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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Basically, when you preform an attack command the attack is immediately registered as a hit or a miss. This is before any animations are played.

    Then, the game plays an animation to represent this outcome. Aim dressing is only done in order to fix cases where something that otherwise visually looks like a miss is a hit and vice versa, so that you never have situations where you hit a Survivor with your weapon being nowhere near them or your weapon phasing through a Survivor or something.

    Again, your attack hitting or missing has already been predetermined before the animation has played. Heck, I've seen some times where the Survivor icon updates before it's supposed to, meaning that it can show the damage before the animation finishes even. This is inconsistent and probably a bug however.

  • To ensure conclusions aren't being drawn based on a misunderstanding of how the system works.

  • @bubbabrotha said:

    I mean, yeah, they needed a nerf. But they don't have any purpose now. They are literally detrimental your scoring, without any benefit. They just clutter up the blood web.

    I think there could be a better solution to this.

    No, this is a great solution. Mori's being useless means they are balanced like all of the other offerings now.

  • It's the exact change Mori's needed. They are now useless and that's a good thing.

  • Add it to everyone, trying to balance by JUST changing Solo's is fundamentally the wrong approach.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803012#Comment_1803012

    ah yes because a swf will only use one or the other but never both to make way better plays, my bad I never thought of that,

    devs will not buff solo queue without buffing swf because they will only buff survivor as a whole or not at all they said it themselves but if you missed it the first time I said it here it is again just in case, they would buff both and it would be very strong with communication

    Call outs + Aura has some level of advantage over just Aura.

    Call outs also has some level of advantage over nothing.

    However:

    Callouts + Aura vs Aura is a smaller difference compared to Callouts vs Nothing. Thus adding the aura will tighten the gap.

    Callouts + Aura > Callouts does not disprove this.

  • Mori's are useless now. This is a good thing, offerings should be giving you a significant power advantage.

  • But pharmacy is for the guaranteed medkit. It's main utility is something that Appraisal doesn't do at all.

    Pharmacy is closer to inner strength or self care than anything else.

  • @FrostySeal said:

    Yeah bro! I can't agree more, how dare survivors use loops in order to survive! Those toxic players should just run in a straight line, or better yet just stay still as we down them! Screw it, just take out all the pallets and vaults in the map and make ebony mori basekit!

    Funnily enough, just running in a straight line is shockingly effective.

  • This is what @TAG is trying to say when they say it doesn't matter.

    Not delaying a game to improve it when the plan is to release it and move on matters, since the game will be bad forever as a result.

    But not delaying something because the problem will be fixed either way just makes sense. It's what no mans sky did and they didn't even have significant financial incentive to do that.

    Either way there is some specific but unknown date at which the Killer will be in it's proper state, the only difference is if she is playable prior to that date, and there simply isn't a downside to letting her be.

  • Simple. The timing of the remaining balance changes are not impacted by if the chapter is out or not when they work on those changes. Either way the "complete" Killer will come out on the same day.

    So. Is it bad for them to let you play a Killer before it's full release?

    Because the alternative to that is not even having the option of playing the new Killer until however long it takes them to add in the changes they were going to add anyways.

    Trust matters a lot from your PoV. But you aren't the one making the decision, BHVR is. And BHVR can 100% trust itself. If you don't want to play the Killer early then just wait to buy her. Those that are buying her are opting in. Why deny those players the option to play the new Killer just because she's not quite as strong as she should be?

  • How would Killers catch Survivors if they don't have a MS advantage?

    Also, with the exception of removing the terror radius, none of those are perk effects.

    Throwing weapons, blinks ect are all Killer powers, not Killer perks. More comparable to items, but even then not really since items are optional while powers are not, which means that powers are built into a Killers power budget whereas items are not, thus making items more like addons.

    But basically, a standard Killer with 4.6 M/S movement speed, 32 meter Terror radius, no power and no perks, is SIGNIFICANTLY weaker than 4 Survivors with no perks or items. Technically they could have given Killers big enough stats that this wasn't the case, such a 4.8 M/S and a 24 meter TR or something. However, that approach is boring, so instead we got Killer powers and 4 years of DLC.

    Technically, they could have done the same thing with Survivors. All they'd need to do is widen the base stats gap and then use Survivor powers to make up the difference. Weather or not they should have done this is up to debate, but they didn't.

    But seriously, remember this:

    In order for the game to be balanced, the Killer's overall power must equal the Survivors overall power, and thus both roles must have an equal impact on the outcome of a match. Since this is on the scope of roles rather than players, this means the impact of a single Survivor is 1/4th the impact of a single Killer, since there is more of them.

    If you give both roles similar stats are power strengths, then this is not achieved. A balanced 1v1 means Survivors dominate, since this is NOT a 1v1 game. Thus the Killer needs faster movement speed, range, invisibility ect to make up for a lack of allies. This is why Killer perks almost always effect every single Survivor in the match, while Survivor perks only effect the user. Survivors get 4 times as many perks and thus each perk needs to provide 1/4th of the impact.

    Complaining about this simple axiom of balance in asymetrical game design is to treat a team game like a free for all.

    To make a comparison, it's like suggesting that the bad guys in a round of Mafia shouldn't get a night kill or stronger abilities if applicable.

  • I mean coup is probably underpowered, but for once it's understandable at least, since the effect is extremely volatile and unique so it makes sense to use the perk as is to see how strong the effect is in a context where it can't suddenly take over the meta.

  • @Afius said:

    Just a clarification progress isn't saved during the PTB right? It seemed off that I lost 2000 iredescent shards as well if somebody could explain that to me?

    Progress is indeed not saved.

  • Run Deception with Head on

  • @gatsby said:

    If you get downed on a pallet, Flip Flop can allow you to be picked up with automatic wiggle progress and use Power Struggle to escape the Killer.

    So if another Survivor is nearby and the Killer has to slug because they're suspicious of someone going for the pallet save. Leaving them on the floor can allow them to pallet save themselves.

    And you can also have DS and save yourself twice

  • Not a coincidence:

    68 votes and 50 comments so far on Reddit


  • Free advertisement. I often use them to get a second perspective post game

  • For Killer: Mobility perks (PWYF being a current example)

    For Survivor: Mid-chase stealth perks (Poised being a current example)

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/178869/killer-idea-the-medusa

    What I don't understand is this part:

    "When you finish the charge or release the charge early"

    Wouldn't that mean you could activate it and instantly trigger it, so you can just freeze anyone instantly if they're looking at you? It should have to fully charge to get effect.

    I think it would make more sense that if they're looking at you and you release early, they get hindered for an amount of time relative to how much it was charged.

    Also, gorgon powers work when you look them in the eyes. So I think the full freeze should only happen if you and the survivor are looking at each other in a 90 degree cone (like OoO) when you fully charge the power. Otherwise, they just get hindered.

    Don't think of the charge like gathering energy. It's just that 5 seconds is the maximum window in which you can have the effect readied before you are forced to use it. Using a 90* cone or similar would defeat the entire point of the power. If the Survivor can have the Killer on screen and still avoid the power then the power will do nothing (or only the hindered effect btw), since they can keep the Killer on the edge of the screen while still keeping track of them just fine.

    That said there IS missing downsides here, specifically either a self slowdown on charge or a cooldown (plus a minimum but not 5 seconds charge time). Nothing big but a good reason to not just mash M2 constantly.

    This isn't one of my more fleshed out idea's, hence why I STILL haven't made addons.

    Also also, total petrification is weaker than hindered for the purposes of a chase, so having hindered for a partial charge would be ironically OP. Petrified Survivors have endurance, so hitting the Survivor won't injure them. It's a stall power that makes going after other targets easier, not a direct chasing tool.

  • @Emeal said:

    A Killer with the ability to freeze survivors on sight, would require a rework of the line of sight system, but yes.

    Said rework is explicit. Luckily it should be much simpler considering how loose the requirements are.

  • @Deadlock said:

    I like it, however I do feel like this could be abused to take the game hostage. Maybe work that out a bit, but I do enjoy it!

    Look up and away from the Killer. If she isn't on your screen she can't petrify you.

  • @DaddyFatSacks420 said:

    Cardi B as an outfit? A single glance can turn part of the male anatomy to stone

    Groovy

  • Ok so mechanical evaluation time:

    First of all, the alternative detection methods:

    Long story short, they are OP AF

    Long story long:

    • Killer instinct doesn't have an implied range limit, this means that if someone is ever sprinting or repairing a gen then you will know where they are. This is a LOT of information.
    • The aura reading ability is also OP. You've said it yourself that it's a short channel and doesn't slow down the Killer. Now, thing is that 20 meters is a surprisingly large distance in this context. That's about as big as the Vanity mirror, which while not gigantic is still a decent distance.
    • Taken together these completely negate what is supposed to be the Killer's downside and then some, so instead of the interesting sound dynamic you are going for you instead have a practically omniscient Killer.

    Solutions (I am suggesting you do ALL of these):

    • Give a 20 meter range limit to KI on repairs and running and a 40 meter range limit for the other actions.
    • Completely remove skill checks Ki because redundancy , you already get their location from both the loud noise and if you're close enough for it to matter then the gen reapair Ki.
    • For the standing THIRD EYE effect, instead of continuous Aura reading, make it a pulse. Either with a large slowdown and no cooldown or a small slowdown and a short (10ish seconds) cooldown.

    Another thing, Crawling is sort of OP. Specifically, by having so much more MS permanently AND a chasing ability, a substantial downside is justified. As such, I think that while crawling the Killer should have the numbers for hearing cut in half, to encourage patrolling while standing, thus making their roles more distinct.

    Additionally, there needs to be a channel for transforming between states, so you can't just rapidly switch mid-chase for quick THIRD EYE pulses and then immediately start Crawling again.

  • @SCP_FOR_DBD said:

    I'd love a blind killer like SCP-939, this is an incredibly cool concept for a dream.

    SCP-939 is my favorite in secret lab. Both to play as and against.

    "Yo open the door, I'm definitely not about to eat you"

  • To be clear, is crawling 120% or 125%?

    Also what are the stats on standing 3rd eye's channel? How long does it take, how fast do they move during the channel ect.

  • Just saying, having a Killer concept literally come to you in a dream is just the most awesomelycoolestest

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726766#Comment_1726766

    it was overall buffed from before not reverted.

    4>8 which is basically the only change and thats a buff

    That's a separate (but definitely welcome) change. I'm talking about the range nerf. That got reverted.

  • @Boss said:

    4 seconds is all i'd need on Discordance, and the distance buff is nice for maps like Azarov's Resting Place.

    Still, why was infinite Aura-reading range a problem again?

    It wasn't. That's why it got reverted.

  • Quality > Quantity for sure. They need better code, not more code.

  • Baring 3rd party cheating or something, strategic decisions should never be reportable, and thus rules that could sometimes make strategic decisions reportable should not be made.

    No matter how toxic a strategy is, optimizing is something people are naturally inclined to do.

    As such: If camping is ever optimal, but bannable, then it feels completely BS to the Killer, moreso than being camped by far and in a much more prevalent way.

    And if camping is NOT optimal, then it is already inherently discouraged by that same instinct, so making it banable anyways just gives rise to potential extreme frustration in niche scenarios. People will try it, fail because it's a bad idea, and move on.

  • @RocketPenguin said:

    if they dont want to piss people off more then yes

    That's a big if

  • @BodamEscapePlan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692805#Comment_1692805

    It's both.

    Example: a group of survivors see a generator turn yellow; what is a survivor going to think and do? They're going to immediately determine that the killer is now in the "Undetectable" state and immediately tap the gen at the earliest opportunity. This perk can be negated so quick and easily that it's essentially useless against all but absolute new players that will likely only be confused the first time they see it. I would argue that it's about as useful as Knock Out is.

    Am I wrong or is there something I'm not understanding about the perk?

    That's the thing. You can't simultaneously go to an area and avoid the area at the same time. They are mutually exclusive and the perk pushes you in both directions.

    Sure you can TRY to immediately tap the gen, but by doing so there is a good chance that you will instead just get hit by the undetectabe Killer. But you can't just ignore the gen because then he just says undetectable forever.

    If I can have Survivors run straight at me every time I kick a gen then I'd say that's a pretty powerful effect. Basically a free hit every 60 seconds, which is easily worth it.

    And if they don't immediately rush in to tap the gen, then it turns into a mindgame. The Survivors know where you start, but they don't know where you are heading. With old ToT this wasn't an issue, since they know the angle you could be coming from and can just wait it out anyways. But with new ToT they can't wait it out. They eventually have to declare that you went somewhere else and try to tap the gen. If they guess you left when you haven't, or if you were walking towards them when they go for the tap, then you get a free hit. But if they wait to long to decide then you get to be undetectable long enough to wrap around a Survivor.

  • not a bug. They added that effect this patch. It's in the new description and everything.

  • Here's a fun build you should try.

    Double recovery addons of course:

    • Whispers
    • Thrilling Tremors
    • Surge
    • Forced Penance

    Do not underestimate Forced Penance in this build. It's surprisingly good on stealth killers like Ghostface. Surge lets you maintain momentum without having to stop and kick gens, Ghostface can't defend ruin easily and you don't have the free slots for undying in this build.

    Thrilling Tremors means broken Survivors can't safely do gens to wait out forced penance, and then Whispers helps you keep momentum going and saves a lot of time searching.

  • Hold on. There is a gray area here, since while the devs obviously can't account for everything, not everything that they didn't account for is an exploit in this context.

    Take legion for example. There are 2 "exploits" of note here:

    1. Moonwalking exploit
    2. Infinite mending exploit

    These are both gray areas for opposite reasons:

    Moonwalking Exploit:

    For those who don't remember, Deep wounds used to always and only drain when the Survivor is outside of a chase. So the original version of Legion could simply turn around to break chase while walking backwards, and then the Survivor would be guaranteed to go down either to deep wounds if they run or M1 if they mend.

    This isn't something you'd ever really preform on accident, and the end result is clearly not intended. However at no point in the process is a bug ever utilized. All of the individual actions taken and their immediate outcomes are all specifically intended, and it's only when taken together that anything unintended happens.

    So is it an exploit if an unintended outcome is achieved without the use of bugs?

    Infinite Mending exploit:

    For a little while the Legions mend slowdown addons stacked such that they would double their effect each time deep wounds is applied, leading to the infamous infinite mending bug. Now, unlike the various out of bounds exploits, the moonwalking exploit above ect, the bugs conditions are such that they occur during perfectly normal play. Note that everything here also applies to similarly built in bugs, such as the wake up bug.

    Since it's just normal play that's bugged, nothing is necessarily being done deliberately and a user will likely not even notice something is wrong. Now while this doesn't make people that ARE deliberately using the bug not exploiting, but it DOES make the whole thing unenforceable unless you are willing to risk banning people for doing what form their own PoV was intended gameplay.

  • @BodamEscapePlan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692522#Comment_1692522

    Oh... yay! A perk that is literally worthless and nobody has or will ever use (Forced Penance) and a perk that has an unnecessary stipulation that totally negates any potential mind-game or confusion by highlighting the generator in yellow to make sure survivors don't get *too confused*. Give me a break. The "balance changes" they've made in the past six months have been a complete and total waste. Any idea that the developers are interested in keeping things fresh and interesting for killers is a joke.

    Besides, I would hardly consider Trail of Torment's change a "buff." I mean, any survivor that's not brain-dead will just tap the generator the first time they see it and then what? Is every survivor just going to forget about it for the rest of the match?

    Ok so tell me. Is the highlighted gen from ToT a spot to avoid or a spot to go to?

  • @Levitika said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692522#Comment_1692522

    Great! Fantastic! Trail Of Torment presents a new way to play the game entirely, that's good and interesting. The buff to Forced Penance doesn't make it overly more powerful, as you're still forced to go after one person or another; you don't really gain much through it.

    Both of these do not negate the fact that not a single survivor perk has been nerfed since 2019.

    Tinkerer

  • @KingFrost said:

    My guess:

    -First, to fix the issue of Discordance Tier 1 being considered better than Tier 3. (Why they made Tier 1 absolutely useless is beyond me)

    -Second, the meta was becoming tinkerer/ruin/discordance/undying. They don't want to touch undying right now because Blight is still so new and they're trying to get sales. (This also seems to be why they went after Pop). Tinkerer and Ruin both received recent changes, so instead they decided to change Discordance which they had planned on doing anyway.

    I feel like if they were going to do this, they probably should've tossed in a survivor nerf somewhere in there, or another Killer Buff (the only Buffs killers got were a minor buff for Cruel Limits, a minor buff for Thana, and a decent buff for Mindbreaker while Discordance and Pop got nerfed. Maybe not super hard, but again they do this while ignoring some of the biggest issues in the game. If you're going to SNEAK IN a change, then you sneak in changes to Mori's and Key's and be like "Woops, forgot to put that in the PTB. Oh well, enjoy the new moris and keys!"

    Trail of torment and Forced Penance both got big buffs. Just saying.

  • @Ghoste said:

    The change was a direct buff to Plague, so I'm sure her mains are happy.

    <3

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1691408#Comment_1691408

    True

    https://forum.deadbydaylight.com/en/discussion/comment/1691406#Comment_1691406

    Soloing with this perk is useless, but it seems like, from just the description, it's abusable by SWF to get a massive speed boost to go around the map with.

    Eh, while it's not the best thing ever I have gotten value out of soloing with the perk in healing builds (pre-buff mind you). A lot of the value is because the information is 2 way, so the injured Survivor will come to you too, unlike aftercare it activates much sooner in the match too which is important.

    Empathy also doesn't help as much when you want to find other Survivors for them to heal you, rather than the other way around.

    And then the speed boost is just a nice bonus I guess. Not something to be relied on.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1691395#Comment_1691395

    He was talking about a group of 3, 2 pairs of 2 is still more efficient than that.

    Ok well Survivors running blood pact like this have to group up, but Survivors not running blood pact (which is our comparison point) can split up as they please, and wouldn't be in a group.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1691379#Comment_1691379

    The huge problem isn't with chasing, it's with 2 SWF just running around the map with a 7% boost and making genrushing even more unbearable. Even then, a survivor can just stay within 16m and have Hope for the entire time (still prolonging a chase).

    https://forum.deadbydaylight.com/en/discussion/comment/1691380#Comment_1691380

    2 pairs of survivors doing gens is better than 3 survivors doing gens.

    No it's not. Not even close.

    Pairing up is so much less efficient than working alone that even with prove thyself, a massive gen speed booster perk, you still come out at a loss

  • Agitation is just better in every way.

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