NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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"REMOVE THE ABILITY FOR THE KILLER TO SEE THE SURVIVORS WITH ITEMS."
So What you are saying is that if I'm holding a toolbox then I'll be invisible.
Genius!
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@Milo said:
@NuclearBurrito The perk deactivates after you've been downed after using it. So only 1 mom per trial.
And Also - Enduring + Spirit Fury + Get hit through a pallet + hit afterwards = "kIlLeR oP pLs NeRf"
Evil has a way of always finding you.
After getting hit a few times by a Killer's basic attack, the perk activates.
Once activated, the next occasion that would put you into the dying state from the injured state is ignored.
The next time you heal back to full health, your aura will be revealed to the killer.
The perk will deactivate the next time you are put into the dying state.
Increases your chances to be the Killer’s obsession.
Only one obsession per match.
"Evil has a bullseye on my back the size of Tiger Stadium." -Ash Williams
Deactivation in no way implies that you can't activate it again afterwards. Note how perks like decisive specifically say they can only be used once
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If you replace DH with borrowed and go SWF so all 4 of you can use the kit then that's 7 hits per person. Yes not for every chase but still, it's insane. Pretty sure you can time an instant heal to heal yourself from dying state to avoid needing Adrenaline (thus letting you replace that with Borrowed instead of DH making it more consistent and also still 8 hits)
Combine that with the time it takes to loop a survivor in the first place and any killer up against that build is #########
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Wait a second. I just realized that MoM isn't one time use. So it's:
Get hit survive with Borrowed
Get hit survive with Mettle of man
Get hit survive with dead hard
Get hit and jump off with DS 1
Instant heal
Get hit and survive cuz healthy 2
Adrenaline
Get hit and survive cuz healthy 3
Get hit and survive cuz Mettle of man
Get hit and die
That's 8 hits for 29 seconds of stun
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@Hoodied said:
This is like finding a 10 leaf clover, almost impossible without SCIENCE
But we HAVE science!
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@Kagrenac said:
Borrowed time has a bleedout timer.
If you think this will EVER happen in a game you're delusional and a paranoid theory crafter.
The bleedout timer doesn't go down in a chase and this scenario includes being downed thus removing the timer
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@xmenfanatic said:
Don’t forget you must have been hit
https://forum.deadbydaylight.com/en/discussion/55377/you-know-what-is-possible-now
Where do you get the instant heal? You mean when you escape the killers arms from DS and are in the injured health state?
you wouldn’t “get hit and survive because of healthy”, because you wouldn’t be healthy, you’d go down.
that or you would need adrenaline to activate right after freeing yourself with DS. That’s four hits, not 7, unless I’m reading over how you become fully healed after DS.
Medkit. You heal during the stun time from DS
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I mean April fools WAS only yesterday...
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@Tzeentchling9 said:
- "Fixed an issue that could cause healthy Survivors to become infected when a fully sick/infected Survivor was saved by another fully sick Survivors. "
I'm really glad they fixed this too. It's gotten me killed several times where I'm stealthing the killer and sudden start coughing for no reason.
"What do you mean that isn't how infection works?"
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@Plu said:
We told them we wanted decisive to not be affected by enduring and they buffed the stun time while still being affected by enduring, #########...
The patch notes made it seem like it wasn't effected by enduring before and now is (but with an increased stun anyways so you still have some time to run).
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I could only see Frenzy showing lockers being fair if it was like a rare addon or something
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@Delfador said:
I think this is a terrible idea.
Every killer should stop using NOED and ruin to alter the stats and show them what real gen rushing means if you don't use certain perks. I am pretty sure kill rate will be plummeted to 20-30%
Both ruin and NOED are terrible RNG perks and killers should not be forced to use them. Secondary objectives can't come soon enough.
Agreed. I mentioned the idea with the devs at pax but I have no idea if that even matters. I hope they add something though.
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@SecretX said:
- Hey, the killer is a trapper and he trapped the basement, the shack's door and the infinity.
- His hex totem (ruin) is over the bus.
- I'm going to follow him and tell you guys every place where he traps, also being able to avoid him completely because I'm telling exactly where he is.
- How many dull totems have you guys cleansed so so far?
- Then, the guy get hooked: Guys, take care, he has set a trap on my left side, go by the window.
That's just some examples of what SWF does.
I know what SWF can do. But like, outside of certain landmarks like the Killer shack it's hard to quickly identify exact locations. I find it funny how all but 2 of those examples are of the trapper (one of the few times where you can expect to have the time to elaborate and still be useful. The other being hex totems) and the last 2 are either a similar exception with the hex or something that is covered by an action indicator (A feature I highly support and even brought up with the devs at pax) in the case of dulls.
Point is 9/10 times the info that SWF gives is simply what each player is doing and sometimes if they are in position for a save. Both of which have simple unobtrusive fixes
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If you successfully lose them with the perk combo then remember to stop sprinting. Putting down more scratch Mark's to show where you went just defeats the point
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Remember. SWF info is less accurate than bond or kindred because the amount of time it takes to explain your exact location is usually too long to be practical, thus approximations are used.
For example saying that the Killer is on you is good enough (as in a chase. Like the obsession has an animation for it). We don't need aura vision since you would often see a Killer and not notice them at longer distances or be unable to describe the exact location in time.
Same for gens totems ect. The important thing isn't that we know that you are doing them. Not the location.
Also, the whole point is that any issues caused by SWF info already happen because of SWF existing. The whole reason to buff solos in the first place is so that we can also make sure all of the Killers can do something about it.
The Killers that get hit by these kinds of changes already do get hit by these. So we make it consistent so we can balance accordingly.
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@I_am_Negan said:
If you want to play the hatch game and stand there for 20+ mins. go ahead that's you
I'll smack and move on.
If I killed three of them and the fourth gets the hatch I don't care I still see it as a win.
I agree if there's survivor(s) that don't do anything all game they should not be able to get the hatch easily, but what can you do besides smack them and move on
Remember IT"S JUST A GAME
If 3k is a win then why is the game still going? Your wincon according to the game is to kill the survivors. If one of them escapes through the hatch then you obviously haven't done that
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@I_am_Negan said:
Who cares smack them and move on to the next game
https://us.v-cdn.net/6030815/uploads/270/X4II6374Y9DB.gif
What do you think?
A strategy that ends in a loss is a terrible strategy. A solution to a game design problem that relies on one or more parties not playing to win is a terrible solution.
Either way "smack and move on" is a non-answer. Just like "Jump and move on" is.
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@Saint_Ukraine said:
https://forum.deadbydaylight.com/en/discussion/comment/389853#Comment_389853
Actually, @NuclearBurrito put 6 syllables in their haiku.
I mean I said it wasn't one
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Literally just give a Killer a jump button
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Remember. It doesn't reward bad play unless it makes the low skill option ALSO optimal compared to the high skill option:
EX: Letting the 3rd survivor die to take the hatch is optimal compared to saving him and doing the last 3 gens with 2 people.
and NOT when you are able to potentially recover from a bad position:
EX: Getting hit and then later healing
Most perks including NOED (and yes even DS. It has other problems) are in the second category since a Killer with NOED active is less likely to win than a Killer with 3 perks and gens still up.
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Perks that don't have a direct interaction can be balanced in isolation. In otherwords if a perk like NOED is balanced with old DS then it is still balanced with new DS. And vice versa.
The only time this wouldn't be the case is if a perk made another perk weaker or stronger. For example new DS makes dying light worse and unbreakable makes knock out worse. While at the same time self care makes Nurses calling and sloppy butcher better. Thus those perks can be changed in response to each other.
So in the case of NOED it would be small game that would need to be buffed or nerfed to warrant a NOED change. Maybe adrenaline as NOED negates the health state bonus
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/390618#Comment_390618
thats not true at all. reread my post. i proposed a change so countering exhaustion perks isnt so free, and you have to actually capitalize on them being exhausted. comparing exhaustion perks to iri heads, or prayer beads is REALLY stupid, they dont even closely relate in strength. one you can only use once per chase, the other you have all game. "i deserve to instadown you" and im the one sounding entitled? because i think free and easy counters to perks that are already so limited use isnt fair? you say u can work around exhaustion addons but please tell me how im supposed to constantly stay position around an elevated area? and if im running deadhard i should just not heal right?
"'i deserve to instadown you' and im the one sounding entitled?"
When someone is using a sentence to show that a line of reasoning leads is ridiculous they obviously don't actually agree with the line being used. No ######### "I deserve to instadown you" sounds entitled, that's the whole point of saying it. To show how entitled that line of reasoning is
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@Maximus7 said:
https://forum.deadbydaylight.com/en/discussion/comment/391244#Comment_391244
Huntress, Clown, and Doctor are the only 3 killers with exhaustion add-ons. And Huntress is the only one where you damage someone at the same time as applying it, yes.
And pig
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Trying to directly nerf players for using SWF is both futile and infuriating. I vividly remember going out of my way to randomly match with my friends just to avoid those kinds of things
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I had a spirit game. I already got 2 survivors killed and was in a 3 gen situation. However there was this one Nea who kept not being where I thought they were going to be whenever I phased. After the 3rd time this happened I figured she was just turning around when I phased. So next time I found her and ran into the Killer shack I just stopped moving and watched her run right into me
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This isn't a haiku
Please just stab me now killer
I don't want to live
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Idk if making kindred is necessarily the best way to go about this. But we definitely need to buff solo's. Things like action icons and at the very least aura of those near the hook to see if someone is in possession. Hell if we did that then we could still have Kindred as a perk AND have increased coordination for hook saves.
Like
Base: You know if someone is in a chase via an icon. You see survivors within 16 meters of a hooked survivor.
Kindred: You see the rest of the survivors from anywhere and also the Killer's aura is revealed if the hooked survivor is in his TR (or something like that)
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Yeah. The TR perks either make action speed worse, items worse or make skill checks harder. None of which SWF have a direct counter towards that Solo's don't since you can see when the perk is happening either way.
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You would need to rebalance the game accordingly. It's not fundamentally problematic but it doesn't solve anything so there is really no reason to do it.
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Yeah I don't see how. The perk has no special interaction with freddy
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Conclusion: Both systems are inconsistent
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@benzos said:
im curious to know what other killer mains feel about this post. is it 100% true?
Nurse, Spirit, Huntress.
Some would say hag but I disagree with that one.
Either way Nurse, Billy, Spirit and Huntress are the top tiers. Thus only Billy is a 115% top tier.
Also no matter how much the OP likes to pretend otherwise Plague isn't a 110% Killer. You don't keep your ability charged the entire game, you just charge it when you specifically need it like any other power.
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For the thing in the OP Huntress hatchets have a wonky hitbox. It is just as likely to clip through them and miss as it is to hit them from 2 feet away like you showed
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@tgrab said:
https://forum.deadbydaylight.com/en/discussion/comment/385173#Comment_385173
so whats base healing speed?
0%
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/384208#Comment_384208
If it exposed, they wouldn't be damaged, so the fountains would still in essence heal them.
However right now you can be injured and then get sick on purpose to heal faster
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/383881#Comment_383881
Yes, in fact it's better to sorta slingshot it by flicking your mouse back and forth to get extra distance/spread on the vomit. This isn't consistent over medium/tall walls and debris, but I've managed to puke on someone despite a pallet blocking them. With the wonky hitbox, I chalk it up more to luck than me just getting a good shot though. Exposed wouldn't matter, cuz it'd be the same issue we have.
Exposed would fix the issue of injured survivors being rewarded by getting sick without changing anything else. Thus making it better to spread out the sickness without actually messing with her specific dynamic in any other situation. It's a way to avoid giving free heals, dealing free damage or being useless and doing nothing at all.
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Is arcing a viable tactic as plague? Like you shoot the purge almost straight up so it goes right over the tall walls and hits the crouching survivor.
What if we buffed her vomit velocity and charge time instead of the full charge MS?
That way she could shoot over loops faster, hit you at longer ranges and generally just be able to break you quicker without needing to be a mindless hold the button the whole game Killer.
Personally I still think it would be better to have sickness give you exposed instead of broken and then remove any healing interaction from the fountains.
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Always say GG. It's just polite. If they weren't toxic then they deserve politeness. If they WERE toxic then I'm not going to go down to their level.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/381744#Comment_381744
https://forum.deadbydaylight.com/en/discussion/comment/381744#Comment_381744
It was meant to be a way that a play could increase the difficulty of their gameplay experience by being a known target for the killer. The problem is we keep getting obsession perks that don't direct the killer at the obsession. We have OoB, Dying Light, and Rancor that make the killer really target the obsession.Two of those are killer perks and only one has a tangible benefit for the obsession target.
And remember me
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It's the most optimal way to play survivor, why would I hinder myself by going after gens one at a time?
I openly say that you ought to genrush as a Survivor and you ought to tunnel as a Killer. Both of those statements are problems that the devs might want to do something about. However until they do you absolutely should genrush regardless of the complaints.
This shouldn't be news. When someone like me defends tunneling with this argument we are fully aware that it applies to genrush (hopefully). This is why any changes need to be from the perspective of curbing a dominant strategy and not from the PoV of preventing toxicity
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@SpiritFeng said:
It makes me laugh seeing Killers finding Survivors to be easier than killer.
Fact is, killer IS easier to play.
Survivors has been nerfed a lot. Played the game since last year and there is a big difference for survivors.
Most maps has only one locker at one location and its easy to tell where the survivor has gone, if there isn't marks anywhere.
It's time to buff the survivors and time for the Killers to stop crying out loud how "OP" the survivors are. It gets old super fast.
@SpiritFeng I would like to point out that Killer being easier is likely a big part in why survivors are stronger.
Think about it. At rank 20 Killers are closer to their max potential than survivors. So they are going to do better and win more. However once you get to higher levels the survivors have more room to grow. Thus survivors at their best are better than Killers besides Nurse at their best.
Note that the Killers considered viable at top ranks are also the hardest by far. Nurse, Billy, Huntress, Spirit.
The OTHER Killers are disproportionately weak at top ranks compared to bottom ranks
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Basically the problem boils down to:
1: An optimal survivor team vs an optimal killer will almost always be a survivor win. Exceptions are Nurse, Billy and maybe Spirit.
2: SWF near guarantees optimal play
3: The odds of an optimal Killer are significantly higher than the odds of 4 optimal solo survivors in the same game. This is just a matter of statistics in matchmaking combined with the additional information often making otherwise sub optimal survivors play close to optimally anyways
So basically what needs to happen is:
A: Killers need to be able to counter optimal survivor play semi-consistently (aka: genrush)
B: Solos need more information. Specifically most of the things that SWF groups have now
C: The matchmaking needs to do a better job at matching near equally skilled players together
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@DexyIV said:
They aren't overpowered, killers just like to claim that to get them nerfed because they aren't good players themselves. SWF is also not as big of a problem as they say, but it does increase the power level survivors have. Solo survivor is a shiteshow every game.
The best solution is to bring solo survivor up to the same level as SWF since the gap is far too high, and then give the bottom tier killers more buffs to compensate. They don't seem to like that idea for some reason, however.
Name 3 Killer mains that specifically don't want to see either solos buffed to SWF level or SWF reworked entirely.
Because I've only seen serious debate on the how and to the degree of buffs rather than the existence of them at all
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I mean you can still do the same strategy sort of.
Basically you aren't going to just be randomly walking around with vile charge. But what you want to do is get closeish to them in a chase and then start puking. Probably do non-full pukes on them mid chase. Particularly at pallets and windows. That will get them broken and leave you loser than if you just hit them normally. Then you can just chase them and M1 them like usual for the down
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Always play optimally and assume others will do the same. If this leads to problems then either someone is playing sub-optimally or there is a problem with the game that the devs need to fix. Under no circumstances should you expect someone to choose a worse strategy just because it's more fun for you.
Or in otherwords don't get mad at the killer for downing you immediately after you got unhooked. Instead get mad at the survivor for unhooking you there.
If you are healthy and the Killer is avoiding someone who is last hook and injured so he can chase you then THAT is being a dick. When that happens you can call them out on it.
Same thing for gen rushing. As a survivor you SHOULD do it, I will expect you to do it as a Killer and I will do it myself as a survivor. The fact that it can be bullshit doesn't even come into the equation. It just isn't relevant since all that matters is that it is a dominant strategy
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Honestly. I feel it should be buffed solely to make it LOOK better rather than for the purpose of actually making it better (because everyone here has pointed out how good it is)
For example if it reduced footstep noise then it would appear to be a much more desirable perk despite that not really doing anything 9/10 times
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What if we gave WGLF a mechanical boost instead of a blood point buff. For example giving haste to nearby survivors every time you get hit or giving unhooked survivors a haste effect (not both that would be too much)
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DS should not create the obsession at the start of the game. This is definitely a bug
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@paint1210 said:
The easy way to buff survivor
Just let survivor have a in game voice chat in the game without using discord or something else
I'd want that too but apparently it's just us or something