MrDardon
MrDardon
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- MrDardon
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2548230#Comment_2548230
I take issue with this for one reason - Wraith
Now, I'm not on the whole 'Wraith OP' wagon, but his breathing/snarling is one of the few tells you have to know when he's close by. Reducing that will be a problem, imo due to the fact that he's completely invisible beyond a certain point, moves incredibly fast and has addons to further strengthen these 2 areas of his kit
I mean, you could alter Wraith if it's to strong on him. But those things would make Undetectable an actual threat and buff weaker stealth Killers as well as Add-ons or Perks which give Undetectable.
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Because he is a wee bit op, taken from the patch notes. So they need to change that so people play only Nurse and Blight.
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Basekit breaking was really slow in the early days. Brutal Strength increased breaking speed by 40 %.
Basically what they did then, they took off 20 % of BS, put it into the basekit and nerfed BS to 20 %, so it's still the same.
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If this is a mock to the "Iron Will Dead Hard Iron Will Dead Hard" thread... neither are funny.
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My version of Undetectable would be:
- No Terror Radius
- No Red Stain
- Immunity to all detection and Aura Perks
- Footsteps and Killer breathing reduced by 50 %.
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Well.. it's punishing because it's called.... Punishment of the Damned.
Ok, I'll go into my corner now.
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No, but the other way around. SBMM is a nightmare for Killer and anyone who actually plays Killer knows why.
I actually enjoyed playing both sides. But Killer is more stressul than it ever was, so I gave up on it and won't touch it till SBMM gets disabled or the game gets some huge balance overhaul
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@Pulsar said:
Because SBMM is miserable for people who are good at the game.
Yeah, it's almost like people who never played on high level don't understand how it is to play there thus.. blaming people who complain about it.
Can't wait till all the SBMM defenders hit high MMR and see why we complain in the first place.
Edit: Hit high Killer MMR
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@MrDardon said:
Hello. Since I like to do Killer Changes and I already did Trapper I found the time to do changes to one of my mains.
I was planning on going in order with the Wraith being the next, I didn't find enough motivation for that, so I went for a Killer I personally enjoy playing more.
This list includes:
- General Power
- Add-ons
- Teachable Perks
I will share screenshots of what I did since I don't wanna copy+paste everything and especially write everything down again.
Starting, with the general stats and the Power description:
https://us.v-cdn.net/6030815/uploads/UYP6DZX3ZWT8/image.png
Basic stats and how the power works didn't change at all. I am personally quite ok with his base kit and I normally use him without Add-ons. (Not like there a great Add-ons anyways but yeah).
Up next, the Power stats: (Rites of Judgement and Punishment of the Damned)
https://us.v-cdn.net/6030815/uploads/KQ53QXUA8O9M/image.png
Since I changed almost all of his Add-ons, I put some of the Add-on effects into his basekit so he isn't reliant on some of those Add-ons. With following examples:
- Rites of Judgement duration increased to 6 seconds up from 5. In my version, there are no Power duration Add-Ons anymore, so I increased his base power duration.
- Rites of Judgement recharge time reduced from 20 seconds down to 15. Same here, I removed all the rechrage Add-ons and replaced them with new effects, and therefore reduced the general cooldown.
- Cages will now relocate if the Executioner is standing within 9 metres of the cage, currently 5. This should completely eliminate cage camping from a distance with a readied PotD. To compensate, I've increased the time it takes for a cage to relocate from 3.5 seconds to 4.5 seconds.
- Punishment of the Damned range increased to 9.5 metres up from 8. Since most people used the range Add-ons anyways, I don't see a problem in increasing his default range. The Wax Doll Add-on wasn't changed so you can still get a maximum range of 10.5 metres like currently.
Power Stats: Torment Trail
https://us.v-cdn.net/6030815/uploads/35CK3RGG5JRY/image.png
I've increased the general time that Trails stay in the environment from 75 seconds to 90 seconds. Therefore I changed those Add-ons completely. The rest stayed the same.
Now onto the Add-ons. I wrote down the current effects under my personal new effects so you can compare them. Starting with the common series:
https://us.v-cdn.net/6030815/uploads/OQU2DBF7HDR9/image.png
Uncommon:
https://us.v-cdn.net/6030815/uploads/88477AMPP7HV/image.png
Rare:
https://us.v-cdn.net/6030815/uploads/Y53IWZCXV0NX/image.png
Very Rare:
https://us.v-cdn.net/6030815/uploads/HEH7ENXCYRR7/image.png
Ultra Rare:
https://us.v-cdn.net/6030815/uploads/BA9K5K212PYL/image.png
Controversial Add-ons in this list and effects I am personally scared of them being to powerful.
Forgotten Video Tape: Sounds niche and nice in theory but can perhaps prove to be to powerful. I saw this suggestion in a different thread.
Spearhead: Hitting Survivors trough junk loops for example is pretty common, might be to powerful in that regard.
Copper Ring: You will drop to 4.4 m/s, but with the upsides, good PH players might become extremely oppressive with it. But it seems like an interesting Add-on in my opinion.
Crimson Ceremony Book: Read that one in a different thread as well, and also saw arguments that this effect might make PH weaker actually, but it still seems like a nice effect. This also won't obstruct hits trough windows, only dropped pallets and breakable walls.
Iridescent Goblet or Obsidian Goblet: I personally don't know how to change this. What I did was that I gave PH freedom with the Undetectable effect with a greater downside of Trails disappearing and also gave it a cooldown. The current version just seems to weak and niche.
Now the last but not least, the Perks:
https://us.v-cdn.net/6030815/uploads/1E5I6ISH02SO/image.png
Forced Penance seemed to situational and meme'y to me. I made the effect permanent until the Survivors enters the Dying State but with a cooldown,
which totally isn't there because of Perk Tiers.Trail of Torment. Why the yellow Aura? I made it gone, no yellow Aura. I also reduced the cooldown. No but seriously, you lose it as soon as someone taps a gen or gets hit. It's not like you are Undetectable for the whole match as soon as you kick a gen. It's decent currently but it can definitely better, and with this I think the Perk might actually become good.
Deathbound: I don't know what to say about it. The effect of being oblivious when healing someone far away from the Killer might sound funny and all, but it's not practical. I replaced the "Oblivious" Effect with the "Exposed" Effect. The rest should be the same. The "Exposed" effect will now force the Survivor to stick with the other so they aren't exposed. So basically it's a Deathbound, if you leave, you die, so stay with your mate.
That's all for the PH changes. Let me know what you think. I know there are quite a few PH mains here, I want especially your opinions on this.
Have a nice day/evening/night, stay safe.
I did a whole personal overhaul to PH, including Add-ons. If you want to read it, every Add-on is in there.
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@DawnMad said:
Also when we finish a challenge and open the archives to claim it, it would be very nice if it directed us to the page that the challenge is on.
Sure, that too. Because the whole challenge thing is a bit clunky.
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Boon nerfs. Make them one time use like hexes and make them not stack and to compensate, make them quieter and reduce the Audio Range for Killers.
For Deathslinger, instead of nerfing the skillful thing (quickscope) and keeping the unskillful (press M2 to zone), reverse it.
ADS is instant (like in live currently) and increased the wind down from 0.6 seconds to 1.2 seconds.
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I'd say Dull Bracelet for Nurse.
- 4 metres per blink is insane.
You go from 20 to 16 metres and from 12 to 8, giving you a max distance of 24 metres instead of 32. It's really bad.
Not only that, it also destroys your muscle memory because the charge time doesn't get reduced for the shorter range, making some blinks seem to reach, but they don't.
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@Crowman said:
You know what the funniest thing about the change is. Deathslinger can still M2 spam for distance with the buffed ADS movement speed. They just killed his ability to quickscope.
So the whole "lose-lose" situation still exists that the devs were trying to fix. So I wouldn't be surprised if they hit him harder going from ptb to live.
Excactly my thought. He can still bait without barely losing distance. The only thing they did is making him feel garbage to play and make him even more annoying to go against because even more Players are just gonna bait now.
They try and fix the unskillfull things but end up breaking what actually requires skill, making the whole situation worse imo.
They need to revert the changes or at least keep ADS how it's in live currently.
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Unrelated but I kinda chuckled the first time I saw "snuff Totem" because I accidentaly read "sniff Totem".
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Blood Favour was always inferiour to Crowd Control. I compare them a bit. But Blood Favour jumped well past Crowd Control with the new buff. It might even be to powerful.. potentially.
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@ShinobuSK said:
They updated patch notes, forget to mention him. Well its just one add on
https://us.v-cdn.net/6030815/uploads/5WR4TBI2X66O/screenshot-20210928-182558.png
I guess Mother Daughter Ring was not overperforming then 😅
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527814#Comment_2527814
People need to get off this recharge and distance addons being problems.
The old distance addon was a problem. It buffed more than distance including shorter charge time and travel speed. The current addon was deemed balanced two years ago. What changed besides people moving goal post? You only gain 4 meters on your 1st blink only plus you have to charge 20% more for it.
Recharge just shaves off 1s if you use both addons (0.6+0.4). Maybe why its ran so much is because 6s of downtime feels awful. Especially against survivors that hold W when they hear heart beat and dead hard after chasing them across the whole map.
I never complained about them. But many people did so I expected them to get nerfed.. what everyone would.
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I expected a nerf to recharge and range and a buff to literally everything else (or most). Seeing that only Torn Bookmark got changed surprised me a bit.
It also surprises me that following Add-ons didn't get changed:
- Tombstone Piece
- Alchemists Ring
- Scalped Topknot
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You're right. They did mention Oni Add-on changes in the dev update.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2527648#Comment_2527648
You do break the pallet slower but just use the buffed mothers helpers youll break the pallet faster.
Increased action speed means that you break pallets, walls and gens faster, not slower.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2526719#Comment_2526719
Imo recharge add-ons are fine alone. For the moment, the only combinations I acknowledge as too powerful are the Purple range + green recharge, and the double range. These are making the Nurse the absolute God of killers.
You outplayed her and gain distance ? One blink, she's back on you. One time I always played with the double range, and I found the game so easy that now, I'm forbidding myself to use the purple range add-on.
Range + recharge is with no doubt the most powerful combo. But a very precise Nurse with double recharge can also be devistating. It gives almost no time to get out of LoS as Survivor because you'll have both blinks back, half a second after fatigue.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2526707#Comment_2526707
Yeah, a good Nurse will be far more oppressive with range and/or recharge add-ons.
Excactly. Even with Fragile Wheeze, the cooldown is 3.6 seconds per blink. It doesn't really pay off.
That is if they leave the recharge Add-ons as is. Personally, I think they'll get nerfed or changed.
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@FFirebrandd said:
I'm pretty sure that means you'll need to wait even longer for each blink. So... if it currently takes 2s for a blink to come back, now it takes 3s. Or... whatever the numbers are.
It's 3 seconds base and 4.5 seconds with the Add-on. It's more a nerf than anything else with a occasional 3rd blink.
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I was an enthusiastic Myers Main back in the day. I play since September 2016.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2523653#Comment_2523653
Makes me wonder what this means for the All-Seeing add-on Wraith has.
I mean, the old old old "All Seeing": Blood had a 10 metre range, the pink one had a 12 metre range, maybe they'll just nerf the range.. which would be boring. I'd rather give a drawback or requirement or rework the Add-on alltogether.
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Vanity Mirror used to be like this, then they added the speed debuff, now they removed the speed debuff again.
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Freddy. At least he is doing his job right because I always fall asleep while playing him.
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I realized something with SBMM Killer. Play during daytime and you'll have more chill matches. My queues were about 2 minutes'ish.
During night time the queues are instant but all the no lifer dbd addicts wake up there and they're usually the 15k hours SWF Mains you run across during that time.
At least that's how my matches went yesterday, more enjoyable overall during thr day.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2520881#Comment_2520881
i dont want to see survivors anyways 😒
Well I actually want to see them.....
Die
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@[Deleted User] said:
I'll keep playing her because she's fun. It's basically jason's shift from F13 game and that's epic
Only without seeing them.
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Can't wait for this Add-on:
- Inreases Bear Trap capacity by 2.
- Reduces Bear Trap capacity by 3.
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They ready up, leave the pc, make a Jill Sandwich, come back... match starts.
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I totally agree with the last one, because I always say "he is blinking".
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It would be cool. But I don't think the devs would bother adding such details.
I imagine Myers hiding Judith's Tombstone under his suit, totally not visible.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2508326#Comment_2508326
The only reason I clicked and I deeply regret my decision.
Me too my friend.
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I kinda expected this thread to be about Pyramid Head.
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Ehm, longer Killer queues mean that more people are playing Killer and not the other way around.
I think you got something wrong here.
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Funny, because his other Ultra Rare is also broken. It's supposed to hide the Lament Configuration Aura up until 16 metres while Chain Hunts are inactive and show the Lament Configuration like normal once a Chain Hunt starts.
With the Add-on, you can't see the Lament Configuration and it doesn't matter if Chain Hunt is active or inactive. That bug makes the Add-on really overpowered because it basically gives you Chain Hunts for the whole match until a Survivor accidentaly stumbles across the Lament Configuration.
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Tbh, it's not really SBMM what makes me play more but rather the fact that I can grind the hell out of the new Grade system and do challanges as well.
I am currently doing Road to Rank 1 Perkless Survivor. I am already at Silver III, which would be rank 11.
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I wish I could play Killer but the queues are to long, which probably means that many people are playing Killer. My Survivor queues are instant though, so I play more Survivor atm.
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I would either use Bond or Kindred since both serve a similar purpose. I usually run Open Handed, Bond, Windows of Opportunity and Visionary. All Perks benefit from Open Handed, but instead of Visionary you could use something like We'll make it for fast heals.
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Meanwhile Trickster needs to hit Survivors 12 times to get a down.
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Alert. Just fyi.
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@C3Tooth said:
Devs pls just remove the BP reward...
Tbh, I wish it would be removed to teach greedy people a lesson.
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I don't know. Queue times are to long. And I am not gonna sit in a 10 minute queue to then either get potential cheaters, dc's early on or sweat squads. Survivor has also been kinda frustrating so I guess I'll take a break from the game for now.
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If Spirit starts to stand still then you have no idea what she is doing.
Is she standing still, going left, going right, zig zagging or reverse phasing into Quentin hiding in a corner?
You can excactly see what Wraith is doing and once he is uncloaked, he is a normal M1 Killer.
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You can depip but you can't derank/degrade anymore.
Let's say you are Rank 3/Iri. III with 3 pips and lose. You can depip to now be Iri. III with 2 pips, but you cannot lose a grade. If you reach Iridescent III you will now always stay at Iridescent III or get up to a higher grade but not lose a grade anymore.
It also means that once you reach Iridescent I, which is basically Rank 1, you stay on Iridescent I until Grade reset.
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Ok
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@lordfart said:
I initially read this as "perks that make you think Norway" and was pretty confused qt the answers lol. Probably dead hard and ruin for me
I just realized why he put the flag there.
What are Perks where you think "no way". And Norway sounds kinda similar.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2474826#Comment_2474826
Honestly I really like discordance. Naturally it's really good on Nemesis, but discordance is a great counter to prove thyself which is a very popular perk these days.
I know it's good. But like I said, I don't like being notified that a gen is currently being rushed. But on Nemmy it's to good to not take it.
Otherwise I use BBQ, Thrilling or Surveillance.