Memesis
Memesis
About
- Username
- Memesis
- Joined
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Comments
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You are aware you're using a 10 year old console to play an up to date live service game?
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Capitalizing on poodle lovers. I bet it'll get reduced by next mid chapter.
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Because it sounded like a scary scene from the misadventures of flapjack. The live version is an improvement.
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I know there's more locations that are in much dire need of a closer server, but I'd kill for a US central server. I think we've only got East and West US servers.
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The perk is nice in that I can now bring a new friend into dbd and not worry about them not being able to play a full match despite being tunneled out for being so weak at looping.
What sucks is that smart swfs will optimize the fun out of the game by abusing it.
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Just looks like an average solo que lobby to me
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Its so confusing that they leave shattered hope the way it is, and that boons seem to have been mostly disregarded
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He definitely excels in 2v8 compared to normal dbd. I think a lot of people are stuck in current tier-list mindsets where they can't comprehend/accept that wraith is arguably stronger than the 3 top killers, based on the differences and requirements to be considered "strong" in 2v8. I completely agree that he needs to be toned down in 2v8 but buffed slightly for normal matches.
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Might be better as a game mode or modifier than a fundamental killer design. It would change too much of what is expected from a normal matches gameplay loop.
I would love a resident evil exclusive game mode with weapons and a hugely buffed nemesis, but can be defeated by said new weapons
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The last thing this game needs is to bring back old dead hard, especially when skill expression is the point of discussion.
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It probably wouldnt hurt to slightly increase the rate that the bar fills when the killer is within 16 meters. Abusing the system to achieve the same result as an old facecamp is just a bad time for everyone. But, there should also be some sort of killer buff that rewards getting completely away from the hook. Think haste from devour hope but more restrictive, or something similar.
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Or that one totem next to the window in the RPD west wing office
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This perk is nasty when used for the sole purpose of downing a hook trader and using the perk timer to know when basekit borrowed time is up for the unhooked survivor. It even has the courteously of preventing the unhooked survivor from making it to a safe area by hindering them so they can't reach any nearby resources.
If that aspect is addressed, id be fine with forced hesitation being buffed to be map-wide.
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Resilience makes a big difference. Your vaults are visibly faster, fast medium and slow vaults all benefit from the speed. Whiffs right after you vault really reinforce the feeling of value from the perk.
Slap it on with deja Vu for also noticably faster gen speeds.
At the end of the match, it can come in clutch with even the smallest time cut off the exit gate, or cleansing noed for your team.
Theres a reason it's one of the most picked perks, you always get anywhere from decent to game changing value every match.
Does not need a nerf. It's no where near as busted as old made for this despite some similarities.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843040#Comment_3843040
Hmm... fair enough, though I feel like you're looking at it through the lens of higher level player, which is not the target player for these changes. Auras fundamentally aren't good for high skilled survivors of SWFs... but for low level players a perk like Kindred is God tier.
I would personally think a map is quite good for newer players if you get the effects of: -
- Visionary
- Wake Up auras
- Small Game but better
- Windows of Opportunity
All of that to me seems a pretty good deal off a single item with 1 add-on for a newer player. It also frees up their perk slots to take stronger things like Lithe, Off The Record, Prove Thyself and We'll Make It, instead of having to take the equivalent aura perks.
For hex builds, it's pointless to bring a build with a map to counter totems because hexes are awful and the few good ones have built in tracking for survivors
Higher skilled players tend scoff at Hex's because they consider hex's easy to deal with. However even ones like Huntress Lullaby, Ruin and Third Seal can and do absolutely decimate a newbie team. Just Devour Hope with Undying is absolutely brutal for low level players to handle if they are unfamiliar with totems spawns... which is very common. I don't think you'll find too many new players that'll consider these easy to deal with.
So to be honest, I do think your assessment is looking at it from the wrong perspective.
Alright, I see the case you're making here. Personally, I would love to see maps giga buffed to be made useful even in higher skill brackets, not just lower. I would take your buffs a step further and propose that your new maps don't require any charges nor need to be "channeled". They should always show all auras at set distance of 32 meters (synergizing with open handed) that they've tracked, as long as the map is held. I would make them always be dropped after any health state loss but can be picked back up.
It may seem strong at first until you realize how many perks outclass the current maps in every way, and these proposed changes would just make them an alternative to those perks, with the drawback being you cannot bring a toolbox medkit or flashlight.
Maps could be useful in further bridging the gap between the info shared with swf vs solo, it just sucks that they would have to sacrifice bringing in a stronger item.
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In respect to finding and tracking generators, maps are completely outclassed and made irrelevant by deja Vu, used frequently by all skill levels. It breaks 3gens and gives repair speed AND is always active, no charges needed.
For hex builds, it's pointless to bring a build with a map to counter totems because hexes are awful and the few good ones have built in tracking for survivors (noed, plaything, that one dracula hex). There's little more deflating than brining a map with anti totem perks just have it wasted by a killer bringing pain res, pop, corrupt, deadlock.
Even with these changes, it is not worth bringing any map in place of a good tool box or medkit for objective value, nor are maps as fun as bringing a flashlight.
I guess the brown map would be nice for finding a spot for a boon? A huge time waste in my opinion.
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Ive stated previously that nurse should not be allowed to phase through objects. She can be balanced around that fact in a lot of ways. The backlash came from people saying it would change what makes nurse special and that she was fine. Well if the community thinks nurse being broken and unfair is what makes her "special" and that's "fine" then ######### if I know anything.
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Speak for yourself. I can't stand 2v8. Every match feels the same. You can't play killer. Gets really old really fast.
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Being automatically sacrificed on your first hook because your teammates are terrible in chase and waste them all would feel like utter #########. This solves tunneling yes, but creates too many issues. I don't think survivors want to be forced to share their "lives" with everyone else unless they can choose to willingly. Shoulder the burden is a much better mechanic, even if its another perk bandaid fix.
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Since when does any DBD player have friends.
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Yes, and change it to night time. The bright desert look kills my eyes.
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I've been running Friends 'Til The End on every killer to stop that from happening
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@trapners said:
i would just lower the distance nurse would of traveled if the phased through a object
For instance, max phase without going through objects could be 26, and going through a object could lower the distance to 18
Seems reasonable, but the purpose of my proposal is to allow survivors to actually use their resources against the nurse. If she can still phase through solid collision, then she will still ignore pallets and windows.
Like I said in the original, she can be balanced to compensate in a variety of ways, but she shouldn't be allowed to ignore any and all survivor resources.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827453#Comment_3827453
I wish Nurse would finally get the nerf she needs and then we can finally get justice for Awakened Awareness and Predator…
Im so tired of Nurse's existence bottle necking perk design and balance for every other normal killer
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@ReverseVelocity said:
What's the point in any of the nerfs with this hotfix? All entirely unnecessary.
Nurse, I bet
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Its crazy how with the higher fov you can respect the pallet, see the entirety of the pallet fall down in front of you, and STILL be stunned by it.
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@upsideinsanity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816790#Comment_3816790
Personally I dont play killer because its too easy. It plays itself and I get bored after just a few matches. Survivor offers an actual challenge and this comment just confirms my belief that those who play killer only do because they can't handle survivor.
Tell us you don't play killer without telling us you don't play killer
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More accessibility options for both sides would be appreciated, and they should more prioritized. Things can always be rebalanced if they cause an issue.
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Imagine complaining about lightborn
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Lots of people already got it, killer queues are wrecked by swf players playing killer. Some say it will normalize as the mode has more time to be available and the novelty wears off, but I disagree. As more killers become playable, it will only reignite the interest in the only new gameplay offered in 2v8 vs the normal game.
Mixing and matching new killer combinations with a friend will always be infinitely more desirable than playing with double the survivors.
Over buffing survivors will absolutely not normalize the queues btw, it'll just make the game mode not fun for anyone. There's really not saving grace for this design. It has no business being a permanent game mode. It needs to be a temporary modifier.
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DBD doesn't have an auto-ban system... that we're aware of. If I recall correctly I believe the idea of an auto-ban was pitched by the devs some time ago (years?) and was immediately decimated by the community for how abusable and awful it would have been for the game.
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Exactly what I was worried about. Buffing the least unique part of his kit rather than rebalancing other aspects like zombies or the vaccines. Now Nemesis will probably receive an inevitable nerf to his chase potential while doing nothing for his map pressure. Bravo :/
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I wish they would do away with slugging as a win condition and instead buff hooking. There has to be a way to balance it without removing the short term benefit of temporarily slugging a survivor to add some needed pressure.
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Valid, fair buff imo
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What a waste. All these slots for much needed reworks will probably just be a revolving door of skull merchant, twins, knight, onryo..? Killers reaching their 3rd or 4th major reworks because their base design was so fundamentally broken, they have no time to fix completely outdated or butchered killers like nightmare
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No! Lights out is just a scary unbalanced take on the base game! It's not meant to be taken ultra seriously, just a fun bit of variety from the devs. We should be encouraging more unique modifier experiences like lights out and my little oni, not less!
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I remember using old pharmacy as a new potato survivor years ago. Good times
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I fine it super aggravating that the blood web takes time to "load" in between every level with varying speeds. I wish it could be optimized. I know it might be some weird server check, but how come a level 50 blood web might load faster than a level 7 blood web?
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Id even be totally fine with them buffing the AFC range if they completely removed the 4% attempt to compensate.
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Don't tunnel. Hit the DS user if they're body blocking and keep going after the unhooker. What differences does it make if they unbreakable themselves back up should you choose to down them?
At most they gave their teammate ~3 seconds of time and distance taking a protection hit, and another ~3 seconds if they take another. It is worse for the team for the survivor player to try to get value out of DS and fail than just run away and reset.
You're occupying two survivors at once while they attempt this even if unbreakable is in play.
DS and unbreakable are probably in the healthiest place they have ever been in DBDs lifespan.
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This is one of those things that will probably never change. Map offerings are clearly intended to allow players to get map specific achievements and experience new maps. It's just a shame how utterly abusable they are.
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I would love some light rain/ thunder and lightning on any if not most maps randomly, during a match, all match, doesn't matter.
As long as it doesn't make a switch blow up in your hands, taking your fingers with it.
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Awful, unhealthy perk. It is purely anti-solo and promotes the most unfun strategy of 4 man slugging. It's baffling that this perk still exists. Rework it into something else.
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I disagree. His tank controls are not only thematic but necessary to restrict what could arguably be considered the strongest anti loop in the game. Unlike nemesis, pyramid head can use this attack from the start of the trial and spam it despite a mostly irrelevant power cool down. It will always damage on contact, not requiring a secondary status effect to be lethal.
Also unlike nemesis, punishment of the damned isn't restricted on pallets, gaps, windows or even walls that it can hit through. His clunkiness that got nerfed into him years ago was needed and to this day he remains an incredibly strong A tier killer, especially considering the rest of his kit.
Besides, learning the unique control of dragging and aiming with the great knife adds to his skill ceiling, and is pretty fulfilling to learn well.
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Not a spirit main, but when I play her, I'm turning the speakers off and throwing the headphones on with Dolby surround. Crank it up, and you can actually hear the healthy survivor breathing sounds, let alone their footsteps through walls and even injured sounds in lockers.
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It might lead to too many false reports, especially since there's no known negative consequence for doing so.
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I love lights out, both sides. It's clearly not meant to be a balanced experience, just a fun scary one. It definitely earns it's spot among the other modifiers, especially if they all return under a permanent rotation
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He IS getting a much clearer indication of when new teleport locations will spawn, so maybe the "edging" tech won't be so necessary anymore. Let's see how it is when the ptb is up!
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I like it, but it's very anti-solo que unfortunately :( probably wouldn't be healthy to implement, although I'd love a change to blindness in general
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@Pit_Bull_Love said:
Trapper doesn't need any nerfs.
Lol no, Im pretty sure they meant for trapper, just as qol for knowing when a trap will reset. Not sure why some users here are losing their marbles over it.