NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Aaaaaand the perk is useless again.
Having no cooldown was what made the perk good.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/167814/hidden-patch-notes
a true Spy From the Shadow you are, i didnt even know that happened
Peanits is a crow?
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Agreed, already suggested this earlier on a different thread even. Also there needs to be a loud noise notification when uncaging a Survivor.
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Wouldn't work. You simply can't force the player to give the game access to their mic, making it trivial to bypass the entire thing and talk like now.
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What's more telling is that THIS is the addon they decided to leak. So of all the addons they have designed that they could have possibly used to get us excited for the next patch, this is the one they actually used.
Not a good sign.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1405304#Comment_1405304
What about killers that are designed to become more powerful as the match nears the endgame? Like Freddy description suggests (although we all know he gets weaker as the gens get popped)
They will do so without the base game mechanics forcing it.
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Because after 5 gens is when the Killer should be at his weakest, since the Survivors have successfully completed the primary portion of their objective.
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I say rather than messing with the base stalk speed we instead reduce the falloff from distance stalking. From there, base game changes regarding the early game the devs mentioned should probably fix him properly through indirect buffs.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1403775#Comment_1403775
Oh no I get it 100%, I'm not saying you are crap for using those, im just saying they are incredibly strong and un-fun addons so its not a surprise that survivors suicide when they know they are going against it.
I get people that suicide when I down them as pig after I find them at a jigsaw box two hooks later, they expect me to just watch them take it off i guess.
He's not the Killer in that image.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1405119#Comment_1405119
no no no no. You're presuming I tunnel which Is far away from how I play him. Im saying that if you want to change his power again what do I get in return? I'm thinking a new pair of boots, or making his ranged attack apply torment. your pick.
Maybe revert the nerf to his ass?
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@SlingerKing said:
Gym = Gen obvilously
Why are you posting this instead of just fixing the OP
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@NekoGamerX said:
i think the uncager should have some kind of debuff after uncaging someone.
Tormented maybe?
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1404712#Comment_1404712
I agree, but it would be unbalanced between SWF and solos. Like everything else.
Honestly not really as much as you'd think. A single Survivor could do this setup on their own. And if it's really needed there could be a Kindred effect.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1404373#Comment_1404373
PH would have just been able to go chase the cage around the map with the survivors trailing him, until the sacrifice was completed-
That's hardly foolproof. If you just stand in the opposite side of the map relative to the cage he'd end up sending it right towards you.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404373#Comment_1404373
Wait that is ALSO in?
Yup. It's honestly the better of the 2 solutions, but you don't need both of them.
Sending the cage away has it's problems, but any Survivors there now need to go somewhere else for the save so you can still get something out of it and make it work.
However removing the aura reading denies information on where HALF of the entire Survivor team is. So I can't even go for the rescuer.
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@Peanits said:
To play the devil's advocate, what's stopping me from cloaking as Wraith or moonwalking after you as any other killer for 30 seconds and then downing you? Or even just slugging you for 30 seconds and then picking you up?
Pallets in the first 2 cases. Unbreakable in the 3rd.
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Honestly. If they were making the "stand too close to cage sends it away" mechanic, then they didn't need to also add the aura hiding mechanic.
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For the record, they've been doing that. Every single new Killer since Demogorgon has had unique chase music and a unique terror radius.
Oni has one
Deathslinger has one
Pyramid Head has one
New Doctor has one
Even the new Freddy has the lullaby, effectively as a unique terror radius.
That's every Killer they've touched in a major way since Demo. So they are 100% already doing this and it's great.
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Simple fix for Ghostface btw:
Cooldown from 30s -> 25s
All cooldown addons have their effects reduced by 2 seconds
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Name some Killers that are NOT annoying
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Assuming they aren't cleansing vile purge basically reads "after a few minutes, all Survivors are broken and extra easy to track". Which is already an ok effect. Not so much on it's own, but it has enough perk synergies to make it work.
Now, if they DO cleanse then vile purge now reads that each time you hit someone, they give you a use of corrupt purge.
And let me tell you, there is nothing "only" about 60 seconds when you have corrupt purge. Grab infectious fright and you can easily get at least 2 downs in quick succession. If you're lucky enough to be near the whole team you can down all 4 of them on the spot, even if they are healthy. It's a relatively fast, AOE damaging ranged attack with a very wide range and it can be arc'ed.
Because of how potentially dangerous even a single use of corrupt can be, especially if everyone is broken, the existence of a starting fountain pressures everyone to cleanse giving her more usage of her power giving her insane snowball potential.
For example, that 1.6 second charge time? That's her MAX charge time, which she doesn't need to use. She can very easily get a hit in with less than a second of charging. You want to hide behind a tree? Ok sure but she can move at full speed while she's using her power, so she can easily strafe around the tree and hit you anyways, and besides, Huntress and Deathslinger have the same issue and we don't call THEM bad for it (well maybe deathslinger, but definitely not Huntress)
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1402627#Comment_1402627
I realize that I'm just stating the fact that fire up is very weak , sure it's good for throwing off flashlight timing and doing a few things quicker but you might as well not run it at all when 3 gens have to pop to get good use of it , there are plenty of other perks that are a better choice and if you gave it more of a use at the start you would see more people actually use the perk instead of the same ol same ol build, but that's just my opinion we all have one
We know it's not strong enough, that's why this thread exists. But whatever we change it to should still fundamentally serve the same general function.
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Besides, you don't need a perk build to help you when you are winning. Yes Snowball builds are a thing, but they aren't the only kind of build you can have.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1402617#Comment_1402617
Yea but I dont agree with it, it's a good idea dont get me wrong but you shouldn't have to be losing the game to benefit from a perk that's already not very strong
The entire point of the perk is an endgame build synergy perk, and rubberband mechanics in this style of game isn't a problem.
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Just make it 1% more effective. @TWiXT already explained why that makes it viable.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1401398#Comment_1401398
She did not need a "handicap". She needed less ability to detect survivors, and that's an issue present with all killers and survivors. Everybody has too much information on everybody else for a successfully balanced horror game imo.
And yes, I hate playing Nurse now. Moreover, I dearly miss the Jenner's Last Breath and Anxious Gasp combo that was my life and soul for several months before she was changed. Reappearance time reduced by 30.3%...*sniff*😪
#removescratchmarks
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1402450#Comment_1402450
Not really they way the power works, you would have time to mind lock a swf member, it would take about at least 30 seconds to relay to the who's "not it" scenario. If a survivor breaks away in solo que you can easily go to next gen and pretend or switch back and attack survivor how ever it works ,if the survivor is an assuming cannot move from the gen situation unless he completes the skill check then it could be devastating ability and over all could work .
Confirming who's it would take 3 seconds max. All you'd need to do is agree to announce when you are approaching another Survivor. You see a Survivor with no confirmation? Killer identified.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1402468#Comment_1402468
look all Im saying is that I feel like bones dont put any effort into the relationship and I want them to try a bit more. sometimes I want to be the one who has hands waved at them then fall apart.
You mean being healed by someone that sucks at skill checks?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1402057#Comment_1402057
I'd argue that's less indicative of Freddy's strength and more indicative of VERY poorly implemented buff/debuff math in this game. Those things should all be multiplicative, not additive. 16% and 16% should never equal 32%.
It IS multaplicative. That's why you still have a red bar with Prove Thyself and why you can still use Self Care while under the effects of Coulrophobia.
Prove thyself if it was additive: 1*(1-0.15+0.15) = 1
Actual Prove thyself: 1*(0.85*1.15) = 0.9775
Self Care + Coulrophobia if it was additive: 1*(1-0.5-0.5) = 0
Actual Self Care + Coulrophobia: 1*(0.5*0.5) = 0.25
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TBH yeah, just go with Deams version. A token system makes a lot of sense here.
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@ItzNobody said:
https://forum.deadbydaylight.com/en/discussion/comment/1402392#Comment_1402392
Perhaps I did not describe it well, my proposed rework for Cruel Limits would have any 3 vault locations that a Survivor were to use in a chase be blocked for 20 seconds, restricting them of using the same vault location in that time. For every vault location blocked by Cruel Limits, of which the maximum are 3, the perk will have a 20 second cooldown. If one vault was blocked for the chase, it would have a cooldown of 20 seconds, but if 2 vaults were blocked then the cooldown would be 40 seconds.
Dreamnomad provided a better description or wording of my Cruel Limits rework concept under the responses, so that may improve your understanding of my idea. I hope that helps 👍️
When does the cooldown start exactly. At the end of the chase?
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/1402262#Comment_1402262
It's a different kind of stealth work. Not every killer should just have to poke around a corner lol
Wraith doesn't, except wraith is also not completely hardcountered by SWF.
The problem with Disguise Killers is that they rely on deny Survivors information on their allies. And that's simply not possible due to SWF.
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I don't get it. How does this work exactly?
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1402356#Comment_1402356
That argument is like saying DS "could be done even better"
By the time you end another chase, surge is probably off cooldown.
That depends on the kind of Killer you are, which is the main limitation. It works well with very specific Killers and is basically useless on everyone else. And considering how versatile the perk should be on paper, that's a problem.
Take Billy for Example. Currently the perk is basically unusable. With these usability changes he can now run the perk and get decent value out of it. Same goes for any other M2 Killer, but also goes for snowball heavy Killers like Myers and the Nurse.
Currently it's a snowball perk that only works well on Killers that don't snowball very hard. Specifically Steath Killers have the best synergy, since they can catch Survivors near gens the most often and use their M1 to down the Survivors.
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Love em. It's perfect. No further changes needed.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/1402221#Comment_1402221
It's not for social deduction. It's so the killer can get close to players without them noticing it's a killer.
I know. But you shouldn't use disguises for that, we already have the groundwork for stealthkillers. Just use that and leave the deception out of it.
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Deceive fundamentally wouldn't work due to SWF. Also this simply isn't a social deduction game, so disguise mechanics don't have the proper framework to provide an engaging gameplay loop.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1395969#Comment_1395969
He's right - they capped it for that reason.
The only question is why they didn't cap slowdown so the likes of forever Freddy could never happen
Because there aren't enough drastic slowdown effects for it to be a problem. Not even forever Freddy, especially after the addons were nerfed.
Plus slowdowns have inherently diminishing returns.
Speedups do to. However it turns out that specifically WMI was able to cross an important threshold, which is a big problem.
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If you can get an expose down, always do so.
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1402093#Comment_1402093
This is exactly how I feel. Doesn't make sense that perks like Surge and Thrilling Tremors have a cool down. But I also think Surge would be a little too powerful without a cool down.
Surge would not be too powerful with no cooldown. It would be closer to POP.
Remember, you can't Surge gens that are already regressing. So the down requirement and the not-regressing requirement already inherently limit how often the perk can be used. There is no need to add an artificial cooldown on top of that.
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@Mr_executioner said:
Thank you for sharing I went ahead and tweaked the perks to make them more fair
Forced penance=survivors who take a protection hit are inflicted with the broken and hindered status effect for 40/50/60 secs. The survivors movement speed is decreased by 3/4/5%.
Trails of torment=after kicking a generator, you become undetectable for 20/25/30 secs.
those are the tweaked versions of the perks let me know what you think of them now.
Much better.
Not a deal breaker but I'd only scale one thing with Forced Penance (and just in general)
Scaling several things just makes earlier tiers pointlessly weak and ffs BHVR just remove tiers already! *cough*. So anyways, yeah that.
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While these perks could use a buff, this is a bit much.
For Forced Penance, Hindered or Oblivious, pick one not both. I'd pick Hindered since the Killers the perk currently Synergizes with aren't the Kind of Killers that get value out of Oblivious.
For Trail of torment you are doing way too much. It's on demand stealth, so it shouldn't be THAT long and DEFINITELY shouldn't give a speed boost.
Just make it 20 seconds and remove the yellow aura effect. There, perk fixed.
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@Bovinity said:
Populous is the perfect asymmetrical horror game.
TREMBLE, FOOLISH MORTALS, BEFORE MY DIVINE MIGHT! *Deletes all the land on the map*
Well #########. Why'd I even bother making this thread when the answer was so simple all along!
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@CantDeadHarder said:
so 360 jukes wont even be worth trying anymore :(
I mean technically if you can juke the Killer twice then the 2nd time will have the desired effect.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1400783#Comment_1400783
This isn't a BBQ VS WGLF thread.
This is a WGLF needs a buff thread. Please don't do the killers vs survivors thing.
That's not the point of the thread, we don't need the added hostility.
That's the OP
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/1400858#Comment_1400858
Haha, that's gonna happen.
Don't count it out. The right changes can make it work more often than not. It's definitely possible and the devs have been going in the right direction slowly but surely.
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@Nos37 said:
"BBQ has the aura reading, the duration scaling with level (2/3/4 seconds) and doesn't effect BP" - @NuclearBurrito
I had Killers say they only run BBQ for the Bloodpoints, not for the aura reading. This change would show their true intention.
It would. Personally I'd still run it on some of my Killers, but not all. I'd replace it with thrilling tremors on a lot of them.
My Spirit and Demogorgon would still use BBQ, but my Plauge and Ghostface would use thrilling. In fact I already use thrilling on my ghostface because it synergizes my specific build.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1400024#Comment_1400024
Same goes the other way around with 3 gen hostage builds making a match 30 min long
And thus we should be shooting for a sweetspot inbetween where we have 10 minute games.
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/1400745#Comment_1400745
its definitely worse, not arguably either. It lasts 30 secs but guess what? Killers can move farther than 1 hook and even the perk got nerfed hard. It doesnt work without an entire team sabotaging lol. just remove toolboxes and add gen repair speed, they are useless now.
Before you'd need to spend a good amount of time and would basically never get it to work, and the perk itself was basically unusable since it took too long to use and would basically sandbag the whole time since you aren't on gens.
Now you just wait for the Killer to pick up the Survivor, cut them off at whatever hook they are going to, break it, take a hit, and by that time the Killer has to drop the Survivor because they aren't being hooked.
Plus, Breakout was added giving the strategy the build-around it needed to be more consistent.
Yes it has counterplay, but if it didn't then it would be a problem. And the counterplay is to just notice what's happening in advance and go to a different hook from the start, or to immediately drop the Survivor and chase the sabo player. Both of which can be bypassed by a sufficiently stealthy sabo-player.
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Here's what I propose:
- Hooking (or caging) a Survivor for the first time gives the Killer a token up to 4 for a 25% post trial BP increase per token base kit
- Unhooking (or uncaging) a Survivor, repairing a cumulative 80 charges of gens or escaping a chase without being hit for the first time in the trial gives the Survivor a token up to 4 for the same 25% post trial BP increase per token base kit
BBQ has the aura reading, the duration scaling with level (2/3/4 seconds) and doesn't effect BP
WGLF has some effect involving tokens gained for safe unhooks and protection hits with the effect being mechanical and having nothing to do with BP.