NuclearBurrito
NuclearBurrito
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@Adeloo said:
It's time to stop the THEM vs US mentality.
You are not better than them in that case.
I play both sides equally and i'm gonna give you a non-biased opinion :
"Hatch couldn't be closed. EGC didn't exist."
This was necessary. It's not something you should put in survivor NERF, as it was creating hostage situation that wasn't healthy at all for the game. As survivor i would just run to the killer and let him/her kill me. As killer i would just wait in a corner to let the survivor find it or if i find the survivor before, i would give him the hatch or the hook depending how the game went.
"DS worked on first down"
Yus it worked on first down but you were forced to use it or have to wiggle to trigger it. I don't consider the DS change as a nerf but more as a buff, as all survivors have the same effect, they can choose when to use it and the killer cannot juggle them anymore.
"More safe pallets"
Depends on the map really. Take Ormont, it's basically a survivor sided map because of it's size and the really safe pallets, then you have Hawkins that is normal size, with a lot of pallets which are mostly unsafe.
"BL infinites and instant heals allowed for crazy long chases"
Balanced Landing "nerf" was necessary as it was the only exhaustion perk with a passive. It just got tweaked to be on the same ground as the others.
As for instant heals, like hatch they weren't healthy at all, as they were usually used to be toxic toward the killer and could be use without thinking and reward a survivor for making a mistake (like all the second chance perk (DS, DH, Unbreakable,etc))
Necessary nerfs are only different from non-neccessary nerfs in terms of impact and quality.
A nerf being necessary is not a counter argument to a nerf being a nerf.
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@AbsolutelyAmel said:
Jfc have you not read the update log? It only talks about the benefits for survivors and that the killer has to do more etc. If that is not biased then you should get some glasses.
I play both and can say that it is a very survivor favoured game no matter how you twist and turn it. There is no way with how the game works to make it balanced.
Yes the game is still Survivor favored. The claim is that the Devs are not Survivor favoried and thus the game being Survivor favored is mostly due to huge initial mistakes rather than malicious intent.
I do however think the game is possible to balance, but that doing so properly is extremely difficult, hence it taking so many years.
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Guys. 1 bad update isn't enough to overturn years of consistent (albeit very slow) improvement.
Even several wouldn't be enough.
We get that the devs suck at communication for the most part. But it's unfair to turn on them just because they have flaws sometimes, and the whole "oh they've shown their true colors now" thing is just total BS.
We get it, they should word their things better and address ######### faster. However if you are going to complain at least keep it to what is actually true. The devs don't hate you and they do (eventually) get to solving whatever problems get found with the game.
Their direct perk buffs have been great. EGC was (mostly) great. Oni once they fix his flick is cool. New Doctor is really cool and it sounds like he's being buffed after the PTB.
Even new Ruin is still a good perk, even if it obviously won't compare to current Ruin (lets be honest nothing really can compare to current Ruin) and now that Peanits has explained more about why Ruin is being changed like this it even seems like it could be good in the long run.
Basically the idea (according to Peanits) is that by removing Ruin the devs can see what the game looks like without it with a much bigger sample size. Obviously we (as players) expect to see gen rushing be a problem. If this is the case then the Devs should expect to see this and know the exact magnitude of the problem thus letting them address it properly with a non-bandaid basekit fix. However if they tried to address it immediately, then Ruin masking the issue makes it extremely difficult to implement the proper solution.
Should they have said all of that in the dev update? Totally. But if you don't get blinded by poor details and look at the big picture you will see that the devs genuinely are trying to fix the games problems.
In terms of actually succeeding they aren't 100%. But that's not the point. Biased devs wouldn't try to fix these kinds of issues at all.
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@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/996883#Comment_996883
Nerfs are objectively nerfs.
You just don't like to admit I have a point.
They are, but not all nerfs are equally impactful. Some nerfs are utterly game changing while others are hardly noticeable.
So when looking at a list of nerfs you can't just check the length, but also the quality of the individual nerfs.
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don't. People get tunnel-visioned on the length of the lists when they do that instead of the impact of the individual changes.
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/120517/proof-that-the-devs-are-not-survivor-sided
Dude the nerfs that yout talk about shouldn't even be considerd nerf except for balanced landing and instaheals. Ds was a rework and is still very strong. Safe pallets shouldn't exist and there is still many in the maps Hatch close is good but egc doesn't help killer in any way its more of a white flag actually scince you can literally open doors for survivor to make them leave. And all the bloodloust blockers and little mechanics to help the killer is just bandaid fixes that doesn't solve the problem of a badly one sided designed game.
In theory all mechanics should have been released in a state that don't have whatever problems they had. The point is that for whatever reason the game went from Survivor sided to less Survivor sided over the course of 3 years, and the trend has been continuous.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/990729#Comment_990729
Doesn't a 4K in 9 minutes mean ending 12 chases in 9 minutes? You'd need to find four survivors and end four chases in three minutes. I honestly don't see that happening against a good team of survivors.
More likely 10 chases. You don't need to 3 hook all 4 Survivors, even if you are trying to min max hook perks and devout.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/982994#Comment_982994
Monto plays for a living he can make anyone look bad, fair point.
Yet people are making the argument that Monto, Tofu, Otz etc can 4K without Ruin and using that as their defense we don’t need ruin.
Picking and choosing it’s almost like politicians in the forums.
That's only a fallacy if it's the same person making both arguments. The people that use those people to justify a ruin nerf are not the same people that use their extreme experience as a counterargument.
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@PyroGL said:
I know the OP is pretty much troll bait, but regardless, I'd actually agree with the removal of this perk interaction. Not because it's OP or anything, only because it is inconsistent with the other perks that killers use to affect generators (i.e. Pop Goes the Weasel and Overcharge). The fact that the text of Surveillance specifies "regressing generators" and not "after preforming a break generator action" (i.e kicking) is a technicality that I do not believe is intentional and purely coincidence. When Surveillance was created, the only way a killer could regress a generator was with through a kick. Now that Surge has been added, and Ruin being changed, yes, killers now get the ability to regress gens through those means, but why should Surveillance work but not Overcharge? Obviously Pop is a different story, since it is not always available.
Obviously, the interaction of Ruin applying Overcharge every time would be quite brutal, though there is a debate to be had regarding gen tapping or preventing regression with 1 frame of animation during a chase, but since ruin skill checks are already too difficult for some percentage of the DBD community, it is folly to think they would allow Overcharge to interact with Ruin. Therefore, for consistency, I don't think Surveillance should either (same logic should apply to Surge too).
It's definitely not unintended. It was even explicitly pointed out by the devs as a benefit of the perk.
Despite what you said, the difference between regressing gens and kicked gens is neither trivial nor a technicality, even before taking multiple perk interactions into account.
Let's compare overcharge and surveillance for this.
Overcharge works after the generator has been kicked, while Surveillance works when the generator is regressing.
The key here is that generators eventually stop regressing on their own. Specifically it's when they hit 0% regression. The implication behind the difference in wording is that Surveillance will deactivate once this happens. However overcharge will not.
This is important, especially when perks like PGTW are in play making the gen instantly hit 0 sometimes, preventing Surveillance from activating at all.
Combine that with how the devs have pointed out these interactions with Surge and Ruin, and it's clear that how this interaction extends to other perks is completely intentional.
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/981167#Comment_981167
If games longer than 10+ minutes. How survivors can escape?
By not running in front of the Killer while injured at the last second.
The game you are using as an example should have been a 1k remember? In otherwords the game you are using to prove your point is a game where the Killer definitely lost despite comboing several perks that work well together, keeping his hex up the entire game and constantly juggling the Survivors and getting fairly quick chases.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/977325#Comment_977325
Nurse, Oni, Legion, and Spirit all gutted. Freddy nerfed. Doctor nerfed, Ruin beaten, burned, disembowled, drawn and quartered, then fed to the sharks.
Balanced landing, slight nerf. Oh yeah, I can really feel the survivors pain.
Of that List:
Oni was fixed this patch. I couldn't test him so idk if it was sufficient, but regardless an attempt was made and what I've heard of it is that he's fine now.
Spirit is fine right now. I say this as a Spirit main, I was worried about her being gutted by her update and I was pleasantly surprised when she wasn't.
Freddy was reworked into a far stronger Killer. Yeah I know he got nerfed at one point a few years ago, but the game is the sum of all changes and should not be defined by one patch in isolation.
Legion was not gutted. He was ######### on release, and has stayed that way. In other words, he never had guts in the first place. The only thing that has changed is WHY he sucks, not that he does in fact suck.
Doctor is still in the PTB. If they actually significantly lessen the shock penalty to something more reasonable like 1 second then his chase will have been buffed. The only other real objection I have from there is having snap out of it put you at tier 1, since it makes hitting tier 3 and thus getting access to snap out of it a good thing depending on the doctors addons, making tier 3 a hinderence to the doctor.
So that brings your list down to Nurse and Ruin.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/969811#Comment_969811
You are hilarious.
Have you never spammed killers with totems when he did actually bring thrill of the hunt? :D This ruin is so ######### and you explain, well just put 3 other perks on so you can protect it. LuL.
This change is just genius, ez pz matches for survivors. Honestly when you now die in a match as survivor you are just so bad at the game. I think devs will do some changes to that too, since noobs are bad at looping.
I've had people try that against my Spirit.
They just get grabbed. After they've started doing it the spam becomes predictable.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/969752#Comment_969752
Then slap haunted ground and Corrupt to protect Ruin ! I dont know, maybe you're not thinking it inside a build but if you want to use Ruin inside a build, remember that there's still 3 other perks you can use to defend it if you just really want to play Ruin all day
HG doesn't protect ruin. It punishes people for looking, but having more hex totems doesn't effect the odds of finding a specific totem.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/969368#Comment_969368
not intended to be a nerf? so whats with the whole 3 second cooldown deal goin on?
With the 3 seconds cooldown between shocking and interacting, and with the shock only blocking interactions for 2.5 seconds. you guys realise the shock does absolutely NOTHING now right?
Where are you getting 3 seconds from? The dev update says "a brief pause" but doesn't specify how long.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/967323#Comment_967323
Many people play killer.
The SWF change that was introduced back when Stranger Things came out has screwed up matchmaking as it now finds a killer based on the highest ranked survivor in the SWF rather than the average of all of the survivors' ranks.
Say if you have a rank 2 survivor, a rank 7 survivor and two rank 15 survivors. All of these survivors are queuing up for red rank queues due to the rank 2 survivor. Which results in less survivors at high ranks which results in longer queue times for high rank killers and low rank survivors.
Makes sense?
That makes absolutely no sense. If low rank Survivors and high ranked Survivors in a SWF are matched with red rank Killers that means those red rank Killers have more Survivors to que against and thus have a LOWER que time, not a higher que time.
Meanwhile low rank and mid rank Killers would have less Survivors to que against since those Survivors are being placed in red rank ques
Thus the end result is the exact opposite of what you said. Longer que times for high rank Survivors and Low rank Killers with Shorter que times for high rank Killers and low rank Survivors.
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@Fibijean said:
He's not being reworked because he's weak, otherwise it would be a buff, not a rework. He's being reworked because the devs are prioritising fun over balance, and Doctor, more than most killers, has a reputation for being frustrating and unfun both to play as and against.
Honestly this is proper. Like you said weakness can be solved by direct buffs. Issues with fun get worked on the most however because fixing those kinds of issues requires the most work.
Making something balanced is easy. Making something balanced, unique and sufficiently intuitive plus a few other factors is not.
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Burrito's
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@laurelstroodle said:
Op's change - Changes hatch mechanic (spawn mechanic) - which effects keys - and keys = moris
I Hope you understand.
Hence why if you said keys instead of Mori's it would have been valid.
But Mori's aren't ACTUALLY equal to Keys.
Rather at most they are equivalent. But equivalent is not equal and it doesn't necessarily mean changing one requires a change to the other.
Remember, these aren't base line mechanics, so more often than not one of them will be in play without the other. So the reasoning of "nerfing Keys = nerfs Survivors -> nerf Killers to counterbalance" doesn't work here, since a nerf to Mori's here as the responce means a nerf to Killers that aren't playing against keys (and thus are being nerfed with nothing to counterbalance it from the Survivors), or are not nerfing Killers that ARE playing against keys (because Killers that don't run Mori's aren't being counterbalanced).
As a more explicit example take Sloppy Butcher and Bottony knowledge for example:
Sloppy makes healing 20% slower, while Bottony makes healing 33% faster. So a change to one of these perks should justify a change to the other since they are equivalent right? Wrong.
Sloppy and Bottony may effect they same thing, but they don't effect each other. Even if the Survivor is running Bottony, you are still getting the full effect from Sloppy and vice versa. You may not have gotten the same total utility, but you still got the same added utility from running Sloppy vs not running Sloppy.
So if for example Bottony was changed to be a +100% speed increase, it wouldn't justify a change to Sloppy. Rather it would justify a change to Bottony, because that change is overpowered or a change to Thanataphobia because Thana is a perk that is actually made worse by Survivors healing faster.
Hence why NOED is connected to Small game, Wake up and Detectives Hunch in terms of balance even though its more equivalent to Adrenaline and DS in terms of function.
And even if equivalency did justify change under the (incorrect) reasoning that equivalent mechanics need to be the same strength you'd still have to use independent reasoning to justify Mori changes, because it's entirely plausible that Keys were just too strong to begin with but Mori's aren't due to being a weaker equivalent of the same thing.
Heck, we could even say that this Key change was in response to the Mori change that made Mori's require a hook first. That way your reasoning is justifying making this change only.
Or we could say that the EGC change which removed hatch grabs buffed Keys thus justifying a nerf to bring it back in line with Mori's.
TLDR: Stop trying to use Mori's and Keys to justify keeping the other as is. It's bad reasoning, it doesn't address why those mechanics are bad and it just makes it so that nothing gets done to either of them.
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@laurelstroodle said:
When moris get balanced we can do something about hatch
This reasoning is falty. A problem with one aspect of the game does not justify other aspects of the game.
Just because issues are similar doesn't mean they are actually connected. Both should be solved regardless of the other being solved.
The only time changes justify other changes is when there is a direct interaction between the different mechanics.
For example:
- If NOED is changed then DS should be changed - Invalid. DS has nothing to do with NOED and a change to NOED doesn't effect DS. So anything justifying a DS change would have to exist independently of NOED.
- If NOED is changed then Small game should be changed - Valid. Small games effect directly counters Hex totems. So a change to a Hex totem can justify a change to Small games ability to counter them where there was no justification prior.
In this case, a change to the hatch could justify a change to Keys. Since Keys directly interact with the hatch and thus changing one effects the other, but does not justify a change to Mori's, because whatever reasons there are to change Mori's exist independently to Key's and this Hatch change. In other words if Moris need to be changed with these changes, then Moris also need to be changed without these changes, and vice versa.
An example of this in action was the change to DS justifying the change to Dying Light due to the Obsession interaction. Dying Light isn't similar to DS, but that's not what makes 1 change justify another. The justification is because the change to DS was a nerf to Dying Light, and thus a rework was needed to restore it's power.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/964211#Comment_964211
I dont like to piss killers, if moris get nerfed, keys should.
Both end the game prematurely.
Try harder next time :)
And then what's you're point?
You contradict yourself everytime you say something, if you're CHANGING hatch mechanic you should specific if keys are not being changed by this.
Your title is
"HATCH SHOULD ONLY SPAWN WITH <5 GENS DONE WHEN THERE’S ONLY ONE SURVIVOR LEFT."
Basically what anyone will understand is that you need to repair 5 gens and be the last survivor to get the hatch.
EDIT YOUR TITLE :)
The title is correct. <5 is "greater than 5".
So the title is "Hatch should only spawn with greater than 5 gens done when there is only one Survivor left".
Your interpretation would only make sense if it was LESS than 5 gens or >5, but it's not.
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that seem like pretty solid confirmation right there.
Did it light up while looking at the Killer? Cuz if so that's actually really useful.
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Exaduration much. Only 1 game in existence can possibly be the worst game for noobs. No matter how bad this game is, I'm certain another game somewhere somewhen is much worse.
Like dwarf fortress for example. You have to install mods just to see what the hell is going on.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/960741#Comment_960741
I’m all for attempted changes to help fix a Killer, but if they become garbage then something should be done to alleviate the issue.
Can I see the link where BHVR state Legion’s “win-rate” (whatever classes as winning) has gone up? Because I doubt his “win-rate” has gone up in high ranks.
Also about the changes:
- Sloppy Butcher would apply anytime and until they healed vs. Pin that only applies during Frenzy and for 60 seconds. How is this a buff?
- STBFL is a good perk and whilst not the best one for Legion can be used effectively to chain hits then proceed to finish of people who linger by. Plus, the stacks could be gained quickly then used to individuals with quick down-time. However, this is no longer valid.
- Remember Me - I haven’t seen a Legion use this perk and I know it’s fairly easy to stack, but why made it harder on specific killers?
- Dark Devotion - It wasn’t meta but it was used quite a bit, why remove this synergy?
It was in a comment not a dedicated post that just said that the Legions winrate has gone up without stating additional information. Finding it would be impractical, there are a lot of Legion posts out there and I don't remember which one it was. They definitely didn't specify ranks tho.
In any case there is no way set of changes like this would kill him. At worst it would be a slight hindrance, but since his only serious losses were sloppy and 3 seconds of mending per hit, both of which can be made up with by getting several more hits than he otherwise could get, this isn't something that would make him garbage.
I'm far more annoyed about the implications it has for borrowed time than for Legion, since THAT perk did NOT get counterbalanced by the change.
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More feedback plz.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/960441#Comment_960441
Good to know, did you read the rest of the changes though?
Yes. Reduced Mending times and nerfed blade addons.
While that may be an argument for insufficient counterbalancing, that doesn't change the fact that an attempt was made.
There hasn't been another full patch since these changes and according to the devs his winrate has gone up since the change making it an overall buff.
Depending on how often the extra Frenzy speed leads to additional hits this makes sense as more hits means more stall and if it's greater than 25% more chain hits then you are getting more stall now than ever.
Considering I've seen people get chain hits greater than 4 via Survivors immediately mending before your Frenzy is done, giving you enough time to hit them again. I'd absolutely buy that this is the case.
And then that just leaves the perk synergy reduction, which sucks sure but isn't THAT crippling.
He loses:
Sloppy - Biggest loss, but can be substituted by the buffed pin addons.
STBFL - Overrated combo. His power gives him the first hit making the perks effect redundant outside of grouped injured Survivors
Remember Me - I've never seen anyone use this perk on Legion and it's not hard to stack anyways
Dark Devotion - It's DW synergy was removed anyways and it's hardly a meta perk for him
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/959993#Comment_959993
None of the powers are the same, but where do we draw the line? Why do exceptions exist? And why are several inconsistencies and flaws caused by this allowed to exist?
If the line is drawn at Legion, then why hasn't she been buffed to compensate and left it such a negatively, questionable state.
Increased vault and movement speed in frenzy and buffed several addons.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/957228#Comment_957228
True, but it only really works if ya can get the stacks on it up...so in matches that are REALLY long with lots of healing. You're also only benefiting other people with it as opposed to getting yourself healed. Feel like something like botany knowledge would be better for a more stable boost. The fact that it helps with medkits can be nice for the self healing aspect.
Hence why the perk is normally not good. I'm ONLY running it because people have been running anti heal build on ghostface/wraith/oni a lot lately. Less so with oni since the hotfix of course, but my point is that those long matches with lost of healing are more common now than ever.
Prior to that I would use Well Make it. And for self healing I use Second Wind which is effectively 2 heals the first time I heal someone each hook.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/957202#Comment_957202
Feel like with how popular Nurses calling is becoming again with more and more Ghostfaces... Id rather just stay injured than risk using selfcare.
With how popular anti-heal builds are I've been unironically bringing autodidact.
The perk actually benefits off the Killers anti-heal perks like sloppy.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/957175#Comment_957175
I get as far as math terms, its the same. Its less likely though to be caught out mid heal if the heal is being done faster. Thats the point I was trying to make.The longer your healing, the more time your spending with a target on your back.
And I'M saying that there is a trade off there too.
You have a target on your for longer sure, but the alternative is a bigger target.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/957065#Comment_957065
Still feel like finding a teammate or 2 is still the better choice so you dont spend so much time selfcaring and get caught out while injured. You're spending ALOT of time possibly being a target with nurses calling or something. Imagine spending 30 seconds healing, just for the killer to interrupt you and all that time being for naught.
Ok but if you are caught out while being healed by someone else it's much harder to avoid someone being hit simply because it's easier to get a hit on 2 Survivors than 1.
And the "30 seconds healing only to be interrupted" in terms of time efficiency is the same thing as being interrupted 15 seconds into being healed by someone else. And being interrupted 15 seconds into a self care heal is half as much effective time lost.
Remember that 1 second of being healed by someone else is equivalent to 2 seconds of self care, and thus any math based on time lost must convert between the 2 properly.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/957065#Comment_957065
It's head on tier
I'll take it. Head on isn't that bad.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/492754#Comment_492754
Exactly, self care doesn't make it faster.
It cuts out travel time and is more efficient in terms of completing gens due to coop penalty mechanics. So while the healing itself is exactly as fast baring other perks, it still is a significant efficiency improvement.
Especially in solo que where people often just don't heal you for whatever reason.
When compared to other self healing perks it's the most reliable and reusable but also the slowest.
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One a time.
- "Fatigue is miserable. It’s duration should be reduced to 3.4 seconds"
Why 3.4? That's a fairly specific number, so do you have any reason for it to be that amount in particular? Rather than just reducing it back down to 3 seconds I mean.
- "Legion is able to see Generators Auras after landing an attack in Feral Frenzy"
He already can.
- "Hitting a Survivor while not in Frenzy GRANTS 25% of the entire power gauge, similar to Oni’s mechanic"
Why? Removing the penalty makes sense, but there is no particular reason to add a recharge on hit mechanic.
If the cooldown is a problem then it would be better to directly reduce the cooldown itself.
- "Hitting in Frenzy a Survivor already afflicted by the Deep Wound triggers reduced Fatigue (2 seconds) and depletes 10 seconds of Frenzy remainder (or 50% of the default power gauge)"
No. This is counter to the Legions design. If you are going to add a mechanic to reduce the Fatigue it should be initiated by getting chain hits, not by going after someone already hit by Frenzy.
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Just thought I'd point out that there is also the options "Sidegrade her" and "Buff her".
Completeness is important for polls to give an objective view of what people think. That's why I consider it important to have an "other" option even if I think I've covered everything.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/948149#Comment_948149
How do keys reward failure? you did 4/5 of you're objective.
Moris do 1/3 of you're objective...
So?
People like to act like any positive effects that happen as a result of the opposition's success is rewarding failure.
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@dollbaby7870 said:
https://forum.deadbydaylight.com/en/discussion/comment/948248#Comment_948248
Franklin's is available in the shrine for blood shards which you earn for free by leveling up so it is available for free
The Shrine is random and it could take months before it shows up.
Remember how long BBQ went without appearing?
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Do people forget that Franklins is behind a paywall?
I don't have that perk. Equipping it isn't even an option.
At least Iron Will is on Jake who is free and Spine Chill is a neutral perk. Yet those perks are said to be invalid counters to the Spirit. Yet Franklins is valid counterplay against Keys?
Sure you can see the Keys in advance, but again it's behind a pay wall. I shouldn't need to pay money to have access to the counterplay. I can't even just use shards without waiting god knows how long it takes for it to appear in the shrine, because bubba can't be bought with shards.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/947340#Comment_947340
Spasmodic Breath is a much better concept than just disabling her power outright. It's very good for learning Nurse because it allows you to practice landing blink strikes without punishing you with harsh results by not requiring that EVERY hit is a blink.
I used it the other day for a "chase for 3 mins" daily, and it was actually quite interesting. Survivors forget it exists, so when people saw me not blinking, they'd run in straight lines and go down, and I even had people just running circles of a medium sized rock that I caught them on because they didn't realise I was going to catch up. Also when they do start to catch on, you can blindside them with a blink as the cooldown ends that really throws them.
The only issue I have with it is that the effect should reset when you hook someone. It kind of sucks to use it, get the down, hook someone, then still have 20-30 seconds of walking time left.
I know I know. But it was just so close to the person's comment that I cracked up.
I don't hate the rework, I just found it hilarious that an addon that makes the Nurse an M1 Killer exists given that person's comment.
Personally I would have made the addon have a much shorter timer so you get your blink back faster.
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@doitagain_ said:
I just hope the new nurse add-ons aren’t something like this:
-Increases speed to 4.6ms. Removes the blink ability. Grants 200% bloodpoints in the deviousness category.
Decided to look over this old thread for hindsight.
https://deadbydaylight.gamepedia.com/Spasmodic_BreathWhile I'm not one of those people that thinks Nurse is dead ect, I do find this hilarious.
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Gen rushing is a balance issue. Not a toxicity issue.
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@Waffleyumboy said:
Yes maps are the problem. Who doesn't know this by now?
The maps being a problem is nothing new. Proposing map changes as a solution to gen rush as opposed to looping is new. As is not having slower gens as a solution to gen rush.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/944264#Comment_944264
I wish man; it seems pretty malicious if the other commenters here are an example of the type.
The other comments here are saying basically the same thing.
We just want to hug you and lift you up so we can keep you forever and ever and ever and ever and ever and ever and ever and ever and ever and....
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@CrummyCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/944145#Comment_944145
Even at rank 15 they do it. The killers are potatoes for the most part as well so they won't notice Crows and hear bushes. But nobody is near for the most part so there's no reason for them to think that
Well if they are rank 15 then it makes sense that they would be bad at reading the signs and would get false positives by thinking they saw something they didn't. Something like hearing a crow go off and thinking a Survivor set it off when it was actually the Killer itself.
And the ranking system means that the Killers that straight up camp on purpose would be in lower ranks too.
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Just to clarify, assuming a God loop or BNPs aren't involved if you are being looped for several gens inspite of short patrol times then that's on you.
A chase shouldn't last more than 30 seconds, at while 30 seconds may not be winning per say, it's at least enough to slow the game down such that it's not a 3 minute game or whatever
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@CrummyCookie said:
Clearly people didn't read my comment. I'm not sprinting. I'm walking. And I stay a safe distance from the hook so it's impossible for me to leave scratchmarks near the hook.
Ok but it's not impossible for him to have a reason to think you are nearby.
BBQ, Crows, Grass, Sounds, Prediction ect.
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Without addons I'd like to point out that Oni is the only Killer with both an instant down AND anti-loop.
Billy has a Gap closer, but not anti-loop.
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@Raccoon said:
If there was a universal chase indicator, gen rushing would intensify, as not being in the terror radius while knowing someone is being chased = slam those gens.
It's another SWF feature that is impossible to implement in any healthy form.
In turn, if Solos were all brought up to SWF levels, there's no possible buff that Killers can receive to make up for the free flowing information that everyone now has access to without breaking/redesigning the game.
The Solo to SWF transition plan is just going to be a bunch of perk tweaks so that no work/redesign needs to be done for Killers.
Buffing Solos to SWF levels and then universally buffing Killers is never going to happen because it's impossible to do in a healthy manner given the way that the entire game is designed and balanced.
The way the game is balanced is the thing that is being changed.
Whatever problems you bring up with these kinds of changes already exist NOW and will continue to be a problem regardless of if you make the change or not.
The only difference is that instead of 50% of the playerbase having that, 100% of the playerbase would. And once you have that you can do whatever rebalancing is needed to make it work.
But trying to just ignore it isn't an option at all in order to optimize the games balance.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/943608#Comment_943608
Sorry but recent killer changes have shown that killers do indeed get
slightly tweakednerfed due to their strongest addons. And then some more.For the topics of tells... She raises her arms and lets out a rather audible breathing and yell when winding up or throwing a hatchet...
You dont get hit by iris if you can just dodge hatchets.
Of course I'm aware that Killers are changed due to addons. That's the result of trying to balance around strong addons despite that being a bad idea. In order for it to not break the game you need a weaker basekit so that a significantly stronger version won't be OP, thus making the Killer UP without it.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/924968#Comment_924968
True but their UA add-ons shouldnt be meme tier either. Ultra rares should either be transformative or powerful. Not a joke. Here's looking at you iridescent family crest.
They should NOT be powerful. No addon should be since it's power you can't balance around.
So by process of elimination they must instead be transformative. The Nurses UR's qualify as transformative, as do the Hags. The Huntresses does not and is problematic as a result.
Myers? Yup. Doctor? Sort of? Clown? No.
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Remember that 2 iridescent addons should eventually exist:
* Iridescent Hatchet - Hatchet hits count as basic attack hits. Hitting a Survivor with a hatchet inflicts Exposed on all other Survivors for 20 seconds.
* Mothers Momento - Hitting a Survivor with a Hatchet grants you Undetectable for 45 seconds. You do not sing your lullaby while Undetectable (that includes Undetectable status granted from perks)