Nameless
Nameless
About
- Username
- Nameless
- Joined
- Visits
- 11,295
- Last Active
Comments
-
@xZeroStrike said:
Only thing I would change is the pallets, if something got changed. Have the pallet either stun him, but for a short duration (Like an Enduring.. 4, or something), or have it be similar to Doctor's fake pallets, but the pallets explode into blood instead. Maybe they could also pull camera like a Hag trap.
In the current iteration of the pallet add-on, I feel it's a little too strong, at least against solo players, since there is no distinction at all between a fake or a real pallet, and the "drop animation" is a bit too detrimental.
This is a "I would welcome it but it's not entirely necessary" thing for me. I wouldn't say it's super strong but it's a tad bit too powerful. It's not impossible to beat, though.
Aside from that Freddy is completely fine, in my opinion.
I’m confused...
What’s the point of the pallet addon if it only gives you a similar effect as enduring and only on the pallets you created? Like as killer you want these pallets gone, you don’t want to create more pallets even if you have enduring.
Give it the same effect as doctor abd then what’s the point of playing pallet Freddy? I prefer hanging out the killer that can shock survivors and block them from vaulting or throwing pallets. Looking at how most people view the Doctor being weak, this ability would be extremely underwelming.
Freddy is perfectly fine the way he is.
-
@ChezAndQuakers said:
https://forum.deadbydaylight.com/en/discussion/comment/683721#Comment_683721
I’m not saying clown is S tier, maybe like low C or high D but Doctor can’t do much unless you’ve mastered timing and all, and legion literally just plays tag with survivors
Yeah, that’s exactly my point. I never said these killers were great or anything near good, I just pointed out that when ignoring their downsides and these killers would be amazing too. To me Clown is a fat D tier but that’s just my opinion and experience I had playing with him.
-
You’re making him sound better than he is. Yeah on paper a killer than can slow survivors down in a chase is pretty good, but hey a killer that can vault pallets just like survivors, makes him faster than normal when using his ability and gives him information of where other survivors are must be S tier too, right? Or what about a killer that can shock survivors and completely deny vaults and pallet throws? Damn that stuff looks pretty game breaking if you ask me.
You’re missing all the negatives about Clown. He only has 4 bottles and reloading takes ages. He has no map pressure so gens fly by and has simple counterplay of throwing pallets earlier. Not to mention the fact that effects of his gas can be completely prevented by just looking behind you and look out where he throws the bottles. Sure, by doing so you somewhat deny them the loop even though sometimes survivors don’t even care and make it work anyways, there is more than enough safe pallets on the map to run you around for quite some time.
Then there is the fact that there simply is a better alternative killer, that being snare Freddy. He doesn’t have to reload his snares and can use them on the spot, has the same effect and the snares are less visible and thus in my eyes more useful as people would run into them easier. With Freddy in the game there is not even a point using Clown in my opinion.
-
Following this logic, Ruin, PGTW and Thana should be in the basekit for killers considering gen speed is fast and is really frustrating to deal with.
I don’t think making perks for either side basekit is the way to go.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/659122#Comment_659122
HOW IN THE EBENEEZER SCROOGE HELL DID YOU GET SO MANY UPVOTES ON A MEME POST
I think it’s charismatic personality and my charms.
-
I don't think this perk will be used a lot in the higher ranks, but will probably become meta in the lower ranks. Higher ranks usually know common hatch spawns and when in a tough situation they'll go look for it before it's too late. It's still a neat change for Left Behind and now it's not useless anymore. I hope they keep reworking perks.
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/666754#Comment_666754
Just because you dont agree with the changes doesnt mean you're entitled to whine until they're reverted.
If you dont like the changes, dont play. It's easy.
But what's not ok is when someone says "hey, this is gonna change" and people see it change, then get outraged as if it was a personal attack.
I’m not sure where you live but I live in a democracy. People are allowed to “whine” as much as they want and it is by “whining” that the devs would become aware that people don’t like the changes and might revert them.
If you actually cared to read my post you would notice that I’m not outraged at all about the changes and can see why they were changed.
-
So correct me if I’m wrong. If my friends and I all run this we have 136 free extra seconds to pop generators and all we need to do is get close for 1 sec to a 2nd stage hooked survivor? Or does it only activate for so long when you keep standing in this radius? If it’s the former then these killers are going to get bullied big time. That’s 3 free gens right there just for getting somewhat close.
-
@Locker_Monster said:
Good god people. They said the numbers were subject to change on the devstream.
No one said 'This is how it will be forever plus a day and we will never nerf it'. Slow your roll.
The devs don't have to answer for every little change and, if I were one of them, I'd stop giving reasons all together after some of the vitriol-filled/sarcastic posts some people make.
The knight in chining armor ready to save the day for the devs.
Just because they said in advance things are subject to change doesn’t mean people should agree with the changes and can’t leave their feedback on them. It’s not that insane either that if players disagree with changes that they would like an explanation why these changes were made in the first place.
Peanits did cover that now though and I can see why they changed Surge because it can be OP in some situations, but it’d have been nice to see it for myself.
-
I mean, sure but survivors complaining about killers gets just as stale though...
-
A spicy chat after the game with salty killers/survivors is always a win in my books
-
@Predator3174PL said:
"Game is balanced"
cough killer tier list cough infinities cough Ruin meta cough
But Tofu says it’s balanced so your opinion must be wrong. Tofu’s opinion is always the truth because he is a streamer. Everybody knows that a streamers opinion is worth more than yours.
All jokes aside, I don’t think this game is as unbalanced as a lot of people say but there certainly are some things that need looking into. This doesn’t mean the devs aren’t competent though.
-
Leatherface
Clown
Legion
Wraith
Doc
There’s no stopping them and deserve a nerf.
-
If only 10% of the times all totems get cleansed then maybe the problem lies with the survivors not wanting to cleanse them.
Totems spawn are pretty laughable except for a few so finding them won’t be that hard and there’s perks and items in the game that help you find them. Finding totems is something that gets easier the more you play as well so I genuinely don’t think Hex perks or totems in general are problem.
-
@Chaotic_Riddle said:
Trapper's Iridescent Stone might as well be base kit. Seriously, that's like...The only thing that could make him actually viable at higher ranks.
^
The fact the trapper has to walk to his traps and pick them up wastes so much time. All other killers can use their power on the spot and don’t have to walk miles away from their objective to get their power actually to work (aside from the huntress but she gets like 5 hatchets and there’s more lockers on the map than there are traps or so).
-
I like the wraiths, you can tell they put so much effort in it sounding different than all others. Trapper is a close 2nd though
-
@Groxiverde said:
BHVR is losing potentially new players because of this, if they delay too much between the trailer and the release, people will lose interest
As if people won’t buy it anymore because the content they wanted will drop a week later... Just be patient
-
@Mochan said:
SWF is seriously not a problem.
Killers just like to blame it as the boogeyman but teh truth is they just got outplayed.
A 4-man SWF of bad survivors will lose to a mediocre killer just as easily as a team of randos.
4 Solo survivors who know what they're doing will beat even good killers playing Nurse or Spirit.
What makes SWF so strong is that they’re usually well organized. Sure skills play a role too, but SWF’s could work their way around that. If one of the party members isn’t that skilled you could just run OoO and the problem is solved. The whole team knows where the killer is at all times and you could distract him assuming you’re a good looper.
In a game like this where saving time is really important, a well organized SWF could be really powerful.
I don’t think they should remove it though because being able to play with your friends makes the game more fun. Besides, it’s a multiplayer game... Not being able to play with your friends is just silly. It wouldn’t really resolve the issue either because as mentioned above, 4 skilled random players could be well organized too and trying to be organized really is a big thing in this game. Just look at survivor perks: Kindred, bond, empathy and this new Nancy perk all promote it.
-
Meh... Most nerfs were justified and I don’t see them changing the gen time. I don’t believe they should anyways.
-
A burned limping Demo with its foot stuck in a beartrap would have been funny though
-
It’s for the extra spicy endgame chat
-
@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/649472#Comment_649472
So they are ok with enduring + spirit fury ,but they need to keep this stupid 4 seconds stun?
The stun should be 3 seconds.
I wasn’t referring to the combo of Spirit fury and enduring but to the fact that The Legion can vault windows and pallets so if you make it so that they’re able to down people with their ability it would end up breaking the game. Their ability goes against core game mechanics and because they so drastically negate those core mechanics I believe they should be reworked, rather than be buffed. The devs are basically trapped because of this as they can’t change them too much before it becomes op.
-
@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/648223#Comment_648223
There are 4 killers that have instant down in their base kit. You demand nerfs for these too ?
No, Myers has to stalk people for half the game or so to profit from his power, Ghostface can literally be broken out of his power, Leatherface is a joke and Billy is loopable, needs some skill with aiming and understanding how he works and he has a drawback of charging up. They’re all counterable so I don’t think they should be nerfed. The items, add ons and offerings I mentioned earlier on the other hand have no counter whatsoever.
-
@Akuma said:
movement speed, vault speed and less penalties through stuns. His ability isnt killing and multiple hit's doing nothing to survivor so it should be way smoother to play. I think all this "miss attack and your WHOLE power gauge depletes + you get stunned for ages" also needs to go ^^
if the devs would do this legion were still b tier or maybe C
The problem is literally their ability. They can’t really change the stun or make them able to down people with it because they’re hardly affected by pallets and windows. Survivors wouldn’t be able to get away... I guess they could change the vault speed and their speed in FF so that the power could be a bit useful this way to actually catch up with survivors.
-
The legion is just badly designed. I’m not denying that you can’t do well with them, I’m saying that it’s extremely hard to do well with them and in my experience at least they’re one of the worst killers to play as. I believe this shows in the statistics of how well a certain killer performs as well unless they’re flawed too like the ones that show survival rate.
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/649208#Comment_649208
They don't get a free escape if you just protect the gens and prevent them from getting them done, go after the weak ones and kill them first.
So if the killer sees a survivor running towards a hooked survivor and enters this zone, then the killer should leave him? So basically a safe zone for survivors where they can run whenever they feel like.
-
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/647868#Comment_647868
Killer can just give up the chase, as with any good looper at a strong loop the correct play is to drop the chase and protect your gens.
And give them a free escape?
-
You’re slower when you charge up for the dash soo I don’t think it’ll be that useful as you would probably hit them faster when you would just follow them and use your m1. Can’t tell for sure until I tried in the PTB though.
-
@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/648209#Comment_648209
I mean. My whole point is: Maybe lets delete all ultra-rare add-ons since most of them give a survivor/killer overpowered over-the-top ability that when is not countered by bringing similar op thing can mean the match cant be win for the other side.
@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/648214#Comment_648214
Im fine with them as long as they keep insta-heals. You want to get rid of them, then get rid of unfair killer´s items/add-ons/offerings as well.
They should all be reworked or removed. Keys, mories, instadowns and heals. No one enjoys getting robbed a down because of an instaheal and no one enjoys getting robbed a kill or 2 because of a key. No one enjoys getting insta downed or getting moried. It leads to toxic and unfair gameplay and involved no skill at all.
-
@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/648206#Comment_648206
MoM is a perk. Perk can be used in all matches once you get it. MoM can be potentionally used more than once in one match. The comparison to once-usable hard-to-get ultra-rare add-ons is completely false.
So following that logic, mories are fine too. Hard to get offering and is lost after one game.
-
@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/648195#Comment_648195
Well then the point is absurd, because it wouldnt be a reworking one add-on, but actually deleting insta-heal and creating one new that wouldnt bring literally anything new to a gameplay since there are already perks with the same effect.
Well to be honest, I don’t mind it changing if it gets reworked either. The introduction of healing over time would just be a nice feature for it because it would still be very strong.
-
@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/648167#Comment_648167
We already have passive healing perks with the next chapter.
Yeah and with this you wouldn’t have to use a perk to get a similar effect. That’s the point of this thread.
-
@MimiDallas said:
The point of INSTA-heal is to get heal instantly. 12s self-heal ? Then how would it be different from a good med-kit? EXACTLY
Insta-heal add-ons have their place in the game as long as killers have their ultra-rare insta-down add-ons and moris.
You wouldn’t have to take the time to do it yourself, you could just do a totem or work on a gen. In a chase it would warn the killer you’re going to be healed if he doesn’t down you quick enough.
-
Instant heals aren’t just used on a downed survivor to get them back up, but are also used as basically a free mettle of man in a chase which is insane to deal with because the killer is on the clock and wants to down the survivor asap but then pretty much gets robbed. It’s badly designed imo, the same goes for mories, keys and insta down addons like iri head.
I’m all for insta heals working over time, but some other killer addons should get looked into as well.
-
@Mtom912 said:
For me killer lobbies are very fast 5 minutes max, but survivor lobbies take hours, that’s not an exaggeration as well, I’ve sat in a survivor lobby with 1 friend and we searched for over two hours
Omg this means the game is survivor sided?!
-
Or maybe there’s just a lot more variety to choose as killer so it just doesn’t get as boring? Their powers are different so the game experience will be different. For survivors it’s a lot of the same.
-
@[Deleted User] said:
It’d be a redundant feature anyway. You’re unlikely to walk while injured in an attempt to juke a killer because there will still be blood for the killer to follow. That’s why it only works while healthy, when you’re also not bleeding.
It would be a nice counter to spirit though
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647868#Comment_647868
True I'm trying to keep both killer and survivors in mind here, make it to where you can still camp but the punishment is dire, and survivors still have some kind of chance to unhook. 10m is enough distance for proximity camping which I don't see as necessarily bad but just a last resort method. You can try to loop the killer around the survivor but that's just bad play the better solution is running distraction and allowing another to unhook.
That would depend on the penalty. If it’s supposed to actually hurt the camper and it’s dire then no it’s smart for a survivor to loop around them so that others have extra time to do gens. They could always lead the killer away later after all. SFW groups would abuse it badly.
If it doesn’t hurt the camper, then they’re not going to care obviously.
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647861#Comment_647861
They did the one where it stopped hook progression and it was based on terror, that went so badly but a small penalty on hook progression isn't so bad.
No, not really because a good survivor could still loop the killer around for quite some time around the hooked survivor and I can imagine it being a real issue against a well organised SWF group, unless you make the penalty not crazy, but then campers wouldn’t care and just sit there with hook penalty. Besides, I can see the campers proxy camping to avoid the penalty as well.
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647826#Comment_647826
Simple the killer stay 10m of a hooked survivor the hook progression slows down, incentivizing killers to not camp sorta like when multiple work on the gen there's a 10% penalty. If you're a good killer you have no reason to camp mid-game If it's endgame it's fair game.
Pretty sure they tried this but it didn’t work out as it got abused.
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647793#Comment_647793
It's literally one thing, one thing most people want address which is camping, nobody unless trash survivors want killer nerfs, no perk nerfs except for noed, nothing but camping to be address. They are buffing killers but you can't buff killers and have camping still around, you can't have your cake and eat it too. The fact the outcome of the game is dictated by whether the killer wants to camp or not is unfair, you can have your buffs you can have your noed, but they need to stop camping.
So what do you suggest they do?
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/647583#Comment_647583
They literally work around the issue, they don't give the community what they want unless it makes them money, people say im not getting more pressure because I get gen rushed so quickly, what the devs do? Add perks you have to buy with real money instead of balancing the game, survivors ask for something to be done for camping, what the devs do? Add perks you have to buy with real money instead of balancing the game. BALANCING THE GAME IS THE MIDDLE GROUND.
This game IS being balanced lmao. Like all the time... Balancing this game is in their own interest too if they want to make money...
There’s undetectable for stealth killers now for example, the bloodweb changes is a great QoL change. Just because they don’t address the things you want, doesn’t mean they’re not doing anything. They have been trying to make to make totems a secondary objective to prevent gen rush and they just tried making it a semi primary objective with this perk. It’s the survivors who refuse to do totems that cause the problems in this scenario. Camping is an issue they hardly can do anything about. If they started punishing for it, then there wouldn’t be any killers left to play the game because people call you out all the time for camping whether you actually did it or not, whether you had the intention or not.
Though, I’m sure if you come up with an amazing alternative solution and made a thread about it then they would think about adding it to the game
-
@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/646978#Comment_646978
So what if a survivor had already cleanse the totem when you need to use this perk is it a good perk then?
Then cleanse a totem at the start of the game. I usually cleanse 2 per game, if not more.
@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/645957#Comment_645957
Forcing you to do something you don't have to do to escape and dodge a broken perk is just not the way to go about things.
These "kill totems perks" and NOED are both trash perks who shouldnt exist.
I mean there's always the chance you get hit by noed so doing totems is always smart. Sure, it takes time away from doing gens but I prefer actually escaping and not taking that chance that noed could proc. If you want to take that chance, then go ahead, I guess that's more totems for people that run this perk which makes it in the end more useful.
-
@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/646170#Comment_646170
His teleportation seems inconsistent considering survivors can destroy the portals and that he can't see while going through a tunnel. Surge only works in 32m, meaning it won't stop people from rushing gens away from you. Cruel confinement is bad in general since it requires you to get genrushed. Mindbreaker buffs sprint burst so you get it 3s into a chase instead of immediately.
The Demo would know when survivors are near his portal and if the survivors are breaking it they would have the oblivious status effect if I’m not mistaken. Basically, they wouldn’t know whether or not the Demo is coming when breaking the portal.
-
@Mellow7 said:
Low tier from what he is on paper, we'd have to see what his add-ons are looking like, but base power he seems weaker than wraith. His power is a shorter and worse version of Pigs ambush attack that can only dash foward and his "map control" is limited to 2 locations and in order to even use it you have to travel to one of the two fixed locations, pretty weak imo but add-ons could make this better who knows.
There were three portals in the gameplay they showed but it’s still not enough if it’s only 3 though
-
I doubt the perks from either side will really shake the meta, but I’d just wait and see how they actually work in game.
-
@ShyN3ko said:
Pig charge time and range, but control like Billys chainsaw.
And map pressure with holes.
And this can be destroyed by survivors.
Now I want know the addons, because this sounds underwhelming weak.
The artists made a great job, but this power is.....weak without addons.
Because survivors can control your map pressure.
Just wait until the PTB, maybe it’s better than it looks at first. I get why you’re worried though, it does seem quite counterable.
-
DS is still a strong perk. Pausing the timer isn’t necessary and borderline broken.
-
I enjoy reading through the threads you make. You seem to have a gift to create arguements and contravercy.
all jokes aside I’m pretty sure the devs are aware that survivors don’t like getting camped but there’s not much they can do I believe without it breaking the game.
-
@YamiTheFurry said:
So Nancy is getting a gen rushing perk? Why is this a good idea in a game where gens fly by? Apparently from an interview with Matthew at Gamescon the reporter who he spoke with, spoke of this perk that has you obssesed with a gen and you get bonuses while working on it/or when its completed (she didn't specify fully) but the bonuses weren't revealed. And I can only hope they aren't significant because its going to suck for killers. But seriously why is a gen rush perk a good idea. @Peanits
Ontop of it the two perks that were revealed for the Demogoron seem underwhelming. And Steve's look interesting but alsp probably not too great.
How is it a genrush perk? If I ran this perk I’d run over there and try to get this generator before anyone else gets it. Worst case scenario, it’s RNG based and I wouldn’t have to run so far if I’m lucky. If not, I might have to run the whole map in order to get my bonus which wastes some time.