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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • I mean it's good advice. Minecraft is a fun game

  • so uh. Yes optimal play is to split up, that is how you gen rush properly

  • @ShaneQ said:

    @NuclearBurrito

    Bro. Its not a penalty if it takes half the time. With toolboxes and perks that forty seconds drops to maybe 30 or less.

    Survivor's don't just work on different gens. How many times have you spawned next to a few player's and a generator? You saying ye all split up? Because if you run away from a gen I'm chasing and emoting to follow me until you do lol

    @ShaneQ Why would I work on the same gen as you? We will complete more gens in the same amount of time by working on different gens. If we only have 1 gen left to do then sure, but at the start of the game if we spawn right next to the same gen I'ma let you do it and look for a different one (while also looking for ruin). I know others do the same since it is far more common to find survivors working alone on a gen compared to the alternative.

    I don't not work on a generator because you are on it. I work on a DIFFERENT generator thus avoiding the penalty. If I have a toolbox then nothing changes. It doesn't matter how fast you complete 1 gen, it matters how fast you complete 5 gens.

  • @OGlilSPOOK20 he maxed out blood points not emblems

  • @[Deleted User] said:

    i'm actually surprised of this outrage.

    dead hard can be activated multiple times. make you reach vaults/pallets you wouldn't have reached. and save your life from 100% hits. while MoM requires 3 hits. activate only once. and gives the aura reading thing and they both require you to be injured

    also MoM can benefit killers who run remember me a bit.

    because of this reason. i don't think MoM will get nerfed. if it gets a nerf. it would be a small one.

    @Heroiq dead hard can be baited and requires skill to use (and also doesn't put you in hitstun)

    Mettle of man is guaranteed, stacks with DH, and isn't actually one time use since it resets if you are downed after it triggers

  • Nothing. My response to OP and annoying builds is murder, not retreat

  • @ShaneQ yes they do. But this isn't the way to go about it. Survivors already just work on different generators or run prove thyself to be able to ignore the penalty and so gens get done quickly anyway.

    Ideally the solution would be some kind of part system where you need to install an item found in the map to be able to finish a generator (or start). With the brand new part item having the special ability to skip this step

  • @ShaneQ said:

    @NuclearBurrito

    Not really I've played plenty of survivor games where me and one or two randoms finish the gens in less than 5 minutes. There's a speed buff for doing gens together couple this with even common toolboxes and its just too op

    @ShaneQ No like. When 2 or more people are on the same gen it even shows a speed debuff indicator and makes the gen about 6% less efficient compared to if they went on different generators.

    Obviously the rate at which gens are completed without (sometimes even with) ruin is too fast. All I'm saying is that your suggestion isn't a solution and we tried

  • Few (independent) ways:

    Having a continuous effect as sickness gets worse before they break (and stays when they do) EX:

    Lowered repair speed, lowered movement speed, making noise that gets louder and louder, harder skill checks ect. Pick your favorite and stick it onto the power

    Replace broken with Exposed and remove the fountain heal

    Maybe give a noise notification when survivors cleanse making tracking that aspect easier

    Increasing the rate at which survivors break

    Removing the slowdown after her power

    ect ect ect. Lots of stuff that can be tweaked

  • 20 seconds is far too short. You can't start a chase in that time. Let alone end one

  • @Delfador said:

    @NuclearBurrito I will be very suprised if it adds just 7 meters. Also there are 3 range addons (Green, yellow and the brown). Which 2 addons are you talking about?

    Regardless, I have heard that these addons are getting reworked so I am not sure if we should argue about these addons.

    We are kind of beating a dead horse here.

    The green adds 4 and the yellow adds 3. Combined is 7

  • @Evp said:

    https://forum.deadbydaylight.com/en/discussion/comment/371939#Comment_371939

    I mainly play survivor, and man I could not agree more.

    If I see a team mate exploiting/cheating/botting/afk I hope the killer camps and tunnel them.

    I personally wont pallet loop exploit, I wont bring a flashlight into a game (if a chest gives me one I rarely use it), and I wont loop around ridiculous paths there were not intended to be abused. I don't tea bag nor do anything toxic.

    I get camped a lot. Typically its because I destroyed a totem (I wont run if I can finish it even if the killer sees me). I also get camped if they know I know where a totem is. I been camped before because I was a bigger threat than the other players (kind of a compliment but still.)

    Its not fun, and at times it makes me want to infinite pallet loop next time. What I think a core problem is is that there are different "types" of survivors and killers.

    Type A) I win only if I 4k or only if I survive. (Campers/Tunnelers/Sluggers and Genrushers and min/max SWF)

    Type B) I win if I enjoyed my game.

    Type C) I win if I make other people angry or have a horrible time.

    As a survivor I hate playing with players in group A and C. I don't want to be a gen jockey. I wont ignore unhooks/chests/dull totems. If I am the last survivor and the hatch isn't ready yet, I wont hide and force frustration/DC. I will work a gen knowing I will likely get caught. I will save someone even if I could let them die and take the hatch. I play 2-3 SWF. We dont coordinate items nor perks. There is a huge skill gap between me and my friends (they still blow up gens and fail a lot of skill checks).

    The problem comes when you start getting too many players from types A/C. Killers who will do anything to ensure they get a 4k. Survivors who wont do anything risky or will hide and let people die to get the hatch. People who want to T-bag, or people who just want to be toxic.

    So really comes down to a few things. You cant change people from Type A. You just have to accept they exist. They aren't doing anything "wrong" they just have different goals then you. Type B people tend to be the best to play with, and that is when some of the best after game chat occurs. Type C people need to be dealt with, and I feel that is both the developer's and the community's responsibility. I personally will not reward type C. If they anger me, I wont show it. If they are toxic to the killer, I try to offset it. I will even let the killer catch and kill me if they are being abused by another player. The less drama type C causes, the less they play.

    So, in short, don't give into the hostility and don't let it change your play style. Killers: Don't take camping and tunneling as a basic strategy to all players. Reserve it for the toxic players. Survivors: Play the game you are dealt and don't exploit. Don't DC because you got outplayed, and don't intentionally anger the killer.

    It is funny tho because you see players who call themselves killers or survivors. Stop being myopic and just consider yourself a DBD player. Stop hating the other half, cause the game would not exist if they did not exist.

    I don't really like the sentiment behind what you describe as the types of survivors/killers.

    How do you define a win?

    In the context of a game winning is simply achieving your win condition. That win condition will be part of the games rules and is thus objective. For example in chess the win condition is to capture the opposing King. You might have different reasons to play, but regardless of why or if you want to win you still have to capture the King in order to win because winning isn't subjective in the realm of games.

    So if we apply this to dead by daylight we find the win conditions clearly stated in the tutorial.

    Survivors: Escape the trial

    Killers: Kill the Survivors

    If you do not do those things then no matter how much fun you had you by definition have not won.

    Onto what you said afterwords. Assuming you are trying to win (which is something you should always assume) you should always take any non-reportable action you can that increases your odds of winning. Does gen rush improve your odds of winning? Yes? Do it. Does tunneling improve your odds of winning? Yes? Do it. Does camping improve your odds of winning? Nope, go do something else.

    Guess what? Looping increases your odds of winning. So if your question is if the survivor should do it then the answer is that they absolutely should.

    But of course, that isn't the ONLY question. You then have to ask yourself if the intended mechanics lead to problems. If they do, then the devs need to either remove the problematic aspects or nerf the strategy that causes them. Note that this part is the developers responsibility and not the players. After all an exploit cannot be objectively verified, the smaller hitboxes of Survivors are just as much a game mechanic as the Killers faster movement speed, and vaulting is clearly supposed to be able to give survivors distance. Plus scratchmarks mean that evading a competent Killer is impractical without a dedicated perk build for it. So if directly running away doesn't work because of the Killers high movement speed, and neither does using LoS to lose the Killer because of scratchmarks, why would I do anything BESIDES Looping?

    You shouldn't camp the hook because it is a losing strategy, not because it's nice. And you absolutely should tunnel. If this is a problem (we both know it is) then that is on the devs to fix.

  • The range addons still require the same travel time per meter of distance traveled.

    The Nurse moves at 333% MS during Blinks and these addons do not change that.

    So in you situation while yes you wouldn't have to hold the button for as long, the actual time spent moving would be the same (0.5 seconds given your assumed values)

    Btw the actual values are:

    Base distance of 20 meters over about 1.5 seconds

    with both range addons it is 27 meters over about 2 seconds

    These addons don't add THAT much range and aren't any faster than base at covering shorter distances.

  • To answer the OP:

    Denial ("oh don't worry everything is fine! It's a new perk just give it time for people to find counters")

    Anger ("Go play civ 5")

    Bargaining (*Slightly nerfs it in meaningless ways*)

    Depression (Silence)

    Acceptance (Rework)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/407052#Comment_407052

    @Tzeentchling9

    Spam M2 and down survivors with your bell. Trust me, survivors will fall to the ground due to the power of the bell, it's OP!

    BING BONG BOY IS UNSTOPPABLE!!!!!!1!!!!!!!!!!1!!!!

  • TBH Just let survivor's see each other's perks in the lobby

  • @sKetch said:

    Isn't the answer to this thread "every patch that ever was" ?

    No. Some patches don't contain Killer buffs

  • @Slayer said:

    You havent played killer

    Who are you talking to here?

  • So if you are good at the game otherwise. But then camp as part of a challenge or something... then you are bad right?

  • @MegsAreEvil said:

    So Killers must have counter to All survivor perk? Then i want that All the way round for survs too. Lets See you crying much more.

    @MegsAreEvilNo Killers need a counter to STRONG survivor perks. Which in this meta means chasing perks and second chance perks.

    Exhaustion perks can be baited, DS just requires not tunneling, BT just requires not camping, Adrenaline is very difficult to time (but is otherwise one of the more broken perks).

    On other other hand perks like deja vu, technician and urban evasion don't need specific counter's since their impact is so low. The closest you get is other perks like hex: 3rd seal for deja vu.

    Applying this principle to Killer perks you get:

    Every hex perk: Cleanse the totem (or all of them in NOED's case)

    BBQ: Lockers, hiding behind a gen or being nearby

    Brutal strength: Go for stuns with pallets or use windows instead

    Enduring: Don't rely on stuns or use windows instead

    Spirit Furry: Drop the pallet early

    Bamboozle: Use more than 1 window in your loop

    Overcharge: Hit the skill check

    Monitor & Abuse: Use your eyes. Killers aren't invisible (barring Wraith/Freddy of course)

    Nurses calling: Don't heal in the Killers terror radius

    Sloppy butcher: Don't heal at all

    Did I miss any particularly strong perks? For either side? Perks such as STBFL are too low impact to require dedicated counterplay much like with survivor perks such as Botany Knowledge.

    Note that low impact does not mean bad. STBFL is a good perk, but it doesn't have a particularly strong effect, just a commonly applicable one kinda like thanataphobia (which has healing for counterplay)

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/406918#Comment_406918

    @NuclearBurrito I actually deep wound them with one hit get close end the frenzy and chase them normally. Doing this I’ve had three people dc in total and playing the way the OP suggested one dc.

    *Scribbles notes furiously*

    Fascinating

  • Something to try. Play a game with a normal build and only put people into DW without double hitting and then chase them as 110% afterwards (no moonwalking). If there is a group apply it to everyone but again once applied just chase the survivor normally with no cheese.

    See how close we can get to optimal legion playstyle before the DC's start

  • Worst part about this.

    MoM is the only perk right now that actively rewards failure. Not even in the sense that DS or NOED somewhat negate failure, but rather getting hit while using MoM is an outright good thing as having 2 hits and being healthy is better than having never been hit in the first place.

    Compare that to DS where even when used it just puts you right back where you started. Or with adrenaline which is rewarding you for success instead of failure, or exhaustion perks which require some skill to use properly. Or even instaheals which cause you to lose ground, remove an item and are once per trial.

    Even if the effect was worse than these (it's slightly better than an instaheal) it's still less healthy for the game than them.

  • @DwightsLifeMatters said:

    Delfador said:

    Community is so divided that we can not want WGLF healing tokens without killers being against it, or BBQ tokens without survivors being against it.

    I see no harm here, killers should definitely get their stacks if somebody DC for whatever reason.

    It's mental isn't it? No matter what you post, there is always one fool who needs to disagree for no valid reason.

    Funny thing is. Even when there are plenty of valid reasons to disagree. There will STILL be a fool who uses invalid reasons anyway

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/406154#Comment_406154

    Yeah but as a solo Killer player how am I suppose to find all the totems without some sort of counter in the top corner?

    Just run Thrill of the Hunt. Totem counter acquired

  • @ShaneQ said:

    Gen rushing needs to go, a simple fix for me is increase the amount of time it takes for 2-3 working on a gen together. At the minute 2 or 3 people can do a gen in like 30 second's that's way too fast.

    I play survivor and killer, if you play survivor only then obviously your not gonna see it as a problem.

    You do realize this is already a thing and people generally already avoid working on the same gen as someone else unless they have prove thyself

  • If she's mindlessly spaming her hatchets then she's going to lose. If she is consistently hitting you and downing you quickly then that means either

    A: You are running in a straight line. You confirmed that this isn't the case.

    Or

    B: She is successfully and consistently predicting your juke attempts. This is an example of mindgames and is one of the biggest examples of skillful play in ANY PvP game and is simply being rewarded accordingly.

  • @Delfador said:

    @NuclearBurrito No the situation is different than what you think it is. Polar said that just go and do a generator but in that instance, killer grabs you and starts to walk on the map. Bleed timer doesn't go down in that instance.

    I have actually a better example for that but I forgot to mention it. We 3 survivors all got killed and the last survivor left with 4 generators. He wanted to complete it but grabbed by the killer. Fine now he is gonna get hooked and the match will be over but nope, the killer refuses to hook him. Wiggles off, gets downed and still, the killer takes him on his shoulder and refuses to hook him. Bleed timer doesn't go down.

    It is not white and black as it seems all the time.

    In that match, killer did the same thing to me. So I either had to sell my teammate or god knows how many minutes or hours I will have to stay.

    Even a certain streamer has done it and made the other survivor sell his teammate but I am not gonna give any names so there is that.

    @DelfadorThat's a very different instance. I'm talking about where the Killer is slugging you so he can stop the hatch escape specifically. DCing so the Killer can't toy with you as the last survivor is a different matter entirely.

  • Why didn't we just use the victory cubes for Killers and an inverse victory cube system for Survivors.

    Victory cubes for Killers are about (if you assume the Killer tunnels for the sake of making the math easy):

    0-1K = -1 pip

    2K = 0 pip

    3K = 1 pip

    4K = 2 pip

    And for survivor it could be based on your last hook state at endgame

    Struggle phase = 0 pip

    Escape phase = 1 pip

    Unbroken = 2 pip

    Dying makes you lose a pip from whatever you were at otherwise.

    Thus: Killers get a victory cube by taking pips from the survivors. Meaning that there is a fixed number of victory cubes that never changes. It also means Mori's and bleedouts don't effect pips as much.

    If you get Moried after the first hook with an ebony then that is a black pip. If they use rancor to Kill you after ignoring you the whole game then you pip once. If they slug you to the same effect then the math is the same. This is consistent with how the VC's worked on the Killer side back in that one patch

  • @jackmadrox said:

    I thought DS was the anti tunnel perk now?

    @jackmadrox it is

  • @Delfador said:

    @Carpemortum You are getting to me, 3 people achieved that in this forum congrats on that..

    Why 30 mins? Is there an official word for it? How do you know it was not gonna end in 31 mins? Why do you ruin people's matches by leaving at 31 min mark? May I ask you dear gentleman or madam?

    It lasted 10 minutes because I DCd, what is the threshold?

    The other one lasted 15 minutes because, once again, I DCd, what is the threshold?

    'you know damn well it's never an hour' You, sir, lost there. It was an hour and even more than that for me. I did have an experience and it doesn't matter if It is anecdotal or not. After that experience, whenever something like that happened, I didn't stay longer than 5 min or 10 min. Exception is the 15 min match as a killer because once again, that was my first time as a killer.

    I didn't insult you because I couldn't refute your points (not that you have any) I insulted you maybe I get banned and get away from people like you. Please flag that post hon <3

    @Delfadorok so waiting 40 minutes or something might be a bit much. But can't you wait 4 minutes?

    The bleed out timer is only 4 minutes and isn't reset. This means that once slugged you are either revived and playing the game again or you are left in the game for no more than 4 minutes. That isn't a large range of time considering the situation being described here. You will never end up sitting there for even 10 minutes at end game. The other 2 people might but you as the slugged player never will.

  • Slugging has a limit. You will bleed out eventually

  • @HazeHound said:

    Also, letting person self care while you do gen is faster overall. If someone does'nt want it, don't heal.

    Technically it is exactly as fast so long as they go on to work as a different gen as you

  • @Peasant said:

    @NuclearBurrito But that smaller lunge might bite you in the kiester.

    Myers T2 has a normal lunge. T3 has a larger lunge. I'm not saying at T1 for long enough to complete a chase

  • @Shad03 said:

    I need to try out the Mr. X Build. It should be much better on Trapper, but Legion gives that slow moving threat.

    I kinda want to try the X build on Myers. He has the best passive stats so he'd do the best with it

  • @Warlock_2020 said:

    Not sure how it promotes tunneling. You don't know if they have it until the 4th hit. By that point, you are either tunneling or you are not. That makes this a seriously fallacy in logic. MoM reactions are bordering on insanity at this time. MoM is nowhere near the pain of 4 DS groups where you are stunned every few seconds trying to get a hook. Nope, no comparison.

    If you don't have an obsession perk and they do then 9/10 times it is going to be MoM

  • @GrootDude said:

    Killer is still too easy and survivor is outrageously difficult.

    Naa. Killer is hard too now with the devotion changes.

  • Don't tunnel generators. Wait, don't go!

    Here is how

  • ######### are you talking about

  • I feel like this is applying to too many situations. Like pig bear trap for example makes you instantly lose because of the ward. That doesn't help you win. I'd make it only effect offensive actions that remove health states.

    Which means no grabs, instakills or statuses.

  • @Maximus7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/404721#Comment_404721

    Her power is easily countered by being outsmarted, relies too heavily on sounds, and her cooldown at base is atrocious. Also she's gonna be ######### by MoM once it's not bugged.

    Yeah, she's mid-tier at best now.

    If your opponent is better than you then they will do better than you. Duh, that's how that is supposed to happen. The important thing is that you will always have something you can do about any given situation. Not to the extreme that Nurse does, but the extra speed and invisibility means that Survivors can almost never guarantee an extended chase, which is more than 90% of Killers can say.

    MoM is bad for her yes, but not so bad as to make her go from 2-3rd best to less than 5th best

  • Jokes on you. My spirit phasing already makes you invisible! *Downs you anyways*

  • @Peasant said:

    @NuclearBurrito Excellent question! Basically, the hit would go to whoever warded first, I think. Let me put it like this:

    Suppose 4 survivors are in a trial:

    Dwight, Meg, Jake, Claudette

    Dwight comes along and wards Jake, then Jake wards Claudette. So if Claudette got hit the damage would normally apply to Jake, however since Jake was warded by Dwight the hit actually just effects Dwight.

    The damage and effects of wards placed on someone else who wards would just continue down the line of wards until someone was unwarded at which point they'd take the damage. Does that answer your question?

    Ok so in that situation what happens if Claudette also wards Dwight?

  • @Maximus7 said:

    It needs to be one of two things:

    1. After you tank the hit, you're permanently broken and/or exhausted. Get rid of its synergy with Adrenaline, insta-heals, and DH.

    2. It needs to have a MUCH tougher activation requirement, like 2-3 safe unhooks. Such a great reward for activating a perk needs to have a tough as hell activation condition that can have counterplay against it, or else it's just a broken as ######### perk.

    I've been done playing killer because MoM was more like the final straw to me. Unhook invulnerability, exhaustion recovery on hooks, Deliverance punishing you for not tunneling, healing buffs (when advertised as nerfs), slugging nerfs, sabo buffs, locker aura blocking, Distortion, buffs to Prove Thyself and Leader, one overrated killer that we had to beg to be buffed to mid-tier (Spirit) and two killers whose over bloated powers are jokes (Legion and Plague), three terrible maps (Yamaoka, Ormund, and Temple), and now Mettle of Man? I think most of us are just sick of all the bullshit and we decided to pin MoM as the scapegoat responsible for ALL of our frustration instwad of admiting a lot of steps led to our decisions (even if it's a broken POS perk and justifies the outage we've shared so far)

    Hold on now. Spirit is high tier not mid tier

  • What happens if you place a nexus ward on someone who placed a nexus ward on someone else?

  • Spirit is great. I'd wait for her bugs to be fixed though.

  • Wouldn't it make more sense to make it like other exhaustion perks? Like it blocks the hit and puts you into exhaustion for 60/50/40 seconds and won't work if you are already exhausted?

    As it is worded now you could just use DH before it triggers much like with Adrenaline

  • The inherent downside of being the obsession comes down to information.

    If you are running MoM and are the obsession then I know to watch out for you in particular. If you have OoO then I can see you and know it's not MoM as a result.

    Sole Survivor is not a big threat and I might think you are a bigger threat than you are. Since Sole Survivor isn't that strong on it's own I'd say this is ok.

    This will be true so long as they don't add that many survivor obsession perks.

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