NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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Why buff BT and DS? They are already the strongest Survivor perks in the game
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@ThisLadyRightHere said:
https://forum.deadbydaylight.com/en/discussion/comment/890164#Comment_890164
geez a Sweaty, Tryhard, Killer main you are I see. Try playing survivor too sometime.
If A survivor Kobe’s that’s a 4% chance they had of escape off a hook. If you really are willing to chase someone after a Kobe in front of your face you’re just lame trying way to hard in this game.
I don’t tunnel because it’s pathetic
Quote “ IT’S A STRATEGY” it’s not it’s BS. Anyone who says this a strategy are just sore loser that don’t like losing in this game. They only care about there precious 4k.
I hardly get hit with DS. If people find DS really annoying then that’s really a you probably.
The entire point of a strategy is to put the game as much in your favor as possible.
If your strategy is so effective that it's BS then that just means its a really good strategy.
Remember that the best strategy is one that cannot be countered no matter what the other side does, in other words it's 100% BS. So thus if you are strategizing and you figure out some way to cheese a guaranteed win, then congratulations! You are doing strategy correctly.
It's not my job to give you a fun game, in fact it's my job to make your life miserable by Killing you in as reliable a fashion as possible. It's the DEVS job to ensure that I can't do something too uncounterable, not mine.
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Open the gate and leave because I have better things to do
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In any case though, I think that the number 1 thing that the devs need to work out is how to make a power like Legions harder to use.
And I don't mean worse, I mean HARDER, as in more plausible options than correct options relative to currently.
Since if Frenzy isn't a free hit then it can have big effects without being unfair, since the Survivor wasn't helpless against it in the first place.
My approach to this would be to add a startup, similar to the Oni but with a Trapper style LoS loss. And then a much faster and more deadly Frenzy can happen afterwards.
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/890477#Comment_890477
The Legion's FF stab is NOT the same as the Pig's dash attack. Why? Because the Legion's FF cannot down a survivor, where the Pig's dash can. That's a fine trade for the lack of perks working with the M2 attack, because at least it could down a survivor and was worth more. FF does nothing.
The on-hit change was made for non-balance reasons. If it creates a problem then you should be asking for more counterbalancing changes, not for a revert.
Non-balance issues aren't negated just because of something being at the proper strength.
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@Carpemortum said:
Plague can chain speed attacks and vault pallets? And see other survivors after hitting her power???
Holy ######### when did they add that!
She can do 2 of those.
Chain speed attacks? Vile purge is super fast and injures, corrupt purge is just as fast and can down which Legion can't really do.
Vault pallets? No but she can ignore them to a similar extent.
See other Survivors? Black incense for one. But also the spreading mechanics make Survivors much easier to find after your power is used.
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@cipherbay_ said:
https://forum.deadbydaylight.com/en/discussion/comment/888924#Comment_888924
By his standards, I guess Myers is a weaker form of Plague too since he can't break survivors.
I would indeed claim that Plague>Myers. But Myers is much better than Legion due to having stealth and the vaulting advantages.
Plague is only slightly better due to her much faster setup times and perk synergies.
Like seriously, Plague has some of the best Perk Synergies in the game and it's great.
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@LetsPlayTogether said:
Console? If yes: play PC. If not: youre bad.
Problem: No PC
Solution: Buy PC
Problem: No money
Solution: Work at job
Problem: No job
Solution: Steal money instead
Problem: Cops are now after you
Solution: Kill cops
Conclusion: Video games indeed cause violence
I rest my case
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You are literally cheating. It's not even optimal so you don't have that excuse either.
He's just playing optimally within the games mechanics.
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why?
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@Metamatmem said:
I will just dc against those two killers anyways :) I dont care about the ranking system. And when one day we in that game together by any chance. You will cry at the end and flame the killer when she pukes on your face like the trash scum ...... Are. Hahahaha
Why would I cry when I'm walking out the door after looping the Plague for like 2-3 gens per chase.
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Basement hooks are too core of a gameplay element to just ban people for using them.
All Killer players utilize basement hooks sometimes, so this isn't like the Legion addons where we would expect people to conveniently switch to exclusively using those addons, since they would already be hooking in the basement anyways.
And even if they suddenly switch to using a basement build the challenges are an alternative explanation for that
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Self care is slightly more efficient than someone else healing you (since it cuts out travel time and coop repair penalties) and is also the most reliable self healing perk.
Other self healing perks are more time efficient but are less reliable.
For example Inner Strength is 22 seconds but can only be used a max of 5 times total between all 4 Survivors and it requires you to first find a totem.
Adrenaline is instant but is only 1 time use and requires you to first complete the gens.
Solidarity is either effectively 8 seconds or effectively instant but requires finding 1 or 2 other injured Survivors
Second Wind is effectively instant but requires healing a Survivor and can only be used twice per game
Pharmacy is 16 seconds but can only be used once baring additional perks.
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But yeah, like I said if this is just a Therapy attack to everyone in your TR then it's for sure a buff. If it's not then it depends on the numbers but Shock Therapy is inherently buffed. Note the removal of the piece of text talking about switching stances.
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nice
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@MysticAdvisor said:
https://forum.deadbydaylight.com/en/discussion/comment/887719#Comment_887719
Quiet! I think the mods just deleted nuclear’s post.😐
Yeah this is gonna be interesting
Nope. It's still there.
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Ok real talk though. Why are you assuming this is a nerf? We can't deduce that from the leak.
If a Static Blast is just a Shock Therapy attack on everyone in the TR then this is a massive buff to his chase potential for example for obvious reasons.
It also sounds like he won't need to change forms in order to use Shock Therapy, meaning that if they change nothing else it will be 2 seconds faster to use the ability assuming you want to hit them afterwards (since changing forms is 1 seconds so using it means you switch forms twice over 2 seconds). Which is again a buff.
And the effects of madness appear to be unchanged. So the determining factors are just hearing if there is anything else changing and what the numbers are, only then can we determine if this is a buff or a nerf. Until then complaining about him being nerfed just makes no sense.
Like seriously, what exactly did he lose? The 2 big changes seem to be 1 buff (no form switching) and 1 sidegrade (passive madness gain replaced with a large AOE attack).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/886612#Comment_886612
what did the poor thread do to you it is harmless and it had a rough life 😢
Some men just want to watch the world burn 🔥
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worth it
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context:
Current Doctor for comparison:
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/886353#Comment_886353
But why? Trapper, for example, already sucks. Why make it so his traps can be disarmed faster? Leatherface REALLY sucks - why make it so his chainsaw is literally somehow worse than it is now? And what about Clown? That perk would do 0 against him. No. It's impossible to balance.
Leatherface would just hit the person a second time like he does with BT.
As for Killers like Trapper. Would you rather face someone using this or someone with Dead hard that will just hop over the trap and force you to go around it or get trapped yourself? Remember, the meta perks are really strong and annoying, so before you say that a perk is too strong remember what perks the Survivor would be giving up to run it.
Adrenaline, BT, DS and DH are all more annoying to face than a perk like this.
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/886327#Comment_886327
Let me be more concise then. No. This will just be Mettle of Man flipped to work against m2 instead of m1. Perks like that are not healthy for the game; survivors have it easy enough as it is.
The idea is to assist with Killer specific elements of the game.
How else would you make this work against Killers that don't have an associated Survivor action but to negate a single hit? Unlike MoM it's guaranteed to be counterible since all Killers can M1 and if you are a Killer that relies heavily on M2 like Nurse or Huntress then you are also a Killer like Nurse or Huntress that doesn't need to deal with the usual looping issues most Killers have, so instead of being looped for an additional 30 seconds like you would as the Trapper or as the Doctor you can instead simply throw a second hatchet because those are extremely effective.
Killers like Pig can even benefit from the mechanic since it disables the utility portion of the perk.
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@ahandfulofrain said:
No.
Not helpful
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@NoOneEscapesNancy said:
https://forum.deadbydaylight.com/en/discussion/comment/885165#Comment_885165
May I ask what platform you play on?
PC
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@NoOneEscapesNancy said:
https://forum.deadbydaylight.com/en/discussion/comment/884995#Comment_884995
@NuclearBurrito and @NoOneEscapesNancy are time travelers confirmed?!
That's the implication
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@anarchy753 said:
Thrill of the Hunt, Ruin, Devour Hope, Huntress Lullaby, Third Seal.
Enjoy that, EVERY game.
3rd seal doesn't really add to the build. So you can just take that out and run the build right now.
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Time travel obviously
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/82751/builds-ideas-with-stranger-things-perks
Mindbreaker and Cruel limits are trash, mindbreaker actually helps 99ing sprit burst
When I made the post I didn't realize Cruel limits had a range. Since it does (and a small one too) it's trash. But otherwise it would have served as an early game kickstarter for snowballing with loopable Killers
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@EuphoricBliss35 said:
Does surge continue regression past 8% or not? If it doesn't, that's the biggest change. Not the timing, that's not what limits surge. If it does, no changes are needed. In that case, Surge with Thrill would be amazing. Gen explodes, hands off the gen, grab survivor, sealed, and you'll get the equivalent of pop without having to walk over there and can rotate elsewhere. If it doesn't seal, then you know where you're going right off the bat .
His other perks are niche perks, who's running those anyway?
After the 8% regression gens affected by Surge regress like normal.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/883620#Comment_883620
oh yeah, Legion still doesn't keep up with 3 stacks of PWFY on like a Trapper btw. Power is even more useless and doesn't justify the stun and the rest of it.
Actually he does now. PWYF Trapper is 5.2 M/S and so is Legion Frenzy.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/883393#Comment_883393
Yes artificially limited is such a good description for it.
I hate how some people insist the changes have made her more skill intensive, when in reality you can't be more skilled with the changes than you were before since it's purely a limitation and does nothing in the way of offering the player another way to achieve ANYTHING.
Making it more skillful would be something like using a lot in a row drains your total blink resources faster and using them more sparingly yields more blinks over time, or something like that. Anything that rewards playing differently and adapting to your situation, not forcing you to be a walking potato for 6 seconds. Limiting the power to a cooldown every use is not in any way a more skillful interaction with the power, it is purely an artificial limitation.
She's more skill sensitive now because missing a blink has a longer punishment.
If you hit your first set of chain blinks then the cooldown won't come into play as much, thus the bad Nurses care more about this than the good ones.
In terms of Gap Closing she's still much faster than most Killers (she's about as fast as Legion's 3.4.0 Frenzy speed taking into account time spent charging, in fatigue, in cooldown ect) but her Patrol speeds are even faster than what her raw speed abilities would imply since she also can move through objects.
Someone with insane Patrol speeds taking a hit to their Patrol speeds doesn't automatically mean they are slow now. She's still faster than almost every other Killer in the game and she still can end chases quickly.
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Not using the new perks, but with the Spirit Prayer Beads change:
Prayer Beads + Thrilling Tremors + Surge + Discordance + Free Slot
Down someone, start phasing and either cancel it to pick them up, or go over and grab a Survivor. Surge + Discordance gives you the info you need to get a grab if they stay, but if they don't stay and you pick the Survivor up then the gens are locked down.
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Plagues power is that everyone is injured the whole game.
On it's own that doesn't mean much, but when combined with perks is massive.
Compare that to Legion who can simply MAKE you injured efficiently. Even if his power is about as good at that as Plagues, he's still worse simply because his power doesn't have the massive perk synergy that the Plague's does simply because it's not quite a free health state and they can Heal if it's needed in order to beat your build for whatever reason.
Against Plague that's practically not an option, so you can count on them being injured.
That makes a lot of perks suddenly way WAY better than normal. Thanataphobia and Blood Echos are the obvious ones, but also perks like Monitor, Mindbreaker and Surge are stronger on the Plague as a result of this.
Infectious Fright is more effective if you can one shot everyone for a quick slug induced victory. PWYF is better when it takes only 1 token per down and no one can hide from you properly. Dying light is better since the Obsession buff is nonexistant and you can snowball hard with your instant downs.
Undetectable perks like Tinkerer are also better on her since stealth + instant downs are a great synergy. And thus Nemesis is a good perk on her as well.
All these synergies is where her strength comes from, and not from her power directly.
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Added a Legion build and a Plague build
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The conclusion is that Nemesis has the most potential out of all the new perks, even ignoring the Legion shenanigans.
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@Ada_Simmons said:
https://forum.deadbydaylight.com/en/discussion/82751/builds-ideas-with-stranger-things-perks
With the upcoming Cursed Legacy DLC Chapter coming out soon on December 3rd, @NuclearBurrito will you also be creating a Builds Ideas with Cursed Legacy Perks (for both Yui Kimura and The Oni)?
Done. Here you go:
https://forum.deadbydaylight.com/en/discussion/108881/cursed-legacy-perk-build-ideas/p1?new=1
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@kierstynmp said:
@NuclearBurrito i used to use left behind before my hiatus. Thanks for the suggestion!!!
It's been reworked so it's better for this sort of thing now
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Actually I think I'll make that Oni perks build idea's nowish. Gimme a bit.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/882449#Comment_882449
I thought it worked like that by design because apparently it stayed slowed down if someone crawled out due to a bug it seems.
If you are crawling then you are in the Dying state.
Dying state != Injured state.
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Btw. When I made the OP I mistakenly thought that Cruel Confinement was global range. If it was then it would be a great perk that I could see myself actually using.
However since it isn't it's worthless.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/882429#Comment_882429
Is that recent change? Because the timer for egc is supposed to slowed down when a survivor is injured.
No. It never worked like that and I have no idea why you think it does.
The EGC only slows down when someone is hooked or in the dying state. This was true since the trailer that announced it.
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Anyways I'd honestly run the perk Left Behind until you can get out of the lower ranks. It makes it way easier to find the hatch and thus can let you escape that way much more often.
From there once you get into higher ranks you can swap out the perk for something better now that you are dealing with Survivors that are better on gens.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/882367#Comment_882367
You have a strong chance of escaping if you approach the endgame properly. If you're the last one left alive and you don't know where the hatch is don't bother looking for it. Get to a door and hide. When the killer closes the hatch you start working on a door. Use your stealth and take your time. You have plenty. You've got 2mins uninjured and 4mins if your injured. Getting the door almost always your best bet unless you have seen the hatch prior to being last.
If you're having trouble moving up as survivor then I would also suggest taking perks that help you move faster and give you advanced warning of when the killer is coming. Spine Chill helped a ton in lower ranks. Also playing in a swf would give you an edge as it can be hard to trust randos. Also you could bring maps or keys. People will give you a hard time for keying out of a game, but as long as it is in the game use it.
being injured doesn't effect the timer.
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I just want the Obsession perks to be more threatening to the Obsession.
Right now only Furtive Chase (lol) and Remember me actually want you to go after the Obsession.
Rancor wants you to save them for last as they will be the easiest target at the end.
STBFL, Dying Light and PWYF explicitly don't want you to go after the Obsession.
Nemesis works on everyone besides the Current Obsession.
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Also I'm pretty sure he's going to trip.
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I am my own unique individual!
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@Ada_Simmons said:
https://forum.deadbydaylight.com/en/discussion/82751/builds-ideas-with-stranger-things-perks
With the upcoming Cursed Legacy DLC Chapter coming out soon on December 3rd, @NuclearBurrito will you also be creating a Builds Ideas with Cursed Legacy Perks (for both Yui Kimura and The Oni)?
Sure!
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Softlocking isn't a specific thing though. That is to say softlocking implies some other action is being done in order to trigger a softlock.
This is often but not always body blocking.
In otherwords body blocking and softlocking/holding the game hostage/whatever are related but not interchangeable, and the rules are clear about it.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/878998#Comment_878998
The fact that they cant do gens if they do that? 🤷♀️
They can't do gens anyways. You are chasing them.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/879315#Comment_879315
Dude you can't always make it to the strongest loop from ANYWHERE on the map.
If there are no gens near that loop anyone that goes there is dead weight.
If they do the gens near the loop, that will leave gens AWAY from the loop uncompleted for you to patrol.
You chase them near the uncompleted gens, if they run to the loop let them go. Either they waste time healing before they come back or they try to finish the gen injured and you catch them. Widdle them down, change targets for survivors out of position. You can win these scenarios. Once you take out a survivor or 2, that infinite loop becomes less powerful because it will take them longer to do other gens.
The only map where your argument is valid is Ward because you can make it to the building from pretty much everywhere and that whole tile is a mess of a loop. But most other "infinite" loops are in specific parts of the map that are not always accessible at every moment.
At least on the specific map I used as an example, you can literally make it there from anywhere more than 2 meters from the wall (aka: Practically anywhere)
In fact, given an 18 meter head start a Survivor running in a straight line could go from 1 end of the map to the other end of the map even on the largest maps in the game without getting hit (with time to spare even).
This is why one of the most important tools in a Killers Power is a gap closer. A Survivor running against a Leatherface can touch both ends of the map, but that same Survivor against a Huntress or Hillbilly won't get very far, simply because they can close the initial gap quickly. It's not about being anti-loop, but rather because those Killers can prevent you from reaching the hook.
That's why I consider Leatherface to be the weakest Killer in the game. Every Killer in the game has some kind of gap closer or anti-loop besides Leatherface to do SOMETHING about this situation with their power.
Clown and Freddy slow Survivors movement speed
Huntress and Plague (even if it's only for injury usually) have ranged attacks
Nurse, Billy, Oni, Spirit and Legion (even if it only injures) all can increase their movement speed
Hag, Demogorgon and Freddy all have their teleports.
Demogorgon also has Shred
Shape, Wraith, Pig and Ghostface have stealth (which denies them the head start or at least most of it and thus qualifies)
Doctor and Trapper can directly prevent the use of Windows and Pallets at loops.
Meanwhile what is Leatherface going to do? His chainsaw takes too long to use in order to even act as a deterrent to getting hit and boosted towards the loop since it takes so long for it to actually catch them (longer than the charge time cuz of the acceleration mechanic)
Regardless though when a Killer struggles to access their power (ex: Trapper), has too many weaknesses to the point of their power being pointless at it's job a lot of the time (ex: Wraith, Doctor, Pig) or lacks the ability to fully capitalize on the effect (ex: Legion) or if they are Leatherface (ex: Leatherface) then these loops screw you over.
