Milo
Milo
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- Milo
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@KweenPlease said:
Boons have already been nerfed four times. Leave them alone.
Especially Circle of Healing. Legion + 2 Anti-heal perks already got buffed. PLUS hemorrhage as an effect. ALL things that go towards SCREWING healing.
and do you know how long you have to sit there to cast a boon? That's time off of a generator. Be glad.
They're spending probably 30 seconds to get healed . . . probably longer if you have anti-heal . . . and that is pretty much half a gen.
BE GLAD they're not making progress.
and do you know how long you have to sit there to cast a boon? That's time off of a generator. Be glad.14 seconds. 28 if they happen to cleanse a hex in the process.
They're spending probably 30 seconds to get healed . . . probably longer if you have anti-heal . . . and that is pretty much half a gen.Ok. It's about 20 seconds healing, maybe 25 with Mangled. Did I mention it's for the whole team? Resets for all!
And you're right. Only Coh got nerfed because it's the only issue with boons. (Well I guess except the range nerf from ptb).
But I agree that this nerf would be too much and that's only because all other boons just suck.
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1) It probably bugged or he was exactly the distance required for it to not move.
2) PH doesn't know where they are. But you can guess pretty easily (farthest location from you)
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@Desmond said:
https://forum.deadbydaylight.com/en/discussion/comment/3032930#Comment_3032930
High tier becease you can spam it. High mobillity killer can make the game last forever with this buff or without it. Also did you forget the good change 2.5% per kick.
That's only in 3-gen situations tho. The buff gives it more purpose outside of that scenario and it also affects higher tier survivors.
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@sulaiman said:
So, i think about artist with an active noed. So one knife is enough to down a person, and he he finds mulitples even at a distance, they just go down? Yeah, doesnt sound op at all.
Exposed still wouldn't work with special attacks anyways.
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Oh my God, yes. I want to run around with big head Kate or Legion.
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/3040087#Comment_3040087
That's how games go. You use what the developers put into it and complain about it when it doesn't synchronize. It doesn't matter if the two don't go well together- They should. Otherwise, the game wasn't built well.
You can use No Mither and (current) Self-care. The only thing you get from this is med-dkit efficiency on others EDIT: Pardon me, it's only self-care medkit efficiency. Does that mean that No Mither or SC should get changed to satisfy the other needs?
But my real question is: What is it that you want? The only thing I got from your OP post is that the game is inbalanced towards killers (which it slightly should be?) and soloq sucks.
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Hol' up. What zombies on RPD?
But also, yeah those make the map feel more alive even if they're little things like Dead Dawg Saloon trap door.
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@theTARNavsky said:
...I'm pretty sure that's what happens?
It does not, because Undying covers for it.
Buuuuuuut I atleast semi-disagree, mostly because of Devour Hope to be honest.
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So we either have more info for solos/free Dark Sense for non-obsessions (although that could be fixed with showing the aura of obsession).
Or we have "feels bad" moment perk when you get hit in the endgame, kind of similiar to NOED but this one feels personal.
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It doesn't do that because Legion exists. Legion would have to get reworked so they don't apply DW for changes like these.
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So Lightweight meta?
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That would be actually a really nice touch.
Just diffrent quotes would do ye.
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@rooCraah said:
I was just thinking about how, post Lightweight buff, Bond is the last survivor perk I can think of with an effect, and numbers, identical to what it had on DBD's release in 2016. (I hope I'm not wrong on this)
Bond has never needed, and still doesn't need, any change. Survivors that are ######### can use it in chase to make the killer target someone else, while good survivors can use it to deliberately avoid pallet loops near generators being worked on. You can't get rid of one without getting rid of the other.
You're indeed wrong with this.... Technically. Tier 3 wasn't changed but Tier 1 and 2 got it's numbers buffed up so it would be more useful ealier.
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@Jarky said:
They do plan to look at wiggle impact in a future patch and addressed this back in 5.7.0:
"Dev Note: Boil Over's wiggle impact was causing some players to have significant issues navigating certain maps, beyond the intended impact of the perk. We are planning to look at wiggle impact more generally in a future patch, but for now we are toning down the impact from Boil Over to prevent particularly egregious cases."
So I think they do intend to re-address Boil Over, or the Wiggle sway impact in the future.
I mean "future" is really vague. It could be next chapter patch. Or it could be 2 years for all we know.
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@Lycidas said:
An icon in the endgame screen that we don't even know how it looks and 3 charms that you can obtain anyway after they release the new prestige system.
No.
Give me the compensation that was promised.
Bloodpoints
Iridescent Shards
Auric Cells (yeah, as if)
THAT'S compensation.
They said it was not going to be anything cosmetic, but isn't a stupid icon something cosmetic? FFS
Actually, that wasn't promised. They did say it wouldn't be a currency nor a cosmetic.
But even then, I'm still dissapointed lol.
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@Aven_Fallen said:
In my opinion, all Glyph-Challenges can go. They are super-boring and most of the time "Play X amount of games". If I have to commune with 4 Red Glyphs, this means I have to play 4 games.
The worst offender is the blue Glyph. It gives you a small Debuff after finding it AND you have to escape. So it is "Play at least X amount of games"...
I prefer challenges which are harder, but can potentially be done in one game compared to those which just require me to play. But knowing BHVR, we will have a new color of Glyph in the next tome..
I mean, yellow glyphs are fun.
Same for white one .... although that's mostly because that can give you 25K+ bp.
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I mean, the easy fix is just to amplify the base effects, kind of similiar as bt does now.
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@DBK1 said:
bump
My guy, we're literally getting another RE chapter.
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@Clockwork_Enigma said:
Dead Hard Animation (as of Mid-Chapter 6.1.0)
- It's the same as the old animation.
The Problem
- It looks ridiculous.
The Solution
- The animation for Dead Hard is now changed to a Survivor hunching their back over and putting their arms in front of themselves while running, in a similar animation to the Head On perk, just with the normal Survivor running animation on top of it.
Please make this a thing.
Even better! Survivor hunches and covers their head with their arms.
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@Nos37 said:
Alternatively, they can stop cleanse progress from resetting.
If someone stops me from untying my shoe and then I resume untying... how is my shoe fully tied again??
Because... game logic.
Just solve the box. But getting hit by chains while solving the box is quite annoying.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3031382#Comment_3031382
Iron Will has always been balanced. Removing one part of tracking isn't OP or unhealthy. There are counterplay to it (as mentionned, footsteps, scratch marks and pool of bloods).
Lucky break is already currently better than IW (but harder to use and attached to a cooldown, but still, you are God for a minute).
New Lucky break is miles and miles better than current IW.
You think that a perk that helps with being stealthy is nonsense. Other people think slowdown perks are all nonsense for killers. Other people think DS was nonsense. Other people think Lithe is nonsense. Other people think Head On is nonsense. And yet again other people think Devour Hope is absolutely Overpowered.
That's nothing but opinions. if you don't like the perk, don't play it. If you don't know how to face it as killer, then learn. I can track survivors with Iron Will. It's not that hard. The perk honestly isn't that amazing against good killers. It's also very map dependant because if map doesn't allow you to hide being structures, the perk is useless.
Your arguement targets the wrong thing.
Iron Will was considered the best because it could do a lot of things for a "low" price. Be stealthy while outside of the chase and be elusive on certain high wall loops.
If you're running Lucky Break you would still run Iron Will just because that makes you "invisible". It probably still is possible with changes to IW, but less consistent.
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It can go both ways. And I'll believe in the version that people using bond prefer to not go into areas where people are. So I think it should stay.
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They said it will work in Terror Radius instead of los on teir stream.
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@LuckyJewel said:
https://forum.deadbydaylight.com/en/discussion/comment/3027891#Comment_3027891
Yea i know so is it good or bad for everyone?
It all depends on if it's animation locked.
Because then, it just becomes current dead hard*.
*You get distance if you manage to "dodge" the hit instead of just pressing the button.
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@Lyralistix said:
https://forum.deadbydaylight.com/en/discussion/comment/3027025#Comment_3027025
i had them befor the announcement at P3, except haddie :)
Fair enough
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I have all Survs on P3 with all perks, except Haddie and Yoichi. They P3 lvl1 - but it is a bit time left to get them all :DWhy tho. Soon, they'll have all of their perks anyways.
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^
And also, just not being able to interact with the match after getting downed once is simply not fun. And yes, not being able to hook reasonably fast as killer before gens pop is also an issue, which also makes the game un-fun.
That's why if I'm not playing with friends and making stupid decisions (and laughing about it) then I can take max 5 survivor games (if not tunnelled or camped) and like 2-3 killer games.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/330928/can-we-pleeeeease-get-increased-bp-cap
This has nothing to do with wasted time, I beg you^^ No, the cap should stay
There's not a reason to keep the cap anymore.
Any new character will (most likely) have any other perk from other characters atleast at tier 1 or 2. So their arguement of "we don't want players to max level a new character" doesn't hold up that much anymore because it doesn't make sense.
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@sizzlingmario4 said:
I’m not sure how to feel about it. I think against certain killers like trapper it’s definitely a bit weaker since it won’t allow you to DH over a trap anymore, but in other situations it may be better. Also, what prevents me from just pressing E and then fast vaulting a window? Either the killer hits me and I get a speed boost, or they don’t and I just vaulted for free.
Maybe I’m wrong though. I’ll definitely be spending some time on the ptb next week, but I’m starting to think an on-demand activatable exhaustion perk like DH just isn’t good for the game in any form.
Tbh, it all depends if you're animation locked or not during the E. They did mention you still do the same animation.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3024663#Comment_3024663
I meant WoO is strong general chase perk, and spine chill is much more niche chase perk.
Not really sure if it worth a perk slot but knowing there is a clear line of sight will definitely help survivors and will be more reliable than old one in certain circumstance.
It's as niche as Calm Spirit. Which is saying something.
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@Squippit said:
I concur, the hat is silly for a formal event. Everyone else got such nice masks they can wear with any outfit, but Ace's can't really be elegant
Mikaela with her big ass Witch's hat.
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@Marcavecunc said:
Do survivors really ignore the generator and not go tap it when you use that perk against them?
But I do agree that the cooldown to it is too long for what it does, especially considering the yellow aura that tells everyone you have it.
It's so rarely used, if I'm not playing with friends, I might assume it's just Blastmine.
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Huh, I thought it did start at the end. Maybe I just didn't pay that much attention to the duration.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019653#Comment_3019653
It lets you know when a Killer is looking at you, such as Myers or Ghostface.
I agree it is bad now, but it deserved the nerf. No reason to have a perk that counters Killers that are C tier at best.
So instead of countering most of the killer that are C tier, now it counters only two C tier killers (or whatever tier these 2 are). And does basically nothing outside of it. People brought this perk for 3 things (skillchecks, vision and vault speed) and 2 got removed basically.
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3017912#Comment_3017912
Have you even used it? it makes HUGE difference than you think.
https://forum.deadbydaylight.com/en/discussion/comment/3019653#Comment_3019653
Sometime, knowing killer is looking at you while not looking at them can be useful I guess.
Kinda like windows of opportunity as it gonna help chases more but much more niche.
WoO is still useful tho. It's niche isn't that big imo and even some advanced players could use it to make their chases even more efficient. One could say even WoO is a crutch perk now lol.
And Spine Chill? I seriously don't see what even newer players could do with it.
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I don't think Lethal Pursuer needs a rework. However this could be an idea for a new perk. Idk if it would be good tbh but hey it would exist.
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@Souplet said:
Accessibility shouldnt be a perk. Period.
Dbd mobile has this heart thingy, game just needs accessibility features lile this
And yes, spine chill totally deserves that nerf.
I mean it did. But this just makes the perk unusable tbh. It only (still) hurts Myers and Ghostface (if they want to stalk you).
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/3017849#Comment_3017849
Otz is right that Corrupt exist to help killers get off to a hot start, getting an early down then can be snowballed into more value from that perk. Why should I be punished for successfully using the perk? the answer is a perk should never punish the player for getting strong value from it and the changes to Corrupt punishes the killer.
edit* you actually said Otz said corrupt exists to help killers in the early game, true and it still helps killers like trapper to setup and most of them wouldn't get 2+ downs, but it shouldn't punish the killers who could get 2+ downs.
What is the counterplay for killers dealing with an SWF squad who uses an oak offering, and tries to blind you with 2+ flashlights, sabo hooks and body blocks? There is none, you're most likely not getting that hook and not going make it to a scourage hook on a big map for certainty.
Think of it this way.
If you got a down in early game, Corrupt already did it's job. You got the value (those 3 gens weren't progressed while you were chasing someone).
@Mozic said:
As Otz put it, Corrupt Intervention exists to help killers who need help in the early game. If you down someone, you no longer need help in the early game. It's a smart change, I think.
As for Sabo, I think it gives the perk some additional personality and adds a counterplay avenue to scourge hooks.
And as for botany knowledge, 50% may be too much, but we'll see. Healing speeds are in a constant tug-of-war and its probably normal for it to shift up and down over time just to keep the balance in flux.
Overall, if there's three problems with the upcoming update I wouldn't make it these three.
My problem with Botany change is that makes Desperate Measures even more obsolete in a way. Faster unhook really doesn't warrant using it over Botany. Same with Autodidact.
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What's the point of spine chill now tho?
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@Feleas said:
They're never going to nerf her more than they already have because:
1) She's the hardest to learn and master in the game, requiring practice to development muscle memory to be effective with her.
2) She's the most delicate for them to balance due to #1.
Okay.
Just nerf her range add-ons then. Or flat-out remove them.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3018533#Comment_3018533
Are you sure about that?
https://us.v-cdn.net/6030815/uploads/MBH54GPJEJX5/screenshot-20220623-003659-brave.jpg
https://us.v-cdn.net/6030815/uploads/EJJZL14DCZOD/screenshot-20220623-003357-brave.jpg
https://us.v-cdn.net/6030815/uploads/E7QWQOPBN1BL/screenshot-20220623-003201-brave.jpg
Idk, I still feel like they stack.
Imma try later with Blood Pact and Hope.
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@Killing_Time said:
The nerf is fine. The original change was only made to counter spirit. You have all the cues in the world to beat her now so there's no reason to keep IW busted.
At least you'll have killer variety. 🙃🙈
You mean the changes to Noise in general*? EDIT: My bad.
Cause all the changes Iron Will got was to make it more consistent across tiers... Which still didn't matter for tier 2 and 3.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3016397#Comment_3016397
That's not true tho. If you buff weaker perks, people would have a REASON to use those perks. The reason the meta was as it was, it's because those are the decent perks meanwhile everything else is virtually useless or hard to get consistent value out of.
Most of the killer meta perks, were not meta because "ahh OP super strong" no they were used because killers HAD TO or lose easily because of gen speed. All we had to do was nerf gens, not nerf gen perks in the process.
Agree to disagree.
I don't see how much perks would have to be buffed to replace the current perks. Especially survivor ones.
All we had to do was nerf gens, not nerf gen perks in the process.They... also buffed gen perks. Diffrent ones. And I do agree that Ruin was overnerfed. Pop change is ok-ish and Pain Resonance, Corrupt and Tinkerer just make sense.
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@Advorsus said:
They did make changes to tunneling and camping though...
Base kit which everyone has been asking for, plus free hope, so pretty much a free perk. Plus new borrowed time extends those affects, and off the record gives an 80 seconds endurance status affect. Which means you can go on a chase for over a minute after being unhooked and still have a free health state. Then you can just press E to have another endurance affect and free health state+speed boost. And that's just a single chase.
You then had an entire killer perk combo in pain resonance and dms gutted, ruin gutted, corrupt intervention is pointless now, along with many more slowdown perks being gutted.
And y'all still complaining cause killers got .3 second removed from their SUCCESSFUL basic attacks, not even missed, successful ones. And then 10 seconds added on gens with 2% increase to thana?
But OP Is right tho. This did nothing to camping, but did hurt tunneling a bit.
(also, don't act like survivor side didn't also get gutted. Arguebly even more perhaps?)
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@ays12151 said:
If you get Survivor 50 Level P3 you unlocks all his perks at Tier III on every Survivor. It's huge. The biggest problem in grind was farming BP for max a Survivor (all perks). Now it will be much easier. Now, you wanna get for example Iron Will for other Survivors. You need reach 30-40 Level on Jake Park, then you need reach a few levels on others Survivors (maybe you wanna Iron Will on 5 Survivors) and sometimes you will get Iron Will on 50 Level or more. But now, if you reach 50 Level, you will get this perk at EVERY SURVIVOR at Tier I and then Tier II (100) and Tier III (150).
IMO this Prestige Rework is the best solution. And when new chapter will came out, you just need Reach 150 Level on Killer and you will get this perk at Tier III on every Killer (28??)
For survivors this doesn't matter tbh.
For killers, I agree this is a huge change to the grind.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3016200#Comment_3016200
Yep. Especially when arguably the only actual problematic killer perk was pain res, because of how much it could do. Hard nerfing perks wasn't the answer. Making weaker perks viable was, they just needed to buff weak stuff instead of hard nerfing decent perks to run. Just limits what killers can do all over again, which was the whole issue in the first place.
Not exactly.
If we buffed weak perks nothing would change. Or very little would change (kind of like DMS situation). They needed to nerf meta perks, but they overnerfed them way too much imo (Iron Will and Ruin just spring to mind).
And then we have WGLF and BBQ, which I doubt will be used for it's secondary effect.
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@[Deleted User] said:
I mean,, they said they were shaking up the meta. Overcharge and Jolt are definitely looking like some deliciously painful perks to go against soon lol
I mean sure, but this is just a murder to the meta imo.
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They just force you to run Botany+Self Care to heal at a reasonable speed.