MrDardon
MrDardon
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- MrDardon
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@RonMan32 said:
Deathslinger one soon?
I am currently working a lot, and during my free days I spend my time more outside since it's summer.
As soon as I feel like it/have time, I'll continue.
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During these days, everything that isn't Nurse is fun for me.
Yes, even Blight.
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Even SC+BK is redundant. Why not use CoH+BK then? It gives 16 second self heals, allows you to heal 50 % faster or 100 % faster when inside the Boon.
There is no reason to use SC ever. They really killed the Perk for no reason.
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No. Let it burn.
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I mean, if it comes back then Vecna is gonna be the Killer, I am pretty sure.
Eddie came with season 4, same as Vecna and Eddie could have 2 outfits for now. His basic outfit with the Hellfire Shirt and his Warfare outfit while in the UD.
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In a world where slowdown Perks didn't exist, maybe.
If you have 2 people alive and 10 hooks, that'd be 50 % slowdown. All it does is making a possible 2 man escape if there is 1 gen left into an unwinnable match for those 2 Survivors.
Maybe it could work if all Survivors are alive and then deactivate as soon as one Survivor is dead.
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Bhvr: We've decided that the buffs to Wraith made him a wee bit op.
Nurse in the background: 🌚
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Bone Clapper + "Blink"- White is such a wonderful combo to annoy Survivors.
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Nurse, Twins and Dredge.
Nurse is self explenatory.
Twins is just boring, slug all, Victor has a hitbox of an UFO, camp hooks with Victor's built in Radar.
Dredge is just obnoxious. It hurts my head and eyes when Nightfall happens. His anti loop feels like old Spirit's stand still mindgame, just modified.
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Easily 1st Decisive Strike.
4 second stun immediately after pickup for all 4 Survivors.
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I've done 2 Killer matches today after not playing for 3 weeks.
All knew how to loop efficiently, do gens efficiently, bodyblocked perfectly, and I felt like I couldn't have done anything to prevent it. And all that after waiting almost 4 minutes for the matches. I've started a Timer. First queue took 3 mins and 32 seconds, second queue took 3 mins and 55 seconds, at aroun 15:30 (Austria).
I am certainly rusty for sure, but I recognize good Survivors, and then I switch to Survivor myself and... yeah... the difference is night and day.
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Take CoH and tell them to heal themselves in the Boon.
You can press shift to prevent healing, even while slugged or standing still.
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Autodidact is worse the faster your heals are.
What I would use is: Botany, We'll make it, Empathy and Kindred.
As others have stated that the most Altruism points come from unhooks. Kindred helps to coordinate unhooks, and then you have Empathy to find injured fellas and BK/We'll make it to speed up the process.
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I've seen it a few times, but yeah they usually spawn further outside near haybale-loops and the harvester/cow tree.
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Last time they announced it for the "end of the year".
So in other words, "not so soonTM"
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Vecna
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3133771#Comment_3133771
...
okay imma go through it one by one then:
- placebo tablet - good change
- Fox glove - this is a good change, making it useful while not buffing good players
- Compound 7 - good change
- Pustula Dust - why rework this?, does this really need a rework? maybe a nerf is enough? also the new effect is completely useless
- Plague Bile - why rework this? couldnt this just get nerfed instead? also the new effect is nearly completely useless
- Blighted Rat - good change, i dont know if this is too good to receive a nerf but i'm just gonna trust it
- Cancer Thorn - this is a nerf, not a change imo, good nerf; has the potential to be extremely broken if there exist multiple of this kinds of this add-on since they'd stack and just delete pallets against a 115% killer
- Adrenaline Vial - I'd have to see this in-game to judge it
- Rose Tonic - why rework it? couldnt a nerf be enough? also applying broken for 80 seconds can be extremely OP with a hit and run playstyle
- Umbra Salts - again, does this really need a rework? also the new effect looks kinda too weak
- Blighted Crow - again, does this need a rework or would a nerf be enough? the new effect looks decent
- Alchemist's Ring - while I agree this needs a rework or nerf, this is not a good way to do it imo; this add-on is now worthless for bad/mediocre blight's while being absolutely busted on good blight's, especially since he is a 115% killer. They could use it like Demogorgon can use STBFL
- Soul Chemical - I dont know if Blight should have access to this effect since he has such high mobility already. Also the current add-on seems fine to me. adding a regression penalty to missing the skillcheck would probably be enough to make this add-on good
- Summoning Stone - good nerf
- Compound 33 - shrugs
My problem with some of these changes are that a nerf would be enough. The problem with too many reworks at once is that it can completely ruin a killer by either giving them too many strong add-ons or by leaving them with trash.
If your goal was to basically change Blight into a killer whose basekit is unaffected by add-ons, you achieved that but quite possibly either turned some add-ons into garbage or left them just as good as before.
changing add-ons just for the sake of changing them is not a good way to do things, this is the same reason i dislike some of the perk changes BHVR did in the last patch. Sometimes add-ons dont need changes or slight nerfs are enough. Introducing a lot of unknown variables all at once is rarely ever a good idea unless you do a complete rework or very tame effects like with the Legion rework.
You think slam duration and turn rate are so strong that it warrants a nerf?
Blighted Crow needs something as it is way to strong with Rat. Even Rat alone is busted. Mangled and Hemorrhage seem pretty reasonable.
Alch Ring was inspired by BFF's. And I still want to keep it's identity but by making it more restrictive. Also, why is it a bad thing that an Add-on requires skill to use well?
Soul Chemical might be actually interesting, but yeah whatever. It's just my opinion.
CP33 needs a nerf. Can it be changed differently, yes. That's what I've came up with.
And yeah, my intention was to make his basekit mostly unaffected by Add-ons as his basekit is strong enough.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3133781#Comment_3133781
Aiming for the Nightmare, then?
Interesting.
I do. Currently I've done Blight, Deathslinger and Hillbilly as they were quite easy. So I want to do a "harder" one now.
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@ThatOneDemoPlayer said:
Those changes are basically perfect. I (as someone that doesn't play Blight at all) can't find anything I disagree with, except Alchemist Ring.
10 Tokens isn't all that much, I'd rather Alchemist Ring do something completely different than reduce the cooldown.
If you're looking for a Killer that doesn't need any/major base-kit changes similarly to Blight, Demogorgon has you covered, tho he needs quite a lot of Add-On changes
I've actually had Freddy in mind. I try to balance easy changes and major changes so I don't get stuck with only major changes at the end. Hence, @GeneralV could be quite helpful here. And Freddy needs major changes.
But once I do Demo, I'll ask you for advice.
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@BubbleBuster said:
Imo blight should be a 110% killer to force him to use his power during a chase.
I think it s kinda weird that someone with a power as strong as blight's can just choose not to use it and be totally fine during a chase.
Spirit Huntress and Nurse cant do that and I dont think blight should.
Also a lot of your suggested add-on changes seem over engineered. Some of these add-ons just need nerf, not complete reworks. For example Pustula Dust and Plague Bile turned completely useless for no reason. You dont need to make a survivor oblivious during a chase and blight's power recharges so fast that you cant use the buffs it grants. This looks like the overheat add-ons of hillbilly and they are all kinda really awful.
also i absolutely hate the dragon's grip change. Why does the killer need to be away from the gen? the survivor could just not touch the gen when the killer is nearby.
This deletes one of the few scenarios where dragon's grip was useful: kicking a gen and pretending to leave only for a survivor to come out of hiding to touch it and get exposed.
This is a nerf to an already not that good perk.
Some of these changes look good, but this imo overcomplicates a very simple issue:
- some of blight's add-ons are too strong
just nerf/rework the really strong ones and then we'll see if he's still too strong
You said I've overengineered the Add-ons and and stated they need nerfs instead of reworks. And in the last sentence you've said that the strongest Add-ons needs nerfs/reworks, which goes against your first point entirely.
Also, I've excactly done that. Reworking his strongest Add-ons because straight up nerfing something to the level of becoming useless isn't an option either. (See Ruin and Pop for example).
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@YOURFRIEND said:
I see you're committed to having blight possess some of the strongest add-ons in the game.
Not sure how my suggested versions seem stronger than what we already have.
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@RonMan32 said:
I appreciate the depth here! Very detailed. Doesn't leave room for misinterpretation. I can't comment on it much because you only made one base kit change and I have not used Blight so I know nothing about his addons. I do however look forward to your 'slinger rework and yeah I agree he kind of doesn't need changes. Blight seems to be in a good place as far as I can tell.
I used to play Blight alot actually but stopped at some point because of the rise in Blight players and the rise in compaints about him. But I certainly know what is problematic with him and what isn't. And yeah, his basekit certainly isn't. But thanks for the comment!
I'll throw in the Slinger changes later or tomorrow.
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I've actually done a Deathslinger rework concept as well which I will share soon if my Blight one is received well.
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Rookie Spirit + Empathy may help.
Rookie Spirit allows you to see which gens got kicked so you have a slight warning. And by observing the Aura of Empathy, if they are running, fast vaulting etc., you can start being more cautious. Tapping the gen, or letting go for a few seconds.
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@Goblets said:
https://forum.deadbydaylight.com/en/discussion/comment/3132270#Comment_3132270
No way :D what outfit did i have and what were the other 2 survivor characters on the team if you remember? uwu
not sure about the outfit, but I was Kate, you as well, a Jake and a Nancy I think.
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@S4ShadowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3132270#Comment_3132270
Can't have been my match, I didn't have plaything. So must have been Goblets.
I meant him, I was another Survivor in his Survivor match.
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Hey, I was one of the Kates this match and I think he might've stalked someone without them noticing him. Happens quite a lot actually, it requires the smalles gap in order to be able to stalk. I've done it with Ghostface and Myers and most of the Survivors don't even notice it.
And since he had Plaything, there was no TR either so he might've been close, stalking through a small gap without someone noticing it. Hell, might've been me who didn't notice him. He got Tier 2 and a small while after he approached me from behind those upstairs crates.
Edit: The other Kate, since you were the other one xD
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..
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3131907#Comment_3131907
One of the aspect of Omega Blink nurse that did get removed when they nerfed nurse with the recharge mechanic was they made it so she had to charge longer to go longer distances. Before range addons made it so you could blink further and faster while charging less.
I know they nerfed Omega blink, but because of how it was hated I thought it would get removed completely.
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When they initially nerfed Nurse (adding that whole recharge mechanic) I thought they would get rid of range because of how unhealthy "Omega Blink" was. They didn't, range was still there but it didn't add anything else except range, and all of a sudden her speed was increased which for some reason was stated to be intended even though it initially didn't give her more speed.
Glad it is fixed now, as they might've realized that it was indeed not intended.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3131830#Comment_3131830
I know Demo's a popular one so I may take the chance to practice with him. I generally make an effort not to play scummy, at least in the sense I don't actively face camp or tunnel. A little proxy camping or slugging for pressure if they seem warranted sure, but I don't think too many people will object there. Generally I try to Golden Rule it and avoid playing in a way I wouldn't want to be played against. Case in point, I played a Sadako game a bit ago and had either an AFK or a one-down wuss, either way they DC'd at first hook, so I went easy and allowed the escape after getitng everyone 2-hooked. At the same time, I saw 2 flashlights in the lobby so you better believe I armed myself with Lightborn and was glad I did.
More Demo's are always welcome. He also isn't really hard, rathere on the medium level.
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I'm currently working on Killer tweaks, regarding Power, Add-ons and teachable Perks. I've done Deathslinger and Blight for now as it was quite easy on them.
Twins will probably get a huge overhaul, similar power but different. I wouldn't rework them like they did with Freddy but I'd definitely do some major changes. First, the switching is way to long and janky, hitting with Victor is to punishing and Victor should get a few more interactions like damaging gens by pouncing at them for example.
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I sometimes use them if I want to replace an info Perk with another Perk, so I use a Key which shows me Survivor's Auras. Or there is this meme use of keys where you can see the Killer through walls for a long time.
Use a Skeleton Key with Prayer Beads and Blood Amber, combined with BtL and Streetwise and just hold the key activated while being chased by the Killer, it removes all mindgame potential from them as you can see them through walls as long as your key has charges in it.
Not sure how the priorities work, but a Skeleton Key has a 30 second use. Streetwise adds 25 % which adds 7.5 seconds making it 37.5 seconds. Blood Amber halfs that time by 50 %, making your key last for a total of 18.75 seconds, if Streetwise is prioritized. And then you recharge it 3 times with BtL.
Edit: Priorities here don't matter, in both cases you end up with a total duration of 18.75 seconds.
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Range-Starstruck-The Game or Midwich Nurse. Same boring playstyle.
Range makes mindgaming nearly impossible because of the immense speed she gets and yeah, add Starstruck/Agitation + 2 slowdowns on top with a Game Map offering and the game becomes peak boredom.
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They increased the BP cap by 25 % without increasing all score events by 25 %. So the increase in caps is kinda pointless.
It wouldn't do much on certain Score events. Like kicking gens would go from 100 BP to 125 BP but it's collectively more at the end.
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Wouldn't mind facing more Demogorgon's. It doesn't matter how scummy they play, I can't get mad at them because it's Demo.
And if they aren't scummy, it's always fun to be chased by Demo. Relaxing chase music, fun to dodge power, interaction with Portals. It's quite interactive.
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For the Add-ons, there are 2 purples for each, wouldn't it be better?
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Basekit Pig. Her crouch is nearly useless as it is way to slow altogether.
Start crouching, slow. Crouch around, slow. Stand up, slow. Charge Ambush, slow. Miss Ambush, for some reason slower than missing a basic attack.
Now there are the traps which have the potential of being nearly useless.
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She's not more than a better siren.
Everytimes she gets hooked, it's like a siren is screaming.
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I don't main any Killer so I'll point out a thing which I don't like about any Killer.
Trapper: Available Traps are to spread out around the edges of a map.
Wraith: The Nerf to his lunge, bring it back to 1.25 seconds.
Billy: Overheat, remove overheat.
Nurse: Her existence.
Huntress: Her hatchet hitbox. I know they tried to alter it in the past and it didn't work out, but being stuck with fridge-like hitboxes isn't a solution either.
Shape: The fact that his ability can run out.
Hag: Her camping potential, she shouldn't be able to place traps around hooks.
Doctor: His lack of lethality. His power should be faster, so you can transition into an M1 quicker.
Leatherface: His ability to facecamp.
Freddy: His whole "rework"
Pig: Her ambush mechanic being way to slow.
Clown: Same as Doctor.
Spirit: The fact that the chase music doesn't stop as soon as I press M2.
Legion: Thanatophobia.
Plague: Thanatophobia.
Ghostface: Cooldown way to long, still.
Demogorgon: Nothing, he is perfection.
Oni: The fact that he can be robbed of his power entirely when Survivors play safe.
Deathslinger: His nerf.
Pyramid Head: The fact that he is a total of 3 useful Add-ons.
Blight: The fact that he has to many way to useful Add-ons.
Twins: Their existence.
Trickster: Main event. Takes ages to activate, doesn't stay active like Blood Fury, still countered by lockers or rocks.
Nemesis: His zombie RNG. Way to helpful at times, way to useless at times.
Pinhead: His risk/reward ratio. He is harder than Nurse, but his reward is way less than Nurse.
Artist: Her synergie with DMS.
Sadako: The fact that she is still not buffed.
Dredge: He feels way to clunky to play, and feels miserable to play against.
Wesker: N/A yet.
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@Alionis said:
Issues with stuff related to the wiki should really be asked on the wiki itself or their discord, the devs aren't not contributors to the information that is on there and as far as I can tell, the wiki's admins don't frequent the forum here.
Three reasons I'd go with the second value:
1) it's been on that page for longer, the wiki only started adding the most common movement speeds at the top of the power trivia section last year, Deathslinger's page is older than that.
2) it has a modifier after it, giving you the calculation the value is based on.
3) the big movement speed page that contains all movement speeds in greater detail lists the second value only.
This to me looks like a simple typo that commonly occurs when you use the number pad to type in numbers, switching two of them.
Thx for the answer. I'll try and contact someone from the wiki as well as research more.
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Nancy was there first, she'll stay the Totem queen, even under those... circumstances.
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It's value grows the less you've healed. It takes 35 % of your missing heal progression. If you are injured and not healed at all, it will instantly heal 35 %.
If you are healed for 50 %, it'll just add 17.5 %, leaving you at 67.5 % of total heal progression. It works like current Pop, but instead of using the current progression it uses the current missing progress.
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I feel like some Survivors suffer from serious "Genophobia".
But yeah, it's an issue of soloQ, again... Someone is hooked and people now don't have any idea of who is going to unhook, possibly making it where 2 or 3 people run for an unhook at the same time with 1 getting chased off, leaving noone on gens.
They said they will add icons for Survivors so it is easier to see which Survivor is doing what. But there is a way easier solution: Take the Survivor Aura from Kindred and make it basekit. Since it's mostly detrimental when someone is hooked, because solos cannot coordinate for a safe, it's help drastically.
But I guess icons is a better solution in the end because it will tell which Survivor is doing what at all times. I just hope they'll add that somewhere soon. SoloQ is literally the most frustrating thing in dbd.
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You are about to get "your opinion is wrong'ed" by all Nurse Mains here.
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Something tells me that Rin never learned how to wear glasses...
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3125619#Comment_3125619
I mean this is the same person that said Sadako was A-tier so like... Make of that what you will
And once again I regret entering the forums. Those kids fighting like if they were fighting for a plastic shovel inside a sandbox used to be funny once but meanwhile it's become really... annoying as those kid fights are seen in every post.
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You still get picked up if you are slugged and you still get the 5 second speed boost.
You just don't get fully healed.
So 2/3 things still work. For a mediocre Killer Perk, partly countering a strong Survivor Perk seems reasonable.
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And now let's try that again with Shattered Hope.
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In these days, I main Steve as Survivor. Gotta keep Stranger Things alive, though it'll likely return. In swf, we sometimes play as Jonathan, Nancy and Steve. (God I can't wait for Robin, Eddie and even more characters)
As Killer, I stopped "maining" anyone as it always turns out that I have phases where I enjoy certain Killers more until I don't and then switch to another. So I am more of an all-rounder regarding Killer now.
