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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Not that it stopped them from nerfing it anyway

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/367975#Comment_367975

    NOED gives you a pitiful movement speed boost, doesn't guarantee you'll actually catch anyone, and won't prevent stuns or blinds (arguably the only equivalents killers have to "damage"). And yes, as you said, it was indeed nerfed to hell, having become the first perk that can be permanently disabled before it ever activates as part of its base functionality.

    Similar in effect. Not similar in power

  • The one addon may or may not be tombstone

  • @Eveline said:

    It happens most of the time. Everywhere. Gens, windows, you name it. Sometimes it looks funny with Myers. You grab them then slash them like you intended to do it that way. :D

    Yeah like every time I'm playing Myers with this one addon once I get to tier 3 I try to grab them but then he just stabs them instead... and then tosses them... and then are dead because he stabbed them. I mean calm down Myers a man can only take being stabbed so hard you're supposed to sacrifice them you fool

  • @Orion said:

    It ignores Exhaustion, guarantees an escape (it's 5 seconds of SB, which gives a 30-meter head start), and oh yeah, heals you. If killers had a similar perk, it'd have been nerfed to hell already.

    Kinda like NOED.

    Which was indeed nerfed to hell (compared to what it was before)

  • Laugh at them for being beaten without the need of perks

  • Oh yeah some specific changes that might accomplish this goal. These suggestions are independent from each other:

    * bloodlust accumulates MUCH faster but reduces how long scratch Mark's last. At tier 3 no scratch mark's and the survivor gets a sound cue at each stage

    * Survivors have increased walking and crouched speed but slightly decreased running speed

    * Killers have increased vaulting speed but decreased pallet breaking speed and they look down during a vault more than now

    * All Killer actions are faster but clear scratch marks

    * Honestly just ######### scratch marks

  • Don't feel like it

  • Idea: make killers do a reaching animation when M1 would do a grab

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/367864#Comment_367864

    I never said you should ignore the killer as a threat? I said that bodyblocking the basement so that they cant even go for an unhook is a bullshot strategy. That should be bannable. Simply because someone is hooked doesnt change that standing still is preventing 3 other people from playing the game to its fullest by being able to save teammates. If they get hit on their attempt, that's fair.

    But my point as originally stated remains. It's stopping the game, for any amount of time. They gave 360 hooks to prevent the exact thing on hooks. The fact that they're standing atop the stairs and not on the hook doesnt change that its preventing gameplay.

    It should be bannable.

    Bullshit or not it shouldn't be bannable for the same reason face camping shouldn't be bannable. Specifically besides hacking you should never EVER be able to be banned for optimal play. Since optimal play is both situational and often unpredictable it isn't plausible to say for sure if something is optimal or not without a rigorous proof. Body blocking without a follow up is provably not optimal because even in the best case scenario you would never win ever after an indefinite amount of time.

    Face camping however is only sub optimal because it can be capitalized on. If you are somehow in a situation where it can't be capitalized on (such as 2 players hooked in the basement at the same time) then it suddenly becomes the right move.

    The solution to problems like these is never under any circumstances banning no matter how bullshit and broken the mechanic is. If someone has found a trick that instantly hooks all 4 survivors with no counter play then the solution isn't a ban. Instead the solution is a balance patch. If there is a bullshit strategy then the solution is to make it impossible to attempt or to make it unlikely to succeed. If a bullshit strategy is also a losing one then what would be a broken game instead becomes a learning experience that tends towards fun and interesting gameplay

  • This makes me think that if we removed all perks then the killer would have the advantage

  • I've had a trial where the Killer spent the entire game letting me win after crushing 2 of the survivors. Like he downed me an the other last survivor and let us wiggle off him right in front of the ruin totem.

    I got far enough to open the door (I had a daily to do) but then I found the killer, and signaled him under a hook because he deserved the kill and I didn't deserve the escape

  • @SadonicShadow said:

    The original concept of the game never intended it to be a defacto team game. It was supposed to be as you said at the end. A shaky alliance. You can either choose to work together or not. Its up to you. This is reinforced by the fact that the game does not have built in voice comms. I think overtime this game has become viewed as a team game in some respects but if you are all playing solo queue the original vision still very much holds true.

    In terms of the gameplay yes. I'm more referring to how it get's viewed as a 4v1. When in reality it is 4 1v1's going on in tandem (from the PoV of the survivor's anyways).

    This post isn't a critique on the game but more just how people talk and think about it about it

  • He's not the worst killer because at least his power isn't negative utility. He is at worst a 115% killer, while Freddy is worse than a default 115% because of the dream transition problem

  • I mean I personally play as spirit who ends up with chases that work like I described because of how her power works. But for every other killer besides spirit and nurse this is a problem outside of specific situations depending on the killer.

  • Not that I necessarily agree with the proposed changes in this thread.

    But can everyone here stop it with falsely equivocating "Slightly higher chance of escape" with "Guaranteed escape"

    Boil over giving 12% less required wiggle time isn't a guaranteed escape when the bar usually stays below 20% most of the time.

    Body blocks filling the bar isn't a free escape/guaranteed when A: They had to body block, that's a payment and a condition, most times a person being carried won't have a body blocker, and B: There are still enough hooks where they could probably still hook anyway in most cases and C: Counter play is to put them down and kill the would be body blocker

    Same for the reverse agitation perk ect.

  • @MrsPiggyIsSoSneaky said:

    Solo is solo, change it, and its swf, but guess what, people will be mad, things will change back or another way that you won't like, oh but guess what then people like you will be mad and want changes again and again it will happen and then what? Everything goes to hell and it just becomes a mess, is that what you want? Cause that is what you are exactly asking for to happen, swf is swf, solo is solo, do you not understand the definition of solo? Almost any games is like that anyways, its not just dead by daylight, go to any other games and play with friends and its great, but go solo and its harder, why? Because from their, you rely on your own skill and no one else's. So unless you want things to become even worse, then keep at it, changing the way solo is to what you want will not make things better and will make it worse for all four sides of this uncontrolled community.

    Some games have a bigger problem with this than others and almost all of them try to mitigate it as much as possible.

    VC for randoms, Pings, Emotes, Showing allies mouse in strategy games, inventory peeking, Shared FoV for MOBA's ect.

  • @TAG said:

    ...so...what is the change?

    Arbitrary. The goal of this thread was to establish a goal not to propose a specific change.

  • @Warlock_2020 said:

    I think the activity Icons would be a great help for solo players. A totem counter as well. Perhaps a minor map feature, if they are within 16 meters of a gen that has zero progression, the gen is highlighted.

    These functions only work on solo que and cancel out if you end up in lobby with a member of your friend's list.

    No. If you need to cancel the feature when in SWF then it isn't bridging the gap between solo's and SWF but rather you are just buffing survivors in general. You know you did it right when the mechanic is useless for SWF and critical for Solo's.

    That means icon and cleansed totem counter. That means showing survivor locations. That means saying what perk the killer has when another survivor gets a notification about it or showing what perks, items ect the other survivors have at the start.

    Showing generators withing 16 meters? Now I suddenly know where a generator that I might not have known about before is even if none of the other survivors knew about it already.

    Trying to check for friends playing together is a fools errand, it makes the game almost impossible to balance (like SWF right now already does) and is easy to bypass

  • It's absolutely bannable

  • Curing yourself is easy and being sick isn't the end of the world. Low risk low reward.

  • Wait but camping a survivor (not counting the time until hook) takes 120 seconds, not 160 seconds.

    So this only works out if you have prove thy self (and can double up on one of the last 2 gens making it take 40 seconds instead of 80) to complete the last gen in time

  • Why did you nerf Spies From the Shadows and Fire Up?

  • You should always expect players to play optimally. If that means camping and tunneling then so be it. If it doesn't then great. You don't play the way that takes the most skill if it has a lower reward and you shouldn't expect people to.

    If tunneling is an easy win then you should expect good killers to do it every time and plan accordingly. If this is a problem then the fault is either with the survivors for letting it work or on the devs for designing a game with that kind of a dominant strategy (which one depends on why the strategy works).

    The only time you should be blaming the Killers for something is when a strategy that DOESN'T WORK is becoming common.

    This applies to survivor strategy's too of course. Looping and Gen Rush are terms because doing them causes problems for the game. However they are also very obviously optimal play for the survivors, thus it is either the Killer's fault for not exploiting any counter play that exists or the Dev's fault for not including enough counterplay as an option in the first place.

  • Also the plague isn't an M1 killer even if people DID ignore healing with her

  • I don't care about complexity. I care about depth which is more to do with simple actions that have complex implications rather than inherently complex actions

  • @Entità said:

    @NuclearBurrito Thanks for the feedback: I immediately corrected the misprint. :)

    That explains it. Carry on

  • You just decreased the cooldown just as much both times. The tier 3 is the only one that matters as you spend 90% of your time with any given perk with it at tier 3

  • I like the second version. Right now there are times where the lower tiers are better and that would fix it

  • When you bring toolboxes with BNP and no new perks to try out. I'm curious.

    How those things fair up against the new killer I assume

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/352306#Comment_352306

    Why should I cure myself? I can still loop you and as a bonus, I keep you from getting Corrupted Purge (which prevents you from downing me with your puke). Therefore, at worst, I'm a 1 hit down but at the same time, you're a Huntress with no hatchets which is super easy to loop. As long as I don't make a mistake, the killer can NEVER down me. Therefore, we need something to punish the survivor for not being good, but for not curing themselves.

    That's not a Huntress with no hatchets. That's a Myers with infinite tier 3. Don't forget that this is a 115% killer, you are a 1 down and you are making a lot of noise. That alone is enough to justify her power.

  • @ModernFable said:

    https://forum.deadbydaylight.com/en/discussion/comment/351470#Comment_351470

    That would be a very strange rank up curve, so I don’t think that’s accurate.

    Correct. It's 80/100/120

  • Btw. One issue with this suggestion is that it is a psudo whispers. Why? Because camping the hook has a few conditions before it starts taking points:

    A: 10 seconds must have passed

    B: This cannot be the last survivor

    C: There must not be another survivor within 16 meters of the hook

    That last one is the reason why this doesn't work. When there is a survivor you aren't losing points. So if you go near a survivor that has been hooked for 10 seconds it would instantly tell you if there is a survivor within 16 meters to go for the save

  • I hate this change. As spirit I often take advantage of having multiple crows in order to get a feel for where a survivor is running rather than just where they are at that moment

  • But he's also too weak without the addons. Yes he isn't as weak as people say he is but he does need changes to his base power.

  • No but that sounds tasty. Should I try it?

  • Accusing an innocent player of cheating is the greatest compliment you can give. I have no issues with someone doing so

  • If you are being slugged it is for 1 of 3 reasons:

    A: The killer happens to know the location of someone else and is going to chase them. You will probably be hooked when he's done and gameplay will resume as normal

    B: The killer has a slug build. Yes you will be on the ground for awhile but in the meantime the game is not over. Find someone else and get healed or die trying.

    C: The killer is avoiding the hatch stand-off. This is annoying sure, but it also isn't the killer's fault. The solution from a design standpoint is to make the hatch less frustrating for the killer so he doesn't need to slug in the first place

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/349161#Comment_349161

    If Freddy temporarily has no TR, he’ll see anyone asleep near him.

    Yeah IF he can get enough people asleep at once.

    Taking advantage of this perk requires letting the obsession get away so they can wake up. That just isn't worth it

  • For specifically solo's I would recommend Kindred. Yes the meta perks are good but Kindred means that once you are on the hook the other survivors suddenly become SWF and can organize your rescue accordingly

  • @HatCreature said:

    Line of sight is the problem, I'm an experienced stealth player but for this game it's only for Killer, I can get in close without them seeing me most of the time. The only thing better than a 0 TR is an actual perk/ability that grants REAL invisibility, and the only killer to have that is Freddy.

    This new Dark Devotion perk could be amazing if the timer is decent, none of this 12 seconds like Tinkerer, i'm talking 45-60 seconds. You smack your Obsession and you have time to get close to Survivors without them looking around because they'll be listening for you and not pay attention. This will only work well for normal speed Killers who also don't make much sound so neither of the saw bros. There's a thread about Freddy and this perk and it could possibly be best used on him.

    What!? Freddy would be TERRIBLE with this perk. He sees your aura when you are outside his terror radius and that perk ensures that this won't happen

  • @ClogWench said:

    Yeah you'll only ever notice the ones that failed. Crouching reduces how much of you is visible and reduces the sounds you make too.

    Funny thing is that this is true by definition since you can't know about the ones you don't find

  • Ok then. What should we do to solve this problem? I vote we up the duration and decrease the fatigue time slightly

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/347450#Comment_347450

    With certain perks and add-ons he become good to broken. Without any decent perks or any add-ons, he's garbage.

    I agree he is broken with the right addons but probably not in the way you are talking about.

    Without addons he is terrible. Yes he can chase and tunnel you all day for guaranteed downs with frenzy, however doing so takes enough time that after the second hook if the survivors are competent the gens will be done and the gates opened before you can down them again.


    With Frank's mixtape legion isn't overpowered, high tier sure but not OP.

    However he IS broken. This is because he can still gen guaranteed downs. And since they are now much faster you can turn those into guaranteed kills. Repeat on another person or 2 and you've guaranteed at least a 2k with no skill required. This means that if you win as survivor comes down to luck rather than skill while winning as legion is still only influenced by survivor mistakes that let you get a 3 or 4k instead of "just" a 2k. This makes him terrible for everyone this broken

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/348190#Comment_348190

    By god, just when I think I've seen everything, this community goes above and beyond to be as toxic as possible while at the VERY SAME TIME being the most ######### I have ever seen.

    PS: Oh noes! Someone said I was the most toxic player ever for stating things that are toxic to do in game are unsportsmanlike! I'm so going to reply to said topic so everyone can harass me on reddit!

    Oh wait, no I'm not. *reports post as harassment on reddit and closes page*

    #trollbaitfailed

    Doing optimal play with the goal of maximizing your odds of winning does not fit the definition of toxicity. If you think it does then provide a definition, since it wouldn't fit the one I've been using. And when I say a definition make sure you state a rule rather than an example.

    In otherwords if Toxic = Tbagging then Not Tbagging = Not toxic

  • Honestly flashlighting at a pallet doesn't do much. You can still hear them so I just hit them anyway

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/347598#Comment_347598

    Self care is still OP because 2 survivors healing themselves with selfcare is faster than them healing each other if you consider the time they take to find each other, it becomes insane once more than 2 survivors are wounded because then selfcare is a ridiculous timesaver and one of the reasons why killers have a hard time pressuring against genrushes, I have no idea how to balance selfcare tho nor do I think it needs further nerfing. Imo it shouldn't increase the efficiency of Medkits tho because why does a perk this strong need a second effect.

    Oh I don't disagree, self care is an amazing perk. I was just making a point about how the time save aspect works.

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