Memesis
Memesis
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- Username
- Memesis
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Comments
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Would love this
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The little red riding hood? Its very cute. I'm happy to see variety finally among like 60% of survivors who all play sable
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I would change knockout entirely. Make it like sloppy for blindness. Hitting a survivor with a basic attack makes them blind for 70 seconds. Buff third seal to work on any health state loss.
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@jesterkind said:
When you say that the punishment for hooking a survivor increased while the rewards diminished, what exactly are you referring to?
I can't think of any punishments just for hooking a survivor that exist in the game right now, and the only rewards I've seen get diminished are strictly from specific perks- the base rewards for hooking are the same as they've ever been.
For the record, my answer for why slugging increased is simply that people have noticed people aren't as prepared to counter slugging, and a lot of the other cheap-value strategies have been rightly nerfed over the years. Aggressive slugging will get its due eventually, hopefully players learn how to just play the fundamentals better at that point. Wishful thinking, though, I'd wager- other games don't fare better than DBD in this regard.
There's quite a bit of downsides or "punishment" for hooking. First, picking up a survivor makes you vulnerable to a flashlight/flashbang/pallet save, removing all pressure when occurring. Second, you telegraph to the rest of the team that the survivor has been picked up, meaning all gen repair and healing is safe. Third, you become vulnerable to sabotage/breakout/boil-over/power-struggle during the carry, which can be up to ~15 seconds. Again, if failed you lose all pressure. Fourth, the survivor is now locked in a safe position from you for up to 70 seconds, where they will then gain potentially the strongest perks in the game upon unhook should you choose or have no choice but to the chase that unhooked survivor.
Literally all of this can be avoided if you leave the survivor on the ground where you can then immediately start chasing another survivor, occupying half the team (or more).
Slugging needs to be nerfed, I can agree on that, but maybe hooking should be a bit more useful and less risky for killer, yes?
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Why open two new us east and west servers instead of just one new us central server? Why do we need two each?
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Oh yes, that typewriter from the Alan wake rift? On every resident evil character
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879610#Comment_3879610
I guess the incentives are not even dynamic, they sticked them to specific timeframes, but never changed them. So if they were introduced they just checked when more Survivors were playing and when more Killers will playing and decided on fixed times for the incentives.
But who knows.
Actually, that makes a whole lot of sense. That's probably exactly how they work. I never thought of that. I thought they were just broken, given the track record of reliability of certain server sided functions of the matchmaking.
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Its been perma lightborn on every killer for me chief
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879561#Comment_3879561
You got it wrong. The role which takes longer is the role which does not need the incentive. If Survivor queues are long, there are not enough Killers and when Killer queues are long, there are not enough Survivors.
@Topic:
They are most likely not broken, the Devs just decidd to lower the incentives. Which was not really needed IMO, but to be honest, I did not really care about the incentives in the first place. If anything they discouraged me from playing Killer during the day, simply because I saw the incentive on Survivor and did not bother queueing as Killer, since I got a visual indicator that it will take long (even if I know before that it will take long during the day in my region to get into a game as Killer).
Right, that is how it's supposed to work. The problem is that killer ques can be instant but there will still only be a 25% incentive for survivor, despite that que being several minutes. This happens on US servers during the evening.
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This is an awesome suggestion, which means it will never be considered.
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Are people really upset about first aid sprays giving 2 seconds of killer instinct? Really? All the other problems in the game? You realize you can just wait to first aid spray until a pick-up or if your teammate is just being chased. Wesker has arguably the most balanced power in the game.
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@GentlemanFridge said:
If you’re referring to the stereotypical tricorne hat, pirates actually very rarely worse those.
If twins can have one so can the actual pirate killer
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Technician needs it's downside removed. Consoles have way too much input lag for skill checks.
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Ill play more lich for you, op
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Yikes, yeah just read those too. "She should've been tougher, capable of breaking free of that guy on her own". I get what it's going for, but they should really at least re-word that.
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Absolutely, but none of them should stack with duplicates
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I mean, do they still light up for WoO users? Since half the player base seems to be google maps survivors I'm sure the fake pallets will encourage suboptimal pathing that will earn you multiple match-changing hits.
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It wasn't nerfed. Clearly they don't want it working with sole survivor. For that play style, just use sole survivor.
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Because its 1v4? Why do people have such a hard time understanding this? If you can only have "fun" when you win, then you are functionally too immature to play this game.
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Have to disagree here, I think the cooldown for missed whips is fine. I was happy with the buff to the hit cooldown though, I just wish they buffed that a little more.
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I would love the ability to choose 3 perks and have the last perk be random every game. I often find myself running a combination of 3 good perks with great synergy only to spend way too much time trying to figure out a good fourth perk. I will usually choose the fourth perk as a "fun" perk so having it random would be awesome.
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I mean, I can already see what would happen more often if this were implemented. Killer carries last survivor to the hatch, closes and moris them next to it. At least those close hatch tome challenges would be easier.
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5 perks isn't necessary, we just to see more frequent balancing for older perks. Changing the maximum number of perks would break the game in half
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Just wait until FNAF. In terms of player count, the game isn't dying any time soon. I suspect a player jump similar to what happened during resident evils first chapter
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Thats a map I usually don't have issues with hooking from the top floor. There's plenty of holes in the wall to drop down, so flip flop and boil over get next to zero value most of the time if you pick up quickly.
Also, hooks respawn now, so unless the team is on point with managing sabotage and breakout/ breakdown (I forget it's name), you'll get the hook little to no issue.
To be entirely honest, I wouldn't touch this map for balancing. The church variant however, busted to high hell. Much worse for the two stories issue and god windows. THAT map needs a top floor hook in my opinion
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Or just reverse it. Make flashlights a smaller window and make the pallet a larger one
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I can understand why people don't want more zombies, but I would love if Nemesis could push the zombies away. The zombies should never be a net negative in some matches
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Absolutely not. Lightborn has purpose in giving mid to low skill and casual killers the ability to preserve their dignity against flashlight bully squads. It's existence hurts no one but the feelings of malicious swf players. Leave it alone. The game is not balanced around the survivors ability to steal hook states from the killer.
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@exDbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870385#Comment_3870385
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Nurse needs to be reworked. Blight needs nerf tweaks. We do NOT need nerfs to aura perks or to bring back old distortion. inNurse and BlightComment byMemesisJanuary 3
lol I see you don’t want any nerfs to aura perks hence your comment. I don’t hide, the point of the post is that killers have way too much aura reading perks and add ons 😉
…Ok? An older post from me with the exact same opinion of what I just stated? What is your point exactly?
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No skilled survivor cares if the killer knows where they are. Hiding isn't fun for anybody. Distortion was nerfed for a reason, just like more killer aura perks are being released for a reason. Stop hiding and get better in chase.
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Force choke instant kill every survivor on spawn
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I keep falling for the enticing nemesis-main desire to make a game afoot build just for it to not work like 75% of the time. I use a build to make sure I'm almost always chasing the obsession and even though the entity tendrils are doing their little dance on the obsession, AND the perk is shown as active by being lit, I get no benefit from the perk.
This includes breaking pallets both normally and with the tentacle (tier 2 and 3, appears to make no difference) and using the kick action on generators.
The only thing this perk does somewhat reliably is swap the obsession on a basic attack.
Very deflating
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Id greatly prefer a repair speed nerf to toolboxes before we touch flashlights. If anything flashlights need a buff, like a secondary effect.
In fact I'll just add this here. I think flashlights should be buffed to like 30 seconds of use. Actively blinding a killer should apply an overwhelming presence type efficiency debuff to make the flashlight work like the current version.
The secondary effect should be something like a combined map and some aura perks. Using the flashlight will light auras of pallets, generators, and teammates a certain distance in front of you including through walls. Something like that for some added utility. Obviously number here can be balanced appropriately
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Nurse needs to be reworked. Blight needs nerf tweaks. We do NOT need nerfs to aura perks or to bring back old distortion.
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Personally I'd make chests take 5 seconds to unlock base kit, and never include brown items or broken keys. It would never be as busted as having the ability to bring 4 of the strongest items with the strongest add ons at will every game.
Chests should be everywhere. They could be better at providing an addictive gamble to the match in the form of a side objective. They should be worth their effort in giving survivors an incentive to not pound 5 gens in 4 minutes.
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Thank goodness I have still have 600 cobblers on nemesis. But I don't think I'll be getting much use out of my current 300 mistle toes.
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Looping is fun. There are opportunities to skillfully outplay the other side in most tiles and skill expression of a killers power to reduce the safeness of a loop.
Now if you're providing criticism of specific tiles that favor one side way over the other, that's another story, but looping on its own is a fundamental part of the main action of this game, the chase.
Without looping, survivors just hold w which is way less interactive.
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Ill take anything for nemesis. We've been asking for years
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Love it. Home field advantage
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Please nuke toolboxes and all gen perks on both sides.
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Why the terrible suggestion? Just say "I want the three twins players to stop playing the twins"
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Finesse? That perk is not what I would call problematic. All it does is give a very conditional chance of making a killer possibly whiff at a fast vault. If you encountered finesse and lost the match, it definitely wasn't because of finesse.
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Ill do you one better. The shape should receive a bonus set amount of stalk points not tied to any survivors pool instantly added to his charge for each hook stage, at a max of EW2 99'd.
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I always slug for the 4k. Why? 9 times out of 10 the last survivor will loud noise spam so they can make sure you see them teabag before they escape through the hatch. I'll happily choose the end of my won match being a triumphant Mori, rather than that. Survivors treating the killer like they lost if there's a hatch escape is the reason everyone slugs the last 2 survivors.
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And, do what exactly?
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@I_Cant_Loop said:
To be fair, most of the stuff we have to spend BP on will never get used :)
Ain't that the truth
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What is the point of this post? The game heavily discourages spreading hooks. Average to below average killers already get stomped by not tunneling. Not everyone plays this game like a full time job to be able to win with 12 hooks.