MadLordJack
MadLordJack
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- MadLordJack
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I dunno, I like that it reveals auras. Perhaps the auras could be removed whilst survivors cleanse? That way, the only indication that the killer had about survivors being there is the brief window where they run up to the totem.
Or they could put the effect on TOTH, but I'd appreciate it if it didn't replace the loud notification. TOTH is much better at pure totem defence simply because you cannot miss it.
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Yes, but any OoO user knows that THEY are being a bit toxic and could also potentially be calling out to their teammates, so... Kinda like mori'ing keys. Just a big old filthy slap fight.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1655456#Comment_1655456
It won’t be rare. It already isn’t. I pair Blood Echo and Mindbreaker already, and SB users get it at the beginning of the match, then never again
Okay, please do that against me. I promise it will work out well. Use two perks in conjunction to remove between 1 and 4 of the 16 perks in a trial that aren't even necessary to begin with.
Seriously, as a religious SBer, I can tell you right now that the value is from the pairing of two perks, and it isn't worth it. Blood Echo creates the exhaustion, Mindbreaker pauses it, and I have 12-15 other perks on my side. Not such a great idea. And besides, I'm usually running some healing, so even then it wouldn't work so well.
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I doubt it. I don't think the Devs consider it much of a priority, which is fair since there are a lot of things that need fixed.
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Ghostface is a solid killer. He's one of the higher-skill killers, because you need to set people up for failure later on. However, he's also got absolutely no mobility and very little in the way of actual snowballing, so good teams have it easy against him.
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@Thedogofdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/1653396#Comment_1653396
The entire point of hexes are you get a strong affect but survivors can take away this effect for the rest of the game, but you just want Hexes to be horrible perks. If you don't want hex perks to be good then hexes should be harder for the survivors to cleanse.
I don't think hexes should even exist. The killer does nothing to earn their sheer power except get lucky. The survivors do nothing to take it away except get more lucky, or run a specific perk/bring a specific offering. High risk/high reward should never be a literal gamble where luck is more present than skill. It's just not fair on anyone.
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@Science_Guy said:
Just because a streamer says it doesn't make it important.
You are correct, of course. But as has been stated, Otzdarva's entire personality as a content creator, regardless of whether or not it is genuine, is based around fair, unbiased as humanly possible arguments towards the balance of this game, taking interactivity into consideration over all else. This personality is present 5 days a week, 6 hours a day, and making him a decent living as it has for several years.
Perhaps this lends his opinions, and streamers with a similar public face regardless of whether or not they have the same ones, a little more weight than us random forum users?
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@PigMainClaudette said:
I did this and people still complained to me that I didn't "understand the killer".
People's obvious personal biases aside though, this is true for ANY part of the game. People who play both sides not only know the struggles of both, but CAN compare them and make appropriate calls.
Sadly though, there are people who then call them "entitled [other side] mains" for pointing out the other side of the story.
Yes, I've learned that I am extremely unpopular amongs the Slinger mains because I used to main him whilst pointing out that it was all down to me screwing up, not the survivor outplaying me.
They don't like it when you do what they want and still disagree with evidence to back your opinion. They really, really don't like it.
Still love Slinger. Point that out every chance I get. But I walked far more than a mile in his shoes and still saw massive, massive unfairness.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1654121#Comment_1654121
But what about the times you still have 30 to 20 seconds left of your timer because it was paused while jumping back onto a gen?
Those times are few and far between. The small exception to the general rule, as it were.
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Classic outfit. I'm a Scream fan, I can't help it.
I also like the basic outfit. I just think it's a really good design.
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Depends, do they magically get treated for the horrific torture, mutilation and psychological conditioning? Because the majority of the killers didn't want to be killers. They were made that way by the entity. They're... Basically freaking nuts.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1653987#Comment_1653987
Have you tested? I'm pretty sure you cannot keep the exhaustion at 0.5s but it will reset to 5s also when the exhaustion is not caused by the perk
Oh no, I have to spend a few seconds walking instead of choosing between constant walking and wasting my SB? Whatever shall I do? The sky has fallen on my head. I am in agony.
Mindbreaker has always buffed SB. If the changes go live, that's exactly what I want.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1653987#Comment_1653987
How can it backfire?
Are you seriously always going to wait till your SB is recovered before touching a gen again?!
Do you have any idea how much of a buff it is to have 6 seconds on your exhaustion timer when you leave a gen? Mindbreaker literally swaps the post-gen walk for a pre-gen walk. Massive. Massive. Buff.
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As a Sprint Burst user, I love this change and appreciate the buff to myself. Please, all killers, run Mindbreaker in my trials. I promise it won't backfire.
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Wait, do you think that people don't do this sort of thing with DS?
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Its not pointless, it just isn't as noticeably impactful as small/micro pp, SC/Botany, IW/UE, etc.
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@Thedogofdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/1653018#Comment_1653018
https://forum.deadbydaylight.com/en/discussion/comment/1653065#Comment_1653065
Well Hex perks are supposed to be High reward High risk right? Don't like not being able to use pallets do the totem if the killer is using Undying break more totems
Not to mention you still get to loop windows it only blocks pallets
Yeah, and you earn keys, mori's and busted items/add-ons by playing good in previous matches.
Just because a theory seems sound doesn't mean it is. High risk/high reward is a concept that applies better to playing Nurse, not the die-roll of hexes.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1652632#Comment_1652632
Why are you telling me this in particular?
https://forum.deadbydaylight.com/en/discussion/comment/1652985#Comment_1652985
You have to be playing in lower ranks or against Survivors that got boosted to high ranks. Doctor isn't a guaranteed win against good Survivors, even with the strongest add-on combos. Not all of his add-ons significantly buff him. You just need to get better.
Don't assume, it is unbecoming. If you want to talk about good and bad survivors, then guess what: No killer wins against good survivors, case closed, let's all move on.
Or we could talk about what I mentioned, which is that doctor is overbuffed by even his yellows.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1652985#Comment_1652985
I play Doctor pretty regularly. I play all killers - and I've got over 4000 hours in DBD, more than half survivor.
Get better at the game.
If your angle was to come at me like you have more experience than me...you failed, hard. Harder than a missed DS skillcheck.
Actually, my angle was to point out that despit emy playtime with him I'm not even good at Doctor and that his add-ons literally make me win, something that if you had a lot of experience playing doc with and without add-ons you would notice yourself.
I also don't care how many hours you have and I don't see any reason why I should.
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The Devs have this community so starved and whipped that we're going nuts over a killer change that could have been implemented LAST midchapter.
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You really have no perspective, do you? It's like looking at Tru3Ta1ent. Everyone's gotta be toxic and out to get you, evidence to the contrary aside.
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So... Take away the survivors main resource? Sure, that'll go down well.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1651567#Comment_1651567
The only Doc addon that is even remotely oppressive is literally only Discipline. And even then, that's a stretch.
I see you don't play or go up against much Doctor. No add-ons? I win some, I lose some. Any random pair of add-ons? I win some, I win some more. Regardless of my skill level, that's an insane and stupid increase. Seriously.
Almost every single add-on significantly buffs 1 or more aspect about him and makes Madness even more oppressive. Maybe that's fine for a full squad, but not anyone else.
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@Hopesfall said:
"too oppressive"
isn't the point of having survivors.. to stress them out? is that not the theme of the game?
so how can something be too much of what you're trying to achieve
No, actually, the point of the game is to try and escape the killer/kill all 4 survivors. Which is supposed to be reasonably possible. Which against many characters or in many situations, it simply isnt.
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"I was being nice to the survivors, only played like a complete scumbag."
Not the best way to think. Especially since tunneling is proven to not be the most effective way to win, just the most mindless and cruel way to beat bad survivors.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1652543#Comment_1652543
WGLF never rewarded you any tokens for Pallet stun and Flashlight saves, it only awarded tokens for safe unhooks and protection hits
Ngl chief I stopped reading here just because you're wrong. Pallet and beamer saves do give stacks on live right now, and have for about 3 years.
I wonder if Iron Will is going to get buffed to muffle breathing...
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Well, there was this one time when I actually escaped a trial. 'Twas many moons ago, back before the shifting meta, in a simpler time... When I didn't constantly martyr myself for (hopefully) good reason only to end up cackling madly as both me and the complete and utter buffoon I attempted to rescue are sent off to the campfire together...
Seriously, I cannot stop playing altruistic but it never bloody well works. It's like this game just has it out for me. "Be a selfish prick or everyone dies." What kind of a message is that? Sometimes even the killer takes pity for my petty attempts and let's the poor teammate go.
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You do know that thanatophobia had almost no effect on healing whatsoever, right? Seriously, 16% of 16 seconds? 2.56 extra seconds? At maximum value of 4 injured, hooked or dying survivors? Which means it often wasn't actually 16%, but 4-8%?
Yeah. RIP. Big frigging whoop. However will I contain my sorrow now that the numbers for everything else are getting buffed. I cannot express my pain in the written word, for it is boundless.
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Yes, because just about every Doctor I come across is fully aware of just how busted his add-ons are. Most killers have 1 or maybe even 2 empty slots, but never Doctors. Never, ever, ever. He gets so much opression for free, and his power is all about denial so you often end up holding W everywhere and hoping you don't have to Snap Out AGAIN.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1650814#Comment_1650814
Solos will always be in disadvantage.
Solos can always use perks like hunch to compensate that disadvantage.
There is a difference between 20 feet and 3 miles. They are both "distance," but one is clearly greater than the other, no?
It is the same with "disadvantage." Solo players will always be at a disadvantage, but there is a difference between what we were at pre-meta-shift and what we are currently at. Ruin/Undying hits solo players far harder than SWF teams. In fact, it hits solo's so hard they people like you are claiming that it is perfectly okay for solo players to be forced to change up their build and sacrifice an extremely valuable perk slot specifically to counter a new meta while SWF just take it in stride, especially since solo players cannot riff off of their teammates perks, for example you might get a team all running anti-totem perks and Inner Strength. Not the best way to survive a trial.
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They are a perfect example of choosing quantity of buffs over quality of buffs. Those two perks were literally just number edits. Easy done, shove them in, make it look like more was done than actually was.
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@Slashstreetboy said:
The survivors need by default 400 seconds to complete them (5x80=400). When the match starts, the Killer loses 4seconds per second if that makes sense. When the first chase starts, this gets reduced to 3seconds per second. Once the first survivor gets hooked, someone moves in to save - now its 2 seconds per second.Then you add the time it takes to move to the next gen, voila, there is dbd at its very foundation.
The core issue to this day is that there are maybe a handful of available Killers that are equipped to effectively pressure the gens to slow the progression down. Add to that that many tiles and maps are by default stacked against the Killer and it´s easy af to get the gens done against almost any Killer. This issue only arises though if the Survivors aren´t potatoes, which most are.
This is why no one plays Trapper/Wraith/Ghostface/Clown/Bubba/ Doctor/Pig/Legion/Demo/Slinger/Plague/Oni/Myers in tournaments. If they did they´d get completely shat on. They are all countered the same way : Split up, sit on gens, profit. There is nothing they can do about it.
Except that every killer is countered by that, Nurse included. The only reason killers ever win those games is with massive perk bans, item bans, map selection, and a good old fashioned intra-team panic moment.
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Why does Iron Will turn survivors into undead monsters that don't even need to breathe? Why does a tree almost completely block out the sound of a generator? Why can I not hear someone sprinting across solid concrete?
Sounds in DbD are busted and probably always will be. Just look at the super hidden, passive-aggressive announcement they made that it was intentional for killers to literally be unable to hear anything while in a chase.
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It definitely needs a nerf. It isn't healthy to punish solo survivors more than they already are. That being said, it doesn't need a direct nerf: Soul Guard could be the first of many perks to buff cursed survivors (though a totem counter is definitely necessary and really should be added, I honestly don't know why it hasn't been).
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My dream patch notes would be a wall of text about perk and killer changes, followed by a paragraph of apologies and a promise to overhaul things more often without waiting a year or two (or four) after its release.
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Tunneling is a great stratagey for stomping noobs. All it takes is 1 idiot not doing gens and the killer gets a free pass after robbing 5 people of a trial. And yes, I'm including the killer in that metric, because against half-decent survivors they are going to get 2 kills at absolute best, often with the fair and balanced perk that acts as camping/tunneling insurance. They are basically loading into the trial and giving up, becoming a petty force for self-victimisation because they know nothing else but how to ruin the experience of others.
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The main problem is the near-lack of communication and absolutely glacial response time. After 4 months, PH is finally getting his broken toy fixed. And we're supposed to be grateful? It's a live game and it's taken how long? And we keep telling each other that it's a good response time? That... That really is not okay. Not just that it's taken this long, but that many of us were acceptant that is wasn't going to happen EVER.
Yeah. Call me a Dev basher. Maybe people would complain less if they felt the team was more involved with the community and actually gave a damn. It doesn't help that every time they reply to a post they never follow up for fear of getting hurt or inflaming a situation by not applying the critical thinking required to be a developer to criticism and complaints.
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Neither Technician or Prove Thyself increases skillcheck chances, and most people don't really miss a lot of skillchecks. That means that no-one is getting bonus gen progress from those two perks that they wouldn't have had from just Prove Thyself.
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My games with no obsession don't change. If the killers going to tunnel, they tunnel, if they aren't, they don't. There certainly isn't a noticible increase for me, not do I want to succumb to confirmation bias.
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Because they put a lot of effort into the animation.
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Indoor maps: where you have to hold-W because taking a shortcut might lose you the trial.
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I'm starting to think that this "feature" is to give the game more variety whilst not impacting gameplay... Ignore the huge impact to gameplay and the fact that he is completely unplayable the moment non-graphics-update grass is thrown into the mix.
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Like it or not, you aren't supposed to be able to hit good survivors. I don't think that that is in any way an okay design philosophy, and I do hope they make the attack wave move faster, but at the end of the day he can literally hit you through walls so there needs to be at least some broadcasting.
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My experience is that this kind of thing is extremely bs. No character is more likely to use undesirable tactics than another. Hopefully people will just take this as the fun little thing I hope it is intended to be... But at the end of the day, it's shaming character mains for things that they don't do whilst praising others for things they also don't do and will be used like that because people are extremely stupid, as was the last several threads I saw with a similar theme.
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Then people would stop using UB and just jump into lockers because almost every generator and hook is next to one.
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Wouldn't mind for No Mither to be actually good. Remove the huge "I HAVE NO MITHER!" notification and buff it's muffle effect and you have a decent perk.
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Why? Why, after DYING as a SURVIVOR should you have "won"? Because you wanted the personal victory of wasting 3-4 minutes of everyone's time bleeding to death?
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Reworked? The significant majority of perks, for one. Some are clearly overpowered (maybe like 2-3) and others are just super underpowered or have bugs (all of the rest except maybe 5). I just want some variety, you know? Although I'm not a main, so I guess I'm not exactly your target.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647223#Comment_1647223
Yea but the point is that the fact that they can use their power in loops means that the haste affect rarely every becomes problematic for the killer.
Yeah, no. That isn't the case. Give me 7% extra speed and I will destroy almost every killer in the game, and I'm not even that good. The only reason I don't run Hope is because it's active when you don't need it.
And even then, even in this magical world where the killer only being 8% faster than survivors isn't a big deal... Hold-W.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1647118#Comment_1647118
Nurse, Spirit, Freddy, Clown, Doctor, Hag, PP head, Deathslinger, Demogorgon, Blight and Huntress are what I would call hard anti loopers, in a sense that they pretty much always have their anti loop at disposal and it’s relatively effective or at least good at changing the way can be used.
Then there are antiloopers like oni, plague and trapper who may not be able to use their anitloop all the time but it is very effective.
Finally there are the killers who can use their power at loops sometimes and have a partial anti loop but mostly play loops as usually, like Billy, Pig, Leatherface, Myers, Legion and ghost face ( due to his ability to loose his terror radius and red light mid chase).
Only killer who I would argue has nothing at all in chase is wraith, who honestly idk why he’s still in this state at this point in the game and really desperately needs a change.
Only about 4 of those killers actually deny looping. The rest can simply use their power in loops. Don't confuse the two.