Lord_Tony
Lord_Tony
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- Lord_Tony
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Comments
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@Unifall said:
Survivors should still breath when running. No reason why it should make them quieter.
right you can hear them when they are uninjured just not when they are injured.
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the only thing that needs to be "nerfed" with iron will is fixing the breathing bug
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you do know those memes calling for pig nerfs were ironic, right?
No one wants pig nerfed again
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450928#Comment_2450928
If nerfing it would make it garbage then why nerf it at all? Are survivors not allowed to have strong perks?
same reason stridor got nerfed, to be garbage.
the difference was stridor was only relevant on 1 killer and not meta and iron will is meta
guess only killer perks should be garbage
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Seems ok but you should try infectious fright, nurses calling, knockout and STBFL
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2450889#Comment_2450889
I highly doubt that you manage to kill all Survivors before the Endgame OR all Totems are cleansed. Both combined are pretty unlikely.
But what does it matter that the Survivor gets Adrenaline when the Hatch is closed? They almost never survive at this point anyway.
I kill survivors before all gens are done all the time. It's very likely.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2450862#Comment_2450862
When the Survivors fail to do all generators, nobody has anything from Adrenaline. However, when all Totems are removed, the Killer has value out of NOED, even if it did not activate, because the Survivors spend time to cleanse Totems.
Even if the Killer is not running NOED; the Survivors might waste time doing Dull Totems for a Perk the Killer might not even have.
Let alone, most of my Adrenalines are not really impactful, because I am fully healed and not in a Chase when all Gens get done.
survivors get adrenaline when hatch is closed.
also most of my NOED games are not really impactful. Either all survivors die before NOED activates or all gens are done but all the bones are cleansed.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450862#Comment_2450862
That's easier said than done. Especially solo and certain maps. What if you have a camping killer? You have to rush gens.
Do bones while the killer is camping.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2450850#Comment_2450850
You can counter BT by waiting out the bodyblock and getting the down again.
If you slug for the 4k unbreakable should come into play because it’s whole purpose is to counter that playstyle.
You can counter exhaustion perks by running blood echo or mindbreaker. Not amazing but can definitely be good on certain killers.
An example of an actual crutch survivor perk would be spine chill since it is something you become reliant on and can hinder your game sense. These perks you mention are just counters to annoying killer strategies
Waiting for BT is not a "counter" it ate 12 seconds of your time. back when you needed to be undetectable now that was a true counter.
survivors doing UB, DS, BT juggles during EGC is stupid even worse when they do it at exit gates.
blood echo and mindbreaker will never be meta
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450758#Comment_2450758
I see Adrenaline mentioned a lot when NOED is talked about and I don't get it. You actually have to do all gens, then you get rewarded. You could just stand still all game as killer and if the survivors didn't find all totems you'll get hit with NOED. It is a terrible designed perk and needs a change. You literally don't have to do a thing for it to activate, lol.
With adrenaline you actually have to do all gens then you get rewarded.
And again NOED doesn't activate when all the bones are done.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2450840#Comment_2450840
How is BT UB or SB a crutch perk? Unbreakable literally only works if the killer is slugging poorly and BT is brought to stop camping.
Even if they were crutch perks killers also have perks like tinkerer anyway
K let me break it down.
Every sweaty survivor build is UB, BT, IW + any exhaustion perk. Sometimes IW/UB is swapped out for DS.
If borrowed time was intended to stop tunneling then it's doing a bad job because survivors use it for 1 thing only, to body block the killer and force a protection hit even if the killer was trying to not go for the freshly unhooked survivor. They never use those 12 seconds to run away as intended.
Unbreakable is mostly used for EGC when the killer slugs to try and get a 4k so a survivor will get up at the last second to get a save bbecause no one expects UB at the last second.
All of them are crutch perks and none of them are counterable. Even "crutch" killer perks like tinkerer can be countered.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2450771#Comment_2450771
Maybe it’s because 90% of other survivor perks are obsolete/useless?
No
it's because survivors only use DH or SB, UB, IW, BT
the top 5 ultimate crutch perks
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2450774#Comment_2450774
I'm with you. Killers want every survivor perk nerfed and unfortunately they get their way.
Remember when Small Game used to also detect traps? If it's not going to do that anymore can it at least highlight totems once we're so close and looking directly at it? Not gonna lie sometimes we're blind and sometimes you're on a map like SWAMP where it's impossible to see.
as if trapper needs to be countered and nerfed any further
the small game change was needed
you have a totem counter and alerted when a totem is nearby, THAT'S ENOUGH
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@Snowbawlzzz said:
There are a million perks that don't have counterplay, tired of salty killers trying to turn this perk into c-tier garbage
why should holding your breath with no counterplay be an S tier perk?
they should breathe when injured it's a bug they don't breathe
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even with the lag people still use dead hard
really shows how OP dead hard is
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they indirectly buffed it after what they did to stridor.
survivors should at least BREATHE while injured it's stupid they make absolutely no sounds
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Seems unfair to nerf NOED when adrenaline exists.
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@Laurie268 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450577#Comment_2450577
I outplayed the wraith at an unsafe pallet by predicting everything he did and other fakes. He screwed up by chasing me for too long. All noed does is undo your mistakes when all gens are done, I was playing solo there is 0% chance randoms will find noed on midwich.
All adrenaline does is undo your mistakes
All dead hard does is undo your mistakes
Kinda weird how survivors can have uncounterable second chance perks stacked between 4 survivors but killers aren't allowed to have 1 that's also countered by doing bones.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2450698#Comment_2450698
Man, you really are the killer version of whatshisface. I forgot his name, the one with the Laurie Strode forum pic who always posts outrageously survivor biased bait.
except I'm not wrong about this
NOED is fine it almost never activates for me and i"m playing essentially 3 perks
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I don;t know why they don't give pinhead another paragraph
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2450628#Comment_2450628
Please don't pretend solo play doesn't exist.
Or do you also want to mandate that survivors can only play in an on-comms 4-man swiffer? Because something tells me that you'll be back here whinging your head off in two seconds flat if survivors actually did that.
only rank 20s play solo
comms are a crutch and pretty much any survivor is now with a buddy
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alternatively if NOED is a problem just open the exit gate and leave.
I don't know why people choose to 99 the gate and stay while looking for that totem.
do you really need to dunk on the killer that bad?
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2450576#Comment_2450576
And if you're not that one survivor with SG, how can you tell if the totem you see before you is the second or the fifth?
comms
please don't pretend comms don't exist.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2450459#Comment_2450459
Locking it behind all 4 survivors must be hooked once is terrible because swf will just hide the last survivor using coms and lockers.
right like it's literally only an exposed effect, everyone would just use rancor instead then
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@Laurie268 said:
Nothing more fun and balanced than getting hit by noed and dying on first hook after looping a red rank wraith for 4 gens on midwich. Anyone who thinks noed is balanced thinks keys are balanced too so nothing should get changed about them.
kinda weird how you assume you won the match because you looped someone for 4 gens.
match isn't over yet.
Also it's a survival elimination game if your friends can't save you from the hook then technically you're dead on first hook. that's how survival elimination works.
In fact I'm going to double down and question why is it fun and balanced for a single survivor to loop a killer for 4 gens? killers are designed to get you, eventually.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2450429#Comment_2450429
BT, IW and DS are part of that perk tax, you pistachio.
you only need 1 survivor out of 4 to have small game
so it's not going to ever be apart of the "perk tax"
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@Firellius said:
My issues with NOED revolve mostly around its counterplay.
It's unintuitive. Yes, you can 'dO bONeS' as the old meme goes, but that's a gamble for Swiffers and a massive gamble for solos.
Firstly: fail to find even one totem, and NOED gets its full effect. This turns all totem-hunting efforts into a complete waste, adding slowdown on top of NOED's power. But since solos have no idea what their teammates are doing, they have no idea whether that totem they found is the fifth and thus worth cleansing, or the second and thus possibly not worth doing.
Yes, Small Game got the totem counter. But this just adds to the survivor 'perk tax', which cripples build diversity.
EDIT: firstly, part two: NOED gets pushed to whatever totem is left, which also means that cleansing every totem you can find pushes it to whatever totem you -can't- find, making it much harder to counteract.
Secondly: due to NOED requiring a team effort, it widens the gap between solo and Swiffer. No comms makes NOED stronger.
Thirdly: NOED's passive threat causes counterplay to make the perk take effect without being equipped. This adds to the gambling-nature of the counterplay: do bones when the killer doesn't have NOED and NOED becomes a stronger slowdown perk.
Fourthly: Due to the large investment required to counterplay it, NOED is an excellent supporting perk to hook camping. The only counter to facecamping is genrushing, and 'doInG BoNEs' is mutually exclusive with that.
Paradoxically, certain buffs to NOED might actually make it -less- of a problem. But one of the most simplistic fixes that should be implemented yesterday is a universal totem counter, to improve solo player's chances against it and narrow the Swiffer-Solo gap.
"Yes, Small Game got the totem counter. But this just adds to the survivor 'perk tax', which cripples build diversity."
ah yes don't want to cripple that BT, DH, IW, UB build diversity.
Using small game actually adds to build diversity lol
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@Bumbus said:
Earned or not, NOED is kinda overpowered. One way to nerf it is to make a requirement for it to work.
I think the healthiest way to do it would be to make it work only on survivors you hooked during the match.
literally the requirement for it to work is to have a totem left.
It's far from over powered.
You're basically playing 99% of the game with 3 perks and then for that 1% of the game there is a chance NOED will never activate.
it's FINE
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@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/comment/2446052#Comment_2446052
How would you change keys? Also keep in mind that there is an achievement that requires all 4 survivors to escape through hatch.
welp guess it has to be changed because hatch is OP
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because people keep thinking slugging is holding the game hostage so they flood reports about it and devs can't find the legit reports
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2449428#Comment_2449428
I have never seen a single one, and I browse this forums at least twice a day.
welp they literally posted about it the other day
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@GrimoireWeiss said:
What's the point of this post? 2 years playing DBD and I've never seen anybody asking to know who the killer is on the lobby.
there is threads going on about it
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@KajdanKi said:
Killer: wow everyone has flashlight, imma go back to search new lobby with non competetive ones
Killer: wow he has key, i hate it, switch lobby
Killer: wow everyone from one platform I switch
Killer: everyone with medkit? Franklin!
you're not countering the survivors power you're just countering specific items.
survivors can counter the killer's power if they knew hwo the killer was
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springtrap should be legendary skin for nemesis
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@thefallenloser said:
Who even makes these ridiculous arguments after 1 hour of experience, Tony?
If anything, neither side should be able to see each other just to make it fair.
yeah okay let the killer not be prepared for 4 brand new parts, 4 flashlights, 2 keys and 2 maps. 4 blendettes
yeah that's totally fair.
also it's a horror trope for the killer to stalk its victims and prepare so it 100% makes sense for the killers to prepare.
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@Alice_pbg said:
So many people going "no one is arguing for this".
when several people ARE arguing for this. because apparently asking for the survivors to not be able to switch into a different character/item in the very last second of prep time, is equivalent to "let me counter that specific killer"
this
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@Shroompy said:
Whats the point of this? Survivors cant see what killer theyre facing, and I havent seen anyone ask for this
I've seen people ask for it and they claim it's not fair the killer can see them but they can't see the killer.
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@Daddy_Doctor said:
Small game doesn’t work against traps anymore.
before the nerf obviously because there was a time you could know who the killer was and people would just run small game
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I don't think survivor mains realize how they'd completely destroy the balance of this game if they could see who the killer is before the game starts.
No one would attempt to play killer again.
Do you honestly realize survivor mains how much buffs killers would need to have in order to compensate you knowing who the next killer is before the match starts? This is not something you want. I'm not talking about spirit level buff, they'd have to be buffed BEYOND spirit's potential.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2443251#Comment_2443251
But if it is about choice, why is it fair that you can decide to go against keys or not, but survivors are not allowed to choose to not go against certain killers or perks or addons?
There is a disparity, that doesnt seem fair to me.
So maybe its just about preparation, not choice? And you just misuse the system for your advantage.
There is a HUGE difference between the survivors knowing who the killer is and killers knowing what items survivors are bringing. (let's forget the fact it's a horror trope for the killer to stalk and prepare for their next victims while the victims themselves are clueless and unaware of the danger ahead)
In fact this was actually abused years ago by survivors before.
Survivors: wow trapper is the killer, let's all put on small game, dead hard and maps.
Survivors: ghost face is the killer make sure we all put on spine chill.
Survivors: wraith is the killer, everyone take out your flashlights and equip blast mine or flash bang and spine chill
Survivors: blight is the killer, everyone use an indoor map offering.
Killer: K I see 4 med-kits I'll put on sloppy butcher I guess?
Yeah okay, that's totally fair and balanced if survivors knew who the killer was. Maybe if SWF didn't exist it would be fair but SWF totally exists and if they had this kind of advantage it would destroy this game and any killer who would be willing to play again.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2443341#Comment_2443341
Because killers already have a huge advantage. They can see survivors, items, and adjust. Why do they need even more help?
"adjust"
because we CAN'T adjust at the last ######### second when they quick switch.
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@NemIsLive said:
So.. Now we have a logo with just 5 strikes. No skulls, no telltale signs of blood.
#########? Was this just a PR move to appease people?
probably
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how are killers suppose to prepare when they ######### switch to a key at the last second?
you do it because you know killers back out when they see a key because you know keys are BROKEN
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@twistedmonkey said:
This needs a lobby fix for both sides before they can remove last second switching.
This was never a thing until killers started dodging lobbies due to items. This can't be removed without fixing the dodging issue as each side should be able to play the game as it was intended with everything at the game offers.
The only fair way i can see to fix it its to have time locks for both sides.
Lock both sides into the lobby at 40s so they can't leave without a penalty to rematch.
Survivor loadouts get locked in at 20s so the killer has that time to set up before it starts.
killers only leaving the lobby in the first place because keys are absolutely broken and OP
fix how broken keys are and then killers won't have an actual reason to dodge the lobby.
switching to a key at last second so the killer can't respond is absolutely no fair and now forcing the killer to being unable to back out OR switch to franklins is even more unfair
I agree survivor needs their loadout locked earlier than killer though. That's a healthier change.
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@Johnny_XMan said:
Of all things to complain about imagine it being this one.
It's a 100% valid complaint
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2443355#Comment_2443355
You can just close the game down, wont receive a dc penalty either.
Takes me 20seconds to restart and I'll do that over a last second key switch as either side
ah yes I should completely shut my game down and then spend another 2-3 minutes restarting the game back up again because swf decided to switch to a key at the last second and I couldn't do anything about it.
yeah that's fair and reasonable
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@EntitySpawn said:
You can close the game down before the match starts, if people cant be honest with what they're bringing dont feel bad for it.
If they swap last second, you can back out last second. Fairs fair right?
you can't back out at the last second the game won't let you.
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What's worse is the game won't even let me back out of the ######### lobby when they last second key switch
that's so stupid
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@meatisadelicacy said:
LOL
Survivors just shouldn't be allowed to bring in anything ever. Would that make you happy?
Are you like purposely ignoring the point and gaslighting?
Why is it so unreasonable to request a simple no quick change at the last second before the match starts?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2443270#Comment_2443270
I'm well aware of that, but it can waste a bit of the killers time.
Yeah by trolling the killer and bullying them, which is what they are commonly used for.
Before the nerf DS was essentially a bully perk that allowed the survivor to do their objective while having a god mode button and they can use it EVEN if they weren't being tunneled. It absolutely was OP and unfair.