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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • He's good.

    Shred is a great gap closer and decent anti-loop. Portals give him more map mobility.

  • It could also be from breaking totems.

  • @Dr_Loomis said:

    Hallowed Blight.

    Whoops

  • @LALYTHIA said:

    "But tunneling is fundamentally the best decision a killer can choose to make if they want to win the game."

    False - you can win this game (IE: pip up) without killing ANYONE in a match if you play well. The circumstances in which Killers NEED to tunnel are very limited, yet it is abused almost every match starting with the first survivor.

    "3 survivors are obviously a lot easier to deal with than 4. And with gen speeds being what they are most killers, especially those who struggle in chases, cannot afford to let survivors live longer than they have to."

    This is a 4 v 1 game. If you cannot play against 4 people, then go play something else. No one deserves to have their game ruined because a Killer finds that fourth person to be too cumbersome to allow them to play the same. Gens have never been slower or easier to get to than they are RIGHT NOW for Killers.

    "Thus, we have a very serious design flaw in this asymmetric game. The most beneficial action for one side, completely ruins the experience of the other."

    This is true. Tunneling is a huge problem and the allowance of it is a design flaw. This current event is a prime example why.

    "It gives a safety net that catches a survivor no matter if the killer was actually tunneling or not."

    And? This is exactly how this perk was INTENDED to work.

    "Since DS can only have its timer activate 2 times per game survivors are highly encouraged to play aggressively, giving bad survivors a free escape if they accidentally run into the killer, and good survivors 60 seconds of what is existentially invincibility, by exploiting lockers and grabs."

    DS only works 1 time per match. And yes, it states literally ON the perk itself "There's nothing to be afraid of"...it's intended to allow survivors to play bold for 60 seconds. Whether they are good or bad. It also is not "invincibility"...it's a 5 second stun that elongates a chase, AT BEST.

    "Slugging doesn't help in the slightest, since Unbreakable exists."

    Unbreakable is not that common of a perk. So slugging should help, considering a large swath of survivors don't run it.

    "And make no mistake, eating the stun is an option. But all that does is encourage the killer to go after the person who just stunned them since they know that person no longer has DS, while the rest of their team still might."

    Which is fine...the more time that person can waste of the Killer's - the better off their team will be for it.

    "The end result of this, a perk designed to stop tunneling, is just encouraging the killer to tunnel more. It rewards bad survivors for messing up, gives good survivors temporary god-status, and doesn't even solve the actual problem with tunneling still being the most viable way to play killer."

    This perk isn't designed to stop tunneling. Stopping tunneling is one of its most common and best uses, yes. But it was designed to allow survivors to make a variety of bolder plays within the confines of 60 seconds after getting off the hook. To that end, it works exactly as intended and functions perfectly. It doesn't "reward" bad survivors for "messing up"...it allows less skilled survivors to get back in the game. And no survivor gets "god status"...this is ridiculous verbiage. It gives decent survivors use of a 5 second stun for 60 seconds after getting off hooked one time in a match.

    I love that you made this entire thread and explanation and not once did you actually offer a better solution, but you're extremely quick be critical of BHVR.

    Anyone who has to tunnel every match to win needs to spend more time trying to improve their game play. That is sad.

    So based on what you are saying. The problems are there on purpose.

    Great, they are still problems that need solving.

  • Me too. Crowns and cakes for everyone!

  • Idk but thanks it I can just do farm games while getting the crowns as Killer, that way the Survivors I play with get free cosmetics too <3

  • Fair enough. It doesn't say in game what the haste magnitude is so it's not the worst assumption I've seen. But nope, hope effect.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1380308#Comment_1380308

    How is it barely noticable? You go at 150% speed, more than a normal speed killer. And it's for 10 seconds, enough time to get distance between you both. It's extremely handy if you use it corectly.

    Nope. It's a 7% MS increase. So you move at 4.28 M/S with the buff. for a 2.8 meter total advantage.

    Still important, every meter counts after-all, but 150% would be busted.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377676#Comment_1377676

    are you talking about my second paragraph? I mean, what have computers have to do with that? It is the human behind, initiating the action, with an intention. I'm not saying "disallow tbagging". I say "dont say it is just repeatedly pressing ctrl, it has a meaning so dont soften it"

    https://forum.deadbydaylight.com/en/discussion/comment/1377695#Comment_1377695

    It is their problem. Ever heard about cyber mobbing? You don't think this is a problem? If you see that over and over again, it is a serious issue. And that is why I wished that BHVR gave feedback about reports. Rocket League says nothing explicit, just a "Actions have been taken against a player reported by you". It is much easier to "deal with it" if you know that they get punished for it. If you are forced to think that everyone gets away with the most a*****e behaviour towards you, it will get you at one point. It has a reason why kids in school become more and more silent when they get told "you're ugly" all over again, that's not the problem of the kid getting told. Again like above: Im not saying that BHVR needs to fix the game to make that crap impossible. I say noone should ever say "it is the fault of the guy getting triggered"

    https://forum.deadbydaylight.com/en/discussion/comment/1377746#Comment_1377746

    Thanks, one who gets it

    it matters because it's the computer that could hypothetically disallow the action.

    While spaming crouch right in front of the Killer may have an intended message, computers cannot interpret this message, so you cannot just go "if player attempt to teabag then stop them". You can't just put a cooldown on crouching or flashlight usage since that has negative balance implications, which is more important anyways.

    In this case there are also balance implications, however those implications are positive since they make an interaction more likely to go as the player intended, specifically hitting the unhooker while they are unhooking a Survivor is more consistent with this since the Killer won't target the hooked Survivor.

  • Needs a buff. 7% movement speed is great in general but by the time it pops you're probably getting out either way.

  • Sure but 32 meters is too large a radius, the TR is about 1/4th of the map normally give or take. I'd lower it to 16, that way it won't overdo the reward.

  • @Deadeye said:

    This is not a nerf, most likely a bug. It is not the first time that this "feature" disappeared and reappeared in a later patch.

    https://forum.deadbydaylight.com/en/discussion/comment/1377645#Comment_1377645

    "letting models twerking" and "clicky noises" is the 'softening' argument I hate most. Like "it is just pressing ctrl quickly". No it is not. If I type an F in chat, followed by a U and a C and so on, it is also not just some keystrokes. It has a meaning and it is intended, no matter how you rephrase it.

    We as humans know that, however in order to disallow it you need a computer to understand it, and computers do not get implied meaning.

  • @Akito said:

    Uh hugh.

    How about instead of just asserting that it's overpowered you justfity it.

    How exactly is this perk so much stronger compared to other good perks.

  • @Akito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1376724#Comment_1376724

    type 8x5 into the google calculator lmao.

    100% would mean you can use the charge forwards without any cooldown. Yea. You should apply as game designer.

    Indeed you could. But only if you hit a Survivor when it would down them.

  • It could be a 100% reduction and still not be OP, simply because the Survivors it procs on are downed anyways, making it's use crowd control and snowballing exclusively

  • @Akito said:

    40% and I agree but 50% is huge, big no

    STBFL is 45%

    This is only 5% more than an existing interaction, can't stack so it won't go above that, and it's much more specific thus requiring a bigger payoff to make up for it.

  • Like I'm down for re-purposing this as an original perk suggestion, but I do think this effect would be useful to have.

  • @emptyCups said:

    Sounds 100% useless

    Why would you nerf it so much when its barely useful to start

    Did you even read just how many people here were talking about how good it would be in combination with other factors?

    It's a snowball perk. It doesn't help you down the first person, but it DOES help you immediately move on to the second Survivor right next to them. It also counters endurance since even if they aren't downed by the hit they are still an injured Survivor so you still get the cooldown reduction.

  • Yup. Them and Myers would likely be the #1 users of this perk.

  • @C3Tooth said:

    Whats the reason behind this change?

    Unrelenting is useless and there is no alternative to STBFL if you don't want to deal with the Obsession avoidance thing.

    Of course this perk isn't nearly as good as fully stacked STBFL due to not working on healthy Survivors baring expose, but it's a great effect for snowballing. Hence why @thrawn3054 thinks this would be amazing on Myers, he's a very snowbally Killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/164187/unrelenting-rework

    To be honest, with server latency the way it is I prefer it’s reduced missed attack cooldown. Perhaps if that cooldown were buffed?

    Even if unrelenting got a massive numbers buff to make it actually good, I'd still want to see what I've suggested here, possibly as a new perk.

  • @Demsael said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373260#Comment_1373260

    Ok queen ! What you say is legit AF, these are very good points. I bow :)

    Don't be ridiculous. We bow to Not_Queen

  • Trail of torment is the perk. Which admittedly does need a buff, but isn't what you are talking about.

  • The BP of BBQ and WGLF could be basekit

  • Love them, running them feels a lot more like proper stealth gameplay compared to normal maps. Both sides have more opportunities to hide and the Survivor has more chances to lose the Killer outright compared to other maps at the cost of being harder to loop in.

  • The best addons are the ones with unique effects with inherent downsides. Hag's bodyblocker addons, Myers scratched mirror ect are great examples of this. However they are also the hardest to make so I understand why there aren't that many of them, as unfortunate as it is.

  • Because the weaker a Killers addons are the easier the Killer is to balance. Super strong addons on a super strong Killer is OP. Super strong addons on a weak Killer is addon dependency. Weak addons on a strong Killer is irrelevant. Weak addons on a weak Killer is a weak Killer.

    Out of these 4 extremes the scenarios with weak addons are prefereable to the scenarios with strong addons. There is a fine line where addons are both useful but not overbearing, however it's preferable to undershoot it than overshoot it and the devs are playing it safe.

  • Ok but do you cleanse when her initial corrupt fountain is still up?

  • Honestly I want whispers to be basekit. That way we can give the Killer effects when Survivors are nearby.

  • Tldr: camping is a cheese strategy and we want campers to be matched against players that won't fall for the cheese.

    This would make camping mostly exclusive to mid-high ranks where Survivors will either learn to deal with it and pip up or not and plateau like the Killers there did.

    Ranking systems should not be used to punish or reward behavior. That's not what it's for.

  • No no no no no!

    Ranking systems are designed to ensure the most optimal players are matched together to ensure a fair experience. Using it to punish toxicity is an abuse of the system and makes it actively worse at its job.

    There are 2 main issues that pop up with trying this:

    1. This system would mean that in the hypothetical event that camping ever becomes optimal, it would mean that the most optimal Killers are being pushed towards the LEAST optimal Survivors. Completely breaking the point of the ranking system.

    2. The most optimal Survivors also have the most optimal counter strategies, since they are the Survivors that were escaping in low ranks to reach high ranks. So if our goal is to stop campers, we want those campers to be matched with Survivors that know how to counter camping. That means we want campers to be pipped up until they are being matched with sufficiently competent Survivors at which point they are forced to switch strategies if they want to stop losing every game.

    Otherwise you are moving the campers towards the players most vulnerable to camping, making them win even more further encouraging them to keep camping. And since low ranks are where new players are that means that it increases the odds of them facing campers in their first few games, discouraging them from playing the game any more.

  • @LordVoidron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372368#Comment_1372368

    This is sad news, but thanks for the info. I can now continue devising the meta no mither loadout

    No promises but I think sole survivor might work

  • @LordVoidron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372201#Comment_1372201

    If you really want to be that guy replace soul guard with iron will and make the easy escape or distortion to counter deerstalker

    Distortion doesn't work while downed.

  • You know, I was just thinking about this exact change.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372263#Comment_1372263

    Literally all you have to do is place a tiny portion right at the entrance to the pallet. You barely lose anything to make someone leave a loop.

    https://forum.deadbydaylight.com/en/discussion/comment/1372250#Comment_1372250

    You said his torment was "inconsistent", I showed you an EXTREMELY simple method for getting people tormented(unless they left the loop), and you then said that getting tormented was not important(although I disagree, it removes a lot of counters to being picked up, flash light saves, body blocks, DS after being tunneled, exhaustion perks when he rushes straight to the cage, etc). I offered you a fairly consistent way of getting people tormented to counter your point. Sure, it's possible people could just leave the loop, but they're risking getting hit or downed in that scenario, so I don't see how it'd be inconsistent if people wanna live.

    I'll say I can't guage PHs strength fully yet, honestly, it may just be the Midwich map which seems like one of the worst designed maps I've ever experienced(literally what bad killers have been begging for forever, empty hallways of nothingness and crappy pallets), as that's usually the only time I face PHs, when I'm on Midwich. That said, from what I've experienced he has a lot of situations that are just in his favor just because when it comes to pallets and windows, which are survivors' only defenses.

    The slowdown is front loaded. When you initially press M2 you slowdown to below Survivor speed during the animation of putting the sword in the ground. It's only once it's in the ground that you move at 110%.

    Thus I maintain what I said.

  • @HexDbdIsatrashgame said:

    Pyramid head TOO WEAK WHATTT do you hear yourself that man has base killer speed the ability to camp and tunnel survivors he counters ds bt common survivor hooks and can mori you on death hook what more could you want

    Mori-ing on death hook isn't particularly strong.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369940#Comment_1369940

    If you drop it at a pallet and they LEAVE the pallet, it acts the exact same as a Freddy snare. You force them to leave the pallet. It's not silly to compare the two when they have the same result. The only time it doesn't have the same result is if people don't care about being tormented, but giving the killer that much of an advantage(no exhaustion reset, no BT, no DS, etc) is pretty darn bad, and you were complaining about people avoiding the torment, I just gave you an EASY way to get people tormented, or force them to be downed easily. There's no situation in which there's no advantage for PH in that situation, dunno why you moved the goal post.

    PH head slows down when laying trails, meaning he loses distance if you leave the loop compared to if he didn't lay anything.

    Freddy doesn't have this weakness since he moves at full speed while placing traps.

  • SWF fundamentally breaks this Killer and the perks.

    The blackout mechanic is cool tho. Seems like blinding the Killer but for Survivors in terms of impact.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370923#Comment_1370923

    Lol if everyone gets together on this thread I think we're going to end up building Ai for dbd

    Too late. The mobile devs already did that

  • Add a forced penance build for stealth Killers

  • The description even specifies that you must be injured

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369137#Comment_1369137

    It should be the opposite. The default to should be cross play toggled off with players that want cross play to have to opt in. Better yet. No cross play at all. There are far better things to put their resources into.

    I didn't say anything about the default. And crossplay helps with que times, which is one of the games more serious issues and thus is worth solving.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369137#Comment_1369137

    In other games the experience for opt-out varies greatly. Some punish you by only allowing you to play against/with other opt-outs which means a very small pool (long queues) as most opt-in some games by default. Some only allow one choice, some allow you to opt-in to cross-console play but not PCs. I wonder which version DBD will have but I'm guessing it will be the all or nothing.

    Hopefully the way it works is that if a lobby with opt in players just so happens to not include players on other platforms then opt out players can join it too.

  • Anyways going down the list of Killers and their ability to mitigate or ignore this issue:

    • Trapper - Traps intercepting a Survivor
    • Wraith - Stealth and cloaked MS boost
    • Hillbilly - Chainsaw dash = gap closer
    • Nurse - Blinks = gap closer
    • Myers - Stealth
    • Hag - Teleportation via traps
    • Doctor - None (his power doesn't help with gap closing, only anti-loop)
    • Huntress - Ranged attack
    • Leatherface - None
    • Freddy - Gen Teleportaton and traps intercepting the Survivor
    • Pig - Stealth
    • Clown - Bottles slow Survivors
    • Spirit - Phase walk = gap closer
    • Legon - Frenzy = gap closer
    • Plague - Ranged attack with corrupt
    • Ghostface - Stealth
    • Demogorgon - Teleportation and super lunge
    • Oni - Dash = gap closer
    • Deathslinger - Ranged attack
    • Pyramid Head - None (ranged attack doesn't actually help here due to ease of dodging it).

    So all but 3 Killers have the means of mitigating this issue. Of those 3, 1 of them has a ton of stall and tracking while the other has his own time saving functions and great anti-loop.

    Leatherface sucks.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370527#Comment_1370527

    looping hasnt the same effect as a straight line. If you take a car loop for example, the hitbox of the survivor is smaller so you can cut edges closer then the killer. In some loops against 110% killer it actually results in being faster then them.

    I said similar, not the same.

    The similarity I was getting at is that you are trying to close the distance by taking an identical path as the Survivor, meaning you can't cut them off and must cover the distance solely with your movement speed rather than pathing advantages that pop up outside of a loop when a Survivor inevitably hits a wall.

    It's effectively creating a hallway of infinite length.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370586#Comment_1370586

    Some maps actually used to enable this and the new map has this infinite.

    And thats true, running may wary and thats why i did the whole sheet from 1 to 32 meters. For 8m, the first hit is in 23,3 with sprint burst or 34 seconds if there was a palletstun.

    And if you don't assume a pallet break after the stun?

  • Basically, Killers catch Survivors because maps are too small to enable this and Survivors don't run as soon as you would expect

  • More importantly though is the initial premise, which is something even I payed a lot of attention to after making my own thread on this. But basically, Survivors don't generally start running until you are very VERY close, like less than 8 meters close.

    And when they do start running super early you often just won't find them, and if you do it's because you were able to cut them off.

    Closing this distance even further is the power of stealth Killers. And most Killers in general with the notable exception of Leatherface amd the doctor have some way to close the gap, either through mobility, stealth or range

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