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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Ok so watching the video I estimate a typical flick takes about 6 seconds of reving first give or take about 2 seconds.

    Watching the video the devs provided, I estimate you have about 12 seconds of reving before you overheat.

    What this means is that if you chainsaw dash over to a Survivor and they immediately enter a loop, you will not be able to do a chainsaw flick without overheating, since you would have already used a big portion of your overheat bar simply getting to the Survivor in the first place. And completely forget about trying to snowball, since if you flick to down a Survivor you DEFINITELY won't be able to go after a 2nd one.

    This post has successfully changed by mind about the severity of the nerf. I can no longer support this in any real capacity. (whereas before I just wanted a compensation buff)

  • @Angelicus23 said:

    it's not impossible, you now have to wait for the perfect timing

    No, because they give you a cooldown if you try to do just that.

  • @Peanits said:

    It won't be in this upcoming PTB, no. It's on the long list of things we'd like to do, but when we'll get a chance to squeeze it in is hard to say.

    What can you say about what is on that list? What other perks are being worked on?

    I know cruel limits and tinkerer were some. Can you name any others?

  • @PayneKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408832#Comment_1408832

    What's the point of it, if I'm just m1 killer at loops? Mending time is not that great since its 12 seconds now and after you use your power you get a stun when you can do anything for 4 seconds, and you get use only of 8 seconds of survivor mend time.

    Yes we know legions bad, but he's not just new Leatherface but worse.

  • Leatherface's initial attack duration is 3 seconds, each charge adds 2 seconds up to a maximum of 7 seconds.

    He also has to accelerate up to his top speed and has a charge time before that.

  • @PrinceAshitaka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408760#Comment_1408760

    This just concerns me more that they messed with addons like his engravings, only time will tell.

    They are doing a FULL addon pass. They are messing with ALL of his addons.

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408723#Comment_1408723

    i wrote quite long response to you but its waiting to be approved or smth

    Try reposting it then.

  • @PrinceAshitaka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408676#Comment_1408676

    We don't know that though, and frankly insta-saw is something that should have been addressed in the article if they're discussing important changes to allow for more "skillful gameplay".

    https://forum.deadbydaylight.com/en/discussion/comment/1408685#Comment_1408685

    And nothing has changed since. We're speaking out now, as early as we can, to make it as clear as possible to the developers how unwanted this change is.

    They addressed the existence of a full addon pass. So that qualifies.

  • Like, I can see him needing a buff. I just don't like THIS buff.

  • If you do that then reeling in the Survivor at all becomes pointless.

    At most I can see it reducing the deep wounds meter, meaning it would down them after they'd broken the chain TWICE with deep wounds, but not the first time.

  • While I agree with the rest of the post. It's unfair to assume that insta-saw is still a thing. They are doing an addon-sweep along with these changes, so insta saw will probably be addressed in those changes.

  • @Swiftblade131 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408654#Comment_1408654

    Never asked for an addon like that.

    What I did want to happen to him, was removing double stacking addons for insta-chainsaws, and literally not touching has base-kit at all. It was perfectly fine as is.

    But the DEVs can't seem to help them selves and decided to ner- I mean "rework" him. I am so done with these people.

    I practically stopped playing the game, but I said a while back if they fu** with Billy i'm giving up with this game. And it seems like that time has come.

    Ya'll can call it a rework all you want, it's a nerf. If you can't see that, I am sorry for you. The video sample is more than enough proof, to showcase Billy's spike down in not only generator pressure, but being able to mind game with his chainsaw, cause now it's a ticking fu**ing time bomb.

    I just can't anymore. 4 years and we be going backwards again. I'm just done with it.

    Hey I'M not the one calling it a rework. And honestly the devs aren't either.

  • @Swiftblade131 said:

    No counters?

    Literally pallet loops.

    Except now he can use that one addon to go straight through them.

    It's at the expense of the instant down but whatever.

  • Replaced. The same thing happened with the Freddy reworks.

    So don't worry you won't be losing your stuff <3

  • @JasonS said:

    Honestly I think they just wanted more numbers in his kit that they could make addons for. They're really running out of ideas for addons.

    Honestly probably. I'm even guilty of doing this myself when I design my own Killer idea's.

    Part of the idea is that more numbers to tweak means you don't have to tweak them as hard to get variety, which is in theory good. But in this particular case there should be a compensation buff

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408030#Comment_1408030

    But Deathslinger feels so much organic, does he not? I don't believe power meters are very organic a majority of the time.

    Some so some don't.

    Myers and Spirit have always felt natural to me. Ghostface doesn't. I don't play the other Killers on that list so I won't speak for them.

    Of the hybrid Killers Demogorgon has never felt like an issue to me and Freddy's does but is strong enough to justify it.

  • Btw of my own original Killer ideas

    8 of them probably would not use a Power meter while 6 of them probably would.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408011#Comment_1408011

    But they both have power meters and are central to their kits.

    https://forum.deadbydaylight.com/en/discussion/comment/1408015#Comment_1408015

    No. The infographic is just for info. I was arguing my opinion in response to another comment.

    Power meters are just a method of conveying info. They are using it to convey charge progress in this case rather than a cooldown.

    It's no more a cooldown than Deathslinger reloading his gun is.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407974#Comment_1407974

    But you no longer have a choice when on CD. That's the biggest issue.

    You can choose to use a CD power whenever you want but after that there is a set time where your choices disappear and you're an m1 killer.

    Except Myers. His power meter isn't a cooldown.

  • Makes me feel so helpless when playing as them.

  • I'm a bit worried about Billy (it comes down to the recharge rate if it will be a problem) but I'm very excited for the Leatherface changes

  • @skarsguts said:

    Why are we buffing one-shot abilities.

    Because it's a really bad one shot ability

  • If the recharge rate is fast enough to make the overheat a non-issue under normal circumstances then it's whatever.

    Otherwise, I think there should be a small compensation buff. They can't buff the charge time and buffing the speed would be a bit redundant, so maybe they could buff turning speed a bit?

  • Deathslinger doesn't have a power meter and lots of the Killers that do have power meters have then alongside another ability that doesn't.

  • @gofu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406409#Comment_1406409

    Yes i know she already has 1 at startup, thats why i said 1 extra since a full corrupt will get you 3 downs at max against decent survivors

    3 downs is more than enough to snowball into a win.

  • @gofu said:

    Well done, maybe also make the yellow apple (1 extra startup corrupted pool) basekit for the plague?

    Mainly anything to make her get corrupt during match more often because survivors who never cleanse are a disaster.

    Or maybe, add this

    For every 80 seconds survivors don't cleanse, and there's at least 2 survivors afflicted with maximum infection, a random pool becomes corrupt

    It already is

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406304#Comment_1406304

    True I guess but I think the mentality of "Survivors saving it for the EGC to bully you" is pretty twisted. Like who actually thinks like this lol. Don't get me wrong i'm sure there's people out there, but like 90% are definitely not thinking this.

    Thing is, I think it's pretty known that it's okay to camp/tunnel at the end game given there's not much else to do, but that's also promoting bad gameplay because they didn't effectively add pressure etc. I'm all for making DS an anti tunnel perk that cannot be exploited, but removing the ability to escape just because it's annoying doesn't sit well with me

    Basically, during the EGC the power of DS goes from "gets you out of a pinch" to "you get to escape no matter what the Killer does". The first is an acceptable amount of power for a conditional 1 time use perk, the 2nd is not. Thus it's disabled during that time.

    I'm essentially having the perk not work where it would otherwise be impossible to counter.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406213#Comment_1406213

    I replied to this but can't see my response so, that's odd.

    To summarize, the problem is not with Corrupt Purge, its with Plague relying heavily on the Survivors to give her the Corrupt Purge. Its a popular strategy not to cleanse versus a Plague, my friends and I often do cleanse because when she is powerless, she is too easy to beat. So we cleanse to make the game more fun for us.

    That's part of the power's premise. The problem that needed solving was never that Survivors could chose not to cleanse, but that not cleansing was a dominant strategy that made her boring and weak. Now it's not, thus problem solved.

  • In fact, it would cause the opposite problem. Because the last Survivor successfully evading the Killer cleanly the entire game would be worse off than a Survivor that was quickly 2 hooked and then left the 2nd to last Survivor to die without unhooking them to keep their DS.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406285#Comment_1406285

    True but I can't help but think of the times where someone might be carrying their whole team just to be camped/tunnelled right at the end and they deserve to escape due to them being.. well, the soul purpose of everyone escaping in the first place.

    I'd be more open to it if it were disabled as you have said, BUT can activate if you're the last survivor in the match aka everyone else has left/died

    If you are the last person in the match then there is no way for the perk to possibly be disabled, meaning it would be rewarding all players indiscriminately. Any perk designed to reward players for carrying needs to have a way to make sure they actually were in fact carrying, and not just happening to be the last Survivor found by pure coincidence.

  • And do note that the lack of a reward isn't a punishment just like the lack of a punishment isn't a reward.

  • @MiniPisa said:

    I think overall stopping survivors from abusing it is good but disabling it at the EGC doesn't sound fair to me. It's just punishing people for the wrong reasons tbh

    Note that the end game collapse is not just when the gates are POWERED.

    So long as the gates aren't actually opened yet you can still use DS.

  • image.png

    This is the build I use currently.

    Hear me out:

    Ghostface's primary strength is how good his is at ambushing Survivors suddenly. This makes him a Killer you do NOT want to be injured against. So if you hit a Survivor they are going to try to get healed ASAP. Now while you could use several perks to make that super slow for gen pressure, I'm instead using a single perk, forced penance, to completely shut down their attempts.

    Because all I have to do is circle back to the injured Survivor, ambush the Healer, and then down the original Survivor and now I have a down and a full minute before the other Survivor can even ATTEMPT to heal.

    In the meantime I activate Thrilling Tremors and now that Survivor can't hop on a gen either, at least not immediately. Surge then acts to maintain my momentum going, since you really can't be spending time Kicking gens, even with pop, and with Surge you can keep all the gens regressing without wasting time. Ghostface can proc Surge reliably so there is no need to gamble with Ruin instead.

    Whispers then is to give me the information I need to find the Survivors I want to ambush with enough reliability to make the rest of the build work.

    Something to note is that Forced Penance isn't as situational as it first seems. Deliberate body blocks trigger the perk yes, but just having an injured Survivor in the general area of the Survivor you hit is enough to proc the perk. This means it works on Survivors going for unhooks, Survivors leaving the hook after an unhook, Survivors that were repairing a gen with an injured Survivor also there, Survivors healing other Survivors, Survivors near other Survivors healing ect.

    Plus with SWF being one of the biggest issues you face as Killer, Forced Penance helps me stop them from recovering after they go for wreckless saves, and since they can't reset afterwards I'm able to properly capitalize on their mistakes instead of being stuck trying to keep up with their medkits and coordinated double heals.

  • actually I'ma put that in it's own post

  • Here's what I want DS's text to be:

    "When you are unhooked by another Survivor Decisive Strike activates.

    While Decisive Strike is active, if the Killer attempts to pick you up from the dying state then if you succeed in a difficult skill check you will stun him for 4 seconds, become the Obsession and stop leaving scratchmarks for 4/5/6 seconds. This will disable Decisive Strike for the rest of the trial.

    Decisive Strike will deactivate if another Survivor is unhooked or if the end game collapse has started.

    You are more likely to be the Obsession."

    This should solve all of the problems with the perk.

    On the Killer Side:

    Survivor wants to hop in a locker? The perk only works if you are picked up from the dying state. Being picked up from the injured or healthy state (aka: locker/interruption grabs) do not trigger the perk.

    Survivor with DS unhooking in your face? You can still grab them off the unhook, and if they succeed then they lose DS (although the other Survivor might have it).

    Survivors saving it for the EGC to bully you? Only works pre-gate opening, afterwards you can pick them up all you want.

    Last Survivor left has DS? Close the hatch and it will be deactivated.

    Survivor deliverance in your face? Perk specifically is only when ANOTHER Survivor unhooks them.

    On the Survivor Side:

    Killer Slugs you? The perk has no timer. He's going to be waiting there for awhile

    Killer tunnels you and your good in chases? Still no timer.

    Killer downs you AND the unhooker and just hooks the unhooker first? The perk disables only when the other person is UNhooked, so until someone rescues your unhooker you still have DS active and he still can't pick you up.

    Killer doesn't care about the stun and wants to tunnel you anyways? You lose scratchmarks for 6 seconds when the perk activates, that's plenty of time to lose the Killer considering he is stunned for more than half that time.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406191#Comment_1406191

    It's funny you mention that, I'm the one who argued with you so much about it at the time in that thread. Not ashamed to admit I was wrong having seen the changes...that being said if the sound notifications weren't there after an uncage, then I'd have an actual issue with it. It's always been an information thing for me though...the more information a killer has, the better decisions they can make. Losing the information was a very concerning prospect, and I genuinely think the sound notification "bug fix" (I still don't believe it was a bug) is what balances the changes.

    Honestly, the fact that this wasn't there at the time was one of my primary gripes with the idea.

    Since it was apparently added later I'm relatively ok with the change. Still think there should be a compensation buff but whatever.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406136#Comment_1406136

    Her buff is a workaround, adding a Corrupt Fountain does not fix her weakness. Just like classic Hex: Ruin would not fix how quickly Generators would be completed. Give The Pig a fifth Reverse Bear-trap, but it would not fix the unreliable RNG focus her traps function in, or how easy it is to remove the trap before a Generator is completed.

    A proper buff for The Plague in my opinion would be to tinker with her Vile Purge power. In her biography, Vile Purge brought an ancient civilization to extinction. However, in-game it merely gives you a stomach flu and leaves you in the Broken Status Effect. In theory, this would be dangerous enough to motivate the Survivors in cleansing themselves to grant the Plague her Corrupt Purge.

    Currently, there is no true motivation of cleansing when put against her aside from being completely voluntary. I would suggest adding a buff to Corrupt Purge, granting it a secondary stage that would threaten to put Infected Survivors into the Dying State.

    To compensate, tinker with The Plague's Corrupt Purge power meter. Rather than being a 60 second timer, make it so that using her Corrupt Purge itself would reduce the power meter depending on the intensity of her power which would increase the range of her puke. This way her power would become much more reliable in both forcing Survivors to cleanse and granting her the Corrupt Purge ability. While in theory reducing the time she has to use her Corrupt Purge so as to give the Survivors a proper challenge but not too much that it becomes stressful.

    Just my idea, but that would fit much better then the simplicity of a given Corrupt Fountain with no apple add-ons necessary.

    Having a Corrupt Fountain to start by itself gives incentive to cleanse since Corrupt is especially dangerous if the Survivors are all broken, meaning it does properly solve the issue Plague had. There is nothing baindaid about the fix. The problem she had of not having access to her power is always solved regardless of meta, the problem of Survivors having no reason to Cleanse is solved as a consiquence of the Synergy between Vile and Corrupt puge and since this is all in her base kit you can evaluate her accordingly and the solution isn't inherently reducing variety.

    Contrast Ruin, which was a perk. So no matter how effective it was at solving the problem, it would be useless at helping players that don't have Ruin.

    So with that in mind, what problem exactly is Corrupt really failing to solve here?

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406076#Comment_1406076

    I agree, it would be better served as its own perk. Which is something I fear.

    The developers often implement a temporary or imaginary fix in place. To persuade Killers from camping, they bring in Make Your Choice. To "buff" The Plague, they gave her one Corrupt Fountain.

    I do not want to see good useful perks in this game without analyzing the bad or lesser used perks we currently have and fixing them. The more perks we add, the more we limit our capability of changing our current perks.

    What's Plague doing on that list. Her buff was great.

  • It's not that your perk proposal is BAD. It's just that the current perk covers a valid niche and thus doesn't need replacing. What you are suggesting would be better served as its own perk.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406033#Comment_1406033

    An excellent point.

    However, I fear that the community itself may agree yet disagree, as I have do not recall nor have ever convinced my friends of using Poised in this manner. You are correct, it has its uses when you are functioning in a group. My proposed change would be to expand its use so that it may still come in handy while in a chase.

    Poised really is situational, and were you to be in control of the situation by Survivor coordination there are still better alternatives in mind. You could use Sprint Burst to assist in both the chase and rushing from one Generator on to the next. You could use Quick and Quiet to evade the Killer while they are stunned momentarily, and so on.

    There are two different motives for Survivors while in a chase:

    -Those who aim to distract the Killer

    -Those who aim to escape the Killer

    My version of Poised would in theory function in both ways, but it is entirely subjective of course. My idea could be wrong, and I am certain there are better ways to better improve this perk. But I do remain confident in stating that Poised requires a change of some kind.

    Look. Sooner or later if you are in a chase a gen will pop. Because it's a 10 second window it isn't particularly precise WHEN a gen needs to pop in order to make use of it in a chase. And even in solo que a gen will eventually pop if you stall out a chase, whenever that happens to be 10 seconds is plenty of time to make a play.

    And if you are the one on the gen, then you have absolute control over the perk activating because you are activating it personally.

  • @SpaceCoconut said:

    It'd be nice if the cooldown was straight up removed lol

    What cooldown?

  • Think about what your goal is in a chase:

    You are trying to stall for the gens to pop. So once the gens do actually pop poised acts to secure your position after the fact, since you can use that time to end the chase for good and hop on the next gen.

    And if your not getting chased then you should be on a gen. Which means the most likely reason for the perk being activated is you poping the gen you are working on. In which case you now have 10 seconds to freely run away from the notification and head towards the next gen.

    This means it's consistently useful for someone looping and for someone trying to stealth a gen. Even if you aren't getting use out of every single proc of the perk, you should be getting use out of at least 1 or 2 of the procs each trial.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405483#Comment_1405483

    Maybe they intend to adjust his base kit to encourage slugging?

    Slower recovery in the dying state perhaps?

    Don't hold your breath.

  • @Valor188917 said:

    And it made no difference. You get a sound notification on where the unhook is, if you head straight to the opposite side of the map then you'll already be close enough to tunnel.

    Exception would be midwhich and the game where the cage can spawn either upside or downside.

    So if you want to tunnel with pyramid head you can still easily do it, if you want to camp somebody to death by standing in front of the cage then you can't do it but that should never have been possible in the first place.

    Wait they added a sound notification? Because that wasn't there last time I played as him.

    This changes everything!

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405784#Comment_1405784

    Well, based on how i do with both of them, i generally have better results with bubba than myers. But of course, i might be a bad myers and a good leatherface.. who knows..

    Ah.

    Something to remember when making that kind of comparison is to remember that Strength and Ease of Use are different scales.

    Leatherface, Freddy and several other Killers are easier compared to most Killers, so even if they aren't the strongest (well freddy is strong too but not the point) you can still do better with them compared to the other "better" Killers simply because they have an easier learning curve.

    The difference is that you can't generally take them as far in the long run (again, Freddy is an exception).

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405471#Comment_1405471

    In my experience it feels really similar to the old omega, maybe even better because you can now travel slightly farther than with the old one.

    Although, that might be just me.

    Old nurse had an addon that gave the Nurse an extra blink with no additional effects.

    The current extra blink addon is a straight downgrade from that in every way.

  • Ok so first of all just comparing their instant downs:

    Myers T3 is instantaneous and has full manuverability. Actually even better, it has enhanced maneuverability due to the extended lunge.

    And when he's not in T3? He's passively better than a base 115% Killer. His T2 has a 16 meter TR and a faster vault speed, with T3's being even faster. That has a huge impact on chase times, especially with M&A bringing his TR down to only 8 meters.

    So his only real downside is his weak T1, which isn't even THAT weak due to it being undetectable. Still a weakness so I'll grant you that.

    But anyways, the point is that Myers has a better instant down and better raw stats in general. His T3 has minor anti-loop and his T2 has minor stealth capabilities.

    So sure, Leatherface always has access to his instant down, but he has no anti-loop and nothing to help with tracking or any utility whatsoever for that matter. Hit saw also has the 2 second charge time making it situational in terms of when it can be used, unlike T3 myers which has a prerequisite sure, but isn't situational.

  • Whispers is best at the beginning and end of the trial. It massively speeds up your initial patrol times since you can quickly check off gens you'd otherwise need to get closer to be sure aren't being worked on and can pinpoint where a Survivor is at the moment they cross the threshhold

    And then towards the end of the game you can use it to find and finish off the last couple Survivors to secure the 4k.

    In the middle of the trial it's still very useful but not as much as during the ends of the trial.

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