Marigoria
Marigoria
About
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- Marigoria
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Comments
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Suicide on hook
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3016453#Comment_3016453
While that's mechanically true, there's virtually no reason to do anything else at that point.
That said, losing that part of DS should have warranted a buff for the perk, not a nerf.
It should only deactivate if the person touches a gate.
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@Emeal said:
No, anyone who plays Killer regularly know how often DS during Endgame to Spite you is used. If its truely an anti tunnel perk, then it does not need to work during endgame.
You can still tunnel during end game.
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Feels like all they wanted to do was to make people not use the same perks, even if they changes they made to them were brainless.
Congratulations on achieving that ig.
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@Aven_Fallen said:
Iron Will is dead. It is all or nothing, 75% is not worth the Perk Slot.
75% IF you're not exhausted. If you're exhausted is 0%.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3015619#Comment_3015619
Stridor imo needed the complete rework since it was essentially just a hard counter to 1 perk that was only useful on 1 killer.
It was useful on all killers for me because I cant hear very well
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@Krazzik said:
If the survivor is hiding somewhere then no they're not leaving blood or scratch marks that you can follow.
Yes, and if they're hiding it's ok for killers to not be able to find them, because that's what hiding is for.
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@Krazzik said:
Iron Will completely removed one of the killer's main tracking tools for zero effort. It was broken.
It wasnt broken, killers have eyes dont they?
They should just never nerfed stridor in the first place.
If killers cant see well and need hearing aid, they could use stridor instead.
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@MrsGhostface said:
With iron will it should’ve been either been the exhaustion or lowering the percents, not both. Honestly they should’ve never nerfed stridor so iron will could be countered with it
Same with spine chill, should’ve just been the speed bonus nerfed
I agree, Iron Will should have stayed the same and they should have reverted the stridor change.
Agreed on spine chill change as well
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@Krazzik said:
I mean Iron Will doesn't make you always injured so it's got that going for it.
It -did- need a nerf and this was really the only was they could nerf it.
It really didnt need a nerf, and this is the only way they could nerf it if they aren't very smart to begin with. This has to be one of the laziest and most stupid nerfs I've seen so far. It was overkill
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@White_Owl said:
46 seconds to self heal (57 with Sloppy Butcher) is kind of insane. Nobody in their right mind would want to use it.
My solo Q team mates wont mind I'm sure
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@Phasmamain said:
While I hate current IW this was by far the laziest way to nerf this. They should have had a 25 second timer that resets whenever you are healed
Imo iron will was fine, stridor just should never got nerfed imo. If iron will was too good for some people (like me who cant hear #########) they had the option of using a perk for it.
Now iron will is completely dead.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015408#Comment_3015408
An official statement would be nice in that regard. Because either solos aren´t as weak as people try to convince others on this forum. Or SWF numbers are so high, that they affect the escape rates across the board.
Just kind of weird how they say something but dont provide stats like they always do.
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Not fixed and IMO it got worse.
Only play if you're in a SWF otherwise dont bother playing survivor.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3015288#Comment_3015288
Don´t worry. Killers will still be weak.
Assuming that solo queue is the biggest part of the survivor group, the escape rates must have been really high, for them to recognize, that there is an issue.
It's funny because the amount of people who complain on the forums, you'd think SWF is all they go against, so I doubt solo is the majority.
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@amazing_grace said:
I'm overall excited for this change because it allows me to get more medkits in a game when I really need it, but I definitely am hesitant for other survivors opening chests.
I was initially really happy about the change, but now you make me feel a little scared knowing there's another person who runs this perk. Hopefully we never meet in game because we'll have to fight over the chests.
In all seriousness though, I'm hoping this perk doesn't get screwed over because of this change. I really enjoyed using this perk to get a free heal when I'm injured and needing to go for an unhook. I'm just hoping that no survivors start opening the chests for fun, because I am one of those survivors who chest goblins so.... yeah.
My problem with it is imagine at the time you get injured it's not in early game and all chests have been opened already.... useless
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Useless comment, go back to your daddy's basement
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3015084#Comment_3015084
Exactly and I am so glad that this is being changed. Finally stealth players/killers have more options again. Thanks BHVR
Stealth killers* not stealth players. This is a nerf for stealth survivors.
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I think I've done it, thanks!
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3014633#Comment_3014633
I guess it means we should play too
Up for it :)
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Bumping this as someone who also used spine chill because because I have difficulty hearing.
I already had to go through this same thing before (when they nerfed stridor that I used on most of my killer builds) and now this.
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Another fun perk directly to the trash dumpsters.
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Yes.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3014990#Comment_3014990
It seems I may be joining you on the sad bus ;(
Yea they really did overdid on some of these. Now the #NerfSelfCare is reality and not a meme.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3014946#Comment_3014946
I hope it's a bit better :(
I'm sure you've seen me love on Self-Care, before :P
Unrelated, but I like a lot of the Killer Meta Perk changes and most of the other random ones on both sides.
Yea I have noticed that. I always just preferred to be injured instead of healing so iron will was my go to perk, but now it's... well.
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It's like we're in a fever dream, if someone told me "self care was nerfed" I wouldn't believe it but here we are, in reality.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3014909#Comment_3014909
I'm assuming it will have similar speeds stacked with BK as it does now stacked with BK, but I don't know how these voodoo calculations work.
It certainly entices more group healing, though.
I'm not sure about numbers since I rarely used it specially with botany but I think it will probably be similar with solo self care now with botany added
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I still can't believe they actually nerfed it
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@Raccoon said:
One of the perks provides you with the opportunity to not play the entire trial injured.
No way
Sometimes it's better to be injured and quiet than healthy and fully loud, specially when survivors like Jane and Jeff exist.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3014633#Comment_3014633
That'd be worth it just to see people who always argue attempt to cooperate
That would be hilarious tbh I'm in
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@humanbeing1704 said:
Disappointed to see it Nerfed that way
Same I was really scared for Iron Will and Spine Chill :/
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@MilManson said:
The original Iron Will at perk levels 1 and 2 used to only reduce your sounds whilst you stood still, that's what they should have reverted it to.
IMO iron will was just fine how it was.
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@ThatOneDemoPlayer said:
I get it deactivating during EGC, but the stun time reduction makes no sense. Should've made it so it activates after every unhook instead
Totally agree. This is the change it needs the most tbh.
They kinda addressed camping with the basekit changes but tunneling will just increase now imo.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3014721#Comment_3014721
Oh I see. I would’ve been fine if they just made it deactivate while running but this kinda makes the perk pointless. My apologies for my first comment.
Perk is pretty much dead.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3014711#Comment_3014711
I’m at school, cut me some slack 🧍
here copy pasted:
To address its high usage rates, we are lowering the grunts of pain reduction to 25/50/75%. Additionally, Iron Will is no longer active when Exhausted – though it will not cause Exhaustion itself.
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@GannTM said:
You haven’t even seen the nerf yet so who said the nerf was going to be overkill?
I read the nerf so it is pretty explicit on what it does now.
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@Laluzi said:
Seriously, why did they nerf DS again? I can understand the endgame change, but reducing the stun timer? If anything, DS needed buffs like removing the skill check and allowing it to be used twice. This was not a healthy change to the perk; it's just making tunneling a survivor through DS even more feasible.
DS is completely useless now imo. It was already weak against killers like nurse and blight and now it's not even worth using.
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Yea once again solo was not only ignored, but this time butchered.
I vote every solo player on here just makes a group or something and we start playing SWF.
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@dspaceman20 said:
Prepare for more tunneling
Yea idk what this double nerf was about tbh.
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@foxsansbox said:
Very tasty.
This is a thread to discuss DS changes, not to celebrate your biased opinion. Make your own thread for that.
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@Crypticghoul said:
I really wouldn't mind seeing the skill check removed and making it work twice (with the two slated changes they announced) but also making it no longer activate when you get grabbed out of a locker.
I'd be fine with that. I actually wanted them to make it active after both hook stages since you can get unhooked, tunneled, hooked again, then what? it's free tunnel town ig
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@Jarky said:
I think their intention is to make sure survivors don't gain too much distance on killers in general in this update - so I think it was a change with the changes to the successful basic attack cooldown and speed boost on hit reductions in mind.
That said, I actually don't mind if a killer gets punished too harshly for tunnelling a survivor, so I personally think the nerf to the stun was unnecessary.
DS right now with it being deactivated in end game would just punish tunnelers... so I dont see why they felt the need to punish tunnelers a little bit less.
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Always has been
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3014466#Comment_3014466
Why are last second switches not acceptable? Survivors shouldn't be able to have an actual chance to use items they paid for, and want to utilize? It's real scummy that four other people have had their time wasted queuing for a match, to now have to wait back in queue for X number of minutes. BHVR should really take notice and be consistent with the DC penalty in these situations, if they're going to have a DC penalty at all.
The killer is able to see the lobby for a reason, so the killer should be able to equip lightborn/franklins if they see flashlights.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3014028#Comment_3014028
Is this on survivor only, or killer too? I thought you have a consistent post history calling out whiny killer mains. Maybe I'm recalling wrong though.
I call out everyone who I think has questionable behavior.
I dont have a problem against killers/survivors in specific.
I will dodge survivor lobbies too for other reasons even as survivor, but last second switches only dodge on killer.
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I'm only scared for spine chill and iron will tbh
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I'd like more killers with AI like Nemesis' zombies. It makes the game more interactive.
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When people last second switch I just dc on the loading screen. Want to act funny, sure, on another lobby tho.
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@drsoontm said:
Here we go again.
The Nurse has the lowest kill rate and most agree there are a lot of bad Nurses and a handful of good ones. (Survivors who are winning often are probably going against a good one from time to time. A problem that'll be solved automatically once other killers start to be relevant.)
She is so hard to use that it requires a lot of effort and skill to use her effectively. Something most players apparently don't want or are unable to do. (And some believe they have in a week or so. For an explanation about these geniuses walking among us, search online for "The Dunning Kruger effect")
Which means survivors losing against her are losing against someone who had put a lot more effort in it than what they are ready to do.
I find that more than acceptable. Any survivor training even a fraction of what a good Nurse player had to endure would have no issue against her.
Losing against someone better who trains harder should feel normal to everyone. If anything, the real issue here is all the other killers weak players don't complain about.
Instead of complaining, survivors should play her and watch how decent survivors are cleaning the floor with them. They may even start to understand how to play against her themselves.
I hate when people say "But nurse has a low kill rate", by that logic pig is OP because her kill rate is high and she needs to be nerfed.
If you only go against bad nurses, it's because your MMR is low.
Now I dont know what my MMR is, but on crossplay off I NEVER get bad nurses.
By that same logic, I mostly get survivors who dead hard into walls so dead hard is fine.
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Rarely DC as survivor, and when I do it's mostly because of team mates, but if I were to DC because of the killer it would probably be either pinhead or huntress because they bore me the most.
If I wanted to dc because of perks would be pentimento because I keep getting team mates who do totems and it's slow forever.