Milo
Milo
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- Milo
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Comments
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@DisturbedLlama said:
Very easy way to make deathslinger not a joke is to just make him normal speed. Legion gives the same deep wound status as deathslinger, and can do it to literally everyone in one go, as well as getting intel on everyone’s location. Playing killer is absolutely punishing against half way competent survivors, so making deathslinger have a lack luster ability as well as being slower, makes pretty much no sense.
The diffrence between Legion and Deathslinger tho is that Legion can't really use his ability in a chase (against injured survivors) while Deathslinger can (and just Deathslinger existing brings fear into survivors to not get hit, almost same as Huntress)
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@XRuecian said:
You also will run into this problem less and less as you rank up and play against killers who aren't at the bottom of the barrel.
That's half true. Unless ofc you get matchmaking'ed and get vs against like rank 10-15 players.
+Sometimes camping is a legit strategy.
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Oh wow.... This is actually pretty clever!
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Nope. I did E For the People and i did get 1/30
Try refreshing, if that doesn't work they it might be half bugged.
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@Nos37 said:
While on the sabotage subject, how long does it take for a sabotaged hook to respawn?
I had to drop a survivor next to a hook that was sabotaged in my face (without a toolbox). I waited for the hook to respawn while the survivor recovered (they didn't crawl away because then I could just hook them elsewhere). As soon as the hook respawned, I picked the survivor up and the SAME survivor who sabotaged the hook the first time was ALREADY sabotaging it again! This is ridiculous...
Recovering takes 30 seconds to recover fully.
Hook respawns in like 30 seconds (according to wiki). And Sabotours CD is 60 seconds.
So the survs must've had a toolbox/you took 60 seconds to try to hook again.
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Okay i guess my brain turned off. Thanks for the answers.
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@Marcavecunc said:
I agree it makes no sense to not give points for recovering on the ground.
Don't you already get altruism points for healing up someone from the ground? Or you mean bonus points on top of the healing ones? (though I never really paid attention maybe it doesn't give points at all but that would be weird)
It counts like healing from injured to healthy if i recall correctly. I think it just takes longer (if you healed them from 0%) so you would get more points.
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@humanbeing1704 said:
Wasn't legion considered complete garbage and almost game ruining?
Legion at release was really bad but annoying to play against (and sometimes as).
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It seems that most of the time a map related one gets released it's bugged.
If i recall correctly The Hawkings also was bugged?
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@Todgeweiht said:
Gearhead isnt really a nerf, the cooldown got reduced considerably.
Not everyone can hit perfect skillchecks so I think its still in the safe zone.
But yeah, Im seriously dissapointed about deathslinger not getting any major changes.
No you understood the perk wrong.
The thing that got changed is the duration of it. From 45 seconds (ptb) to 30 seconds (now live) WHILE the requirement is still 2 basic attacks AND removing great skill checks.
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I play solo. And whenever i see the "10, 20 minutes queques" i get so suprised.
I'm at rank 4 currently and my ques take 5 minutes max. Sometimes i even get them instantly!
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Probably around 2-3 hours from now.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1147327#Comment_1147327
No, I meant what I said. And if it would block switches survivors would be instantly aware that you have it
Then it would be a buff that you wouldn't see most of the time.
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These are the "general" challenges.
Same goes for unhooking, healing etc.
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@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/1135425#Comment_1135425
How would you know he has a mori? I'm thinking of scenarios where they have NOED and take you out, hook you, you get off and they mori you when you should be able to get free with DS.
Sorry I should have said perks should trump offerings, in most cases they do, but not with DS. DS has been nerfed so hard it has very few opportunities for use.
You know... Offerings appear before the match? And USUALLY that hidden offering is a mori.
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@Raven9 said:
Well you are free to exercise the right to silence, at least, @DudeDelicious What do you think if I have to ask for the last time?
- Vigil: You look over your friends even in dire situations. You and your Allies within a range of 8 metres recover from Exhaustion, Haemorrhage, Mangled, Hindered, Blindness, Broken, Madness and Oblivious Status Effects 20/25/30 % faster. Once out of range, this effect persists for 15 seconds.
Jeez, sorry. I'm not 24/7 on this forums (atleast not as often as i used to be tbh)
Again. 75% of the perk doesn't even work because most killers EVEN if they apply those status effects they are active until something is done (getting healed, walking out of an area etc.)
Although it's my bad that i forgot that there are new perks that apply Broken and Oblivious and yes with these (For the People, Hex; Retribution, Nemesis and also Delivarence) this buff would help, althought i'm not sure if it would get used even slightly more than now.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146479#Comment_1146479
https://forum.deadbydaylight.com/en/discussion/comment/1146491#Comment_1146491
Frankly, I am thinking of a change for this.
- Vigil: You look over your friends even in dire situations. You and your Allies within a range of 8 metres recover from Exhaustion, Haemorrhage, Mangled, Hindered, Blindness, Broken, Madness and Oblivious Status Effects 20/25/30 % faster. Once out of range, this effect persists for 15 seconds.
What do you think?
That it would help, but only a little bit.
It would still be pretty bad.
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In its current state is mostly useless.
Most status effects are pernament till a condition is met and exhaustion doesn't recover while running (and most of the time you will get your exhaustion back anyways if the killer loses you and finds you again)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1145661#Comment_1145661
Yeah, its buggy with him. His Add Ons get auto-unequipped after every game.
Huh...Okay so then i shall rearrange my previous statement.
"That's untrue. Survivors + Killer's add-ons (except Trapper because the entity said so) also stay equipped (if you have enough of them)"
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1145635#Comment_1145635
Except for Trapper -_-
Wait, really?
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1145512#Comment_1145512
The lobbies take so goddamnd long to load that i forget. It's always irritated me, but I can usually catch it on the lobby, not so much with a key. Since literally everything except perks get auto unequipped, it would be nice to at least have a little icon that shows what you have equipped.
That's untrue. Survivors + Killer's add-ons also stay equipped (if you have enough of them)
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1145613#Comment_1145613
The killer is already having to wait out Decisive Strike if he is slugging you. You also have other perks to counter slugging and teammates to get you back up.
You're proposing that the survivor who is being tunelled and slugged, should have an infinite duration of Decisive Strike and thus, perfect invincibility with no counter? Horrible idea.
Then double the timer while slugged. Still reminder, im proposing this change alongside the "when someone else gets hooked ds deactivates"
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1145603#Comment_1145603
I believe that would be even worst, as that's one of the few counters the perk has.
But you want to be make it anti tunnel by making it so hooking deactivates it.
To me it would make sense if getting slugged (you know after getting tunelled) would still punish the killer IF he went after you and decided to not hook another person. And not just wait 40-60 seconds for that timer to expire.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1145592#Comment_1145592
That's also a perfect fix. Keep it at 60 seconds but allow Decisive Strike to deactivate once another survivor is hooked.
Sadly, survivor mains do not like this change from what I can tell. Eventhough it would make the perk truly anti-tunnel and not anti-momentum.
But stop the timer while being slugged.
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@Bludge23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144936#Comment_1144936
I disagree. People will cleanse if they have to deal with thanatophobia and if they decide to give her power action debuff, that's even more of an incentive
Then, again as i say everytime someone says "base" Plague should get a buff, the corrupt should get nerfed.
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/1144145#Comment_1144145
There are flashlight combos that hit you in under a second so even enduring doesn't help. THAT'S a problem.
Well because if the survivor is doing it during the stun as i said most of the time doesn't matter.
The blind only really matters when done during the break animation.
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- All killers have the same hitbox, just the weapons look diffrent = thus resulting it in looking kinda weird sometimes
- You just got.... dedicated. As in, the killer saw that they should and will hit you while you saw that it shouldn't.
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... This was always a thing? The stun is 2 seconds, giving you enough time to blind after stunning. (which tbh, unless it's a unsafe loop, does nothing cause most of the time you would destroy the pallet anyways)
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I just wish it would give you a little mark on your hook icon that you have Camaraderie
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Tbh, this is a really cool idea.
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Then everyone would just reset their router.
Just don't play during that time or take the penalty that one time.
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So x survivor can't waste 2 minutes of the killers time.
+ If you're the last survivor ,and they know you can kobe, the killer WILL stay near you. And unless you have the full loadout of second chance perks (DS, Dead Hard) then it wouldn't matter anyways.
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All good, but why the broken status and obsession?
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Any Means Necessary - Do you mean ANY pallet you throw down? Am i the only one that think on this perk it would be too good?
Boil Over - How exactly would you control it?
Camarederie - tbh i feel like this would be way weaker than its current version. It should have/either have a) work with bigger range b) work with killer instead of a survivor (after some delay obviously so it doesnt activate as soon as killer hooks you)
No Mither - "Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time." This shouldn't be at any times if it gets buffed to 100%. It should be 100% in injured and 50% in dying state.
Open Handed - I dislike this because, if played as SWF or cordinated solos (somehow), would remove almost most of the aura reading perks.
Slippery Meat - I think that most of the times it would cause you harm (if used with diffrent exhaustion perks) or do nothing at all. (unless it ignores exhaustion?)
Small Game - Don't think that's the buff it needs.
And Vigil - would still be kinda useless.... Mostly because most effects are pernament till x condition was met. It would help a bit buuuut yeah.
(if i didn't mention a perk that means i'm neutral or happy with your idea!)
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I think, they should just remove all the spots that are in plain sight AND spots where a generator spawns.
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Why tho?
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There's no really a way to detect who dc'ed on purpose.
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Oooor change them with moving shadow models of diffrent survivors
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Tbh it's more of what a person thinks a win is.
For me its sometimes just doing the rift and even if we all die i feel satisfied. Or making that clutch play that allowed a person to escape (even tho i died)
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That's sure is unlucky to play Badham that many times in a row.
But hey i had the same thing with corn maps.
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@Arxaion said:
https://forum.deadbydaylight.com/en/discussion/comment/1136348#Comment_1136348
I figured someone would feel it was killer-sided. Survivors, as a team, can cover much more ground. The fact that the lock-box respawns after a survivor's death gives yet another chance to find it.
Well yes but still only one person gets the cache, no? And if killer comes across it he can interrupt it and claim it for himself because it takes 30 seconds.
While survivors can cover much ground "technically" they still want to be 1st to find it... thus ignoring the objective most of the time. (unless it's SWF). Heck some even may sacrifice their own teammates to look for the cache just to have a chance to get it.
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This is a video game about some thing feeding of hope.... and you want to give here logic?
(also from balance stand point it's a terrible idea anyways)
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Also I have played swf matches where my friends only did gens or got hooked all three times and they pipped/double pipped from it and I was doing gens, unhooking people, healing them, and would lose only 1 chase and would only break even.
We need all ins and outs in said scenario. Cause its literally impossible for them to only doing gens. Even getting hooked three times they should've gain some boldness and match going long enough gives them silver unbroken.
And for that to pip/double pip is either = low ranks or They did really well on both Repairing gens and escaping the killer. (not counting altruistic actions cause you didnt mention that)
As for you IF the unhooks were safe you should've gained atleast 1 pip if you were doing everything... well productive also.
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Tbh this feels super killer sided.
And ofc its not finacialy beneficial for them.
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Wow Cruel Limits would jump in tiering just from that. Probably around Pop levels of power.
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@Skybox said:
https://forum.deadbydaylight.com/en/discussion/comment/1134981#Comment_1134981
If by instantaneous you mean 5 seconds with reduced movement speed, plus the chainsaw windup time which also slows you down, then yeah its "instant". The entire point of having him activate his chainsaw AND charge it is to prevent him from being a silent instadown killer, like the transforming mechanic is literally designed to prevent that one thing. Its like wraith has to uncloak before actually thwacking someone, except its even longer and bubba is easier to spot. I forgot to mention the slowdown in the top post because most charge abilities (demo shred, bubba chainsaw, static blast, huntress hatchets) also slow you down.
Okay.
So then You have a Wraith that needs 5 seconds to uncloak. (while still being visible or hearable)
Unless ofc he can M1 whenever. Then he is Micheal in Tier 2 without having to charge up first.
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@SilentGhostPL said:
https://forum.deadbydaylight.com/en/discussion/comment/1134065#Comment_1134065
Playing against the same killer over and over can get repetitive. But you do you partner.
That seems more of a bad luck tbh
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There are no known plans (other than perks) for reducing the speeds this patch.
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16 meters while being a 115 killer... With almost instantenous insta down.