against a tournament team who isn't playing the same ways. There are some killers that can handle themselves against tournament teams if they are both playing seriously.
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@Saviorace said:
I think a better idea would be a survivor perk that prevents notifying a killer that the survivor has been unhooked would be bette. This way when a survivor gets unhooked the killer doesn't immediately come back to the hook.
I guess that would be a fun niche perk but it doesn't really help any problem stated, also the killer could just look down to the left and see the icon change from hooked to injured. Borrowed time helps you perform saves around a camper or proxy camper. It is an extremely effective and almost necessary perk, that is why I believe it should be base to some degree. Thanks for the perk idea though I guess.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2450980#Comment_2450980
rank 1 europe. Almost 5k hrs killer main
Oh nice, then I don't know why you are having such a tough time. Nemesis is in a solid B tier spot, only struggles because he doesn't have map pressure but even then, his zombies can still give strong information so you can go pressure
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@Ravio_Li said:
Honestly, I'm way behind on so many things to watch, but never know what to watch. So what is everyone else watching and would recommend? Really the most recent thing I watched was Invincible (in terms of most recently released), but I occasionally rewatch some anime or movies I like, like Ghost in the Shell and stuff.
So really, just what's everyone watching lately? New or old, and would you recommend it?
I've been rewatching the hellraiser series again, honestly one of the scarier series out of older horror franchises.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2450734#Comment_2450734
Because we want to make sure we solve the actual problems, one of which was related to HDD - lowering graphics won't help with that.
I really hope so, using most exhaustion perks still are not a possibility, and the game freezing on skill checks is pretty embarrassing, but I have hopes for the devs, the team did great on the last optimization fix.
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@ZaroktheImmortal said:
Pretty much every hag I face will surround hooks with several things so she can teleport if set off. Then Demogorgons I've faced often put at least one if not several spots to spawn up around the hook.
Not saying it's good that they camp but while learning those killers those are effective ways to use their powers in a basic manner. It's like how twins can be really strong but beginners use her to camp, it's an easy way to see results.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2450594#Comment_2450594
We're playing two different versions of dbd then. Magic land where you have time to waste all 4 vaccines before game ends
What rank are you at, maybe that is leading to different matches? I'm a rank 1 killer, and I can win most of my matches, besides the obvious swf map offering teams. If they don't use the vaccines then I don't see what is wrong, you have a strong m2 tool. If they do vaccinate, there is only 4 and with a quick m2 again, you can apply contamination again. Getting tentacle hits is really easy, if his power was hard to land or use, then yeah I could see the extra hit being a complaint, but right now he is really oppressive, and the moment you reach tier 2, you shred through pallets like crazy. Reaching tier 3 isn't even necessary, but once you do, you can get that little extra range to really destroy. Doing vaccines wastes their time, even if it is short time.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2450581#Comment_2450581
4 hits + 4 hits is 8 already. 8 times survivors get speed boost without getting injured. that's also 20s of you just waiting for your cooldown. Even if 4 survivors are right in front of you with vaccines and giving you free hits you'll waste 20s. That's a lot. You can not allow to waste so much time early game against good survivors. Of course Nemesis is strong in Late game and my suggestion is for his late game to start earlier of requiring some skill to use vaccines for survivors
Yeah and I'm saying now everything needs to be a skillfull addition or make something take skill. Why complicate his power to make a very small thing take more skill. It' already a time waster for the survivors as well. If they go to find a vaccine, that's a base atleast 10 seconds as an average low number. Then 4 seconds to open the crate, then about 3 seconds to use the vaccine. That is a minimum of around 17 seconds (which could vary to less or more depending on spawns or map) 20 seconds is a lot, and survivors have to waste that too, not to mention when zombies do work as well, that is passive slowdown on gens, they aren't meant for an actually strong attacking unit. Pay attention to gens and patrol and pressure them, don't stick on 1 survivor for too long. This is just basic high rank killer tips. Nemesis is pretty good at that, zombies help out as well as give information, and you use your tentacle as an infection and then leave. The skill use in vaccine is already there, if they use them all early game, then late game when you are at your strongest they don't have protection.
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@landromat said:
These are my suggestions after hundreds of games on red ranks as Nemesis.
4 free hits + 4 free hits from vaccines is too much. Survivors are very efficient on red ranks and you usually don't have much time. Devs said Nemesis is Not good on red ranks. This is your buff. Make his tentacle become dangerous sooner by removing 2 vaccines so there is only 2 every game on the map. Purple -1 vaccine add-on should be reworked into something different as well.
Another idea: make Vaccine remove contamination temporary. Let's say for 1 minute. After that they become contaminated again so survivors have to actually think when to use it
Another idea: Make his iri add-on base kit so survivors become exposed after using the vaccine. For same reasons
Also fix his zombies. They suck
Im also a nemesis main, and really this isn't a problem to me. 4 Tentacle hits is EXTREMELY easy to achieve. Nemesis isn't meant to have an extremely powerful early game. Spend the early game like plague, getting as many hits as you can. 4 vaccines isn't a lot, and towards the end of the game you should be tier 3 and they can't protect themselves. Nemesis is in a spot where he isn't really that weak, but he can't be buffed without getting even more oppressive and annoying. Right now his gameplay is just m1 or if they perform an action you m2, that's it. If he is gonna get buffed, it should honestly just he a rework
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Personally, I don't care about ranks, I like the matchmaking as it is now. I enjoy the game much more having the ranking be more laid back. If i get put with sweats that is ok, I'm a good killer, but being matched with sweats every round of really obnoxious and tiring. I like when it's sometimes people just playing for fun or just playing off meta stuff.
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@psionic said:
The slasher movies are indeed one of the best movies, but kind of blasé actually. But what about the paranormal, religious ones? Those are the really scary movies in my opinion, and there's nothing that comes close to them in the game at the moment. There's so much potential!
Probably because they aren't as iconic or unique really, the argument always against fnaf is its only jumpscare horror, but atleast fnaf has stand out lore and characters that could be used. Ghost movies, especially ones nowadays are extremely boring, predictable, and nothing unique or new. Slasher movies even still have basic characters like My Bloody Valentine. The characters just don't have a lot of potential or creativeness behind them, its why most paranormal horror movies get released now and then forgotten.
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@Msterflex said:
It has that colon then gift if pain in it similar to the hex perks. We'll probably get more in the future
I could see Monstrous shrine getting turned into a scourge hook perk.
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@MrCalac123 said:
The Developers and the Community are at opposite ends on this topic: The Devs think Nemesis's first tentacle strike not giving a sprint burst is too oppressive while the Community seems to think (mostly) in general that this is not true.
Could we at least consider a compromise and just reduce the sprint burst speed? It's 150%, right?
How about reducing it down between 50%-100%? This way Survivors gain a bit of distance while Nemesis doesn't feel as lackluster on the initial strike. 75% would cut it in half but not be useless.
Fact of the matter is a NON HEALTH STATE speed boost feels bad. So could we at least try to meet in the middle? Even a slight change would be nice regarding this.
Eh I don't think that's the problem with nemesis, I think he would be way less fun to go against if the speed boost was removed. His kit is basically just always m1 and then m2 when they perform an action. From my time of maining nemesis, his kit is fine he is just another oppressive 1v1 killer and weak 1v4 killer. Just spend the early game getting as many tentacle hits as you can on uninfected survivors to make them use all their vaccines. Nemesis is his strongest late game when tier 3 and no more vaccines.
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@PlaysByShady said:
So, playing Lery's yesterday, the survivors are being super-immersive. Two gens go by and I'm struggling to find anyone.
Eventually find a Nea, and down she goes. I put her up on the hook in one of the long bathrooms.
No sooner had I left the room, she gets unhooked, so obviously I head back (had zero idea where anyone else was and there were at least two survivors by definition right nearby) and who runs into me... Nea! OK, you want a BT smack and it builds up my STBFL so OK... she gets smacked, and down she goes.
I've no idea where the rescuer went, no scratches, checked a couple of lockers, nothing. So I decide to DS test Nea - changing the obsession is good so I can smack the rescuer safely in case they were the obsession. She doesn't have it... so up on the same hook she goes.
On the way out of the bathroom now I see the scratches, and follow them... and lo and behold it's a would-be rescuer, Zarina. Chase them down and literally grab them as they were unhooking, and the game did this weird bug where I had grabbed them, but the unhook also happened?? So Nea is literally standing in front of the hook blocking it, so smacked her again and down she goes.
Zarina goes up on the hook, and I take the opportunity to put Nea up too (another two gens had gone in this time so down to 1 gen now)... Nea is dead, and Zarina is rescued whilst I was taking her to hook.
The rest of the game plays out and is several minutes of hide-and-seek, eventually they all die because of reasons.
In the end game chat, Nea is still around and immediately cries "tunnelling..."
Like, seriously?
1) She got unhooked unsafely as soon as I started walking away
2) She ran straight into me... maybe she didn't see which way I went because of the hooking animation taking over, but at least follow the rescuer then if you don't know?
3) She got unhooked second time literally in front of the killer (I grabbed the rescuer)
4) She didn't run/move at all after being unhooked and was blocking the hook, despite no BT and no DS (maybe she was stuck because of a bug in what happened, but she didn't mention that)
These are all survivor misplays in my book, but the cognitive dissonance for survivors is so overwhelming that it seems to convince them survivors can do no wrong and everything must be the killer's fault.
Why??
For me it's the opposite. I mainly play solo queue and I rarely get mad at the killer, most the time I'm too in disbelief watching what random teammates do to get mad at the killer.
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@TwitchyMike said:
This game is arguably survivor sided as it should be. And I can see points to both sides of killer and survivor arguments about balance. But at the end of the day this game is Survivor favored and anytime I see someone talking about ways to nerf a killer or anything that benefits the killer I am somewhat confused. Do survivors just want the easiest time going up against the killer? I personally think a lot of relativity and perception goes into this next paragraph as to why survivors would think killers are OP but here it is.
If survivors don't escape they "Lost" Now in my opinion if you escape as a survivor that should be just as hard as a killer getting a 4k. From someone who plays both Killer and Survivor pretty equally I can safely say when I escape it's the same feeling as getting a solid 4k in DBD. Now that's my opinion. I personally am better at this game playing killer but still equally enjoy playing as survivor.
So for those hard core survivor players please help me understand the complaints about killers.
For me its the same mindset but different. I never get mad at killers because it's not their fault we lost, I solo queue so most the time if I'm gonna blame anyone, its gonna be my teammates. Why blame the killer, they got me and played good, but then my teammates aren't doing a single thing.
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@Kwek said:
Seriously, with hints as clear as what they gave us(burned maps, bunny on a rock, TRAPped ace, matching letters revealed in the same manner as springtrap name was revealed for fnaf3, ciircus baby, classic animatronic AAAAAAA scream) there's one thing I can be absolutely sure of - they know goddamn well what they're doing. And although i'm not the biggest FNAF fan, Springtrap is so likely to break a year-old trend of bland, uninspired killers that barely fit into dbd at all, that I actually got extremely excited for new release and for the future of the game in general. If they announce anything else, I will not be able to perceive that as anything but an arrogant mockery and a literal spit in a face.
Wonder if anyone else feels the same way?
All the traps also fit perfectly and more accurately with Hellraiser, and the bunny on the rock wasn't even a bunny, it was a regular crow. Anyways if you took the hints one way and get disappointed when the hints LITERALLY spelled Hellraise, then see ya lmao
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@SovereignHaven said:
Since there's no map or survivor. I would love to have one thing:
https://us.v-cdn.net/6030815/uploads/ZQQRFE34IFF5/female-cenobite-new-jacket20212021.jpg
I would love to see a Female Cenobite legendary skin. Maybe the rest of the Order of the Gash: Chatterer and Butterball. I like to dream.
Thank you for this chapter. I've been wishing for it for very long.
I would love Angelique too, all the cenobites are amazingly designed
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The reason modern horror characters aren't being chosen is because they don't bring anything unique to the table, or just plain wouldn't fit. My bloody valentine is basically just trapper. The Mist is about monsters and creatures like insects. The grunge is just the spirit. Fnaf is one id agree with that is a large indie horror franchise now and could be picked no matter what people say about it, but it doesn't mean it is more important or better than classic horror ICONS. BTW an icon is something that has left an image and is important to the genre, thats why they are going with Myers, Freddy, Leatherface, Ghostface, and now Pinhead. They are large horror icons and most horror movies that are current just don't leave the same impression behind.
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2405469#Comment_2405469
Nemesis known as anti-chase killer because of his tentacle but he's challenging. at the same time his tentacle could get a nice change.
I want depth to his zombies and his contamination as well 🙂
By the way, if he's going to get Mr. X's skin, do you think his power is going to change?
Imagine him choking and throwing survivors away..
With skins, powers don't change so if we get a Mr X, he would have to have a tentacle. I saw someone somewhere say that Capcom most likely won't allow a Mr X skin because Mr X doesn't have a tentacle and it would be like false advertising. I think a Birkin skin would be awesome though
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2405433#Comment_2405433
You're welcome. i don’t know if they did a lazy job on him or just couldn't think of anything better.
More than anything i expected the Contamination to be deadly on survivors.
I wish we had a mod where we could test our ideas on.
Agreed, I love nemesis and playing him, I find him super fun but yeah I can tell his gameplay is boring for survivors. I do find it lame but honestly adding more depth to zombies and adding a charge amount to his tentacle could work, survivors would have to dodge enough hits and then not worry about it your tentacle. I know people hate that but its about balance, the charge doesnt have to be super long
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@Anniehere said:
I like your idea. you made his power more fun and interesting.
When I'm trying him out, I'm always wishing to be able to break a pallet with his tentacle at tier 2.
He's not flexible enough and requires patience with his tentacle and zombies.
Thank you lots for the feedback, it is a basically complete overhaul. I don't think he needs it really but it does suck they added my favorite series to DBD but the killer is another "perform action, get injured" killer
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@limierr said:
To main nemesis, he didn't need all of that.
We could rework it but it would make things more complicated :
1) Rework the virus effect to have a system of tier that will kill survivors if they don't vacinnate or snap out with a system similar to bt where it could pause in chase. The idea is to have a special kill system where the survivor can turn to a zombie.
2) Rework zombie to make them really dangerous.
I would personnaly perfer to rework his addons to add some of them to the base kit and add new ... tools to him.
They've said that they don't want powers to be influenced by deaths because it would make killers tunnel fast to get quicker use out of their power, I thought of a similar idea and I thought it would be cool but don't want it broken. I agree I think contamination is really useless feeling and thats why I wanted it to feel more dangerous. I forgot to add to my list but something else I thought was vaccines could have two uses before getting destroyed
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2405230#Comment_2405230
People just don't seem to get that. Nobody wants to keep watching a charge bar.
I fully agree, I don't like charges on powers either really but I was trying to think of a way to make his tentacle feel stronger, by not making it take 3 hits, but also giving survivors some sort of counterplay where they could avoid or dodge enough hits it punishes the nemesis. Thank you for the feedback and actually talking about the idea :)
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2405207#Comment_2405207
That was feedback. All of what you proposed is a bad idea; some of it is actually broken and abusable (spawning additional zombies at-will). He does not need more zombies. His tentacle is fine, people just focus too much on using it to the exclusion of all else. And: Those of us who actually play Nemesis are doing just fine and having fun. The rest aren't because they refuse to learn.
I am a nemesis main, I am P3 on him and I love him, I said that in my post. I never said this is what I want him to be, I enjoy him lots as he is, I just said I thought it was boring that the power he got was another "survivor does action, I get hit" power. I think people just missed when I said this was for fun and not a serious thing
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@FrndlyChnswSalzmn said:
No. Nemesis is fine. None of this is good.
Classic forum response, simply made a fun idea and wanted feedback, this wasn't feedback
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@DwarvenTavern said:
Would you give him a lullaby?
Make him pick up bullets in lockers?
What would you personally do? I love Deathslinger, I personally don't find him boring or ridiculous to go against.
But, a lot of people dislike him so I can understand people's complaints.
But some of the suggestions I read kinda neuter him.
For example, being force to have a wind up time when you ADS.
I wish to say I can understand WHY people would want this and I'm not saying it's a bad idea, just want to state that without anything additional it would just be more hindering for him since they gain that extra distance and you might have your chain break more often or you need to SQUEEZE that hit in.
Grant it, this is just a hypothetical, but everytime I see that suggestion my mind always goes to that issue.
I think just making him perform a slowdown when putting down his aim would be good so he can't just spam it. In terms of reworking I always thought it would be funny if he could shoot his gun into walls or objects as well and pull himself faster for map mobility, and then when he let's go he could perform an attack, so if you can't get a good shot you could do something goofy lmao
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Leon mains rise up
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@DeafCommie said:
I don't think Zombies need this drastic of a change. While their A.I is a bit buggy, their main purpose is to serve as map pressure and info on survivors. imo I don't think they need changes like these and, instead, they should focus on fixing Nemesis' main power.
Nemesis' main power is really boring and not unique, and I think the community would much rather enjoy a new Ai zombie controlling character than another "i perform an action and take damage" character. Like i said in my post, this idea fits better with a rework involved with making the zombies his main purpose
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@Jarol said:
Truthfully, I always wondered what happened to him after his story, he was a journalist, something similar investigating the disappearances of the town of Weeks, Washington, home of Macmillan State, 300 cases of missing persons and later being him, one of them.
There really were older survivors who were victims of the entity just as there were old killers, I estimate, Oni and Nurse were the oldest. He claims to have seen the Entity and his drawings reveal its hypothetical form.
Benedict was one more survivor. But what happened after his disappearance in the Realm Entity? Will the developers reveal their story more?
I would love more info on him, I always loved reading his lore takes from his first experiences with some of the early killers, but they stopped doing it. I always thought if DBD was gonna be a TV show or book series, Benedict or Vigo would be the main character
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@PsychoTron said:
As someone that plays both roles more or less evenly, I don't find any killers boring.
Personally, its how someone plays the killers; camping at 5 gens, and tunneling.
Lots of posts about X Killer is unfun, but what killers do you find fun and why??
I honestly find most killers really fun, and there is only like 3 I don't find fun. Overall I have a wonderful time with most things in this game
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2396837#Comment_2396837
Last time I checked being healed by your teammate doesn't remove DS. I can picture people getting saved from the hook, someone heals them, then they deliberately get in the killer's face. Trying to get the killer to chase them because they have DS.
Like I already said to someone else, if they are getting in your face, ignore them. They aren't doing gens, so if you go pressure someone else, you are technically pressuring and occupying multiple survivors. That unhooked survivor can either stay around you and bother you, which is just being useless to the team, or they can go do gens and their ds is disabled