NoShinyPony
NoShinyPony
About
- Username
- NoShinyPony
- Joined
- Visits
- 4,646
- Last Active
Comments
-
So you are aware that your friends are talking rubbish and that it's not possible to open a hatch with a key while downed? And you only want an official confirmation so that you can show it to your friends and say "I told you so"?
-
@HatCreature I believe I said it a couple of months ago: If you really want to get rid off tunneling, you have to remove hooks and let survivors respawn instead. But then, this game wouldn't be DbD anymore. I don't know what the majority of the playerbase would prefer.
-
I like the chase mechanic. Flaws in the map design left aside, chases are super fun and the reason why I'm playing this game.
-
If the trophy is that important to you, you will probably have to wait for rank reset. If you play against brown or maybe yellow ranks, you have a chance pulling this off without Ruin.
-
@screamdreamsx @Freudentrauma It's not that hard to be aware of the gens' locations on a map. But if players feel that's it's too difficult (maybe since they are new to the game), they can run Déja Vu.
Tactical aspects are part of the game. It's part of the survivors' job to do gens in the right order, avoid getting hooked in the basement, not go down near a gen that's almost finished etc.
In my thousands hours of playtime, I had one single match where the spawn was so unlucky for us survivors that we were not able to win against the killer's 3-gen-strategy, even though we noticed from the start of the match that the killer was defending these 3 gens. And if it had been any other killer than a Doc, we probably could have gotten one of these gens repaired.
Super-extreme spawns like that shouldn't exist, but let's be realistic - in 99% of the matches it's the survivors' fault for not paying attention.
-
@screamdreamsx The advantage/disadvantage doesn't depend on the timing of the game. It depends on whether the survivors are aware which gens they have to do so that they don't end up with a 3-gen-situation. It's like that on a lot of other maps as well.
-
@screamdreamsx said:
https://forum.deadbydaylight.com/en/discussion/comment/648678#Comment_648678
It’s less the proximity and more the placement. 2 generators on a raised platform above a solid loop seems somewhat ridiculous.
So you are not complaining from a survivor's perspective that the gens spawn too close, you complain from a killer's perspective that a solid loop is close by?
-
@screamdreamsx said:
https://forum.deadbydaylight.com/en/discussion/comment/648668#Comment_648668
There’s pretty close and then there’s two spawning on a single raised platform
You have gens spawning that close to each other on other maps, too. As I wrote above: Pay attention, don't do gens blindly, then you won't have a problem in the endgame.
-
Repair gens with another survivor. It's not as efficient and not smart from a tactical point of view, but it will give you significantly more points than working alone on a gen.
-
There are a lot of maps where gens can spawn pretty close to each other. It's the survivors' job to pay attention and not leave these gens for the endgame.
-
@PolarBear My bet is you will go down.
-
@PolarBear Good point. "Injured" state is not Deep Wound state, so it probably won't work with Inner Strength.
The perk description of Second Wind lacks the part with "while injured", but my guess is that the description simply isn't completed and it won't work either.
-
Not a meta build, but a fun build.
Drop selfcare and take DH/BL instead. :)
-
Being forced to play a kind of rhythm game would get tiring pretty quick. I can kind of ignore the skill checks we currently have, but if I had to play a rhythm game over and over again, I would end up despising gens.
(And I say that as somebody who likes to play rhythm games.)
-
An interesting question since the perk description doesn't mention healing one stealth state but healing to the healthy state.
I don't really believe it, but if the perk description is correct, then you would get healed from Deep Wound to healthy.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/646334#Comment_646334
Kind of depends on how close you are to the hook and a lot of other things, doesn't it? One gen left, survivor is about to die on hook. One stays to finish the gen, one runs over to the hook to pause the timer, one goes to open the exit gate.
Never said it was a good perk, but it has its uses.
If the killer camps so hard that an unhook is not possible, it's still more time-efficient for the survivors to repair the gen together.
The occasions where this perk would actually be useful are so, so rare that it just doesn't make sense to run this perk.
-
@Johnny_XMan said:
Many times people have often misjudged how much time they had to unhook.
Either because The only person not on a gen was being chased, or by the time they got close killer was already coming back.
I could see this perk being slightly more useful than kindred...being that even in SWF camping is a thing and those extra seconds could become useful if backup is needed.
The thing is, misjudging the remaining time for an unhook usually happens when solos play together, not so much with SWF. And when I'm too far away from the hook to make the save in time, I'm not wasting any time going there.
Solos don't know that their teammate is running Camaraderie. If they knew, they would go for the save, knowing they will make it with the additional 14 seconds. But since they don't know, they won't go to the hook.
-
That also means no BT, DH/BL, Adrenaline, Unbreakable. I'm fine with it.
And insta-heals should get adjusted anyway, the perk build is not relevant.
-
@Thaznar That would lead us to a lot of new questions. How close is the killer allowed to stay to the hook? How many seconds is he allowed to stay after he hooked the surv? Is he allowed to come back to the hook after leaving?
Also, campers already lose their games if they don't get feeded by the survivors, but that's another topic.
-
@NMCKE said:
It's really not a bad perk, but I do see where you're coming from because the killer, camping or not, will know to comeback to the hook when the timer pauses.
Therefore, I wanna see the timer slow down by 50% for 20/25/30 seconds so the killer will really have to pay attention to your timer. Also, don't worry, you're still getting the same benefits as the original version (it's 1 second better than the original version), but you're getting a slow instead of a pause.
Mathematics: For every 1 second that passes in the game, you lose 0.5 of a second on your hook timer. :)
Imagine a survivor is in their 2nd hook phase for 55 seconds already. Now another survivor comes close and triggers Camaraderie. What happens now? The remaining 5 seconds go at half speed?
Also: Think of the survivors who play solo. It should be clear to them that Camaraderie is active. A paused timer is clear to recognize.
In any case, I don't think Camaraderie is a good perk. I won't run it.
-
@RoKrueger You don't have to be a SWAT team to have a huge advantage over the killer. When I play SWF, we don't bring items and (except for BT) we also usually don't run those perks which are often considered "too strong".
We don't run strong builds and I would never consider us a SWAT team. Yet the killers have a hard time and usually lose.
-
@brokedownpalace If the killer camps hard, the time is better spent doing gens instead of running to the hook to trigger Camaraderie.
-
Just walking, and only if you are not injured.
-
I see it similar.
-
Insta-heals are currently too powerful since they can heal one or two full healthstates in front of the killer. For better balance, they could require a small channeling for like 4 seconds. This way, they would still be a great time-saver, but they couldn't be used in the middle of a chase. In exchange, the insta-heal wouldn't have to consume the medkit.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/646248#Comment_646248
But didn't they say surge is pretty much kicking multiple gens at the same time?
So wouldn't Overcharge and Pop goes the weasel work with it?
The first problem is that Surge only affects gens that are being repaired within 32 meters. Survivors will try to avoid going down to close to unfinished gens.
And PGTW and Overcharge are triggered by a killer kicking the gen, so they won't work with Surge (except the devs change the perks). However, Surge and Surveillance should work together.
-
@Hoodedfengm1n Not really, in my opinion.
Surge can indeed be good against not-so-well coordinated teams. But if the survivors pay attention and don't go down close to a gen, this perk is not useful. (Except for matches on The Game and Léry's where everything is close to each other anyway.)
I see Cruel Confinement and Mindbreaker as even less of a use. Always ask yourself: Would I unequip one of my perks do run any of the new perks instead? It's a no from me.
-
That is one perk slot that is not used for DS, BT, Adrenaline, DH/BL, Unbreakable... I'm fine with it.
-
Bond is way better than Better Together. From a killer's perspective, I don't have anything against this perk. As a survivor, I'm not going to run this perk.
-
@Tru3Lemon said:
1 of the most problem will be the killer perk that if he hits woth basic attack to a survivor that is in dying state will explode and regress all gens nearby this with doc with pop goes to wisle will be insane
You won't be able to combine Surge with PGTW. PGTW explicitely requires the killer to kick the gen. But Surge and Surveillance should work together.
-
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/646155#Comment_646155
It makes your walking speed 76% not as fast as running, but now it's going to be a lot easier to juke killers because you can get away without leaving scratch marks a lot easier.
It should be 67.8%. (56.5% normal walking speed increased by 20%)
It sounds like a decent perk and I can see myself using it, but I wouldn't consider it broken.
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646155#Comment_646155
Honestly if i removed anything it would be empathy for fixated so i can laugh and watch my scratch marks disappear faster than a quick hunt wraith
Scratchmarks are buggy on a lot of maps. You will end up shaking your head because there won't be anything to see...
-
@TrueKn1ghtmar3 I knew it! Make her P3 and you will be the perfect poster boy for Claudettes! 😉
-
If you want to jump into a locker while being in a chase and injured, you should use Iron Will.
Edit: You don't need Small Game.
-
@Mochan Why do you think Fixated is broken? It only works on walking, not on running.
-
@DudeDelicious I understand the reasoning behind the death hook situation, but I think it's better to be healthy and being able to tank hits. And if the killer wants to kill the Dying Light, he will ignore you.
I don't care about pipping as long as there aren't any rank rewards. Also I don't care about me personally getting out of the gates, I just want to be the number of survivors escaping to be as high as possible.
-
@TrueKn1ghtmar3 Do you main Claudette?
-
@DudeDelicious So your current strategy is to give the killer an easy hook so he doesn't go after the unhooked person?
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646125#Comment_646125
Lightweight, SB, spinechill, empathy. I have no issue avoiding the killer until i want to be found and with how loops are it's almost no skill to lose them 5s later or keep them after me for the next 1m 30s
Oldies but goldies. :) Some people might consider SB as "crutchy" as DH and BL, though.
-
@altruistic said:
They’re alright.
The scratch-marks perk seems strong.
None of them are meta changing IMO.
Finally somebody who recognizes the potential of Fixated! (It's not A+/S tier though.)
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646118#Comment_646118
I don't use any of those crutches anyways lol doesn't take too much skill to run a build out of any of those just an account and a few hours on YT
Out of curiousity, which build do you run?
-
@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646090#Comment_646090
Right... Let's throw a hypothetical at you, you break a totem right after spawning right in front of it, Little while later killer hooks a surv you use baby sitter, run, you get smacked by the killer but Q&Q through a window and into a locker you heal in 8 seconds and the killer finally gets to your group of lockers you jump out and stun him by this point ~3 gens are done and the hooked surv is now healed but you are right none of these perks can replace the meta so they can't be A+ or S lmao
So you use Q&Q, Babysitter, Inner Strength & Head on. Even if you can pull off this chain of events (it's a big if, not only because the killer hears the locker sound), it's still great from a killer's perspective because you won't be using DS, BT, DH/BL, Adrenaline, Unbreakable.
-
@Mew Heals while being in a chase are a problem. BT and DS are already powerful tools against tunneling.
And yes, Second Wind is a time saver that will get used occasionally, but it won't become meta.
-
@DudeDelicious On the basis of my knowledge about this game.
If you disagree, then in your opinion, which new perks are A+ or S tier?
-
@DudeDelicious BT & DS are a lot more powerful than Babysitter. Which perk will you leave at home so you can run Babysitter?
-
@December_1863 Don't make bait threads. And it's normal to have discussions if you join a forum.
-
These new survivor perks are neither S nor A+, far from it. But the killer perks aren't either, so it's fair.
-
@Mew Getting healed while being chased would be too strong. Insta-heals are already too powerful in their current form.
-
No, the devs didn't tell us yet. Best guesses are 17th or 24th September.
-
@NuclearBurrito You will probably see Second Wind & Inner Strength from time to time, but they won't become meta.
Babysitter is not that useful. Who would give up DS, Adrenaline, BT, DH/BL for Babysitter?
Fixated has the highest potential of the survivor perks as it's nice for stealth play.