NerfDHalready
NerfDHalready
About
- Username
- NerfDHalready
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746082#Comment_3746082
75% is worthless. 3% Pickrate shows that. If it would be a good Perk, it would be used more often. If you are not 100% silent with Iron Will, you can just equip a better Perk. Like an actual Chase Perk aka an Exhaustion-Perk, which you will not really be able to do with Iron Will even after the Buff.
it's the top 31st top picked perk, right above deliverance. well that's the first sign pick rate doesn't mean anything because a "worthless" perk can't be better than goddamn deliverance.
it's not a jack of all trades (will be after the buff) so if the purpose it serves doesn't appeal to people, they won't pick it. yes it doesn't help chases like other chase perks (exhaustion perks, resi etc) but saying it doesn't do its job and is absolutely worthless is just wrong. again, as much as you don't want to admit it, it helps with stealth and hovering for saves, it just doesn't make chases free and brainless like it used to.
-
@Aven_Fallen said:
Complete silence was not absurd before. The Perk just got overnerfed because it was used often to ShAkE Up tHe mEtA…
Anything below 100% noise reduction is just pointless and you might just equip another Perk than Iron Will.
saw you type that to another topic but didn't want to get too out of topic there but, doesn't reducing audio also reduce the distance the survivor can be heard from and how is that useless?
a stealth perk at the same time being a perfect chase perk that nullifies mind gaming is being overloaded, is the point. 75% is still good for stealthing or shadowing other people for saves and i think we should stop pretending that's worthless.
-
it counteracting iron will got nerfed when it was 100%; iron will still made you completely silent against stridor. so probably that's how it's gonna work.
-
to be honest, i'm a killer-leaning player but i'm very indifferent to this change. thinking about hook breaks in advance like not using hooks near gates was kinda fun and strategic, and people knew they will get bled out if they crawled to a hook dead zone so hook breaks barely was an issue. if anything this makes clutch moments rarer and not a fan of that.
-
very roughly, 1500ish greens and one or 2 hundred more yellows, 4 thousand browns, 700ish purples and 500 iris if you go for them. i don't use auto purchase.
-
@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745401#Comment_3745401
I wouldn't go that far. The skill checks, while difficult, are pretty easy to hit once you know the perk is in play
i see it as a pocket ruin, skill checks are its secondary aspect. i already use it on killers with secondary objectives or that can passively pressure gens, i can't wait for its buff.
-
it's killer sided. even though i'll say quiet mode is more useful than people give it credit for, killer abilities heavily overwhelm. party pallets are cool for pallet save shenanigans but enduring completely makes them a guaranteed hit in chases (not to mention cheesing it with hubris also) but idk what to do about that because making enduring not affect party pallet stuns would be crazy. at least we have seperate queues now. tryks cards or whatever are not that bad, not that one sided surprisingly except undetectable one, but at least it lasts short.
my only ick (because of seperate ques) is bloodwebs are also killer sided: killers get more than double the cakes survivors do. anni items are cool and all but i obviously prefer cakes lol. sure it probably is better that they don't get the same amount of cakes because survivors can stack them, but less than half is, no.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745453#Comment_3745453
Botany saves flat out 5.5sec per healing on a teammate. Solidarity save 8sec(old) and 11sec(new) that only if both of you and teammate are injured. If either you or teammate not injured, Solidarity doesnt work.
In some situation, given there is limited time to make a healing, 12sec for example, Botany would complete a healing, then the healthy survivor can go unhook or go somewhere needed, but not possible for Solidarity that have to commit healing for both survivor.
Honestly the buff Solidarity needed is immune to Hae effect, not the number. Resurgence can keep the 70%.
i feel like haemorrahage isn't much of an issue for solidarity especially after they get a limited duration, even when affected by haemorrhage the other person (hopefully) starts to heal you after you finish their heal and you keep full solidarity value, haemorrhage doesn't regress it in that case. idk about the number buff either we'll see in the ptb, i think perk is a bit underrated but i'll enjoy its buffed version that's for sure.
-
solidarity no, but resurgence might need a heamorrhage protection since sloppy and most add ons will still be in effect after the hook rescue unless the person was let go second stage.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744709#Comment_3744709
Pretty much. A Spirit main did some testing of all the survivors with current (75%) Iron Will, which was interesting. Can skip to the end for their ranking. It was based purely on Spirit as the killer, but since most of the complaints around original Iron Will were because of Spirit (if I'm recalling correctly) they are probably the best judges when it comes to this perk.
https://m.youtube.com/watch?si=lisxhW-nHD4-zXRJ&v=HHRcwxPvVHQ&feature=youtu.be
spirit obviously suffers the most but 100% iron will almost completely removes mind gaming at tiles because… you can't hear anything.
-
i only didn't like the aim assist on cam pov and no highlighting survivors unless they can be tagged, everything else seems fine. aim assist for tps dumbs him down a bit buuuut, i'll make good use of it lol
-
my almost entire healing build got buffed lol, autodidact solidarity empathetic (and deadline). very good changes all along except iron will but it's fine. i'm excited for it.
i like them buffing weak perks as an attempt to shake the meta a little and not just nerfs to commonly used perks, hope to see more in the future. definitely not buckle up type buffs though please.
-
@Aven_Fallen said:
Complete silence was not absurd before. The Perk just got overnerfed because it was used often to ShAkE Up tHe mEtA…
Anything below 100% noise reduction is just pointless and you might just equip another Perk than Iron Will.
75% was enough and underrated. overnerfed yes, but i'd much rather they removed the exhaustion part instead.
-
i used to play lots of dress freddy but i like double dress instead. you can also try discordance so you can keep oppression until discordance pops, works nicely.
-
i mean this isn't worth being called a nerf honestly. they should also fix huntress and nemmy's silent pulls and greatly work on sound quality/occlusion to keep consistency.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744294#Comment_3744294
I literally gave you the game theory answer here. I'm not denying out of pettiness, the only path to anything for the survivor is for the killer to pull. You can't outrun the killer if you just exit the locker into his arms, you only have a chance of he's stunned (by wiggling off) which, again, requires the killer to pull from the locker.
Expecting the survivor to hand you the achievement is the definition of entitlement. If someone just stood in the open after three other people just died to the same thing, they'd be an idiot.
against who else do you jump in a locker in a chase? the theory only boils down to who will get impatient first and nothing else because you are dead regardless the moment you decide to jump in, i'm not buying that this is rational or normal. as i said you actually think this is "giving" the achievement and not myers earning it even after he killed 3 people and you are basically dead. not completely wrong, you can "not give" the achievement if you are this eager to waste his time and yours but at least stop trying to make it seem as a logical gameplay decision that will win you the match please we all know why people do this.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744186#Comment_3744186
If I'm the last one alive and the other 3 are dead, Myers is outside my locker in tier 3.
If I leave the locker I'm dead 100%.
If I stay in the locker and the killer does nothing, I'm still dead, but the killer won't have any chance at their achievement either. We both don't get what we want
If I stay in the locker and the killer pulls me out, then we both have a chance: I can try to wiggle free and get hatch, and he can hope that I wiggle free in a dead zone so he can get the finisher.
The only scenario here where both player have a chance to get what they want is for the killer to pull. That's the scenario the killer has full control over. The only scenario the survivor has control over is throwing the game and giving up.
or you can look for hatch while running from him. "hey if i don't get what i want you don't either" isn't a mature mentality if i'm being honest.
if he pulls you are getting hooked or bled out, the chances of him letting you wiggle and trying again is very slim unless he at least knows for sure where hatch is and that you won't be able to make it because there is no completely dead area in any map big enough that you can let a survivor wiggle and catch up after the stun.
it's kinda clear you are just petty about it and think this as a favor you grant to attempting myers player but let's assume not, i promise you that slim chance isn't worth waiting tens of minutes until he runs out of patience lol
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744048#Comment_3744048
I'm not going to volunteer to sacrifice myself, even in a 3v1. If you can pull me from a locker and manage to get me then good for you. But I'm not going to jump on your knife.
No one expects this for any other achievement in the game. Are you letting people escape on rpd so they can get outbreak breakout? If the gens are done, they've already won. Apparently that's the condition and requirement in your opinion.
so you don't sacrifice yourself by jumping in a locker? do you live then? you don't throw the game or give the myers any advantage when you don't jump in a locker. you just be a normal person that doesn't wait in a locker for half an hour out of pure spite and pettiness unlike any other example you gave.
the equivalent to this can only be i think being a killer, losing on purpose, opening one gate and camping the other. haven't seen it happen once.
-
i generally let them be, just enough so they don't think i'm farming or we are friends (because those can evolve into sandbagging or awkward situations). when i will kill them or if i will depends on how the match is going, but i try to make it a long-er match, overall and for them because it goes downhill once someone is dead.
-
@AmpersandUnderscore said:
I feel no obligation to throw the game for your achievement. It's an achievement for a reason, because you should actually earn it.
Besides, what's to stop every Myers player from acting like they are going for the achievement to get people to hand them a win.. even if they already have the achievement. It sounds pretty entitled if you're expecting that tombstone Myers should be a guaranteed 4k just because they might need the achievement.
noone is expecting people to line up to get moried one by one. also myers already won the match if there is a locker situation, what "handing a win" are we talking about?
-
it's justifiable if you offered rpd for it, not many people like that map. i got it naturally, didn't come across anyone going out of their way to deny it.
i had a rather easy time doing all my achievements honestly, a steve gave me my evil incarnate, and people did farm with me when i was doing 50 knight hits whatever and nurse's grab after 3 blinks one.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743926#Comment_3743926
You conveniently ignore the part where I mention what needs to happen for that information to even come into play. That's like if I said, that Sprint Burst was somehow overpowered because you move faster than the killer. If we ignore the downside and the restrictions this perk has, that is true. But with the downsides and restrictions it's completely fine.
That's why it's important to keep in mind, that this information (something that does not do anything by itself) has some heavy restrictions and comes at the cost of 2 perks. In the chase you activate it, Weave Attunement won't do anything because that survivor will use their speed boost after the hit to make distance and get away. After that they can go back and pick up the item again, for the cost of 30 seconds oblivious. This an inconvenience but not really strong.
When a survivor loses their item, that means they won't want to play the game anymore? That's definitely a take. One that I could simply turn around and make the same point by stating that killers don't want to play against items, if they can't counter them. Weird that both sides still play then. Also, whenever something is introduced, buffed, nerfed or changed in any way there will be players that are unhappy about that and won't like it. So the game becomes less fun for them. Do they stop playing? No. Because it turns out, that most of it is not as bad as they thought in the first place.
Pretending that getting an item takes effort is pretty ridiculous. That might have worked a few years back but not now. I stopped levelling my Ace about the time when they reworked prestige to level different characters and unlock their perks and I still have items left on him. Granted, I don't use a commodious toolbox with BNP every game and I also don't use medkits with double iris every chance I get. But if you are so dependent on that stuff, maybe this would actually help you learn how to play the game instead of crutching on your loadout.
Pretending that items become a detriment just for the existence of Weave Attunement + Franklin's Demise is pretty wild. That is 50% of the killer's build. So your payoff at worst is that the killer doesn't use something better, which is already pretty good. This makes them vulnerable in other areas.
You know what's also bad for the longevity of the game? Creating metas that exist of only 4-6 perks. Would you like to go back to slowdown stacked on slowdown and slowdown combined with slowdown? I much prefer a wide variety of perks on both sides. But you don't achieve that by introducing a perk that is interesting and fun to use, if not all that strong but then nerfing it to the point where it does nothing, which would be necessary to removee the inconveniences you mentioned. In this case it would push 2 perks out of the meta again. Not to mention that we just nerfed some of the most popular killer perks because they were overused. The irony is priceless.
no they don't want slowdown stacked builds or weave so they want every perk knocked out of meta and cry until slowdown perks are nerfed further. it's a win win for them, slowdown perks will still be the best option but as their weaker versions.
sorry but i really can't understand how people can complain about a perk that has a clear and easy counter and literally tells killer has it. shame? anyone?
-
i played against it once. got hit with franklins, left the tile and came back later to it and carried the item to a corner. some time later i was injured and i sat to bless a totem, saw an item in the chest right next to me. didn't see the weave icon but figured it would show me, died trying to carry it to a corner. again some time passed and i went to unhook a teammate and was healing them under the hook, but what is this, an item on the ground. needless to say our heal got interrupted.
in conclusion; once again the problem isn't the perk itself, it's the survivor players refuse to learn anything, pretty much like any iteration of sadako. idk how an aura perk, almost exclusive to this one informing that it's in play, causes people trouble EVEN IF it didn't have a counter as easy as carrying items around. lmao.
-
@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742706#Comment_3742706
I'm talking about the amount of them? Maybe actually read the post next time. I didn't say they were all "godpallets" so calm down.
i'm calm what? as someone above also said hawkins is full of unsafe pallets too, their quantity is balanced by them being unsafe or borderline a guaranteed hit.
also no this map doesn't rival gideon, not even close. think multiple times what you mean before making posts, because this is comparing apples to oranges if you intended to compare only the numbers.
-
yes, i think at least during anniversary bp offerings shouldn't benefit people that don't bring one and map offerings should be disabled.
-
demo doesn't synergize well with the perk as a killer, maybe you can try ambushing people with your portals since they won't wanna leave their gens.
there are several perks that synergize well with dms mainly grim and pain res, if you feel spicy you can try out face the darkness and plaything and/or other undetectable perks/add ons since ftd only works outside of your TR.
-
how are you comparing those pallets to ones on gideon? almost all of gideon pallets are safe/god pallets.
-
is saying gg as the winner wrong? no. but i don't say gg after a stomp, whoever won that match cuz it was not a good game.
-
i like that it's a massive middle finger to pallet saves and buffed sabo which are such nonsense. though it's way too time efficient and starstruck is I N S A N E with it, surprised people didn't figure that out and start abusing it yet. saw a huntress use it, luckily no other killer, and i was like damn, this combo seems absurd.
-
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738976#Comment_3738976
If a survivor is running Object and you are running weave atunnement you can say goodbye to any form of stealthness. Your position will be revealed to the survivor the whole match, since they can drop an item next to gen or a loop and they will see you forever.
Although its a good combo, at least for now, i don't think weave attunment is broken. We need some time to test how strong this is, specially since its mostly a perk for m1 killers.
that's if you want to sacrifice stealth for complete dominance in chases. stealthy survivors still can opt to other quite easy counterplays which doesn't even require perks.
-
plunderer's (so you can see and carry items to dead areas)
object
a brain
the counters to the perk (combo, because by itself it's not clickable) from the top of my head. and they aren't regular counterplay that help a little against perks; when you do those, you can completely nullify half of killer loadout.
-
ah solidarity my beloved. i always loved the perk in my healing build but did some math, by itself it's more efficient than botany if the user is also injured; with botany 2 people resetting takes 26.6 seconds and with solidarity it takes 24s. this efficiency further increases if you use healing speed perks on top. you can't get your teammates to use healing speed perks, but this perks lets you do that, in a way. it's always so satisfying getting solidarity value
-
slowdown perks should be categorized and limited, like 2 (gen) slowdown perks allowed in a loadout. this way they can balance each individual slowdown perk more thoroughly and confidently meanwhile gen speeds/progression perks and killers can be balanced around it as well.
-
the 90 second effect isn't proximity based; it lasts 90 seconds no matter what. also during the performance other people around still get the buff, if the description isn't misleading. edit: it does NOT persist for other survivors after seperating with the performer. well it's not as great as i think then.
you can cancel the performance if it rolls 1%; and when it rolls 2%, 7 skill checks will compensate the time investment of 15 seconds. 2 people almost always can get at least 7 skill checks within 90 seconds.it needs to be done near a gen or people won't bother hanging around, but then they definitely should get on the gen and get the buff.
it's a strong perk and people will realize it sooner or later. i'll go as far to say it becomes way too strong in specific scenarios (not common in soloq)
it perfectly complements skill check builds, will be strong with alan perk (and hyperfocus).
-
@radiantHero23 said:
If they dont listen to players feedback. Then who should they listen to?
i feel like they acted rather quick with vecna. already nerfing him?? maybe he wouldn't be an issue after people learn how to play against him. i'll be upset if they nerf weave attunement too. cough both mft and buckle up nerfs took more than 6 months.
-
i didn't use it before it got buffed to 30%, and i'm now dropping it again. it was the only slowdown (or paired with oppression) in most of my loadouts, i will have to work on my builds once i hop on during anniversary. maybe i adapt to slugging playstyle even further with this; no good regression perk to interest me in hooking, no ds, no otr, no dh, no annoying bs.
-
i like hellshire for undetectable hit challenges lol but otherwise it definitely is as useless as it can get
-
@Jaredleto1234 said:
No matter how overpowered something is, killers will defend it. I got a lot of push back for saying Vecna might be too strong, and here we are, getting nerfed already.
I have so far (luckily) only played against one person doing this so far, and boy was it a blood bath.
weave attunement is a perk survivors have FULL control over and are informed about. once they figure out how to play against it, it will be unusable. lol at "op"
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737460#Comment_3737460
DBD is an asymmetrical game. You cannot compare the two sides as they are, for all intents and purposes, different games.
Pop does not require much, objectively. If you are playing DBD, assuming you are somewhat competent, you are going to get downs. You will activate Pop. Comparatively, Pop is slightly, and I do mean slightly, more difficult to activate than PR, in that you need to walk to a gen. Much less difficult to get value than Ruin though or more derived slowdowns, like Sloppy on a stealth Killer.
Once again, Survivor is effectively a different game. The roles are uncomparable.
I saw this exact argument when Pop was nerfed the first time.
i would accept "hey, pop gives way too much value considering its requirements is just how game goes in majority of matches" as the explanation but getting a hook and kicking a highly progressed gen manually is nowhere near an easy thing to do especially when compared to other perks on both sides.
furthermore, even saying it's the normal gameplay flow isn't always true. there is sadako, there is tombstone myers, there is slugging, and there are times you can't afford wasting time picking, hooking and then arriving to protect a gen.
-
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737346#Comment_3737346
Well, if you had ever played soloQ survivor, you would've known why players do it. They do it because it's the only realistic way to escape, and not because they are evil and want to "take the game hostage". The faulty game design here is not the hatch, but the absence of any kind of come-back mechanic for survivors, making a 2v1 a lost game if not for the hatch. Might as well just end the game after the second survivor dies then.
i play soloq as well but i never play for hatch. in fact, i purposefully avoid that phase of the match because it's just so boring and pointless (unless i'm running a looting build and got a good item) and i hate stealthy playstyle i have no patience for that.
2v1s can be winnable depending on the number of gens left, though yes you can't expect to win a 2v1 at 3+ gens. especially after introduction of gen kick limit stealth repairing is stronger than you ever imagine, since you still think 2v1s are mission impossible. if survivors both actually try and play their cards right there is a good chance at least 1 of them gets out.
-
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737298#Comment_3737298
Finishing gens when there are only 2 survivors left and more than 1 gen left is impossible, but waiting for your teammate to die and then take the hatch or the gates is probable, so they are doing what is the most likely to lead them to the escape. Survivors are not a single organism with one nerve system, however hard you may try to dehumanize them, dear killer main, every survivor plays for themselves and has their own strategy.
well last 2 survivors hiding endlessly without participating in the intended gameplay flow is considered taking the game hostage and is bannable. i don't make the rules, even though i heavily agree with this one.
and this defense of yours is enough evidence that hatch is a faulty game design.
-
@fussy said:
Agree on first point, but about second point: pretty sure you give hit if validation canceled grab. They changed it few years ago.
it makes you swing but if the timing it tight enough, that swing misses. rare but it does happen.
-
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736446#Comment_3736446
SURVIVOR, by definition, is someone who SURVIVES. So of course they do the only thing they need to - they SURVIVE. There is nothing to report here.
doing gens is the only way to achieve that goal, waiting until servers close will result in them dying, so doing nothing isn't trying to survive. hope this helps :)
-
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737183#Comment_3737183
Firstly, i'm not against exhaustion or something, i'm just comparing it.
Secondly, DH fully deserved every bit of nerf it got. I still see nightmares, where I'm breathing into survivor's neck for 10 seconds E V E R Y damn chase just because one perk exists into the game, not even into the match. And it's still one of the most popular and strongest perks for survivors in right hands and free health state against M2 killers. So nah, I don't think so.yea. idk who complains about hook requirement dh anymore. i personally didn't even want it nerfed to have hook req but man it was such a relief after that, the "dead hard dance" was so lame and annoying and it turned out the game is so much better w/o it. also sorry but dead harding under a pallet against a non m2 attack killer is one of the most free things that can be done in this game so hard disagree on that too.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736840#Comment_3736840
You are thinking about the wrong addon. I'm talking about the one that lets you charge your dash faster.
tbf you said charge speed inrease(s) and there is only one add on that does that, topknot. and charge speed, recharge rate, cooldown are almost all used interchangably in this game for some reason, there is no consistent terminology.
-
@board24jason123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736983#Comment_3736983
do you see my profile I main Sadako so what are you talking about 👀👀
stating the obvious isn't an indicator of what side the person mains :)
-
i'm against remarks like this, let's let them do their balancing properly. though i will say they should release more ptb patches where they change things before ptb closes so they don't have to tweak new content as many times and as quickly.
as for perks, neither side got a meta shaker so idk what you want to hear about this. illusion is a new pebble, not my cup of tea but still nice perk variety and i'm happy it's not just another lesser/better version of some other random perk and bardic is i'll say a new addition to hyperfocus builds and might see use in such builds in the future.
also people won't play a killer they don't like just because it's "op" but they will (regardless of sides) use perks if they are overtuned ie. ultimate, mft, coh etc. so screw op perks that promote sells, respectfully.
-
@Souplet said:
Tried it on hag yesterday, it was pretty fun
But hey, don't you dare have fun with killers bois
Dont run slowdowns, its not fun
Dont run lethal pursuer, its not fun
Dont run franklin, its not fun
Dont run lightborn, its not fun
The only perk a killer should bring is shadowborn
nuh uh, haste isn't fun either. perkless it is 👌
i'm really sorry for jumping on the train but seriously, hooking is made as undesirable as possible and people complaining about knock out now, people complained slowdowns until they are GONE and now we are also complaining about some mid ahh info perk too. like make it make sense.
-
just stand there until they hit you and then use the portal if they are right at your back. portals are broken rn and this is what you are asking for? interesting
-
just stack depleted items in a corner to counter weave attunement then it's just a franklin's issue, it's nothing new.