NuclearBurrito
NuclearBurrito
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@Rattman said:
https://forum.deadbydaylight.com/en/discussion/comment/908876#Comment_908876
You have to restore health state, so they work together pretty good.
Ok but it's not just tracking if I complete a heal, but also the amount of progress I contribute.
If bonus progression from Autodidact doesn't count towards that then it's a bad combo at high stacks due to it skipping over progression from the perk.
If the bonus progression from Autodidact DOES count towards it then it's a bad combo at LOW stacks due to that including the negative bonus from the first 2 procs.
Either way it's positive utility in the other scenario.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/908827#Comment_908827
He did the same thing with Ghostface, going from "this killer is trash" to " this killer is viable."
GF I actually get, since he can attack without warning or slowdown, unlike Pig, Wraith or Myers. But Wraith... not so much.
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It would need to be special items only accessible via that special chest, and not just normal items you can find on the blood web.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/906178#Comment_906178
That's not gen rushing. That's being smart. You get no reward if your team mates survive the trial. It's every person for themselves.
Just because it's optimal doesn't mean we can't apply names to the strategy with the appropriate definition.
Gen rush and optimal play are not mutually exclusive. I expect you to gen rush and in a strategy discussion would encourage you to do so. The only context where I'd say gen rushing is bad is when discussing balance, at which point it would be to slow it down, not to prevent it entirely.
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TLDR: He finally noticed that the Clapper addons are really good. Whoopty freaking do.
Without one of those addons he's mediocre at best.
Bone Clapper lets him do ok.
Coxcombed Clapper makes him viable, but is also an ultra rare.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/903141#Comment_903141
Althought one cool QoL change that someone told on this forum would be to add Exposed to the list you can get tokens from. (but then we would have to get some sort of indicator they're exposed soooo idk)
I'd be down to implement an exposed indicator, kinda like broken!
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@prismalorg said:
https://forum.deadbydaylight.com/en/discussion/comment/908878#Comment_908878
Oh I meant with Joshua's proposed buff. Sorry, I'm still new to forums and learning to use and talk on them
Ah. In that case the answer is not applicable. They apply the effects on different targets, so there is nothing to stack.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/908440#Comment_908440
Surge is in my main build for Demo along with Surveillance and Save the Best for Last.
Surge saves an insane amount of time from the Killer not needing to kick gens. When combined with STBFL it is a win/win in gaining power over the game while not wasting time. Added with Surveillance and the Demo knows exactly where to apply pressure in general plus it helps with smarter use of his tunnels.
Shred is nice and all in ending some loops or landing otherwise impossible hits. But a BIG part of what makes Shred strong is how often you can fake it in order to simply make the Survivors turn putting them in range of a M1 feeding STBFL. You can't just using nothing but Shred, M1s are needed as well. Hit with M1 to get a stack, then Shred near instantly afterwards for very fast downs that only get faster as you build up STBFL stacks. Those 2 perks combo VERY well together with Demo and Surveillance buffs the combo even more when you can't depend on Shred for downs with constant information of what gens are NOT being worked on! Letting you know where you need to put pressure most with your tunnels.
It's a rather decent build that supports how the Demo plays by making him more aggressive as the game goes on and leaves the 4th perk slot open for what ever else is needed. Surge by itself isn't all that good, but it combos very well with other perks and some Killer powers.
The issue with Surge is that the cooldown prevents you from truly getting a lot out of the snowball it has the potential to grant.
If it didn't have the cooldown or basic attack requirement then the perk would be great. It would have a niche and would do it's job well with the low numbers preventing it from being OP. However since it has low numbers AND the cooldown/requirements ect the perk just gets outclassed since it can't properly fill it's own niche.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/908458#Comment_908458
That's gotta' be it. Clearly a bunch of guys sat around a table and thought, "How can we make the game worse for half the players, leaving the other half with nobody to play against?" It's a bold strategy, I'll give you that.
We're working on a hotfix as we speak.
"It's a plan so crazy, it JUST! MIGHT! WORK!"
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@prismalorg said:
So what if you have second wind and somebody also has borrowed time?
They don't fully stack. BT will proc and then second wind treats DW as a separate health state. You will remain injured afterwards.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/908368#Comment_908368
Btw. How does Solidarity and Second Wind work with skill checks? I've been looking to run Autodidact but I'm worried it has anti-synergy in one way or another.
@Peanits @not_Queen can I please get an answer for this? It's kinda important information.
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The page is correct, you are just reading it wrong.
If you decrease the power recovery speed by 10 seconds then it will take 10 seconds longer.
So adding 10 seconds onto what we agreed was a 14 second base cooldown is indeed 24 seconds. This downside is why the undetectable status increase is so much larger than the other ones.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/908848#Comment_908848
Unfortunately it's not an option for use console scrubs.
Rip. I've always found the pregame chat to be by far the most underrated tool solo Survivors have access too. I always make sure my team knows my build and to let me go for the saves whenever possible (I have Kindred and Well Make It to get my teammate out safely and heal them up afterwards). I do this every single game without exception because even that little bit of communication goes a long way.
Shame you can't do the same, it really is helpful.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/908338#Comment_908338
I prefer to be at full health as well. But so many people think the best play is to always not heal. It can make something like Second Wind hard to get.
I always just explain myself in the pregame chat. It's much easier to get heals when they know to let you beforehand
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/908686#Comment_908686
you dont think that oni is OP? what are you, oni main?
I'm not an Oni main.
5 seconds? Are you crazy!? That's worse that Legion!
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@Kenshin said:
thats not enough tho. they should nerf his duration and speed of the dash. also he needs a longer cooldown when he cancels his dash. how about like 5 seconds? so survivor have acutally time to juke him. that would be fair and more fun!
I honestly can't tell if you are being serious or not. I invoke poes law
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@Blueberry said:
I think it's less about Second Wind not being good enough and more that their are other perks that are too good and simply overshadowing it.
The only perk with a comparable effect is Solidarity, and Second Wind is a bit more reliable and efficient than Solidarity at the cost of reusability and speed.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/908363#Comment_908363
This too.
Side note, Solidarity is a really solid perk. Run that with We'll Make It and you can unhook someone, heal them, then have them heal you all within the span of 16 seconds. That's crazy.
Btw. How does Solidarity and Second Wind work with skill checks? I've been looking to run Autodidact but I'm worried it has anti-synergy in one way or another.
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Until now it was Kindred. I liked the effect but needed some ally tracking for myself as well. The buff fixed this so I run it regularly now instead of bond.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/908067#Comment_908067
That probably would be a little nutty. Maybe less so now that instaheals aren't quite the same, but it would have been crazy at the time if you were to guaranteed unhook yourself and fully heal right away.
I look at Second Wind as more of an efficiency perk more than anything. You get unhooked, you don't have to waste time healing, you can go straight to a generator. That's anywhere up to 32 charges saved (a little under half a generator)- maybe more if you're Mangled.
I like to think of it like a more efficient Solidarity. You run it on a healer build so no one has to worry about healing the healer.
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It's an addon and keeps it's effect in check. If you couldn't see them then you would have no counterplay to having your aura constantly revealed.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/908331#Comment_908331
Sure that's green ping issue dud
Killer ping issues
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/908222#Comment_908222
Which means it's not free. Especially in a no heal meta.
No heal meta is overrated unless you are facing Plague or Legion.
If you are so confident in not going down while injured then why are you injured?
Regardless the better you are at looping until a specific thresh hold (however long you need to loop in order to never get hit) the more valuable healing is. Meaning that as you become more and more skilled the better it is to be healed.
Basically, being healed among other things doubles(ish) your next chase's length at the cost of 32 seconds (or less with perks or a medkit). If you can loop for more than 32 seconds without getting hit then you will always profit on time by healing, perks can lower the time requirement.
In my case I run both Second Wind and Well Make it. That's effectively 2 heals in 16 seconds. Thus even if each of us can loop for only 8 seconds it's worth the time spent healing.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/908212#Comment_908212
One of the main benefits to Surge is that it gives you a free gen kick on all of the gens within the radius. That 8% regression quickly turns into a lot more than 8% if there aren't any survivors repairing in the area.
If they removed the cooldown and removed the requirement to down survivors with a basic attack, I could see it becoming a decent option for stalling on killers who can get downs quickly but can't spare the time you need to find a good target for PGTW.
This. Surge is on paper great for snowballing, but the cooldown ect holds it back. Buffing the regression itself would make it a good perk, but it wouldn't make it a unique perk. Removing the cooldown and basic attack requirement would make it a unique perk.
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Second Wind is fine, at least on a fundamental level. If anything about it needs to change it would be the Numbers.
But right now, it's a perk that complements altruistic playstyles. If you heal people in your normal gameplay then the perk is extremely useful, even if the Killer tries to tunnel you if you can loop him for 30 seconds you get the health state anyways.
Otherwise it's straight up better than DS or Adrenaline due to the free health state being given twice and isn't temporary.
However if you aren't usually altruistic then the perk isn't as good, since you'd be going out of your way just to proc it thus spending more time than normal.
Since I like to run a medic build anyways I use Second Wind all the time and get a lot of use out of it.
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@Drazen said:
surge is a really bad perk it only adds 6 and a half second to a gen also it is limited to 32m radius with 60 sec cooldown. Great idea for a perk but weak
40 second cooldown actually.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/908201#Comment_908201
I initially thought that. But remember that this only happens when you down someone. How often do you really down someone while in stealth mode?
Pretty much every time as Ghostface or Scratched Mirror Myers.
Myers in particular does that all the time.
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Would remove the synergy with Stealth Killers. I don't really like it tbh.
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@LordGlint said:
Love how the highest kill-rate killer among red ranks is STILL seen as not good enough, lol.
I'd say Freddy is good enough.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/907306#Comment_907306
Repair, heal and sabotage unless they made some unidentified buff that isn’t in the tooltip
There are a lot of things it effects that aren't in the tooltip. Such as chest searching, exit gate opening, totem cleansing and yes vaulting.
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@Johnny_XMan said:
So when is hook rushing getting nerfed?
After it becomes OP
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This sounds like Soul Weaver from identity V.
It's basically the ability to turn anywhere into a psudo-hook
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/905593#Comment_905593
The main reason I suggested a 20-30 metre range is because it's around or just under the average terror radius for most killers, so it maintains the spirit of the original perk without making stealth killers vulnerable.
The noise notification makes sense, although I still feel that the perk is too powerful in some ways. I had a couple of ideas, but they seem problematic. I'll chuck them out there anyway for criticism.
One idea I had was that the perk could reveal the auras of everyone on the team, making it higher risk, even for SWF, and in some ways giving it better synergy with Sole Survivor if you want to be really selfish. It would also make the perk user less of a target. The obvious problem here is that the other survivors aren't in control of their own visibility, which doesn't seem fun or fair to them.
My second idea was that in order to make it a riskier perk to carry in terms of being a target, not just in terms of the risk of having a useless perk in one's loadout, it could apply a status effect like exposed or hindered to the user whenever they activate the perk, which persists for a certain number of seconds after the perk deactivates. The problem with this is I'm not sure how dangerous this would actually be in practice, and it's possible that this could backfire and make it even more of a meme perk by making the user an even more attractive (but still equally untouchable) target for the killer.
Yeah neither of those seem like they could work. Have any other ideas?
Honestly I'd be fine with just a complete rework rather than just a sidegrade/nerf
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What are you guys talking about? She still has her speed boost, it's just a bit reduced.
What platform are you on?
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/906055#Comment_906055
I've always played it as the objective is to get as many people out of the gate as possible. Sometimes it's not possible but i always try. I find anything else to be selfish. Won't call anyone out on it but that's how i feel
Having a personal goal is fine but it doesn't change your roles win condition. In fact since it's not your wincon it's truly altruistic to act like that anyway.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/904348#Comment_904348
The hatch is their to prevent the last survivor from hiding for 20 minutes until the killer dcs.
By saying this isnt a team game, when you have 4 people working together for a common goal, you make the point that swf should he banned. As if its not a team game, why allow teams?
I play solo. But i know that if i don't help my team, i dont live.
The 4 players do NOT have a common goal. My goal is for me to survive and your goal is for you to survive. Your goal is not for me to survive and my goal is not for you to survive
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@NegaPerere said:
https://forum.deadbydaylight.com/en/discussion/comment/905367#Comment_905367
Thanks! Also right now i'm making their other add-ons too! Any suggestion?
Nothing specific. Just try and keep them low power as much as possible. The weaker the addons the stronger the base kit can be without causing issues, so focus the addons on changing your playstyle rather than being direct improvements. Myers is a good example of this done right.
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This feels like it would be even MORE disproportionately useful for SWF.
Remember, SWF can just agree to only have the OoO user bring DS.
Solo's cannot.
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BHVR: Understood, you must now use the | key to break pallets. No you cannot change this.
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@Speshul_Kitten said:
Go look at my last post on why it’s NOT. At least for the endgame collapse.
The EGC assuming the Killer initiated it is the Killer at his absolute strongest. It isn't a good example of the Killer being OP.
Kinda like how if I said the Survivors were OP if all 4 of them are alive with the exit gates powered then you might roll your eyes and be like "well duh, they had to power 5 gens while staying alive to get to that point". The EGC via hatch closing is like that.
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/905429#Comment_905429
But it's true though.
I literally said as soon as you picked up a survivor meaning the wiggle timer is at goddamn zero so you're not saving anyone but giving the killer needless pressure.
Again learn to read.
Actually due to the perk flip flop the wiggle timer can start as high as 50%
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/902607#Comment_902607
Don't get caught when you are getting unhooked and the killer is right at the hook? Yes I get it, then don't just unhook the survivor, but being camped isn't fun at all.
Or do you mean you shouldn't get caught at all so the killer doesn't get a single hook? Because it's not possible for 4 survivors to not be found until they repair all 5 gens, and if the killer is good, someone will go down soon enough. This game is not survivor sided anymore.
odds are SOMEONE will get caught sure. But you are not 4 Survivors, you are 1 Survivor. So when that 1 person is being camped ignore them and do gens. If they truly hate campers as much as you do then they will keep struggling to buy every second they can.
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Just btw. I've been running the new Kindred, which among other things let's me know if the Killer is ever camping. And over several games I've yet to encounter a single counter.
Not only have I not been camped but none of my Survivor allies have been camped either.
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@NegaPerere said:
https://forum.deadbydaylight.com/en/discussion/comment/904797#Comment_904797
Than you! I'm actually collecting people opinion and i will try to make a version 2
Great! Glad I could help
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@xEcoLog1cDuk3Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/904836#Comment_904836
Those are numbers with the 50%, new enduring. Here's the correct numbers with old Enduring at the max level 75%.
Pallet stuns: 1.14s
Decisive strike: 2.28s
Head on:1.35-46
Current Enduring is a 50% time reduction. Not a 50% speed increase.
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Try running it with Sabo
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- Your rate of recovery from stuns is increased by 40/45/50%
- Pallet stuns: 1.2s / 1.1s / 1s
- Decisive Strike: 3s / 2.75s / 2.5s
- Head on: 1.8s / 1.65s / 1.5s
Your numbers are wrong. A 50% recovery speed increase is:
Pallet stuns: 1.34s
DS: 3.34s
Head on: 2s
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Ruin is one of the strongest Killer perks in the game, since it's one of 2 perks that slows the game down at the very start of the game, which is when it is the most crucial to do so. It does not need buffs.
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I do think you are onto something but some feedback:
- As I just said if he's getting passive movement speed then he should be 110% by default. Remember that he eventually becomes 130% (or 125% if we make him 110 to start) for as long as he wants, so that needs to be counterbalanced.
- The way the power works seems a bit convoluted. I feel like this would be much easier to work with if we remove some of the unnecessary mechanics (more on the specifics in a sec)
- The power gauge mechanics punish the Survivor for efficient chasing and also are too close to the Oni's mechanics
- The passive MS mechanic is extremely OP given how much of a difference it makes
Here's how I'd alter it starting with the biggest change, the power bar mechanic:
- 1% per second. Charges 5x faster in a chase. Ending a successful chase (any chase where you damaged a Survivor) will refill the gauge by up to 25% depending on how quickly the chase ended (The bonus becomes 0% at 25 seconds). Downing a Survivor with a basic attack drains the power bar completely (resolving before the end of chase bonus)
Basically if you hit someone and then immediately switch targets you gain a large boost to your gauge. However downing Survivors this way will not let you maintain your power. This kind of limitation needs to be on the Killer otherwise he can just be a permanently 125%-130% Killer which is OP.
Downing a Survivor quickly will still give you the bonus recovering some of the lost power usage for if someone does something silly like running in front of you.
Grabs do not trigger the drain and neither does Frenzy.
Next the speed boost:
- Legion moves 3% faster per 20% of the bar filled.
This has the same max speed but takes longer to get there thus keeping it further in check.
Finally changes to Frenzy itself:
- Frenzy doubles whatever passive MS bonus you were getting, thus allowing you to get up to 140% total MS. Frenzy will last up to 10 seconds by default
- Striking a Survivor will refill the bar by 25% immediately. The end of chase bonus still applies so Striking a Survivor and switching targets grants up to +50% duration. Passive recharging is disabled however.
- Frenzy ending has a 2 second fatigue. Period.
- Frenzy has no impact on your lunge. Missed attack in general will cause Frenzy to exit with no additional cost beyond the fatigue and the missed attack cooldown.
- Vaulting always costs 5% of your power gauge (in other words 0.5 seconds worth)
No comment on the addons. Anything I didn't bring up I'm fine with staying the same.
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this looks more like a 110% Killer than a 115% Killer.