Milo
Milo
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- Milo
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@Ravio_Li said:
https://forum.deadbydaylight.com/en/discussion/comment/2287348#Comment_2287348
Honestly I think this is all I want for it. Maybe also not include the stun at the end of it, but that might be pushing it a bit.
His Main Event has so many limitations it's kinda absurd if you think about it:
- Small window to activate,
- Wind up time before activating,
- A stun at the end,
- Removes your ability to use knifes again for a short period.
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No. We moving forward!
Stumbling on the way ofc but forward.
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It's supposed to copy the Resident Evil feel... cause y'know, it's the current chapter.
Probably gonna get removed next chapter.
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Can I just add two cents to dlc descriptions paragraph?
My guess is, because David King and The Huntress are both free they don't need to "advertise" their chapter. The other say from which chapter they are so you can buy them if you want to.
But yeah those inconsistenscies should be fixed.
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@OtakaChan said:
Since tunneling and camping are an issue reduce the survivor count per match by 1. 5 gens 3 people equals more time. Killers don't have to camp or tunnel and everyone has wiggle room. This is the only solution I have.
So, you're fixing the "problem" by making the tunnelled survivor dead from the start... that helps how?
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@CrimsonMothKing said:
I've played Nemesis quite a lot now, and he is by far my favourite killer. His sounds, his looks, all feel like you are this giant wall of deadly meat. Playing as him he does has some very noticeable strengths;
- He makes pallets very unsafe at the right angle, same with vaults
- His high base speed makes him a reliable m1 killer
- Mutation giving him power later into the game, allowing him to scale and survivors time to do stuff before he reaches full power
- The zombies are a cool and fun addition to the game, allowing a killer that would otherwise have no map pressure to do so.
- He is incredibly fun
But with all this there are some short comings that really blunt and neuter him not as a killer, but as Nemesis. For example;
- He needs 3 hits to down survivors with his power, potentially 4 with mettle of man.
- His whip activates borrowed time, but doesn't benefit from the exposed effect.
- The range of the whip at base and at level 3 feels too short for a killer ranged attack.
- The mutation can feel underwhelming, as level 2 feels great to have and is easy to get. But level 3 feels very underwhelming. All that time wasted giving survivors a free health state and other stuff just for 1 more meter in your whip.
- Zombie AI is buggy and unreliable at times.#
- Whip hitbox is unreliable at times.
- The fact that the whip has no vertical capabilities at all.
Aside from all these, he is still really fun and there is so much potential and is easily 1 of the most balanced killers in the game. He just needs some tweaks in order to smooth out his rough edges.
- Fix the zombie AI. Too many times have the zombies AI been so unreliable that it makes them a non factor in the game, e.g. getting stuck on terrain, sometimes not following survivors right in front of them, etc.
- Add more variation to the his tier 3. Right now, it doesn't feel like I get anything when I tier up. My suggestion is that when Nemesis tiers up he not only gains further increased range on the whip, maybe +3 instead of +1 for a max of 8 meters. But also he should get a STBFL type effect on successful hits at tier 3. Not to mention, that when he hits tier 3, the whip should now always do damage as he gains no benefit from infecting survivors and late game, those 3 health states can really ruin a game.
- Change his ultra rare addons. They are awfull.
- Allow his tentacle to benefit from exposed, or remove the fact that it can proc borrowed time.
- Fix the tentacle hitbox.
So far this is all I think that he really needs, he is incredibly and is very balanced. He just needs some tweaks.
Why should his power not activate borrowed time?
Pretty much every other power (except trapper traps I think) activate bt normally.
EDIT: To add onto that, not any other power benefits from exposed (if you don't count Nurse's blinks and Deathslinger's Basic attack after M2)
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Or just stay even more alert. Think like an all-time Huntress Lullaby that you can't destroy.
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@maaadinsomniac said:
I play Survivor solo and it's really boring to face whole day only Nemesis.
Well, he's new.
The only killer that wasn't played that much on release was the Twins because of obvious reasons.
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@JediWithASniper said:
Somebody suggested that survivors aren’t unique and are just skins. This is correct, and needs a fix. Most suggestions I’ve seen are for stats, or passive traits, I’ve got one better.
Each Survivor needs a unique exhaustion “perk” that is their power. It is not equipped, it’s just part of their character. For example:
Dead Hard would be David’s character power
Sprint burst would be Meg’s character power
Lithe would be Feng Min’s character power
etc…
Every character should have one that makes them unique from all the other characters. This will separate the characters drastically, and then each one comes with their perks as well. These character powers are not teachable, and are always equipped to just that character.
Y'see, IF this basic idea was from the beginning then I would be okay with it. It's kinda like Identity V.
However, we want to add powers to survivors who exist for over 4 years, with diffrent players playing atleast semi-diffrent characters. Depending on how good or bad a character would be to your playstyle, you might feel discouraged for playing your favourite character. Or it could be reverse and an uninteresting character becomes interesting because of their power.
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So while everyone else was just ... rude imma try to be constructive.
NEVER be out in the open. That is obviously a death sentence. I even recommend playing not as you normally would cause he can just shoot your windows and pallets attempts.
The best advice is to just adapt to each invidual player and killer. You won't use tactics against a trapper for a huntress now would you? If the killer is backtracking a lot, you should take a note of that. Little things can really save or break ya.
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@NeonFlowerPower said:
Please change how the zombies work or how ruin works please. I am so tired of getting pushed off a gen by the AI and forced to let it regress all the way because of a boring and very lazily implemented mechanic.
Give us a GUN!
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@Purgatorian said:
I wouldn't go so far as to one hit down but would say infect and damage a survivor at the same time, maybe even widen his tentacle strike a little.
Yeah that sounds right. 1m increase to range and some width.
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It the range of the wire was like perfect for doorways or windows... why not just put a normal trap there?
It's like the Antidote for Clown.
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Do you get tokens for each generator you finish? For doing x % (like Blast Mine or flashbang). Can you get 4-5 tokens to completely finish a gate at tier 3?
What do you mean by "keep the survivor from dying" - do you mean that the next time they're hooked it won't kill them? And why is there random luck in this perk? You're already using your hook state to save another survivor and you're STILL getting even more punished if you fail a RNG?
And this one looks pretty nice :> Although soloq could be almost impossible to proc.
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I would swap Rusted Jaws with Setting tools (their secondary effect) in their rarity, but other than that this looks great.
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@Mooks said:
Wait.. it’s harder to aim the tentacle compared to other killers powers?
i am playing on Steam with controller and am so happy to finally actually get reliable hits with a range killer.. especially with Demo I really can’t all that easily..
It just feels weird. Sometimes it looks like it should've hit (or not) from both sides and the opposite happens.
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So the power:
After the those four instadowns you become a M1 killer. How easily can you manuver the sprint? Cause that's important
Birds of Prey is useless. Or even worse than Mindbreaker. And the fact you need them to heal AND to disturb a crow which can happen when you arent even near.
That hex is slightly confusing. And it requires the survivors to have an aura reading. You could run Rancor so everytime a gen pops other lose progression, but why. At that point why not just use surge?
And that would be OVERPOWERED on most stealth killers. (+It's missing tiers) Also also, the perk doesn't "detect" anything at the current state so idk if you forgot to add it or something.
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@1miko said:
yeah and maybe they could add a tier 4 where he turns into the doggy version of him and can run over walls and flying kick you out of the map.
And it still mildly inconviences you.
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When the zombies relate to RE, then yes, they should follow the rules
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@Laluzi said:
While this would be neat, it kind of makes sense for this not to be the case - the Entity plucks anachronistic things and throws them all together. There were no zombie samurai or zombie Russian/German soldiers, because the Entity never took any of those people; there were only the zombies from Raccoon City, and that's what the Entity copied and stuck into trials along with Nemesis.
(I would have loved to see zombified versions of survivors, though, so maybe I can't talk.)
Maybe we'll get zombie skins for halloween. It would be cool.
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Well, after I saw it in tutorial I forgot it existed... So either it was useless or feels natural to me, take your pick.
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They did fix crouching animations so atleast there's progress...? Very VERY slow tho.
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@bm33 said:
If you play the tutorials it unequips all perks and goes to default cosmetics on all your characters.
Also if you escape with item in survivor bot match you keep it.
So my hunch was correct. Welp time to waste 20-30 minutes. It's still worth for 200k bp I suppose.
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Not exactly a nerf... buuuuut I'd like to comment on these changes :>
First of all - The Cannibal
I don't know if he's overpowered. He's gotten way better after his mini rework that's for sure! That's why, I'm not sure if he needs nerfs... But anyways
1) Like when Blight or Billy try to steer their run? But... why tho? He can't get through an entire map. Like his cooldown after the chainsaw could be longer that I would agree on.
2) Again, he's melee and gets countered by windows. Characters that have to refuel at lockers can hit you OVER windows and/or pallets.
3) Giving him a Limiter...? Then he would use his chainsaw only to contest pallets... Which survivors could use to be more greedy.
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And now to BBQ! And yes, again, I do not think this needs a nerf. This perk is (mostly) used for it's BP gains, the aura reading is a nice add-on to that effect (same as WGLF has it's healing now)
1) But, if we go by your logic, wouldn't the meta become stale with "defend your totems" builds being more common?
2) That's... interesting? There are still A LOT of ways to counter BBQ. But if they really wanted to nerf it then I guess this would be it.
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Distortion is a yes.
And for the last one, while I understand this point of view, making it require "slots" of some sorts would make it confusing and just not make sense sometimes (For Dwight, Ace, Bill or Meg which perks are considered better resulting in costing more?)
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2269146#Comment_2269146
I think deja vu is an anti 3 gen perk, If i remember how it works.
That and Visionary if you want to stretch the definition a bit.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2262181#Comment_2262181
They need to be hooked, chased, or in a dying state while also being close to each other. You know how stealth requires you to not have been found in the first place. Also almost all killers except Twins benefits from survivors grouping up so I still don't see how this would be too good
Because being chased is... hard?
If the 2 survivors know what they're doing (aka they're decent), while keeping the killer occupied, this would lead to basically the same thing as one really good survivor.
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Maybe on of your friends gave you their steam library but then have taken it away?
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2266013#Comment_2266013
What if prestige didn’t reset the purchased ranks of the perks?
As a matter of fact, I’m going to edit the post to say so.
Let's do some math shall we? (for survivors)
In theory till level 20 you use like 20k and till level 40 the bloodwebs cost about 30k. Above level 40 it's almost 50k per bloodweb (yes it's very rounded up/down).
So to prestige 3 times and get to level 50 again it would cost about 6mil bloodpoints. Somewhat. Then it would (with the new system of 2 perks per bloodweb) take 111 more bloodwebs to gain ALL the perks, meaning about . Which is wow, quite a lot. 5,50mil bloodpoints. That rounds to about 11,5milion bloodpoints for a character.
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Now with your suggestion: We can remove 5k from every bloodweb and replace 40 of them with that 25k initial cost. (so just 20k for those 40 levels)
So now with bloodwebs costing 40k, 50k and finally 45k (to get final 10 levels), we have the initial cost of not prestiging at 2,25 mil.
However, after prestiging this will go down 6mil... again? Maybe I miscounted somewhere along the way but that seems about right?
And now all that's left it tiers. We have 40 perks but we're avoiding 1 tier (cause we already got that) so we need 40 tier 2 and 40 tier 3. So that's 4mil for tiers 2 and 10mil for tiers 3. About 14mil.
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So if my math is semi-correct, You'll actually pay MORE if you want to have every single perk and be prestiged. But again, you'll pay WAY less if you care about 5-7 perks. (feel free to check my math, and correct me, I'm writing this on a fly)
Also one thing worth mentioning is, with removing perks from the bloodweb, you won't get many add-ons.
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I'd much prefer Identity V's messages.
You didn't have to talk when playing the game solo, I don't want to start now. (also toxicness, reeee)
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@RayrafLPP said:
Maybe its already there but i dont want to test it so pls hear me out:
I Play Overwatch and If someone leaves early THEY get a penalty. They also have like 2 minutes to come back.
If in those two minutes the DC does not come back into the game everybody else is free to leave without a penalty.
It would work out fine for dbd too in my opinion.
Exept: If a SWF has someone of their team DC. That would be abusable.
Why do I want this?
I play killer and I want good matches. With someone DCing after being downed early or whatever else makes people DC the match is technically over. I Never lost a match after an early DC.
So what do i want to do? I want to DC too, because its boring to win without effort. The survivors wont try as hard except for the last two that extra hard try to hide for hatch. This drags out the match even longer.
So my wish in short:
- The first to DC gets a penalty
- abillity to reconnect for i dunno 90 seconds? seems legit in regards to how long a trial lasts on average
- Exception for SWFs
Someone DC'ing should give somewhat of a penalty (like in overwatch, atleast the person loses their ult so they can't "tactical dc").
But, in DBD that would be hard. Do you just make them flop on the ground?
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Holy crap.
That's a no from me. If you're like me and want to have every perk level 3 on a character, it would actually INCREASE the grind instead of lessening it.
For a person that only runs 5-7 same perks over and over it would be an excellent change obviously. But for those of us above, it would actually almost 7x the grind. These numbers would have to be SEVERLY reduced.
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@Tricksters_30thBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2265004#Comment_2265004
Do remember that you must use main event for 4 seconds or more to refill knives so you do still get penalised but I do get where your coming from :)
Wouldn't it just be better for a buff to let you keep your Main Event?
Like make it slightly weaker, but it doesn't disappear.
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@Seraphor said:
It's called the Hatch.
You either escape through it, or the killer closes it and initiates EGC, giving you a maximum of 2 minutes.
*Or up to 4 minutes, depending if the killer is a douche and slugs you.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2249069#Comment_2249069
Have you forgotten? Blood Pact and the perk in this thread require you sticking together even in terrible situations. Therefore, it's mostly balanced and could even be buffed further
I have not. And my point still stands, having two survivors run this just to activate the effect for each other could and would be annoying and too good.
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@Midnght said:
Let me power up and get the specific name and condition that seems too vague or confuses me.
this ones not bad its only a single condition so i can test both ways in different matches
Refusal To break
Escape 1 trail(s) while using the perk unbreakable
Using is vague do you mean get hit and actually use the perk or just have it equipped on the survivor
like i said this ones not too bad as its only do this once in a trial so you can test both methods but when they do things like this and they want ya to do it 6 times there's no way to no which is right.
The one that's tricky like this 6 times is
Spread the Sickness
Injure a survivor 6 time(s) with the Vile Purge as the Plague
Complete this challenge in a single trial
This could mean spit on the survivor and wait for the sickness to injure them or spit on them then smack them and injure them
IF your not a very good killer this may never get done since you don't know exactly what to do. :/ a counter would help aid this
Okay so - when BHVR means "using" it just means having that specific perk, item or whatever. If it said (for example) "Get yourself up once using the perk Unbreakable" then the game is requiring the usage of the perk BUT you can get yourself up in other way (even thought with Unbrekable it doesn't work that well as an example)
If the perk itself does something that the challenge wants it's pretty obvious.
And it does mean injure WITH the Vile Purge. Not M1. When you puke on survivors the sickness progresses quicker and it eventually leads to damage. The only problem with this challenge is that you can't complete it if survivors don't cleanse.
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Just out of curiostiy, what challenge are you talking about?
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Like I understand most of these (even though they encourage coming back to the hook, they don't promote tunnelling) but why is noed here?
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2247182#Comment_2247182
Instead of....learning the map? You want literal signposts?
The Hospital has signs all over the place leading to certain areas.
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While it makes it generally more powerfull for it's intented purpose, having two survivors run with each other to activate this effect 24/7 would be just big oof.
Kinda similiar to Blood Pact.
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@ Antares2332 said:
We don't need any more Auras colors.
We need an OPTION to be able to change the color of the auras.
... So basically, more aura colors, gotcha.
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If Trickster gets nerfed, I'll lose all hope.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/666402#Comment_666402
I know this is an ancient post, but I must correct you. I just got Adept Trickster in PTB :D
Just in case somebody Googles this question and finds this post just as I did.
Perhaps it is a bug then.
There was a time you could do achievements in kyf too. It lasted like a day or two.
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And just before I start, you should know - There's seperate teams/person working on cosmetics/twitter that have no thing to do with balance/bugs.
However, their team seems really REALLY slow at fixing those bugs. Like, 2-3 weeks for a batch of bugs (Which most of the time can create even more bugs somehow).
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2089096#Comment_2089096
You fail to take into account the people that have been playing this game so long that bloodpoints no longer matter. All this does is create an underclass where new players are forced to become SWF farmbait in order to eke out a little more bloodpoints for their asinine grind.
And even then, the bonus would have to be bigger than... 10k points.
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@Seraphor said:
Nice idea for an actor survivor.
Stunt Double should probably come with the additional condition of "When injured". Other wise you could stun the killer three times in your first chase before you even get hit and waste the entire perk.
But then again, the perk itself is really overpowered. Healing mid-chase is really, REALLY strong.
It's like Mettle of Man but better as in you can use it to max 3 times.
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@wisdomwielder said:
Dunno if a simple speed boost is the solution. I really think Ricochet should be base kit. Other than that, he doesn't do anything special that no other killer can do. Every time I get a hit with a couple of knives at a pallet or loop or something and they don't go down I always wonder why I'm not playing Huntress or plague.
Literally. Most of the situation I'm in, I ask myself "why not just M1".
His power is slower than just M1'ing, and it's way to difficult to consistently hit someone from a distance.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2062769#Comment_2062769
Not really. It serves no purpose now. The only teams that can still abuse it is SWF. It exclusively affects solo survivors. They have nothing to help them not being tunnelled now.
They have DS. It does it purpose. SWF atleast won't be that useful to the team while abusing DS.
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I'm pretty sure Dead Hard has the priority if as long as you're holding shift.
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@Amelio said:
It's not that grindy especially compared to other games but you have to play daily the game and do a lot of mission so I think that if it was slightly faster to getting points it would be good, you already get 1 point per game? if not maybe that's what we need
You get like 600 xp. So that's almost a full point. But still, feels grindy.
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Plague and Legion are way more effective in catching up? In what world do you live in?